[Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
Greetings, all!
Some of you might recognize the term from MoO2. This is a type of garden worlds that is considered to have an extremely high Habitability - in fact higher than the homeworld. Notably, it's meant to represent the kind of condition that (a) allow a higher population cap for a given TL than a homeworld of the same size provides and (b) facilitates even better agricultural yields than our world's. So I'm curious: What should a planet be actually like in order to provide such benefits for us Terrans? For the sake of the experiment, assume that the planet's 'wild' ecosystem is loosely derived from and/or fully compatible with ours. It doesn't matter whether such a planet has been terraformed to such a state artificially, made by sufficiently advanced aliens, or just came about through infinitesimally unlikely luckiness. Thanks in advance! |
Re: [Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
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Re: [Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
Minimal deserts, mountains, and other "non-arable" areas. Much of the land on earth is locked up in "Useless" deserts. The human population tends to be concentrated on a limited number of "bread baskets".
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Re: [Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
Raise the carbon dioxide level. On one hand, photosynthesis is more efficient with more carbon dioxide; in fact our current level is a bit lower than optimal, and some plants have apparently evolved a new photosynthetic pathway to adapt to this. On the other hand, you'll get warmer temperatures, and I've read that cold is more lethal than heat. Certainly this amounts to a recommendation for global warming, but some of the issues with global warming appear to relate more to the rate at which it takes place and the difficulty in adapting to changing climate and sea level in a hurry than to the absolute levels. Of course you wouldn't want the classic SF Venus, but something like Earth in the Eocene might have its advantages.
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In the *really* long run, I'm not so sure Golden Age Venus would be going too far. Ultimately if it has more biomass, I'd think a civilization that could control the same fraction of it and redirect it for its own purposes would be richer for it. Differently than we are now perhaps, but better off. |
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Actually that planet sounds awful. We'd fight over it to much and most of us would end up as serfs just to get some protection.
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Up until a few years ago, temperatures above 80 would have been hell. Now I'm wearing two shirts, a coat, and a warm hat indoors when it's only 67. There are plenty of jokes involving scenes of what 60 degrees in Canada vs. California look like. |
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"I don't know how Nixon won. Nobody I know voted for him." (Pauline Kael, I believe.) |
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To which you responded that people like vegetation and warm weather. Which in context seems almost euphemistic, like a colony program trying to sell a hothouse as a paradise. "What's it like there?" "The habitable zone is mostly dense rainforest with an average surface temperature of 40 degrees and nearly 100% humidity. There's also two permanent cyclonic systems." "So put 'lush vegetation and warm weather' in the brochure!" Which seems to say that a hypothetical gaia would need to be at a stable equilibrium state that's rather high entropy and just short of mama bear's porridge. |
Re: [Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
To me a "Gaia" type world is going to be an idealized version of Earth as far as what a human would think.
So first off gravity is going to be 1 gravity. The world with most likely be 2/3 to 3/4 water, mostly in oceans. All Terran crops and animals can live and thrive on the world without any adaptation. All native crops and animals can be consumed without any adaptation. Axial tilt of the world will be roughly 23.5 degrees, so seasons and weather patterns should be close to Earth normal. |
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I'd go with most of this. The low axial tilt seems obvious, as does high nitrogen content of the soil. There's a lot to be said for properly twisted amino acids, because that means humans can eat the native plants and animals, even though it means the native animals and pathogens can also eat us. I don't think low-salinity oceans is a viable expectation, but a better distribution of ocean and land would be nice. A dozen or so land-masses the size of Australia, distributed more or less evenly around the planet, might work out well, especially if they were connected with archipelagos. That means a lot of shallow waters teeming with life, and the lack of really huge expanses of open ocean minimizes the intensity of coriolis storms. I hadn't thought of the vulcanism thing, but that makes sense, too. Also, I'd say no huge extremes in altitudes. No mountains larger than about the Appalachians or the Pyrenees, which result in minimal rain-shadows or other atmospheric weirdness. Lots of flora and fauna, everywhere. |
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I could also imagine biogenic processes that clean oceanwater on a natural gaia. |
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So basically we're mass-producing Hawaii. I won't swear it's an optimum human habitat but it'd be a great place to sell real estate. That might be because the human types would be voting with their feet and money to move there telling you that they thought it was pretty close to an optimum habitat. Note that the "big island" actually is quite big and gives you not only warm coastal regions but fertile and comfortable uplands as well. You could also build high altitude observatories and/or spaceports on the peaks of the mountains that had gone cold. |
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Re: [Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
I was thinking of kind of a super-goldilocks situation, where the the planet is exactly the right size and density, in exactly the right orbit, with exactly the right atmosphere to just have perfect greenhouse conditions without a runaway so that warm temperatures are fairly evenly distributed around the planet.
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Re: [Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
Let's consider Planet Optimum, the best planet you can randomly roll.
Dense Breathable Atmosphere, hydrographic percentage of between 80 and 90%, default climate type warm, medium vulcanism. light tectonic activity, RVM +2, Habitability +6, .75 density. 1.0 gravities. Black Body temperature 312, Diameter 1.33 resulting in an optimum TL 10 carrying capacity of 6.637 billion human beings. This is nearly the maximum carrying capacity possible. Most of the garden planets you actually roll will be able to comfortably support less than half that many humans. As you know Bob, by GURPS rules, Earth is well above its carrying capacity leading to most of the planet living at much less than a TL 8 average income. You actually want a higher hydrosphere than that of Earth because oceans are a much richer resource than deserts for food production. Relatively small continents will be wetter and more fertile. Low density increases diameter, and diameter increases carrying capacity. As for increasing habitability above the random maximum, that would pretty much require native plant life that somehow manages to be more efficient in converting sunlight into calories, as well as native life that is really good at identifying and fertilizing tapped out soil. |
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Re: [Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
Planet earth with green Sahara and green Australia hypotheses fulfilled would probably fulfil the criteria.
I think this has more to do with continent arrangement and prevailing winds than gross physical properties. |
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Deserts tend to develop in continental centers, so more numerous smaller land masses should keep giant human-inhospitable zones to a minimum.
Slightly higher oxygen levels would make little difference at sea level but help those living at high elevations. |
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Additionally, the evenings cool down nicely, here, whereas in Kentucky it was hot and steamy throughout the night. Moreover, if I really want to escape the heat, I go to the mountains for a couple of days. Even in the hottest part of the summer, the nights at 12,000 feet (3.7 km) usually see temperatures in the mid-40s Farenheit (7-9 degrees, Celsius), while the days are in the mid-70s F (23-26 C). Out on the Eastern Plains it gets a little warmer, but even there it cools down at night. The lack of trees kinda sucks, though, and I do sometimes miss Kentucky's deep forests. Here in the Front Range piemont region, though, it's a nice mix of prairie, rolling hills, foothills, and light forests, with a fair number of small streams and small rivers. Add in a pretty nice city with few of the problems experienced in larger urban areas, and Colorado is pretty optimal, generally speaking. I think that climate pretty much supports your notion that, for many people, our evolutionary heritage makes this a nigh-perfect climate, albeit a bit cooler than the Rift Valley, in Africa. The winters, here, are different than most people think, too. In good years, the snow gets pretty deep in the mountains, but Denver stays cool, clear and dry during the days (although it does get really cold, at night). These days, we see temperatures in the 50s and 60s, with sunny conditions, on many winter days (that's significantly warmer than when I was a kid, here, and most days were in the low 40s to low 50s, but still clear and dry). This is a good year. The Pineapple Express that has drenched California brought steady snows to the Colorado mountains, and the snow-pack is significantly above average. If we get a wet spring, then we may have some local flooding problems. However, the reservoirs were already pretty full from the incredibly wet spring two years ago. Lake Powell will likely see more water in the reservoir than in many years, starting in a month or two. https://www.wcc.nrcs.usda.gov/ftpref...mal_update.png http://www.cbrfc.noaa.gov/wsup/pub2/...on/current.pdf |
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.....says that 40% of Hawaii's land is farmland. This is after a real estate boom with prices that could make a Californian blink. There's a lot more to Hawaii than the beaches and the slopes of Mauna Kea and Mauna Loa. |
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Anyhoo, I would guess there's a lot of shallow seas, since they are much more productive than deep seas.
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I read somewhere that deserts tend to form over the tropics of capricorn and cancer, with the exception of tall mountain ranges. So more careful landform positioning would help with that. It might be a great place to put these shallow seas. |
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Why our friends chose the middle of summer for their nuptials I'll never understand. My sweat glands never forgave them. |
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I do remember reading about how the U.S. population demographics changed greatly with the advent of affordable air conditioning. That seems to suggest that on our own, most people don't like the heat 24/7 or year round. |
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And to a large degree, the places that can become urbanized are geographically limited. The distribution of cities across the Earth is not random. One thing to consider might be the features that would make a planet likely to have lots of urbanization. |
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Most of the places I grew up were only there because nobody else wanted them. |
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I'd say that whether people remember their home town fondly or not is more about how they felt about the other citizens than the local climate and ecosystem.
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For example, they might need to be clustered around a spaceport located on a wide, flat plain; or they might be free to locate in scenic waterside or mountain-side locales if they have easily accessible, high-speed transport. |
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Do you have data that show that they move because they prefer the terrain at the new place, not something else about it? |
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Also I don't really buy the notion of colonies starting out as a single large city and a sparsely populated hinterland. Personally starting from a number of smaller town/ village sites located near strategic resources makes more sense. Water transport if it is possible is a logical way to tie these together. Ditto water supply, early colonies are going to want to go where the water is (as far as is possible) rather than messing around building and maintaining long pipelines. Unless there is a life or death reason for using a specific site I would figure that colonists (or more likely advanced scouts) will pass over sites with severely restricted water supplies. Placing a main space port might be an exception, it depends upon the technology in use, but I can still see planners prefering sites on either the coast or navegable rivers. Technology permitting I could even see spaceports being located offshore. |
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The fact that water is hundreds of times denser than air, and hence will let you transport the same cargo weight in ships two to three orders of magnitude smaller without needing to use fuel (or carry engines) to counter gravity pretty well clenches it for anything where speed isn't absolutely critical. Which it never is on a regular cargo run - pipelines are the only transport method that come anywhere close to being as cheap as ships per ton-mile for much the same sort of reason, you don't need to move any part of the supply stream particularly fast if the stream is continuous. |
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ETA: To expand on my point about waterside ports- these won't always be in the most convenient place: they have to be on the water (of course), in a safe harbour, with enough frontage to handle the expected freight volume. A land-base distribution node can be more conveniently placed, not where coastal terrain determines it should be. Also, coast-side real estate might be more valuable for housing than for industry, or it might be preserved for environmental or aesthetic reasons. |
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The first time I ever came across the notion was in C.J. Cherryh's Merchanter universe. The initial colony ships went out STL, with several thousand people (or families, I can't remember exactly), and took a generation or two to reach their destinations. The bulk of the habitat remained in orbit, and the colonists scouted the surrounding system for useful resources, as they began to survey the planet. The colonial transport remained in orbit and became the core of a permanent station, and for a long time most of the colonists based out of it. Once they got a handle on the locations of the best resources in the system, they began to expand the station's infrastructure. Meanwhile, the colonists who dropped down the well began to carve out what they hoped would be a minimally-invasive zone that would allow them to provide needed biomass and nitrates and such, in support of the ongoing industrial space activities. The idea was that all the heavy industry would remain in space, and only necessary heavy tools and equipment would drop down the well. Once down, the only things that ever came back up the well were people, varieties of food, and luxuries that really were only viable when grown on or taken from a planet. (Nobody on the station wants to use its greenhouses for vineyards, for instance, or for hardwoods and fibers to make comfortable chairs). The idea was that, with STL colonization, the colony had to be self-sufficient, but without making the same sorts of mistakes with the new planet that humanity made with Earth. Anyway, I think that makes for a viable model. Preserve the planet's biome, as much as possible, by keeping all the heavy industry in space. That means the planet starts out with a single colony center, in a location with good river transport to deposits of resources mostly only needed for the planet's (very) light local industry. Expand slowly out from there, and do so carefully, or the new world starts to look a whole lot like industrial-era Earth, with all the environmental problems that implies -- and that ruins your beautiful new Gaia planet. For the most part, starships come in and dock at the station, and then advertise their goods on the local markets. They never really have any reason to land, unless the crew has skill-sets someone willingly contracts them to provide, or if the crew sees a financial opportunity for people who really won't be around for very long (this was Mal's specialty). |
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Ideological freedom? If everybody lives in giant towers in the Sahara, you expect a fairly static and regimented social order. If you spread those same people out in a new solar system, they may feel like trading stability for freedom was worth it. |
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Problem of course is that ideology isn't genetic and subsequent generations will almost certainly disagree with the first set. |
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Sending undesirables to the colonies is a way of getting some useful labor out of them - which assumes a colony that exists for some other reason and has a labor shortage - not of getting rid of them. Nobody who did it historically would have had strong moral objections to executing their undesirables instead. |
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Re: [Space] What is the 'Gaia' type of garden worlds like? ('Habitability 9').
What's the difference between a space colony and generation ship? Basically, the latter has a variety of additional systems (fuel tanks, drive systems, etc) that, for a given price, cut down on the number of people you can have. I think I've seen it floated around that the minimum starting number that avoids risk of extinction is something like 500. Let's double that, to 1000.
How much of a drop do you see between the carrying capacity of a colony and the carrying capacity of a similarly-priced generation ship? 1:1000 seems a bit extreme, but let's go with that. This means that, for a given price, we can either send 1,000 people off on a generation ship (or fleet of ships), or have 1,000,000 in colonies. The latter's the better bet, right? Short term, yes. Long term, though, when those 1,000 people (or, rather, the current generation descended from them) reach a habitable world? They could grow to over a billion individuals. So, for 1/1000th the starting population*, you end up with 1000x the end number of people, for a given price. If your purpose in colonizing other worlds is to result in more people existing, the generation ship is a better bet. Granted, you could instead have a generation ship that isn't meant to actually establish a colony anywhere, but instead mines asteroids and the like to build more generation ships, but building infrastructure on a habitable planet is probably a lot easier than doing so out in space, and a colony-killing event is probably much less likely on the planet as well. *Technically, you could start the space colony with only 1,000 people, and let them breed until they reach capacity. |
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Also, perhaps you need a "non-productive" base of the food chain, producing tons of plankton and higher animals, to enable there to be productive consumable species around the shallower coastal areas. As for the planet itself, is there some arrangement of 2 or more suns that would give it a more steady level of insolation to help with crop growth and weather patterns? |
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There's also Asimov's Nightfall, which has a planet with 6 suns in the sky and perpetual daytime- although I don't know how viable such a system actually is. |
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The general three body problem is not only unsolved, it may very well only be solvable under very specific conditions.
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While it's en route, a generation ship will always have more issues than a space colony - the above helps mitigate this, but doesn't completely eliminate it. If the journey is short enough for the fleet to survive on its own, however, then the only investment needed is that first push to send it off, whereas with a space colony you'll always need to be helping/resupplying it (because issues are inevitable, and with relatively easy access to an established civilization you don't need as much redundancy as you do with the generation fleet). |
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Circumbinaries in the habitable zone have been discovered and seem to be a common occurrence. "Kepler-453 b resides in the habitable zone of its host pair of stars, a surprisingly common occurrence for the circumbinary planets discovered by the Kepler Space Telescope. But because Kepler-453 b is larger than Neptune, it cannot be habitable." You can also do your own modelling and see some actual habitable zones here. ETA: Another quote: "It is just as easy to make an Earthlike planet around a binary star as it is around a single star like our sun. So we think that Tatooines may be common in the universe." ETA2: And an academic article proposing that circumbinaries are more likely to support life than even Earth itself. Habitability properties of circumbinary planets In this article, it is argued that several habitability conditions (in fact, at least seven such conditions) appear to be fulfilled automatically on the circumbinary planets of main-sequence stars (CBP-MS), whereas on the Earth these conditions are fulfilled only by chance. Therefore, it looks natural that most of the production of replicating biopolymers in the Galaxy is concentrated on CBP-MS of particular classes, and life on Earth is an outlier, in this sense. |
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But we may wish to take outliers into consideration. Even if healthy citizens could handle or even enjoy extreme cold, could we say the same about the sick or elderly? Gaia means perfect in this thread, but perfect for who is a valid question that needs answering first. |
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In the simplest circumbinary situation insolation varies by 100%. That would or should do drastic things to climate. If one of the stars is much smaller than the other the variability gets worse. Large amounts of variability are not Gaia-like and there is _no_ arrangement that will give you more stable insolation. Also, really close binaries might be a short-lived arrangement not likely to endure for the multiple billions of years needed for plant formation. As for Nightfall, when Asimov wrote that it nether he nor anyone else know _anything_ about stellar evolution or planetary formation. The system was a literary device only. |
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