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 Post subject: Second Rate Planets
PostPosted: Fri Jun 06, 2008 3:41 pm 
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If there are 10ish shirtsleeve planets shouldn't there be 20ish Mars / Titan grade places in the setting?

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PostPosted: Fri Jun 06, 2008 3:50 pm 
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Possibly, but the 3Gen rule applies to settlements there (that's what happened to the Mars colony) ... and because getting to and from the surface requires a launch infrastructure, such a settlement would be even more expensive to set up than a space settlement.

Perhaps a future setting book will more thoroughly descibe the solar systems each world is in - the High Trader Alpha Centauri system map shows inner planets "Hercules" and "Vulcan" in addition to Olympia ...


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PostPosted: Fri Jun 06, 2008 5:18 pm 
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There are a heck of a lot of uninhabited planets in the Ten Worlds. Most of them make no difference because there's no reason to go there (and it's often very, very expensive). Keeping them undefined also keeps us out of trouble when astronomers starting finding the actual planets around those stars. (Yes, we have the risk with the inhabited planets, but we have to define those if we want a setting.)

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PostPosted: Sun Jun 08, 2008 10:07 am 
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Remember that basically nobody lives in the TW. I expect that a few hundred years down the timeline, there might be some research stations or something on some of those planets.

XC has a big military moonbase, and IIRC NR has a military station on one of the bigger chunks in the Ring. So, there are some things like that out there.

Going farther outsystem than the habitable planet takes a really long time, since AV:T space drives are infinitely primitive compared to those of a lot of SF settings. Unless there's something amazing there, most of the kinds of places you're looking for would wind up being closer to the star than the populated world.

Some of the TW are pretty dang marginal, too - Scharzvaal obviously, but Damso and even AM3 aren't really optimal.

There are also some life-bearing (relatively primitive, not Vulcans) planets in the TW that aren't suitable for colonization. I think that some of them have science missions.

-Kle.


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 Post subject:
PostPosted: Sun Jun 15, 2008 4:10 pm 
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Klebert L. Hall wrote:
XC has a big military moonbase, and IIRC NR has a military station on one of the bigger chunks in the Ring. So, there are some things like that out there.


There are three bases on the bigger chunks of the ring -- one NB, one NR, and one commercial.

However, these are orbital facilities for AMII, not elsewhere in the system.

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PostPosted: Mon Jun 16, 2008 6:06 am 
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Yep.
Just pointing out that there are some things in the 10W that aren't shirtsleeve, and aren't exactly can cities either.
-Kle.


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PostPosted: Mon Jun 16, 2008 6:12 am 
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Got it.

Do the various fleet logistics facilities near rabbit holes count? I tend to think of can cities as economically independent structures, which the bases are not; though, equally, the bases are not built around chunks of rock.

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PostPosted: Mon Jun 16, 2008 8:21 am 
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James Sterrett wrote:
Got it.

Do the various fleet logistics facilities near rabbit holes count? I tend to think of can cities as economically independent structures, which the bases are not; though, equally, the bases are not built around chunks of rock.


There's a difference between bases and can cities. Pretty much as outlined here.

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PostPosted: Tue Jun 17, 2008 10:51 am 
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And with bases you're constantly cycling the personnel through, so the level of complacency that propagates the 3rd gen rule doesn't rise so much. (Plus the military attitude of "clean things to keep the troops busy" makes a big difference, too, I should think.)

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 Post subject:
PostPosted: Tue Jun 17, 2008 11:58 am 
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Davyd Atwood wrote:
And with bases you're constantly cycling the personnel through, so the level of complacency that propagates the 3rd gen rule doesn't rise so much. (Plus the military attitude of "clean things to keep the troops busy" makes a big difference, too, I should think.)


More importantly, a base (well, a military base) isn't expected to be economically self-sustaining.

It's always a lot easier to spend somebody else's money.

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PostPosted: Wed Jun 18, 2008 11:02 am 
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Ethan McKinney wrote:
And with bases you're constantly cycling the personnel through, so the level of complacency that propagates the 3rd gen rule doesn't rise so much. (Plus the military attitude of "clean things to keep the troops busy" makes a big difference, too, I should think.)


Some militaries may also promote the right mindset. I'm reminded of the story of someone who saw a Russian soldier standing guard at an unremarkable spot on the palace ground. There was no obvious reason for it, so this inquiring chap investigated. It turned out that a princess had seen the first daffodil of spring at that spot and ordered that it be guarded....many years ago.

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 Post subject:
PostPosted: Wed Jun 18, 2008 1:21 pm 
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Actually, that's probably completely the wrong mindset: it's the essence of top-down, no initiative authoritarianism. The right mindset is, "I'm the little Dutch boy." I see a problem, I fix it. At the same time, I don't stand around uselessly when I might be more useful elsewhere.

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