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==== 2. EUCE per trait: KEEP / MUTATE / DEMOTE / KILL ==== ===== T1: Outer/inner Solar System ice mining ===== * U₁: Yes (comets, KBOs, icy moons). * U₂: Fits asteroid mining / outer system industrialization. * U₃: Needed for bulk water/shielding/propellant. ✅ KEEP. This is the raw feedstock; it’s foundational. ===== T2: Engineered depots (ice + structure + shielding) ===== * U₁: Tanks + trusses + shells = standard engineering extrapolated. * U₂: Easy to scale: start small, go bigger. * U₄: Intuitive: “big flying fuel/water bricks.” ✅ KEEP. Central element. (Mutation: don’t fetishize “comet shape”; just talk about mass blocks / depots.) ===== T3: Nuclear tail propulsion on each depot ===== * U₁: Nuclear thermal / nuclear electric is within known physics. * U₂: Nuclear tugs already appear in serious NASA/ESA concepts. * U₃: Essential for injection + guidance; without it, you’re just throwing rocks blindly. ✅ KEEP. This is your “guided missile” gene. ===== T4: Solar Oberth maneuver (Sun-grazing slingshot) ===== * U₁: Clean general relativity + orbital mechanics; already exploited by Parker Solar Probe. * U₂: Allows serious Δv multiplication without megaton propellant loads. * U₃: The whole point is “use Sun as energy amplifier.” ✅ STRONGLY KEEP. This is the signature move. ===== T5: Early outbound course trimming with the nuclear tail ===== * U₁: Small burns + star tracking = realistic nav. * U₂: Engine lifetime 50–200 years intermittent use is brutal but not insane. * U₃: Solves the “tiny initial angle error becomes 1000s of AU” problem. ✅ KEEP. This makes the whole thing actually usable rather than spray-n-pray fantasy. ===== T6: Long interstellar inertial coast (no further propulsion) ===== * U₁: Perfect physics; vacuum is an inertial paradise. * U₃: This is the entire payoff: do the hard work early, then coast. * U₄: Conceptually elegant: “Do all burns near the Sun, then stop touching it.” ✅ KEEP. Low-entropy simplicity. ===== T7: Probabilistic spray (many depots, few useful) ===== * U₁: Civilizationally realistic: bulk launch, expect partial failure. * U₂: Matches how we already do complex logistics (redundancy, oversupply). * U₃: Gives robustness without demanding perfection in every launch. ✅ KEEP, but FRAME CLEARLY. “Launch 30, expect 5 to remain nicely in corridor; that’s plenty.” ===== T8: Dense mid-gap chain all the way to Alpha Centauri ===== * U₁: Starts to smell like fantasy; density needed vs matter available is insane. * U₂: Way beyond any plausible industrial capacity. * U₃: Diminishing returns vs just making the ship better. ❌ KILL as a serious requirement. Replace with: “sparse waypoints” rather than a gas-station-every-0.01-ly dream. ===== T9: Heavy reliance on natural comets as whole depots ===== * U₁: Natural comets are unstable, outgassing, orbit-wobbly nightmares. * U₂: Great quarries, terrible as primary engineered infrastructure. ⚠️ MUTATE. Keep: “Mine comets/asteroids/KBOs.” Drop: “Ride them as-is.” Your depots are engineered hulks derived from those bodies, not the bodies themselves. ===== T10: Strong tie-in to warp/wormhole anything ===== * U₁: Wormholes/warp are currently fiction. * U₃: Dilutes the main value, which is “no magic.” ❌ KILL. If those exist, this system is side-flavor at best. The entire charm is: we don’t need space-magic. ===== T11: Starship architecture co-designed with depot system ===== * U₂: Realistic; infrastructure and ship design always co-evolve. * U₃: Big leverage; you can design lighter ships if you know depots exist. * U₅: Great for narrative: fleets designed under different assumptions about depot availability. ✅ KEEP. This is where your idea actually starts to influence everything else: ship mass, shielding, propulsion mix, risk tolerance, etc.
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