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Author Topic: Planatary population in 0.0  (Read 2328 times)

Lyn Farel

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Re: Planatary population in 0.0
« Reply #15 on: 29 May 2012, 04:19 »

Yes. And I bet you will soon see all the unintended side effects following on each world with their own flavor, like brothels, unemployed disassociated people, poverty, in short, immigrants that have worked here once and now are totally out of the loop and try to survive differently.
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Matariki Rain

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Re: Planatary population in 0.0
« Reply #16 on: 29 May 2012, 14:59 »

Like Downbelow on Babylon 5?

In passing, sex work was legalised a while back in NZ, and I'm increasingly finding that fictional use of brothels as a marker of disreputable business feels quaint and old-fashioned rather than futuristic and noir-ish.
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orange

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Re: Planatary population in 0.0
« Reply #17 on: 29 May 2012, 23:30 »

Starting point then - thinking developing a data block as a starting point.  Clearly a work in progress.

Question to the community - develop the evelopedia pages or no?

Quote from: I-MGAB
Vernacular: Ayem (I M)
Original Settlers: Minor Amarrian Holders with multi-ethnic slave stock
Current Empyrean Power: The Fourth District
Previous Empyrean Powers: Aegis Militia, Opticon Alliance, Circle-of-Two, Curatores Veritatis Alliance, Ewoks
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Demion Samenel

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Re: Planatary population in 0.0
« Reply #18 on: 30 May 2012, 01:22 »

Quote
Question to the community - develop the evelopedia pages or no?

I would like to see the evelopedia gaining more info, dont know if all feel the same though.

http://evemaps.dotlan.net/system/I-MGAB/II

Some info from Dotland maps, seems good enough for some settlements, hot, humid, rainy?, a djungel planet? But this is not my area of expertice, might be alot more then just numbers. And what lallara zhuul, stated there is alot of hazards to think about.
« Last Edit: 30 May 2012, 01:44 by Demion Samenel »
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Demion Samenel

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Re: Planatary population in 0.0
« Reply #19 on: 30 May 2012, 01:36 »

Quote
Question to the community - develop the evelopedia pages or no?

I would like to see the evelopedia gaining more info, dont know if all feel the same though.

But I would also ad that I rather see a living  0.0 space and with information that reaches out from The District, so onto evelopedia when there is more to go on. 

EDIT:typo
« Last Edit: 30 May 2012, 01:42 by Demion Samenel »
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Lyn Farel

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Re: Planatary population in 0.0
« Reply #20 on: 30 May 2012, 03:44 »

Like Downbelow on Babylon 5?

I have never watched Babylon 5. Couldnt tell.

In passing, sex work was legalised a while back in NZ, and I'm increasingly finding that fictional use of brothels as a marker of disreputable business feels quaint and old-fashioned rather than futuristic and noir-ish.

Like in Germany and some other countries. Well lucky you, I hope they will come to that here too.

I never intended it as a marker of disreputable business. My point is just that some businesses tend to flourish more than others in poor or disassociated areas, especially brothels. When one has nothing left but your body to sell to survive, thats often what one ends up to do. That does not mean that legalized brothels and pleasure hubs are illegal or lowly regarded, especially in the Federation.
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orange

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Re: Planatary population in 0.0
« Reply #21 on: 30 May 2012, 10:37 »

I suppose the first question we must entertain is why build 0.0 settlements/colonies on temperate worlds?

Settlements and colonies are distinct from forts and outpost (traditional sense).

To my mind, the research outposts of Antarctica represent the extreme of specialist settlement were the most critical supplies have to be imported.  The outposts specialist populations are small and generally self-policing.  The ISS is another example of a specialist outpost where everything has to be imported to support the small, self-policing, specialist.

Settlements and colonies are intended to be independently survivable.  When the imports stop coming (for whatever reason), the settlement/colony does not simply disappear.  It may no longer get certain goods or be flush with a resource it can't directly use (its export), but it continues to exist sans support of some larger whole.

Is a colony more challenging from an infrastructure perspective than an outpost?  Yes!  But if you need more than 10,000 people to achieve your goals, then a colony might actually make it cheaper (per person).

In Eve, we setup Starbases (temporary outpost) and can establish Outpost (permanent settlements).  Outpost  are larger than Titans.  Assuming a Titan has 150M m3 total volume (less than Avatar), 15% habitable volume, and there is 75-100 m3 per person; you get a population on a Titan of 200-300k.  Back to outpost, they are big, say 500M m3 with 20% habitable volume, and 100 m3 pp; population on the order of 1M.  Gallente Outpost a few more, Caldari a few less, etc...

As mentioned, living on the frontier were you can get shot is dangerous.  These inhabitants also work for capsuleers and thus get paid lots when compared to a counterpart in high sec.  Protein delicacies get boring after a while and there are "virgin" temperate worlds nearby.

The initial temperate settlements might tie directly into the economy of outpost by providing relatively fresh food for the station population.  I-MGAB (as an example) is dozens of systems away from high security space with a mix of Sansha pirates and roaming crazed capsuleers who shoot anything that moves!  Unless the capsuleers can find room to move the goods desired, they are going to arrive via a stealthy ship and in small quantities more likely than not.

So, while the initial infrastructure for a temperate colony or settlement will be expensive, it could pay off in terms of more secure and readily available access to "luxury" items for in-space colonies.

The District has approximately 4 million baseline Outpost dwellers and 4 temperate worlds (& 2 oceanic), populations uncounted at the moment.
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Karmilla Strife

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Re: Planatary population in 0.0
« Reply #22 on: 30 May 2012, 11:41 »

There are temperate worlds where city lights are visible from space. Granted this is more of an indicator that the world is developed to that point. Still, I wonder if any temperate worlds in null-sec (or even W-space?) have this feature.
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Silas Vitalia

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Re: Planatary population in 0.0
« Reply #23 on: 31 May 2012, 12:04 »

There's a million reasons why people would want to go out and settle faraway habitable planets far from governing bodies.

Religious persecution, financial freedom, hatred of home government, etc.

I think we're only limited by our imaginations as to what we'd find planetside in 0.0. 

Let's not forget planets are, well, HUGE, and can easily accomodate as many different types of settlements as you can imagine?

I imagine a wide range of settlements from relatively well-populated and high-tech areas run by the pirate factions, to rather desolate wastelands with handfulls of settlements barely scraping by.  *shrug*



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Casiella

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Re: Planatary population in 0.0
« Reply #24 on: 31 May 2012, 15:31 »

examines Ice world

My lord, there are so many... uncharted... settlements.
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Demion Samenel

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Re: Planatary population in 0.0
« Reply #25 on: 31 May 2012, 16:04 »

examines Ice world

My lord, there are so many... uncharted... settlements.

Yes there are, I can see alot of diffrent "type" of settlements grow from this. I will see what feels right and what can be interesting to dive into. Its also stated that "some" temperate planets have been settle before, in ancient times... I can see a archeology venture discover some ancient artifacts or ruins. Well as Dex sad, it  has alot of potential, I I just whant ot make "our" little 0.0 home more populated and fun for the RP community.

Quote
The District has approximately 4 million baseline Outpost dwellers and 4 temperate worlds (& 2 oceanic), populations uncounted at the moment.

Thanks Dex for some numbers :)
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