Maghwi wrote:
"Well, I got a couple of thoughts."
Sir,
Well, go right ahead and join the fun!
(snip of description of an exploitation colony vs. 'we'll be staying' colony)
"However, Assuming that the colony isn't funded by something with deep pockets,... (snip) ... won't be able to rely on a steady stream of imports from it's home world, I'd think you would need to plan on the colony being low tech and self sufficient..."
Sure, sounds goods to me.
"... until it has enough of a population base to have the specilized workers that are required to sustain a tech level above about 4."
Okay, let's stop at this point. Elsewhere in your post you mention a colony size of 1000 sophonts. What I'm trying to get across here is that 1000 people
is nowhere near enough to sustain a tech level of 4. Period. Most everyone here is
seriously underestimating the amount of work that needs to be done.
"I think the location would be the most important."
Naturally.
"It would have to be close to fresh water (A river or two, not a lake), near mineral resources (nice near-surface deposits preferred), and have plenty of farmland/pasture available. A nice big forest nearby would be good too, as well as a place to make a quarry for stone, or near limestone so you can make concrete. You would want to pick a spot that was geologically stable, and had decent weather."
Nice list. Leave anything out? Liquor stores? Pawn shops? Here's a little experiment for you; open an atlas of Earth and find a location that meets all the requirements you listed. Remember, all those nice bits your listed; quarried stone, fields, forests, surface mineral deposits of oh so many types, and all the rest need to be about one day's journey from your colony. Notice I measured the distance in days rather than kilometers because it will all depend on what sort of transportation you have. Feet? Think 20 km. Horses? Maybe 40 km. Remember, anything beyond feet; even horses, is going to require an infrastructure that most everyone in this thread continually
underestimates. Don't forget, if you'll only be using 'feet', your porters won't be able to carry that much and they'll all need to
EAT.
"If you were smart, you would have already done extensive surveys of the planet to locate sources of iron, copper, natural gas, coal, oil, uranium, etc, so when you did get the infrastructure to use them, you would know where to find them."
Sure, if you can afford the surveys. This is all going to be on the cheap, right? Also, there's a very BIG difference between orbital and airborne surveys and actually pinpointing where to DIG.
"The next thing you need is people. I wouldn't bother with less than 1000 people."
Try going up an order of magnitude at least, maybe two. Food production at TL4 and lower is labor intensive. All your 'specialists'; blacksmiths, miners, lumberjacks, quarrymen, etc. need to
EAT.
"You would also need a lot of raw materials."
Yup and everyone producing those raw materials needs to
EAT.
"The first year would be the hardest, since you probably won't have enough food production to keep up with the demand."
No. The second year will be the toughest after you've used up all the stuff you brought with yourself and are thrown back on your own resources.
"And the colonists are going to be spending a lot of time on construction projects. People need places to sleep."
Lumber and nails. Ever think about what it takes to make nails in the quantity you're talking about? Going to use wooden pegs instead? Okay, produce all the lumber you'll need. There's much, much more to that then just chopping down a tree. Bricks? Fine, let's talk raw materials for the bricks AND the mortar. Do you know what goes into a brick? Or where to find it? Oh, you'll also need to fire the bricks. Back to lumbering again.
"Roads need to be built. Drainage and sewage needs to be figured out."
And every hand involved in that won't be producing food.
"Population growth needs to be planned for."
That will take care of itself!
"You would need some kind of government to coordinate large scale activities and prioritize projects."
Sadly yes, although you won't be tackling any 'large scale activities' or major 'projects' as soon as you think. Maybe the NEXT generation will begin those.
"Also, one thing that's been bugging me is all this talk about gas."
Okay.
"I'd use something besides gasoline for fuel."
Sure. Tell us what.
"You can ferment just about anything organic if you try hard enough. Alcohol based engines can be pretty efficient."
Let's stop here again. Yes, alcohol engines can be efficient, but you won't be building any at TL4. Petroleum didn't win out over coal, alcohol, and the others because some big bad oil company stacked the deck. Petroleum won out because it was easy to gather (at first), easy to distill, and packed a bigger energy wallop than the other choices. With the weight of the engines you'll be building at TL4, you're going to need all the 'whallop' you'll need.
Now let's tackle fermenting stuff to get alcochol. You'll need to grow and harvest (or gather from the wild) enough biomass. The you'll need to heat it in tanks, collect the runoff, and distill that a few times. You'll need hands to supply the biomass, hands to build the tanks, hands to supply the materials to build the tanks, hands to tend the tanks, hands to supply the fuel to distill the runoff, hands to build the piping, hands to... well, hopefully you've got the idea now.
"They can not only run cars, but they can also make electricity. There is also wind and water power, which you can use to make electricity. Heck, you can use steam power to produce electricity,..."
Got any idea about how much copper WIRE goes into a generator or motor? (If you have a few dozen motors/generators, start with KILOMETERS) Or how much refined copper is needed to draw that wire? Or how much ore is needed to create the refined copper? Or the energy and material needs your copper refining process will require? Or how many workers you'll need to exploit the ore body? Or the coal pit? Or the refinery? Or the wire shop? Or the winding shop where you make the motors and generators?
Now let's talk about steam. Have any idea about how to build a boiler that will be A) powerful enough to power your generators and B) not blow up and kill the operators every month? Ditto for the stema piping. Next question, pistons or turbines? Both will need lubrication and... ooops... we're back to petroleum again. You're boiler is going to be a fuel hog too. Look up how many cords of wood those primitive TL4 Mississippi steamboats burned each day. Ever cut and stack cord wood? By hand? Remember, you won't be using any TL4 chainsaws.
"If you have power, then you are one big step closer to being self sufficient."
Sure thing. IF you can build the generating equipment in the first place AND keep it supplied.
"The nice thing about these engines is that they are low maintence and easy to fix. You can make an engine that can be maintained at a lower TL than was used to produce it."
Right. Easy to fix huh? Maintained at a lower TL? Ever rewind a generator? Ever do it correctly? You'll need to do so in order to produce the right 'juice' otherwise you'll burn out all you motors. Remember, you'll be producing AC if you're planning on transmitting the juice more than a kilometer or so. By the way, know how to build a transformer? Know what raw and refined materials go into one? Don't worry. It's
easy 'cause you brought along your encyclopedia. Right.
"At TL 12, you could probably make an engine out of handwavium that is designed with the expectation of wear that will last a few hundred years if you remember to put a cup of vegetable oil in it every few months. Hopefully by that time it wears out, you'll be making your own engines."
Well, if we're going to apply handwavium the whole exercise, why not just bring along nanotech 'Santa Claus' machine, shovel sand in one and, get hot fudge sundaes out the other end.
Even at 'just' TL4, there one
HELL of a lot of work that needs doing and your colony simply won't have the hands to do it.
Sincerely,
Larsen