Tag Archives: Colony

Five Reasons for Establishing a Colony

In looking through my notes from previous story and game design ideas I came across one about the reasons why colonies might be set up. This was primarily for a set of scenarios for science fiction games set in Jim Wallman’s Universe that a group of us having been playing around the Full Moon each month since 1996.  That said, they are based on actual historical reasons why people left the UK and other European countries to live elsewhere (although not always on an uncertain and dangerous frontier).

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1. Religious/Ascetic Freedom

This covers people leaving to avoid discrimination as well as those that might want to live in a place where the temptations and ‘polluitng influences’ of modern life are not present. Examples of this include Amish and similar sects that avoid advanced technology (although quite why they’d get in a spaceship I’m not sure). Features of this sort of colony may include:

  • lack of high-tech industry (unless necessary to sustain the colony – even them imports would be more likely);
  • Colonists will be complete family groups, from birth to death;
  • no luxury housing or flashy entertainment (forget the five star hotel complex or New Vegas);
  • primarily farming, fishing and hunting;
  • minimal mining & raw materials processing (mainly for construction and export);
  • very tight group, outsiders would be obvious and shunned if not co-religionists. There may be restricted areas only for the faithful if there are frequent visits by groups not sharing similar beliefs;
  • no significant police/security apparatus, discipline would be enforced by social norms and religious leaders;
  • Outside support may be a necessary requirement to maintain the colony;
  • Only co-religionists would be accepted for settlement.

2. Mining Colony

In a place where surveys have shown significant concentrations of valuable minerals then there may be an attempt to settle on a commercial basis. This would be the equivalent of the oil rig workers in remote parts of Earth, or perhaps similar to some of the mid-19th century Californian or Australian pioneers looking for gold. Features of this sort of colony could include;

  • everyone on the colony is employed by, or contracted to, a specific company or consortium;
  • Colonists are likely to be single adults without dependents and of working age;
  • heavily geared around mineral extraction and perhaps also processing ores into metal;
  • they could be focussed on producing stuff for export, and also on individuals returning home again when they’ve completed their tour, or struck it rich;
  • minimal manufacturing, agriculture or any construction not required for the mining and export operations;
  • limited off-world support, if not profitable within a short time period the colony will be closed down again and all colonists repatriated;
  • small security capability, mainly geared around dealing with drunk & bored miners on an off-duty binge (i.e. a security team rather than a police force, discipline is company and offenders are likely to have pay docked or be sent home as sanctions).

3. Farming/Ranching

This one is perhaps more an outcome of a collection of other motivations, but perhaps also from people that can’t get the space to have their own farm in the home country, and instead choose to emigrate in the hope of getting their own land. Certainly this seems to have been a common enough motivation for some of the 18th & early 19th century settlers in North America. Features of this sort of colony may include:

  • lots of agriculture, and strong exports of food and other agricultural products (especially luxury products);
  • Colonists will be heavily weighted to adults of working age, but will also include family groups, although perhaps few elderly in the early stages;
  • lots of small settlements, spaced reasonably far apart, perhaps 10-20kms from each other with cultivated land between them;
  • limited mining and heavy industry, and what is there will be geared to supporting the agricultural industry;
  • well developed chemical and pharmaceutical industries, as well as food and materials processing to turn produce into saleable goods that are worth more as exports;
  • Neglible police/security (think more one man sherrif/constable alongside his farming/other duties with backup from the posse if required).

4. A Better Life[TM]

Isn’t this really the motivation for everyone that decides to get up from where they are and go somewhere else? The typical example here is probably the current migrations of people to other countries. This sort of thing is less likely to directly establish a colony, but is probably a pretty common second wave that could make the difference between a colony bumping along at subsistence level and really making it. Features of a colony with a high proportion of better lifers might include:

  • mature long established colony (perhaps at least 5-10 years old);
  • lots of recent arrivals, with a broad population mix (including babies and children, but not likely to have many elderly unless the colony has been around for more than 50 years);
  • an above average economy with relatively high living standards (luxury housing, entertainment complexes, wide range of consumer goods and agricultural produce);
  • a work hard, play hard culture (immigrants tend to be harder working, and they have a determination to succeed – regardless of what you might have read in the Daily Fail);
  • high productivity leading to sustainable living at better than subsistence level;
  • likely use of robots, automation and other high tech industries within a broad economic base;
  • Mature police and justice system, as a consequence of maturity of the colony with a sustained population growth.

Political/Doctrinal Dissidents

There will be loads of different political systems and doctrinal variations that will lead to people choosing to leave. Possibly some of these may co-exist on the same continent/planet as fallings out happen and it is too expensive to relocate somewhere radically different. Others may be new colonies that are settled from a homeland. Historical examples of this could include the Jacobites that moved to Canada in the 18th Century, or perhaps some of the dissidents from Eastern Europe that made their home in London in the nineteenth. There may also be examples of small towns in North America settled this way too. Anyway some features of these colonies may include:

  • some oddly extreme governance models;
  • mostly adults of working age, perhaps towards the younger end of this (I’ve noticed that people tend to soften in their political activism with age). Total population is likely to be relatively modest, and may be kept that way by frequent splits;
  • unless the political/doctrinal belief prohibits it, there will be a lot of automation and robots in use to run the economy (after all there isn’t time for a good political argument if you need to work very hard all day to make ends meet);
  • the economy is likely to be based on a few things and be relatively spartan (from necessity rather than for doctrinal reasons);
  • strong police/security environment. This may not be immediately obvious, but there is a close relationship between extremism and strict enforcement of thought typical of police states.
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Economics of New Colonies

I often play in Jim Wallman’s hard SF games set in the universe he’s created. I’ve been thinking about how new colonies get set up and the sort of funding they need.

There is a lot of infrastructure required to build a viable colony on a new system. Firstly you need to survey it to find a good spot with a reasonable confluence of resources, mining sites, farming space, fresh water, building land and a suitable area for your drop zone and spaceport. Once you’ve done that some cheap housing, utilities, early resource processing plants and factories for essentials have to be built. Once you get to that point you might just start exporting valuable things, although you’ll still need to import lots of essentials, not to mention more people.

I reckon that it is a minimum of two years to get to the point where the exports cover the costs of the imports. At that point the colony investors are probably starting to think about seeing a return on their investment. Using the macro campaign rules as a guide a two year subsistence colony has probably racked up about 200 million credits in debt. The tax take of local government is no more that enough to service the interest and provide some basic leadership and policing. The overall economy of the colony is probably only a little bigger than the debt, perhaps 300 million credits a year. There are probably about 150,000 colonists on the planet (maybe more if there are many dependents with the workers).

So in the normal course of things one would expect the economy to grow with migration and in due course the extra tax revenue would pay back the capital and also provide the additional services that the colony’s people required. There may even be pump priming investment in infrastructure to keep things moving. That said, the people might not come, or the govt could make poor decisions, or there could be some natural disaster. If the colony collapses what happens then? In total failures the banks / investors will just need to write off the debt, while perhaps keeping a nominal ownership of the assets left behind in case a subsequent colonisation effort wants to take over.

There might not be a total failure, in which case a restructuring of debt would be required. Although depending on the reasons there might be difficulty getting more money.

Another thing that could happen is a conflict with another colony in the same planet, especially when better developed worlds realise that they would be better off as a large single entity in gaining access to trade agreements with other interstellar groups.

What happens to state debt when another state takes it over?

In the case of a hostile takeover (either a war or a share buyout) there will be an expectation that the structural debt will be taken on by the new management. The banks will insist on this, and if the new management doesn’t agree then they will treat it the same was as defaulting on the loan payments.
Refusing to make payments against a loan has serious consequences and it is to be avoided. If times are difficult it is expected that the colony management will talk to the banks and/or investors to either extend the payback time or raise sufficient funds through other means to ensure that they continue to properly service debt in an agreed fashion.
Any colony that defaults can expect the following to happen:
  • no further lines of credit will be opened, so all capital expenditure will need to be paid for up front, also future interest rates will be higher to represent the increased risk of default
  • imports may not be possible, except perhaps at black market rates for items
  • prices on exports may be lower than expected (and indeed cargoes may be seized in lieu of debt interest and/or capital)
  • Enforcement action may be taken to seize colonial assets, especially movable ones (although a colony with strong armed forces may find this won’t happen)
  • Other colonies in the same system may come under pressure not to co-operate, similarly trade agreements may be suspended or even revoked.
  • In extreme cases an interim management may be installed, possibly by a major polity if the colony is sufficiently well off to have attracted attention.
  • Immigration is likely to slow down, and colonists are more likely to leave the colony

 

 

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