Brianetta wrote:SirXavious, water is apparently abundant in the Kuiper Belt. That just happens to be where Pluto is, so don't feel that it has to be a scarce commodity.
With a human population in the hundreds of billions by the time of this mod's setting, i anticipate water being realized as finite AND
relatively scarce (like oil, but humans in the next hundreds of years will realize that scarcity of water is FAR more important than scarcity of oil). It will be as important a commodity as oil is to us now (in our games).
In designing the set-up for this mod i had to decide which commodities we can
play with, to make the mod fun, interesting, and feasible. Hydrogen, oxygen, and nitrogen are basic, necessary, and hold promise from where we stand now. Possible inventions like PlasmaSteel, Aqueflex, and cybernauts are plausible, and add complexity and "interestingness" to the mod. Processes like Kineto-nuclear power generation, the industrialization of magma, and planet carbonization, while maybe far-fetched, advance the story and keep it reasonable.
Mr. X wrote:Overpopulation and water scarce-driven in 3000AD? I see the human race finding sollutions to that within 994 years.
Secondly: Nuclear fission? What about Nuclear fusion? Much safer.
Checkout this article: This is about waste management of fusion power, but if you are interested, please read the complete article.
I can continue about the possible genetic evolution of the human body and the role of money in 3000AD and beyond, but I won't.
The only way population is decreased is with natural processes. It is not within the drive of Man to suppress his procreation. As a matter of fact, according to the genetic process, there is no such thing as real "overpopulation" -- only a depletion of living space.
Again, as far as water, it does not replicate by itself, and can run out, and if there is not a natural process to self-recover (like the ocean-vs-atmosphere on Earth), water can only be depleted by humans. If we could tap into all of the solar system's water as it is now, thousands of generations would NEVER hafta worry about running out. Except that the population keeps growing, and after a hundred Billion people need water not only for consumption but also for cleaning, it begins to make a dent. That is the premise for making it a valuable commodity for our mod (as opposed to ignoring its impact).
I do agree that how tangible money plays a role in the future is a good exercise in futuristic macroeconomic theory (think Max Headroom, where bad credit is worse than murder), but after all, this is a game that should be relate-able in the basic gameplay. Besides, the game does use virtual money...
Fission vs fusion! What, again? The debate has ended and yet the arguments keep coming in! Let me just say this, safety is not the end-all of how industries are born and become developed. And let me say with finality: fission will become so tested (in the storyline of our mod) and perfected, that it
becomes THE power generation of choice for all societies, due to its stability, output, and fueling source. (Good, now that's been put to rest...)
And since evolution is not real (and would not be seen in the course of only a thousand years if it were), that shall not be addressed. That religion can be taken somewhere else. (And if you care to debate it, tell me which thread to go to -- let's not do that here.)
And yes, Mr X, this is NOT a complete overhaul in code (altho it can become that). Right now, i think we can get a good mod with changes in only graphics and pseudo-sprites. Changes in coding will have to happen if we want self-spawning colonies and disappearing starfreighters.
All ideas are welcome as long as they PERTAIN TO THE DEVELOPMENT OF THE MOD; i love discussing philosophy and differing opinions and beliefs, but not on this thread.
