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Johnny1A.2 05-26-2012 01:02 PM

Re: Generation Ships
 
Quote:

Originally Posted by Lamech (Post 1380766)
The cost of putting stuff in orbit according to spaceships, at TL 9, is under 10$ a pound for fuel* (with a decently designed ship from earth). Then just assemble the raw materials in orbit (easy with AIs and fabricators). There is no reason an arbitrarily large ship couldn't be built assuming the people of Earth wanted to devote a significant chunk of resources to it at TL 9.

*Give or take a bit depending on what ship design you use. And the ship can be automated and run by AI, so we don't need to pay the crew, and even with only 40 launches the cost for the ship will be about 1$ per pound.

That doesn't matter in essence, all it does it move the range of choice.

The laws of physics still press you toward the smallest ship and crew that can carry out the mission, with an acceptable margin of error. Ever extra gram of payload implies fuel and reaction mass to accelerate it, more fuel and reaction mass to decelerate it, plus the mass of the engine and propellant themselves to be accelerated.

Likewise, materials strength considerations mean that a bigger ship is harder to build, harder to hold together, etc.

If the ship is not a rocket, you still have to pay for that kinetic energy somehow, physics may let you get away on the straightaway but it'll still catch you on the bends.

johndallman 05-26-2012 01:20 PM

Re: Generation Ships
 
Quote:

Originally Posted by Johnny1A.2 (Post 1380752)
If we're looking for indicators of how such a culture might work, we should look to the closest things in real-world history to our hypothetical genship.

This gives us: naval warships, monasteries, polar science outposts, isolated oasis communities and tribal hunter-gatherer groups, etc. Of them all, the monasteries might be the one that tells us the most about what would work and what would not.

A very good point, but it just shows that we don't really have any good prototypes.

The warship and polar science outpost don't even try to be permanent communities. The people are there for a few years, and then they return to a larger society. There are no children, no very old people, and very little forming of families.

The monastery is long-term, often for life, but it relies on importing its population. It has a very strong sense of community purpose and doesn't admit people who don't share it. Members who fall out with the community can leave.

The isolated oasis community and the hunter-gatherer tribe live in environments that are harder to mess up than a generation ship, and often have mores that favour marrying outside the tribe; they usually have some contact with other groups.

Brian Aldis' Non-Stop is a good SF exploration of a generation ship whose planned society collapsed.

Astromancer 05-26-2012 02:07 PM

Re: Generation Ships
 
Quote:

Originally Posted by Lamech (Post 1380409)
One of the many big advantages of doing it at TL9 instead of attempting at TL7. AI's can run stuff.
Mayor: Okay other powerful elites, we're going to just tell everyone the planet isn't safe and we need to stay aboard. MWAHAHAHAHAHAHA!!!! Computer patch me through the P.A. system!
Computer: Sorry, I have the honesty disadvantage. No can do.
Mayor: But I want to be mayor for life...
Computer: I can give you a fancy title if you want. Oh and first colony pods launched.
Mayor: :(

That would be a good scene in a film.

Astromancer 05-26-2012 02:12 PM

Re: Generation Ships
 
Quote:

Originally Posted by Johnny1A.2 (Post 1380759)
That's part of the genship concept, they have to recycle everything, including the corpses. Just part of the deal. (Ditto an O'Neil habitat.)

They'd need to be careful about how they recycle (both to prevent prion infections and for the psychological comfort of the crew/passengers). But if the ecosystem is large enough, people won't think of it as recycling; just like Earth. Yes, the vast majority of human bodies have been recycled by Earth's ecosystems.

Sindri 05-26-2012 05:43 PM

Re: Generation Ships
 
Quote:

Originally Posted by David Johnston2 (Post 1380599)
Unfortunately the stability of a ecosystem is proportionate to its size. Farming is a chancey business and when one bad growing season can put the whole balance of oxygen and CO2 out of whack, you may not have a chance to recover.

That doesn't make any sense. The larger the ecosystem in terms of sheer biomass the more difficult it is for a problem to eliminate all of it. The larger it is in variety the more it can resist a problem. If the farmers are capable of having a bad "season" that throws the whole balance off in a generation ship then they are totally incompetent. Even if you don't have a chance to recover sometimes many big machines don't have a chance to recover at all which still puts an ecosystem up.

Quote:

Originally Posted by Fred Brackin (Post 1380629)
Jeff meant "Where is your example of such an item performing as you beleive it should?" and of course you don't have one.

Since an artificial ecosystem on a generation ship is going to depend on many machines such as pumps for air and water plus srtificial sunlight it is not likely to achieve un-machine-like levels of self-reliance.

Of course I don't have any examples. I never implied I had any.

It won't include any pumps if it can get away with it. Artificial sunlight just means that the ship will have to rely on other machines. An ecosystem that can repair some damage is still tougher than a machine that can't repair any damage.

Quote:

Originally Posted by Johnny1A.2 (Post 1380710)
The hard part is that sex (as part of the general pattern of male/female relations) is psychologically and culturally explosive. When we look closely, we see that a significant part of the cultural structure of earthside societies exists precisely to regulate sexual matters into channels that let the society survive and function.

With the smaller margins for error and higher social 'tension' of a genship's population, this will be a major issue. You are not likely to see the sexual tropes of the modern weathly West in play on a genship. There are various forms it could take, but all of them will be fairly restrictive. Easy marriage, easy divorce, 'sex is a private matter', those wouldn't work on a genship unless it was gargantuan and carried an immense population. It certainly wouldn't work on a genship that could be built at TL8 or even TL9.

Realistically, a genship probably will be so organized that most people are busy most of the time with something, even if it's only make-work. There are various reasons for this.

(BTW, on a genship 'near adult' would likely be very young by our standards, they wouldn't have the margin for error necessary for the long extended adolesence of modern rich Western countries. Childhood would necessarily be short.)

One approach is limiting sex to avoid explosions but as you said it's "psychologically and culturally explosive." Which suggests that the cultural explosiveness could be reduced.

It seems to me that it would be better to engineer a culture that likes to spend it's time learning new skills and in hobbies like roleplaying than relying on fake work. You can still get cross training if you let people learn about other skills because they are interested.

I'm not sure about a shorter childhood. With people spending a lot of time on their skills there is a lot of backup for the society. It can afford to have a generous childhood, especially since extended adolescence is useful for teaching people the basics of many areas and letting them try many ideas before they join the society as a whole.

Quote:

Originally Posted by Johnny1A.2 (Post 1380726)
Doubtful. Research and development takes a lot of time and resources, even just theoretical work does, and you'd have to do experiments and tests to support the theoretical side, and it's not entirely clear that a genship could afford to let people have the kind of free time necessary for serious scientific research anyway.

Also, there are likely to be very limited margins of material and equipment that could be diverted to anything not mission related. It might well be true that Dr. Gzint could cut 500 years off the rest of the mission if he just had access to a few tons of platinum. How does it matter if that platinum is not available, or is absolutely required for other applications?

The generation ship of the thread is defined as having the time for research. Especially since research is a good way to keep people's skills from rusting. Limited margins for practical application of theoretics doesn't mean that people wouldn't be interested in developing the theories. Plus Dr. Hajou can reduced that to only a single ton &c.

Quote:

Originally Posted by Johnny1A.2 (Post 1380744)
Hmm...no, monitoring everyone would be a breeze on a genship, compared to planetside environment. Even if the population is the size of a major city, the necessities of space travel mean they'll have to follow a regular set of routines (and I do mean have to, the alternative is the ship dies), and the volume within which they exist is sharply limited.

From necessity, the tech will be in place to monitor the ship pretty extensively anyway, for safety reasons. That tech could easily be applied to keeping a fairly close eye on everyone pretty much all the time. The only real limiting factor is having someone to do the watching on the other end, which in turn depends on what your information tech can do.

Add in the fact that with a relatively small population and nowhere 'outside' that anybody can go, you're going to get a small town sort of dynamic even with a population in the 100,000 range, 'everybody knows everybody', so to speak, and the rumor mill will churn.

Don't expect privacy on a genship. You probably won't have it, or if you do it will be an artificial sort of privacy.

Again that might not seem as onerous to the occupants who grew up with it as it would to us.



Yeah, but that's not good enough. A genship would have to have a fairly authoritarian power structure to survive, because when the emergency comes, you have to get it right the first time, right then. A naval vessel or other sea craft have time enough in theory for discussion and debate most of the time, too, but you still can't run them as democracies.

A genship could have a democracy of a sort, but there could be very little room for much real dissent and whoever was currently in power could not tolerate much dissent. You might end up with a sort of elective dictorship, or some other tightly organized form that included some democratic elements, but it won't be, it can't be, democratic in the familiar sense of a Western liberal democracy. Survival won't permit it.

Or a democracy with a dictator. (Note that my posts use dictator in it's Roman use by default.)

Quote:

Originally Posted by Johnny1A.2 (Post 1380752)
Education is overrated for these purposes, you can't change human nature through it. If the crew is made up of our familiar kind of human, you can't teach them to behave in ways that go against their nature.

Fairness and awareness don't count for much. A culture that shapes behavior in ways that support the survival of the ships, on the other hand, would be necessary. If we're looking for indicators of how such a culture might work, we should look to the closest things in real-world history to our hypothetical genship.

This gives us: naval warships, monasteries, polar science outposts, isolated oasis communities and tribal hunter-gatherer groups, etc. Of them all, the monasteries might be the one that tells us the most about what would work and what would not.

So what? "Human nature" is generally defined as that which cannot be changed. Of course it can't be changed. There is still substantial changes in a culture that can be accomplished with education and other methods.

I do agree that fairness and possibly awareness are questionable virtues on a generation ship.

Those examples are helpful, thanks.


Quote:

Originally Posted by Flyndaran (Post 1380761)
They could, depending on how big of a ship it is, hold the corpses for maybe a few years for social or forensic reasons. Too many murder mysteries involve killers trying to destroy the body before full examination. And if you get more than a couple of people, eventually someone will despise someone else enough to kill.

That's a great idea!

Quote:

Originally Posted by johndallman (Post 1380776)
A very good point, but it just shows that we don't really have any good prototypes.

The warship and polar science outpost don't even try to be permanent communities. The people are there for a few years, and then they return to a larger society. There are no children, no very old people, and very little forming of families.

The monastery is long-term, often for life, but it relies on importing its population. It has a very strong sense of community purpose and doesn't admit people who don't share it. Members who fall out with the community can leave.

The isolated oasis community and the hunter-gatherer tribe live in environments that are harder to mess up than a generation ship, and often have mores that favour marrying outside the tribe; they usually have some contact with other groups.

Brian Aldis' Non-Stop is a good SF exploration of a generation ship whose planned society collapsed.

I don't know if the environments are harder to mess up. You trade a reliance on artificial sunlight often for all the natural disasters and bad weather in general. The environment itself is tougher but the environment in a form that can support people seems about equal.

Johnny1A.2 05-26-2012 06:25 PM

Re: Generation Ships
 
Quote:

Originally Posted by Sindri (Post 1380892)


One approach is limiting sex to avoid explosions but as you said it's "psychologically and culturally explosive." Which suggests that the cultural explosiveness could be reduced.

All societies limit sex (defined broadly to include marriage bonds and other social activities built around it), they have to. Rich, safe, stable societies can get away with more than those poorer and closer to the edge.

Some of the traditional considerations governing such things would not apply to a genship, but others would. For ex, the number of kids each couple could have would by necessity be limited. OTOH, the genship might well require that every female have 'x' number of children to ensure population size. A genship culture might not recognize females as full adults until they've had their quota, for ex.

If genetic quality is an issue (and in a high-rad environment it might be, especially with a limited breeding pool), some people might be disqualified from reproducing because of genetic damage of some kind. This would make them second-or third choices in the marriae lottery, and could become explosive (again).

Jealousy never goes away, either. On a genship, a divorced couple can't get all that far away from each other, I would not be at all surprised if a genship found it necessary to limit divorce to extreme circumstances with lots of limitations.

The relatively easy-going, relatively egalitarian nature of modern western society is made possible by powerful governments, enormous social safety nets, it's an effect of wealth and security, and historically anomalous.

Quote:



I'm not sure about a shorter childhood. With people spending a lot of time on their skills there is a lot of backup for the society. It can afford to have a generous childhood, especially since extended adolescence is useful for teaching people the basics of many areas and letting them try many ideas before they join the society as a whole.
People would have to keep learning new skills throughout their lives, the 'short childhood' would refer to the limited margin for freedom and lack of responsibility. Again, the long adolesence of modern Western societies is anomalous historically, it was made possible by wealth and security. The genship would need to keep the young busy, and to make use of every hand, one would never stop learning but the working life and family life would probably begin in the mid-teens (at the latest). On a genship, it's like that by the time you're 14 or 16, you're expected to be mostly or completely an adult.

(Not that unusual historically, but not how the modern West does things.)

Sindri 05-26-2012 06:48 PM

Re: Generation Ships
 
Quote:

Originally Posted by Johnny1A.2 (Post 1380911)
All societies limit sex (defined broadly to include marriage bonds and other social activities built around it), they have to. Rich, safe, stable societies can get away with more than those poorer and closer to the edge.

Some of the traditional considerations governing such things would not apply to a genship, but others would. For ex, the number of kids each couple could have would by necessity be limited. OTOH, the genship might well require that every female have 'x' number of children to ensure population size. A genship culture might not recognize females as full adults until they've had their quota, for ex.

If genetic quality is an issue (and in a high-rad environment it might be, especially with a limited breeding pool), some people might be disqualified from reproducing because of genetic damage of some kind. This would make them second-or third choices in the marriae lottery, and could become explosive (again).

Jealousy never goes away, either. On a genship, a divorced couple can't get all that far away from each other, I would not be at all surprised if a genship found it necessary to limit divorce to extreme circumstances with lots of limitations.

The relatively easy-going, relatively egalitarian nature of modern western society is made possible by powerful governments, enormous social safety nets, it's an effect of wealth and security, and historically anomalous

I meant limiting sex to an above average degree. In the context of a generation ship societies are discussed in terms of artificial cultures which may be different from extant cultures. If something is said to be true of all societies it should be true of all plausible societies as well. Thus I disagree that all societies limit sex.

It seems that an artificial quota system would be more problematic then a culture that stressed stability of population and socially pressured others to having less or more children depending on the current population.

Jealousy never goes away but what people are jealous about and to what degree does change.

I'm aware of the historically anomalous nature of western society. That said... It doesn't matter. A generation ship is not made more plausible by maximally resembling the average of historical cultures. A generation ship has a powerful government and far greater social safety nets than western society.

Quote:

Originally Posted by Johnny1A.2 (Post 1380911)
People would have to keep learning new skills throughout their lives, the 'short childhood' would refer to the limited margin for freedom and lack of responsibility. Again, the long adolesence of modern Western societies is anomalous historically, it was made possible by wealth and security. The genship would need to keep the young busy, and to make use of every hand, one would never stop learning but the working life and family life would probably begin in the mid-teens (at the latest). On a genship, it's like that by the time you're 14 or 16, you're expected to be mostly or completely an adult.

(Not that unusual historically, but not how the modern West does things.)

It still doesn't matter that it is historically anomalous. A generation ship has access to significantly more labour than it needs for psychological reasons. It can keep them busy before a transition to adult life. It has no need to put children to work early so all that needs be considered is whether a modern western childhood is beneficial or detrimental. I think that a prolonged period of freedom and lack of responsibility is a useful way to let off pressure in a very rigid society and help maintain a decent minimum of understanding of a modern societies technological and scientific knowledge before they decide what to do as their first primary job. Learning throughout life is helped significantly by introducing people to areas enough that they get what is involved in them so they can see if they are interested in them.

Fred Brackin 05-26-2012 07:16 PM

Re: Generation Ships
 
Quote:

Originally Posted by Sindri (Post 1380892)
It won't include any pumps if it can get away with it. Artificial sunlight just means that the ship will have to rely on other machines. An ecosystem that can repair some damage is still tougher than a machine that can't repair any damage.

I don't believe you can get away without any pumps. Water will still run downhill and have to get back up some how. Air needs to be circulated too and is unlikely to go where you want on its' own.

Also, your "ecosystem" is going to be an ecosystem of _farms_ with maybe a park or two. There's no way you can have enough spare growing space to have significant amounts of wilderness. Wilderness ecosystems can crash non-retrievablely too. The Sahara was grasslands during the early Roman Empire.

You're going to start out with a chunk of vacuum and import _everything_. There isn't going to be anything "natural" about the results.

jeff_wilson 05-26-2012 07:30 PM

Re: Generation Ships
 
Quote:

Originally Posted by Sindri (Post 1380892)
That doesn't make any sense. The larger the ecosystem in terms of sheer biomass the more difficult it is for a problem to eliminate all of it. The larger it is in variety the more it can resist a problem. If the farmers are capable of having a bad "season" that throws the whole balance off in a generation ship then they are totally incompetent. Even if you don't have a chance to recover sometimes many big machines don't have a chance to recover at all which still puts an ecosystem up.

You can simply declare it a given and that's fine, but the longest lived self-contained animal-supporting ecosystems I know of are the shrimp/algae/bacteria globes that last up to 10 years with a median of 2-3 years, while Hoover Dam's lasted 76 years.

Lamech 05-26-2012 07:38 PM

Re: Generation Ships
 
Quote:

Originally Posted by jeff_wilson (Post 1380932)
You can simply declare it a given and that's fine, but the longest lived self-contained animal-supporting ecosystems I know of are the shrimp/algae/bacteria globes that last up to 10 years with a median of 2-3 years, while Hoover Dam's lasted 76 years.

Compartmentalize then. If the farm in one area breaks down restart it. Even if the farms break down every other year, you just need say... 30 and you'll have an average of a few hundred million years before a catastrophic failure where every farm system goes down.

Of course, Hoover Dam is maintained by people. Its lasted for 76 years because people repair it.


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