Engineered
Ecosystems
Prerequisites:
Required Theory:
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Required or Contributory
Development:
- Agricultural Technique
- Ecology (dev)
- Genetic Engineering (dev)
- Robotics (dev)
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Contributory or Required
Observations:
- Understanding the nature of interplanetary or interstellar
travel
- 2
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Description:
This is the science
of manufacturing artificial ecosystems, generally for the purpose of
supporting humans (or one's own species, if other) at the top of the
food chain. Specifically, it is the concept of creating a
completely artificial combination of life forms in an artificial
habitat, and then of optimizing it.
There are many things to be optimized for, and in
general there will be a tradeoff between the two. The first
optimal condition is an ecosystem that will support a maximum number of
humans in a minimum volume(energy consumption). Spacecraft
intended for deep-space work (as opposed to those which must sometimes
enter environments hostile to large mobile structures, like planetary
atmospheres) can quite often be designed to allow for truly enormous
volumes within.
Another ideal is to minimize the mass of the
ecosystem in question. Since mass is always at a premium for
space travel, reducing the mass associated with keeping one crew member
alive and active by even a few percent could mean far more available
crew on a large multi-thousand-crew ship. Substantial
improvements in this technology would require genetic engineering to
achieve, thus the Genetic Engineering (dev) contribution in this
research topic.
A third thing to minimize is the energy output
required to maintain a single person. Near a suitable star, one
might be able to use sunlight directly (such as for a stationary space
station-style habitat), but in other locations, lighting and heating
will be necessary to support the plantlife (or alien equivalent).
The ability to reduce this requirement without reducing the crew would
be of substantial value if
the technology set in question does not include an energy supply so
plentiful as to make the requirements of life support insubstantial.
A fourth optimization is the halflife of the
survival of the ecosystem. Real ecosystems are reasonably
resilient, but can break down under large stresses. The smaller
an artificial ecosystem is made, the less resilient to the stresses
imposed on it it can be expected to be. At each Engineered
Ecosystems (dev) level there should, therefore, be a tradeoff between
the size of an ecosystem and the amount of time it is able to exist
alone before it will break down and become unable to support higher
life forms. This could lead, for example, to huge city-ships
being required for early interstellar travel even when other
technologies allow for smaller ships to do the job. Also, a ship
that is undermanned (ie if most of the crew are in some form of stasis,
or the ship is fitted with a larger-than-necessary ecosystem)
should be able to survive for a longer period of time between refits,
as the ecosystem in question will be under less stress. Honestly, the
stress should be represented as a half-life of the ecosystem, but that
would lead to quite a bit of unpredictability in the game, and a simple
lifetime might be more suitable for a video game.
Fifth is the problem of who maintains the ecosystem
and actually grows the food. If people are to do it by hand, then
that adds to the total mass of ecosystem needed (to support the
farmers). Robotics is an answer to this problem: robotic
farmhands require only electricity and maintenance, not food, and thus
would reduce the number of farmers dramatically. The other
alternative, as I see it, is that if genetic engineering development is
sufficiently advanced, it may be possible to put together ecosystems
that do more and more of the job of taking care of themselves by
themselves. For example, it might be possible to engineer an
insect colony to harvest grain (part for themselves, part to be eaten
by the crew), or to arrange for a certain number of animals to find
their way to the slaughteryard section of the food preparation area
each day. The difficulty of automation is partly a problem of the
development level of genegic engineering/robotics (whichever is most
highly developed) and partly a problem of a tradeoff with the time of
survival of the ecosystem (Fewer people watching the ecosystem means
greater probbalility of it breaking down.).
Probably the best detailed way to deal with all of
these tradeoffs is to give an ecosystem design a certain number of
points to work with (based on Engineered Ecosystems (dev) level) to
divide among the competing ideals. A simpler way for
low-complexity games would simply be to adjust the halflife of the
ecosystem based on development level, and ignore the rest.