Geesuv said:
I recently had an idea for a Traveller game based around a Homeworld style colony ship searching for a new home.
The ship will be carrying a million colonists contained in low berths and a number of smaller scout ships for exploration.
I realised while statting this colony ship up that it would need to be entirely self-sufficient (This will be set in an empty galaxy, as far as the players will know, earth is the only inhabited world. So no regular shipyards)
What kind of facilities and supplies would a ship such as this need to be self-sufficient?
Lets assume your ship is departing Terra in search of a new home for its crew and passengers.
First how will the ship be travelling? I'm assuming that there must be some sort of supra-light capability, or else its gonna be a looonggg trip!
Are you having this as a purpose-built hull, or are you able to take say an asteroid ship with you?
Is your ship more of a travelling space station, where the it's actually able to support its population in a station-like environment, ala Babylon 5 stations, or the early O'neil space stations where it spins to provide gravity and is cylinder-like (or maybe its a rotating wheel like the stations in Cherry's Downbelow universe? This is important because the ship itself woudl have an entirely different function upon arriving at their destination.
If you have jump capabilities then you'll have a swarm of scouts that you dispatch every time you jump to look at different nearby systems and see how successful you can colonize them. Remember that once you achieve the ability to live in space, you don't really 'need' a planet... but people seem to like them for some reason. Maybe that will change when we get spacers for real.
Your ship will need full manufacturing capabilities to supply the colony with industrial goods. I would suspect you would carry automated processing equipment that would be used to first replicate your industrial structure, and then as you have time and resources, to build more dedicated industrial infrastrucutre.
You'll need a complete organic catalog of all plants and animals you wish to bring with you. If you have the tech, frozen embryo's are the best way to go, and if you have space and supplies, you could have a small group of animals alive at all times (and you'll need to grow food for them, etc).
Hydroponics of some sort to create fresh food (and carniculture if you allow it to 'grow' fresh meat). Crews get sick of canned stuff pretty quick.
Speaking of crews, if you have the space you'll need to be able to revive your passengers once you arrive, so you'll need additional quarters onboard (most likely.. in some instances you might revive on the ground).
You'll need hangar space, machinery and parts to maintain your ships. If they aren't indestructible, you'll need spare ships as well as spare parts to rebuild them completely a few times over. Less if you knew roughly how long you'd be in space. You may be able to combine your existing industrial equipment onboard to make your ship parts as required.
You'll need stocks of certain minerals and other things that are rare in space. Iron, nickel, etc are easily found and mined. But you may not find, say gallinium, iridium, uranium, etc lying around. So if you require them for industrial needs, you'll have to have a stockpile to drawdown.
Then you'll need all the stuff you need for you colony - structures, medical gear, medicines, clothing, tools, sewing kits, etc. That's going to take up a LOT of space because the list is so long. And little things like insect repellent, or netting to protect you. And guns. Lots and lots of guns. With cool black trench coats to hide them in! Oh, sorry, thinking of Neo from the Matrix.
You'll also have copious data archives cataloging every book, poem, artwork and cultural thing that your civilziation created. Fortunately data takes up almost no room, so you can pack that stuff away in a closet and be done with it.