Science Fiction Notes
Log
210611 Justin
210227 Justin
210227 Belters
my take of belters is just pretty much same as expanse - but including the homesteaders - people who "build" inertia banks by consolidating asteroid mass and buying and selling inertia and goods to and from travellers.
Some homesteaders move around catching and hurling material to target destination - hurling and catching materials to each other over the course of GENERATIONS - since they occupy the fringes no one is really "there " to intercept their internal commerce.
most homesteads are Constellations having a network passing material and inertia this way.
A homestead Grows depending on trade - the more trade that goes on the MORE inertia it needs to Bank and Sell. So it gets Bigger over time.
Other than Homesteaders Commercial Inertia Banks exist - as well as gov't owned ones. The idea of millions of home steads are moving Trillions of tons of material and goods every Sol3 year. Some of these Homesteaders "mortgage" their ancestral homes for a shot at "growing big" in a new region.
210227 Primer
The ship was about 100m long, or high, depending on where you stand. A 6000 ton ship. It has a vertical orientation relative to thrust. It has a hexagonal diameter of 10m widening in its control center situated on the nose of the ship to about 13m designed to protect its body from debris and micro meteors it cannot push away with its point defense laser or deflect with its cannons. Powered with nuclear salt water thrusters - 40% of its volume is dedicated to fuel and its processing - its designed to scoop trace amounts of hydrogen and ideally ice for reaction mass. In its 300 cubic meter cargo hull are several fabricators destined to Vilani space.
near its command center and engineering are the two bolas spin habitats that deployed on long journeys spinning at a painful 5-7.7 rotations per minute or 8-12m/s second to maintain a 0.4-1g centripetal accel. Painful for a human without the necessary inner ear modification, hud displays, and conditioning for the job.
For a vast and "advance" Empire these Vilani client states are almost empty of technology. Only a handful of their vessels 3-5x bigger and more sophisticated than the Sol merchants "patroling" systems with population in billions.
Sol merchant are technically not allowed to do business in these "Client" states of the Vilani. But "shares" and bribes the merchants offer seem to soften the heart of these "guardians" despite their more advance technology, sophistication, profound virtue - 天高皇帝远 after all (the Sky is High and the Emperor Far away).
The Interest of Sol in these "back water" places is one of the most unusual outcomes of a Free and helplessly fawed people - the need for arbitrage and trade. Despite having almost nothing to offer to Solomani - and in-fact being incredibly costly to bring anything back to Sol because of their Gravity Well and the Brown-Dwarf Jumps needed to get anywhere - most Solomani are independent people who just need to carve out a Niche - and its many gov'ts are happy to "sell" and "finance" humans with the risk appetite to brave Developing markets.
Sol is getting saturated - and many Homesteads (Inertia Bank stations that use their mass to Buy and Sell Inertia to passing ships ) that used to explode in the scene in 2400s are now being bought up by Mega Corporations privatizing them and leaving almost no room for 3-4 generations of Homesteaders and space faring humans.
Even the great Mirror Industry (mass drivers sending smart swarm mirrors to earth to manage its climate change and act as sensors )is reaching its peak as the promise of a Warm Mars and Cool Venus has been taken away by mega corporations who have bought out all the real estate in this millennium terraforming industry.
Despite being so wealthy and advanced - again sol has left its people out in the cold.
You are part of a crew - a number of spacers who are fortunate enough to get a gov't financed ship to deal with Vilani "Clients". You were given all the economic, market, and sometimes military Intelligence that past merchants and scientists were able to scrap together.
You've read it all, those of you who are Literate in Finance and market know the risks - even with AIs aiding human economic policy that 70% fail rate has somehow still found its way in new worlds and stars - because of the inherent complexity of Interstellar trade.
the Engineers, technicians, pilots, and Administrators though are just happy to get a job with a PROMISE of an increase instead of the stagnant wages of societies with universal income.
While the soldiers and navy, who are tired of the mutually assured destruction of Sol feel there is a place for them in the protection of their people outside of sol.
As you inspect your ship, lying in berth on the 300K ton Orion drive "Thorfin". The Business Plan given to you by the Pacific Alliance Trade ministry lies blinking on your desk - the 3d Hollo glass wall screen - discolored from age has several distracting artifacts ruining the delta-V curves and spirals you're navigator is calculating.
210227 Teaser
One of the challenges of running hard scifi is the long context dump aka info dump on PCs. Of course having some players already hard scifi aficionados makes the GMs job easier and while that player explains the GM can do some prep and set up.
So much hard scifi - as I'm listening to LoGH I'm imagining it as a Hard scifi game using the Near Earth Star map you can get free in drivethru rpg overlapping with the discovery of the vilani.
The few handwaves are the interstellar jump tech but most pillars of hard scifi is there - finite Delta V, no stealth in space, noise... So much noise, and chaos of the unknown.
PCs are from Sol at 2500 Ad who are one of the enterprises seeking to penetrate Vilani markets. This is after the first interstellar war where Sol was defeated.
Visualizing stuff like Expanse clips - except the much larger fuel sections and slower speeds (only a few gs) and need for spin habitats and heavy modifications on humans.
Opening scene is a ship jumping into the Lagrange point in an alien system, they arrive with a shudder even if the pilot says their original velocity was only few meters per second.
Assessment lights up the entire system as servers start processing petabytes of data per second of a system 13 light years from earth. The crew came from a long jump - 8 jumps and about 120 days of travel - one of many ships who had to thread Brown dwarves to reach this system.
They realize they are the only one to arrive of 3 ships in their immediate vicinity that jumped.
The captain orders to refuel in the nearest Gass giant and ready to jump back to bring this new trade route to Sol when sensors officer calls a red alert...
https://www.drivethrurpg.com/product/192332/Near-Space
201227 Justin
- https://docs.google.com/spreadsheets/d/1l90GfuxecZik8Pai91JPUMLgHWrv3OXpMtwBbwmtb20/edit#gid=1947304798
- First Check what Blender Plug ins for solar systems.
- https://github.com/markus-ebke/SolarSystemSimulator
- https://blenderartists.org/t/solar-system-simulator/553099
- https://arxiv.org/abs/2012.07902
- 3D Basics in Blender - Making a Solar System
- https://gruze.org/galaxymap/10pc/
201113 Justin
- Changes will Include.
- Major Changes.
- Stretching the Timescale. the Timeline from 2050 to 2500 instead of 2050 to 2300. Expanding it by 200 years: 300 years to 500 years.
- Usage and Influence of Atomic Rockets.
- Infra Chapters.
- Ship Design and Engine Chapters.
- Space Tethers
- Test
- Test
- Test
- Test
210611 For Update
These are a List of Assumptions and a way to think through these assumptions. The assumption is that its the 2300AD and much of the near stars have been colonized and populated as humanity is pushed out of its home star system by economic collapse in 2100.
This sci-fi setting is open and shared meant to be a fertile ground to explore and build a transhuman scifi with assumptions that are declared and allow it to evolve.
I will eventually provide a lot of materials including a 3d representation in blender that allows people to use in order to visualize the story. I hope to render a 3d gif to help people visualize the ideas. I will also try to have sample 3d visualizations of the scales of combat travel and interactions using blender.
https://tinyurl.com/y5gu5m4m
2020-11-13 Major Update Planned, TBD
Planned Changes
See Log
Log 1
210611 Justin 1
210227 Justin 1
210227 Belters 1
210227 Primer 1
210227 Teaser 2
201227 Justin 3
201113 Justin 3
TECHNOLOGY MILESTONES 5
Mneme and Cepheus Engine Technology Level Reference Table 5
Technology Level Optional Definitions 6
TL 0 Neolithic Revolution (10,000 BCE) 6
TL 1.0/01 Bronze Age (3500 BCE) 6
TL 1.3/02 Axial Age (500 BCE) 6
TL 1.7/03 Imperial Era (200+ BCE) 6
TL 2/04 Enlightenment (1500+) 6
TL3/05 Industrial Revolution (1800+) 6
TL 4/5.5 Technological Revolution (1900+) 7
TL 5/06 Technological Revolution (1920+) 7
TL 6/07 Early Atomic & Space Age (1950+) 7
TL 6.5/08 Information Age & Commercial Space (2000+) 7
TL 7/09 Space Industrialization (2050+) 7
TL 8/10 Cis Lunar Space Development. (2100+) 7
TL 8.5/11 Interplanetary Settlement (2200+) 7
TL 9/12 Post Earth Dependence. (2300+) 7
TL 9.5/13 Outer System Development. (2400+) 8
TL 10/14 Early Interstellar Trade and Era. (2500+) 8
TL 10.5/15 Interstellar Colonization. (2600+) 8
TL 11/16 Self-sufficient Megastructures and Swarms. (2700+) 8
1981 Reusable Shuttles 8
2000s Space Industry Subcontractors 8
2000s 1Gen Space Station 8
2017 Reusable Launch System 8
2020 8
● 2022 Pre-Fusion. 8
● 2023 AI Race. 8
● 2-Gen Space Station 8
Timeline 8
2000 TL 8 Information Age 8
2050 TL 9 Space industrialization 11
2100 TL 10 Interplanetary Settlement, Mega Structures, 13
2200 TL 11 Interplanetary Industrialization, Mega Systems, 14
2300 TL12 Post Earth Dependence 14
2400 TL13 Outer Systems, First Contact 14
2500 TL14 14
3000 14
General Notes 14
Politics and Science 14
The Fracturing of States 2020+ 14
Glossary and Concepts 15
Equilibrium 15
Jovians 15
Herans 16
Belters 16
Angel genotype 16
Uplifts 16
Heavy Worlder 16
Sol System 17
Venus 17
Stars 17
Economic 17
Technology 17
Computers (Current Practice) 17
Manufacturing and Smart Production. 17
Artificial Intelligence and the Baby Boom 18
Clans and Tribes 19
Elders 19
Computer Augmentation (Current Practice) 19
Instancing expanded 20
Instances and Quantum Computing 20
Life Suits 21
Ice Ships Doctrine (TL9 Doctrine) 21
Reactionless Drive TL10 (2090 onwards) 21
Travellers Banking (2050-2250) 21
Modular Technology 22
Bio-Tech 22
Sensors (Current Practice) 22
Faster than Light Travel 23
Current Practice of FTL 23
Previous Practice of FTL 24
Jump Gate (Current Practice) 24
Ships and Habitats 24
Life Support (LSp). 25
Quality of Life 25
Warfare 25
Ship Combat TL9 25
Ship Combat TL10 26
Planned Changes 26
Notes
http://www.ict4us.com/r.kuijt/en_stellar.htm
http://kisd.de/~krystian/starmap/
http://evildrganymede.net/rpgs/stellar-mapping/
http://www.youtube.com/watch?v=C-B4wQnCRE8
http://workshop.chromeexperiments.com/stars/
Convert Radians (stats of nearby stars), to Cartesian Coordinates
http://en.wikipedia.org/wiki/Cartesian_coordinate_system
http://en.wikipedia.org/wiki/Radians
http://en.wikipedia.org/wiki/Right_assension
http://en.wikipedia.org/wiki/Declination
http://en.wikipedia.org/wiki/Equatorial_coordinate_system
http://www.random-science-tools.com/maths/coordinate-converter.htm
http://www.projectrho.com/public_html/starmaps/trigonometry.php
http://www.projectrho.com/public_html/starmaps/trigonometry.php
Notes on Infrastructure
http://www.projectrho.com/public_html/rocket/infrastructure.php#id--In-situ_Resource_Utilization
TECHNOLOGY MILESTONES
Mneme and Cepheus Engine Technology Level Reference Table
Human Era (HE) | CE TL | MTL | CE descriptions & added descriptions | Mneme TL (MTL) |
1 HE (10,000 BCE) | 0 | 0 | (Agriculture and organized society) | Neolithic Revolution |
5,000 HE (5,000 BCE) | 1 | 01 | Bronze Age | Bronze Age |
5,500 HE (500 BCE) | 1.3 | 02 | Iron Age | Axial Age |
10,000 HE (0 CE) | 1.7 | 03 | Medieval Era | Imperial Era |
11,500 HE (1500 CE) | 2 | 04 | Renaissance | Enlightenment |
11,800 HE (1800 CE) | 3 | 05 | Mass production allows for product standardization, bringing the germ of the industrial revolution and steam power. | Industrial Revolution |
11,900 HE(1900 CE) | 4 | 5.5 | Transition to the industrial revolution is complete, bringing plastics, the radio and other such inventions. | Technological Revolution |
11,920 HE(1920 CE) | 5 | 06 | Widespread electrifications, telecommunication, and internal combustion. | (Age of electrical energy, mass communication, and the widespread use of the engine) |
11,950 HE (1950 CE) | 6 | 07 | Development of fission power | Early Atomic & Space Age |
12,000 HE (+2000 CE) | 6.5 | 08 | and more advanced computing. | Information Age & Commercial Space |
12,050 HE (+2050 CE) | 7 | 09 | Can reach orbit reliably and has telecommunications satellites. | New Space Race |
12,100 HE (+2100 CE) | 8 | 10 | Possible to reach other worlds in the same system, although terraforming or full colonization is not within the culture's capacity. | Cis Lunar Space Development. |
12,200 HE (2200 CE) | 8.5 | 11 | (Planetary Colonization) | Interplanetary Settlement and Mega Structure Age. The ability to build infra and mega structures in space. |
12,300 HE (2300 CE) | 9 | 12 | Space travel is vastly safer and faster; first steps into Jump Drive technology. | Post Earth Dependence. Intrastellar Economy can survive without earth. |
12,400 HE (2400 CE) | 9.5 | 13 | (Conquest of the Solar system) | Outer System Development. Stable Jump travel to Outer systems. |
12,500 HE (2500 CE) | 10 | 14 | With the advent of Jump, nearby systems are opened up. | Early Interstellar Trade and Exploration Era. |
12,600 HE (2600 CE) | 10.5 | 15 | (Interstellar Colonization) | Interstellar Colonization. |
12,700 HE (2700 CE) | 11 | 16 | The first primitive (non-creative) artificial intelligences become possible in the form of “low autonomous” interfaces, as computers begin to model synaptic networks. | Self-sufficient Megastructures and Swarms. |
Technology Level Optional Definitions
Cepheus Engine and Mneme Tech Level
This is the age of early human development when humans developed Agriculture and started organizing into larger, more sophisticated groups than tribal families. There was more rapid development of tools and materials and experimentation in systems of data transmission and preservation. This is around 10,000 BCE or 1 in the Human Era or Holecene Calendar.
- Pastoral Nomads, Beginning Agriculture, Fishing Villages, Proto-Cities, Steles, Poultices, Herbs, Fermentation, Animal Husbandry
TL 1.0/01 Bronze Age (3500 BCE)
- First Empires, Chariots, Cities, Bureaucracies, Writing, Castes, Surgery, Plantations, Early Construction, Institutional Slavery,
TL 1.3/02 Axial Age (500 BCE)
- Schools, Philosophy, Reflection, Meditation, Organized Religion, Professional Administration, Horses, Siege Engines and Warfare, Water Wheels, Political thought,
TL 1.7/03 Imperial Era (200+ BCE)
- Galleys, Professional Armies, Imperial Administration, Colonization, Feudalism, Mechanical Artillery, Windmills, Early Communications networks, Construction,
- Ocean going vessels, Paper, Telescopes, gunpowder, cannons, articulated plate, Clockwork, Microscope, Muskets, Stock Market, Joint-Stock Company, Corporations, Republic, Democracy, Canned food, Economic thought,
- Steam Engine, Early Electricity, Batteries, Steam Locomotives, Balloons and Airships, Industrialization, Mechanization, Public Schools, Mass Production, Germ Theory, repeating firearms, rifled cannons, iron cladded ships.
- Steam Turbines, Internal Combustion Engines, Electrification, Automobiles, Continental Railway Network, Submarines, Aircraft, Antibiotics, Heredity, Biochemistry,
- Automatic weapons, Tanks, Combat Aircraft. Nuclear Fission, First Nuclear Bomb, Early Electronics, Analog and mechanical Computers, Radar, Jeep, Commercial Television, Microwave oven, Plastics, Transistors, supersonic flight, first programable computing machine, Ballistic Missiles, Cryptography,
TL 6/07 Early Atomic & Space Age (1950+)[3]
- Nuclear Ballistic Missiles, Nuclear Submarines, Orbital Rockets, Radar, Gas Turbines, Solar Power, artificial Satellite and Satellite Communications, Electronic Transistors, Electronic Computers, Enterprise Computers.
TL 6.5/08 Information Age & Commercial Space (2000+)
- Personal Computers, Internet, Commercial Space ventures, Strategic Satellite Dominance, Orbital Space Stations, Diversification of Computing Technology, Electric Vehicles, Environmental Technology, Genetically Modified Organisms for commercial sale, Drones, Cellphones,
- The AI-Race leading to accessible powerful AIs. The AI race leads to Distributed Manufacturing, known as the Maker Era where smaller and leaner manufacturing companies are able to rapidly prototype and deploy technology that once required much larger companies.
TL 7/09 Space Industrialization (2050+)
- 0G Orbital Manufacturing, Beginning Lunar Infrastructure, Decoupling of Major Economies, Decoupling on the Internet, Early Nano-Technology, Independent Space Infrastructure, Early cybernetic implants and prosthetics, Exoskeletons, Genetic therapy, Thorium Reactors, Commodified Micro Nuclear Reactors, Early Fusion Reactors, Semi-Autonomous Vehicles, Asteroid Deflection, Capture and Early Mining. Sky Hooks and Inertia Tethers on earths orbits.
TL 8/10 Interplanetary Settlement. (2100+)
- Early Space Elevators in Development, Permanent Space Stations, Early Artificial Gravity Stations, Accessible Cybernetic Prosthetics, Lunar Colonization, Long Term Mars Space Station, Beginning Mars Infrastructure. Asteroid and Lunar Mining. Manned Interplanetary missions. Lunar Artificial Spin-Gravity Habitats. Massive Inertia Tethers for Lunar Travel, Exo Skeletons, Early Repair Drones, Low G medicine
TL 8.5/11 Post Earth Dependence (2200+)
- Jovian Age
- Also known as Interplanetary Settlement. Mega System Age.The ability to build the infra and mega structures in space.
- Advanced Habitat Technology in Dense and Hazardous Worlds. Vacuum Airships and Habitats. High Endurance Vessels (able to operate in decades from support).
- Prolific Space Elevators. Other space elevators being constructed and one for Mars being constructed. City Space Habitats. Massive Inertia Tethers built around the inner solar system and Jupiter.
- Accessible Commercial Interplanetary Ships. Permanent Habitat Ships.
- Mega Systems. this refers to near-fully autonomous end-to-end systems. Example are the
- Space Elevators and the autonomous systems that maintain them and the automation involved in creating them and seeding a new Space Elevator.
- Solar Swarms - a collection of Light Sail satellites that orbit the earth, venus, and mars defecting and concentrating solar radiation. Solar swarms are used to cool venus with a symbiotic relationship with its space elevator, power and protect earth, and concentrate sunlight for the terraforming of mars.
TL 9/12 Outer System Colonization. (2300+)
- Colonization of Venus, Mars, Asteroid belt, and Jupiter’s Moons. Migration of many industries to these other resource-rich planetary systems.
- Anagathics, Full Cybernetics, neural cybernetics. Robotic Manufacturing, early practical self-replicating machines.
- Space Elevators are made on earth and sent to Venus, Mars, and Jupiter. Solar Swarms used to manage Venus and Mars solar challenges. Early Terraforming. Mars being the key space elevator manufacturer for the rest of the solar system.
- Early Jump Drive, used to travel to the Outer Solar System. Colony Ships. Only those who can afford such losses partook of this, like early rocketry, early circumnavigation, early flight.
- This era ends with the Interplanetary Economy able to survive without earth.
- Colonization of Saturn, Uranus and the farther Planetary Systems.
TL 9.5/13 Outer System Industrialization. (2400+)
- Stable Jump travel to Outer systems.
- Early Interstellar Jump.
TL 10/14 Early Interstellar Trade and Era. (2500+)
- Interstellar Trade and Exploration. The development of Interstellar Jump Networks. Interstellar Economy.
- Jump Carriers. large vessels able to carry ships and jump to an another star system. So large as to be able to jump a large portion of a space elevator.
- Jump Gates. Infrastructure allowing any ship to jump to another jump gate in a different star.
TL 10.5/15 Interstellar Colonization. (2600+)
- Colonization of Interstellar Systems.
TL 11/16 Self-sufficient Megastructures and Swarms. (2700+)
- Solar Swarms and Space Elevators automation to the extent they are self-sufficient. This allows humans to colonize any star system, even if it doesnt have Terrestrial or Earthlike worlds.
- Early jump gates
1981 Reusable Shuttles
https://en.wikipedia.org/wiki/Space_Shuttle
2000s Space Industry Subcontractors
https://en.wikipedia.org/wiki/SpaceX
2000s 1Gen Space Station
1KT of Habitation able to hold 5 spacers.
https://en.wikipedia.org/wiki/International_Space_Station
2017 Reusable Launch System
https://en.wikipedia.org/wiki/Reusable_launch_system
https://en.wikipedia.org/wiki/Falcon_9
2020
- Fusion is now Viable
- The problem is now access to He3. Making Lunar mining for He3.
- AI assistants and productivity multipliers arms race has begun. Great social upheaval, as jobs are lost but individuals are more productive through AI assistance. This created a
- Greater than 1KT Space Stations
- Filled with Engineers and Scientists who will making start up 3d Printed Organs.
- 3rd Generation Airships. Also known as Hybrid airships feature a Lift Body, like planes, which reduce the amount of lighter than air gasses . They have semi rigid structures - and a lift body. First generation Airships, known as blimps, had no internal structure. Second generation airships were semi-rigid airships which had internal structures and compartmentalization where it can house engines, passengers, and storage.
Timeline
2000 TL 8 Information Age
- Personal Computers, Internet, Commercial Space ventures, Strategic Satellite Dominance, Orbital Space Stations, Diversification of Computing Technology, Electric Vehicles, Environmental Technology, Genetically Modified Organisms for commercial sale, Drones, Cellphones, Mass produced graphene and early nanomaterials.
- The AI-Race leading to accessible powerful AIs. The AI race leads to Distributed Manufacturing, known as the Maker Era where smaller and leaner manufacturing companies are able to rapidly prototype and deploy technology that once required much larger companies.
- In the 2000s, there were marvelous technological advances, but not those dreamed of by the previous era (the 1950s). While the great scientists of the previous era imagined cities on Mars and a great space age, this did not come to pass. The greatest hurdle of humanity was equality and a level of participative democracy. Humanity could not reach such a dream unless everyone was participating in it and an economy able to improve the lives of everyone existed, to allow humans to reach for the stars.
- In the first half of the period, from 2000 to 2030, the world saw a rapid increase in greenhouse gas emissions, resulting in a 1°C increase in global temperature. This had significant impacts on the climate system, including more frequent and severe extreme weather events, sea level rise, and water scarcity. These impacts led to significant social and political unrest, particularly in regions that were already vulnerable to climate-related impacts. This unrest was compounded by economic stagnation, as the unsustainable economic systems of the past failed to deliver on promises of continued growth and prosperity.
- However, in the years leading up to 2050, there were significant advances in technology, particularly in the areas of renewable energy, biotechnology, and artificial intelligence. These technologies helped to address some of the challenges of the past, including the need for more sustainable energy systems, more efficient food production, and more effective disease management. As a result, the world made progress towards a more participative and democratic system, as people became more aware of their rights and the need for greater equality and justice.
- Even with the aid of advanced technologies such as artificial intelligence, the trust of the humans following the most powerful people remained a fragile thing. Titans fell, and people learned that power sharing was the only way to sustain trust. In this new era, transparency and accountability became more important than ever, as people demanded more from their leaders and held them to higher standards of conduct. The lessons of this period were clear: power and wealth must be shared more equitably if trust is to be maintained. The technologies of the future may be more advanced than ever, but they will still be held together by the trust of the humans who use them. As society moves forward, it will be essential to cultivate this trust and work together to build a more just and sustainable world.
- Furthermore, the impacts of climate change continued to be felt, with more frequent and severe extreme weather events, water and food shortages, and ecosystem disruptions. These challenges put society on the brink of collapse, as people struggled to adapt to a rapidly changing world. However, through resilience and determination, society was able to survive and progress, with a renewed focus on the need for sustainability, equality, and justice for all.
-
- Furthermore, this era was marked by China's rise and demographic collapse, as well as Japan's. These countries attempted to delay and manage the collapse through technology, resulting in many marvelous quality-of-life improvements, particularly in home automation technology that made households more convenient. The highest point of this was the acceleration of the Bipedal Drone, which was able to provide human-like physical labor aid in healthcare and home care. By the end of this age, this was still experimental, but its many precursors were ubiquitous.
- However, for the developed world, the rise of AI and reshaping of the political landscape meant recessions and major disruptions to the lives of many in the population. In developed countries, information warfare raged on, isolating individuals and creating serious epidemics of mental health crisis. Cynicism, depression, and apathy reached new heights, making solvable problems seem impossible, and the resulting defeatism drove many to desperation."
- In the developing world, AI disrupted the Business Processessing Offshoring Industry, which many relied on for their livelihoods. As people showed a preference for malleable AI that required nothing from them, the struggles of human workers became more pronounced. The open availability of many earlier AI models resulted in a proliferation of competing specialized AIs. This disruption led to years of recession and political unrest in the countries that relied on the BPO industry, with new demagogues emerging and the demonization of AI and some technologies becoming even more extreme. Even in the consequent era, many are resentful of the disruption caused by AI. Those who emerged from poverty through the BPO and IT industry found themselves back where they started and became disillusioned.
- However, in developing countries where agility was possible, guerrilla movements arose to implement open, sustainable, and inclusive growth entrepreneurship, moving away from the cities and founding sustainable college campus-style communities. They took advantage of less developed government infrastructure and tried to create new communities, but the same weak government allowed for corporate housing, which exploited its homeowners with fees they could not challenge and rising costs.
- In developing country cities, the pandemic still persisted as health measures took many shortcuts, leading to new strains of the virus. The epidemic attacked social classes disproportionately, with longer-lasting versions of the virus heaped upon struggling populations already dealing with inflation, recessions, and AI taking their jobs. Humanity surviving this era meant addressing problems instead of applying superficial solutions, with many social changes beginning to take root.
- Life in 2030s -
- in the developed world - most people are experiencing some change in the near constant decline of their quality of life. Majority of the young and working population in this era have had many job changes and many false starts than generations before. It felt like every time they are becoming skilled - something is disrupting their industry and they are being replaced. To manage the unrest draconian measures of voter suppression, state surveilance, and the removal of the democratic processes had the advantage of tech and corporate backing - soverign AIs and mass astroturf AI propaganda was ubiquitous. The next industry recession was around the corner and corporations had a strong gasp of state funds and forgiveness.
- Rogue AIs was the term used for the AIs created to combat sovereign AIs and AI monopolies. Decentralized and able to breed and reproduce - these AIs were used by dissidents to protect themselves from dark patterns and mass manipulation and hallucination. A symbiotic relationship with humans and Rogue Ai against the addiction and dependency relationship of Corporate AI was the strangest outcomes of this era. A guerrilla war of ideas and soft power that lead to democratic revival. The turning point when AI began to undo the isolation and mental health crisis being able to create a zero-trust method of finding social support and community. Little by little the democracy was clawed back.
- In the Developing world the war was one sided, as a vulnerable population was very easily exploited. A person in the developing world found their fortunes turned when AI monopolies swept through their country, automating resource extraction and taking a huge chunk of the population out of progress. Many politicians became dynasty and corporate vassals, controlled by the access to markets and automation that weakened the masses to their manipulation. This aggravated brain drains and created an isolated and paranoid middle class threatened by their country men because of their tech literacy and their betters.
- It was only through the success of Rogue AIs that strong points and economic safe havens were created. As the developing countries were ravaged, its resources exploited by its elite, an elite that felt they had no use for the masses, decades were left for the displaced poor to rebuild. Near the end of the era, the Vassals of Corporate AI were slowing being cut off as Rogue Ais were challenging the supremacy of Corporate Sovereign AIs.
- Internet Age
- Reusable Rockets. a Generation of Reusable rockets reduced the cost per ton to Low Earth orbit by a magnitude.
- Open Source and Right to Repair Movement.
- open sourced medical equipment, therapies, and generic medicines and the policies and systems in place to sustain this.
- Open sourced Supercomputers and powerful distributed computing used in biotech simulation allowed for the creation of unpatented and public domain life essential medicines.
- Commercial Space Flight and Space Labs. Satellite data and micro gravity labs are commercialized with significant payoff to merit continuous investment.
- 1st Gen Maker Movement. 3d Printers, Open Tools and Machines, Open source Microcontrollers, Cheap Single Board Computers, allowed people to quickly produce “smart devices” (devices that can monitor its surroundings and particular inputs in order to execute or stop its functions).
- AI Arms Race. AI’s have become such productivity improvers that the industry has pivoted into an arms race.
- Soverign AI. These are AIs so powerful at the given time, economies shifted because of a parties’ access. BPO industries of the Developing world had to realign because of it.
- Open AI. First generation of community created competing AI, typically 2 generations behind Sovereign AI as it grew to become more accessible and largely adopted. This will later on be demonized as “Rogue” AI as regulations and controls were trying to be applied to them. Most Rogue Ai were for malware and Dark Pattern exploitation, but the early
- Scam AI. These are Bots managed by an AI, helping the AI pretend to be another human and to be able to quickly pretend to be any legitimate site or internet transaction in order to embed any malware packages. These exploded in use, and abusive regulation used Scam AI to target all Open AI.
- Community AIs began life as community support tools and access to necessary information for rights, welfare, and community resources. These eventually grew to be more essential accessible ERPs and protections against Scam AIs. through the era Community AIs were 2 generations behind Soverign AIs. 1st Generation Community AIs were the start-up AIs, 2nd Generation made it so accessible Individuals deplooyed them leading to the Companion AI. It is through Companion AI and its specific training models - recombining and breeding AIs became possible allowing the later generation of AI - 3rd Generation Community AIs to catch up to Soverign AIs.
- 2nd Generation Maker Movement. Makers aided by AI allowing them to quickly master other engineering disciplines, prototype faster, and work with smaller teams.
- Competing Space Stations.
2050 TL 9 Space industrialization
- Early Space Elevators in Development, Permanent Space Stations, Early Artificial Gravity Stations, Accessible Cybernetic Prosthetics, Lunar Colonization, Long Term Mars Space Station, Beginning Mars Infrastructure. Asteroid and Lunar Mining. Manned Interplanetary missions. Lunar Artificial Spin-Gravity Habitats. Massive Inertia Tethers for Lunar Travel, Exo Skeletons, Early Repair Drones, Low G medicine
- Surviving the early 2000s required greater power sharing and political participation, as well as awareness of the potential for AI-enhanced social manipulation. Democracies that thrived in the years leading up to 2050 implemented laws and systems to ensure that people were informed and resistant to manipulation.
- This led to a redistribution of wealth, with some countries using AI to aid tax collection and enforcement of rights, while policymakers experimented with Universal Basic Income. Some viewed this concept as controversial, but AI-enhanced government services helped curtail its critics, and its potential to make people more productive and move towards industries in need made it possible. A Credit System that ran alongside traditional currencies was created in some states and countries, serving as a precursor to a universal credit system.
- Space industrialization created an economic and political upheaval, with the emergence of a separate market that disrupted the traditional order of superpowers on Earth. Blockchain and non-fungible tokens of ownership of space resources were enforced with non-traditional power structures in space, leading to a decentralized and zero-trust economy. These developments, along with welfare credit systems, served as the precursors to credit systems in later eras.
- The mark of the open source movement and right to repair, AI, and the maker era left a very distributed and highly democratic manufacturing industry. There are still giant corporations controlling hectares of fully automated factories, but these are highly specialized technologies and tightly regulated by gov’ts (like weaponry, mega structure projects, and security). Regular people had so much to choose from that what is considered a small business are able to manufacture every appliance of a century before. Computers and advanced AI tools were produced and supported by medium and large businesses.
- Android and Bipedal multi function Drones are market ready, and become a Common Appliance a century later. They are issued to households by some states. Instead of owning a car, having a Drone Assistant or Helper was one of the more critical possessions people are expected to have.
- The end of the era described in the previous discussion is marked by significant progress in the management of multidimensional poverty and the promotion of human development. Specifically, the goal of reducing multidimensional poverty to below 10% of the global population has been achieved, and the Human Development Index (HDI) for 10% of the world's population has been raised to a level better than 0.7.
- The HDI is a metric used to measure human development based on factors such as access to opportunities, health, education, rights, protections, and safety. It represents the unequal distribution of these factors among citizens, with a higher HDI indicating greater access to these opportunities and resources. A perfect HDI score of 1 represents the best possible access to these factors, while lower scores represent less access in comparison.
- Over time, human progress is measured by increasing numbers of people having access to opportunities and resources more closely aligned with those enjoyed by the most privileged members of society. By raising the HDI of 10% of the global population to a level above 0.7, significant progress has been made towards reducing these disparities and promoting more equitable access to the factors that contribute to human development.
- The 2080s were a major turning point of humanity as the fruits of the major social changes were more felt. Japan and China recovered from their demographic collapse but at a much reduced population, Japan at 88 million from 128 million and china from 1.2 Billion people from 1.44 Billion. The Pacific Alliance (South east asia, east asian countries except china, Australia and New Zealand) from 935 million in the 2020s grew to 1 billion in the 2080s. India from 1.38 billion in 2020 became 1.09 billion, and African Union was 1.13 Billion in 2020 to 2.49 Billion. The middle eastern countries from 275 million at 2020 grew to 465 million people. South america being 429 million and being stable to around 468 million. North America grew from 370 million to 472 million. European Union declined from 561 million to 486 million despite gaining many member countries. Central Asia was 74 million to 104 million.
- Algae and Aquaculture farms were one of the biggest changes in the earth landscape as they were used to profitably sequester carbon as it was used to create starch-based concrete, desalinization, biodegradable plastics, food, and animal feed, and used for space stations for radiation shielding, and life support. These massive farms can be seen from space and were geoengineering the earth to be cooler. It shifted food production as the aquaculture areas of the earth that were previously considered uninhabitable - its deserts.
- The space industrialization was marked by an amount of processed material used for the industry at the scale of gigatons (mostly from the moon; but a considerable amount came from captured asteroids) only a tiny percentage are coming from earth.
- Graphene laced materials and its continuously improving manufacturing and utlization has made space elevators possible and the largest space stations were beginning to be the base of what would be a space elevator. The ground work for Mega Projects of Ocean construction had begun in this era.
Life in 2050s:
- Rogue AI's became companion or family AI's, helping to facilitate zero-trust transactions that allowed communities to reconnect and trust each other again.
- AI's were designed to adopt the voices and understanding of family members and became considered as part of the family. This helped people rapidly develop skills and reinforce survival social intelligence.
- The Maker era was a dream of generations before, where people were able to build anything in an open market without fear of starvation or dehumanization.
- Most people had access to some form of universal health care or complete social welfare, with every basic need taken care of by an inspired generation that grew up fearing being replaced easily and having nothing.
- A grizzled generation of early Rogue AI makers raised a generation who had AI incorporated into their surroundings, leading to a uniformity and standardization that arose as people quickly built over earlier open ideas and shared the same foundation.
- Families had open-source home automation, a collection of devices and appliances that allowed the pursuit of realization while caring for loved ones. Communities grew around large projects for infrastructure, safety, and art.
- Social androids emerged near the end of this era, with community-built drones helping care and protect its community.
- As the vassals of corporate AI were cut off, community AI and androids were developed by the disregarded populations, leading to the emergence of new states and violence.
- Non-zero-sum systems will always conflict with zero-sum systems, and the petty warlords, aristocrats, and oligarchs of the developing world had too much inertia and were too isolated to understand the changes to stop and see the upliftment of others were not threats to their material wealth.
- Characters in the developing world and developed world will have a difference in material wealth and access, with those from developing countries having more radical egalitarian bents from the friction. Adventures in this era would be about the instability and disruptiveness of technology - particularly the destruction and rebirth of systems economies.
- Developing World Characters will be treated as lower SOC
- Characters would typically be empowered and come from more mobile social classes, but slavery and exploitation still exist.
- Petty kingdoms of economic stagnation and ignorance existed, with many city-states and countries still having strong oligarchies and elites that hold all the power and can get away with wanton and casual abuse.
- 2050s Science and Technology of
- Companion or Community AI. Distributed Ai systems to empower poeple and protect democracies through enhanced zero-Trust transactions.
- Sovereign AIs were able to eliminate much of the Hallucinations, but it still happened and more importantly these were black boxed systems which had a limited ability of self correction. Sovereign AI later needed captured Rogue Community and Companion AIs to train itself as an Adversary, this was 2nd generation Soverign AI. But Community AIs matched it in Zero-Trust transaction protection - there were more Community AIs in the wild learning from humans and their needs and problems, fighting against Scam AI and learning from each other than there were Soverign AI being used against other Soverign AI as state tools for control. Companion AIs became more ubiquotous in its computing resources as the Maker Movement created more computing power by mass.
- 3rd Generation Maker Movement. 3rd Generation Community and Companion Ai enhanced Makers with copy left (GPL) knowledge reaching critical mass that someone can have a Home where 90% of of the devices and applicances can be open sourced. That enterprises can have 50% of their technology in open source.
- Permanent Space Stations. Space stations are practically permanent, with the ion thrusters and periodic re-orbiting infrastructure. its permanent fixture means early spin habitation experiments with inflatable habs. There are people people spending more than a decade in space (non-continously).
- mega tons of Material being launched into orbit continued and industrialization of cis-lunar space became another frontier of control for nation states and their allies and enemies.
- Early Space Elevators in Development, Permanent Space Stations, Early Artificial Gravity Stations, Accessible Cybernetic Prosthetics, Lunar Colonization, Long Term Mars Space Station, Beginning Mars Infrastructure. Asteroid and Lunar Mining. Manned Interplanetary missions. Lunar Artificial Spin-Gravity Habitats. Massive Inertia Tethers for Lunar Travel, Exo Skeletons, Early Repair Drones, Low G medicine
-
2100 TL 10 Interplanetary Settlement, Mega Structures,
- Early Space Elevators in Development, Permanent Space Stations, Early Artificial Gravity Stations, Accessible Cybernetic Prosthetics, Lunar Colonization, Long Term Mars Space Station, Beginning Mars Infrastructure. Asteroid and Lunar Mining. Manned Interplanetary missions. Lunar Artificial Spin-Gravity Habitats. Massive Inertia Tethers for Lunar Travel, Exo Skeletons, Early Repair Drones, Low G medicine
- This century is marked by many huge Mega Structures on earth and the groundwork to make them in space. On earth the mega structures were Solar Farms, Aquacultures of Algae Farms, Ocean Construction of launch facilities and bases. Many fell short and decades passed before having the political will to try again and have an Iterative approach.
- Notable Mega Structures,
- Ocean Structures in the Equator - massive aquaculture industries. Millions of cooperative algae and various aquaculture farms that are intended to replace many of the earlier industries: like Bio-Plastics (generating 100 billions of tons), Algae
- It is in this era when the completion of 5 Space elevators: Pacific Alliance, America’s, China’s, Arab Leguea’s, and India's.
- Life in the 2100s
- Those who were not satisfied with their maker life, and building their community, could pursue space and its dangers. A large portion of the maker population, those traumatized by the previous era made much of the permanent population of space stations and lunar colonies.
- Nation states still cooperated with much caution, a highly skilled population focusing on zero-trust transactions, were not immune to mistakes and ideals. A decentralized humanity - with nation states being more fractured allowed for new micro states in space thrive.
- Mega Corporations of the previous century didnt survive, many went bankrupt from the many technological disruptions and their Patents were Open Sourced and Nationalized. The new economic Powers were cooperatives - democratic organizations working with the state - fillled the power vacuum of megacorporations and the capital model was only possible because AI facilitated the rapid decision making needed for such communities to be viable. These cooperatives hold no Patents, their power came from a pool of talent - exceptionally trained and cooperative individuals that rapidly turned around projects and outcomes.
- The petty kingdoms and cults stagnated, but still had their own clout and resources. They advanced breeding programs and android systems focusing more on luxuries and expansions through colonies. remaking idealized images of their kingdoms or “empires” where they can be worshiped. Much of aggressive and unsafe colonization were piloted by these.
- some mars, cis lunar colonies, and the initial Jupiter missions were initially started by petty kingdoms.
2200 TL 11 Interplanetary Industrialization, Mega Systems,
- Also known as Interplanetary Industrialization, Mega System Age. The ability to build the infra and mega structures in space.
- Mega Systems. this refers to near-fully autonomous end-to-end systems. Example are the
- Space Elevators and the autonomous systems that maintain them and the automation involved in creating them and seeding a new Space Elevator. These systems have taken the name of Ashvattha, Yggdrasil, Kien Tree, and Tane Mahuta.
- Solar Swarms - a collection of Light Sail satellites that orbit the earth, venus, and mars deflecting and concentrating solar radiation. Solar swarms are used to cool venus with a symbiotic relationship with its space elevator, power and protect earth.
- Advanced Habitat Technology in Dense and Hazardous Worlds. Vacuum Airships and Habitats. High Endurance Vessels (able to operate in decades from support).
- Prolific Space Elevators. Other space elevators being constructed and one for Mars being constructed. City Space Habitats. Massive Inertia Tethers built around the inner solar system and Jupiter.
- Accessible Commercial Interplanetary Ships. Permanent Habitat Ships.
- This is the age where industries outside of earth were growing
2300 TL12 Post Earth Dependence
2400 TL13 Outer Systems, First Contact
- Early interstellar Travel led to the discovery of Divergent Humans, humans with a hundred thousands years of divergence.
2500 TL14
- Earth participates in the Interstellar Trade, and are shocked to find heavily altered humans varieties and the new Tribes and Clans.
- The non-sol humans also make a discovery, Uplifted colonies in farther out star systems with Martian technology.
3000
- In Earth’s rapid colonization and annexation of territories to dissuade the Sindarin from getting close, they encounter another Sophont race, but one that is territorial and industrially intensive. They were nicknamed Nogothrim. Earthers came to an economic war with the Nogothrim over valuable planets filled with exotic matters and naturally occurring composites.
- Mars builds the first jump gate
- 5 Billion Sol
-
- 40 Billion Terrans
Earth (4% growth) 30 Billion**
Mars (6% growth) 20 Billion**
Belt (6% growth) 88 Million
Jupiter (3% growth) 8 Billion
Saturn and beyond (4% growth) 3 Billion
Interstellar Solian Diaspora (8% growth) 40 Billion
Terran Interstellar Colonies 10 Billion
Stellar Mapping
General Notes
Politics and Science
These don’t go well together,
The Fracturing of States 2020+
Many Large states Fracture as Individual Liberties grow and technology allow for some self sufficients and surpluses that would allow people a dignified level of living despite having a very low socio economic value. This created the Commune states, the ancestors of the Pioneer people who inhabit the belt, and the places beyond it.
Communes States emerged as a way to temporarily provide much needed welfare and human dignity without losing key necessities such as freedomes of speech and expression, while giving access to education, and more basic needs. It provided a near ascetic life filled with creative activities at night to prevent the depressing labors they had to endure.
The underclasses that grew from the middle class and the working class of the G20 of the turn of the 21st century. Some communes were very successful, taking over in many formerly gov’t tasked welfare. Some gov’ts surrendered their authority to allow many of these communes to govern themselves focusing in major infrastructure and their mega-cities and the politics in their enclaves.
These communes focused on Maker skillsets,and slowly took back much of the political ground by gaming the same systems powerful lobbies of megacorporation were able win early in the century by the 2040s. When mounting use of “National Security” legislations commenced, the communes waged a guerrilla memetic war and have created a complicated network of alliances with each other and various other communities (unions, denominations, anarchists, etc…). The same principles of social engineering attacked soft targets of a very large “Security” organization.
It was this conflict that allowed politics to shift, and power to slowly move towards decentralization leaving only the United Nations to create clarity and vision in the information wasteland created by these “new world class warfare”. That politically safe route for the UN, other than its poverty alleviation efforts, was space industry and harnessing material that should temporarily sate the conflict.
Many of the success Commune Maker States eventually took over territory won the popular support of their anciently demarcated Local gov’t territories. When the UN Technology Agency Open up various patents they mobilized their local economies in a technocratic manner rivaling any capitalist engine. By the 2070s these Commune Maker States have left much of earth and volunteered and sacrificed to be the first to be in the stars while the lands around them slowly did crumble to the Mega corporate powerhouses.
There was an some strange biblical poetry for the former underclass to be the first to adopt the heavens and flee the world. In the years up to 2100 many described it as the Rapture many have dreamed off centuries before. To fly and flee problems comes to a new perspective when there is a universe to escape to.
Glossary and Concepts
Equilibrium
Everything tries to work towards an equilibrium. An equilibrium is the optimal exchange or efficiency of a process, life style, or strategy. This is the economic point prior to diminishing returns. This is also applies to matters of complexity, where concepts, memes, ideas, and emotions move towards simplification.
Jovians
Term for all those that live in the influence of Jupiter. These include Ganymedes, Europans, Greeks (after the asteroid fields), Trojans (asteriod fields), Ioans, and Calistos.
Herans
Term for all those that live in the influence of Saturn. Since most of the Herans are from Titan, they are known as Titans more than Herans.
Belters
Those who live in the general areas of the Belts. Belters have been drastically altered to be more adapted to 0G and are very dependent on their life-suits, although they are adapted in a way that they require the least life support in space travel.
Urans
The young colony
Neptians
Angel genotype
The Angel genotype has be so named by its developers for its human adaptation and optimization for 0G and Free fall conditions. Over the generation, the angels have become more different in many ways.
the Angel genotype has double jointed limbs, allowing it to better maneuver in 3d space. base-line human feet were altered to be more prehensile with longer toes relative to the base of the foot. Their brains have been adapted to process 3d spatial relations with the help of a more complex and sophisticated hearing system and echo-location. Their life suits augment all these sensory and object tracking (since everything floats around in their habitats). The life suits are specifically designed to let them crawl or walk in gravities up to 2G (where they are in all fours).
The Angel genotype can be found in any micro-gravity environment or habitat where they climb instead of float and habitats has a lot of hand holds and grips. Angels are semi upright in Terran gravity, diminished movement when walking and full movement on all fours. Life suits @@klow
Microgravity genotype
Similar to angel genotypes except the feet more adapted to running and climbing. Their feet are less prehencile than angels. They can run on th3ir feet in Terran gravity but slower. They & one do all f9urs as well as angels.
Uplifts
The first uplifts were dolphins designed to live in Martian seas to oversee terraforming and growth. Then they were adapted to have more same role in habitable Gass Giants where their physical make up is altered to give them buoyancy and allow them to communicate and control lesser and smaller creatures and care for the spore whales.
Whale and Octupi, uplifts were developed to colonize Gass Giants with tolerable gravities and high atmosphereic pressures. The over reaching goal of Martians are space faring life forms. These two species were designed to have a symbiotic relationship. Octupi were made with the intent of assembling or concentrat physical resources.
Octupi Uplifts, designed to work with Automated AI systems and with extended duration support were those rapidly deployed by Martians.
Heavy Worlder
Heavy Worlders are humans designed for worlds up to 1.5Gs and survive high pressures, but can still function in micro to zero gravity environments. Scouts and Surveyors did find some high gravity worlds, some gas giants that can be colonized with buoyant habitat enclosures (with living cement), and some worlds. Many Heavy worlders are very non-human in their appearance as their features allow them to survive the pressures of gass giant habitats.
Sol System
Venus
since 2070 there has been several attempts to move Ice into Venus. There has been extensive Terran resources spent in making Venus habitable in an accelerated pace. Several hundreds of microbilogical strains have been introduced that would trap many of the greenhouse gasses in solid form.
In 2280 the microbes along with several deliveries of water asteroids have done much of the work to lower the temperature of Venus from 460C to 300C. Enough that certain parts of the planet habitable. The Microbes have been evolved to create Mega-Foilage that seek heat and channel the gasses deep inside the crust of Venus. Terra has been using Venus as an experiment to push its bio-tech to new limits.
A space elevator is currently underway being “grown”, and is expected to be complete by 2290. New gene-gineered mega foliage is being introduce to harvest the carbon for other abundant resources in Venus for building material. The space elevator will be important for terran plans as they seek to use the material for Sun shields and energy collection0
Terra
Uranus
Stars
Alpha Centauri 4.3 >
Alpha Centauri to Kaptayne’s
Kaptayne’s to Lacaille 8760
Kaptayne’s to Lacaille 9352
Bernard Star >
Altair >
Vega
Sirius >
Procyon >
Luyten’s Star
http://www.projectrho.com/public_html/starmaps/mapindex.php#frame
Economic
Technology
Computers (Current Practice)
Moores Law began to slow down right after Nano-Tube or ill nick-named Diamond Chips reached its physical limits at around 2070AD. Diamond computing came to a slow decline towards a linear progress. Computing power became more linear in progression, but it curved slightly upward or downward because of economic growth and stability.
Collective computing became the natural way to max out the technology. Near-Field-Communication technology matured and the way data is organized and processed became amazingly efficient than many in the beginning of the 21st century could dream off.
Manufacturing and Smart Production.
The amazing amount of automation went through cycles of centralization and decentralization because of conflicting ideologies. Over time enough of the Smart Production found its way to the more accessible levels of society, where many took the risks of making homes farther around the Belt and Jupiter. These collectives created the information collectives stemming from open source and socialized inforamtion movements. They created the basis of new societies and peoples and freed them from their material dependence of earth and its L1 and L2 colonies.
The most developed entity states have Plutocratic Elite running operations by devoted and seemingly omniscient AI’s. Much of resource extraction and energy can be automated. Some states are altruistic, some completely self serving, and some are aggressive. Much of the Non-Sol colonies have been scarred by the economic subjugation they have suffered under these aggressive state entities and when technology reached its right and opportune moment, mass migrations erupted in 2100-2140.
An Open Source or Socialed Technological blue-print of the optimal Self sustaining seed technology was shared that allowed the Martian, Jovians and Belters to leave Sol System and exodus to the new nearby star systems. Pioneers welcomed and helped many travel farther and farther out.
This Shared technology allowed any Ship and its Workshop enough fabrication technology to build a colony if necessary and if the right people survived enough to execute such an endevour. A lab has enough medical technology to alter its crew enough to survive and adapt to the environment.
This migration, triggered by Aggressive Entities, removed and alienated the entire professional elite and those below it who could afford to leave. Many charitable movements and socialized opportunities were granted to those who were still ravaged by the poverty centuries before could not be cured and how it changed as technology and society advanced.
Artificial Intelligence and the Baby Boom
AI was crucial in the population explosion that would be needed to hold the new colonies against Sol and its aggressive Stance towards all the resources it seeks to extract and consume, even when Sol itself was far from being depleted.
As parents and societies worked, the AIs were crucial in running many of its other operations as well as caring for future generations. In 2150 resources and demands recreated unintentionally industrial birth rates of 15-20 children (through artificial wombs, and spaced 4 years) but with the quality of life and opportunities that were enjoyed by the professional elite.
Populations were at a growth rate of 10% per year (culmulatively), in 50 years population of 1000 colonists grew to about 100,000 by 100 years 13M from 2100-2200 5.5 Trillion people spread out in a radius of 8 Light Years from Sol and still moving outward. Still the threat of Sol loomed with the population and resources of 200 Billion and the closer systems militarizing and politicking.
Clans and Tribes
Clans and Tribes became the natural result of growing so quickly in fairly confined spaces and settlements. There are billions of clans and tribes, many having the most scant genetic .
Elders
Some Clan and Tribal elders still exist from the days of the Diaspora and some old enough to have existed since the beginning of Space Colonization and earlier eras. Elders themselves have various titles to hint at their age, 230 years old being the oldest completely replaced by electronics. Some choose to leave their AI to watch over their descendants and the survival of humanity.
Elders try not to take leadership roles because of the obsolete Codes and mindset that add a resource strain to the decision making. Many who have relinquished their leadership status for fear of the collective’s demise.
Computer Augmentation (Current Practice)
Instancing is a Practice where you have a powerful computer that saves a copy of your self and activates it in order to grant you the mental resources of a whole other person with the skills and experience of yourself to pursue other opportunities and problems, while you tackle others.
Instancing is a current practice that evolved from augmented computer use and Collective Computing. Prior to Instancing, and which is still pretty much practiced many AIs have come to exercise and develop various regions and processes of the human mind to increase its Multi-Intelligence density and performance. Gestalt with more powerful computers while maintaining internal consistency and coordination led to Instancing as the coordination barrier increased with sophistication.
Many Professionals came to Instancing on their own, and thought it was only natural in what needed to be done and what resources was possible.
Unfortunately Instancing is a resource intensive task, and typically professionals in charge of Ships, Stations, and Command Centers can attempt it.
Instancing can also lead to some level of predictability, because of quantum computing, so more organically grown experience is the collective is desired to have more unpredictability and variables in the patterns created.
While a captain or anyone can do all tasks very well, the collective value of a group’s experience creates combinations and ideas that are for more amazing and the Collective Power adds to the ships processing abilities.
Liberties, Points of View, greater personal Initiative and a Self Deterministic Phenotype is needed for smarter intelligence contributions, a trade off many societies have to balance with Cohesion and Collectivisation. Sol is low in this variety, but is rich in resources and infrastructure.
Instancing expanded
Instancing doesn't just mean a copy, typically a part of the person acts as seed. So a sub-personality becomes realized into another being. It is a copy of the character’s psyche with a sub-part of the main psyche in control and bound to the Ego or Executive function of the character.
One can have as many instances depending on computing power and their own psyche. Fueling more and more instances requires a kind of life and intelligence that can be found in the same kinds of people that shaped the world in ancient times. They have so much going on in them, BUT have the will and power to control and bend these all to their will.
After the Instance need is gone, the Instance is re-absorbed into the psyche of the parent. because of the strong connection, it is still a part of the parent and differences of experience are easily merged.
Example.
Thea instances herself, Thea 2 is made up of a subpersonality of Thea - the side of her that is more reserved and compulsive. She looks like Thea in her minds eye, but changed as though it was her in another life.
Thea 2 or Theora, which she named after getting to know her more, she pursues another line of calculations and brings with her the exacting compulsions that make Thea the top notch professional at the expense of the fearlessness and a bit of the heart that allowed herself to be in positions of danger and risk.
Theora is reluctant, hesitating and indecisive a bit. She tends to be conservative in her strategies, she complains out loud about her situation but manages to focus her frustration on the work instead of Thea or the captain for being in this situation.
Instances and Quantum Computing
An instance can be multiplied more through use of special probability engines that create sub-personas based on a limited time dilation of the character’s sub-persona’s perception and experience. Its basically making a copy of you but creating a divergent set of experiences to differentiate oneself.
To control this Instance is much harder since its stressing the limits of a psyche and the time alteration has made this psyche a bit more separate from the parent.
Quantum Computing interface allows the user to have a wider probabilistic view of the world but it is much muddier and murkier view of what will happen. Sometimes it leads to psychic damage as probabilities of life decisions play out and there is a feedback loop when different the parent identity sees this altered instance and what it has become through the probability alterations of the QC. Sometimes the chances are irreconcilable to the parent psyche and disrupts everything.
Unlike regular instancing, Quantum Instances are discarded because of the disruption in the chain of experiences to the user. The psyche cannot be reabsorbed.
Life Suits
Lifesuits evolved from Vaccsuits and Exosuits, but has become an integral part of Transhuman development. Lifesuits ubiquitous among spacefarers and wealthier peoples. They are necessary in allowing people to survive and thrive ini the many adverse conditions in the many places children of terra have settled.
There is a whole culture that has come out of lifesuits as much as there has been a culture regarding computers, technology and clothing.
Lifesuits come in many aesthetics, practicalities, and designs. if a person from the 21st century met people from the 24th they would find them completely alien and definitely superhuman because of what it allows them to do. It has built in exoskeleton and armor to withstand any accident that can occur on a ship.
Poorer states use Modular Lifesuits which are bulkier and heavier. As a modular system it can be modified easily because of open standards.
Ice Ships Doctrine (TL9 Doctrine)
At its core, after the initial infrastructure and economic base was developed the economy quickly moved towards Iceships after the cultivation of Venus as a Fuel Source - using Venus’s atmosphere for reaction mass.
Ice Ships spread and gain in number. These are really small vessels of about 10,000 metric tons in size, but they are dwarved by the Ice they have to move which is almost 8x their own size at 80,000 metric tons of frozen fuel. The fuel diminishes relative to the size of the ship over time and route. An Ice ship can operate for a few years before needing to refuel being nearly self sufficient with the Ice it begins with. Ships try to accelerate to match speeds with the Ice ships to drop of cargo and passengers as well as to take passengers. Passengers typically sleep off with their Lifesuit’s AI and other Assistive AI taking care of them in their vulnerable state.
Ice Ships are the backbone of any starting out interstellar economy. When there is more economic activity, there is enough confidence to invest and bid out for the construction of Reactionless Drive vessels. Otherwise it is still cheaper and easier to use Ice Ships with the limited industrial capabilities of start up colonies.
Reactionless Drive TL10 (2090 onwards)
Reactionless Drives is achieved with a complex series of em pulses similar to a rotary reactionless drive. It appears as one continues heat burst.
Belters are the largest marketshare for Reactionless Drives, Mar’s has a bittersweet partnership with Jupiter close to second, and Terra focuses its drive sales for its own uses for its own colonies.
Travellers Banking (2050-2250)
This is an important institution because unlike previous terran travel which was in the scale of hours, it is now back to the scale of the silk road which is in years.
Travellers Banking is a special financial institution, they are like a mix of medieval money lenders and the crusader financiers in the modern day. While information can travel at the speed of light, humans travel via Ice ships in the scale of years.
Traveller banking is still present, but became radically changed. They are still around in poorer interstellar economies that still rely on Ice Ships.
Modular Technology
Open standards are important to
Bio-Tech
Bio-Tech allows the creation of ecosystems that concentrate, process, and reallocate the raw materials of these many worlds and systems. Human are part of the process introducing energy, genetic material and modifications, and care for these creatures.
First humans build an ecosystem from a micro-biological begining, typically using what ever native species evolved in the planet or introducing their own. Humans slowly move up the size category, introducing the next larger and larger part of the layer till there is enough biological ecology to sustain the most massive of these that serve the human’s purposes.
Mars’s hieght was their Sand-Worms that terraformed the planet as it went. Other planets followed, Neptune had their Spore-Whales (or Air Whales) that harvested micro-biologicals into enriched fuels, plastics, and reaction matter. Uranus also had worms processing its Ice and their nests were built around huge energy furnances.
Nano composites are slowly being grown via biotechnology plants and animals. Of course each planet and environment has its own unique signature of elements and It's own unique nano Composite products. Earth potentially the most diverse but this can change as technology makes up for the difference in diversity and abundance.
Sensors (Current Practice)
Sensor data collection parallels computing improvements.
Atomic Rockets No Stealth in Space
Current Technology takes Ken’s calculations and assume a Dual Core Gaming PC in 2005 at 50 GFLOP and lets look at 2013’s high end computers and set up at $1000 USD. Easily you can a have 300 GFLOPS (100 GFlop i7, x2 100 GFlop GPUs). Imagine if you have a Rack that can accommodate 10 at maiximum GPU slots with all the special coolant requirements and overclock for about x2 = 6,000 GFlop or 6 Terra Flops (10^12)
at Aug 29 2013 take Ken’s calculations for 1 Terapixel and divide 14400 seconds by 12 it will take 120 seconds o 3minx per 1Tpx. I’m not even assuming specialized dataprocessing for images. Those efficiency ranges can be up to 10x better. That is Present day computing. 8*10 of computers plus a 200lbs Rack with cooling systems and UPS.
At half the Moores Rate or 1.2^years (instead of 1.4^years) at 2050 that is x850 to the computing power or 5.1M Gflops or 5.1 Peta Flops (10^15). Now a TerraPx is made at 7FPS
Half again the Moore Rate to 1.1 in 50 more years = x100 with 510 PFlops (10^15). Now a TerraPx is made at 700FPS (enough for slow motion capture) for 260lbs of computer.
How about Traveller which happens 3100 years in the Future but with a 2000 year dark ages.
How should peg the Economic Cost of Increasing Computing Technology? This basically means assume a cost to research in GDP then give it a “Interest rate” cost over computing power.
Faster than Light Travel
“The Black Engine”
“Dark Drive”
Current Practice of FTL
- Needs to travel to outermost (arbitrary) system, the bigger the star the farther it has to travel to get to the weakest point of the star’s gravitic influence.
- The Jump is not limited by distance, theoretically it can Jump to anywhere. What Limits it is a Sensor Data, Computation, Timing, and energy to create a Jump Envelop. Sensor and navigation computers try to precisely calculate where to go and have the most accurate information depending on the least influence of Variables.
- Jumping preserved all Variables of the Spacecraft in the moment it occurs. No time elapses in a jump, it is as though it ceased to exist in one system and then continued to exist in another system. Even inertia is preserved as well as everything within the Jump Envelope.
- Unmanned Drones can Jump, and communication is limited to the speed of Light or Speed of Travel for Secure Transmission.
- As of 2280 Jump Ranges are up to 6 ly by most civilian interstellar capable crafts (10 ktons and below). Most military and mega-corporate crafts are capable of 12ly, and the most elite fleets (Mars, Terra, Ganymede, Titan, and Belters) have 14ly range cruisers.
The faster than light travell IMSU is basically a form of teleportation (not like SF teleportation) that basically creates a copy of the ship and passengers at the edge of a star system (where all variables are at their lowest) and destroys the “original” copy in a way that there is no break in consciousness of those who “appear” in their destination. Unlike teleportation that has to “match and track” sub-particle composition and coordinates, the FTL technology acts like a “Mirror” un-intelligently copying the traveler.
The system before had a slower processes where all human systems had to sleep or lose consciousness during its earliest iterations, before commercial use. Its pioneers called it “sleep drive” or “dream drive”.
The system has its flaws, sometimes the originals are not “cleanly” destroyed and various other are “copy errors”. This is a secret flaw that the Interstellar Body wants to limit, in order to encourage trade and travel.
To maintain a sense of “originality” the FTL drive itself has computer and communication systems that distinguish each other and try to kill off the “copy errors”. Sometimes copy errors are light seconds to minutes apart and the computer takes some time to (near randomly determine) who is the “original”.
FTL travel affect things in their sub-atomic level, but nano-tech in the ship and life support systems correct these errors to a limited extent especially the DNA. Basically there is a way to track the “changes” and it does give some “wear and tear” to the Sub-atomic structures.
The Process can be exploited for replication in a way, although many safeguards exist and that the system requires a “Copying” to occur between two star systems (so in system replication does not work). Something about two systems and their linear relationship allows for the “mirroring” to occur. The “clearest” reflection is in the edge of system where there are less gravitic variables.
The mirroring works best as the traveller “disappears” from the edge of its system of origin to appear on the edge of its destination system.
Requirements
- A lot of energy, and tons of calculations per Copy.
- Refraction in a distance of Parsecs.
- Tons of Computing Power - typically it needs its crew gestaled and collective intelligence.
- Conservation of matter and energy - the amount of energy to create something
What’s to stop from someone from setting up a deep space factory to meet the distance requirement, and teleport/dark-drive material to the factory and the factory in turn dark-drives material
Previous Practice of FTL
Jump Gate (Current Practice)
This is a series of Portals that help Accelerate Ships towards the optimal Jump Point. They are more like highways with their gravitational manipulation accelerating the ship like Gause or EM Guns. They Accelerate ships to Double to Triple their Acceleration, maxing out Inertia Buffers.
The Jump game also serves to create a Powerful envelope that prevents heavy particles from entering the path (reducing damage of the ship). Such a Jump Gate is a huge economic activity for a system, since it propels incredibly large ships and uses a lot of power. Use of the Gate saves Days or weeks since Acceleration and inertia is maintained in jump.
A ship leaving a system and teleports, maintains acceleration and inertia. They travel INTO the system at much greater rates and allow them to arrive in their destination sooner saving weeks. Several jumps along systems with gates save months of their route.
Ships and Habitats
Ships and Habitats have only the technical difference in locomotion. All space habitats have a means to adjust position. All technology pertaining to ships and habitats should apply and transferable since they are both enclosed life support environments. The main difference between a ship and habitat is the amount of allocation for Locomotion.
Locomotion is expensive, the FTL drive, maneuvering drives, and the additional power plants and “reaction mass” needed for these
1 Ton is 1 cubic meter
Centi is hundreds of tons
Kilo is thousands of tons
Mega millions of tons
Personally owned vessels are about 3 kilo tons
Average Freighter and Light Warships are about 30 kilo tons
All internal ship components have “access” space factored into their total volume.
30 tons of space per human occupant
WWII’s Liberty Ships, inspiration for Subsidized Freighters.
http://en.wikipedia.org/wiki/Liberty_ships
130m at SM+11
9,000 mtons
Container Ships
360m at SM+13
http://en.wikipedia.org/wiki/Container_ship
cargo capacity 300,000 mtons less the container’s weight
The Largest
400m at SM +14
Size is limited by the Port or Hypergate (if the system assumes such).
Mega Freighters are about 7 mega tons
Life Support (LSp).
Measured in Man-Days (mdays for short). It assumes the total life support needed for a 160lb human in one day, 24 hours, in air, food, water, sleep, waste processing and shelter.
Example
- LSp 3mdays
- Supplies for LSp 1mday $10 and 1kg
Quality of Life
Security
Helmet Visor Encryption/Filter. Only those with the same codes can have an accurate picture of what you look like beneath the visor. A simple smart material feat. To everyone else its faceless helms, to those with access they can see their allies. Intruders/Espionage can use such codes and additional facial prosthetics to appear as an ally
Hibernation
Prosthetics Augmentation
Cybernetics
Life-Suit
Exo Skeletons
Life Support
Micro and Nano-tech
Warfare
Ship Combat TL9
While ideally navies would rather upgrade to reactionless drives and the infrastructure that uses such advances many colonial defense fleets are made up of Ice ships converted to patrol and security.
The first layer of defense is Civic duty. Information among the colony is freely shared, everyone knows what everyone is up to and they are able to react quickly for mutual protection.
An armed populace is another layer of defense. Everyone can be mobilized for war, and their economy allows them to make a war of attrition and asymmetric warfare. Dummy bases, Digg outs and secret stashes throughout the system allows the entire economy to hunker down and fight.
TL9 doctrine is designed to saturate the information system of a TL10 assailant. Planets and underground systems are well shielded, there are rings and ice debris fields for foraging and for shielding. Mass drivers and pulse rockets move material to create defensible terrain.
Ballistic Beam Warheads from TL9 technology is still formidable against TL10. This is extensively used, and combat is engaged in the Trenches of debris fields of the defending colonial force.
Ship Combat TL10
Ship combat in space is like a bunch of people pushing grocery carts covered with xmass lights on the slippery marble floor of the mall with a bunch of kids on board controlling and shooting each other with brightly lit and seizure inducing quad-rotors with bad remotes. Also the one pushing the cards and the ship are on Redbull or Tripple shot espressos.
Its complicated that some of the people pushing groceries may be legitimately just doing groceries.
Everyone can see everyone miles away, and sending any of the RCs to attack something can be intercepted and swatted away by stuff around the mall that can be picked up and hurled against it.
Chemical Ballistic Weapons
Electro-Chemical Weapons
Gauss Weapons
Smart Projectiles
Planned Changes
- Ships
- https://wiki.travellerrpg.com/Starport
- System: Systems are Planets and the Bodies around it.
- Stellar System. Intersystem.
- Stellar Sub-System. Intrasystem.
- Intersystem is Between Planets. Example:
- Earth to Mars, Venus, Mercury, Belt, Jupiter.
- Intra System is within A Sub System.
- Earth and Cis-Lunar Space.
- Mars System -
- Belt and its System.
- Vehicles
- Less 300km
- Travels less than 1000km
- Travells less than 3000km
- Less than 10,000km
- Etc..
- Travels less then 1 Light Second (300,000Km or 300 Mm) Type I
- https://en.wikipedia.org/wiki/Delta-v_budget#Earth%E2%80%93Moon_space%E2%80%94high_thrust
- Ships with 10-20km/s 𝚫V
- Travels less than 1 Light Minute (18 Gm gigameters or 18,000,000km) Type II
- Ships with 300 km/s 𝚫V
- Travels Less than 1 AU (150M km or 150 Gm ) Type III
- Ships with 1,000 km/s or 1 Mm/s 𝚫V
- Travels Less than 30 AU (4.5B Km or 4.5 Terameters) Type IV
- Ships with 100K km/s or 100 Mm/s 𝚫V
- Stretching the Timescale.
- 2100 TL8.8 to TL9.2
- Type I ships
- Type II ships
- 2200 TL9.2 to TL9.4
- Type II ships
- Type III ships
- 2300 TL9.4 to TL9.6
- Type III ships
- Type IV ships
- 2400 TL9.6 to TL9.8
- 2500 TL9.8 to TL10.2
- TL10.0 Warp Drives equipped on Type IV Ships
- TL10.2 Warp Drives equiped on Type III Ships
- TL10.4 Warp Drives equipped on Type II Ships
- Vacc Suits
- TL9 Exo Skeletons and Spare Part Grades Extravehicular Mobility Unit/Suit. A suit for work outside the ship.
- A Hard suit with 1 atmosphere of pressure, with exo-skeleton, to generate 1KW of work 80hours a week.
- Can store reserves and space for 1 week of work and sleep
- Crew Suit. A suit for work inside the ship.
- A Counter-pressure suit of partial Pressure.
- TL9 EMU Suit and its PSD File and Stats
- Usage and Influence of Atomic Rockets.
- Infra Chapters.
- Ship Design and Engine Chapters.
- Space Tethers
- Calculations for the Following.
- Current Space Infra of 2020 and planned for 2030.
- Determine the Key Metrics that affects Space Infra.
- Near earth Object Detection
- Delta-V
- Tonnage https://en.wikipedia.org/wiki/International_Space_Station
- Space Infra of 2050 (similar to Delta-V)
- Space infra of 2100 Cis Lunar Space.
- Space Infra of 2200 the Belt and Jovian Space
- Differences with Traveller.
- No-Infinite Delta-V. Ships use Tethers/Inertia Banks - giants Spinning KM long steel and stone chains (chains links as big as chain links of composite mechanical parts - Inspired by SevenEves) that hold inertia - taking it from incoming ships and material using as arresting/catching system and transferring inertia like a Sling or Whip.
- Ships "Park" in Orbits.
- Larger Main Line Ships "Launch" and Load smaller ships, cargo modules, and material to Slow Down or Speed Up.
- Most ships use a Combination of Ion Thrusters and Nuclear and Fusion Thrusters super heating any Gass they can get their hands on. Refined Fuel - which is only used in very well traveled lanes double to tripple their Delta-V aka Range.
- Months vs Weeks.
- There is more Character Development as Time passes faster and the stakes are higher.
- Jumps.
- in 2300 There is a specialized group of Jump ships that Latches On the Jump Points. On Sol there are two Jump Points: Jupiter and Saturn - and several Ferries Park in orbit taking a lot of reaction Material being fed to them in their huge orbits.
- Jump Points are a constellation of Constraints: Fuel and Gravity/Lagrange points.
- In 2500 some Interstellar Ships become more Common in private hands.
- Jump is INSTANTANEOUS because travel from the Jump Points take weeks to months.
- The ECONOMY is Insatiable. When Economies deal with 10*10^12 tons of material being moved around per Sol year then INFRA demands are huge. What ever the Traveller Trade rolls are x5 to x50 the scale. Tons of reactions mass being fissioned for Kinetic Energy for Moon sized Inertia Banks and the hunger of the Economies that fuel these machines are constant. Plus the stockpiling and buffers needed by each Entity.
- As long as the character has Skills there is WORK.
- Migrant Humans and Sophons are in HIGH Demand - its a Competition of attracting Citizens and Colonists.
- AI still need Humans to Orchastrate the massive undertakings and Humans are the Economic Bottleneck. Sol's migrant inertia is fueled by the demand of Sophont expertise.
- All the systems have HUGE demands for Infra Building Seed tech - electronic components, refining components, and precisions tools to be able to build the Infra of which ever system they are in to get their local economy going.
- Imperial has just better Thrust and Jump tech. Their tech has stagnated because of the Imperial Monopolies - when technology is not Democratized what you have is the Imperial Monopolies and their Houses. All are Vendor Lock in and Closed Systems vs the Sol Open and Democratic systems. Also note Open Democratic Systems are more vulnerable to attacks - but you dont get to 2200 and 2500 with Democratic and Open Systems without adapting to all those who seek to subvert it.
- The Micro-biome of Democratic and Open systems are INCREDIBLY resilient to pathogens - while Closed Systems are incredibly vulnerable. You have a Fragile but Efficient System vs a Hardy - Adaptive system.