So after a long while, I'm finally able to run a game using the Eclipse Phase setting. Inspired in part by games like Beyond Earth, Alpha Centauri, and the upcoming Mass Effect: Andromeda, I am doing a colonization-of-a-virgin-world-far-from-a-dying-Earth game for my players. So I had some questions regarding the atmosphere and just role playing side of colonization and poverty.
1) What does poverty look like in a economy like one presented in EP? I read the Transhuman Capital, but I'd like some other insights into it.
2) With cornucopia machines, nanofabbing, uploading, sleeves, and genetics, as well as a variety of other technologies, how difficult would it be for colonists on a lone Earth-like world to set up and survive on their own?
Thanks for any help!
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Poverty and Colonization in Eclipse Phase
Tue, 2016-11-29 08:47
#1
Poverty and Colonization in Eclipse Phase
Tue, 2016-11-29 11:07
#2
Poverty is when you need a
Poverty is when you need a lot of effort to buy or get a second morph.
With high-tech from EP the highest challenge for colonization would be the loliness and the "bad neighbours". Maybe you could allow to create a "family" with betas, or sending posts to interplanetary mesh.
—
The Master Confucius said: “The noble man is in harmony but does not follow the crowd. The inferior man follows the crowd, but is not in harmony.” (Anaclet 13:23).
Tue, 2016-11-29 12:56
#3
Loliness?
I'm not sure I understand what you mean by loliness.
Tue, 2016-11-29 18:09
#4
I think that's meant to be
I think that's meant to be loneliness.
Poverty varies a bit. There's the semi-disenfranchised lower/middle classes in the inner system. They aren't starving (it's practically impossible to starve) but are heavily burdened by the need to upgrade their Genetic Service Packs, and many things like having children can involve expensive genetic licences. Not owning the genetic code you use is a bummer. Jake Carter's family is an example of this (Sunward page 96 has more)
Below them you've got people trapped in Pods or Synths. These people own practically nothing but their bodies, which are often "fit for purpose" working morphs rather than something really comfortable. They're missing some human rights (no ability to have children) but can sell their labor and what fancy tricks their body might have (like working as a non-indentured vacworker with a Vacuum Pod). Similar to, but more destitute in some ways than the modern working class.
Below them you have indentures, who own nothing, and are owned. In theory they're similar to the above, but they can be legally micromanaged a lot more, and have very few legal recourses to mistreatment. Many of them live in "Dream Factories", infomorph filled servers where they don't actually have a body, let alone own one.
The bottom of the ladder (of instanced people, Cold Storage Egos would still be below) are Zeroes. They're indentures who lack basic modern amenities like mesh access, and are generally kept in corporate compounds or servers and see nothing of the outside world or know much about it.
Colonizing an earthlike planet is a lot easier than a lot of places which have been colonized, as morphs need few if any mods to survive unaided (no need for Q-Morphs or Hulders for extreme example), but how easy it is depends on blueprint access. A colony with abundant blueprint access can scale itself up to be a comfortable place to live permanently in days. Ones with more limited blueprint access often turn to extreme cost saving measures to stretch macguyvered machines and resources further (Rorty and Synergy are examples of what colonies in these situations turn to).
With full access and skilled personnel it would be very easy, but that doesn't always happen, and blind spots in blueprint acquisition or function (like generators which break down quickly in the alien atmosphere for example) can make things harder.
Wed, 2016-11-30 01:21
#5
Trapped pretty much nailed it
Trapped pretty much nailed it, although I'm not sure lack of breeding rights would be common enough for a lot of middle/lower class transhumans as long as they're in something as basic as a splicer. And since the majority of transhumans are in splicers I'd say that it wouldn't be a problem. Anything more advanced past that, however, could be a different story. Also if I recall GSPs are definitely more frequent on Mars but I don't know about the rest of the PC or the inner system in general.
The only two reasons I say that is to highlight the fact that uplifts, in comparison, have bigger trouble purchasing breeding rights for their "splicer" equivalents, giving them some sympathy for those who support uplifts rights. "Humans have it easier to have children, so why can't uplifts too?" would be a hotly debated topic I'm sure.
I suppose if you wanted to run the setting as more traditional gritty/jaded cyberpunk and less of the post-cyberpunk setting than it already is you could make GSPs/restricted breeding rights common for pretty much everyone that isn't in the upper class.
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Wed, 2016-11-30 08:00
#6
Thanks
Thanks for the responses. It really helps with painting the setting. I like the EP setting but sometimes it's a bit difficult for me to understand, especially when dealing with economics and politics (I had to have someone spend a good hour explaining what anarchism is). But I'd love faction and class stratification to have its place in the colony game I'm running.
As for the colonization part, I may go the route of Alpha Centauri and Beyond Earth and have the plant life expel some spores in the atmosphere that makes things difficult for the people and machines. At least until something is done to clear the miasma.
A question on the fabricators. Would it still be necessary to go out and secure the raw materials for them to use?
Wed, 2016-11-30 09:01
#7
Nano fabrication requires 3
Nano fabrication requires 3 components (4 if you count CM machine itself)
1. Energy
CM requires massive amounts of energy. In solar system habitats the energy is almost free so it is not a problem. On a frontier world? You decide.
In fact it is so energy inefficient, that sometimes when energy is a factor it is easier to use more traditional ways of fabrication.
2. Blueprints.
If you have good library or cast of specialists that can create needed BPs you're set.
3.Feedstock
In a colony is the most difficult to aquire. In Sol there is estabilished advanced mining and processing industry that gives easy access to any substance needed with relative ease.
Most high tech devices, require rare earth metals, exotic materials like antimatter for some sensors etc.
This either forces you to bring a large feedstock of rare elements with you and recycle like crazy, or use your car of eggheads to adapt BPs to get rid of the need for these rare elements.
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Wed, 2016-11-30 09:22
#8
Opiyel wrote: Would it still
Yes. It could be a big problem/plot point that your supply of feedstock for CMs was lost or for example due to some clerical error you have double the amount of vanadium and nickel, but no thorium or lanthanum.
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Wed, 2016-11-30 09:22
#9
Thanks for that! I hadn't
Thanks for that! I hadn't considered the energy cost of it. I will have to consider that when the players make planetfall on the world.
I've run a lot of games where the players are explorers and colonists, but that's usually in a fantasy setting, where disease, lack of supplies, and nature itself are against you. In a sci-fi setting, especially more transhuman setting, I've found that to be a bit more difficult to run. Though perhaps I should shift the focus from resource scarcity to the people and culture aspect.
Anyways, thanks for helping me understand this a bit more.
Wed, 2016-11-30 09:47
#10
My comment about the energy
My comment about the energy requirements holds only if you treat nanofabricators as using ONLY nanobots to construct things. If you treat them as miniaturized automated factories supplemented by nanomachines then the energy required is muuuuuch lower.
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Wed, 2016-11-30 10:03
#11
Opiyel wrote:Thanks for that!
Those could still very well be factors that works against EP players. Transhuman medical technology can't account for every disease or virus in the universe, so players can very well come across an alien bug that could end up being particularly nasty to them. And lack of supplies can end up being a thing too. Makers and fabbers are all well and fine, but they're rather specialized in what they can do. Cornucopia machines---the ones that can, in theory, print anything---are immobile, and probably requires a dedicated power generator (vehicles don't count) to run. At least, if that's how you want to run it. Nanofabricators aren't magic. Just like anything else they can also break down, or glitch, or any number of things.
And nature itself turning against transhuman players? Gatecrashers have found out rather quick that all of transhumanity's caution and technological progress will never prepare them for some of the galaxy's most dangerous or bizarre biospheres.
It definitely requires a bit more thinking than fantasy settings but they can and are very real problems that gatecrashers have to deal with, and will probably ALWAYS have to deal with.
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Wed, 2016-11-30 10:13
#12
CordialUltimate2 wrote:My
Yeah, I was thinking about having less advanced fabricators that were supplemented by nanomachines, but I think the power and gathering resources on an alien planet is enough of an obstacle for the group with the standard fabricators.
I'm going to have to reread the Gatecrasher supplement and get some more good ideas. And I have to remember that Spaceball quote... "Even in the future, nothing works!"
Wed, 2016-11-30 11:43
#13
It doesn't even have to be a
It doesn't even have to be a conventional "disease" bug either. You run into an alien microbe with the wrong biochemistry out there, and it'll be like food poisoning-allergy season or something. Since microbial life is pretty hardy and can get exotic, its entirely possible to run into it in places you wouldn't expect. Basic Biomods should mute a lot of "shock" responses but it's still possible for the immune system to freak out on it's own. Or get a fungus that decides it likes to grow on people or something.
Also, according to X-risks apparently every kind of Xenofauna is apparently either aggressively hostile or produces a substance which has toxic effects on the transhuman biology, or both. Seriously, count the number of alien entities which do not "attack everything including vehicles and synthmorphs" and do not have some kind of poisoning attack. It's not many.
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Wed, 2016-11-30 15:17
#14
X-risks is kind of a bad
X-risks is kind of a bad example for what most alien life is like, as it won't include the ones which aren't dangerous. There's no Vohaulian statblock for example.
One nasty option is some kind of alien microbe which causes basic biomods to freak out, as opposed to the "natural" human body.
For nanofabrication a useful approximate for energy use is how much energy it would take to melt or decompose the mass of the substances you're making; as that's pretty much what's happening on a molecular level. It'd be a little higher than that thanks to moving parts and computer control calling for power, and other inefficiencies, but it's an ok number.
For a kg of iron, this is about a megajoule, which is actually very manageable. It's about as much power as a dryer uses in 20 minutes.
Carbon is both a much more common material to use, and requires a lot more energy. Melting a Kg of diamond calls for about 11-12 MJ of energy, which is a lot higher, but still totally doable. (It's like running a dryer for 4 hours)
It'll depend a lot on what you're actually using and how precise you need it to be placed, as you'd need to keep the work surface much colder for precise work. Making a grain of sand sized computer might still be in the MJ thanks to the machine needing to keep the work surface at cryonic temperatures for example.
I might have messed this math up, it's been a little while since I calculated any of this enthalpy stuff. This is a pretty basic calculation as well, and assumes that the nanofabber is extremely efficient. You could easily double these numbers and potentially use the nanofab as a space heater.
The point being that small scale nanofabrication is in a similar range of energy use as large household appliances. A consumer nanofab annex probably looks a lot like a laudromat for energy uses. Industrial scale stuff would scale based on any efficiency losses which come with size (hard to figure out the internal layout of a theoretical technology though), and with the amount of substance they work with. At larger scales or with less needed precision conventional macroscopic manufacturing starts being appealing, as it tends to get more efficient as it gets larger.
For powering one, it depends on what the local planet is like. If the planet is close enough then large solar arrays can handle energy needs for a while. If there's running water then small hydropower is easy. If fossil fuels are easy to get a hold of then a natural gas or coal plant is an easy kickstart to fusion. If the planet's star is young enough, then you can do fission with unenriched uranium, which would be very useful. That's all for industrial scale work though, you could definitely use a vehicle to power a desktop CM.
I'd expect most colonies to use a portable fusion generator (apparently the theoretical minimum for how small that could get is about a cubic meter) and a supply of fuel for the first while. You'd need some *serious* active cooling though, like a nearby river for that though.
Wed, 2016-11-30 16:49
#15
Sorry for hijacking the
Double post
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Wed, 2016-11-30 16:49
#16
Sorry for hijacking the
Sorry for hijacking the thread, but:
Nope, nope, noooooope.
First let me get something out of the way:
In EP nanotechnology is magic.
Almost on the level of Numenerra.
But if you assumed that cornucopia machine is something akin to 3d printer on a molecular scale, or microscopic bots, that move around freely then your energy expenditure is much greater than simple overall enthalpy balance would suggest. Enthalpy change is change of the state of matter between two states disregarding all the states in between. (I suppose you all already know this ;-) And the state in the midst of fabrication is a nanobot or nanofabrication printer head moving around, and moving objects around is work, if we assume that they are more massive than portion of material they manipulate. Safe assumption considering that they have to be of similar level of complication to bacterial cell. Movement at this scale is anything BUT efficient. We get several hundreds times energy required to move the material, just to move the nanobots.
Remember that melting and solidifying are simple Heat processes the simplest of the simple state changes in nature. Nanofabrication is not simple.
So the claim that nanofabricator can consume amounts of energy as a clothes dryer is ... questionable. I would give it something between a car and an industrial rectification column.
EDIT
I guess vehicle mounted fusion plant would easily suffice to power multiple CMs—
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Wed, 2016-11-30 18:43
#17
Quote:In EP nanotechnology is
http://www.jetpress.org/volume13/Nanofactory.htm#s8.2]Here[/url] uses about 500 megajoules per kilogram of diamond, which is about 50 times that perfect limit. You could just use that as a fudge factor, and take the enthalpy change and multiply it by 50 though, which would probably land you close enough for tabletop rpg gaming.
You can solve for the energy used in a D&D fireball spell, with an assumption for tempurature. It's not the same thing as saying something can't be analyzed.
Looking through what literature there is, and thinking on it more, I'm inclined to agree that 11 MJ for a kg of diamond is stupid low. I forget where I heard that made a decent proxy, I suspect I misremembered something and ran with it. :/
But, it's still a lower bound which is useful for comparing the difficulties of various elements. A more conservative estimate from [url=
Thu, 2016-12-01 05:26
#18
Please do bear in mind that
Please do bear in mind that players want to play a roleplaying game; they [i]probably[/i] do not want to acquire degrees in engineering, mathematics, theoretical physics, astronautics, etc, to know how to solve the problems their characters can solve in space exploration, any more than any of them want to attend the U.S. Army Ranger School and become certified badasses to know how to solve the problems their characters can solve in a firefight.
Worse; if you do that, they may [i]become[/i] certified experts, and then they'll start pulling out graphing calculators and physics texts and explaining why you're wrong in ways that are so far above your head that you're either going to have to say yes to everything they say, or piss them off for [i]mis[/i]applying the actual science - knowing just enough to be incredibly wrong, in other words.
So the exact amounts of energy a cornucopia machine generates aren't critical; all you need to know is "Can I run a CM with the appliance outlets in my home today?" The answer is yes, but your electrical bill will hurt. Or the answer is "no, but the average suburban home of 2140, if such a thing still exists, can."
Another question that's going to come up: "Can the power plant in my Crasher Truck/GEV power a CM?" The answer is yes, obviously, because it comes equipped with one "Several CMs and a single healing vat," implying that a CM requires many times less power than a healing vat, and also that the GEV can power all of them at once.
So, if your Crasher Truck can power it, then any colonial power supply should be able to do so as well, meaning that the power requirements for a cornucopia machine are not high compared to the power outputs that people equipped with modern (as of EP) equipment can generate.
One of the big things that isn't mentioned here:[i]Space![/i] I don't mean the vacuum of nothing, I mean workshop volume, a place to do your things in. This is a big problem on a lot of worlds; the great outdoors is not a great place to be working on sensitive modern equipment. In vacuum, you have things like radiation and micrometeorites; on the surface of an airless rock you have both of those [i]and[/i] dust - nasty lunar dust, or else ice - to contend with. On the surface of a planet like Mars and Mercury, lots of dust/rock/grit, on a place like Titan you have tons and tons of ice and slush and crap, on an earthlike world, hooo boy do you have tons and tons of crap, etc.
In an existing habitat, you have plenty of space, but you probably have competition [i]for[/i] that space.
As for other things, well... Do your research, but don't be exacting. Don't throw out numbers that players can call bullshit on. They need to secure a source of X? Fine. They don't want to do what you planned out for them to do to acquire X? Have a backup plan; and be ready to say "Well, um... Yeah, okay, that could work," if they come up with something you [i]didn't[/i] anticipate, like recycling someone else's stuff.
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Thu, 2016-12-01 06:25
#19
Players busting out
Players busting out calculators during a session are naughty, naughty players. Unless they do that to add bajilions of modifiers in D&D3.5.
After all it's a game and game must go on.
But this forum is for the idle speculation and theorizing that doesn't belong at the table. Understanding your world better is one of the pillars of being a good GM. Now we are idly speculating here about theoretical problems of nanofabrication. The GM can come in read this thread chose what they feel is right based on their interpretation of EP world, and them use it to adjudicate such problems, as:
Alien dinosaur stomped on your fusion reactor. You need to to power up the cornucopia machine to make replacement parts. How many internal batteries batteries, tanks of alien plumbus juice, hours of watermill working does it take to make on replacement superconducting magnet?
BTW check out the crasher rover it works like a truck that can fold itself out to create a decent sized habitat, and then fold itself back in to move.
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Thu, 2016-12-01 06:30
#20
CordialUltimate2 wrote
If you're trying to make the science exact, you cannot, and must not, penalize the players for being exacting with their science. Otherwise you're just being a dick and brandishing numbers to make yourself sound important.
Sure, and for that, you don't [b]need[/b] exact numbers. Also, the obvious answer is to capture that alien dinosaur, and rig it up to a gargantuan windlass turning a huge iron thingy inside copper wiring. You stomp on my nuclear reactor, you're goddamn well building me a new one, and I don't care if you're not even sapient!
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Thu, 2016-12-01 08:22
#21
Lesson One: All Worlds Suck.
First, the OP.
A fairly simple way to consider a colony is that it has four requirements:
Materials - Used to produce useful things.
Tools - Used to change the materials into the end product.
Energy - To power the processes the Tools use.
Information - To know how to use the Tools, how to use the Products, which Products to create and in which order.
Regardless of a given setting's technology level, if all four are 'sufficiently' available, then the colony will grow and thrive.
This is boring.
If you want to have Plot (Re: problems to solve and/or conflict) then you need to consider what it is about that colony specifically that is detrimental to one or more of those four through either restricting access or increasing requirements.
More simply, what are the colony world's imperfections?
Regarding Nanofabrication:
It's probably worth noting that whilst CMs are capable of atomically-precise printing, most of the time that level of fidelity isn't necessary: you can create synthetic diamond using simpler processes and use CM nanites to cut/weld to shape.
Essentially, feedstock can come in Raw and Preprocessed forms.
Regardless, the absolute energy required for a process isn't the end of the story. Catalysts can be used to simply things greatly, but more importantly is the concept of closed-loop resource flows - if your nanites are creating a great deal of heat then you can use that heat to fuel other processes, refine materials to lower future manufacturing costs, generate electrical power, and any left you can use to heat water or grow vegetation.
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Thu, 2016-12-01 08:22
#22
For power, I wasn't really
For power, I wasn't really thinking of actually counting the megajoules of it, but rather keeping it as a plot device for the would-be colonists to worry about.
Thu, 2016-12-01 14:55
#23
Those energy numbers might
Those energy numbers might look precise, but there's so much uncertainty in them that they're better stated as "hundreds of megajoules" rather than any number. It's enough that you'll want a dedicated power plant to run an industrial scale nanofab.
Thu, 2016-12-01 17:49
#24
I would assume that a
I would assume that a Cornucopia Machine has batteries and capacitors built in. If need be, it can slowly collect power until it either has enough to do work or is fully charged. It'll remove the need to provide all the energy you require at once.
To answer questions in the original post, a good chunk of poverty in Eclipse Phase is psychological. Its real easy to meet your physical needs. A lot of the inner system economy is based around convincing people they have needs other than sustenance, like fame, prestige, and wealth. To make their consumers to want more, to "need" more. To push their expectations of what they can get in life higher and farther.
I can imagine that many workers in a new colony might get depressed at the fact that they aren't living the dream yet. Maybe they'll drop in productivity, start stealing fabber materials and completed goods, or might vote to produce luxuries instead of more important things like a spare fusion generator.
Fri, 2016-12-02 04:36
#25
DivineWrath wrote:
Double post
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Fri, 2016-12-02 04:38
#26
DivineWrath wrote:
THIS!
Once the basic needs of survival are met, unless colonist are very homogenous, or a hive (etc), there will be disagrements over how to allocate scarce resources. You will have factions emerging, and if the colony will be sufficiently small, everyone knows everyone and philosophical differences get personal. You can play that to great effect, because conflict between hedonists (they just want to fabricate some simspace servers) and pragmatists ( we need more mining bots, or our stockpile of titanium will last for only one year) is tearing the village apart. The Mayor wants to chill out in the Bahamas from time to time, the Chef Techie is slightly paranoid prepper. The sheriff doesn't give a shit, as long as no one is hurt. And the Psychosurgeon is lurking in the background consoling everyone, but somehow people visiting him are the most vocal in the quarrel.
In that sort of environment players have a lot more power to bring about change than in 200 million strong Mars society. Use it to trek great stories.
And better yet make them live with consequences of their choices.
EDIT:
Throw in some alien tech (maybe the techies need all those mining drones to dug out some alien artifact and are already using some to overcklock the fusion plant) exotic flora and fauna (a fungus that maked everyone happy by unable to do any work, but they don't want to be cured; an alien critter that is cute and smart. Maybe little to smart, what's up with them) some ethical/cultural problems (maybe the sect that funded half the expedition has some strange moral code they don't like simulspaces and/or alien artifacts)
You will get a gordian knot that will occupy your players for at least couple of sessions.
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Fri, 2016-12-02 07:19
#27
These are some good ideas for
These are some good ideas for adding social and cultural conflict into the mix, along with the dangers already present at the planet. Since there are going to be a lot of people on their generation ship on ice, I also do like the idea of offshot colonies forming that want to do their own thing. And I'd like to see how they interact with the players if they fail, or if they succeed.
Fri, 2016-12-02 08:55
#28
I have a few more ideas of
I have a few more ideas of character types that can clash with their "tribe".
A soldier who held his ground during the fall. He held their ground until it was their turn to be farcasted off Earth. He has since become deeply paranoid and wants a large arsenal. Anything less than what is needed to level a small city isn't good enough for him. Also no pods or synthmorphs. He thinks that only biomorphs are safe from TITAN hacking. He doesn't trust anyone or anything that can be hacked and turned into an enemy.
A singularity seeker. Not someone very welcomed anywhere 10 years after the fall. Like anywhere else, his goals and what he wants to do must be kept secret. He might steal resources and tech to aid in his pursuits. He might eventually decide to make off with some stuff when he thinks he can't finish his work around those who simply can't understand the importance of his work.
Someone on the receiving end of a bad deal. This might be an indentured worker. Maybe an uplift or AGI that has to pay off its creation bills. Or something else. The character shows up at the colony not happy about his deal and is likely to lash out at other colonists or try to make them miserable too. Maybe spread bad rumors and sabotage equipment.
Fri, 2016-12-02 15:38
#29
IMO someone who doesn't trust
IMO someone who doesn't trust anything that can be hacked wouldn't probably be found gatecrashing. He would rather go to Jovian Republic, become a sufi nomad on mars or extreme analog only brinker.
If I wanted him behind Pandora gates he wouldn't come near big settlements full of hackable tech.
Maybe a roaming NPC with a big ass stockpile of analog weapons, armor and survival gear driving a completely analog crasher truck/caterpillar mine truck/ tank hybrid.
Alien Godzilla stomped on your fusion plant?
This guy drove it over and now is having fun shooting the scavengers that came for the roadkill with his collection of plasma rifles.
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Fri, 2016-12-02 16:04
#30
I like them. This is in a
I like them. This is in a different setting (no TITANs), though I can definitely use a Luddite survivalist type with a faction of similar minded people in it.
Tue, 2016-12-06 16:50
#31
http://eclipsephase.com/self
http://eclipsephase.com/self-constructing-outpost-how-turn-eclipse-phase...
I recommend checking out this write up. It has a lot of built in assumptions that you can use when estabilishing a colony. The priorities list and resource gathering fluff being the most important.
It is a shame that on this forum threads like this get buried and forgotten.
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Wed, 2016-12-07 10:02
#32
CordialUltimate2 wrote:http:/
Wow. It's a hell of a boost seeing some shit I made ages ago resurface. I didn't even wanna plug that old thing for fear I'd be tooting my horn.
—
Skype and AIM names: Exactly the same as my forum name.
[url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url]
[url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url]
[url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Wed, 2016-12-07 21:23
#33
ShadowDragon8685 wrote
I really really like this a lot. I might apply it to a larger scale, since the players will be flying in on a super massive generation ship with millions of infomorphs stored away. I also want to apply the concepts to the set of rules I'm using for colony building. It'll take some doing, but I think it'll do well. Question though, the time table, is that cumulative? Like five days, then seven more days? Or is it more like a time line compared to planetfall.? Like five days after PF, then seven days after PF, etc.
Thanks for this, I love it!
Thu, 2016-12-08 11:17
#34
I would give it additive
I would give it additive timeframes.
At this moment I would like to remind you (and myself ;-) that these details are important for worldbuilding and creating "realistic" scenarios, but ultimately they are tools for narrative control and the purpose of story is RPG to entertain. Don't get bogged in the details. Sprinkle them around, but ultimately when your player asks you:
"How much time will we survive on the failing life support?"
The answer is: |whatever is best to make dramatic entertaining story| not:
"Ahh, umm, Let me check this article on ISS life support"
EDIT:
The world i was looking for was not realistic, but CONSISTENT, you can have exurgents that do wierdest shit and break laws of physics. Or exhumans, or space fairies. But as long as they are CONSISTENT, your players will gooble it up and won't complain. (just remember to estabilish patterns first so they won't feel cheated).
Damn you probably have more experience in DMing than me (not a hard thing). I will shut up now.
About this topic. The thing with Eclipse Phase is that the whole setting is very consistent, and has its INTERNAL logic. That's why I love it.
The only inconsistency are the anarchists:-)
—
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Thu, 2016-12-08 14:51
#35
ShadowDragon8685 wrote:Wow.
I also liked that thread. I considered contributing to it, but I didn't want to necro it.
It did have a command and conquer feel to it; not the kind of RTS that I'm familiar with. If I were to write something up, it would be somewhat different.
Thu, 2016-12-08 16:51
#36
DivineWrath wrote:I also
I could repost it as v.1.05. I made some modifications to the doc after rereading it.
—
Skype and AIM names: Exactly the same as my forum name.
[url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url]
[url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url]
[url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Thu, 2016-12-08 16:57
#37
Opiyel wrote:Question though,
It's a timeline; all times are relative to Day 0, IE, the moment you tell the SCV to begin unfolding into the SCY. Let's assume you started at 00:00:00 on January 1st, 10 AF.
Bearing in mind that it's an entirely ideal timeline with just one SCV and copious amounts of transhuman laborers, by January 7th, you'll have the solar panel fields up, January 16th, the first RCT will be rolling out, by January 22nd the dorms will be livable.
Note that when I say "transhuman labor," I mean relatively ordinary biomorphs - anything from a Splicer to a Fury/Olympian. Anything which is truely extraordinary, like a Bruiser, is going to increase the amount of labor possible, as would most of those morphs having sleep regulators, letting them work longer days. Synths can also work longer days, and a Daitya is basically a transhuman-operated construction 'mech, so you're gonna get a lot more done. In the doc, I make note of how much time shavings you can get with above-normal labor capabilities.
—
Skype and AIM names: Exactly the same as my forum name.
[url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url]
[url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url]
[url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Tue, 2016-12-20 23:11
#38
ShadowDragon8685 wrote:Opiyel
Awesome, I really like this and definitely can't wait to see the changes you make. As for this campaign, it'll probably have to wait until the holidays are finished. Come 2017, there will be some interesting colonist adventures I'll be running.
Thu, 2016-12-22 18:41
#39
Orbital Colonies
Sorry for the double post, but I figured I'd keep this next question here since it is related to colonization.
What do you feel would be a good timeframe for the players to build up an orbital colony, similar to the SCV Outpost above? A month or so? Maybe longer due to it being up in deep space? Players are interested in making space station colonies in addition to planetside outposts.
Thu, 2016-12-22 21:00
#40
Almost certainly a lot longer
Almost certainly a lot longer, and a very, very long time if you're starting from the surface of a planet that has a serious gravity well, because you're basically recreating all of spaceflight at that point.
That having been said, if you're okay with a habitat which lacks spingrav, and you're in Sol system, a modular cluster hab can be trucked in module-by-module from somewhere the modules are manufactured, and that can be assembled rapidly. The construction and transit will take lead-time, though.
If the players are starting with an asteroid which has reasonably low gravity and a Pandora gate, it would probably be better to start by building a beehive hab INTO the asteroid first, and then going interplanetary.
—
Skype and AIM names: Exactly the same as my forum name.
[url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url]
[url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url]
[url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Fri, 2016-12-23 04:09
#41
It would take longer, how
It would take longer, how much depends on local gravity some, but also the location and type of space habitat. The first step for this would be building the basis of serious space infrastructure in EP, a launch loop or space elevator, which would be time consuming, but very doable. Either way you're looking at building many megawatts of power supply, and lots and lots of very high tech cable. For a space elevator you'd also need a space ship capable of capturing a counterweight, and a suitable body to use for one. After that the primary bottleneck is likely how quickly you can send stuff up, as building a mega-structure like that implies a lot of industrial capacity on the ground.
I'm not really sure what numbers to use for time. Likely this is at least a multi-month project, but could stretch into many years depending on how complicated it is to create that much industry, and how much gravity there is.
Fri, 2016-12-23 08:09
#42
Right, those are both good
Right, those are both good ideas. Since the players will be at a brand new planet in a system cutoff from Earth, orbital stations may not be feasible for them yet, aside from the beehive one. Luckily, they will have a giant ark ship they can fall back on, so orbital stations may not be necessary for awhile.
I think a month per G of gravity per space station module is good enough for this. I appreciate the help for this again.
Sat, 2016-12-24 00:03
#43
material acquisition
One thing that is often forgotten is the time/energy required to acquire the raw materials. Terrestrial colonies have to mine raw materials out of the ground; space habs require capturing asteroids, putting them in appropriate orbits, and harvesting the materials. Nanotech can make the material-handling processes easier (think engineering nanites pre-cutting rock so it falls apart like a pile of bricks) but you still have to move (mega)tons of materials around and nanites don't make that fast or energy efficient. Moving an asteroid might take months, as can building roads to the various mines you need (iron, aluminum, titanium, nickel, hydrocarbons, cement, etc)
Nanotech can harvest materials from the environment, but it's slow and more energy intensive than mining. Imagine pulling iron out of clay. You can do it but jeez, it won't be fast. It's the thing you do while bootstrapping your colony.
I see the first couple of years of a colony building out the infrastructure to to acquire and process materials at scale. Lots of modular devices that can be repurposed and reconfigured to be "good enough" heavy equipment running hither and yon (and yet never enough). Something like the LifeTrac (http://opensourceecology.org/portfolio/tractor/). these things are often operating away from the base, making the base seem even more inactive.
Then around year 3, things really explode because you are getting to the point where you have enough raw materials to build all the power harvesting tech (wind turbines, solar panels, geothermal) you want, you have enough power to refine all the materials you want, and you've built enough refineries and smelters that you can process those materials.
But those first two years are hardscrabble, with every failure and set back being felt acutely.
—
I'm not rules lawyer, I'm a rules engineer.