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Worlds of Design: Colonies
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9430627" data-attributes="member: 7044704"><p>This feels like it could have used some more time in the oven, which is unusual for the author. Silly typos aside, some more things to consider, especially in a fictional world:</p><p> </p><p></p><p>Or a rather weak one coupled with ambitious VIPs (be they nobles, tycoons, generals, etc.) who decide the can get accrue even more power by establishing their own colony with only marginal approval (or even awareness) from home. As long as you can achieve and maintain military superiority over the locals these "rogue" colonies can endure and even thrive. </p><p></p><p>In fantasy games a party of powerful adventurers or even a single potent spellcaster might ensure that - as long as they live, anyway. In scifi, even a single shipload of starfarers with a big tech advantage could serve the same role. The death or departure of linchpin characters might doom this kind of military colony. So might the collapse of the founding VIP's power base back home due to internal politics, mortality, foreign invasion, etc. And, of course, that VIP might well decide to make the colony the heart of a new nation if it looks like they can get away with it.</p><p></p><p>That's "populace" there, BTW.</p><p></p><p>In a fantasy setting where deities are demonstrably real, give potent magic to their followers, and issue explicit commands on occasion, religious motivations may be much more common. Even if it's primarily the clergy that are pushing to expand the faith's territory (so it can support more clergy, of course) the fact that they can call down a literal firestorm on both naysayers at home and unwelcoming native objectors gives them a lot more practical power than most IRL religious figures have generally had.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9430627, member: 7044704"] This feels like it could have used some more time in the oven, which is unusual for the author. Silly typos aside, some more things to consider, especially in a fictional world: Or a rather weak one coupled with ambitious VIPs (be they nobles, tycoons, generals, etc.) who decide the can get accrue even more power by establishing their own colony with only marginal approval (or even awareness) from home. As long as you can achieve and maintain military superiority over the locals these "rogue" colonies can endure and even thrive. In fantasy games a party of powerful adventurers or even a single potent spellcaster might ensure that - as long as they live, anyway. In scifi, even a single shipload of starfarers with a big tech advantage could serve the same role. The death or departure of linchpin characters might doom this kind of military colony. So might the collapse of the founding VIP's power base back home due to internal politics, mortality, foreign invasion, etc. And, of course, that VIP might well decide to make the colony the heart of a new nation if it looks like they can get away with it. That's "populace" there, BTW. In a fantasy setting where deities are demonstrably real, give potent magic to their followers, and issue explicit commands on occasion, religious motivations may be much more common. Even if it's primarily the clergy that are pushing to expand the faith's territory (so it can support more clergy, of course) the fact that they can call down a literal firestorm on both naysayers at home and unwelcoming native objectors gives them a lot more practical power than most IRL religious figures have generally had. [/QUOTE]
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