[Space] How habitable is my universe?
This project is in abeyance
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Re: [Space] How habitable is my universe?
First response is, what happened to Habitability 7-8? Did you really not have even 0.1% of systems with worlds of Standard or Dense (but not Marginal) atmosphere, hydrographic 60-90%, and Chilly, Cool, Normal, Warm, or Tropical climate? Given that you report 10.5% with Habitability 2-6, I find this hard to believe. Earth is Habitability 8, not 7 -- did you miss the +1 for non-Marginal atmospheres?
Second answer is, look at the Affinity Modifiers Table on p. 91. RVM averages to 0, so on average Affinity is equal to Habitability. All other things being equal, a world with Habitability 8 (like Earth) can support ~62.5 times as many people as one with Habitability 2. You could interpret this several ways, depending on the specifics: * Only 1.6% as much land is actually habitable (mountain-tops, polar islands, microclimates) * Only 1.6% of the potential population is able to adapt to conditions, either physically or culturally * The land surface as a whole is only 1.6% as productive. The actual answer is probably some combination which results in 1.6%, e.g. 10% of the land is habitable, 40% of the population can adapt, but the land is only 40% as productive. |
Re: [Space] How habitable is my universe?
He only ran it 200 times; 0.5% is the increment for that.
Let me also suggest to Agemegos: If you can arrange your data into a more manageable format - when I did a sheet for First In world and system generation, I made it a point to put all my system data (minus world and moon data) into a single column, allowing me to easily grab the data and copy it where I wanted, or even generate numerous systems at once by grabbing the handle and dragging it over until I had as many columns as I wanted. So my advice to you is, put your data into a single column (or row), then select it all and do a massive copy and paste (should take about 3 seconds). Then you can generate data for up to about 250 systems at a time (or 65000 if you go for rows). Your final columns (or rows) will be to count up each result. A simple average is easy to find, but if you wanna know the numbers, you'll have to use something like the COUNTIF function, and may need numerous additional columns. But with judicious use of copy/paste and some thought about how to count up the results, you could probably generate 10,000 systems at a time (for data-mining purposes, as you did above) with a LOT less total effort and time spent. |
Re: [Space] How habitable is my universe?
I am also wondering why there wsn't more of a curve in the results, with low-hab worlds being more numerous, but I suppose you may have manually adjusted the curve so we weren't wasting so much time on crap worlds. (I don't have the new Space yet.)
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Re: [Space] How habitable is my universe?
My second post was more directed at Thrash (or whoever wrote the book), since he's the one responsible for the formulae and their results.
And my suggestion for your data management whatever was purely for the purpose of selecting everything at once and drag-pasting so you could perform your calculations 100-10,000 times at once, purely for the purposes of getting a larger sample of hab distribution data. You wasted an hour or so running your sheet 200 times, when you could have made the computer do the work for you. I'm NOT saying you should make that your distribution; who really wants to generate that many systems at once? |
Re: [Space] How habitable is my universe?
Probably many M0 or dimmer stars. I suggest you add an option to generate habitable star systems, as per p.101...
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Re: [Space] How habitable is my universe?
Looking at Space p.88 I think we can say:
Any world with an acceptable atmosphere (standard or dense, non-marginal)and temperatures between Chilly and Tropical is 6+. Cold or Hot reduces this by 1. OTOH any hydrographic percentage from 1-99% is +1 or +2. So roughly earthlike worlds will be at 6-8. 5 will be a marginal case, I guess at best as habitable as alaska or australian deserts. After all, the atmosphere alone gives us 4, and 5 means either 1-99% Hydrographics plus Very Cold or Very Hot (or worse), or 0% or 100% Hydrographics plus Cold or Hot. 4 or less means serious problems with the atmosphere and/or extreme temperatures. Then again, these are planetary averages. A 5 might have an acceptable atmosphere plus 91% Hydrographics plus Very Cold, with the 10% land at the equator being significantly warmer than the average, or Very Hot, with the 10% land at the poles being significantly cooler than the average.I assume this is unlikely, so only a small percentage of 5īs will be reasonably habitable. |
Re: [Space] How habitable is my universe?
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The procedure in GT: First In is conceptually similar to GURPS Space 4/e. The key observation is that the definition of "habitable" is based on Earth, so each characteristic forms a distribution around that central value. It may be a tailed distribution (e.g., because atmospheric density is correlated with size), but over a large enough sample the combination should be a bell curve with a peak in the mid-range (maybe 6-7?). Quote:
The simplest method is to take the figures at face value, calculate carrying capacity directly, divide by transportation costs, and distribute population (or at least, initial colonies) proportionately. There are very few places on Earth so harsh that no one has ever settled there; even places like Antarctica might have been settled by Inuit-analogs, if (e.g.) the process of Polynesian expansion had continued for a few thousand years. Habitable planets are similar: that breathable atmosphere is a huge advantage. |
Re: [Space] How habitable is my universe?
Well, if it's a system sheet, you need system data. The central star's characteristics, if it has companions, then you need their characteristics and orbital info. Then you need to know orbital slot info (forbidden zones, snow limit, hab zone, orbit slot distances, etc).
That right there is a lot of information, about 20-40 pieces of data (iirc from when I did this for First In). Are you talking about developing and displaying planetary information for each object in an orbital slot (including moons)? Each body is going to need around 20-60 pieces of information (more if it's habitable and has its own life, less if it's just a belt or giant) all on its own, which you're obviously wanting to put most of it on a seperate detail sheet, but each piece of into you want on the system sheet, that's a lot of extra info to add to it. Are you making a graphical display? What i'm getting at is: don't go overboard. You've got the right idea to only want to display the most important information, but you've listed a lot of things that really don't need to be put on the system sheet. I'd guess at most you'd put the World type and Hab rating (I'd also put blackbody, because I'm awesome/weird like that). Maybe orbit characteristics (orbit time, eccentricity, inclination, perigee point, current position) because it affects how the system is drawn graphically, in case someone wants to do that. Anything else is really just world detail. Color-coding for Hab would be neat, as would having a particular graphic for each world type. |
Re: [Space] How habitable is my universe?
I have a PHP script to generate systems as per GURPS Space, with a very few minor tweaks (Agemegos' revised tidal formulae and aging the system in 0.1Gy blocks to track changes over stellar evolutionary timescales). I use the chart in G:S to generate stellar types instead of real-universe data. Also, I use all the rules except for brown dwarf and flare star generation.
I've generated a total of 16977 systems this way (I have a perl script that creates whole thousand-system sectors at once). The habitability breakdown is as follows: Code:
Hab. Systems %I'm at work and without my books, but I was under the impression that you didn't even generate carrying capacity for Hab 0 planets -- the assumption was that Hab 0 systems would only ever have outpost-type residents (miners, military, etc.). |
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What we have is two categories -- hostile (habitability 0) and habitable (habitability >0) -- with a probability function to choose between them, e.g. f(0) = 0.9. Within the habitable category, there is a roughly bell-shaped distribution of habitability with a central peak defined by how wide are the bins (i.e., how likely are the optimum results) in each variable. |
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As for worlds with Toxic or Corrosive atmospheres, the answer is that one would not "colonize" them at all, when it would be simpler and safer to construct an orbital habitat or one on a nearby asteroid or moon. If there were valuable resources to exploit or interesting aliens to contact, one would build an outpost instead, which does not depend on carrying capacity (p. 93), and support it from a colony somewhere more convenient. |
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When it all comes down to it, information about the star system is mostly irrelevant anyway; that's pretty much why most Traveller maps show only the main world's name, whether it's high pop, and the fueling, repairing, and trading possibilities. If you're looking to map out an unexplored section of space, you want to know spectral type to help narrow down where good worlds are more likely to be (and how far from the sun to look for them), and if you're in charge of sending out colony ships and have to make a report to the Emperor, you're not going to show him tons of details, you're going to show him a few pieces of information and ask him to point to the ones he wants colonized. Or something like that. |
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My objection is that GURPS Space 4/e altered the commonly accepted definition of "habitable," one that has been used consistently in previous SJ Games products. "[A] summary of all the factors that make a world pleasant to live on," should, in fact, imply that it is even possible for humans to live on the world, as opposed to in artificial habitats that happen to be located there. The proper place to include the relative difficulty of living on uninhabitable worlds is in the calculation of affinity. GURPS Space 4/e unnecessarily confuses the two. |
Re: [Space] How habitable is my universe?
Dumb question time:
Could the Hab rating be the best you can make it with the aid of some terraforming, rather than the way you found it? I mean, it seems to me that the Hab4 ball just described could have an atmosphere built and regenerated, and the humans inhabit it on the twilight edges. Sure, the atmosphere escapes over time, but that's not a problem for anyone currently alive. With the twilight band having a tolerable level of atmosphere and heat, maybe in a few hundred years some of the day heat will transfer over to the night side and release the water. So long as the atmosphere-making machines are running, it could become a regular, habitable, tide-locked world, up to whatever Hab4 means. The alternative seems to be then, that there are even fewer habitable worlds. |
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Re: [Space] How habitable is my universe?
Interesting. So it looks like the big factor on having a habitable system might be solar mass. If I'm reading these results correctly that is.
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Re: [Space] How habitable is my universe?
Contraception and limited family sizes are a passing fad? Edumacation becomes cheaper past TL8? Interstellar cosmic radiation causes mutations that make humans (even more) horny?
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Though I admit that orbital habitats may make more sense in some cases. |
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As long as there are sufficient resources to survive and possibly get rich, you'll find people who will settle there, even if a place is totally godforsaken. And once the colony is established, other people will go where the jobs (or other opportunities) are. In a hundred years, we will have the technology for people to go to most places in the solar system and survive; if people an see opportunity there, I think some of them will go, even though others might consider such places fairly hellish. Seriously, Brett, look at the histories of our own countries. Isn't that proof enough? :) Mark |
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Re: [Space] How habitable is my universe?
[QUOTE=Agemegos]
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High gravity requires lots of mass, which also attracts hydrogen, and suddenly we have a gas giant.
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Re: [Space] How habitable is my universe?
Agreed. In fact, I must admit I never even really read those parts. I want rules to design the physical systems. Social aspects are setting dependent.
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In many cities today, it would be easy to spend almost all your time in your apartment, a subway, an office, or a place of recreation like a museum or a dance club, without ever spending much time outside. It also isn't that hard to create a small indoor park. It's not a big jump to assume people would be content to live in colonies that were self-contained networks of buildings where someone NEVER has to go outside (which is a good thing, as outside is...well...Titan or Mercury or Ceres or some other cheerful place). If you have space habitats, the colony might move from asteroid to asteroid, mining one until the mine runs out of ore, etc., and then moving on to a new asteroid. All you have to do is deploy a solar sail and you're on your way. (Although, frankly, if you have a big asteroid you won't need to move very often. A 10-km. asteroid masses about a trillion tons. Even if only 1% of that is useful, a space colony with a few thousand people could live off the resources it would provide for a long time. And there are a LOT of 10-km. asteroids. And even more 10-km. cometary bodies in the Kuiper Belt.) Mind you, I'm not sure I'd want to live in a place like this, but there are plenty of people who would probably love it. I also agree some colonies will be outposts; they'll flourish for ten years or twenty years and then be abandoned. But others will endure. Either the resource they're mining won't go away--mining Helium 3 from Neptune means your colony on Triton will NEVER run out of a reason to be there--or they will become a center of commerce, etc. Individual mines will play out, but the warehouses and banks on (or in) Ceres will be there forever. Mark |
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