Difference between revisions of "Colonization Study"
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| − | === | + | ==== Preperation ==== |
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| − | === | + | ===== Think Interstellar ===== |
| − | + | Colonization is no short term process. you have to think very long. the results of your action maybe visible in 150 or 200 years by your successors. Decide for the best them, not for you. | |
| − | + | ===== Profitable Process ===== | |
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| − | ===== Profitable Process===== | ||
It is stated that if you want to initiate a self driven Colonization process, the transport and the process itself, not the colony must be profitable. | It is stated that if you want to initiate a self driven Colonization process, the transport and the process itself, not the colony must be profitable. | ||
The proces begins to run self driven, because Economy allways wants to make profits. | The proces begins to run self driven, because Economy allways wants to make profits. | ||
| Line 33: | Line 16: | ||
This is one of the main target group. take care they receive the infomation you want, to meet a decision you want, without convincing them. | This is one of the main target group. take care they receive the infomation you want, to meet a decision you want, without convincing them. | ||
Also make them special. Colonization is only something for real men, real woman, strong people bla bla bla. but do not frusrate them. offer education for making them fit, for their duties. womans is getting babies in general, men is doing the hard work. herding, farming, fishing, mining, producing, making babies. for sure work can be done by all womans, too. as long as they do not forget to get babies. i now it is cynical, but is a fact. | Also make them special. Colonization is only something for real men, real woman, strong people bla bla bla. but do not frusrate them. offer education for making them fit, for their duties. womans is getting babies in general, men is doing the hard work. herding, farming, fishing, mining, producing, making babies. for sure work can be done by all womans, too. as long as they do not forget to get babies. i now it is cynical, but is a fact. | ||
| + | |||
| + | ==== Short Term (Creation Phase - Year 0-19)==== | ||
| + | |||
| + | ===== SettlementPlanning ===== | ||
| + | Reserve enough space for your critical Infrastructure. You Downport for exyample will be extended to C Size in your time of gouvernance, depending of your age. Reserve at least triple of the amount, you now need. | ||
===== Independency ===== | ===== Independency ===== | ||
| Line 38: | Line 26: | ||
if the colony is not able to feed themselves, get it rid off it. look for better places. | if the colony is not able to feed themselves, get it rid off it. look for better places. | ||
If a colony has no minerals to provide base construction, get rid of it, too or organize a self suppling trade route. it is nasty, but can work. | If a colony has no minerals to provide base construction, get rid of it, too or organize a self suppling trade route. it is nasty, but can work. | ||
| + | if there is no feeding possible, ask the scout why he was setting this system to green and let him do something less important. | ||
===== Population growth rate ===== | ===== Population growth rate ===== | ||
| Line 48: | Line 37: | ||
===== Economic Stability ===== | ===== Economic Stability ===== | ||
establish as soon as possible markets, establish a moneysystem and a banking system. it is nearly irrelevant what rules do you exacly establish for the market, for the definition of demand, offer and price. but it should work mostly without interventions and it should be evolvable. | establish as soon as possible markets, establish a moneysystem and a banking system. it is nearly irrelevant what rules do you exacly establish for the market, for the definition of demand, offer and price. but it should work mostly without interventions and it should be evolvable. | ||
| − | take care that the | + | take care that the moneysystem is in your hand. it is a way to control. |
| + | |||
| + | ===== Explore your Neighbourhood ===== | ||
| + | Start a small single Operation to gather information about your direct Neighbourhood. | ||
| + | |||
| + | ===== Handover in Time not by End of your life ===== | ||
| + | You should decide wo is your successor. keep an eye to him or her in time and provide education and practical experience. the death is the baddest handover process which can happen. you last years should at your pool, not in your office. | ||
| + | |||
| + | ==== Mid Term I (Stabilisation and Growth Phase - Year 20 - 200) ==== | ||
| + | |||
| + | ===== Terraforming ===== | ||
| + | If you have planets in your system which needs Terraforming Activities, please start it to the beginning of this phase or whenever you have the manpower. | ||
| − | ===== Conclusion | + | ===== Isolation ===== |
| + | Isolate your System for the first 100 or 150 Years after colonization. If you had survived, you will be in the winning team | ||
| + | |||
| + | ===== Educational System ===== | ||
| + | Take care to establish o good educational system. You will need scientists to develop, you will need Engineers to construct, medicals, teacher and so on. without them you will stop in your development. and stopping in this means getting back. | ||
| + | |||
| + | ===== Measure ===== | ||
| + | Measure your progress for yourself. Be honest. This Measurement is not political, it is the only important Measurement. I you don't understand the difference, please initate the handover. Define your targets and your initiaves according to the results of your findings. | ||
| + | |||
| + | ===== System internal Colonization ===== | ||
| + | if you ave other Planets or moons in the system which are worth to colonize do so. the growth rate could be normal. this growth counts extra. | ||
| + | |||
| + | ===== Growth Rate ===== | ||
| + | When your population reached 1 Million Citizen, start to lower slowly the growth rate. Doubling a population of 5 million in a 20 year schedule is colonial suicide. 2% by end of this phase is more than sufficient. | ||
| + | |||
| + | ===== Terraforming ===== | ||
| + | If you have planets in your system which needs Terraforming Activities, please start it to the beginning of this phase or whenever you have th e manpower. | ||
| + | |||
| + | ==== Mid Term II (Expansion and Development- Year 201 - 400) ==== | ||
| + | |||
| + | ===== Colonization ===== | ||
| + | Try to colonize your neighborhood. The growthrate could also be normal and will be automatically increased by your main colony. | ||
| + | |||
| + | ===== Military ===== | ||
| + | Try to colonize your neighborhood. The growthrate could also be normal and will be automatically increased by your main colony. | ||
| + | Latest by begin of this Phase, you should have a small Navy, (about 10.000t, with rockets), you have Military Units on each of your installations. | ||
| + | You have defending Satellites in place. (use rockets, they have a devastating effect, which you need against stronger enemies) | ||
| + | |||
| + | ===== Trading Fleet ===== | ||
| + | You have a small trading Fleet running. At best, profitable. | ||
| + | |||
| + | ===== Contact ===== | ||
| + | If not done, try to reestablish contact. you have to be careful. Have no data in your computer about your homeworld. you simply didn't know who is in charge in your origin worlds. | ||
| + | |||
| + | ===== Spaceport ===== | ||
| + | Your Production Capacities, your education level should be sufficient to build up a Starport and Minor Yards (1000t). | ||
| + | Also all of your Supporting Factories should be up and running. Most of them due to last phase. If not, by begin of this phase, please initate Handover. | ||
| + | |||
| + | ==== The Future (Golden Age - Year 401+) ==== | ||
| + | From now on, it the time for skilled Administrators. From the beginning along the phases it became more and more important, not just to raise your colony, be an administrator. but from this phase on, there is really nothing to do for raising specialist. Military, Population, Income all should be grow on a stable yearly base in balance to each other. now it is also time for integrate your pocket empire into your origin Empire, at least be independent region. try to avoid wars. at least they only costs money. this should be your last way to reach your goals. | ||
| + | |||
| + | ==== Conclusion ==== | ||
if all of those point are given and green the whole project will be a quick win. | if all of those point are given and green the whole project will be a quick win. | ||
one hint, it is better to rule the first years with an iron hand, and giving later or and more right to the public, than the oposite. | one hint, it is better to rule the first years with an iron hand, and giving later or and more right to the public, than the oposite. | ||
| − | this will lead to rebellion. | + | this will lead to rebellion. |
| − | + | ||
| + | ==== Minimal Package List ==== | ||
| + | |||
| + | total information given, are calculated, assuming you start your colony with 5.000 to 10.000 People. Higher Numbers lead to a reduced growth rate, lower numbers to an extension of phase one and | ||
| + | |||
| + | {| class="wikitable sortable" | ||
| + | |- | ||
| + | !colspan="6"| [[Market Ticker Code]] | ||
| + | |- | ||
| + | ! Item | ||
| + | ! Amount | ||
| + | ! Item | ||
| + | ! Amount | ||
| + | ! Item | ||
| + | ! Amount | ||
| + | |- | ||
| + | | [[Caicedo Trade Express Lines SA]] | ||
| + | | Caicedo | ||
| + | | 4 to 12 alphanumeric character | ||
| + | | [[SA]] | ||
| + | | Trade and Shipping Company | ||
| + | | Amount | ||
| + | |- | ||
| + | |} | ||
| + | |||
| + | Long live Imperator Strephon | ||
Petrosilius Zwackelmann | Petrosilius Zwackelmann | ||
Latest revision as of 18:32, 26 December 2022
Preperation[edit]
Think Interstellar[edit]
Colonization is no short term process. you have to think very long. the results of your action maybe visible in 150 or 200 years by your successors. Decide for the best them, not for you.
Profitable Process[edit]
It is stated that if you want to initiate a self driven Colonization process, the transport and the process itself, not the colony must be profitable. The proces begins to run self driven, because Economy allways wants to make profits. Sell something which has a value. regardless if this are the tickets, or land, or rights. if there is a demand for a product, there will be a seller and a price. create the demand. support the economy in doing your job. provide credits for he people and / or subsidies. sell he right for settlemnt to companies to get some money back.
Motivation[edit]
Take care you have self driven colonists. if they want to be colonist by themself, you don't need prisoners. Movies, books are good ways of creating a pioneer culture. take a look at big, poor high populated worlds. This is one of the main target group. take care they receive the infomation you want, to meet a decision you want, without convincing them. Also make them special. Colonization is only something for real men, real woman, strong people bla bla bla. but do not frusrate them. offer education for making them fit, for their duties. womans is getting babies in general, men is doing the hard work. herding, farming, fishing, mining, producing, making babies. for sure work can be done by all womans, too. as long as they do not forget to get babies. i now it is cynical, but is a fact.
Short Term (Creation Phase - Year 0-19)[edit]
SettlementPlanning[edit]
Reserve enough space for your critical Infrastructure. You Downport for exyample will be extended to C Size in your time of gouvernance, depending of your age. Reserve at least triple of the amount, you now need.
Independency[edit]
Try to reach Independency as soon as possible. if the colony is not able to feed themselves, get it rid off it. look for better places. If a colony has no minerals to provide base construction, get rid of it, too or organize a self suppling trade route. it is nasty, but can work. if there is no feeding possible, ask the scout why he was setting this system to green and let him do something less important.
Population growth rate[edit]
The normal growth rate of a population lies between 1.1% and 2.5% per year. and 2.5% is a very good value. according to the 72 rule this means roughly the population of the colony doubles all between 72/1.1 every 65 years and 72/2,5 every 28,8 years. try to modify it. keep woman single, establish a culture where children are welcome and womans want to have many of them, offer cost free medical support for children, offer free playschool, pay colony internal child allowance, offer benefits, offer insemination to keep variety, offer houses, land, gift a price for the mom of the year. if your population growth rate turn 3% and above you are on the right track. if you have reached 4% your population doubles all 18 years. this makes a real difference in competition. take care you haven enough variety by using sperm bank. limitations in genpol are a main reason for failing a colony on a mid term view.
Political Stability[edit]
In our opinion it would be the best to have a strong and efficient leadership, by a mission lead, a CEO or a President for example. no parliamet should interfere with pragmatic strategies for reaching goals. In the past it was difficult for democracies to accept the tought of "Breeding Optimization processes", but in later stages citizen should be asked what kind of gouverment they want to have. set a timelimit when this has to happen and describe the process in public Everyone understand that for a limited time period has to be some strong leader.
Economic Stability[edit]
establish as soon as possible markets, establish a moneysystem and a banking system. it is nearly irrelevant what rules do you exacly establish for the market, for the definition of demand, offer and price. but it should work mostly without interventions and it should be evolvable. take care that the moneysystem is in your hand. it is a way to control.
Explore your Neighbourhood[edit]
Start a small single Operation to gather information about your direct Neighbourhood.
Handover in Time not by End of your life[edit]
You should decide wo is your successor. keep an eye to him or her in time and provide education and practical experience. the death is the baddest handover process which can happen. you last years should at your pool, not in your office.
Mid Term I (Stabilisation and Growth Phase - Year 20 - 200)[edit]
Terraforming[edit]
If you have planets in your system which needs Terraforming Activities, please start it to the beginning of this phase or whenever you have the manpower.
Isolation[edit]
Isolate your System for the first 100 or 150 Years after colonization. If you had survived, you will be in the winning team
Educational System[edit]
Take care to establish o good educational system. You will need scientists to develop, you will need Engineers to construct, medicals, teacher and so on. without them you will stop in your development. and stopping in this means getting back.
Measure[edit]
Measure your progress for yourself. Be honest. This Measurement is not political, it is the only important Measurement. I you don't understand the difference, please initate the handover. Define your targets and your initiaves according to the results of your findings.
System internal Colonization[edit]
if you ave other Planets or moons in the system which are worth to colonize do so. the growth rate could be normal. this growth counts extra.
Growth Rate[edit]
When your population reached 1 Million Citizen, start to lower slowly the growth rate. Doubling a population of 5 million in a 20 year schedule is colonial suicide. 2% by end of this phase is more than sufficient.
Terraforming[edit]
If you have planets in your system which needs Terraforming Activities, please start it to the beginning of this phase or whenever you have th e manpower.
Mid Term II (Expansion and Development- Year 201 - 400)[edit]
Colonization[edit]
Try to colonize your neighborhood. The growthrate could also be normal and will be automatically increased by your main colony.
Military[edit]
Try to colonize your neighborhood. The growthrate could also be normal and will be automatically increased by your main colony. Latest by begin of this Phase, you should have a small Navy, (about 10.000t, with rockets), you have Military Units on each of your installations. You have defending Satellites in place. (use rockets, they have a devastating effect, which you need against stronger enemies)
Trading Fleet[edit]
You have a small trading Fleet running. At best, profitable.
Contact[edit]
If not done, try to reestablish contact. you have to be careful. Have no data in your computer about your homeworld. you simply didn't know who is in charge in your origin worlds.
Spaceport[edit]
Your Production Capacities, your education level should be sufficient to build up a Starport and Minor Yards (1000t). Also all of your Supporting Factories should be up and running. Most of them due to last phase. If not, by begin of this phase, please initate Handover.
The Future (Golden Age - Year 401+)[edit]
From now on, it the time for skilled Administrators. From the beginning along the phases it became more and more important, not just to raise your colony, be an administrator. but from this phase on, there is really nothing to do for raising specialist. Military, Population, Income all should be grow on a stable yearly base in balance to each other. now it is also time for integrate your pocket empire into your origin Empire, at least be independent region. try to avoid wars. at least they only costs money. this should be your last way to reach your goals.
Conclusion[edit]
if all of those point are given and green the whole project will be a quick win. one hint, it is better to rule the first years with an iron hand, and giving later or and more right to the public, than the oposite. this will lead to rebellion.
Minimal Package List[edit]
total information given, are calculated, assuming you start your colony with 5.000 to 10.000 People. Higher Numbers lead to a reduced growth rate, lower numbers to an extension of phase one and
| Market Ticker Code | |||||
|---|---|---|---|---|---|
| Item | Amount | Item | Amount | Item | Amount |
| Caicedo Trade Express Lines SA | Caicedo | 4 to 12 alphanumeric character | SA | Trade and Shipping Company | Amount |
Long live Imperator Strephon
Petrosilius Zwackelmann
References & Contributors (Sources)[edit]
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- OKüppers