The Instant Colony

rust

Mongoose
The Instant Colony is a concept where a hypertug transports a complete
colony module (well, rather a small outpost ...) to a newly explored pla-
net, lands it at an appropriate site, and leaves again.

Instant Colony Version A
Hull, Standard: (800 dt) - 80.00 MCr
Bridge (Control): 20 dt - 4.00 MCr
Computer Model 2: ----- - 0.16 MCr
Basic Civilian Electronics: 1 dt - 0.05 MCr
Fission Reactor Type A: 8 dt - 16.00 MCr
Fission Fuel (5 years): 10 dt - 10.00 MCr
Solar Panels: 1 dt - 0.10 MCr
Fuel Processor: 2 dt - 0.10 MCr
Barracks (200 Colonists): 400 dt - 20.00 MCr
Armoury: 2 dt - 0.50 MCr
Briefing Room (5x): 20 dt - 2.50 MCr
Laboratory (2x, Bio + Geo): 8 dt - 2.00 MCr
Library: 4 dt - 4.00 MCr
Sickbay: 4 dt - 1.00 MCr
Repair Drones: 8 dt - 1.60 MCr
Survey Drones (10): 2 dt - 1.00 MCr
Mining Drones (2x): 20 dt - 2.00 MCr
ATV (5): 50 dt - 1.50 MCr
Launch: 20 dt - 13.57 MCr
Cargo (Equipment): 220 dt - ------

Total: 160 MCr (90 %: 144 MCr)

The colony module for 200 colonists is designed both for the initial trans-
port and for the function as the new colony's central habitat, at least un-
til the colonists and robots have managed to establish a permanent settle-
ment near the module.

The 220 dtons of colony equipment (mostly personal gear, building mate-
rials and thelike) come in different packages for different types of planets,
for example in a desert planet / thin atmosphere package.

Hypertug
Hull, Streamlined: (300 dt) - 13.20 MCr
Bridge: 20 dt - 1.50 MCt
Computer Model 2: ----- - 0.16 MCr
Basic Civilian Electronics: 1 dt - 0.05 MCr
Survey Sensors: 10 dt - 10.00 MCr
Hyperdrive Type E: 60 dt - 50.00 MCr
Maneuver Drive Type J (2G): 17 dt - 36.00 MCr
Fusion Reactor Type J: 28 dt - 72.00 MCr
Reactor Fuel (12 weeks): 108 dt - ------
Fuel Processor: 5 dt - 0.25 MCr
Crew Cabins (6): 24 dt - 3.00 MCr
Survey Drones (10): 2 dt - 1.00 MCr
Docking Clamp (800 dt): 20 dt - 4.00 MCr
Cargo: 5 dt - -------

Total: 191 MCr (90 %: 172 MCr)

The hypertug has a normal range of 70 parsec (5 weeks at 2 parsec per
day to the target system, 2 weeks stay there, 5 weeks at 2 parsec per day
return voyage). It is outfitted with survey sensors and survey drones to
map the colony planet in detail while the colonists settle down on their new
home world.

Well, at least this is my current draft of the concept ... :wink:
 
Nice idea! I can imagine an 'Instant Highport' version, as well; swap out the crew capacity for more cargo and some better sensors (survey, especially), the ATVs for small craft bays or docking clamps and grappling arms, and the bridge for a command bridge (read: traffic control) and you've got the void-side element of the colony good to go as well.

(that said, do you want Pandora to have an orbital port?

Observations:

1) I don't know about you, but I'm really not convinced about "barracks accomodation" when it's going to be long-term housing once the colony's on the ground. You could, I suppose, have some tent barracks (see Mercenary) as self-inflating expansions.

2) Why a fuel processor? Given that the Instant Colony doesn't have a fusion plant.....and it's not like you'll unship it and move it around when it's a 2 dTon piece of machinery!

3) I'd really, really like to see more than one launch given that they're going to be dropped off and left, with an immediate 200-strong population. Would swapping an ATV for a couple of air/rafts be a good idea? You've still got enough to move 1/3 of the colony's population at once.....

4) Assuming the setting for using this is your upcoming campaign, is an ATV really the ideal thing for a water planet/archipelago? At the very least, it needs to be something properly amphibious (because that could be true on any world)
 
locarno24 said:
1) I don't know about you, but I'm really not convinced about "barracks accomodation" when it's going to be long-term housing once the colony's on the ground. You could, I suppose, have some tent barracks (see Mercenary) as self-inflating expansions.
Yep, the barracks are only a temporary accomodation that is used until
the colonists have built something more permanent. Afterwards the spa-
ce of the barracks can be used for community facilities, like offices, a
gym, a treedee cinema or whatever.
Tent barracks will not really be possible in this setting, because the atmo-
sphere of the planet in question is not breathable.
2) Why a fuel processor? Given that the Instant Colony doesn't have a fusion plant.....and it's not like you'll unship it and move it around when it's a 2 dTon piece of machinery!
The vehicles of the colonists, like the launch and the ATVs, and some of
the robots use hydrogen fuel. Therefore the module has to set down near
a source of water or ice (which it should do anyway), so that the fuel pro-
cessor can provide the hydrogen for the various engines.
3) I'd really, really like to see more than one launch given that they're going to be dropped off and left, with an immediate 200-strong population. Would swapping an ATV for a couple of air/rafts be a good idea? You've still got enough to move 1/3 of the colony's population at once.....
The problem with the launch is the cost. I wanted to keep the entire colo-
ny operation, including the costs of the 220 dtons of equipment, within a
budget of approximately 150 MCr.
4) Assuming the setting for using this is your upcoming campaign, is an ATV really the ideal thing for a water planet/archipelago? At the very least, it needs to be something properly amphibious (because that could be true on any world)
Ah, this one is not for the Pandora setting, it is a second minor project that
has a Mars like desert world at its core. :D
 
Humm.

How about a series of smaller modules which can then be selected to suit the nature of the colony.

In 100 ton blocks.

Colony admin with the computers, power plant, offices, autodoc etc in one unit designed to be dropped in the middle of the colony. Armoury, main comms and sensors (radar etc) here.

Transport module, a minimum space hanger pod for the minisubs etc which floats and can therefore be anchored just of the coast. Once the subs are out it becomes a workshop and maintenance area for one or two subs at a time.

Baracks blocks. 50 people per module in baracks. Designed to open out on landing, side walls become new floors. Beams added to corners and to hold new roof, Light structure walls and windows put in. Internal partitions for family rooms and a bit of Privacy. Instant housing.

Engineering block with your tech crew, workshops, another small power plant. Repair drones etc plus basic manufacturing capability.

Research module with your labs, sample bays, the air rafts, recon drons and everything else needed for the survey and follow up work.

Other modules then as needed for the colony. Hanger modules with launches or wheeled vehicles instead of subs for land locked colonies.

Mining module to be dropped at new resource areas for such colonies.

Pure cargo modules, designed to be one trip and taken apart on arrival to provide strong structural frames and walls for other colony buildings.

Using smaller modules gives several very big advantages.

Firstly cost, an 800 ton module is Mcr80, eight 100 ton modules are Mcr2 each or Mcr16 for the lot. With a starting colony you just saved Mcr64 in set up costs :shock:

Secondly. Standard modules assembled back in the core worlds can then be selected based on the type of world and colony. Water world, right we need 4 type 2 pods, a type 1, a type 6 etc.

Also it makes it easier to expand when the follow on waves arrive since one tug can drop of modules to several colonies in one trip dropping off only those modules needed. So if you are expecting 500 colonists with wave 2 of the expansion they are dropped of in 10 habitation modules which then turn into the homes for the new colonists.

If a colony needs something to expand they call up the module needed. I.E. A module with life support and airlocks for mining which is dropped off in space or can be put under water where the colony is seeking metals. An orbital high port comes with a launch, power plant, several staterooms, a small bridge and 50 tons or so of cargo space.

Oh and no need for a bridge, it has no propulsion and doesn't move, replace it with extra workstations and a few Dtons of offices.

Fuel processor. I suspect this is there not to crack H but rather to produce clean drinking water for the colony.
 
Captain Jonah said:
How about a series of smaller modules which can then be selected to suit the nature of the colony.
I thought of that approach, and it is doubtless a good one, but in the case
of a moderately hostile planets it seemed better to have one big, comple-
te, sealed habitat than a number of smaller ones that require the fast con-
struction of lots of interconnections (walkways/tubes, power cables, water
pipes, sewage pipes, and so on ...) before they can be used.
For a garden world, however, your system would certainly be the better
one.

The bridge with its sensors and communicators will serve as the colony's
communications and traffic control core, but also as the control room for
the fission reactor, the life support system and all the other technical sys-
tems of the habitat.

The fuel processor is indeed used to produce fuel, for example for the co-
lony's launch, the ATVs and some of the robots.
 
rust said:
Captain Jonah said:
How about a series of smaller modules which can then be selected to suit the nature of the colony.
I thought of that approach, and it is doubtless a good one, but in the case
of a moderately hostile planets it seemed better to have one big, comple-
te, sealed habitat than a number of smaller ones that require the fast con-
struction of lots of interconnections (walkways/tubes, power cables, water
pipes, sewage pipes, and so on ...) before they can be used.
For a garden world, however, your system would certainly be the better
one.

Wouldn't be that hard for pre built conneting tunnels, think the moon base designs with a series of modules and short 2-3 metre connections. Plus its your Mcr64 so it you want to spend it rather than stick it in a bank account back home earning interest to give the colony a reserve fund you can :D

rust said:
The bridge with its sensors and communicators will serve as the colony's communications and traffic control core, but also as the control room for the fission reactor, the life support system and all the other technical systems of the habitat.

The fuel processor is indeed used to produce fuel, for example for the co-
lony's launch, the ATVs and some of the robots.

I still think you could get away with a small bridge, its not like you are going to run into anything :D
 
Captain Jonah said:
Plus its your Mcr64 so it you want to spend it rather than stick it in a bank account back home earning interest to give the colony a reserve fund you can :D
It is not quite that bad. :wink:

To give an example, to use 8 docking clamps for 8 modules of 100 dtons
each would require 60 dtons and 12 MCr more than the 1 docking clamp
for the 800 dton module.
The 12 MCr would be no problem, but the 60 dtons would move the hy-
pertug up into the next hull size category, causing additional costs for the
other ship systems.

To use smaller modules probably would work best with a different con-
cept that uses a modular hull of ca. 1,200 dtons to carry the 8 modules
of 100 tons each, but that would not necessarily be less expensive.
 
Add in several model/1 or /2 computers for colony networking and governance. It adds to the expense but in the modern and future eras it's worth it, especially when - and I do not mean "if" - the bridge goes down in something that's "completely accidental."
 
You might want to consider a weapons turret or two, depending upon just how hostile the environment/campaign setting is.

A colony all by itself like that could be pretty vulnerable without a means of defending itself.
 
kristof65 said:
You might want to consider a weapons turret or two, depending upon just how hostile the environment/campaign setting is.
While this would normally be a very good idea, it is not necessary in this
setting (or at least that is what I will tell the players ...). :wink:
 
rust said:
[To give an example, to use 8 docking clamps for 8 modules of 100 dtons
each would require 60 dtons and 12 MCr more than the 1 docking clamp
for the 800 dton module.
The 12 MCr would be no problem, but the 60 dtons would move the hy-
pertug up into the next hull size category, causing additional costs for the
other ship systems.

But the cost of that can be spread over multiple deliveries to different colony sites.
 
Since you're going to need a power plant for your colony, why not just make that power plant a propulsion drive, and build your whole colony as a single ship, designed to make a one-way trip, land, and become a permanent installation? No need to rely upon a third party for transportation, or pay them for the two-way trip they have to make. Building the ship as a dedicated unit instead of modules around a standard cargo tug should give you some inherent cost savings, too.

The colony built around a converted mothership is a staple of science fiction.
 
For something like this I would create it via modules that are designed to be assembled on-site. Say each "standard" module is 100DTons, and from each module you put together whatever colony type you want.

With anti-grav, the design for an orbiting colony would be the same as for one that is destined to be deployed planet-side. Though if you were going to make a colony on a non-hostile world, you would build to different standards and save credits. But you could have a 'hostile/space' version of the module and a 'normal' version if you wanted.

By building it in modules you'd be able to ship it in using a variety of freighters. There is something to be said for deploying it whole, but the ship that is deploying if would probably need to be somewhat specialized, thus increasing your costs. While we do have realword examples of extremely specialized crane-ships, ocean-going tugs and ocean-going transport lift ships, they are very, very rare. So unless you were going to be deploying these types of colonies on at least an irregular basis in a sub-sector, I wouldn't see the demand for a colony-deploying ship. It would be much easier to deploy the colony via a 100,000 ton (or so) super-freighter and then let it go back to something else and assemble the colony on-site.

Of course, we are playing a science-FICTION game.... so pretty much anything goes! :lol:
 
MarkB said:
Since you're going to need a power plant for your colony, why not just make that power plant a propulsion drive, and build your whole colony as a single ship, designed to make a one-way trip, land, and become a permanent installation?
Mainly because the maneuver drive required would cost a lot more than
the charter of a tug for a few weeks.

For example, to add a maneuver drive to the colony module described in
the first post would cost 28 MCr. for a maneuver drive G able to move the
ship through hyperspace at a speed of 2 parsec per day, and one can
charter a hypertug for considerably less than 28 MCr.

Besides, once the ship had arrived at its destination and landed, the ma-
neuver drive would be useless, so it seems prudent to use the 13 dtons
required by a maneuver drive G for more equipment instead.
 
phavoc said:
It would be much easier to deploy the colony via a 100,000 ton (or so) super-freighter and then let it go back to something else and assemble the colony on-site.
At least in my setting it is much easier and cheaper to charter a 300 dton
tug for a few weeks than to convince a line to withdraw a 100,000 dton su-
per-freighter from a profitable trade route and send it into mostly unexplo-
red territory - not to mention what it would cost to compensate the line for
the weeks that super-freighter was not on schedule and had to be repla-
ced by another one ...
 
here's a thought for you - right now you have this 800 dTon module that's fully assembled - just drop in place, and viola instant colony. Per your own explainations, this makes sense becauseof atmosphere, docking clamps, etc.

But - what if that module actually contained a number of submodules that could later be removed from an outer shell? Submodules that could be used in place, but later moved by the colonists themselves, leaving the original 800 dTon shelly fully or partially empty, ready to be built up into other uses.
 
Good idea.
Make 75% of the unit modular, thats 6 100 ton modules. your bridge, power plant, admin, labs, computer etc can be contained in the main hull. You would need a small grav tug but that could replace the launch and then allow you to move them around as needed. The tug needs powerfull drives to haul a hundred ton load but empty it should be a fast little scout and it gives you the ability to haul an emty 100tons of cargo if you need to haul heavy loads.

That gives you your housing blocks, hanger, mining module and plus you can carry in cargo replacement wall sections to cover the areas where the modules were. 800 tons should be about 6 to 8 stories tall if its an oval tail lander type. This gives you 600 tons (1200 squares) of floor space to fill with living quarters, offices, cargo and everything alse you need to expand in the main building.

So once the colony is down you have a 6 to 8 story central building, 4 habitat blocks that easily double in size when they open up and two other modules one of which becomes your hanger/support bay for your fleet.

One 800 ton hull becomes an 800ton admin/command building plus 4 200ton habit blocks plus the hanger and mine/engineering pod. Thats a viable 1800tons of colony space for a few days of unpacking all the flat packs and some assembly required stuff.
 
kristof65 said:
But - what if that module actually contained a number of submodules that could later be removed from an outer shell?
Actually, that is the idea, although with modules of different sizes and ea-
sier to handle than a full 100 dtons. :D

For example, the cargo hold of the 800 dton module contains building ma-
terials, construction machines and parts for the colony's facilities like a hy-
droponics farm, an ore processor, an automated fabrication system and
so on.
Using mostly local materials, the colonists will use their equipment to build
a settlement with accomodations and facilities near the module, emptying
and disassembling the module step by step until only its technical core and
some community facilities remain.
The rest of the module will then serve as a kind of combination of town
hall, infrastructure center and cultural center, but everything else will be
located in other buildings, each of the size that fits its purpose best.
 
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