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The original crew and passengers are usually picked for their ability to re-orient to living the rest of their lives on a ship. Re-orienting the arriving generation to life on a planet is usually more of a problem. There have been cases where the arriving generation simply refused to set foot on the planet, regarding the ship as their proper home regardless of their ancestors' desires (...when this happens, the difference between skills usable for shipboard life and skills usable for planetside life - specifically, that the arriving generation has been using the former but has had no immediate use for the latter - has often been a factor). In other cases, where acceleration to the target system took longer than a generation, a subsequent generation ceased acceleration and stopped short (in interstellar space or diverting to some other, closer system without a habitable world) in order to divert fuel for other uses. In any case, the resulting colony is often only notionally still a part of whatever [[culture]] (...let alone [[government]] or other organization) originally sent them, which may have died off back home in the mean time; [[FTL]]-enabled cultural ties such as trade and taxes are difficult to apply. {{Unpublished cite|author= [[Adrian Tymes]] }}
 
The original crew and passengers are usually picked for their ability to re-orient to living the rest of their lives on a ship. Re-orienting the arriving generation to life on a planet is usually more of a problem. There have been cases where the arriving generation simply refused to set foot on the planet, regarding the ship as their proper home regardless of their ancestors' desires (...when this happens, the difference between skills usable for shipboard life and skills usable for planetside life - specifically, that the arriving generation has been using the former but has had no immediate use for the latter - has often been a factor). In other cases, where acceleration to the target system took longer than a generation, a subsequent generation ceased acceleration and stopped short (in interstellar space or diverting to some other, closer system without a habitable world) in order to divert fuel for other uses. In any case, the resulting colony is often only notionally still a part of whatever [[culture]] (...let alone [[government]] or other organization) originally sent them, which may have died off back home in the mean time; [[FTL]]-enabled cultural ties such as trade and taxes are difficult to apply. {{Unpublished cite|author= [[Adrian Tymes]] }}
  
Between these problems, and [[Generation Ship]]s being larger (...and thus more expensive) than [[Sleeper Ship]]s for the same number of [[passenger]]s, [[Generation Ship]]s are less common than [[Sleeper Ship]]s. {{Unpublished cite|author= [[Adrian Tymes]] }}
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Between these problems, and [[Generation Ship]]s being larger (and thus more expensive) than [[Sleeper Ship]]s for the same number of [[passenger]]s, [[Generation Ship]]s are less common than [[Sleeper Ship]]s. {{Unpublished cite|author= [[Adrian Tymes]] }}
  
 
=== Strategy & Tactics (Doctrine) ===
 
=== Strategy & Tactics (Doctrine) ===

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