A reasonable realistic set of worldbuilding and background details and constraints, within which to build a story according to the principles of “hard SF”. While I could get away with simply not getting into specific details about what locations on Io are industrialized, the more details I have to work with, the more I interesting plot points I can build based on those details. Put another way, I find it less important to know what a technology or character can do than to know what they can’t do.
In the story, a seed-factory was dropped on Io from another of Jupiter’s moons, because Io’s geology allows for easy access to a number of different minerals, which allow for the development of a number of industrial processes that would have been economically infeasible on the other moon, thus allowing for more rapid production of certain useful tools and products, such as computer chips. In my current story draft, at a certain point, there will be an ‘Io Site 1’ which has spread into ‘Io Site 1b’, ‘Io Site 1c’, and the like; and an ‘Io Site 2’ elsewhere to take advantage of a different collection of resources. Building entirely new sites is more expensive than expanding pre-existing ones, and maintaining long roads is moderately expensive, so it would be useful for my story-building to know how few sites would be necessary to make all of Io’s various kinds of resources available, and/or where some good sites with an unusual variety of resources are located.
I don’t know your purpose. What are you trying to achieve?
A reasonable realistic set of worldbuilding and background details and constraints, within which to build a story according to the principles of “hard SF”. While I could get away with simply not getting into specific details about what locations on Io are industrialized, the more details I have to work with, the more I interesting plot points I can build based on those details. Put another way, I find it less important to know what a technology or character can do than to know what they can’t do.
In the story, a seed-factory was dropped on Io from another of Jupiter’s moons, because Io’s geology allows for easy access to a number of different minerals, which allow for the development of a number of industrial processes that would have been economically infeasible on the other moon, thus allowing for more rapid production of certain useful tools and products, such as computer chips. In my current story draft, at a certain point, there will be an ‘Io Site 1’ which has spread into ‘Io Site 1b’, ‘Io Site 1c’, and the like; and an ‘Io Site 2’ elsewhere to take advantage of a different collection of resources. Building entirely new sites is more expensive than expanding pre-existing ones, and maintaining long roads is moderately expensive, so it would be useful for my story-building to know how few sites would be necessary to make all of Io’s various kinds of resources available, and/or where some good sites with an unusual variety of resources are located.
A resource I’m not entirely sure is sufficiently relevant suggests that Gish Bar Mons, https://tools.wmflabs.org/geohack/geohack.php?pagename=Gish_Bar_Patera¶ms=16.18_N_90.26_W_globe:io_type:landmark_source:gpn , might be a site for Io Site 1, and Loki Patera, https://tools.wmflabs.org/geohack/geohack.php?pagename=Loki_Patera¶ms=13_N_308.8_W_globe:io_type:mountain , for Io SIte 2; but Io’s got over 40 million square kilometres to consider, and I’m more than willing to use other sites, if I can figure any out.
So it’s basically economics?
Then you need to assign values to resources, costs to factories and roads, and optimize for profit :-)