You're welcome.  :)

One of the things I had intended to look at was the relationship between
factory start up costs and vehicles - in an attempt to see what it would be
for GURPS.  Once I had that, perhaps I could derive some sort of formula
based on GURPS instead of on a triple translation system (ie from Traveller
the New Era to Traveller, from Traveller to GURPS TRAVELLER, from GURPS
TRAVELLER to GURPS).  As fate would have it - my initial plans sort of hit a
snag.  I had purchased four ships from the FUTURE ARMADA series, and the
player saw it and wanted to go THAT route instead of a Earth/Mars based on
Terradyne and Transhuman space like history.  <sigh>

Well, anything worth tinkering with, won't be totally lost, as it may have
future application elsewhere.  If nothing else?  I could use it for a
simulation of an early Mars colonization attempt and see how it progresses
:)

-----Original Message-----
From: [email protected] [mailto:[email protected]]
On Behalf Of DataPacRat
Sent: Tuesday, February 28, 2012 3:28 AM
To: The GURPSnet mailing list
Subject: Re: [gurps] Asteroid colonization advice?

On Sun, Feb 26, 2012 at 7:05 PM, Alaconius <[email protected]> wrote:
> One of the things this thread has got my mind wondering about - is 
> whether or not one can adapt the rules from WORLD TAMER'S HANDBOOK for 
> Traveller's New Era series books.  In it, there are rules for how much 
> labor is available, how much is required for construction projects, 
> food production, raw materials excavation/production (Heavy industry), 
> as well as finished goods (Light industry).

I've just managed to get my paws on a copy of said handbook - and have been
a busy little burrowing rodent, fiddling away with the presented system,
hammering on the assumptions, and suchlike. Even without re-adjusting the
part of the system on agriculture for use in algae-based hydroponics on an
airless weatherless world, without replacing human-type people with
human-like robots and human-level AIs that use power instead of food, and
such, it's offers some insights into how a colony's infrastructure needs to
be divvied up.

For example, by assuming an initial colony of 20 people and working
backwards, it's possible to start with what conditions offer the best
quality of life in that system and end up with what sort of capital outlay
and size of equipment to bring on the initial colonization trip. (Though
converting that from "d-tons" of volume into mass requires an extra
assumption, of how dense packed-up factory equipment is; I'm sure I've got
that noted down somewhere or other...) And, once the colony is in place, how
it can start improving its infrastructure and expanding - first by
increasing the capital-infrastructure so that fewer colonists can do more,
freeing more to concentrate on more than day-to-day necessities; and then by
getting ready to expand as the population goes up; and then getting ready to
build ships and creating separate daughter colonies.


Overall, it may be tied to a particular tech-system, and have certain other
flaws and limitations, but it fills a hole in GURPS somewhere between
Vehicles, First In, and Far Trader, which I haven't found a source for
anywhere else. Thank you for the recommendation.



Thank you for your time,
--
DataPacRat
lu .iacu'i ma krinu lo du'u .ei mi krici la'e di'u li'u traji lo ka vajni fo
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