Now there are colonization rules that get down into the grass level World Tamer's Handbook specifying costs and benefits of that infrastructure.
The weather factors limit growth rates , a doubling of the maintenance costs for your roads and other items exposed to the elements become an enormous drag on rate of growth.
I've worked up some spreadsheets to automate the monthly output per WTH.
After your initial 10 years the replacement of worn out machines causes your growth rates to drop into single digit rates. (note to self need to exempt newly built capital from replacement costs for 10 years).
If you have just a single 10,000 Dt freighter doing two jumps each way you get the cargo load of that ship in materials sold to buy more capital goods and the rest of the room for more colonists with a once a month arrival rate. Eventually you are purchasing new capital only at the rate you can pay for it with exports. (food, raw materials or whatever you can build).
The bottom line is that it is quite the rare world that has mild enough weather, compatible biospheres and local fertility and resource richness that allows the colony to grow to major world status without major efforts from a sponsoring world.
The single ship load of colonists and equipment for a one time delivery can indeed establish a small colony, and without trade and immigration it will be many hundreds of years before it will be able to start sending out it's own colonies. But you CAN send these out up to 24 jumps out, placing one colony per year per ship, check on them again in 5 or 10 years, if they are dead, move on to another world, if growing, then target them for more investment. There are hundreds of stars per parsec, our mapping system just picks out one that looked good to the initial surveyors... hmm brown dwarf, nope, blue supergiant, it'll go nova soon and no planets formed, nope, ahh here is a nice stable class K main seq star with a planet in the liquid water zone, let's survey that one.
The weather factors limit growth rates , a doubling of the maintenance costs for your roads and other items exposed to the elements become an enormous drag on rate of growth.
I've worked up some spreadsheets to automate the monthly output per WTH.
After your initial 10 years the replacement of worn out machines causes your growth rates to drop into single digit rates. (note to self need to exempt newly built capital from replacement costs for 10 years).
If you have just a single 10,000 Dt freighter doing two jumps each way you get the cargo load of that ship in materials sold to buy more capital goods and the rest of the room for more colonists with a once a month arrival rate. Eventually you are purchasing new capital only at the rate you can pay for it with exports. (food, raw materials or whatever you can build).
The bottom line is that it is quite the rare world that has mild enough weather, compatible biospheres and local fertility and resource richness that allows the colony to grow to major world status without major efforts from a sponsoring world.
The single ship load of colonists and equipment for a one time delivery can indeed establish a small colony, and without trade and immigration it will be many hundreds of years before it will be able to start sending out it's own colonies. But you CAN send these out up to 24 jumps out, placing one colony per year per ship, check on them again in 5 or 10 years, if they are dead, move on to another world, if growing, then target them for more investment. There are hundreds of stars per parsec, our mapping system just picks out one that looked good to the initial surveyors... hmm brown dwarf, nope, blue supergiant, it'll go nova soon and no planets formed, nope, ahh here is a nice stable class K main seq star with a planet in the liquid water zone, let's survey that one.