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#51 | ||
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Join Date: Dec 2007
Location: Shropshire, uk
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Like the shipping example above it is a good point but natural reservoirs will still be cheaper. Now once you have a decent surplus built up this may be less of an issue but by then many of your major cities will already be established. Last edited by Frost; 02-11-2017 at 11:40 AM. |
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#52 | |
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Join Date: Dec 2006
Location: Meifumado
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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#53 |
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Join Date: Jun 2005
Location: Lawrence, KS
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This seems to point, though, to building your cities in orbit, perhaps in hollowed out asteroids. Easy for starships to get to without having to drop into and come out of a gravity well.
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Bill Stoddard I don't think we're in Oz any more. |
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#54 |
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Join Date: Dec 2006
Location: Meifumado
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Presumably though, citizens are going to want to live on the Gaia world that happenstance or terraforming has given them, and not just look at it from afar.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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#55 | |
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Join Date: Jun 2006
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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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-- MA Lloyd |
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#56 | |
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Join Date: Dec 2006
Location: Meifumado
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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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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! Last edited by Daigoro; 02-11-2017 at 11:21 AM. |
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#57 | |
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Join Date: Aug 2004
Location: Denver, Colorado
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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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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 02-11-2017 at 12:53 PM. |
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#58 |
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Join Date: Jun 2006
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This is in fact one of the problems with colonization by generation ships - why go anywhere? If being a self-sufficient station in interstellar space is a solved problem, why are you building a kilometer long starships and throwing them into space instead of a forest of kilometer tall towers sitting the Sahara?
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-- MA Lloyd |
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#59 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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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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#60 | |
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Join Date: Dec 2007
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| Tags |
| agriculture, ecology, ecosystem, gaia, habitability, space |
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