Not a fan of Kerenksy? :)
Kerensky didn't necessarily jump blindly into space.
On the o'neil idea, I dunno if it has to be that big (obviously I'm refering to the idea of the o'neil, not the island designs we got). IE, you could mae some grav decks with first class accomodations and some extra weight fluffed as "Gardens" and such.*
Soil and water get real heavy real fast.
The big thing is that for really long range missions, ones that are intneind to leave the IS far behind-- even if you have scoped out the terrain, you're talking a fairly long time in close quarters so having at least a ew provisions for nicer "natural" accommodations would be pretty important for psychological reasons.
You can avoid that headache if you use the command circuits described in this system. The advantages of the command circuit are:
1) No home rules required, unlike your O'Neil ships.
2) Reduced resources required, since you're cutting out most of the DropShips. This point bears deep consideration: for the same budget, a command circuit long-distance colonization effort can deliver far more people and equipment because it is so much cheaper.
3) The colonists are on ships for days, not years, so they're much happier.
4) Further psychological benefits include elimination of worries of being unable to find habitable planets. You know in advance you have a colony waiting for you.
The wandering fleet is a bad approach to colonization.
*3057's small habitat gives you about 6,000 people on 120,000 tons. making it into a jumpshipo transportable space station...
...Is impossible since it is bigger than 100,000 tons. A collar can only carry 100,000 tons. Also, the cargo unloading rules of StratOps make it difficult and annoying to unload the station to a DropShip. It's simpler to use a DropShip directly, which avoids the extra cargo swap. (Yet another reason for the command circuit colonization effort.)
Korzon, do you really want a long-range colonization effort, or do you want people living in a mobile fleet of spaceships?
Question: What is the minimum sustainable level of genetic diversity needed here?
A few hundred unrelated adults are plenty.
Corollary: What is the minimum sustainable level of genetic diversity when Star League era genetics and medical technology are taken into account?
Bring a liquid nitrogen jar-o'-zygotes and you're fine. Star League technology would be overkill.
Query: What is the next closest thing to "cryogenic freezing" or "biologic stasis"?
BT has some freeze equipment, though it is rare and little used in the 31st Century.
When the above are taken into account, what do the numbers look like then?
That depends on whether you want your grandkids to live in a cave or maintain a technological society. I'm suggesting millions of people not for genetic diversity, which only requires trivial numbers of people to achieve, but rather to maintain and grow a sophisticated technological society. The most advanced factories today sit on huge pyramids of industry, supporting services, vast numbers of specialists, and (most of all) hundreds of millions of consumers. A few million left to themselves would have trouble natively developing and maintaining an early 20th Century level of technology.
Colonists can bring along mountains of high tech industrial gear, spare parts, supplies, blue prints, etc. to start with a high tech industry and, with care, sustain it for decades or centuries. But the smaller the colony's population gets, the more trouble it risks because it'll have fewer specialists, less living knowledge about the mysterious black boxes that build their stuff, and a smaller economy to sustain a diverse technological base.
That's why I'm targeting a colony in the millions.