I've just been having a look at them as I tried to design my own rules to accomplish what you wanted.  Having had a reasonable stab at it I decided they were about as inelegant as an inelegant thing could be.

So I looked up WBH rules to see what they'd done.   Here they are:

p.78
///quote
Roll 1D-1 to determine the number of major governmental powers on the world.  Distribute the world's population UWP among the various governments.

Next, roll 2D-7+(world population UWP-1) to determine the local government type of each rival government.  Ignore and reroll a result of 7.

Finally, roll 2D-7+local government type to determine the law level of each rival government.

Treat each rival government as an independent world government when using these rules to detail a government.  Therefore, follow the rules in this section *for each government* to arrive at its detailed organization.

Example: A balkanized world has a population of 75,400,000.  Rolling 1D-1 yields 5, giving us five major rival governments on the world.  We arbitrarily distribute the population between them as follows: 1) 40 million, 2) 15 million, 3) 10 million, 4) 7 million, 5) 3 million.

Rolling for each rival government's type we get: 1) a 5 gov type, 2) a 5 gov type, 3) a 4 gov type, 4) a 3 gov type, and 5) a B government type.

Rolling for each rival government's law level we get: 1) a 9 law level, 2) an 8 law level, 3) a 3 law level, 4) a 7 law level, and 5) an E law level.
///end quote

I like the simplicity of this - although it doesn't quite do what you want it to WRT to GOV and LAW being affected by one another (or TL for that matter).

I like that it says 'major' powers so you always have the option of lots of minor ones if you wish.

Not so fond of it only allowing 1D-1 powers as it would be harder to replicate Earth's 200+ (although obviously a huge number would be minor).

My scheme didn't have '7' as a GOV type rerolled but in effect further subdivided that country so that lots of minor countries were possible.

I also note they bypass the whole 'apportion the pop between countries' by just making a referee decision about it.

Having had a play with this, I would either use WBH as is for balkanized worlds, or just design each one by hand for whatever effect I wanted to achieve.  Unless someone can come up with something a lot more elegant than my poor effort!

tc





On 2 May 2014 19:30, Carlos <carlos.web@gmail.com> wrote:
<sigh> That's the one I've never been able to track down. $ 100 is a bit too much. Thanks anyway. I thought somebody had posted rules here at some point.

Carlos Alos-Ferrer
Professor of Economics, University of Cologne
http://www.decisions.uni-koeln.de


On Fri, May 2, 2014 at 7:58 PM, Andrew Staples <andy.staples@gmail.com> wrote:
This won't help you if you don't have it, but I use the rules in DGP's World Builder's Handbook.

http://www.amazon.com/World-Builders-Handbook-Megatraveller-Fugate/dp/B000GBSGZE



On 2 May 2014 15:40, Carlos <carlos.web@gmail.com> wrote:
Has anyone developed rules for generating gov-law-tech-pop codes for multiple states in balkanized worlds, given the world UWP? I seem to remember some discussions in the list and even somebody writing on this at some point, but after some quick searches I came away empty-handed.

One could just generate several UWPs with fixed physical data, and also use the "Governments" article on Freelance Traveller for more detail. I was thinking of rules which do not treat each government independently, but rather determine whether there are dominant powers and how many, then flesh them out. There are global constraints to consider. For instance, total world population needs to be split up among countries, law level needs to be somewhat consistent with that of the countries (A pop-weighted average? That of the largest country? That of the country hosting the main starport?). Also, if there are exactly two dominant countries/blocks in a planet, it is unlikely that one is hi-tech, hi-pop and the other one low-tech, low-pop, so there ought to be modifiers.

A different (and easier) problem is to generate balkanized worlds from scratch, aggregating the individual countries to a world UWP afterwards. I am looking at the inverse problem, but any info on the topic is welcome. I might have missed published sources, I owe a lot of MT material and some Gurps but have mostly missed new developments as Mongoose.

Thanks in advance.

Carlos Alos-Ferrer
Professor of Economics, University of Cologne
http://www.decisions.uni-koeln.de


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