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Settling Deneb Sector

robject

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I'm polling for opinions on the settling of Deneb Sector.

Deneb is described as a thoroughfare, an area of "wonder, beauty, travel, and fortune", a place of tension (as a dumping ground for Solomani dissident nobility, plus maybe a bit of resentment from some Vargr to coreward), ruggedly individualistic and innovative.

In short: travel, exploitation, research, some chaos, and many voices.

The game suggests that Deneb was significantly settled in time to support the First Frontier War (ca. 589) and ignite the Barracks Emperors period.

My current explanation:

The drive for exploration and exploitation, plus perhaps some internal motivation due to the Border Wars, pushed the settlement of promising worlds, in the traditional link-and-branch style of colonization, which evolved into the Xboat route. Backwaters usually had to struggle, though there may be exceptions.

By 300, link-and-branch settlement, megacorporate investment, and imported nobility from near and far, established a lively, mixed, network of strong worlds under Imperial rule, stretching into the Marches.
 
The game suggests that Deneb was significantly settled in time to support the First Frontier War (ca. 589) and ignite the Barracks Emperors period.

My current explanation:

The drive for exploration and exploitation, plus perhaps some internal motivation due to the Border Wars, pushed the settlement of promising worlds, in the traditional link-and-branch style of colonization, which evolved into the Xboat route. Backwaters usually had to struggle, though there may be exceptions.
The Early Adventures, p. 11 says that in "the latter years of the 1st Imperium" Deneb sector was fragmentarily settled by both Vlani and Vargr.

I think these settlements all lost star travel, but that by the early 1st Century, several worlds in Deneb and Tulikki were regaining it. Unfortunately, the Vargr got there a little earlier than the human worlds, so these human worlds were pitting their fledgeling navies against better armed and more numerous corsairs. And then:

"Students of the early history of the Imperium are often surprised by the speed with which the Imperium expanded spinwards through Corridor, or Eneri, as the sector was called at the time. In Year 0 several Vargr interstellar states, chief among them the so-called GUFOERRUKH OEROU, "The Empire of the Freebooters", were active in Corridor, blocking exploration and trade to spinwards of the Vilani core worlds. Though disorganized in the usual Vargr fashion, the forces of these states were too strong for anything but a major naval campaign to overcome, and the Imperium had higher priorities elsewhere. A knowledgable historian of the day would not have expected a move into those regions for at least a century or even two. Yet in 42 three Imperial megacorporations established branches on several Lidash League worlds; in 48 the Scouts did a preliminary survey of Deneb Sector; in 52 they did the same for the Spinward Marches; in 60 Ling Standard Products set up a mining colony on Mora; in 73 Sharurshid established a regular trade route to the Sword Worlds; in 100 the Lidash League joined the Imperium en bloc; and in 120 Mora became a full-fledged Imperial member world.

The story of how this came about demonstrates the old adage that truth often is stranger than fiction. In 34 a Ling Standard Products trade scout was nosing spinwards into Corridor, hoping to find some opportunity to cut into the trade of the area, hitherto completely monopolized by the Vilani megacorporations, when it was ambushed deep in a gravity well by a Vargr corsair. Captain Thornton diMaggio elected to risk a jump from inside the jump limit rather than submit and appeared to have lost his gamble when his ship misjumped and threw him 32 parsecs spinwards where he wound up in the Aerfor System (Deneb 3104). But the misjump turned out to be very good luck, for it was here he met a patrol vessel of the fledgeling Lidash League navy.

The Lidash League was a group of four former Siru Zirka colonies in the 2nd Quadrant of Deneb Sector with a combined population of over a billion plus some struggling mining colonies. For over half a century these worlds had been battling to work their way back into space, greatly impeded by frequent raids by Vargr corsairs from Corridor. And they were losing the battle. They were potentially able to support a much larger navy than they had, but ships were being lost faster than they could afford to replace them.

Captain diMaggio negotiated a tentative deal with the League authorities and cautiously made his way home to the LSP regional headquarter on Vland. It took eight more years to put the deal together and LSP was forced to cut in both Sharurshid and Zhunastu Industries, but in 42 the former captain, now Commodore, diMaggio, in what was arguably the biggest deal of the century, was able to deliver an entire fleet to the League. Mostly second-hand ships and mostly manned by reservists and pensioners, but quite able to deal with the Vargr corsairs of the GUFOERRUKH OEROU. The three Imperial megacorporations recieved their pay in a down payment, much of which was spent on buying local assets, and the remainder over a 30 year period. In addition they got a number of trade concessions.

Contact across Corridor was still greatly impeded by the intervening Vargr, but the corporations solved the immidiate problem with convoys and began searching for "stepping stones", worlds along the route with sufficient system defenses to deter corsairs and willing to protect traders -- for a price, of course. Several Vargr worlds proved most amenable in this respect.

In 47 the Scouts took advantage of the "island" of friendly worlds on the far side of Corridor to set up a base on Iilidu (Deneb 3015), the League capital. From this base they did a preliminary survey of Deneb Sector from 48 to 52, doing a Class II survey on 90% of the worlds in it and Class I surveys of the rest.

From 52 to 56 they did a similar sweep of the Spinward Marches, encountering the various starfaring cultures of that sector and doing Class II surveys of most of the worlds. One world in paticular, Spinward Marches 3124, later named Mora after an old Sylean goddess of fortune and plenty, showed signs of extraordinarily abundant resources. The rest, as they say, is history."


----- Excerpt from a lecture delivered at the University of Mora in 1060 by Ser Galen Hetlon, Fellow of the Imperial Academy of the Arts and Sciences, in connection with the Millenial celebrations.​

By 300, link-and-branch settlement, megacorporate investment, and imported nobility from near and far, established a lively, mixed, network of strong worlds under Imperial rule, stretching into the Marches.
I think this happens around 200. According to TD#18, p23, the Imperial expansion and settlement of the Spinward Marches occur from 200-400[*]. And the Vargr campaigns begin in 210. I think that by 200 the economic interests in Deneb and the Marches had grown big enough to influence Martin II to launch the campaigns. True, Deneb isn't mentioned in the quote, but you're not going to get steady economic development Deneb either until the Vargr in Corridor have been brought under control.

[*] Another source (TB:149] says that major inroads in settling the Spinward Marches has been made by 200, but those two statements can be reconciled if the 'major inroads' are mostly performed by people trying to get away from the Imperium while 'Imperial expansion' refers to expansion sponsored by the Imperium.]​

From 400 to 604 is plenty of time for some planetary populations to grow big and strong.


Hans
 
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Maybe so. I see Vincennes colonized by the Imperium ca. 150, with the subsector brought in on 243. When was Usani brought into the Imperium?
 
Here's my rough development numbers, subject to tweaking.

Atsah, 60-200
Million, 80-220
Dunmag, 100-300
Geniishir, 80-120
Usani, 110-250
Antra, 140-280
Kamlar, 150-200
Vast Heavens, some time after 150.
Vincennes, 160-300
Zeng, 160-300
Lamas, 190-330
Inar, 200-340
Star lane, 210-350
Pretoria, 240-390
Gulf, 240-380
Sabine, 250-390
 
Maybe so. I see Vincennes colonized by the Imperium ca. 150, with the subsector brought in on 243.
You have a reference that specifies 150 for the settlement of Vincennes? All I have is '2nd Century'.

As for 'colonized by the Imperium', what does that mean? Colonized by settlers from the Imperial Core? Colonized by settlers from the Lidash League (Imperial worlds since 100 [*])? Developed by a megacorporation?

[*] Not canon. I put a few bits of library data into my JTAS article about Mora in the Year 100 and I worked with John Wood to develop the history of the L'sis Main, but JTAS Online isn't canon. Still, I venture to claim that it's canon-compatible.​
When was Usani brought into the Imperium?

No information available AFAIK. The interesting question is why it and not Deneb is the subsector capital. My take is that Deneb (actually its sister planet one orbit closer to the sun[**]) was a high-population world when the Imperium arrived in the sector and held out against integration for longer than the rest of the subsector.

[**] My library data from 100: Gashimuu (Deneb 1925, A7868BG-B): Independent world orbiting in the life zone around the star Deneb in the Deneb system (Note that contrary to normal practice the system is named for its star and not its main world). Settled around -2400 by Vilani fleeing the Rule of Man. Like most such colonies it regressed technologically, but not as much as many, and it regained jump capability around -80. With a population of 800 million and a sound economy, Deneb is the chief trading partner of the Lidash League. The government is highly repressive, especially towards its women. The Big Three all maintain factors on the planet and recruit and train many locals. The IISS established a base on Deneb in 50 from which the exploration of the rimward half of the sector is conducted. There's a local naval base. By a treaty of 83 Imperial Navy ships may resupply here.

[Note: The Gashimuans placed a lot of their heavy industry on a marginal, but resource-rich planet in the next orbit out from Gashimuu. In time this tail grew strong enough to wag the dog and became the system's principal world. That is the world known as Deneb in the Classic Era.]​


Hans
 
Here's my rough development numbers, subject to tweaking.

[snip]
What do you mean by 'development'? Settled by private individuals from the Imperium? Economic development fueled by merchants with any settlements being incidental? Official efforts by the Imperium to recruit more member worlds?

And what stage of development does the closing date of each period signify?


Hans
 
What do you mean by 'development'? Settled by private individuals from the Imperium? Economic development fueled by merchants with any settlements being incidental? Official efforts by the Imperium to recruit more member worlds?

And what stage of development does the closing date of each period signify?


Hans

Yes, yes, yes. Some worlds in Deneb are already populated, before the Imperiums reach them, so recruitment is important.

I think by the closing date the important worlds are established, and the borders are secure, for the given subsector. But that doesn't seem easy to quantify.
 
Diplomacy and Other Things

In my analysis of Deneb[*], certain worlds pop out as being powerhouses -- usually the strongest of worlds are high population, high TL. Vincennes and Starn come up significantly ahead of everybody else, for example. What's more, we know that Vincennes is watched -- carefully -- by the Imperium. Its nobility is regularly changed out, due to the overwhelming power held by Vincennes.

Some worlds which do not have power are still valuable -- there are Agricultural worlds, Rich worlds, research bases, worlds with Ancient sites, mineral-rich systems, and worlds with A-class starports, for example.

The duchies should be very interested in influencing these valuable but powerless worlds. I see diplomacy, trade deals, espionage, limited proxy wars (privateering and mercenaries), and limited police actions. I say limited because the Imperium won't tolerate Bad War, and they certainly don't want to encourage the level of infighting which led to insurrection and the Barracks Emperors period.

In other words, this is a type of Good War environment, run according to the Imperial Rules of War. In other words, Deneb is no different than other parts of the Imperium, except perhaps for some of its duchies being watched more closely than some other parts of the Imperium. All this means is that duchies in Deneb want to press their agendas, but avoid Imperial entanglements.

Long-term economic dislocation. A permanent or semi-permanent loss in the ability to carry on at a pre-war level of economic activity.

  • No nukes
  • No bombing starport facilities
  • No genocide
  • No sabotage of industrial/trade capacity
  • No "ecocide"

Excessive extra-planetary influence. Where there are built-up political and social pressures, a short war is deemed preferable to continuing tension, sabotage, political agitation, and so on. However, attempts by extra-planetary forces, such as off-world governments or large commercial interests, to seize control of a world's affairs are beyond the scope of the "safety valve" rationale. "Assistance" is tolerated, so long as it is deemed appropriate to the level of legitimate interest in the affairs of the world held by the extra-planetary organisation.

  • No conversion of world to government code 6 (Captive)
  • No assistance contrary to the legitimate interests of the target world -- whatever that means.

This blurs the lines between subsector and duchy -- or perhaps, suggests political borders -- based on proximity of valuable worlds to the worlds capable of strong power projection, and therefore the duchies which oversee them.


* I use the Traveller5 rules for calculating a world's power projection value. The basis of this value is the assets in the system -- such as starport, TL, population, and trade codes -- modified by socio-economic values.
 
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And what about non-humans/non-vargr in Deneb?

The Khethss from Giranima and Crenduthaar from Ghatsokie for example. Did they have any effect on the settlement of Deneb? Either as settler's themselves or as locations/civilizations ripe for trade with Imperial merchants.

"look at those primitives, lets trade them some beads and blankets for Manhattan!"
 
And what about non-humans/non-vargr in Deneb?

The Khethss from Giranima and Crenduthaar from Ghatsokie for example. Did they have any effect on the settlement of Deneb? Either as settler's themselves or as locations/civilizations ripe for trade with Imperial merchants.

"look at those primitives, lets trade them some beads and blankets for Manhattan!"

The exploited sophonts on Peres. The Droyne world of Zeen. And others.

They did and do affect Deneb, in settlement and other aspects. I hope to find sophont-owned and operated homeworlds, similar to Zeen, with a minority human presence. In cases where sophonts own the starport, the UWP actually applies to them, rather than any Imperial settlement, since in general visitors only see whoever runs the starport.
 
After reading and replying to this post, I began to think about your question. I took out a map of Corridor and began to color all the "mains", (mains being defined as 4 or more systems at j-1), I moved into Vland (map I had next) and onto the Vland Main. WOW. From Vland through Lishun into Core (one World), Down diagonal across Dagudashaag and Gushemege to Verge, Reft, south Corridor, From Dagusahaag into core (one world). I haven't counted all the systems, but it's extensive.

Then I took a silver "paint" marker and marked the High Pop worlds on the main. Ignoring loops, there are several choke points where the main is a string of single systems with a hi pop world bottlenecked in there. (I had to cut and paste several sheets to get the whole main)

Now I say this as a start to Settling Deneb.

Find a set of blank Deneb maps. Chart the locations of non-human minor human worlds, these would be "trading" spots.
Mark the Jump-1 mains and note the j-2 gaps. This would be the route Vilani expansion would follow.

Decide how many minor civilizations were eradicated by the Vlani. (Convert or die!)

Add J-3 for the rule of man.

Look for Terran Prime worlds (destination for colonization)

Mark major resource worlds (oh look, more loose lanthanum)

Collapse sector, spin, recolonize with third Imp. (look at the relics of the past, ooohhhh, loose lanthanum).

Moan and cry because the map doesn't make sense. (randomly generated sectors never do. Why a naval base on a TL 6 world in the middle of no where when there are millions of vargr on the other side of the sector?)

I may make time to try this, since you've got me interested!!!
 
I think that many of the bits which don't make sense are actually where the interesting stories lie.

Don McKinney et al has cleaned up the sector data, by the way, so for example the data found on Travellermap still has to be udpated (first week of August, rumor has it).

Aside from that, your method is similar to what I'm doing. Identify sophonts, including extinct ones, then identify the IISS exploration routes (they'll be doing jump-3), then from there estimate the colonization progress. Shift and pin down as need be.

Before that, however, I sat down with printouts from Travellermap and marked up Deneb, finding the clash points between the major worlds as they fight over valuable (Ag, Ri, An, etc) but relatively powerless worlds. That result was striking.
 
After reading and replying to this post, I began to think about your question. I took out a map of Corridor and began to color all the "mains", (mains being defined as 4 or more systems at j-1), I moved into Vland (map I had next) and onto the Vland Main. WOW. From Vland through Lishun into Core (one World), Down diagonal across Dagudashaag and Gushemege to Verge, Reft, south Corridor, From Dagusahaag into core (one world). I haven't counted all the systems, but it's extensive.

Then I took a silver "paint" marker and marked the High Pop worlds on the main. Ignoring loops, there are several choke points where the main is a string of single systems with a hi pop world bottlenecked in there. (I had to cut and paste several sheets to get the whole main)
I have two problems with that. One is that random, or at least semi-random, chance will come into it. The worlds that are high-population today are the ones that made it over the course of a thousand years. Obviously there's going to be a strong correlation between planetary resources and population growth. But it's still only going to be a correlation. Some worlds with good resources got unlucky or were reserved by the Imperium or actually has something subtly wrong with it, and some worlds with poor resources got lucky.

When I did something similar for Trojan Reach, I gave each system a habitability rating based on its mainworld.

6 Hospitable (basically Terran-norm (or Human-norm as it's called IMTU))
5 Friendly (basically Terran-prime)
4 Neutral (breathable air)
3 Unfriendly (vacuum and exotic)
2 Hostile (corrosive)
1 impossible (insidious).

I then made a number of settlement maps 30 years apart threw dice for every world within range of a mainworld to see if an outpost was set up there, for every world with an outpost to see if the outpost turned into a colony, and for every colony to see if it turned into a mainworld.

By the time I reached "historical" times, I began checknig to see what the world was like in the Classic Era and how I'd have to skew further development to reach that result.


Second objection is that once a civilization has jump-2 technology, mains really lose all relevance when it comes to traffic flow. There are very few choke points, because any system can be bypassed. What choke points there may be will be on jump-2 trade routes, not (necessarily) on a main.

Find a set of blank Deneb maps. Chart the locations of non-human minor human worlds, these would be "trading" spots.
Don't forget that the Scouts tend to interdict worlds with low-tech civilizations.

Mark the Jump-1 mains and note the j-2 gaps. This would be the route Vilani expansion would follow.
By the time of the Third Colonization Wave the Vilani had had jump-2 for thousands of years.

Decide how many minor civilizations were eradicated by the Vlani. (Convert or die!)
The Siru Zirka never went further spinwards than a bit into Corridor. Any Vilani that went further than that would have been private expeditions trying to get away from the Imperium (and/or the Terrans).

Add J-3 for the rule of man.
No evidence that the Rule of Man expanded past the 1st Imperium's borders. Again, expeditions from the RoM would be trying to get away (like the Itzin Fleet).


Hans
 
I'm not going to quote or contradict any of Han's points. Please understand I was just giving a quick down and dirty method.

Anyway I took my own advice:

There are approximately 19 mains in deneb with several notable clusters (clusters being defined as 4-6 worlds)

There are five canon races:
Gl'lu 0917
Crenduthaar 0902
Shi'awei 0130
Khethss 1334
Extinct 0805 (unnamed)

MAINS:
Yubity main- 31 worlds spanning Corridor/Deneb
Spinward main- 6 worlds in Deneb 0122/0123
Deneb main- 24 worlds
Starn-Ashasi-Kubishush-Magash-Thingen main-42 worlds
Urnas main- 18 worlds
Graek-Borlund main-13 worlds (borders Vargr space may be more up there)
Talon main- 17 worlds
Pikha main- 10 worlds
Vincennes main- 12 worlds
Askigaak main- 15 worlds
Depot main- 9 worlds

CLUSTERS:
Dekha cluster- 5 worlds
Atadl cluster- 4 worlds
Jode cluster- 6 worlds
Shinorasus cluster- 6 worlds
Isurkun cluster- 5 worlds

(mains and clusters are named after hi pop worlds, or hi tech class A port worlds if no hi pop world)

Just from this quick overview I see a single j1 trade route from Corridor (Yubity main) and of course the spinward main out to the Marches. Of the remaining mains the S-A-K-M-T main with 42 worlds and 5 Hi pop worlds would seem to be an economic powerhouse.

The Talon main (subsector D) needs j3 or higher to connect with most of the sector except for the Rimward area where it is only j2 from the Yubity main. (yes there is a j2 route thru to subsectors B/C). The Yubity main connects rimward to the Deneb main via a j3 route. So it appears that entry into Deneb via Yubity would need a j2 route thru subsector G and then spinward to the SAKMT main and rimward to the Deneb main.

Since the SAKMT main has the most high pop worlds, and most hi pops off this main are in this area I'd venture this was the main route to the Spinward Marches. (just a quess)
 
Now I'll Reply to Han's:

First, I quess it all depends on how we think expansion occurs. In my opinion, expansion occurs ahead of "civilization". What I mean is, The Scouts (both government and private) enter the sector. Each has different goals. the Government scout may just be doing a survey, but the "corporate" or private scout is looking for specific things, whether it's resources to exploit or worlds to colonize.

Then expansion into the sector begins.

First come the "seperatists", that is groups looking for worlds to settle, for various reasons, preserve culture, escape religious persecution, etc. Think stellar reaches ethnic groups, or David Webers "church of humanity unchained" from the Honor Harrington series. They look for T-prime worlds, preferably far from the frontier. Travellers Sword Worlders, or the ''Astron Project" from Gurps Sword Worlders are prime examples.
Also the "exploitist's" enter at this time. Their goal is resources to exploit. They don't care if the main world is T-prime, as long as the Asteroid belt can be mined. They also seek out civilizations to trade with. (think british colonial expansion, and the East India Trading Company, etc.) Profit motivates the expansionist.

Next comes the 'government' or 'institution' expansion. After the first group has opened the frontier, the 'gov's' seek to meddle (protect those primitives, interdict that world) or protect (we need a series of naval bases to keep back the ravening hordes of Vargr), or (I claim this world in the name of the Duke of Corridor [as his own personal playworld]).
The 'insties' seek out research, explore ruined civilizations, etc. Of course if you build a series of naval bases, Megamart will open a store to provide for your sailors comforts, and Casey's Pub opens up a franchise for their relaxation, and The Golden Arc's provides,,, Well, Happy meals I guess. You get the point, Hostelry follows military. There will always be camp followers as long as there are camps.

Then comes the Bureaucrat. Organize this, chart that, Hey we have a law about that, enough is enough, lets move beyond the frontier. Back to the seperatists.

Now concerning trade.

When the first wave of expansion occurs, settlement is sparse, trade is limited. Resource exploiter have their own haulers to transport raw materials to processing points, but eventually the distance is greater than the profit, so We build refineries on site, and ship finished materials, think steel bars vs. Iron ore. Of course this increases "Population". Which may lead to the "company store", where you buy things from the company. (Remember your history lessons)

Obviously, as population increases, both seperatist and exploiter, the need for finished goods also increases, this is where the J1, or J2 free trader profits. On the other hand Imagine a free trader trying to make it on the Vilani main, hundred's of long established worlds, served by the Megacorporation carriers. Multi Kton freighters running set routes.
Small carriers can't compete with large carriers, they get pushed to the edge.

When population increases to the point that the colony cannot provide for itself, that is billions of people, then less hospitable world are colonized, that is to say the "T-norm" worlds". You know the one's, gravity's a little low for comfort, atmosphere a little thin, etc.
These become the "agriculture worlds, feeding the giants". Also as population increases, the need to relieve stress by "forced colonization" may occur. We dump the riff raff somewhere else, or give great incentives to move. (Think the 1800's land grabs in the American west, move west, get land, not the best land, but It's yours and it's better than being packed like sardines in this Arcology, Honey, pack the truck, were moving to Beverly, Hill's that is...)

Again, just my opinion.
 
First, I quess it all depends on how we think expansion occurs.
That's important, of course, but just as important are the few scattered bits of historical information we already have. If they say that Mora got its first settlement in 60, we have to explain how Mora got its first settlement in 60.

Several of my comments were on points were you seemed to me to be contradicting canonical facts or making unwarranted assumptions.

The main problem with the Imperium's rapid expansion into the Marches is that interstellar travel is expensive. I mean, you may think it costs a lot to move people over to the star system next door, but that's just PEANUTS to moving them a couple of sectors. As for trading with anyone at that distance, the profits have to be enormous. If a round trip takes a whole year then you need a profit of about 40 or 50,000 credits per ton on your cargo. But that is only if your ships all return safely. If you lose some of them, the required profit on the rest goes up drastically.

Originally I had the notion that there were no Vargr to contend with in Corridor, Deneb, or the rimward half of Tuglikki and Provence. This would have made it possible for the Scouts to move through these sectors very rapidly, much faster than they moved towards the Rim for instance. (The Vargr would have expanded towards those regions and touched off the Vargr Campaigns).

However, T4 established that Corridor was blocked by various Vargr states, so instead I decided that if the Imperium was going to get a grip on the Spinward Marches as fast as canon had it, it would need a source of workers, colonists, and ships closer than Vland. So I made up the Lidash League, a group of old Vilani colonies struggling against Vargr raiders from Corridor and Provence and losing, the last so that they would be eager to join the Imperium voluntarily, as the Imperium would hardly want to fight a war of conquest at the end of a 40 parsec supply line blocked by Vargr.

In my opinion, expansion occurs ahead of "civilization". What I mean is, The Scouts (both government and private) enter the sector. Each has different goals. the Government scout may just be doing a survey, but the "corporate" or private scout is looking for specific things, whether it's resources to exploit or worlds to colonize.
In my opinion it does not make sense for the Imperium to expand in a planned orderly fashion into a region 40 parsecs from its border on the other side of several Vargr pocket empires.

First come the "seperatists", that is groups looking for worlds to settle, for various reasons, preserve culture, escape religious persecution, etc. Think stellar reaches ethnic groups, or David Webers "church of humanity unchained" from the Honor Harrington series. They look for T-prime worlds, preferably far from the frontier.
Heh. Your analysis matches my own quite a lot. I call them 'utopians':

1) Utopians. People who want to establish the perfect society (whatever version of the perfect society they happen to believe in). These people would want to get as far away from the Imperium as possible. And if they can just get across Corridor without falling afoul of the Vargr, the remoteness of the Marches becomes a plus.​
I had another class, though, exiles:

2) Exiles. People exiled by the Imperium in connection with the pacification of various planets. Again the remoteness would be a plus for the Imperium since the exiles would be unlikely to return and cause any trouble.​
These groups are especially useful because the Pacification Campaigns provide as many as are needed and can be used to justify practically any combination of number, equipment, and selection of colony world. It all depends on the Imperial admiral or noble in charge of the individual campaign. One can scoop up so-and-so-many thousands, equip them with a bare minimum of equipment, and instruct the captain in charge of the transport fleet to dump them on the first world with breathable atmosphere he comes to X parsecs from the border. Another can scoop up so-and-so many, give them a complete colony equipment package, and tell the captain of this transport fleet to find a nice, human-norm world for them[*]. A third can negotiate a settlement with the leaders of the world he's subduing that includes a choice of destination world based on the Scout reports he has access to.
[*] Though the mineral resources of said world is not important; it'll fine as long as the exiles can grow crops. ;)
We can also use such exiles to put multiple groups of settlers on one world. In my history of Regina, for example, I have one private (exceptionally well-equipped) group arrive in 75 and prosper mightily, only to have no less than four groups of settlers dumped there from 110 to 120.

Also the "exploitist's" enter at this time. Their goal is resources to exploit. They don't care if the main world is T-prime, as long as the Asteroid belt can be mined. They also seek out civilizations to trade with. (think british colonial expansion, and the East India Trading Company, etc.) Profit motivates the expansionist.

3) Outposts. Commercial enterprises like resource extraction operations and trade enclaves like the LSP establishment on Mora. These are the true harbingers of the Imperium; the types of colonists mentioned above would mostly desire NOT to be part of the Imperium.​
BUT a commercial enterprise is just that: commercial. In order for a company to invest in a mining venture 100 parsecs away, the venture must not only be profitable; it must be more profitable than any alternate ventures available to the company on planets closer to home. As for commercially oriented colonies: What company would invest in a colony on a planet 80 parsecs away if there are plenty of good, empty planets available closer to home? I think Mora would be very much the exception rather than the rule.

Next comes the 'government' or 'institution' expansion. After the first group has opened the frontier, the 'gov's' seek to meddle (protect those primitives, interdict that world) or protect (we need a series of naval bases to keep back the ravening hordes of Vargr), or (I claim this world in the name of the Duke of Corridor [as his own personal playworld]).
Yes, and I submit that they start coming in earnest around the time Martin II launches the Vargr Campaigns.

Now concerning trade.

When the first wave of expansion occurs, settlement is sparse, trade is limited. Resource exploiter have their own haulers to transport raw materials to processing points, but eventually the distance is greater than the profit, so We build refineries on site, and ship finished materials, think steel bars vs. Iron ore. Of course this increases "Population".
But an existing population is a lot more likely to attract the first trade. It's usually so much more profitable to bring a load of TL12 goodies to a medium-tech world and swap it for stuff the locals grew or dug out of the ground than to set up a mining colony of your own.

Obviously, as population increases, both seperatist and exploiter, the need for finished goods also increases, this is where the J1, or J2 free trader profits.
The jump-2 free trader, sure. Jump-1 is just not competitive across distances longer than one parsec. It's a fact GDW didn't realize, but until and unless TPTB changes ship designs radically, it's still a fact.

When population increases to the point that the colony cannot provide for itself, that is billions of people...
TL7 worlds can support billions of people, at least as long as they're Human-norm. At higher tech levels it must be possible for any world to support itself using hydroponics and carniculture.

...then less hospitable world are colonized, that is to say the "T-norm" worlds". You know the one's, gravity's a little low for comfort, atmosphere a little thin, etc.

These become the "agriculture worlds, feeding the giants". Also as population increases, the need to relieve stress by "forced colonization" may occur. We dump the riff raff somewhere else, or give great incentives to move.
I don't believe in that trope, except as a rare and temporary situation. Relying on imports to feed a population is a logistical nightmare. It's certainly not a stable situation. And it requires the population on the argriculutral world to have a certain size.

Now, agricultural worlds supplying the elite of a high-population world with luxury food, that I can see.

(Think the 1800's land grabs in the American west, move west, get land, not the best land, but It's yours and it's better than being packed like sardines in this Arcology, Honey, pack the truck, were moving to Beverly, Hill's that is...)
As I mentioned above, moving people across interstellar distances is expensive -- VERY expensive. Moving to a neighboring world is propably no more expensive (in relative terms) than going from Europe to America was. But moving into the next subsector will cost you several years' pay, and going several sectors away is beyond most people. In order to go several sectors away you have to be fairly rich and very motivated. Unless someone else is picking up the tab, of course, but that presents other problems.

The Pacification Campaigns might produce some utopian groups fleeing from the Imperium, but more groups would be exiled (and transported) by the Imperium. As I said above, these groups are useful for explaining why some really shitty worlds were settled early while some garden worlds not that much further away were left alone; these exiles often didn't have any choice about where the Imperium dumped them.


Hans
 
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[QUOTE/]BUT a commercial enterprise is just that: commercial. In order for a company to invest in a mining venture 100 parsecs away, the venture must not only be profitable; it must be more profitable than any alternate ventures available to the company on planets closer to home. As for commercially oriented colonies: What company would invest in a colony on a planet 80 parsecs away if there are plenty of good, empty planets available closer to home? I think Mora would be very much the exception rather than the rule
I'd agreee, 100 parsecs makes no sense, but 5 parsec might. I picture expansion as being slower, more creeping than leaping. Even if canon says Mora was colonized in 60, that doesn't tell us what kind or how many. If me and my wife and kid's moved to Mora, that would be "colonized".

Also consider that the heart of the Imperium, and the Vilani main in particular have been exploited for resources for over 10,000 years. If We've stripped Earth in 1000, how resource poor are the inner systems of the Imperium?

{QUOTE/}The jump-2 free trader, sure. Jump-1 is just not competitive across distances longer than one parsec. It's a fact GDW didn't realize, but until and unless TPTB changes ship designs radically, it's still a fact.

TL7 worlds can support billions of people, at least as long as they're Human-norm. At higher tech levels it must be possible for any world to support itself using hydroponics and carniculture.

I don't believe in that trope, except as a rare and temporary situation. Relying on imports to feed a population is a logistical nightmare. It's certainly not a stable situation. And it requires the population on the argriculutral world to have a certain size.

Now, agricultural worlds supplying the elite of a high-population world with luxury food, that I can see.{QUOTE}
Well, Canon says that some Hi-pop worlds rely on the "breadbasket world" to feed them. And Canon says the "j1 free trader is the mainstay of trade on the frontier". So if your going to quote "canon" for Mora being settled in 60. Lets quote the rest of canon.
Please don't take this as "snippy, or confrontational" I think we would all agree that the problem lie's in the limited background information for the settlement of Deneb/SM, and the fact that the "rules" and background don't necessarily mesh vary well.

So, let's think about the colonization of Mora in 60:
The early third Imperium was TL12, thus J3.
Using j3, how many jumps would it take to get to Mora? (assume from Vland Sector)
How many colonists would it take to start a viable colony. (assume frozen transport, consider the aslan ihatei fleets)
How many ships would it take to get the colonists and supplies to Mora?
One way trip or return to Imperium? (Do we drop them off, or are they keeping the ships?)
If we bring 50-100,000 colonists, say 2 50kton transports, how many frozen embryo's can we bring. Do we set up a creche to care for the children, could we have 1-3 million children within the first year? What kind of strain would this place on a young colony?
Do we use growth accelerant' on the children?

If population growth is not the limiting factor, what is? Resources, Manufacturing, Housing?
I think a good model of how a colony is planted, and succed's would be helpful. Since and Han's has pointed out, some if not many colonies fail and are lost.
 
BUT a commercial enterprise is just that: commercial. In order for a company to invest in a mining venture 100 parsecs away, the venture must not only be profitable; it must be more profitable than any alternate ventures available to the company on planets closer to home. As for commercially oriented colonies: What company would invest in a colony on a planet 80 parsecs away if there are plenty of good, empty planets available closer to home? I think Mora would be very much the exception rather than the rule.

I'd agreee, 100 parsecs makes no sense, but 5 parsec might. I picture expansion as being slower, more creeping than leaping. Even if canon says Mora was colonized in 60, that doesn't tell us what kind or how many. If me and my wife and kid's moved to Mora, that would be "colonized".

Also consider that the heart of the Imperium, and the Vilani main in particular have been exploited for resources for over 10,000 years. If We've stripped Earth in 1000, how resource poor are the inner systems of the Imperium?

The jump-2 free trader, sure. Jump-1 is just not competitive across distances longer than one parsec. It's a fact GDW didn't realize, but until and unless TPTB changes ship designs radically, it's still a fact.

TL7 worlds can support billions of people, at least as long as they're Human-norm. At higher tech levels it must be possible for any world to support itself using hydroponics and carniculture.

I don't believe in that trope, except as a rare and temporary situation. Relying on imports to feed a population is a logistical nightmare. It's certainly not a stable situation. And it requires the population on the argriculutral world to have a certain size.

Now, agricultural worlds supplying the elite of a high-population world with luxury food, that I can see.

Well, Canon says that some Hi-pop worlds rely on the "breadbasket world" to feed them. And Canon says the "j1 free trader is the mainstay of trade on the frontier". So if your going to quote "canon" for Mora being settled in 60. Lets quote the rest of canon.
Please don't take this as "snippy, or confrontational" I think we would all agree that the problem lie's in the limited background information for the settlement of Deneb/SM, and the fact that the "rules" and background don't necessarily mesh vary well.

So, let's think about the colonization of Mora in 60:
The early third Imperium was TL12, thus J3.
Using j3, how many jumps would it take to get to Mora? (assume from Vland Sector)
How many colonists would it take to start a viable colony. (assume frozen transport, consider the aslan ihatei fleets)
How many ships would it take to get the colonists and supplies to Mora?
One way trip or return to Imperium? (Do we drop them off, or are they keeping the ships?)
If we bring 50-100,000 colonists, say 2 50kton transports, how many frozen embryo's can we bring. Do we set up a creche to care for the children, could we have 1-3 million children within the first year? What kind of strain would this place on a young colony?
Do we use growth accelerant' on the children?

If population growth is not the limiting factor, what is? Resources, Manufacturing, Housing?
I think a good model of how a colony is planted, and succed's would be helpful. Since and Han's has pointed out, some if not many colonies fail and are lost.
 
I think the main reason canon needs Mora colonised in 60 is because the population is assumed to have grown from zero up to tens of billions, and 1,000 years is a safe amount of colonisation time to get that done.

That problem goes away if most of these worlds are sophont homeworlds (it creates a new problem of course). This is what Marc Miller has claimed was true about Traveller since the early development of the Imperium. The reason we don't see sophonts peppering charted space in canon is because Traveller didn't have a way of generating sophonts. System generation took off, while sophont generation stalled at the gate. Although, I haven't found text to corroborate that.

It seems like the best they could do is publish Contact! articles in JTAS, and establish the Big Six races. Still, one alien per JTAS is only 4 per year, plus whatever they could shoehorn in on the side (Craw, Chamax and 567-908, for examples) - there's just not enough time. At least we got what we got.
 
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