Czcibor said:
Interesting. Where did you get those numbers? (just curious)
I looked up various peoples' opinions on the subject, and differst stats like how many doctors per x number of people is generally wanted, etc and then I thought about it it abit ^.^
Basically you only really need 1 of most of those things with 2 in a category, but you want redundancy.
For doctors I figure you need general practitioners, but it would be really stupid to carry so many for x number of people and not have any specialists so what you do is you shunt those general practitioners to being specialists. They work both as specialist when need and general otherwise and if one dies you got the other as well as their ability to teach someone else.
The same can be said many of the other things. There is overlap in their fields, but all the scientists and engineers I selected are things you want experts in when your'e going on a foreign planet with no infrastructure. You need to build it, get it in the right spot, evaluate and document all the weather and life and determine ahead of time the problems you're going to face that you can't do with even a high definition survey because these things take time and come up randomly and over time.
The next group...
036 Farmers
060 Guard/Soldiers
020 Hunters
020 Construction Worker
These have their primary roles, but at the same time they are the grunts that do whatever is needed. During the winter Farmers can't do anything. When all the buildings are constructed or don't have resource to continue building they can't do anything. If you have enough food to eat why hunt? Soldiers/Guards are trained for that, but if the areas is relatively safe why wouldn't you also use them as labor for the tasks of the sciences and doctors? I need a EMTs...guess who's doing it. fast and strong guys that can follow orders. I need a mailman, give to them while they do defense patrols. So yeah, the listed roles is what they're there to do as primary, but they are also to be used for all the general stuff needed as well if needed.
The last group, other than the kids...
010 Teacher
010 Professor
010 Administrator
Perhaps a bit overkill, but, again, redundancy and also gives options while making sure you get the best results.
The Administrators... mainly you need people who are in designated in charge, you need a small amount, but you also need an amount that you can deligate areas of the operations to that are an authority for that area and have a designated single leader as well. A single designated leader + 9 areas of deligations seems reasonable...
1. Money
2. Medical
3. Law
4. Military
5. Mining
6. Agriculture
7. Construction
8. Education
9. Resource Management
With regards to children. The situation I built around is different that what you are, but the reasoning behind making children a requirement is that you want a colony that growing as well as people that are deidcated to the thing that they're going there to do. If they are still working in the field and have a child they're the type of person you want, likewise the children provide the booster for colony growth. It also gives a longer time period to failure and a motivation factor for the adults. The reason it takes longer to fail is that while you're trying to build a colony the last thing on your mind is probably having kids. This means that by the time you get around to it you're old and unable to handle raising the child as well. Likewise if you don't have a child you might have children more unexpectantly as you fail to take precautions due to having time for such activities is limited. So having the child at the start seems better to me and since those problems are gone and the kids are being raised it means if there is issues the colony has more time due to kids already being around and in a large enough number to fill in those gaps and last through possible problem simply because they are younger.
In the situation you laid out, that doesn't really matter as if they colony fails and everyone dies, or even starts to fail, you can just kick more people to it and solve the problem. In fact, one might argue the ideal would be for the colonies to fail from the business investment point of view because the colonies will have built up the area which makes it easier for the next set of colonists and allows the company to charge/tax more. Or if you really want pop growth you throw more over to the colony whether it is doing good or bad and the colony will grow just from the fact that the dead bodies don't matter.
Not necessary. If you (for arguments sake) mix Swedish with Japanese, the result should also not be specially corrupted. (the friction would be about role of women or amount of hierarchy within society)
I don't think you'd get that as a problem because you are still a frontier town more or less and in that case there are still roles that people will fall into naturally... beyond that I don't want to get too far into that topic ^.^
But I forgot the other thing I was going to mention, there are 2 major reasons one my segregate a little.
1. Langauge Barriers. Even if you make it mandatory all colonists speak x language if its not their native language there may be issues that will get worse when the primary languages aren't the same. One such thing is possible reaction times in military situations.
2. Long standing hatred. I'd be wary of putting Chine and Japanese together or US with Russians. There is just some nationalistic enmity within those cultures against the others that even if they are cool on the surface with each other and as rational people they have no problem no idea what might happen so it might be unwise to mix certain groups together if you can help it.