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 1 
 on: Today at 07:58:10 pm 
Started by Vince - Last post by galsiah
Especially some freighter which goes with 0,1% of light speed could be easily outrun by other ships.

In some ways current tech stays similar but mostly because no one cares to change it. Planes' engines actually made a great progress. Just not in the matter of speed but efficiency. Engine designers care most about operating costs because there is the greatest demand for it.
Yeah, this bugged the shit out of me as well. A very large Orion-thermonuclear craft could theoretically be constructed using 1960s tech (though definitely not 1960s infrastructure!) and achieve almost 20% C.

Use a laser sail for acceleration, now you can reserve all your fuel for deceleration and halve your trip time!
~400 years is entirely plausible - it's just not certain. It's clear that it's *theoretically* possible to do better. It's likely we can do better (if we're optimistic about the world not getting self-destructive). Yet it remains plausible that a large ship going at around 1% C is the best we can do for a while.

E.g. . Note the emphasis on *ideally* 10% C, but more practically 1%.
If it happens that we don't come up with workable fusion soon, that's a viable approach - one that gives you an approximately 400 year trip.

LASER propulsion is a wonderful idea - if you trust the situation on earth to remain reliably stable for ~100 years. If you're an optimist, by all means rely on a laser. If you're a pessimist about earth's problems and progress, you might rather have your own fuel supply than an assurance of "Oh don't worry guys, we pinky swear we won't stop pushing you after a few decades".
Of course you could have both - but it's fine to assume that you started out with laser, but it did actually stop pushing after a few decades: perhaps that contributed to the mutiny?

Pessimism similarly explains the lack of worry over being overtaken: certainly you'll be overtaken if everything on earth goes wonderfully for the next few hundred years, and technological progress continues uninterrupted. However, it might not. Sending a relatively low-tech, self-reliant ship is a perfectly reasonable insurance policy against Bad Things happening.

As for gravity, a rotating ship would be nice for that. I haven't seen the graphics - is that not the plan?


In general, I absolutely agree that being consistent with science is a big plus - but the 400 year timescale really isn't an inconsistency. It just requires a few assumptions (plausible ones).

That said, getting a science consultant is actually a pretty good idea. I know Isaac Arthur has done that for games (he's the guy who makes the Science and Futurism videos). Perhaps there's no way to make things entirely fit with known science, but I think it'd be worth it to get a bit of input on exactly where you are/aren't making sense. This kind of thing is squarely in Isaac's wheelhouse, and I imagine he'd be happy to advise (time/money... permitting).

 2 
 on: Today at 01:13:30 pm 
Started by Vince - Last post by Vince
Building more ships is like building more planes; the big expense is up front with the capitalization cost for the design and manufacturing. Once you've got the factory working, each ship costs less than the last. Especially if you are able to use self-replicating technology.
The Ship isn't a state of the art colony ship designed and built for this noble purpose but an old repurposed cargo freighter as a nod to Mayflower.

 3 
 on: Today at 12:30:56 pm 
Started by Vince - Last post by rjshae
Building more ships is like building more planes; the big expense is up front with the capitalization cost for the design and manufacturing. Once you've got the factory working, each ship costs less than the last. Especially if you are able to use self-replicating technology.

 4 
 on: Today at 11:43:12 am 
Started by Vince - Last post by Vince
You said before that there will be different culture, tribes etc of the Alien species in the planet. My question is will you be able to use divide and conquer tactics (similar to the conquistadors of the new world) to deal with your enemies in the new world? Like allying with one tribe/kingdom that hates the other etc.
You'd be able to stir up some shit and exploit local grievances and conflicts, but you won't be able to divide and conquer anything. The aliens are a lot more advanced, so we're talking about city-states and nations not tribes. For comparison, imagine Cortes arriving to an equivalent of 13-14th century Italy.

This whole premise isn't about conquering the planet and deciding what to do with the locals but about managing to gain a foothold without being wiped out by the locals in the process. Survival rather than fight for supremacy. 

 5 
 on: Today at 11:28:39 am 
Started by Vince - Last post by Drirlake
You said before that there will be different culture, tribes etc of the Alien species in the planet. My question is will you be able to use divide and conquer tactics (similar to the conquistadors of the new world) to deal with your enemies in the new world? Like allying with one tribe/kingdom that hates the other etc.

 6 
 on: Today at 09:48:10 am 
Started by Vince - Last post by Vince
The problem with a multi-ship setting is that it's a different setting. Who’d launch and most importantly pay for an undertaking that costs so much yet delivers so little? Even if Earth were overpopulated, launching a ship to Proxima Centauri – a flight that would take hundreds of years – solves zero problems and thus gets zero cash. Thus, it would have to be a private enterprise with a pinch of religious zealotry and I don't see them paying for a fleet.
True, but on other side, why there is no colonization attempt for hundreds of years? Even one century is big time to invent 25% more powerful engine (to make the trip by 300-350 years), to raise funds and to find new cause and volunteers.
Who'd pay for it? Canada pulled out of a NASA project because it would cost 100 mil over 10 years so they were all like fuck that shit, man. Mind you, the cost of hosting G8 and G20 summits in Canada was 1.1 billion dollars which accomplished absolutely nothing but had nice optics and made everyone involved feel good, so that was money well spent!

Until colonization starts being profitable, nobody will start pouring money into tech and projects. They'd send one ship at best and wait to hear back (preferably to hear that the planet is made from solid gold or at least valuable minerals) before wasting anymore money on it. Allegedly, we landed on the moon in 1969, realized there's no gold there either and quickly lost interest. Had there been something valuable, we'd probably have 10 mining stations there by now.

Either way, the game will have 3 human factions and 3-4 native city-states with various satellite locations. That's already a lot, so I wouldn't want to throw more human factions (and the idea of reinforcements, no matter how slow) into the mix.

 7 
 on: Today at 09:29:02 am 
Started by curiousity - Last post by galsiah
...but that's hardly likely.

Glad to see AoD's done so well (commercial viability being highly impressive).
I really must play the thing one day: all fretting about our robot overlords and no play makes Galsiah a dull boy.

 8 
 on: Today at 08:41:14 am 
Started by Vince - Last post by menyalin
The problem with a multi-ship setting is that it's a different setting. Who’d launch and most importantly pay for an undertaking that costs so much yet delivers so little? Even if Earth were overpopulated, launching a ship to Proxima Centauri – a flight that would take hundreds of years – solves zero problems and thus gets zero cash. Thus, it would have to be a private enterprise with a pinch of religious zealotry and I don't see them paying for a fleet.
True, but on other side, why there is no colonization attempt for hundreds of years? Even one century is big time to invent 25% more powerful engine (to make the trip by 300-350 years), to raise funds and to find new cause and volunteers. Is this planet so unpromising and there is better worlds nearby? Or huge disaster happened back on Earth? Or tech progression was stopped or severely slowed? By the initial setting it is not worldwide effort, so new attempt by another interested group (political prestige project, another religious burst, crowdfunding project, etc.) will be quite possibly, especially given decades of possible progress which made the task easier. I'd say that lack of another colonization attempt needs no less explanation than consequent retries.

 9 
 on: Today at 07:44:30 am 
Started by Vince - Last post by Vince
VD, I assume the PC is someone new in the sequel?
The sequel will take place 40-50 years after the landing. Your character will be Proxima-born not shipborn. This way it's your planet too, the only home you've ever known.

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Will there only be one Colony Ship ending as canon?
Most likely we'll pick one ending but it's too early to say as we aren't working on it yet.

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Also, How much will religion play a role comparatively; especially in the face of aliens, who might have their own belief system?
A much bigger role. On the Ship the Church faction dealt with matters of faith, guidance, and power. If you need an analogy, think the Papal States. In the new world there are different and more pressing challenges (survival of their flock). The natives do have their own religion which works differently from ours.

In the tentative sequel, the aliens make it about survival not supremacy.
Still, multi-ship setting can be useful in other way.
The problem with a multi-ship setting is that it's a different setting. Who’d launch and most importantly pay for an undertaking that costs so much yet delivers so little? Even if Earth were overpopulated, launching a ship to Proxima Centauri – a flight that would take hundreds of years – solves zero problems and thus gets zero cash. Thus, it would have to be a private enterprise with a pinch of religious zealotry and I don't see them paying for a fleet.

Thus a multi-ship setting is something much closer to the much more optimistic Mass Effect universe (even before the last game) than ours.

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As additional exploration option, maybe: another colony ship crash site or derelict hulk on the orbit. To make enough unique exploration areas in completely alien environment wouldn't be easy.
I'm thinking of 12-14 locations: 4 human locations (the landing site which is the fortified capital that can't be lost, the first settlement, a research base in the ruins of a destroyed alien city, and a military fort establishing a new foothold), 8-10 alien locations to present their culture properly.

 10 
 on: Today at 07:35:29 am 
Started by Daedalos - Last post by fleenots
Yes!!!!  Grin

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