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Colony requirements

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Originally posted by secretagent:
I had raised the (remote) possibility of doing "Planet of the Lesbian Vampires" as first (as soon as I get a job and a camera) film project.

I already have a volunteer for the position of fight coordinator.
----------------------------------------------
Do you need an experienced casting agent?
Sure. (He said as he crossed his fingers.)
 
My dinos don't go in without me. Maybe I could help with scriptwriting!

Anyways, I'm just now looking over the first page, but most of the professions listed need several of each, for redundancy if nothing else.

Is an Earth Prime what I think it is, i.e. a world like Earth? If so, the area you settle in would also dictate part of what you need.
 
An Earth Prime world would be one similar to Earth in atmosphere, gravity, temerature, and solar light. A working biosphere not too different from earth. A person could be reasonable expected to live unaided.
 
Milton Friedman does a thing about how no single person knows how or can make a pencil. A simple #2 yellow pencil. It takes miners for the carbon, and the little metal bit, chemists to make the paint, and refine the graphite, farmers to obtain the lumber, lumberjacks for the wood. And machinists to make the tools, which require miners for the metal, engineers for the design, etc.

So for the colony, you need to identify the absolute essentials your colonists will need to start off. Talking low tech, sod huts and solar panels.

From there, you can get a mix of skills that are required to bootstrap the colony. Farmers, lumberjacks, miners. Medical professionals (Corpsman, if not doctors) carpenters, blacksmiths, and craftsman of various sorts.

You will need a science team, biologist, geologist, general physist. I would recommend a librarian, someone who has the files and books on all the technology they can lay their hands on, with a eye toward how to replicate it.

Government of the colony, that is an open question. At least a judge is a good idea. Mayor, town concil, etc. that can be left as alternate duties for the various colonies.

And want to second, (third) the recommendation that the colonists double up, so someone can deliver the midwife's kid.

Also, starting off, I would suggest animal labor over mechanical machines. Horses are self replicating, as long as you got two horses. They can be fed off the land, or as part of the food you grow yourself, without any special processing. They will heal themselves for most injuries and illnesses, and if they cannot be healed, well, some folks do eat horses.

Machines require maintenence, parts and infrastructures. You are not going to start off a colony with Lamborginies and Cuisenarts, because the Lamborgini needs smooth roads already built, and gas stations, and refineries for the gas, and oil wells, well you get the idea. Cuisenarts break down, and will need repairing, and also electricity, powerplant, and all that goes with it.
 
Why has no one mentioned Telephone Sanitizers?

I give your colony 10 years before it's wiped out by a particularly virulent disease spread through contact with infected telephone handsets.
 
Why has no one mentioned Telephone Sanitizers?

I give your colony 10 years before it's wiped out by a particularly virulent disease spread through contact with infected telephone handsets
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Originally posted by salamander:
Why has no one mentioned Telephone Sanitizers?

I give your colony 10 years before it's wiped out by a particularly virulent disease spread through contact with infected telephone handsets.
Sorry you missed the briefing on this, Sal...

The Telephone Sanitizers are scheduled to arrive in the second colonist transport (or "B-Ark").
 
This all starts with the question...

Originally posted by Vegascat:
[QB What would be the requirements to begin a colony on an Earth Prime world?[/QB]
...which, as presented, is an UNANSWERABLE QUESTION! I say this because Vegascat hasn't qualified the question. So far, everyone has been making the same assumption that Drakon has...

Originally posted by Drakon:
From there, you can get a mix of skills that are required to bootstrap the colony.
...everyone is assuming that this colony is a bootstrap operation, slapped together by a few hundred individuals, operating with their own life's savings. Now, maybe that IS what Vegascat meant, but I seriously doubt that this situation would ever happen, except by accident or as an ultra-secret operation by said group.

Guys, you are talking about an EARTH-LIKE PLANET! The all-time PRIME real estate of the Human Universe. Said planet is just too valuable for the Imperium/Confederacy/Consulate to just let a handfull of "homesteaders" take possession. Now, if the existence of said Earth-like planet is unknown, then sure, this could happen. Otherwise, the Colonial Office of whatever Government you're dealing with is gonna look at the paperwork from this group of "homesteaders", and say something like...

"Yes, you want to colonize on an Earth type world? I see you plan a low-tech, self-sufficient start-up. Yes, we have a such a world open for colonization & development at the moment -- we can give you a standard Class 2 Land Grant (about the size of Wyoming). You'll be sharing the planet with four other, similar colonies, as well as two Tech-12 Mining operations.
"What's that? You say you want to develop an entire world, all by yourselves? Well then, we have several low-hydro, thin atmosphere desert worlds available. Or perhaps an ice world at the edge of a star's Habitable Zone? At least it has breathable air...."

My point, guys, is that Earth type worlds will be handled by The Big Boys -- either Governments, or Megacorps which deal in Developing colonies. When a scout discovers a new Earthworld, he reports it back to his bosses -- either the Government or a Megacorp. Governments will shuffle this off to their Colonial Dept. Colonial dept's will then offer Development Charters. These are usually picked up by big companies -- Local Corps or Megacorps -- which then agree to develop the planet, under Colonial Office supervision, of course.

Now, if there are nearby high-pop worlds -- regardless of Tech Level, but OK'd by the Colonial Office -- then these Development Corps will advertise there for "Colonists"....

"Sign up NOW! Planetary Developers is NOW taking application for their NEW Colony on the EARTH type world of GRANK-4! For the LOW, LOW start-up cost of ONLY 10,000 Credits per hectare (whisper: utilities and housing construction costs extra) YOU can be a LAND OWNER, and join in the EXCITING adventure of colonizing a NEW world! (whisper: taxes, tarrifs, and immunizations extra...)"

Depending on the "availability and closeness" of prospective colonists -- i.e., the return profitability margin -- will dictate just how much "pre-development" the owning corp will do. For instance, if a new earthworld is being developed for colonization, and there are, say 4 Tech-10 worlds with Populations of 1 Billion+ within, oh, 4 Parsecs, then the Chartered Corp might go ahead and build several cities onplanet, as well as a transport infrastucture and light industrial capacity. Then they can offer the equivalent of "latch-key" colonist packages to "regular folks", while selling off the industrial facilities to investors interested in moving onto the planet.

And again, such Corps might even "divvie-up" the planet, and sell it off piece-meal to intrested colonial groups. THIS could explain why there are such things as Low-Pop Balkanized worlds, or any other Balkanized world, for that matter, if the planet ISN'T classified as being a "lost colony", or a survivor of the Long Night.

I mean, really, unless it had kicked and scratched it's way BACK up the Tech ladder, why ELSE would a Tech-10 plus world be Balkanized?
 
You raise a very good point, but that is not where I was coming from.

My assumptions is that whoever is setting up the colony, whether it be MegaCorp Inc., the Imperial Colonization office, or whoever, are going to want to spend as little on it as possible, to maximize its return. To ship the least amount of high tech cargo, or other stuff that might break down out in the boonies and be rendered useless, until the next ship comes around.

A lot of our technology only exists because we have the technical infrastructer to support it. Cars require roads, mines, factories, refineries, oil pumps, gas stations and all the other things we take for granted. Repair stations and spare parts factories may not exist at the colony. A colony has to create that infrastructure from scratch, with only the tools and skills they bring with them.

Starting off lower tech frees you from the dependence of the stellar transports and other off world suppliers. It gives you time to build up the needed infrastructure for higher tech. It makes the colony self sufficient sooner, thereby putting control more in the hands of the colonists, and giving them more control over their own destiny, which is the whole reason for striking out to the frontier in the first place.

It also reduces the capital expenditures and risks to the home agency, thereby making colonization that much more doable.

So, by sending colonists out with a few farm animals and simple tools, you make it more attractive to both sides. The colonists get more freedom and less dependence. The home agency has less risk. The colony itself is at less risk of failure because it is not trying to support some critical high tech equipment without the required infrastructure.
 
First of all, you will need a legal claim to the world. This means that you orbit a warship around it to tell intruders to take a hike.

Second, you send survey teams down. Their goals are to identify any threats present(*), to make a scientific assessment of the world, and to identify any exploitable resources.

Assuming there is some reason to continue exploiting the world, you would then land a military force to further establish ownership. Their base would provide security and basic infrastructure for the colony, including an initial starport.

You would then proceed to develop the resources you identified earlier. This would mean building mines, farms or whatever, plus associated "company towns".

Hopefully, these projects would eventually start making a profit. You would also continue to look for other projects to develop.

The remainder of your economy would initially develop to support these projects and the associated communities.

Questions of the size of the gene pool are irrelevant, since this is an economically driven operation, and not primarily a scientific one after the initial stages. Your population will build up gradually, as your economy grows.

At some point you may get squatters. Shoot them.

The mixture of corporate and state involvement in this development will depend on the sponsoring society. What will probably _not_ happen, however, is that you will get an influx of small farmers. You _could_ split up some areas and sell them, but that only makes sense if you can't make more money out of them some other way.

Alan B

(*) The main threat on any "habitable" world would be the biosphere itself. In reality you would never consider colonising a life bearing world - it's too dangerous. But this is space opera.
 
Exactly. alanb has hit it right on the head. ECONOMICS is what drives an Interstellar colonial policy. Remember that the Third Imperium -- AND it's uninspired, pale imitation, the Solomani Confederation -- claim that they maintain control in order to make trade amoung the stars easier for it's member planets. It's all about money. So, unless some excentric billionaire is gonna cough up the money to buy rights to the planet -- THEN place the restrictions of "only a few thousand people" and "low tech" -- you will always find that planets will be exploited for their resources FIRST, and for making a "better life" available to common folks LAST. That's not to say, if the only resource a planet has is a good growing season....

That's why the administering authority will spend as much as it feels is needed, to get the colony, NOT "self-sufficient" but to get it "producing". As I said before, an earth type world to TOO VALUABLE to just spend a few thousand credits on, and let a handful of Homesteaders have full control. An Earth type world will attract LOTS of people -- and that means MONEY. So, the developing authourity will SPEND lots of money, to make the place as attractive as possible. Now, you wanna talk a Mars type world with a breathable atmosphere, maybe you could put together a colony such as you're talking about. But NOT on an Earth type world -- not and have just a few thousand souls as the planets exclusive residents.

And don't forget that the 3I isn't the ONLY colonial power. Megacorps will start colonies for a number of reasons: to exploit native resources, to establish closer production facilities in a new region, to establish corporate presence along a Main or in a Cluster. And local Planetary Governments will sponsor colonial efforts, and these efforts may, or may not, spend billions. If the whole point of the colony is a political gulag, then the establishing authority will want to spend as little as possible on them. But, if they are trying to alleviate local population problems, then they, too, will do everything they can to make the colony "more attractive" -- which means spending money. ONLY in the Solomani Confederation would you find such a colony -- that is, the "looking for a few thousand folks to start a low tech colony" -- and THEN it would be a project by some powerful Authentic Movement patron.

Now, I know what it is you're getting at, Vegascat. You're saying that, if a bunch of like-minded folks wanted to get together and go out and start their own society, on their own world, what would they need. All I'm trying to say is that that kind of situation is going to be RARE in any of the 3 Major Human StarStates. I say this because, the only way that such a start-up colony could get going, without having to deal with a Colonial Office (and then probably end up sharing the planet), is if they went and found a world OUTSIDE the Third Imperium/Solomani Confederatcy/Zhodani Consulate.

It is the nature of each of these Governments to "be concerned" for the welfare of it's citizens. And even though the 3I and the Confed would allow such a group to "strike out on their own", they would also, rather quickly, send out an IISS surveyship, or a Navy destroyer, to "watch over" this colony. And then they would build a small base, on a moon or something, just to "ensure the security" of the colony. And FINALLY, a representative from the Colonial Office would show up, and start telling the colonists how they will have to share such a "valuable planet". And just who will they complain to, if they do not have some powerful Patron backing them? The Navy starship in orbit abouve them? Y'know, the one that the Colonial Office man just came from? The one with it's missile bays opened up, and the commander who -- when the coloists call him -- just says "By order of the Emperor...."?

This is the reality of government. Folks have been using the US Westward Expansion for examples, in this thread. Well, so am I. All those folks who "went west" to make their own futures, to make some thing for themselves....eventually the "East" caught up with them, and Government put it's foot down. The argument "But I've always lived here!" don't mean a thing to a line of Government Cavalry Soldiers with drawn rifles and orders to move you.

So, before you can ask "What is needed?", you MUST qualify "Who is Backing the Colony?" This will establish the resources available to the colonists. If the colony is being set up by a Megacorp that does this kinds thing, then they will spend as much money as they think the market will bear. The 3I, similarly, wants the planet to become a contributing member of interstellar trade as quickly as possible, so they too will spend as much as is needed. Local Planetary Governments and wealthy individuals are the most likely Patrons for such a small colonial effort -- but you must remember that these backers will almost always have their own agendas for the colony.
For example, a megabillionaire from Sylea might buy the development rights to a newly found Earth type world, then turn arouns and set up the kind of "small" start-up colony that Vegascat is talking about. The catch is that the colonists must acknowledge the megabillionaire as their King. Or that the colony, subsidized by a Planetary Government 3 parsecs away, must accept Governors appointed by that remote Government. That kinda stuff.
 
You are right, it is about economics. While a corporation or other agency will spend what is necessary, it will not spend more than that. Which is the whole point of making is self sufficient from the get go. Self suficient colonies are less of a constant drain on the colonizing agency, and have a better chance of success.

They also have a better chance of recruiting colonists, as while the agency may be doing it for their own benefit, the colonists are doing it for the colonists own benefit as well. Why leave if you are just being enslaved somewhere else, far from family and friends?
 
A government or a corporation will both not want a colony to be self sufficient. They will want a solid hold on their investment, a reason for the colonists to do as they are told.
But as Drakon noted
Why leave if you are just being enslaved somewhere else, far from family and friends?
It will take a great reason for a group of humans to leave a safe and familiar place to go somewhere that their family may be hurt or killed and their future is at risk. The whole idea of colonizing will be a last resort decision.

Other things to consider;
When men go somewhere dangerous, they leave their families behind in safety, them come back to them when they can.
The families follow the men when it is safer to go to the new place than remain in the old. They may be fleeing oppression, persecution, hunger or death.
 
A corporation will not plant a colony, they will plant an outpost for a specific purpose. The only reason for corporations to transport families would be extreme distance ot very long assignments for purposes of continuity.
A government will plant a military base for projection of power to protect specific operations. To put families in harms way will cause distractions for the troops present. they will be too busy protecting the wife and kids to head out ot do something that may casue repercusions against where their families are.

Examples to think of would be ocean based oil rigs, or forward bases in Saudi arabia or Iraq.
 
Vegascat brings up some really good points. Corps and governments have ot worry about losing their investments or creating competition, either political or economic.

Which brings up the question why anyone would back a colony. History provides data on the reasons for immigration.

There is what I will call "philosophic segration". A bunch of folks feel persecuted for their political, theological or philosophic ideologies. The Puritans would be one example, as well as the Mormons who settled Utah. To some extent, early American colonists who wanted to escape Europe's feudal system, who had no chance for being considered on par with the aristocracy, no matter how much money they accumilate, might be another.

[Which brings up questions of "brain drain" and attitude changes that would develop]

There is the "eggs in multiple basket" cause, distributing human culture beyond this single rock, and therefore insuring the survival of the species.

For a corporation, there has to be some economic incentive. For a habital planet, that would indicate something of a biological nature that would not survive elsewhere, such as on earth. Minerals can be more easily recovered from asteroid debris, especially with vac suit technology available. You don't have the gravity well problem you would have on a habitable planet.

So this leaves it to the lunatics, and adventurous that want to make a new life for themselves, want to escape Earth's control. Which as others have pointed out, probably won't be swimming in cash, and therefore are going to have to go the low tech route. It will be cheaper, and more reliable, and allow the colony to bootstrap itself.
 
There are a lot of different ideas coming up at the moment. Trying to sort them out is a little difficult.

I'm addressing the corporate/military colony concept.

First: recruitment.
This is easy. You offer three or four year contracts, with big payouts at the end, including return tickets. There's no question of being enslaved. Families can come along or not. The model I am considering is the general expatriate labour thing on Earth, today. Of course, on Earth, there are some problems at the less skilled end of the market... but "guest workers" are a well established phenomenon.

Secondly: danger.
The only really dangerous part of colonisation is the beginning. That's when you are exploring, and encountering the local Stobor. Hopefully you will be aware of the threats before you begin serious exploitation. The teams used in the early stages won't have families and all that with them. Later on, you will have your military base to protect you, adequate reserves of food and equipment, and ships visiting at reasonably regular intervals.

Don't think "frontier". Think "mining town".

Three: families and all that.
These are long term contracts/deployments. They are not combat zones. It's reasonable enough for families to be present. There are, incidentally, plenty of historical cases of colonies being organised as (or by) companies. This was how a lot of Europe's colonial expansion was accomplished - including in North America.

Four: self-sufficiency.
I suspect that this would be a secondary concern. At some point, local production is cost-effective, but it's also a distraction from the main task of producing groat hair. It requires people, who need to be paid, housed, fed and so on. If you need a thousand people to run your groat ranch, you might need another thousand people to turn your ranch into a self sufficient colony. Balancing the costs involved in establishing local production against importing requirements is not an obvious matter, especially when there are economies of scale to be considered in the production process.

Finally: of course, we are discussing an entirely space operatic situation. If you really want rugged individualists carving out farmsteads in the wilderness with nothing more than an ox-team and a laser for company, well, go for it.

Alan B
 
I have two questions.

First, why would anyone do the low tech colony thing? Why wouldn't they bring in enough tech to give them at least tl 8 (if they have tl 9 plus, as ours seem to do). And that's for an Earth Prime or Near Prime world.

Second, what about colonizing Mar-like worlds? What would you need, aside from life support systems? Why would you colonize it? Mining rights, space, access to something special.
 
My argument is that higher tech requires more infrastructure to construct. You have to build the tools, to build the tools, to build the tools to build a higher tech device. I use the example of cars, which require roads, and fuel. Fuel means oil wells, refineries and gas stations, which in turn means drills, and electrical power plants, which means machine shops, which means mining, etc. None of which exist at the beginning of the colony. It takes time to build up such infrastructure.

That infrastructure needs to be brought with you when you set up the colony. Or else your cars are useless. You need to import the fuel, and spare parts with the cars, and all that increases the cost of your colony's transportation. If you have a device that depends on something being on the next transport, you got problems. The device is far less useful.

Perhaps low tech is the wrong word. You need to be picky about the technology you bring with you, make sure that if it breaks down, it does not break the colony, that can be used in the wilds of an Earth Prime world without outside support as much as possible. Generally speaking low tech does this for you.
 
Jame#1 wrote:

"First, why would anyone do the low tech colony thing? Why wouldn't they bring in enough tech to give them at least tl 8 (if they have tl 9 plus, as ours seem to do). And that's for an Earth Prime or Near Prime world."


Jame#1,

That's a very good question. Perhaps we've been using a slightly inaccurate term. Instead of saying low tech, we should be saying locally sustainable tech.

GDW's 2300AD had a nice example of this; a British colonial settlement on Beta Canum used a variety of hi-tech fish farming equipment and techniques while also using outhouses instead of indoor plumbing. Hi-tech fish farming equipment is a necessity for the economic life of the settlement; IIRC while inedible to humans the fish gathered were used to supplement livestock feed and for industrial purposes, and indoor plumbing is merely a luxury.

Where luxuries are concerned, colonists will either make-do or do without, and what constitutes a 'luxury' will be anything not completely essential to survival - personal or economic.

"Second, what about colonizing Mar-like worlds? What would you need, aside from life support systems? Why would you colonize it? Mining rights, space, access to something special."

Essential equipment in this case will be the mining and life support equipment you suggest. Luxuries may include 'basics' like private bedrooms instead of barracks, personal kitchens instead of cafeterias, and daily showers instead of weekly sponge baths.

Think locally sustainable tech; sustainable by local materials and skills or sustainable by local export credits, instead of low tech.


Sincerely,
Larsen
 
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