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Colony requirements

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vegascat

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What would be the requirements to begin a colony on an Earth Prime world? Think people, professions. equipment, seeds, animals, all else.
 
Er...
/me sings like Lorne Green

Bonanza
We chased lady luck, 'til we finally struck Bonanza.
With a gun and a rope and a hat full of hope, planted a family tree.
We got hold of a pot of gold, Bonanza.
With a horse and a saddle, and a range full of cattle, how rich can a fellow be?

On this land we put our brand, Cartwright is the name, fortune smiled, the day we filed the Ponderosa claim.
Here in the West, we're livin' the best, Bonanza, if anyone fights any one of us, he's go a fight with me, Bonanza.

Hoss and Joe and Adam know every rock and pine, no one works, fights, or eats, like those boys of mine. Here we stand in the middle of a grand Bonanza.
With a gun and a rope and a hatful of hope, we planted our family tree, we got hold of a potful of gold, Bonanza.

With a houseful of friends where the rainbow ends, how rich can a fellow be?
On this land we put our brand, Cartwright is the name, fortune smiled, the day we filed the Ponderosa claim. Here in the west we're livin' the best Bonanza.

With the friendliest, fightingist, loving band, that ever set foot in the promised land, and we're happier than them all.
That's why we call it Bonanza...Bonanza...Bonanza...

Lyrics written by Jay Livingston and Ray Evans.
 
Can't recall the source, but I seem to remember reading that 200 people constituted the minimally diverse gene pool required.

Beyond that, the skill mix depends on what tech you're shipping them out with - Blacksmiths and carpenters are not all that useful when you have a Parts Fabricator...

Biologists, Geologists (don't get me started with any 'Planetologist' crap!), Physicians - NOT OPTIONAL ANYWHERE.

Everyone should have back-up potential to cover someone else's job - who delivers the midwife's baby?

People able to quote obscure Terran Flatscreen themes could probably be considered redundant...
(Sorry, Hecateus, I just couldn't resist!)

And last but not least, don't forget to bring Cadman along!!
 
Redundant?!
Now now, I can have a gun and a rope and a hat full of hope...and maybe a set of > Foxfire < books.

More serisiously though if it becomes possible to colonize other planets, I would fully expect that megacorps like Bechtel and Halliburton to get involved ...both of whom have the capacity to set up small cities in just about any location on Earth.
 
Zutroi wrote:

"Beyond that, the skill mix depends on what tech you're shipping them out with - Blacksmiths and carpenters are not all that useful when you have a Parts Fabricator..."


Sir,

Parts Fabricator? I've never seen one listed in any version of Traveller. Are they in T20?

Let's say your colony has a parts fabricator, what do you feed it? What sort of materials need to be shoveled in one end? What sort of purities do those materials need to be provided in? What sort of quantities do they need to be provided in? How fast do they work?

Or is it just another version of the venerable "Santa Claus Machine", shovel sand in one end and get a jump drive, gauss rifle ammo, and a chocolate elcair out of the other?

I'd take carpenters, blacksmiths, miners, lumberjacks, machinists, welders, farmers, etc. or at least people who can more or less try their hands at those occupations. Even a weekly ship crammed with goodies from the mother world will fail to provide everything that it needed in the quantities required.

The first few years of a colony will see quite a odd and interesting mix of technologies. Imagine your colonist living in a two-room prefab or 'soddie' with an outhouse and rain barrel but with solar panels powering lights, pumps, comm gear, and a computer.

You bring or ship in only those devices you cannot do with out. Everything else is 'make do'. Finally, a real use for the JoT skill!


Sincerely,
Larsen
 
Sorry, this is going to have to be a long post...

Larsen E. Whipsnade:
Sir,

Parts Fabricator? I've never seen one listed in any version of Traveller. Are they in T20?
DoD has the first prototypes in field test right now, basically it's one of those 3D prototyping tools that will sinter together a gear or suchlike from a supply of powdered metal. By Stellar Tech I'd expect it to utilize several different compounds to make more complex items, but it would not be of the "Santa Claus Machine type. You might be able to make the parts to an internal combustion engine, for example, but someone would still have to assemble the parts.

That's why miners, geologists, etc. are essential regardless of the tech you're going to provide your colonists with. I'll also add metallurgists to the essential lists, along with someone who knows how to build and operate a smelter.

Since we're all rather familiar with Tech levels ranging from 4-8, I'd suggest that this range would be the best one to consider for Vegascat's prospective colony. With that in mind:

Doctor
Midwife
Farmer - lots of these
Civil Engineer
Bulldozer operators
Lumberjack is something talented amateurs could possibly handle, but carpenters become essential.
Millwrights
Blacksmith
Geologist
Smelter builder/operator
Animal Husbandry expert (just don't get caught!) / Ranchers
Dentist
Ceramicist
Cement Kiln builder/operator
Biologist
Spinner/Weaver
Tanner

That'll do to start the list, I'd love to see what more can be added...
 
Zutroi wrote:

"DoD has the first prototypes in field test right now, basically it's one of those 3D prototyping tools that will sinter together a gear or suchlike from a supply of powdered metal."


Zutroi,

I've seen them in action and they are damn near magical. The best way I can explain what they do is by having someone imagine a 3D laser printer; the machine makes pass after pass, laying down layer after layer of various materials until the part is formed. I've also seen a 'rapid prototyping' machine which laser cuts cardboard-thick paper into various shapes, paper which is later glued together into layers to form a 3D object.

These wonderous require a supply of some pretty special materials, some rather specialized maintenance, and some nifty programming. A colony will need to figure out how to feed, fix, and maintain such a machine. The question then becomes; Considering the effort required to maintain, supply, and operate such a machine, how much of our needs *really* need to be supplied by it? You'll see 'can't live without' items being produced by it; medical gear, commo equipment, etc., while other, less important stuff is left to 'make do'. Hence my example of a colonist having a solar powered computer in a 'soddie' hut with an outhouse.

"By Stellar Tech I'd expect it to utilize several different compounds to make more complex items, but it would not be of the "Santa Claus Machine type. You might be able to make the parts to an internal combustion engine, for example, but someone would still have to assemble the parts."

Agreed. And you'll need someone to make fuel for the IC engine. Fabricator-built biomass stills perhaps?

"That's why miners, geologists, etc. are essential regardless of the tech you're going to provide your colonists with. I'll also add metallurgists to the essential lists, along with someone who knows how to build and operate a smelter."

Yup. You'll need anyone who can help provide the materials and energy that fabricator requires. The better you are at feeding, operating, and maintaining it, the more goodies you can have.

"Since we're all rather familiar with Tech levels ranging from 4-8, I'd suggest that this range would be the best one to consider for Vegascat's prospective colony. With that in mind:"

(snip of great list)

Glad to see dentist and midwife on that list of your's. They often get overlooked. Glad to see 'old fashioned' laboring types too. Someone has to farm, build, dig, etc. right?

I'd expect a lot of the pre-colony work would involve biologists staffing an agricultural station in the area. They'd check out local plants and animals as prospective domestication candidates and then work out most of the issues surrounding their being raised. They'd also work on which off-planet plants and animals could be successfully transplanted to the world. From a budgetary standpoint, an ag-station would be worth it's weight in iridium. Once you've got a handle on the food question, everything else falls into place.


Sincerely,
Larsen
 
I seem to recall that the UN has a very successful program which trains people for and supplies a reconfigurable machine to machine poor societies in Africa and elsewhere...some repayment required. But the petrol powered machines can perform just about any basic mechanical task needed for them. I don't recall the name.
 
Thanks, Larsen!

To add to the list, I'm horrible embarrassed to have forgotten...

...Brewer!

Beer is one of the most efficient ways to store the carbohydrates in barley in a bio-available form!

Mason
Lawyer (just kidding!)
 
I'd like to offer a few extra suggestions:

Embalmer/Mortician (not vital, but handy)
Machinist
Shipwright (if your colony is going to use the water for trade or supplies)
Fisherman (for getting bioconsumables from the sea)
Meteorologist
Librarian (Archivist/Researcher)
Teachers for the young
Perhaps a Glassblower
Veterinarian
Butcher
Baker
Some sort of Constabulary (a few anyway even if just to hunt wild game that is a threat)
Electrical (Power/Stationary) Engineer (for your power grid, no matter how small)
Bladesmith (though Blacksmith can double as in a pinch)
Gunsmith (for keeping the hunting weapons in tune)
Clergyman (people often forget this one, but it'll be a big seller on the frontier)
Mechanic
 
Originally posted by Zutroi:
Thanks, Larsen!

To add to the list, I'm horrible embarrassed to have forgotten...

...Brewer!

Beer is one of the most efficient ways to store the carbohydrates in barley in a bio-available form!

Mason
Lawyer (just kidding!)
A brewer is a good addition, but the Lawyer is actually a good thing too. You will have conflict between individuals and that will require some form of arbitration. Now that can be 7.62x51mm arbitration or it can be somewhat more pleasant than that; however it does require individuals trained in the expectations of society in all kinds of situations. In modern western societies, these people tend to be lawyers rather than the shamans, priests, and so forth of other places and times.

One other thing - everyone remembers the line from Shakespeare "first thing...", few remember it was the bad guys saying it as the lawyers could undo the ill that they intended...
file_22.gif


(not one myself, but freedom rests on them just as much as on a good rifle.)
 
I believe that is why there are low TL worlds in the Imperium. After a world gets colonized, it is the TL of the things it can produce...If you are new, I hardly think the have time to spend building hovercraft, when things like SURVIVAL are more pressing...
That's why even in the year 5400, horses still get ferried to distant planets...

-MADDog
 
Originally posted by MADDog:
I believe that is why there are low TL worlds in the Imperium. After a world gets colonized, it is the TL of the things it can produce...If you are new, I hardly think the have time to spend building hovercraft, when things like SURVIVAL are more pressing...
That's why even in the year 5400, horses still get ferried to distant planets...

-MADDog
Depends. There are undoubtedly many unidentified microbes etc. Your horses might not last long, whereas a robustly manufactured hovercraft of TL-C might well last a long long long time.

So, I understand the logic to taking horse embryos or even cold sleep'd horses, but I'm sure there are places where this would not be the case and technical solutions are taken instead despite the risk of failure and their failure to reproduce.

Also, as to lawyers: NO.

You need a judge type character, but Judge Judy would do. I agree with (former?) governor Ventura - when you start having a code of laws that takes up many volumes and you need a special class to interpret the cryptic contents for you, you know you're going in the wrong direction. (paraphrase)
 
Interestingly my namesake Hecateus (predecessor to Heroditus) had something to do with this sort of thing. Historians in ancient greece were essentially walking-talking law records. They kept track of legal precedents. Actually having a lawyer could be useful for a new colony in ways other than as record keeper. Lawyers/judges are more often than not trained in philosophy. Colonists may encounter ethically dubious situations, and thus might require philosophical help in figuring out what to do. While a computer program could be used to store and retrieve legal precedent, only a sophant philosopher can sort out new challenges. That's more or less what being a Sophant is all about.
 
MADDog wrote:

"I believe that is why there are low TL worlds in the Imperium. After a world gets colonized, it is the TL of the things it can produce..."


Sir,

I lean towards the "TL = GWP" interpretation myself; Low TL worlds are simply poor, they simply cannot afford hi-tech goodies OR the skills and supplies necessary to live at a higher TL.

There are a few reasons for this, but they all boil down to 2; The Imperium's insistence on free trade and the fact that *every* lo-tech world in the 3I cannot either be a recently settled colony or home to the 57th Century of the Amish or other neo-luddites. There are simply too many lo-tech worlds.

It helps to remember that CT and the 3I are not the same thing. It's right there in the LBBs, CT is a set of rules you could use to play a sci-fi RPG in a variety of settings and the 3I was just one of those settings. In another setting, TL can be interpreted literally; the world can *only* build and use these items. In the 3I setting that doesn't work however.

"If you are new, I hardly think the have time to spend building hovercraft, when things like SURVIVAL are more pressing... That's why even in the year 5400, horses still get ferried to distant planets..."

Sure, why not. Horses or other animals more suited to a world's particular needs. Like some of the other posters pointed out, colonists will bring along whatever hi-tech stuff they absolutely need and everything else will be 'make-do'.


Sincerely,
Larsen
 
Originally posted by MADDog:
I believe that is why there are low TL worlds in the Imperium. After a world gets colonized, it is the TL of the things it can produce...If you are new, I hardly think the have time to spend building hovercraft, when things like SURVIVAL are more pressing.
This doesn't help with low-pop high-tech worlds, or else rapidly gets into a question of "what does 'produce' mean?" Lo-pop worlds pretty much cannot support any sort of industrial infrastructure of any type, so based on production should all be TL 5 or lower, which isn't the case.
 
Originally posted by Anthony:
</font><blockquote>quote:</font><hr />Originally posted by MADDog:
I believe that is why there are low TL worlds in the Imperium. After a world gets colonized, it is the TL of the things it can produce...If you are new, I hardly think the have time to spend building hovercraft, when things like SURVIVAL are more pressing.
This doesn't help with low-pop high-tech worlds, or else rapidly gets into a question of "what does 'produce' mean?" Lo-pop worlds pretty much cannot support any sort of industrial infrastructure of any type, so based on production should all be TL 5 or lower, which isn't the case. </font>[/QUOTE]Not quite. They don't have a capacity to support a commercial manufacturing concern, but they could well have small micro-fabs that can put out a goodly range of manufactured goods, just not in quantity - just enough for local use. No export potential (hence no trade classification). Plus you never know, some of these places could be supported by nearby high tech worlds.
 
Some excellent replys, Thank you.

Some more things to consider,
Why are they setting up a colony on that particular planet? The classic reasons to set out to colonize a new land have been:
- Religious/political differenses with the home world?
- Found something valuable? minerals, plant compunds, medicines?
- Home world needs more food?
- Home world just too darn crowded?
- Some other reason?

The Jews left Egypt to get away from political and religious persecution. So did the Pilgrims and the Mormons.

Columbus got the Queens jewels because she was probably hoping for lots of cash from the trade with India, but Aztec gold made her happy.

Think of the men who risked all in the Califonia and Klondike goldrushes.

The West was settled by people who wanted hope they could not find in crowded cities or on sharecroper farms.

The Mountainmen just could not stand to have someone living too close to them.
 
Professions needed so far are:

Doctor, more than one for a spare, and Nurses
Midwife
Farmer - lots of these
Civil Engineer
Bulldozer operators, make that heavy equipment operator
Lumberjack is something talented amateurs could possibly handle, but carpenters become essential.
Millwrights
Blacksmith
Geologist, with a crew of miners
Smelter builder/operator
Animal Husbandry expert/ Ranchers
Dentist
Ceramicist, Potter
Cement Kiln builder/operator
Biologist, Could be one of the doctors
Spinner/Weaver, This is very labor intensive that could better be done by machines.
Tanner
Embalmer/Mortician (not vital, but handy), could be handled by medical staff
Machinist, blacksmith with a college degree.
Shipwright (if your colony is going to use the water for trade or supplies)
Fisherman (for getting bioconsumables from the sea)
Meteorologist, could double as starpor controller
Librarian (Archivist/Researcher), double as court recorder.
Teachers for the young, with computer support for classes they are not expert in.
Perhaps a Glassblower, this one depends on the area. could be useful for exports. Think Venice
Veterinarian
Butcher
Baker
Some sort of Constabulary (a few anyway even if just to hunt wild game that is a threat)
Electrician (Power/Stationary) Engineer (for your power grid, no matter how small) Most useful to repair electronics and properly set up solar cell banks on houses.
Bladesmith (though Blacksmith can double as in a pinch) Luxury job
Gunsmith (for keeping the hunting weapons in tune)
Clergyman (people often forget this one, but it'll be a big seller on the frontier)This definately depends on the reason for the colony
Mechanic
Brewer, First operational builing in Jamestown was the Brewery!

Additional professions would be:
Judge
Explorer
Entertainer, Night job for someone else
Merchant, to interact with off world traders for best profit, to keep goods for off world trade and get what is needed/wanted by the rest of the people.
Lawyers, best used in a red shirt by the exploreres to find out just how dangerous the situation really is. No other real use for these people on a new colony.
Soldiers, Best type in this situation is a militia of the colonists. Training one weeked a month is a good way to get everyone togather for socialization, trade, spreading the word of new discoveries. Keep only the heavy carriage mounted weapons in the armoury. This will discourage any adventurisim by another planet or megacorp.
 
What would be the requirements to begin a colony on an Earth Prime world? Think people, professions. equipment, seeds, animals, all else.
=================================================
I think the formula described by Dr. Strangelove would be the most effective:

A ratio of 1 man to every ten women with the rule of monogamy suspended. Women would be chosen for their sexual beauty as each man would be required to perform prodigious breeding duties.

Animals could be bred and slaughtered...[struggling with gloved mechanical hand as I type this....]
 
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