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Colony requirements

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Originally posted by Larsen E. Whipsnade:


No apologies needed, although the explanation did help.

I was rather confused by your posts. I couldn't quite grasp their link with the thread or with my ancient posts to it. They seemed to be little but a jumble of non sequitors.

I hope you do find a RPG mechanism for the detailed farming techniques you're interested in.

As I mentioned in my reply to Alanb, I think I'll only be satisfied when I formulate a model myself -- and it will probably be a freeware sim game more than an RPG. I find that Traveller inspires me to write computer games. I'll try to remember that most folks, when playing an RPG, don't think about how they would implement it with object-oriented programming.

The other side of it is that I frequently visit and buy food from organic farms, and my interest in farming might get absorbed by actual farm work rather than game creation.

On reflection, I think I should have posted my notions to

halfbakery.com

but now I know for next time.

Thanks for all your input.
 
Originally posted by Red Walker:
However, I said three things and I'm not sure which one is making you angry.


Huh? Anger? hardly. I do disagree for the most part. You do have a point that governments tend to amass more and more power to themselves as time goes on, which does reduce the freedom of the populace. Which is why a revolution every now and again is hardly a bad thing.


Nah, not angry. I do like discussing these topics, and listening to other views. Even views I disagree with or think are very wrong.


1)Capitalism isn't the ultimate truth of the universe,
2)or even the universally most effective mode of human behavior.
3)Religious sectarians and other freaks are often shockingly effective, even at technical tasks.

Please note that I didn't say religious sectarianism was the ultimate truth of the universe. I just said that outside observers can be shocked by it.

I think it's probably (1) or (2) that's making you mad.
Again, not mad, just disagree. (Unless you mean that in a more psychiactric sense, in which case you will have to discuss that with a shrink.
I will note that I am harmless to myself and others, at least within acceptable parameters as consistent with American concepts of freedom and liberty. )
I also think we may have different definitions of capitalism.
It is possible we are using the same word to note different things. I will agree that China is more socialist than capitalist AT THIS STAGE OF THINGS. But I do see a trend toward more freedom and more capitalism in China, no matter how much the ruling party is hurt by that.

The basic premise in capitalism is that you own what you produce. You may not use, steal, or destroy someone else's property, nor tell them what to do with it, (within the obvious caveats about self defense and respecting the rights of others. I don't care if you own a Howitzer, unless I have indication you mean to shoot me with it. Then I am going to object.)

This leads to the idea if you want what someone else has, you have to avoid coersion to obtain it and must rely on persuasion. And that means respecting the other party's "right" to say no.
</font><blockquote>quote:</font><hr />Originally posted by Drakon:
Religious sectarians may be more effective as specific tasks, but overall, they suffer from a fundamental weakness. Inability to change in response to changes in their environment.
Is that from Hayek, too? If so, it would be interesting to read the specific book that talks about it. I've read some Rothbard and Mises -- I don't know if I've read Hayek. Certainly I haven't read him lately.</font>[/QUOTE]
Hayek does not deal with this specifically, but then Hayek's time was enbroiled more in the more atheistic ideologies that nearly wrecked Europe twice. Religious fundamentalism and sectarian violence were not part of the European landscape in his time.

But I think the point still holds. Again you have the information problem that Hayek has mentioned, and we can see the same thing going on in Iran today, a country whose leadership is growing more and more out of step with its population's needs, and desires. The ruling party in Iran has a specific way, a "right" way of doing things that 1) don't compete adequetly with more western approaches toward economics, and politics, at providing the desires of its population, and 2) are unwilling, or unable, to change in the face of that growing unrest, because what they are doing is "God's will" To change is to commit blasphemy and therefore a risk to their immortal souls. To not change risks unleashing a revolution and being hung from lamppost. So it is a tough choice they have ahead of themselves.

The fundamental difference in epistemology between religion and science is what dooms religious fundamentalism when the two systems are competing with each other. Because new data cannot be assimulated, because they cannot admit that perhaps they got it wrong, (It would be tantimount to admitting they do not speak for God, which is their sole claim to power), they cannot adapt or change to changing situations. So this adds another layer of fraigility to their system.
If I were to show you a man who makes all his decisions except one, the decision of what to have for dinner, which he leaves up to his wife, would that be a relevant counterexample, or would that be nitpicking and missing the point?
Nitpicking and missing the point. :D Was the wife selected for him? Or was it his decision to marry? (Okay his and hers) If the wife refuses, what does he do to retaliate?
</font><blockquote>quote:</font><hr />Originally posted by Drakon:
The problem of central planning, (which no matter how you wrap it up, is what socialism, communism and all their variants, is all about) is the information problem.
I don't think religious sectarianism is necessarily centrally planned. Very often it appears to lack a plan of any kind -- centralized, decentralized, etc.</font>[/QUOTE]Not having a plan makes it hard to govern at all, regardless of ideology. Central planning is essential, if you are going to organize anything, from a colony, a busniess, a nation or even a starship crew.

Also I probably should note, is we are talking about religious fundamentalism as a political entity, as a ruling party. If a group has no political power, this discussion is moot.

But too much planning or "micromanagement" is really where things break down. Giving a person guidelines or assignments, and leaving the execution up to the individual has shown to be, in general, more effective than having one guy at the top deciding not only what to be done, but how to do it.

And it is important to note that Heinlein is right. Government is based on the use of force. Regardless of what that law is, obedience is demanded at the point of the gun.
 
Originally posted by Slink182:
Traveller is a GAME, whereas he is trying his darndest to get it to reflect a SIMULATION of Real Life (tm).
I don't see these as mutually exclusive goals. Perhaps Traveller has nothing to aid these kinds of speculations. But I do see simulating real life as part and parcel of a science fiction game.

The more able you are to simulate "real life" (or alternately a "what if real life". What if we had jump drive?) the less of a suspension of disbelief it creates in the player's mind, and the more the player's real world experiences become applicable to their gaming actions. Its hard to think of actions that you have no experience with. So "keeping it real" has its advantages in gaming.
 
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 starport 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 definitely depends on the reason for the colony
Mechanic
Brewer, First operational building 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 explores 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 weekend a month is a good way to get everyone together for socialization, trade, spreading the word of new discoveries. Keep only the heavy carriage mounted weapons in the Armory. This will discourage any adventurism by another planet or megacorp.

After serving in areas of failed countries with no lawyers and the only justice out of the barrel of a gun, I have learned to respect the need for good lawyers to mediate disputes. Think of any western movie, no lawyers present and the little guys getting shot by hired gunslingers. There are places in the world still like that. Anyone think a walk across Somalia with a couple of bags filled with gold is a nice proposition? Lawyers are a necessity in any civilized world.
 
At the very least you'd need mediators.

Lawyers need a system of laws with enforcement mechanisms in place in order to operate, as your example demonstrates.

That system would need lawyers or legal academics for its creation, too.
 
And digging back upthread, you could probably run a low-to-moderate population world as a successful command economy with sufficient computing and data collection resources.

Could that be maintained at TL-4? Maybe. Build steampunk mechanical computers designed at TL-9+, optimized for reliability as well as repairability with TL-4 tools and processes... yeah, it might work.

It's be a real eye-opener for a PC party to visit the Central Authority Building only to discover it's a huge factory crammed with punch-card readers, teletypes, and towering behemoths of calculating machinery, churning away at the world's daily planning needs, serviced by an army of mechanics and operators.

Better yet, they've been stuck at TL-4 for centuries, and built a religion around the mechanical computers. Maintenance and operation are a set of poorly-understood but perfectly-executed legacy rituals, and the machines together with their operators are effectively an artificial intelligence. The operators don't realize that how they shape the inputs is an essential component of the AI, and think the machine itself is a divinity.
 
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At the very least you'd need mediators.

Lawyers need a system of laws with enforcement mechanisms in place in order to operate, as your example demonstrates.

That system would need lawyers or legal academics for its creation, too.

I'm sure the clergy would step into this gap with both feet!
 
What would be the requirements to begin a colony on an Earth Prime world? Think people, professions. equipment, seeds, animals, all else.
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=39589

This is a little bibliography I put together about IRL research on space habitats. It also included some studies on maintaining a society on a large space habitat, which has some bearing on your question.

For a big enough gene pool to sustain a healthy population: a few hundred.

For an effective economy if external technical support is available: 100,000-200,000

To maintain a complete skill base for a self-sustaining technological society: 500,000.
 
Don't forget telephone handset sterilizers! Their union also covers earbud sterilization. Whole civilizations have been wiped out for the lack of these essential workers.
 
After serving in areas of failed countries with no lawyers and the only justice out of the barrel of a gun, I have learned to respect the need for good lawyers to mediate disputes.

Naw, all you need is a SIMPLE Code (in the native language not a dead language) available to all and a SIMPLE civil dispute resolution system. No lawyers required.
 
Naw, all you need is a SIMPLE Code (in the native language not a dead language) available to all and a SIMPLE civil dispute resolution system. No lawyers required.

And, demonstrably, this does not scale outside of quite small social groups save, perhaps, in authoritarian situations (i.e. do what the chief/king/boss says).
 
And, demonstrably, this does not scale outside of quite small social groups save, perhaps, in authoritarian situations (i.e. do what the chief/king/boss says).

Wrong. Please use logic in arguing why a simple code, in the native language, widely known cannot work. That people may have CORRUPTED legal systems through unnecessary complexity in the past doesn't mean they are unworkable. You have NOT demonstrated unworkability of simpler systems. Despite you assertion to the contrary.
 
Wrong. Please use logic in arguing why a simple code, in the native language, widely known cannot work. That people may have CORRUPTED legal systems through unnecessary complexity in the past doesn't mean they are unworkable. You have NOT demonstrated unworkability of simpler systems. Despite you assertion to the contrary.
You are assuming that because the code is simple, and well known, everyone will interpret the code the exact same way. That disputes will not come up, and everyone will obey the "one true interpretation of the Code" This does not jibe with human nature.

An Example: "Thou shalt not kill" Someone comes at you with a knife, trying to kill you. You defend yourself and he ends up dead. You are guilty of violating the code, and punished however your system punishes wrongdoers. Some folks might find this unfair.

Or, you and a friend are wrestling. He has a heart attack and dies. Did you kill him? Some might say that if you had not wrestled with him, he'd still be alive.

So we amend the code, "Thou Shalt not Murder" and you end up having to define murder, justifiable homicide, involuntary manslaughter and things get complicated.

The present complexity of our legal systems are the result of thousands of years of experience, trial and error, and even, "trying to keep it simple." Human(sophant) interaction is never simple. Why would one expect the laws governing many of those interactions to be simple as well?
 
You are assuming that because the code is simple, and well known, everyone will interpret the code the exact same way.

WRONG. I mad no such assumption. Please quote where I wrote that. I am saying that you COULD do away with lawyers in civil matters. Which is true. I have settled two suits with no lawyers and only an arbitrator. It is easier to do when the laws are written simply and in your your own language. The more complexity the more you need someone who studies the subject matter full time. Simple, irrefutable logic.
 
. . . .
An Example: "Thou shalt not kill" Someone comes at you with a knife, trying to kill you. You defend yourself and he ends up dead. You are guilty of violating the code, and punished however your system punishes wrongdoers. Some folks might find this unfair.

Or, you and a friend are wrestling. He has a heart attack and dies. Did you kill him? Some might say that if you had not wrestled with him, he'd still be alive.

So we amend the code, "Thou Shalt not Murder" and you end up having to define murder, justifiable homicide, involuntary manslaughter and things get complicated. . . . .

When the Bible was translated into English during the reign of James the First of England the word "kill" was in general use implying "murder" which is why you have people shouting in films, when someone in the film kills another person, "You killed him", when what is meant it "You murdered him". The correct translation of the Hebrew word used in the Sixth Commandment is "murder", not "kill". That is the term used in the New International Version of the Bible, and while a seminary student, I had the opportunity to talk with some of the professors who did the translation.

It is not a matter of amending the code, but a case of properly translating it. That does pose problems for any translation of any law into another language. One property of the human species is the tendency to fragment into smaller groups and develop different languages. Also, language evolves over the year, as I would doubt if many people could read Beowolf in Old English, and many people have problems reading Chaucer's Canterbury Tales in Middle English.
 
An Example: "Thou shalt not kill" Someone comes at you with a knife, trying to kill you. You defend yourself and he ends up dead. You are guilty of violating the code, and punished however your system punishes wrongdoers. Some folks might find this unfair.

The original text in Proto-Hebrew was Thou shall not MURDER. Self defence wasn't murder. But you just highlighted my point about writing in your own language rather than relying on dead languages that can be f'ed up or not known by the people who are trying to read laws written in them...

Thanks. ;)
 
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Here's the thing: The language it was originally written in was a living language at the time. The dominant language shifted over the course of 1500+ years, and the translators attempted a reset into a "then-living" language. It could have been a well-intentioned mistake, a willful mis-translation, or correct in the language at the time and meanings drifted between then and the present.

Anyhow. Legal codes get complex because otherwise decisions become arbitrary. The edge cases get codified either as law or as precedent.

Murder, for example. Note that these are all intended as rhetorical questions to illustrate the complexity of the issue; no answer to any of them is necessary, or even particularly wise for the sake of forum comity.
When is killing someone murder?
Self-defense? What if the killer provoked it?
Protection of life? What if the killer was mistaken and misread the situation?
Protection of property? If so, what constitutes sufficient property to warrant killing to protect?
Euthanasia? Assisted suicide? Attempted suicide?
Neglect leading to death? Malicious neglect? How do you determine malice?
Accidental death? How do you distinguish between preventable and non-preventable accidents?
Abortion? (NO, I'm not trying to get divisive here -- just presenting it as an edge case.)
Does war count? Undeclared hostilities?
Can police ever commit murder, or does their job make it always legal?
... and so on.

All of these questions will be answered in a legal code, one way or the other.
It can't be left as a simple one-sentence rule, or justice will be inconsistent and lose buy-in from society.

That's just "killing". Wait until we get into inheritance law...
 
Anyhow. Legal codes get complex because otherwise decisions become arbitrary.

Wrong Simplicity is not equal to becoming arbitrary. Many States have simple to understand Admin law and it hasn't lead to arbitrary decisions. Your "logic" is flawed in that you are making sweeping statements without logical arguments with evidence behind them.
 
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