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"CreationDate": "2014-09-16T18:19:05.860", | |
"Score": 36, | |
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"Body": "<p>Assume we have an Earth-like environment. <\/p>\n\n<p>If a tribe with only early medieval technology were to settle in a mountain environment: <\/p>\n\n<ul>\n<li><p>What resources would be needed to deal with the elevation, cold, and other hazards?<\/p><\/li>\n<li><p>What resources are they likely to have available?<\/p><\/li>\n<\/ul>\n", | |
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"LastEditDate": "2019-10-10T20:53:25.563", | |
"LastActivityDate": "2019-10-10T20:53:25.563", | |
"Title": "How to Survive Mountain Environments With a Tribal Culture?", | |
"Tags": "|environment|earth-like|climate|mountains|altitude|", | |
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"CommentCount": 2, | |
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"Id": 2, | |
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"CreationDate": "2014-09-16T18:21:10.853", | |
"Score": 139, | |
"ViewCount": 9055.0, | |
"Body": "<p>Creating an entire world is a daunting prospect, though something I've thought about often. <\/p>\n\n<p>Ideas about different regions, religions, people, history and relationships all blending into a cohesive world come half-formed to me. But how can I go about turning these into a believable world with a foundation for adventure? What steps have those of you who have built entire worlds taken in the past to break this task down into manageable chunks?<\/p>\n", | |
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"LastEditDate": "2019-10-14T01:07:15.283", | |
"LastActivityDate": "2019-10-14T01:07:15.283", | |
"Title": "How can I break down the task of creating a world into manageable chunks?", | |
"Tags": "|worldbuilding-process|", | |
"AnswerCount": 11.0, | |
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{ | |
"Id": 3, | |
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"CreationDate": "2014-09-16T18:28:12.400", | |
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"Body": "<p>How many humans are needed in order to sustain and grow a steady population in a habitable area? Assume resources are adequate and the environment is favorable.<\/p>\n\n<p>To further refine this question, let's assume this is an early spacefaring technology scenario, such as putting a colony on a neighboring planet (same system) with earth-like conditions with a technology level either current or near-future. Assume the population has a mix of professions suitable for the new environment (resource gatherers, physicians, etc.).<\/p>\n", | |
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"LastEditDate": "2019-08-11T02:09:33.310", | |
"LastActivityDate": "2022-10-01T06:26:39.580", | |
"Title": "What is the minimum human population necessary for a sustainable colony?", | |
"Tags": "|society|colonies|humans|", | |
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"ContentLicense": "CC BY-SA 4.0", | |
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{ | |
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"CreationDate": "2014-09-16T18:29:58.093", | |
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"Body": "<p>The human body would adapt and deal with elevation. Many top athletes often train at high altitudes to help train their bodies to absorb oxygen more efficiently from the thinner air.<\/p>\n\n<p>If the terrain was pure mountains then the ability to adapt to the local geography would be key. Natural shelters in the forms of caves for early survival, though a medieval culture would be able to extend and possibly even create man-made caves for habitation over time. This will help them deal with the cold and natural predators as our, and their ancestors did. Fires at the entrance to the cave would ward off predators and help keep the cold at bay.<\/p>\n\n<p>The most significant hazards would be natural. Snow and ice would create dangerous living and working conditions. The constant need for food would also be a source of difficulty, with meat being a large part of the diet. For the survival of a large settlement, farming is necessary, though in mountains this will be near impossible limiting settlements to a small size.<\/p>\n\n<p>Cave ins, earth quakes, avalanches, all sorts of natural disasters would affect their daily lives. We struggle to deal with these in this day and age. They would simply be a fact of life for those in the medieval age that they had to contend with and get through. Any one serious act could end the settlement though.<\/p>\n", | |
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"LastActivityDate": "2014-09-16T18:29:58.093", | |
"Title": null, | |
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{ | |
"Id": 5, | |
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"CreationDate": "2014-09-16T18:34:55.810", | |
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"Body": "<p>What one concept\/ideology is most important in a group of people to encourage them to stop acting as individuals and begin acting in the interest of the whole settlement?<\/p>\n", | |
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"LastEditDate": "2015-08-05T20:50:52.537", | |
"LastActivityDate": "2015-08-05T20:50:52.537", | |
"Title": "Creating order in a settlement", | |
"Tags": "|law|", | |
"AnswerCount": 5.0, | |
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"ContentLicense": "CC BY-SA 3.0", | |
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"ClosedDate": "2014-09-17T18:49:44.973", | |
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{ | |
"Id": 6, | |
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"CreationDate": "2014-09-16T18:40:35.627", | |
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"Body": "<p>This is quite dependent on technological\/medical knowledge.<\/p>\n<p>For example, it has been <a href=\"http:\/\/www.newscientist.com\/article\/dn1936-magic-number-for-space-pioneers-calculated.html#.VBiC_XtDLwo\" rel=\"nofollow noreferrer\">calculated at 160 for space exploration<\/a>, provided the explorers return home after 20 generations. This of course assumes pretty good medical availability and actually fairly low risks to individuals. The resultant reduction in genetic variability has been analyzed as not being very detrimental. Certainly it <em>could<\/em> but not guaranteed to and even small infusions of genetic material would majorly reduce negatives. Also starting out with high genetic variability will help reduce those risks.<\/p>\n<p>A good example of a relatively genetically non-variable population is Ashkenazi jews; a <a href=\"http:\/\/www.iflscience.com\/health-and-medicine\/dna-traces-jewish-history\" rel=\"nofollow noreferrer\">recent study<\/a> has suggested that in semi-recent history (25-30 generations) their total population was around 350 individuals; yes there are some genetic defects that are common but there is no generalized unhealthiness (or genetic unthriftiness), and some genetic defects are rare because they weren't very present in that initial population group.<\/p>\n<p>I would say that 160 is a fairly good minimum for a colony; yes- less than that may survive but any minor disaster has an unpleasantly high chance of wiping out the colony.<\/p>\n<p>The lower the technology\/medical treatment availability the higher the population would need to be to provide a 'buffer' for injuries.<\/p>\n", | |
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"LastEditDate": "2022-10-01T04:41:16.683", | |
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"Title": null, | |
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{ | |
"Id": 7, | |
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"CreationDate": "2014-09-16T18:42:56.377", | |
"Score": 21, | |
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"Body": "<p>This is known as the Minimum Viable Population, and many computer models and studies based on various circumstances and species have been run.<\/p>\n\n<p>For Humans, including the desire to ward of genetic defects due to inbreeding the median MVP reported is 4,169 individuals. You can read up more on this on the <a href=\"http:\/\/en.wikipedia.org\/wiki\/Minimum_viable_population\">wiki article here<\/a>.<\/p>\n", | |
"OwnerUserId": 15.0, | |
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{ | |
"Id": 8, | |
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"CreationDate": "2014-09-16T18:43:54.767", | |
"Score": 83, | |
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"Body": "<p>Most settings with a magical component, whether this means wizards, magical races, or something similar, seem to be parked at a medieval level of development in terms of technology and society. Is this just because that's how the \"high fantasy\" genre developed, or is there some fundamental reason that having magic in a modern\/future\/high-tech world would be a bad idea?<\/p>\n", | |
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"LastActivityDate": "2022-01-16T11:56:21.520", | |
"Title": "Must magic be tied to medieval tech?", | |
"Tags": "|technology|magic|", | |
"AnswerCount": 17.0, | |
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{ | |
"Id": 10, | |
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"CreationDate": "2014-09-16T18:50:12.500", | |
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"Body": "<p>If magic were to manifest in the modern (present) age, how would first world governments attempt to classify and regulate its usage? To be more specific (and an example), if the USA created a Department of Magical Affairs, what would the primary and secondary concerns of such an agency be?<\/p>\n\n<p>Further clarification, let's assume that magic is a field of study that anyone can learn with proper research, time, and dedication, but innate talent will cause variations in the extent\/limits of power.<\/p>\n", | |
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"LastEditDate": "2017-03-17T08:07:42.943", | |
"LastActivityDate": "2017-03-17T08:07:42.943", | |
"Title": "Regulating the usage of magic in the modern era", | |
"Tags": "|magic|ethics|law|modern-age|", | |
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"ContentLicense": "CC BY-SA 3.0", | |
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{ | |
"Id": 11, | |
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"CreationDate": "2014-09-16T18:51:09.217", | |
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"Body": "<p>Not at all, D&D 3.5 released Eberron, which has a much higher level of technology, often powered by magic. It's often compared to the late 19th, early 20th century in terms of the level of technology involved.<\/p>\n\n<p>There's also the Rifts universe that has high tech, with lasers and mechs, but also incorporates magic and psionics. They specifically have a tech called Techno-Wizardry, which mixes the two together.<\/p>\n\n<p>These are just the two universes I could think of off the top of my head. Whilst it's true that a large number of high-fantasy games use magic, it's certainly not exclusively that way.<\/p>\n", | |
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