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2013-08-19 Sci-FI Notes Open Scifi Setting
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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

  1. https://docs.google.com/spreadsheets/d/1l90GfuxecZik8Pai91JPUMLgHWrv3OXpMtwBbwmtb20/edit#gid=1947304798 
  1. First Check what Blender Plug ins for solar systems.
  2. https://github.com/markus-ebke/SolarSystemSimulator
  3. https://blenderartists.org/t/solar-system-simulator/553099 
  4. https://arxiv.org/abs/2012.07902 
  5. 3D Basics in Blender - Making a Solar System 
  6. https://gruze.org/galaxymap/10pc/ 

201113 Justin

  1. Changes will Include.
  1. Major Changes.
  1. Stretching the Timescale. the Timeline from 2050 to 2500 instead of 2050 to 2300. Expanding it by 200 years: 300 years to 500 years.
  2. Usage and Influence of Atomic Rockets.  
  1. Infra Chapters.
  2. Ship Design and Engine Chapters.
  1. Space Tethers
  2. Test
  1. Test
  1. Test
  1. 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

TL 0 Neolithic Revolution  (10,000 BCE)

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.  

TL 1.0/01 Bronze Age  (3500 BCE)

TL 1.3/02 Axial Age (500 BCE)

TL 1.7/03 Imperial Era (200+ BCE)

TL 2/04 Enlightenment  (1500+)

TL3/05 Industrial Revolution (1800+)

TL 4/5.5 Technological Revolution (1900+) [1]

TL 5/06 Technological Revolution (1920+)[2]

TL 6/07 Early Atomic & Space Age (1950+)[3]

TL 6.5/08 Information Age & Commercial Space (2000+)

TL 7/09 Space Industrialization (2050+)

TL 8/10 Interplanetary Settlement. (2100+)

TL 8.5/11 Post Earth Dependence  (2200+)

TL 9/12 Outer System Colonization.  (2300+)

TL 9.5/13 Outer System Industrialization.  (2400+)

TL 10/14 Early Interstellar Trade and Era. (2500+)

TL 10.5/15 Interstellar Colonization.  (2600+)

TL 11/16 Self-sufficient Megastructures and Swarms. (2700+)

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

Timeline

2000 TL 8 Information Age

2050 TL 9 Space industrialization

Life in 2050s:

2100 TL 10 Interplanetary Settlement, Mega Structures,

2200 TL 11 Interplanetary Industrialization, Mega Systems,

2300 TL12 Post Earth Dependence

2400 TL13 Outer Systems, First Contact

2500 TL14

3000

 

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

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

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

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

  1. Ships
  1. https://wiki.travellerrpg.com/Starport
  2. System: Systems are Planets and the Bodies around it.
  1. Stellar System. Intersystem.  
  2. Stellar Sub-System. Intrasystem.
  1. Intersystem is Between Planets. Example:
  1. Earth to Mars, Venus, Mercury, Belt, Jupiter.  
  1. Intra System is within A Sub System.
  1. Earth and Cis-Lunar Space.
  2. Mars System -
  3. Belt and its System.
  1. Vehicles
  1. Less 300km
  2. Travels less than 1000km
  3. Travells less than 3000km
  4. Less than 10,000km
  5. Etc..
  1. Travels less then 1 Light Second (300,000Km or 300 Mm) Type I
  1. https://en.wikipedia.org/wiki/Delta-v_budget#Earth%E2%80%93Moon_space%E2%80%94high_thrust 
  2. Ships with 10-20km/s 𝚫V
  1. Travels less than 1 Light Minute (18 Gm gigameters or 18,000,000km) Type II
  1. Ships with 300 km/s 𝚫V
  1. Travels Less than 1 AU (150M km or 150 Gm ) Type III
  1. Ships with 1,000 km/s or 1 Mm/s 𝚫V
  1. Travels Less than 30 AU (4.5B Km or 4.5 Terameters) Type IV
  1. Ships with 100K km/s or 100 Mm/s 𝚫V
  1. Stretching the Timescale.  
  1. 2100 TL8.8 to TL9.2
  1. Type I ships
  2. Type II ships
  1. 2200 TL9.2 to TL9.4
  1. Type II ships
  2. Type III ships
  1. 2300 TL9.4 to TL9.6
  1. Type III ships
  2. Type IV ships
  1. 2400 TL9.6 to TL9.8
  2. 2500 TL9.8 to TL10.2
  1. TL10.0 Warp Drives equipped on Type IV Ships
  2. TL10.2 Warp Drives equiped on Type III Ships
  3. TL10.4 Warp Drives equipped on Type II Ships
  1. Vacc Suits
  1. TL9 Exo Skeletons and Spare Part Grades  Extravehicular Mobility Unit/Suit. A suit for work outside the ship.
  1. A Hard suit with 1 atmosphere of pressure, with exo-skeleton, to generate 1KW of work 80hours a week.  
  1. Can store reserves and space for 1 week of work and sleep
  1. Crew Suit. A suit for work inside the ship.  
  1. A Counter-pressure suit of partial Pressure.
  1. TL9 EMU Suit and its PSD File and Stats   

  1. Usage and Influence of Atomic Rockets.  
  1. Infra Chapters.
  2. Ship Design and Engine Chapters.
  1. Space Tethers
  1. Calculations for the Following.
  1. Current Space Infra of 2020 and planned for 2030.
  2. Determine the Key Metrics that affects Space Infra.
  1. Near earth Object Detection
  2. Delta-V
  3. Tonnage https://en.wikipedia.org/wiki/International_Space_Station 
  1. Space Infra of 2050 (similar to Delta-V)
  2. Space infra of 2100 Cis Lunar Space.
  3. Space Infra of 2200 the Belt and Jovian Space
  4. Differences with Traveller.
  5. 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.
  6. Ships "Park" in Orbits.
  7. Larger Main Line Ships "Launch" and Load smaller ships, cargo modules, and material to Slow Down or Speed Up.
  8. 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.  
  9. Months vs Weeks.
  10. There is more Character Development as Time passes faster and the stakes are higher.  
  11. Jumps.
  12. 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.
  13. Jump Points are a constellation of Constraints: Fuel and Gravity/Lagrange points.
  14. In 2500 some Interstellar Ships become more Common in private hands.
  15. Jump is INSTANTANEOUS because travel from the Jump Points take weeks to months.
  16.  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.
  17. As long as the character has Skills there is WORK.
  18. Migrant Humans and Sophons are in HIGH Demand - its a Competition of attracting Citizens and Colonists.
  19. 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.
  20. 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.
  21. 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.
  22. 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.


[1] 1900s (decade) - Wikipedia,  1910s - Wikipedia,

[2] 1920s - Wikipedia,  1930s - Wikipedia,  1940s - Wikipedia,

[3] 1950s - Wikipedia,  1960s - Wikipedia,  1970s - Wikipedia,  1980s - Wikipedia, 1990s - Wikipedia