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Colonization in the UFP

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Penta

Commander
Red Shirt
Okay. This is an outgrowth of the thread I started imagining what the Federation Governmental structure might look like.

Same basic ground rules here as there, mostly as to how I write:

1. For the purposes of debate, please, presume the UFP uses money. It may be all electronic, but it still does what money does in our world today. That's a debate in and of itself, I know, but it's an assumption that has to be made one way or the other if we don't want to go in circles.
2. Please be gentle bringing in the novels - they're useful sources of inspiration, and Sci did a good deed in using the novels to check against my writings, but not everybody has the novels. Few, I imagine, have the whole collection.
3. When I write, I tend to borrow what I can from canon, but I freely mix it with RL knowledge and some out-and-out speculation. My background for these purposes is in a lot of RPGs, Trek and non-Trek, and I write with that medium in mind - which means I go into more detail than you might want for a novel, or certainly for a TV show or movie.

Finally, []'s are margin notes, like before.

With that said:

The way I see it, the process of colonization begins years, possibly decades, before the first colonist boards a ship.

Starfleet does its surveys, yes. Colonization potential is a huge part of any Starfleet surveyomg operation, sometimes more of a priority than finding new life and new civilizations.

When a planet is initially discovered, its default status (if nobody is living there) is bureaucratically marked at Starfleet and the UFP Department of Colonial Affairs as 'closed for colonization - insufficient data'. This serves important purposes:

1. It enables more detailed surveys to be undertaken over the coming years;
2. It prevents an outright land rush;
3. It enables colonization to be directed and regulated, at least so far as UFP resources are used in colonization efforts.

Now, after a few years, a decade at most, chances are pretty good that enough data has been gathered that you can decide on next steps.

Presume that there's nothing there of military (Starfleet) interest, nothing there of scientific/archaeological interest, etc. Basically, there's nothing about this M-class planet that puts it obviously under the jurisdiction of Starfleet, the Federation Science Department, or the like.

It then has its bureaucratic status changed to 'Open to colonization applications'.

UFP colonies start out in a very disciplined manner. First, a group interested in colonizing submits an application for colonization - naming specifically the planet to be colonized, certifying that they have some minimum number of people interested in colonizing the planet, setting out the purposes for which a colonial charter is sought, etc. If your colony is supposed to be restricted in some way, you make that clear here.

The next steps take years, now. The Federation bureaucracy is glacially slow and cautious, and nowhere else is this more true than in colonization efforts.

Presume your application is approved. What happens then?

First, fundraising madness. The UFP supports dozens of colonies per year - it makes a huge point of making sure that the colonies do not rely completely upon UFP support to start, in most cases. (Special colonies, such as where the UFP wants to rush a claim to an area into place, are not looked at on this score.) Ergo, it expects the colonization group to stump up some degree of resources itself.

Second, the group (the UFP strongly suggests that it be more-or-less gender balanced, and composed for the largest part of adults - bad things have happened when this is not followed, usually) undergoes "basic colonization training" at one of many sites across the UFP. What this is is training meant to give the colonists the basic skills they will need to set up their colony with minimal outside support. At this point, a colonial governor is appointed by the UFP Colonization Department - he helps train the group, among other things, and helps them with the practical tasks of colonization, like settlement planning and so forth.

Third, the colonization group is assigned a small Starfleet escort if traveling outside Federation Space or along the borders - this occurs no later than 3 months before the colonization group embarks. Much time will be spent on mission planning by Starfleet personnel and the colonization ships' flight crews. If colonizing within the UFP, there usually isn't a Starfleet escort, but liasion is still made with Starfleet for practical matters.

Fourth: Embarkation day! The group sets out - usually with no small degree of celebration - for their new home.

Fifth: Planetfall! The group arrives at their new planet - often the journey has taken weeks, if not months. Along the way, colonists will have worked on holodecks on firming up their colonization skills and what to do in emergencies.

Planetfall is marked by the official beginning of the "Colonial Log", the Governor's official logs (for bureaucratic and historical interest alike) of matters on the colony - acting like ship's logs.

Unmanned drones are sent down first - much of the site selection and so forth will have taken place before embarkation or during the voyage, but this is the last shot to check things against reality and to make final adjustments. It's rare, but entirely possible for a colonization mission to be called off at this point, for all sorts of reasons.

After that, further unmanned vehicles are sent down - these will set up the colony's iinitial nfrastructure and so forth over a period of days. The larger vehicles will also become some of the colony's first buildings.

Sixth: Landing Day - it's rare for this to be any later than a week after Planetfall. It's the day that the populace is moved down, via shuttlecraft and transporters, to the colony site.

Before the colonists even set foot on their new planet, a good bit of work has already been done to make things habitable for them. From running basic utilities connections to setting up temporary structures, the unmanned vehicles do a fair bit to speed up the colonization process.

[Some inspiration taken here from the old (1994) PC Game Outpost by Sierra, which worked off real colonization plans from NASA.]

After colonization, things move a lot slower. Food tends not to be provided by replicators - those take antimatter reactors, which aren't the safest or easiest things to transport by ship - but rather by farming and pre-packed rations, plus resuuply vessels that arrive every few months.

Power is provided by fusion reactors - antimatter reactors don't come for a while to a colony.

Water? Automatic purification plants, built by the robots and capable of producing enough potable water for 2,000 people per day from a variety of sources.

Security is provided variously depending on the colony: In many colonies, the small size of the initial settlement enables security to be provided by volunteer militia forces and maybe the odd "colonial sheriff", appointed by the governor to handle law enforcement.

Some colonies, particularly those on the borders or outside Federation space, have their security provided by Starfleet Security personnel.

Shelter is provided by the initial buildings built by the robots, and later by buildings built by the colonists themselves with automated help.

Education for kids tends to be provided by volunteer teachers. One-room schools aren't preferred, but they can be used.
 
A few points:

-Replicators don't really demand antimatter reactors, DS9 had fusion reactors and the power output was fine for a network of replicators. Of course, those were huge, not something a colonizing party could use. I think a portable fusion reactor could still be used to power a replicator.
Now, of course, if the colonists get everything so easily, it won't be very interesting, right? So I'd say that they can use the replicator but, since it's very energy demanding, only ocasionally and as an emergency backup. And anyway, some colonies would be started with the express intent of getting away from technology such as replicators (though I'm not sure if views like that would sit well with the UFP government, eager to develop the world as fast as possible)

-I'll also repeat what I said on the previous thread: I don't see the UFP governer as truly governing, especially if it's a purely privately funded colony. The governing would be mostly done by an elected council/mayor or some other setup the colonists choose. The governor (maybe it would be better to call him a Representative or something) would act more as an overseer, adviser and liason with the Department of Colonial Affairs. But - he would still have the power to countermand the colonist's own decisions if they cross certain lines, and if they don't comply, call for backup.
Or given the number of colonies, there may not even be a permanent representative on every colony, but a number of traveling ones, going for inspections every now and then.

-I assume Member States can also apply to start their own colonies? I can see some conflicts arising if two different Member States plan on settling the same world. These conflicts should probably be decided by the Colonial Department but if the question gets heated enough, the Council itself may have to step in. Or maybe a moratorium on new MS colonies is imposed, until a previously UFP colony grows large enough to gain the right to join a certain Member State (I assume this right would be gained at a smaller population level than the right to become a full Member State in itself)?
 
Replicators: Yeah, I could see that.

Re privately-funded colonies: I could see that happening...But only rarely. Most colonies are going to, at best, split funding between the private source and the UFP (or whatever Member State). It was something more possible when the colonies were closer to the homeworld, purely privately-funded colonies. I picked Governor as the title for the simple reason that it fits a variety of colonial structures, from one city to a thousand cities. Thusfar, we've only ever seen really small colonies on-screen, but that doesn't mean there might be colonies populated by millions or billions. (For the record: I see colonization as being enormously expensive, financially and resource-wise. It gets worse, not better, as time goes on, because it gets harder and harder to bootstrap a colony from starting supplies to full development.)

Re MS Colonies: Yes, and I would suspect they'd get first crack at it over any private ventures. Between Member States, I fully expect that the Federation Council spends a lot of time figuring out who gets first shot at colonization. I'm hesitant to say there's a population minimum before a potential member joins the UFP - What I am more comfortable saying is that colonies founded by the UFP are encouraged to bound together into "proto-states" under the UFP. I don't see there being moratoriums on MS colonization - what there is is basically parcelling out of uninhabited planets between the MSs for colonization. Andor may grab the ice worlds basically by gentlemen's agreement, with Vulcan taking the desert worlds and Earth the most Terran-like worlds.

I'm not so sure about colonial governors having minimal power, really - it's a bit of a sci-fi trope that colonial governors have a lot of power, but it's a bit of a justified trope, and would be even in the UFP.

I mean, as a practical matter, how big are interplanetary/interstellar subspace relays? My instinct says "pretty big". And those automated subspace relays do fail, same as cell towers.
 
I'm hesitant to say there's a population minimum before a potential member joins the UFP - What I am more comfortable saying is that colonies founded by the UFP are encouraged to bound together into "proto-states" under the UFP.
Well, there has to be some limit under which a colonial political entity - be it a single colony or an 'alliance' of colonies - can't ascertain full Member State status. Otherwise, we would have thousands of Member States. Now, whether the colonies choose to go it alone and wait for the population to build up naturally or decide to 'conglomerate' is a matter of their own choosing. Depends on how shared they think their interests are.
I don't see there being moratoriums on MS colonization - what there is is basically parcelling out of uninhabited planets between the MSs for colonization. Andor may grab the ice worlds basically by gentlemen's agreement, with Vulcan taking the desert worlds and Earth the most Terran-like worlds.
Yeah, it was just an idea, I don't think it's very plausible either. The kind of parcelling you describe would be logical to expect - though I do think there is still a great number of mixed-species colonies which would then, practically by neccessity, have to be purely under federal jurisdiction. Perhaps the Federation encourages exactly this kind of thing, to avoid conflicts. (OTOH, being a MS colony instead of a independent colony would have a clear advantage, geting to vote for a Councillor).
I'm not so sure about colonial governors having minimal power, really - it's a bit of a sci-fi trope that colonial governors have a lot of power, but it's a bit of a justified trope, and would be even in the UFP.

I mean, as a practical matter, how big are interplanetary/interstellar subspace relays? My instinct says "pretty big". And those automated subspace relays do fail, same as cell towers.
That's why you have backups ;)
I wouldn't say governors have minimal power, I just think they would as a matter of policy use their power only as a last resort. Yeah, the comm lines could fail and the governor could find himself outnumbered, but unless you plan on posting a loyal Starfleet detachment on every colony, even if he had full dictatorial powers he couldn't go against the colonist's own wishes by himself. Any sheriffs or militiamen would be colonists themselves and thus unreliable.

EDIT: I see T'Girl asked an interesting question in the other thread - can a small colonizing group claim the entire planet? Or do you allow multiple independent colonies on different parts of the planet? (I'm also stil thinking about my own questions from that thread.)
 
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The problem I see with an appointed Governor is the reaction from the colonists. No matter who they are sending, or what their plan is, or how good their plan is, of what qualified candidates they have for the job, the guy in charge will be appointed by the Federation.

I just don't see that flying easily. It would cause friction from the start. Better to have a regional governor selected by the MS colonizing the planet and working with a Federation attachment.
 
Re T'Girl's question: I don't see why not. It helps avoid the formation of nation-states (sort of) on the colonized planets.

I think governors' power would depend on the colony's political evolution - as time goes on, more and more of the power shifts to the legilslative branch, classic "responsible government". In time, the governor becomes elected, and you get the ordinary squabbles between the branches of government that make politics fun.:)

Renegade: The thing is that colonies in Trek are really, really small. If you were to elect the governor, all sorts of nasty issues then crop up. Additionally, the presence of a neutral could well be essential in the case of emergency: Say if someone needs to make the decision to have the colony evacuated by Starfleet.
 
I agree that the Federation isn't about to let people move onto a planet until all the dangerous beasties have been contacted. :) However, we have at least a few examples of folks who just headed out into space, found a planet they liked, and moved in, only to surprise the Federation when they get discovered decades later.
Just saying, not every colony goes according to plan.

The Colonial Governor might be an elected position, selected by vote by the colonists.

I think the unmanned vehicle step can be skipped, or rather that it would be part of a previous step: the people who surveyed the world and pronounced it fit for colonization (including no cool ruins or anything) sent unmanned probes, and probably live people too.

I agree with the above poster who said that replicators probably don't require antimatter. That depends, of course, on ones opinions on how replicators work.
A common misunderstanding is that replicators make matter out of energy. However the description in the Tech Manual (which is consistent with descriptions in the show) suggests that they just beam matter from one place to another, and unlike the transporter they re-arrange it somewhat. Exactly how much they can re-arrange matter is an open question, but the tech manual suggests that more re-arranging uses more energy. So, in order to have your replicator give you a burger, you either have to give it something a lot like a burger (like, protein from algae and soy and some vitamin pills), or you have to feed it a LOT more power. And if all you have to feed it is rocks, ... it is unknown whether it is actually possible to make a burger out of that.
A second common misconception about replicators is that their use is cheap. The Tech Manual makes it clear that replicators are simply better than the alternative, in the opinion of Starfleet. Replicators make a wide variety of foods available with minimal storage. Replicators also mean that specific replacement parts do not need to be stockpiled: they can be stored as raw materials, and a specific part replicated when needed. Replicator might use an ungodly amount of power to make even the simplest things.
In fact, there is some evidence that would be the case: places that have any significant shortage seem to ration replicator use as one of their very first things.
Although however much power the replicators use, it is probably less than the transporters. Unless the replicators are trying alchemy or something.

Another point: there is something special about a matter/antimatter reaction that makes it just the thing for running the warp drive, but whatever that thing is power output isn't it: the various fusion reactors (impulse engines and generators) on the Galaxy Class have a maximum output higher than the peak output of the warp core. Since I've never heard Geordi warning that the impulse engines were about to blow up the whole ship, those fusion reactors seem to be a lot safer than a warp core, too, though they take up a little more space IIRC.
Further, starships appear to use power from the fusion reactors to turn deuterium into antimatter, so the warp core is a lot less efficient than fusion reactors. Unless there was some equipment in the colony that specifically needed the output of a matter/antimatter reactor, there probably would never be one there.

Anyway, you get much the same result: colonists grow food crops to eat, and stuff like algae and soy to make their own replicator supplies, and wait for deliveries of more raw material for the replicators and raw food from the supply ships.

Water purification: child's play for a replicator, but again there is probably a way to do it with less power, and power isn't free.

Certainly, part of the original colony staff would be security forces, although on particularly peaceful worlds with no large predators and small colony populations, it would be a militia (all the colonists serving as Security when needed).

Initial shelter would be pre-fab, quick-to-assemble buildings that came down with the colonists. Similar buildings were shown on Voyager when Janeway and Chakotay were left behind on a planet. Eventually, the colonists will build their own shelters from indigenous materials.

Education would be handled by the parents until there are enough children to justify a single full-time educator, at which time the colonists would probably organize some kind of schools. Or not: some colonies may prefer to stay with home-schooling.

Loving this discussion. I hope others find my views as useful as I am finding theirs. :)
 
In fact, there is some evidence that would be the case: places that have any significant shortage seem to ration replicator use as one of their very first things.
It would also explain why the Federation can't simply solve problems like hunger on Bajor by sending a hundred replicators - only developed Federation worlds have the energy and resource providing infrastructure to sustain a large amount of replicators.
Another point: there is something special about a matter/antimatter reaction that makes it just the thing for running the warp drive, but whatever that thing is power output isn't it: the various fusion reactors (impulse engines and generators) on the Galaxy Class have a maximum output higher than the peak output of the warp core.
Maybe that's why they talk about 'warp plasma'.
Anyway, you get much the same result: colonists grow food crops to eat, and stuff like algae and soy to make their own replicator supplies, and wait for deliveries of more raw material for the replicators and raw food from the supply ships.
Also, in time, start looking for minerals and mining for easier replication of spare parts etc.
Education would be handled by the parents until there are enough children to justify a single full-time educator, at which time the colonists would probably organize some kind of schools. Or not: some colonies may prefer to stay with home-schooling.
I like to think education computer programs and AIs are quite advanced, thus very much easing the situation regarding education (though grooping kids in schools is probably still a good idea).
Loving this discussion. I hope others find my views as useful as I am finding theirs. :)
Without a doubt. Excellent post!
 
Before the colonists arrive there might be an advance party who arrive months or years ahead of time. Rather than have fusion or antimatter power sources, geothermal and hydro-electric dams could be constructed. Basic infrastructure like reservoirs, wells, roads and bridges too. If the local water requires extensive water purification it might not be a good choice as a colony, some purification would be okay.

If multiple parties colonize the same world, clear boundaries would be agreed upon ahead or time, every group would possess room to grow. Hopefully grow into one community.

I see early colonies being agricultural communities, certainly the "first wave" would be. Colonists would more likely be accepted from existing rural populations, people who want to live like the Amish and Mennonites ideal. I think there would also be "resource colonies" to mine and grow and produce primarily for export off world. Resource colonies would be the most likely to be privately funded.

There would be pluses if the Colonial Governor was chosen from within the colonial group, the colonial group could spend years self assembling, then waiting for the right planet to become available, they would pick amongst themselves for leadership. The governor and the head of the colony are not the same person. the governor being more of a interface with the Federation.

The likelihood of there being colonization by private, and even very small private, groups would be the cost of transportation by warp driven ships. Also any expense (if any ?) in purchasing the site from the Federation.

Education would be handled by the parents until there are enough children to justify a single full-time educator, at which time the colonists would probably organize some kind of schools. Or not: some colonies may prefer to stay with home-schooling.
I like to think education computer programs and AIs are quite advanced, thus very much easing the situation regarding education (though grouping kids in schools is probably still a good idea).
The home schooled people I encounter seem to be better educated than the public schooled majority. I think there are advantages to gathering kids into a learning environment, socialization being one of them.
 
As I said in another thread, I think you should watch 'Encounter at Farpoint' again.

This is Science Fiction we're talking about. It discusses how people will CHANGE, not say the same!

I don't think it will be such a big deal how colonies will be structured in the 24th Century. They will just get on with it. They will be more of scientific stations than anything else. Humans will only move to other planets, in case anything happens to ours that we cannot control. Humans will not be as interested in colonising and conquering and spreading. They will want humans to survive as a species, but not necessarily spread like a weed through the galaxy.

I could do with a good,stiff,drink, after reading some of the posts here!;)

Humans will change in the next 400 years!

You keep seeing things in American, 16,20th and 21st Century ways. Overagressive colonisation has caused some of the problems we see today.

Watch Encounter at Farpoint again.
 
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As I said in another thread, I think you should watch 'Encounter at Farpoint' again.

This is Science Fiction we're talking about. It discusses how people will CHANGE, not say the same!

I don't think it will be such a big deal how colonies will be structured in the 24th Century. They will just get on with it. They will be more of scientific stations than anything else. Humans will only move to other planets, in case anything happens to ours that we cannot control. Humans will not be as interested in colonising and conquering and spreading. They will want humans to survive as a species, but not necessarily spread like a weed through the galaxy.

I could do with a good,stiff,drink, after reading some of the posts here!;)

Humans will change in the next 400 years!

You keep seeing things in American, 16,20th and 21st Century ways. Overagressive colonisation has caused some of the problems we see today.

Watch Encounter at Farpoint again.

And you should watch the entire series again. In countless episodes it is made clear that colonization is a wide-spread thing and that supporting colonists is an important task of Starfleet.
And we're not talking about imperialistic colonization, conquering other species. That's a big no-no for the Federation. All the colonies would be set up on uninhabited worlds.

And Encounter at Farpoint is quite a weak episode :p
 
'And Encounter at Farpoint is quite a weak episode '

Somehow, I guessed you would say that. It's the template for the entire series! Amazing how many ignore it.

I think that ST humans, even though they will colonise, will be less rapacious. They will establish outposts mainly to guard against the fact that a giant meteor might smash into our planet, not to populate the galaxy with over-breeding humans. And Earth will not own them, nor will they they be some sort of Fiefdom. And they will not be governed by twentieth century mechanisms, something far different.

They will be more like scientific outposts.

Admittedly, there has to be some of what TGirl has mentioned, in order for a 21st and 20th Century audience to identify with and be interested in.

This is futurism we're talking about!
 
'And Encounter at Farpoint is quite a weak episode '

Somehow, I guessed you would say that. It's the template for the entire series! Amazing how many ignore it.

Doesn't mean it has to be a good episode. And many weaknesses that plagued TNG (mostly early TNG) started with this 'template'.
I think that ST humans, even though they will colonise, will be less rapacious. They will establish outposts mainly to guard against the fact that a giant meteor might smash into our planet, not to populate the galaxy with over-breeding humans.
Is there something wrong with populating the galaxy (well, unless you believe humans bring evil wherever they go, but that's a decidedly non-Trek view)? I have no doubt the UFP is very strict when it comes to ecological standards and protecting the colonies' native lifeforms as much as possible.
And Earth will not own them, nor will they they be some sort of Fiefdom. And they will not be governed by twentieth century mechanisms, something far different.
Well, no, of course Earth won't own them nor is anyone here proposing that - that's why we're trying to think of a setup that is fair to everyone. Maybe we're unimaginitive. Feel free to give us your ideas.
They will be more like scientific outposts.
You know, the irony here is that scientific (alongside military and similar not-for-living) outposts - in RL and in Trek - are probably the most likely to be centrally controlled and with the least autonomy.
 
PICARD: (from Justice): "We found that world uninhabited. The life forms we left there had, had sought the challenge. At least, that is the basic reason. Had sought the challenge of creating a new lifestyle, a new society there. Life on our world is driven to protect itself by seeding itself as widely as possible."
A short list of United Earth colonies: Deneva, Earth Colony 2, Earth Colony 5, Lunar colonies, Orpheus Mining Colony, Martian colonies, Proxima colony, Terra Nova colony, Vega colony.
Memory Alpha lists 119 colonies, not all of them Earth or Federation.

Humans will not be as interested in colonising and conquering and spreading.
I disagree sir. Earth had off world and interstellar colonies before the creation of the Federation. While there will be tecnological and intellectual changes to Humanity, much of our psychology will remain intact. We will deliberately seek adversity and challenges. To give our lives more meaning. And some of us will spread to colonies, not to spread towards something, but to spread away from what's behind us. There will be colonist who disagree with the political and social construct that is United Earth. There will be new lifestyles (and old), religious idealist, people like the native americans who sought separation. Just as with colonist through out history, there will be people who are running from themselves and their past.

Conquest isn't just of other people.

You keep seeing things in American, 16th, 20th and 21st Century ways.
New colonies might be like the Americas' (North and South), the 13 colonies, Oregon territories, Rio de Janeiro (capital of Portugal briefy), New York City. Places people will travel to looking for a better existence.

Overagressive colonisation has caused some of the problems we see today.
It's also the big reason all Humans aren't sitting bunched together in a forest in Africa.

And Earth will not own them, nor will they they be some sort of Fiefdom. And they will not be governed by twentieth century mechanisms, something far different.
Okay, something far different. Please elaborate, Penta has gone into a great deal of detail, neozeks too. To a much lesser degree so have I, your turn now.

Fill up a page.
 
Let's remember that we have a few examples of colonization runs where the presurvey was either cursory or nonexistent. According to Harry Kim in "11:59", one early 23rd century mission even had to turn back when it turned out the target system did not exist - it had been but a sensor glitch!

Since so many colonies have been shown to be individualistic, even anti-government, it would make sense that some colonizers would not go for targets designated by the government, and would in fact prefer targets that have not even been surveyed by the government yet. The statistical odds of finding habitable worlds in the Star Trek universe are extremely high anyway, and a little bit of suspended animation combined with the highly capable warp propulsion would give a colonization mission enough flexibility to switch targets in mid-run, perhaps several times, if initial optimism proved unwarranted.

One might also argue that the observed prevalence of smallish, agricultural colonies is due to similar anti-government reasons: Starfleet might be obligated to provide escort and assistance to colonization parties of a certain minimum size, but could not afford assisting smaller parties, which would lead counterculture colonizers to set out in deliberately small groups.

Colonies aiming for resources known in advance would probably not be particularly separatist: mining colonies would be set up by parties that arrive well stocked in the specific gear required, and would strive to form tight ties for future sales of their intended export product. There might be some sustenance farming to get the colony established and self-sufficient, but it might also be that self-sufficiency would not be an issue in view of the intended close trade connections.

Yet every mining colony described in Trek has been an independent enterprise of some sort. The miners of Rigel XII ("Mudd's Women") had a smallish setup that was in no way obligated to bow to Starfleet; the miners of Omicron III ("Mudd's Passion") seemed like an unruly and independent lot, too. Dytallix B was run by a corporation ("Conspiracy"). Only Janus VI ("Devil in the Dark") showed any affiliation or affectation with Starfleet, and even there the spirit of free enterprise seemed to overrule other concerns. Future technology might allow for relatively independent and efficient small-scale mining with minimal personnel, making a mining colony little different from the counterculture sustenance farming ones. Indeed, witness the many alien outfits that abduct humans or others for use as slave labor in their seemingly profitable mining schemes: it's not through traditional pickaxes that this sort of thing becomes practical...

Various religious-philosophical-artistic retreats also abound in all the incarnations of Trek. This is somewhat at odds with the idea that interstellar travel is difficult and starships seldom visit such locations, as it's difficult to see how said retreats could remain logistically independent. But perhaps the sustenance farming schtick can be done in two basic ways: luddites may opt for hoes and spades that keep them busy and happy, while intellectuals bring their farming robots with them to take care of the dirty side of the business (or employ slaves, as on Ardana).

All this somewhat alters the scenarios of colonization, from a glorious and extensively planned endeavor where mankind sticks together to conquer space, to a petty and haphazard undertaking where splinter groups use minimal resources to stake their own little corner of the universe.

Timo Saloniemi
 
Penta raises some interesting ideas, but I take exception to a few of them.

Mainly, my sense is that his/her elaborately construed steps that result in a colony being established are fine, in certain cases. He/she describes how a small group would petition the UFP for access to a planet, and I'm certain that often, it happens exactly that way.

But it seems rather unambitious, given the power and technological capability of the UFP. I won't bother with the same depth of detail, but let me pose an alternative colonization scenario.

1. Starfleet or a non-military Federation vessel discovers a habitable planet (definitions of such are necessarily broad to encompass the high-tech, multi-species nature of the UFP) in an area of considerable interest to the Federation. Perhaps the reasons are economic, perhaps the reasons are military, but long story short, the Federation wants to plant the flag in that region, and lickity split.

2. A dedicated colonization task force is mobilized and dispatched with heavy military escort to the region.

3. Upon arrival, the task force sets about preparing infrastructure at numerous locations across the surface of the planet, in regions that would logically support large settlements. Meanwhile, engineering units set about establishing a defensive infrastructure on the planet, possibly including orbital defence platforms, maybe even space stations.

4. The Federation announces a major resettlement program, using various economic methods (whatever the 24th Century version of a subsidy or tax break is) for those willing to resettle on the new world. Upon arrival, they find the planet already protected, with basic utilities ready, and quickly settle.

Breaking from the narrative, I'd ask you all to consider that a geopolitical entity as large as the Federation, assuming it maintains a tiny rate of natural population increase, might still expand naturally by billions upon billions of sentients every year. A planet could conceivably go from first being discovered by the Federation to a fully industrialized world of billions in a few years.

Is that the norm? Perhaps not. Probably not. But it's certainly possible and in some cases, perhaps desirable.

Nothing suggested above is counter to what Penta had suggested. But I do suggest that an overly structured, bureaucratic approach to colonization probably would not reflect the pragmatic reality of a high-tech, FTL capable interstellar federal union. Some colonies might occur just as he/she suggests, other like how I had, and a whole range of options inbetween. Indeed, there might be a serious problem of illegal colonization, with Federation citizens sneaking off to pretty planets regrettably close to Romulan or Tholian space, placing themselves there, and then going to Starfleet with a fait accompli, demanding protection.

In other words, settling west of the Ohio River, to those who get the reference.
 
He, for the record. Thank you for not assuming I'm female like everyone else on the net.:)

My approach is rather bureaucratic, yes. It represents an ideal case: How colonization proceeds when the UFP has the luxury of planning time.

Obviously, settlements of more significant military/strategic interest probably proceed more like you posit.
 
I agree, personally, that while you will undoubtedly have many official ventures--especially the sort of industrial and scientific/exploratory ones cited before, that there will also be a number of nonconformists who will leave to get away from whatever aspect(s) of the dominant society that they despise. I expect that in Earth's case, this would've been especially prevalent in the period from the turn of the 22nd century through about the period of the 5-year mission. Going into the 24th century, things seem to be a bit more "settled."

I also have some theories as how this type of colonization actually affected the culture of Earth--without going into details that I think would derail this thread, it is my supposition that exile, either by pressure from those around you, or by one's own choice, became one of the alternatives to war as humanity was first moving into the sort of philosophy we see the 23rd-24th centuries. And I believe, personally, that this had a significant effect on Earth's culture, that some of the emigration waves were actually rather large.
 
Various religious-philosophical-artistic retreats also abound in all the incarnations of Trek. This is somewhat at odds with the idea that interstellar travel is difficult and starships seldom visit such locations, ...

I kind of like the idea that warp drive travel is cheap and easy. That the big starships that can do warp 6 and warp 9.99 are expensive. But that small - medium sized transports, two or three warp factors slower, can be had for around today's five million bucks. Twenty million bucks. Something like that. (For a used cargo ship that's the going rate).

Imagine fifty thousand or a hundred thousand ships (private, Member, Federation, Starfleet) constantly on the move between the worlds. Want to get your colony group to the latest new planet, just hire old Han Solo, he'll get you there with a smile.

All this somewhat alters the scenarios of colonization, from a glorious and extensively planned endeavor where mankind sticks together to conquer space, to a petty and haphazard undertaking where splinter groups use minimal resources to stake their own little corner of the universe.
Anarchists are people too.

I also have some theories as how this type of colonization actually affected the culture of Earth--without going into details that I think would derail this thread, it is my supposition that exile, either by pressure from those around you, or by one's own choice, became one of the alternatives to war ...

Bleeding off populace who don't fit in with the current system/regime/utopia is one of the great things about colonies. Britain used to "encourage" people to emigrate to the colonies in America. When America cease to be a colony in 1776, Britain began to "encourage" people to emigrate to Australia.

I'm not sure Nerys Ghemor if that anywhere close to what you were referring too.
 
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