or anything else?
Something else actually

Hope you get what I mean, there are variables missing and stuff, but that's how 
The code is clearly understandable, thanks. Though it's not quite what I meant, it will certainly come handy at some point anyways.
Now, moving to what I'm trying to achieve here...
This web of yours consists of regular polygons. I meant
irregular ones, i.e. they should have sides unequal to each others, therefore same applies to their angles.
Attached is a sketch example of what my goal sequence is.
Line 1: generate random convex poly
Line 2: concentrically replicate it inside/outside itself random number of times
Line 3: connect vertices accordingly
Line 4: populate this calculated carcass with asteroids - more or less regularly. There are three options:
- asteroids lie on vertices only (first image of line 4)
- asteroids lie alongside lines only (second)
- vetices AND lines are used (third)
The reason behind all of this vanity is that I wanna get a stylish-looking map either with sufficient number of organically placed dead-ends (vertices only option) or without any dead-ends at all. Dead-ends are very strong strategical bonuses when there are more than two competitors aboard - they need no defence, all seedlings may freely be drawn from them. When I find myself surrounded by some enemy empires in such a way that all of them cant compete anyone else but me - well, it's chalenging... but still way too unfair. That's how this layout invaded my brain =-)
Anyhow, the algorithm creation is underway currently (chosen simple "Gift Wrapping" route). Dunno how much time it will take. I'm a coder, but all my previous experience lies within relational data base manipulations area - nothing game-related or just graphical. (Oh, FoxBASE, FoxBASE, old friend, where have you gone? What have you become since? All that left are nostalgic teenage memories...)