amigocabal wrote:bilateralrope wrote:amigocabal wrote:That is pretty indirect.
Indirect or not, it's still a factor you need to consider. You are still making it easier for the countries you trade with to wage war.
and why should I consider that factor? It is one thing to sell phasers (let alone provide the schematics for building phasers).
But to refuse to provide knowledge of agricultural techniques for their crops, because they might be better able to have a larger army, is too attenuated.
Because the Prime Directive is supposed to be a moral rule. Sure, it doesn't hold up well in the canon. But it holds up better than you wanting to ignore the consequences of your actions because they are "too attenuated".
Remember, this is in the context of Federation ships. Ships that will be leaving the planet to explore the next system very soon leaving the planet to suffer the effects of your meddling without the ship captain being in a position to do anything about it.
Even if they decide that you must be a god, they must be gods chosen*, and go start a crusade in your name.
*As the 'trade' involves you taking stuff they consider worthless in exchange for stuff they find really useful. Or worse, maybe you're taking away something they find dangerous. For example, radioactive materials. Useful if you have the technology to use it, dangerous, and the war I suggested is "too attenuated" of a problem, then any stunting of their scientific development centuries later on can't count either because it's even more attenuated.
As bad as the canon Prime Directive is, at least it prevents Federation ships from making things worse because the captain didn't think things through or ran into problems he couldn't predict with the information available. While you, you aren't saying that my predictions are wrong. Just that they don't matter. Just that anyone who dies because of your interference doesn't matter.
How the fuck is that better than the canon Prime Directive ?
bilateralrope wrote:You will be limiting your trade to the countries that have whatever it is you want. Because if the countries that have what you want find out that you're giving the same goods/knowledge to their enemies, enemies that aren't giving you anything in return because they don't have anything you want, why would the country with the stuff you want be willing to give you anything ?
Why would I give their enemies what thety want if they have nothing to trade?
Your trade has two options:
- Give stuff to all factions. Which isn't what I'd call trade.
- Give stuff to one faction. Making them stronger against their enemies. Likely to lead to wars of conquest.
bilateralrope wrote:The problem is that if you only give it to some countries, they will be better equipped to wage war. Once you leave there will be nothing stopping them from going and conquering their neighbors. Neighbors who you didn't give those advantages to.
There is a degree between actively supplying them with phasers and whatnot, and providing them with gardening hints from
Better Homes and Gardens.
Yes, there is a difference. But both still stregthen their military. Both are still likely to cause more deaths than you simply staying away.
bilateralrope wrote:How can you have trade relations when they have nothing you want ?
If they don't have anything you want, any claim of trade relations is a blatant lie.
Without anything you want, you are deciding which culture(s) on the planet get to flourish and which get conquered by your favoured culture(s).
That is not a problem in itself. Historically, cultures with stuff that others wanted (and who had enough military power to deter others from taking it by force) were always better able to fluorish than cultures that had jack shit to offer.
Your entire idea of trade relations assumes that the pre-warp culture has something the Federation wants. If that assumption doesn't hold, your entire idea fails. So please at least attempt to prove it.
FaxModem1 wrote:Hypothetical, you decide to give advanced farming techniques to one of these new cultures, along with all sorts of other neat gadgets. Culture starts to revere you like the Cargo cult did the airplanes during World War II. What are you going to do with these new worshipers proclaiming Starfleet as gods for helping them with these new tools? What if they practice ritual human(or their equivalent) sacrifice? Do you tell them to stop that? How much do you babysit them until they meet your standards?
There is nothing he can do because the Federation ship is likely an exploration ship. Meaning that it has left to continue with its mission of exploration*. Making them unlikely to even hear of the cult for a few years when the next ship passes through. Possibly longer if it's a pre-radio civilisation, as the Federation would need a reason to investigate the locals.
*As the only ship in the area, captains are likely given a lot of authority to make decisions without having to ask higher up the chain of command. Maybe the propaganda about the Prime Directive being the highest morality serves to keep the captains on the missions assigned to them, instead of wasting resources on a badly thought out attempts to help.