Megaproject suggestion: Productive Ecology

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Cruxador

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With both megastructures like the dyson sphere and more advanced biology tech going into the game, it seems strange that the only practical application of this biology besides becoming ubermenschen that was announced is making slaves delicious. If you're going to use advanced genetic engineering to solve food issues, why not also use ecology to make the whole thing more efficient?

Like, a single planet is a closed biosphere. That means if you get it set up running, ecologically, how you want, the amount of interference with that system is going to be minimal. Taking that into account, why is it that the best food worlds will be those with loads of sentients on them to do labor? Why not set up a system where you have only one or two trophic levels? All you need is something that efficiently converts solar radiation into usable energy (eg sugars) and hopefully incorporates some nutrients, and something that transports this energy to an extraction point. That can be one level, in fact, if you have photosynthetic animals or ambulatory plants, but even if you stick to the taxonomic stereotypes, you don't need sentience in the higher level, just a coded desire to, presumably at a certain stage of life, report to the space elevator for extraction and consumption. In other words, a world of nothing but grass and cows who march to the butcher's themselves.

Mechanically, doing this might involve converting a habitable* planet into a non-habitable one using society research and energy, but giving it a yield of a whole bunch of food that can be extracted with a station. Presumably you'd pick a world not habitable to your race specifically. With the megastructures going in, it'll be less necessary to terraform these even if you've already got them in your space.
 

AvalancheZ250

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With both megastructures like the dyson sphere and more advanced biology tech going into the game, it seems strange that the only practical application of this biology besides becoming ubermenschen that was announced is making slaves delicious. If you're going to use advanced genetic engineering to solve food issues, why not also use ecology to make the whole thing more efficient?

Like, a single planet is a closed biosphere. That means if you get it set up running, ecologically, how you want, the amount of interference with that system is going to be minimal. Taking that into account, why is it that the best food worlds will be those with loads of sentients on them to do labor? Why not set up a system where you have only one or two trophic levels? All you need is something that efficiently converts solar radiation into usable energy (eg sugars) and hopefully incorporates some nutrients, and something that transports this energy to an extraction point. That can be one level, in fact, if you have photosynthetic animals or ambulatory plants, but even if you stick to the taxonomic stereotypes, you don't need sentience in the higher level, just a coded desire to, presumably at a certain stage of life, report to the space elevator for extraction and consumption. In other words, a world of nothing but grass and cows who march to the butcher's themselves.

Mechanically, doing this might involve converting a habitable* planet into a non-habitable one using society research and energy, but giving it a yield of a whole bunch of food that can be extracted with a station. Presumably you'd pick a world not habitable to your race specifically. With the megastructures going in, it'll be less necessary to terraform these even if you've already got them in your space.
So an completely, genetically engineered planet ecosystem? Turning a whole planet into a huge meat machine? Good idea. It should give a particularly negative opinion modifier by xenophile, and to a lesser extent non xenophile but also non-xenophobic empires, but something like 5 food per tile. With the empire wide food system coming sometime in the future (I think) this could be really useful for colonization late game once you've terraformed a bunch of previously unsuitable worlds.
 

Cruxador

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Also worth pointing out that while the complexity is comparable to the megastructures already announced, the amount of technical expertise is similar – perhaps greater, but I would argue only more different from our current knowledgebase which is pretty skewed towards material sciences – but the cost to make it happen would actually be vastly smaller than something like a dyson sphere or ringworld.
 

Qoff

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With both megastructures like the dyson sphere and more advanced biology tech going into the game, it seems strange that the only practical application of this biology besides becoming ubermenschen that was announced is making slaves delicious. If you're going to use advanced genetic engineering to solve food issues, why not also use ecology to make the whole thing more efficient?

Because slaves are tastier.
 

ColZimin

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Interesting ideas, but they do sound like projects rather smaller than the presented megastructures.
More ambitious projects could perhaps be to create some kind of space-dwelling megafauna ... say a Planet-Devourer, something like the Ether Drake that you can unleash upon your enemies, maybe with an order to consume planets of a certain class. Or perhaps not a Living World, as a planet-scale moving habitat or weapons platform.

Part of the problem is that our science-fiction authors and thinkers tend to the technical/mechanical ... Dyson Spheres and Ringworlds are pre-existing concepts, but there's not as many biologically-based ideas of that scale out there, or at least they're not as widely known.
 

Felfox

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Part of the problem is that our science-fiction authors and thinkers tend to the technical/mechanical ... Dyson Spheres and Ringworlds are pre-existing concepts, but there's not as many biologically-based ideas of that scale out there, or at least they're not as widely known.

Biological mega-structures or rather biological based anything tends to be used for horror in sci fi such as the works of H.R.Geiger or for jaw dropping wonder like the living jellyfish space station of Star Trek or even the living planet of Green Lantern. Biology on a massive scale just always tends to be used for horror or is something so alien that we couldn't possibly understand it. Terraforming a gaia world being the only close proximity I can think of but we already have that and it's not exactly a mega-structure related task.

Living spaceships requiring some sort of seeding space station could work but I still wouldn't consider it a mega-structure. Massive farming stations can already be assumed with a RingWorld structure or to a lesser extent space colony stations which are already being implemented too. We already have a generic research station in the works I believe so a more specific one is kind of pointless.

I dunno! I'd love to see more mega-structures but I just can't think of anything we can't or aren't already getting the ability to do.
 

Cri11e

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Sounds like a good addition to the biological ascension path. Making the choice of ascension even more distinct, which have been the aim for ascension paths so far.
 

The Founder

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With both megastructures like the dyson sphere and more advanced biology tech going into the game, it seems strange that the only practical application of this biology besides becoming ubermenschen that was announced is making slaves delicious. If you're going to use advanced genetic engineering to solve food issues, why not also use ecology to make the whole thing more efficient?

Like, a single planet is a closed biosphere. That means if you get it set up running, ecologically, how you want, the amount of interference with that system is going to be minimal. Taking that into account, why is it that the best food worlds will be those with loads of sentients on them to do labor? Why not set up a system where you have only one or two trophic levels? All you need is something that efficiently converts solar radiation into usable energy (eg sugars) and hopefully incorporates some nutrients, and something that transports this energy to an extraction point. That can be one level, in fact, if you have photosynthetic animals or ambulatory plants, but even if you stick to the taxonomic stereotypes, you don't need sentience in the higher level, just a coded desire to, presumably at a certain stage of life, report to the space elevator for extraction and consumption. In other words, a world of nothing but grass and cows who march to the butcher's themselves.

Mechanically, doing this might involve converting a habitable* planet into a non-habitable one using society research and energy, but giving it a yield of a whole bunch of food that can be extracted with a station. Presumably you'd pick a world not habitable to your race specifically. With the megastructures going in, it'll be less necessary to terraform these even if you've already got them in your space.
If it is habitable, making a Colony on it is more beneficial then a Habitat to begin with.

Trying to over-foucs the Food production has the danger of making it easily disruptable. While also limiting the option to adapt it if you go a path like Robot Ascension (wich abolishes all Farming need mid to longterm).

Those creatures you describe, sound like T1 or T2 Robot intelligences. Or maybe a nerve-stapeled, delicious species that is used as lifestock. It has something of this scene (1 minute +):