Patrick replied to Bryan, who replied to Mike:
> > Are you always so 'stream of consciousness'?  I mean, this makes no
> > sense... what's the point?
> 
> Part of it, I believe, is that he spins off new threads constantly,
> changing the subject without any reference to where it came from. I
> think this was meant to be part of the thread on family ships in
> space.

Actually, the mail was pretty clear to me. I had wondered 
about minimum crew sizes of multi-generation family ships 
from a genetic viewpoint, and how social organization can
modify that.

C.J. Cherryh has matrilineal, strictly exogamous families 
in her ships, which means the family only has to be large
enough to maintain all the necessary skills with some
redundancy. A typical ship has 100 people, some larger 
ones have 1,000 but that is generally seen as an 
impractical size, cf Merchanter's Luck and Finity's End.
These families would match the Haida clans, right?

There are several notable effects in Cherryh's universe:
- The culture of the family merchanters is dependent on 
  the stations as meeting places, and on other ships and 
  stations to retain genetic diversity. No single ship
  could maintain the culture, not even the largest.
- No nuclear families, only extended matrilineal clans. 
  The father is from another ship or station, and not 
  married to the mother. (A difference from Haida 
  customs.) The child is raised by the mother and her 
  (male and female) relatives.
- Spacers are trained by apprenticeship. Just how formal
  that becomes depends on the size of the ship.
- Economically, the Alliance family merchanters are 
  undercut by Union ships with a more traditional crew.
  Hard to compete if you haul a nursery around.

Compare that to the Travelers in Stargate Atlantis. Here,
the ships are survivors of planetary cultures, who had to
flee from a powerful enemy. The purpose of their ships is
to stay in deep space as an ark for their culture, and 
they trade only to make that possible, not as a goal by 
itself. 

That means:
- Cabins will replace payload, even more so than for the 
  family merchanters in A/U. 
- Every ship must be self-sufficient.
- I don't recall their marriage customs. They kidnapped 
  Sheppard to take a gene sample, but that had nothing to
  do with procreation.

Finally, there are ships with family members, like the 
Enterprise D in Star Trek. Bringing family and children
is a perk for the crew, and there are families with a 
tradition of Star Fleet service, but ships are no clans 
or families. Some modern freighters develop that way, 
too.

- The ship culture will accomodate existing nuclear  
  family structures, it does not dictate or modify them. 
- In addition to the 'real' crew, who earn their position
  with the work they do, there are 'dependents' who may 
  not be qualified to operate a starship. There may help 
  a bit, but offering them scut work as unskilled spacers 
  won't do. More like permanent passengers.
- People can retire from the ship to their 'real home' on
  shore.

Regards,
Onno
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