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Post by Rocket Witch on Oct 28, 2017 4:04:40 GMT
I added up the populations of all the celestial bodies listed in the infolinks. The Children number exactly 1,496,107,336! I learned a few things from this: 1. The pattern of alternating numbers (eg. 121, 757, 949) repeats frequently enough to suggest qswitched entered the numbers manually, rather than generating random ones.2. The largest population is of course, as the story suggests, on Mars. 2. The smallest population is on Pallene (moon of Saturn) at 184. 3. The smallest individual figure is 67, orbital population of Cupid (moon of Uranus). Sum: 11258162+84720720+75510271+155379975+3652360+788067695+12727868+3129+772+96+4515+788+136178+22824+29446016+7485916+36627383+3178452+109779667+11151023+161577358+5235721+1694+319+2161+14551+44638+77084+71272+346956+93153+625589+133945+5561574+578946+2550+209+1202+273+2751880+280165+4479+430+15264814+1003031+61975177+7754610+403196+21726+11836911+1050847+207980+23851+6810+8795+8569+13319+11810+37198+82050+14021+684+67+32475+1655+468+166460+5867+1284+351+699426+39763+2821937+458421+3472383+762724+10361984+594390+10025162+1056342+9917+25603+128006+133493+165219+617+76+513491+73013+34716662+1848303+483434+57318+2161507+510394+11766917+1910811+2895+186+714427+90680+343844+10305+113972+6051+53165+3387+188120+20205+446177+26971+59979+3071+5948+630+506849+25822+225708+6279+182304+29499+1525529+138087+57577+6137+2074+412+168345+8248+183739+21058+646291+61715+317066+42416+172721+5456+809580+61181+198010+10280+317494+51779+281650+29660+449950+44805+248121+25339+103725+11996
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Post by The Astronomer on Oct 28, 2017 4:12:40 GMT
I added up the populations of all the celestial bodies listed in the infolinks. The Children number exactly 1,496,107,336! I learned a few things from this: 1. The pattern of alternating numbers (eg. 121, 757, 949) repeats frequently enough to suggest qswitched entered the numbers manually, rather than generating random ones. 2. The largest population is of course, as the story suggests, on Mars. 2. The smallest population is on Pallene (moon of Saturn) at 184. 3. The smallest individual figure is 67, orbital population of Cupid (moon of Uranus). Sum: 11258162+84720720+75510271+155379975+3652360+788067695+12727868+3129+772+96+4515+788+136178+22824+29446016+7485916+36627383+3178452+109779667+11151023+161577358+5235721+1694+319+2161+14551+44638+77084+71272+346956+93153+625589+133945+5561574+578946+2550+209+1202+273+2751880+280165+4479+430+15264814+1003031+61975177+7754610+403196+21726+11836911+1050847+207980+23851+6810+8795+8569+13319+11810+37198+82050+14021+684+67+32475+1655+468+166460+5867+1284+351+699426+39763+2821937+458421+3472383+762724+10361984+594390+10025162+1056342+9917+25603+128006+133493+165219+617+76+513491+73013+34716662+1848303+483434+57318+2161507+510394+11766917+1910811+2895+186+714427+90680+343844+10305+113972+6051+53165+3387+188120+20205+446177+26971+59979+3071+5948+630+506849+25822+225708+6279+182304+29499+1525529+138087+57577+6137+2074+412+168345+8248+183739+21058+646291+61715+317066+42416+172721+5456+809580+61181+198010+10280+317494+51779+281650+29660+449950+44805+248121+25339+103725+11996 A note from the Starmaker: When you create a new habitable planet, the population number is generated according to the planet size. For example, if you make Earth habitable it'll display population of around 6 billion people.
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Post by Rocket Witch on Oct 28, 2017 4:19:50 GMT
A note from the Starmaker: When you create a new habitable planet, the population number is generated according to the planet size. For example, if you make Earth habitable it'll display population of around 6 billion people. So... what size will give us a 1 person planet? :D
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Post by The Astronomer on Oct 28, 2017 4:29:22 GMT
A note from the Starmaker: When you create a new habitable planet, the population number is generated according to the planet size. For example, if you make Earth habitable it'll display population of around 6 billion people. So... what size will give us a 1 person planet? I'm finding that one out.
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Post by The Astronomer on Oct 28, 2017 4:51:51 GMT
Turns out I'm wrong. Surface population is a combination of several crazy factors intermingling to create that number. Here, check out my experiment: CelestialBody Star Experiment Population Mass_kg 1.98855e30 Radius_km 696342 SurfaceTemperature_K 5777 IsGasComposition true Rotation AxialTilt_degrees 7.5 SiderealRotationPeriod_s 2.16432e6
CelestialBody Planet 1 Mass_kg 6e24 Radius_km 6370 Albedo .1 Orbit ParentBody Star Experiment Population Elements Epoch_JulianYears 2350 SemiMajorAxis_km 150e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1: 10e3 m 1e15 kg Closer Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 500e3 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1: 10e3 m 1e15 kg Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1: 10e3 m 1e15 kg Elliptical Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0.5 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1: 20e3 m 1e15 kg Rock Mass_kg 1e15 Radius_km 20 Albedo .1 Orbit ParentBody Planet 1 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 10 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1: 10e3 m 2e15 kg Rock Mass_kg 2e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 20 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1: 10e3 m 1e15 kg Farther Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 2e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1 OrbitElliptical 0.25 Mass_kg 6e24 Radius_km 6370 Albedo .1 Orbit ParentBody Star Experiment Population Elements Epoch_JulianYears 2350 SemiMajorAxis_km 150e6 Eccentricity 0.25 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1 OrbitElliptical 0.5 Mass_kg 6e24 Radius_km 6370 Albedo .1 Orbit ParentBody Star Experiment Population Elements Epoch_JulianYears 2350 SemiMajorAxis_km 150e6 Eccentricity 0.5 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1 OrbitElliptical 0.5: 10e3 m 1e15 kg Closer Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 OrbitElliptical 0.5 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 500e3 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1 OrbitElliptical 0.5: 10e3 m 1e15 kg Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 OrbitElliptical 0.5 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1 OrbitElliptical 0.5: 10e3 m 1e15 kg Elliptical Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 OrbitElliptical 0.5 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0.5 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1 OrbitElliptical 0.5: 20e3 m 1e15 kg Rock Mass_kg 1e15 Radius_km 20 Albedo .1 Orbit ParentBody Planet 1 OrbitElliptical 0.5 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 10 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1 OrbitElliptical 0.5: 10e3 m 2e15 kg Rock Mass_kg 2e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 OrbitElliptical 0.5 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 20 InclinationToRelativePlane_degrees 0
CelestialBody Planet 1 OrbitElliptical 0.5: 10e3 m 1e15 kg Farther Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 1 OrbitElliptical 0.5 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 2e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 2 Mass_kg 6e24 Radius_km 6370 Albedo .1 Orbit ParentBody Star Experiment Population Elements Epoch_JulianYears 2350 SemiMajorAxis_km 300e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 2: 10e3 m 1e15 kg Closer Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 2 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 500e3 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 2: 10e3 m 1e15 kg Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 2 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 2: 10e3 m 1e15 kg Elliptical Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 2 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0.5 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 2: 20e3 m 1e15 kg Rock Mass_kg 1e15 Radius_km 20 Albedo .1 Orbit ParentBody Planet 2 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 10 InclinationToRelativePlane_degrees 0
CelestialBody Planet 2: 10e3 m 2e15 kg Rock Mass_kg 2e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 2 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 20 InclinationToRelativePlane_degrees 0
CelestialBody Planet 2: 10e3 m 1e15 kg Farther Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 2 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 2e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 3 Mass_kg 6e24 Radius_km 6370 Albedo .1 Orbit ParentBody Star Experiment Population Elements Epoch_JulianYears 2350 SemiMajorAxis_km 600e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 4 Mass_kg 6e23 Radius_km 3185 Albedo .1 Orbit ParentBody Star Experiment Population Elements Epoch_JulianYears 2350 SemiMajorAxis_km 150e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 10 InclinationToRelativePlane_degrees 0
CelestialBody Planet 4: 10e3 m 1e15 kg Closer Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 4 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 500e3 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 4: 10e3 m 1e15 kg Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 4 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 4: 10e3 m 1e15 kg Elliptical Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 4 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0.5 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 4: 20e3 m 1e15 kg Rock Mass_kg 1e15 Radius_km 20 Albedo .1 Orbit ParentBody Planet 4 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 10 InclinationToRelativePlane_degrees 0
CelestialBody Planet 4: 10e3 m 2e15 kg Rock Mass_kg 2e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 4 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 1e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 20 InclinationToRelativePlane_degrees 0
CelestialBody Planet 4: 10e3 m 1e15 kg Farther Rock Mass_kg 1e15 Radius_km 10 Albedo .1 Orbit ParentBody Planet 4 Elements Epoch_JulianYears 2350 SemiMajorAxis_km 2e6 Eccentricity 0 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 0 InclinationToRelativePlane_degrees 0
CelestialBody Planet 4 OrbitElliptical 0.5 Mass_kg 6e24 Radius_km 3185 Albedo .1 Orbit ParentBody Star Experiment Population Elements Epoch_JulianYears 2350 SemiMajorAxis_km 150e6 Eccentricity 0.5 ArgumentOfPeriapsis_degrees 0 LongitudeOfAscendingNode_degrees 0 MeanAnomaly_degrees 10 InclinationToRelativePlane_degrees 0
Plenty of things to figure out! Factors that matter: Mass [check: surface+orbit] Radius [check: surface+orbit] Semi-major axis [check: surface] Eccentricity [check: surface] Mass of the parent object [check?: surface]
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Post by dichebach on Oct 28, 2017 21:38:46 GMT
I'm a new comer and the last thing I want to be is one of those annoying fly by forum party poopers. The game is wonderful, addictive, engrossing, fascinating, edifying.
But I have to say, it is a tad bit disappointing that so much rigor and effort and precision was put into designing hard science fiction space craft and apparently not even 1% as much rigor, effort or precision was put into conceiving of hard science fiction space ecologies. All the propulsion, weapons, powerplants, sensors, etc. are completely viable in terms of present day technology. But I'm not sure if 150,000,000 humans living on Luna (or even more living on Mars) is even remotely viable in terms of present day technology. Despite quite a bit of interest in the topic, no one has yet to produce a working arcology on even a scale of a handful of people, and even in the lowest risk contexts such as rural Arizona. Much less Antarctica or 100 meters under the ocean surface or in orbit!
Perhaps most of the obstacles to arcologies are fiscal and motivational, not technological; I can tentatively accept that as an initial stance. But in terms of long-term sustainable ecosystems that can self-sustain indefinitely without additional external inputs after the initial setup and infusion of materials, I'd say we might not know about that for a very long time. With those points in mind, it might have been a bit less speculative if all of these population values were an order of magnitude or so lower . . . Heck even 1.5 million Lunar dwellers seems plenty (especially if it is the second largest celestial community in the system) for game mechanics purposes.
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Post by The Astronomer on Oct 29, 2017 3:11:03 GMT
I'm a new comer and the last thing I want to be is one of those annoying fly by forum party poopers. The game is wonderful, addictive, engrossing, fascinating, edifying. But I have to say, it is a tad bit disappointing that so much rigor and effort and precision was put into designing hard science fiction space craft and apparently not even 1% as much rigor, effort or precision was put into conceiving of hard science fiction space ecologies. All the propulsion, weapons, powerplants, sensors, etc. are completely viable in terms of present day technology. But I'm not sure if 150,000,000 humans living on Luna (or even more living on Mars) is even remotely viable in terms of present day technology. Despite quite a bit of interest in the topic, no one has yet to produce a working arcology on even a scale of a handful of people, and even in the lowest risk contexts such as rural Arizona. Much less Antarctica or 100 meters under the ocean surface or in orbit! Perhaps most of the obstacles to arcologies are fiscal and motivational, not technological; I can tentatively accept that as an initial stance. But in terms of long-term sustainable ecosystems that can self-sustain indefinitely without additional external inputs after the initial setup and infusion of materials, I'd say we might not know about that for a very long time. With those points in mind, it might have been a bit less speculative if all of these population values were an order of magnitude or so lower . . . Heck even 1.5 million Lunar dwellers seems plenty (especially if it is the second largest celestial community in the system) for game mechanics purposes. As I mentioned earlier, the population figures are calculated from the object's properties.
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Post by dichebach on Oct 29, 2017 23:46:25 GMT
I'm a new comer and the last thing I want to be is one of those annoying fly by forum party poopers. The game is wonderful, addictive, engrossing, fascinating, edifying. But I have to say, it is a tad bit disappointing that so much rigor and effort and precision was put into designing hard science fiction space craft and apparently not even 1% as much rigor, effort or precision was put into conceiving of hard science fiction space ecologies. All the propulsion, weapons, powerplants, sensors, etc. are completely viable in terms of present day technology. But I'm not sure if 150,000,000 humans living on Luna (or even more living on Mars) is even remotely viable in terms of present day technology. Despite quite a bit of interest in the topic, no one has yet to produce a working arcology on even a scale of a handful of people, and even in the lowest risk contexts such as rural Arizona. Much less Antarctica or 100 meters under the ocean surface or in orbit! Perhaps most of the obstacles to arcologies are fiscal and motivational, not technological; I can tentatively accept that as an initial stance. But in terms of long-term sustainable ecosystems that can self-sustain indefinitely without additional external inputs after the initial setup and infusion of materials, I'd say we might not know about that for a very long time. With those points in mind, it might have been a bit less speculative if all of these population values were an order of magnitude or so lower . . . Heck even 1.5 million Lunar dwellers seems plenty (especially if it is the second largest celestial community in the system) for game mechanics purposes. As I mentioned earlier, the population figures are calculated from the object's properties. And what I'm saying is: in the absence of explanations for how 150 million people are living (apparently quite copacetic-like) on an object like Luna, my eye-squint guesstimate is: all of these figures are grossly inflated and out of whack with the games obvious intent to be as hard of science fiction as possible. Moderating the relative population numbers based on the objects' properties is great, but on what basis are we even able to assert that any of those numbers should be > zero? We do not even have a single person living in space at this time, and we do not have any proof that we have the technology to do it. Until we have a farm up there that supplies itself with its own nutrients and seed (and has managed to run without external inputs for a decade or so), it is not even possible to assess the question, and thus proposing even a single permanent human resident on the Moon is inherently speculative from a strictly scientific standpoint. Everything people need to survive while spending time in space is brought from Earth and the conservative stance is: that is how it will always be. I personally don't think that, but I also don't think that it will be as apparently easy as the game portrays for a planet of apes that is coming apart at the seams and undergoing environmental Armageddon to toss several hundred million people up there and initiate a phase of human evolution which leads some centuries later to ~1.5 billion humans living off Earth. Yes, we have sent a few people into space and some for long periods ( 437 days spent on Mir is the longest single trip). People can survive in space. But this is not the same thing as populations of people (even if that population is only 1) LIVING in space permanently. If memory serves, the absolute longest total lifetime duration that any space traveler spent in space is less than 1000 days, and that was spread over a dozen or more journeys over decades of employment as a cosmonaut. There isn't even any plan by any competent entity to embark on the necessary infrastructure and resource buildup to pursue the very initial stages of an actual space colony, much less a self-sustaining space colony. Given those cold hard facts, any fiction which portrays populations of humans living off of Earth is speculative. But portraying a billion humans living off of Earth is arguably far more speculative than portraying a couple hundred thousand. Even more so when the game seems to suggest that life is pretty decent, fertility is apparently normal, and lifespans are also normal; all pretty hard to accept in the absence of an elaboration of HOW their technology is keeping them healthy, happy, horny and sane. Engineers like to imagine that humans are inconsequential I guess, but the fact is, without the squishy sensitive apes all that fancy hardware and chemistry are perfectly irrelevant, and the majority of costs for manned space flight are the manned part. This is why robots make much better space travelers than humans at this point. It doesn't take away from the game; it merely calls for an expansion or sequel in which these topics are given the same degree of rigor as the spacecraft engineering.
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Post by The Astronomer on Oct 30, 2017 0:10:42 GMT
As I mentioned earlier, the population figures are calculated from the object's properties. And what I'm saying is: in the absence of explanations for how 150 million people are living (apparently quite copacetic-like) on an object like Luna, my eye-squint guesstimate is: all of these figures are grossly inflated and out of whack with the games obvious intent to be as hard of science fiction as possible. Moderating the relative population numbers based on the objects' properties is great, but on what basis are we even able to assert that any of those numbers should be > zero? We do not even have a single person living in space at this time, and we do not have any proof that we have the technology to do it. Until we have a farm up there that supplies itself with its own nutrients and seed (and has managed to run without external inputs for a decade or so), it is not even possible to assess the question, and thus proposing even a single permanent human resident on the Moon is inherently speculative from a strictly scientific standpoint. Everything people need to survive while spending time in space is brought from Earth and the conservative stance is: that is how it will always be. I personally don't think that, but I also don't think that it will be as apparently easy as the game portrays for a planet of apes that is coming apart at the seams and undergoing environmental Armageddon to toss several hundred million people up there and initiate a phase of human evolution which leads some centuries later to ~1.5 billion humans living off Earth. Yes, we have sent a few people into space and some for long periods ( 437 days spent on Mir is the longest single trip). People can survive in space. But this is not the same thing as populations of people (even if that population is only 1) LIVING in space permanently. If memory serves, the absolute longest total lifetime duration that any space traveler spent in space is less than 1000 days, and that was spread over a dozen or more journeys over decades of employment as a cosmonaut. There isn't even any plan by any competent entity to embark on the necessary infrastructure and resource buildup to pursue the very initial stages of an actual space colony, much less a self-sustaining space colony. Given those cold hard facts, any fiction which portrays populations of humans living off of Earth is speculative. But portraying a billion humans living off of Earth is arguably far more speculative than portraying a couple hundred thousand. Even more so when the game seems to suggest that life is pretty decent, fertility is apparently normal, and lifespans are also normal; all pretty hard to accept in the absence of an elaboration of HOW their technology is keeping them healthy, happy, horny and sane. Engineers like to imagine that humans are inconsequential I guess, but the fact is, without the squishy sensitive apes all that fancy hardware and chemistry are perfectly irrelevant, and the majority of costs for manned space flight are the manned part. This is why robots make much better space travelers than humans at this point. It doesn't take away from the game; it merely calls for an expansion or sequel in which these topics are given the same degree of rigor as the spacecraft engineering. Or are majority of that 150 million actually robots and AIs? Rule that out. I do agree with you that we need an overhaul, though.
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Post by dichebach on Oct 30, 2017 2:18:52 GMT
An overhaul that hashed out the "human, population, ecological, logistical and economic" side of the COADE Universe would be a HOOT to contribute to! Did they make enough to keep going? The SteamSpy numbers didn't look so great, though without a publisher to carve out their egregious cut for doing Muck All I suppose a few tens of thousands of bucks over a couple year span is a nice revenue stream, even a living wage depending on your situation.
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Post by Rocket Witch on Nov 1, 2017 20:00:12 GMT
An overhaul that hashed out the "human, population, ecological, logistical and economic" side of the COADE Universe would be a HOOT to contribute to! Did they make enough to keep going? The SteamSpy numbers didn't look so great, though without a publisher to carve out their egregious cut for doing Muck All I suppose a few tens of thousands of bucks over a couple year span is a nice revenue stream, even a living wage depending on your situation. CDE is a one-man show. Valve is actually a publisher taking an egregious cut — 20% I think, then another 10-30% of the price is tax depending on where you live. It was worked out by players and then confirmed by qswitched that the game doesn't earn enough to live on.
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Post by dichebach on Nov 2, 2017 6:20:00 GMT
An overhaul that hashed out the "human, population, ecological, logistical and economic" side of the COADE Universe would be a HOOT to contribute to! Did they make enough to keep going? The SteamSpy numbers didn't look so great, though without a publisher to carve out their egregious cut for doing Muck All I suppose a few tens of thousands of bucks over a couple year span is a nice revenue stream, even a living wage depending on your situation. CDE is a one-man show. Valve is actually a publisher taking an egregious cut — 20% I think, then another 10-30% of the price is tax depending on where you live. It was worked out by players and then confirmed by qswitched that the game doesn't earn enough to live on. Very sad because there is an incredible work of art and science in the heart of this.
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Post by defacto on Nov 7, 2017 16:35:15 GMT
I imagine that the people of COADE are a bit better than us at creating survivable ecologies on inhospitable bodies, for the simple reason that the alternative is death. Also, they are more experienced, because once again, the alternative for many years has been death. I think that they were significantly more accustomed to space life than us even pre-apocalypse, since they had a system of skyhooks which would hint at some kind of interplanetary economy. That could mean anything, of course, from some automated mines to full-scale cities on other worlds, even before the apocalypse. I'm not sure if there's some development on this in the lore.
The spaceships might use 2017-technology, but they're not year-2017-spaceships. Similarily, I imagine that the habitats work on principles that could be concieved today, but with many decades of experience and some keystone technological developments that arised out of necessity.
Not that I would be opposed to an overhaul. That would be interesting. I wonder how many managed to flee Earth, given that the solar system population many years later still is below 2 billion. The official population of the more signficant bodies, at least. After the exodus, how many years did it take before the population started growing again?
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Post by ChrisSpace on Nov 10, 2017 3:42:02 GMT
Your addition is really hard to follow, do you think you could list the names of each object next to their population? Or group them into categories (Earth system, Mars system, Belt, Jupiter system etc etc)?
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Post by Rocket Witch on Nov 10, 2017 4:11:53 GMT
Your addition is really hard to follow, do you think you could list the names of each object next to their population? Or group them into categories (Earth system, Mars system, Belt, Jupiter system etc etc)? Not without essentially doing it again, so I'm afraid it's your turn if you want that (...\Steam\steamapps\common\Children of a Dead Earth\Resources\Data\CelestialBodies.txt). The sum just serves as a kind of proof I decided to keep and add to the post at the last minute; evidently I could've made it more useful, but as they say: hindsight is 20/20. I can tell you everything is in the same order as the game's listing of the bodies.
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