07-07-2022, 10:52 AM | #1 |
Join Date: Jun 2013
|
Plant-based Roads
Thinking about my Harpyias setting a bit recently, I find myself returning to the issue of roads. One aspect of Harpyias is that all of the colonized planets are relatively young, such that those that can support life have only recently (from a geological perspective) begun to harbor it. In addition to this meaning all life on such planets is rather simplistic (to the extent that Earth life supplants it pretty much immediately), it also means there are no fossil fuels or the like to draw on. For energy, this is essentially a non-issue - energy tends to be generated planet-side using superscience power plants that essentially steal energy from hyperspace (in space, where heat engines don't work quite as well due to lack of a convenient atmosphere to dump into, solar tends to be the primary source).
Of course, lack of fossils also means a general lack of lime, which means a lack of cement (to say nothing of asphalt), which means roads aren't so easy to make. Additionally, I want a lot of areas to have a bit of a "frontier" feel to them, meaning established roads are unlikely, but want wheeled electric vehicles to be common and useful. An idea I had, and would like to run by the forum, is a kind of genetically engineered plant. It is essentially a vine with a shallow root system, and it is designed to rapidly grow in a manner where each individual vine is tightly wrapped and packed in with others, forming a hardy surface that can stand up to being driven over by even rather heavy vehicles (electric equivalents to modern semi tractor-trailers, for example), yet is flat enough to give a smooth ride. It wouldn't be quite as resilient as, say, modern asphalt, but would make up for that in the fact that it would be self-repairing. The plant would be controllable by chemical means - trace amounts of a specific chemical (something rarely - or never - encountered in nature, cheap to manufacture, and largely-harmless) essentially serves as a "don't grow here" signal to it, while larger concentrations trigger it to destroy itself. Upon said signal, the vines would first become weak and brittle, then slowly break themselves down into a sort of slurry of biofuel. Essentially, upon colonizing a new world, humans would spread the seeds for these vines over the surface. The vines would rapidly cover the exposed continents (at least, in areas where the vines can grow, although I intend them to be hardy enough that pretty much if any plant can grow somewhere, the vines can). When humans settle into a new area, they spray the control chemical over areas where they need to get rid of the plant (for growing crops, building structures, etc), then either wait for it to become weak and pull it up or wait a bit longer for it to turn into a biofuel slurry and simply burn it. Keeping the soil with trace amounts of the control chemical prevents it from regrowing, and now you end up with a world that's covered in oxygen-producing greenery that also serves as roadway (and even smooths out drops and rises). The biofuel slurry wouldn't be very useful as an energy source - the superscience power plants are more efficient and less polluting than internal combustion engines, and most things are powered by superscience powercells that have a higher energy density than the biofuel - but may be able to be processed into plastics, fertilizers, etc (covering some of the other issues the lack of fossil fuels would cause). Does this sound feasible? Is there a simpler solution? Are there problems I'm not foreseeing here? The society in question is very roughly around TL 10 (it's really more TL 8-9 with a healthy heaping helping of superscience), if that helps.
__________________
GURPS Overhaul Last edited by Varyon; 07-07-2022 at 11:08 AM. |
07-07-2022, 11:01 AM | #2 |
Join Date: May 2007
|
Re: Plant-based Roads
The simplest solution for roads-without-asphalt is of course dirt roads- during periods when there isn't rain to turn them to mud, they can function remarkably well, considering. A layer of gravel can allow them to continue functioning even in quite rainy weather. Not very science-fictiony, perhaps, but it's important not to completely forget the low-tech solutions.
[Regarding your plant: my first thought, as an amateur biologist, is that a single species, no matter how well engineered, is unlikely to be able to take over everywhere- being well adapted to one environment inevitably involves design choices that reduce the ability to thrive in others. You could develop multiple strains for multiple environment types, of course. My second thought is of mutations occurring to remove the plant's vulnerability to the "control chemical". Pesticide resistance always evolves, and fighting with natural selection tends to be a losing battle]
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 07-07-2022 at 11:09 AM. |
07-07-2022, 11:05 AM | #3 |
Join Date: Feb 2008
|
Re: Plant-based Roads
Honest question, is lime necessary for ALL mortar or just GOOD mortar?
|
07-07-2022, 11:31 AM | #4 | ||
Join Date: Sep 2007
|
Re: Plant-based Roads
Quote:
Quote:
The lime is for workability and improves resistance to water seeping through. It's not for adhesion or strength. (Reduces strength, actually, which is sometimes considered a good thing, particularly if you're restoring historic buildings with weaker bricks. You want the mortar to give before the bricks do.) So it really depends on what your definition of "GOOD" is. |
||
07-07-2022, 11:45 AM | #5 | ||||
Join Date: Jun 2013
|
Re: Plant-based Roads
Quote:
Quote:
Quote:
Quote:
__________________
GURPS Overhaul |
||||
07-07-2022, 12:07 PM | #6 | ||
Join Date: May 2007
|
Re: Plant-based Roads
Quote:
Quote:
EDIT: Of course, even if the plant can't always be killed off with chemicals, the settlers can always clear land the old fashioned way with hatchets or the new old fashioned way with chainsaws and unlimited energy.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 07-07-2022 at 12:18 PM. |
||
07-07-2022, 12:17 PM | #7 |
Join Date: Feb 2005
Location: Panama
|
Re: Plant-based Roads
I think it sounds good, of course it may have some hiccups with real science but it sounds sciency enough for me and most players. And that is what a sci fi game is about mostly, having cool technologies and weird planets and developments is part of the feeling of your game and story you are planing.
I think you may have other simpler solutions, like gravel or synthetic plastics, maybe made with bio-manipulation of plants go hand in hand with the super vines alternative. Maybe the vines are used when there is time and less budged but if a faster solution is needed other methods are used. The fact the plants may mutate (maybe because of something unknown in a planet) is adventure material. |
07-07-2022, 12:19 PM | #8 | |
Join Date: Sep 2011
|
Re: Plant-based Roads
Quote:
Bio-engineering might be up to making a plant that's effectively a corduroy road. It's probably a ground-hugging vine, but there's probably an option that'll turn it into an elevated rail for high speed transit, or maybe for a low-speed monorail. |
|
07-07-2022, 12:22 PM | #9 |
Join Date: Aug 2014
Location: Snoopy's basement
|
Re: Plant-based Roads
Since it can be genetically engineered, it might be more efficient to purpose-plant the roads rather than scatter the plant and have to weed it back. Think of something like bamboo engineered to grow horizontally and only to whatever length you want for the width or your roads.
You might end up with sort of living versions of corduroy roads. |
07-07-2022, 01:00 PM | #10 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Plant-based Roads
Quote:
The core problem with plant-based roads is that traffic is really good at killing plants, there's a reason any regularly used path is plant-free. |
|
Thread Tools | |
Display Modes | |
|
|