Crazy idea I had the other day in class: hack the Traveller world development system for settlements in a post-apocalyptic game. (This isn't entirely an original idea; there was an idea going around a while back for Wanderer, a fantasy version of Traveller.) It doesn't track exactly, but with a couple of adjustments I think it'd work pretty well.
The categories include:
Environment -- How livable the wasteland is around the settlement
Mutation -- How amusingly messed up the flora, fauna, and residents are
Population -- How many people live here
Territory -- How large a territory outside the settlement they patrol and control
Government -- The kind of government they have
Law -- How likely they are to shoot you on sight for various offenses
Tech Level -- How cool their toys are
Fuel Station -- How good their local gas station and repair shop is
They'd affect each other in much the same way Traveller world stats do. Currently I'd think Mutation is worse the less livable the Environment is, Population is higher in better Environments, Territory and Government both key off of population, Law is based on Government, and Tech Level is affected by a bunch of different factors. I'm also considering a "Religion" stat, because of the importance of bizarre degenerate belief systems in post-apocalyptic stories, but it would also damage the six numbers plus TL and Fuel code Traveller resemblance.