One of the basic premises of Christian social cultural interaction is the responsibility of the landowner to utilized his land not only for his own profit, but also for the common good. An extension of this is the concept that except in certain limited cases it is everyman's right to access public and privately owned land for the purpose of recreation and exercise. This is often called the right to roam and is instilled in Highland law. It does not include garden land, commercially developed land, with the exception of most agricultural or common land.
Access rights apply primarily to access on foot. Rights to fish or hunt are often constrained to some extent. As are rights for exploitation, for example the difference between picking berries to eat and picking them to sell, or even bake into a pie.
Since roads are relatively uncommon on most high TL Highland worlds access to most areas is by portal or air. Beyond that most places are joined by tracks or trails, some of which are quite long. Cross country hiking, in places where the fauna is not dangerous, or only a little dangerous, is common practice.
One may not disturb others or damage property. Use of powered vehicles, especially land bound vehicles may be restricted, either by the landowner or more broadly by the local government.
This is a strong positive right, in that only the government can restrict it under most circumstances. Private landowners have a right to privacy in their own homes, the right to limit hunting and fishing on their own land and the right to set aside gardens of reasonable size. Larger tracks of agricultural land is generally accessible, though the roamer bears responsibility to ensure that no damage results to crops due to his presence.
These rights do not apply to Church land which is used for religious purposes, such as Church grounds, monasteries and convents. It does apply to mountain, moor, heath down and waterways used for mundane purposes, including supporting cloisters and charities.
This right includes permission to camp in wilderness areas, provided zero-foot print camping methods are used. It also includes the right to ski, ride and fly to these areas.
New Diasporia is a Catholic Christian science fiction RPG. In it there is true Good and true Evil and a billion billion normal sinful human souls some attempting to attain holiness, some just trying to survive what the universe throws at them. The science is speculative hard. That means its more like Traveller than like Farscape or Lexx. The theology is Catholic/Orthodox.
Thursday, August 2, 2012
Thursday, March 29, 2012
Nanomaterials
Products using nanomaterial and biomaterial technologies become common at TL F. They should not be confused with nanotechnology, which is a much more advanced technology which requires a much greater capability in cybernetics and nanomachines. Nanomaterials use particles and structures in the nanoscale, that is 1-100 nanmeters.
Nanomaterials are primarily passive or respond to macro stimuli as opposed to nanotech devices which are in reality nanomachines. Nanomaterials started to become available in the early 21st century. They were primarily constructed during this period through gross chemical engineering process and only later do manufacturing process utilize nanotech factories or other advanced techniques.
Nanomaterials provide a wide range of material characteristics. Nanomaterials are widely used in surface coatings, material finishes and films. An important aspect of nanomaterials is the quantum mechanical effects that allows the properties of nanomaterials to be vastly different from the same substances which do not have these properties.
Many devices at TLE and above use nanomaterials in their construction. In many cases the use of these materials allow devices to be smaller, lighter, and work better than using conventional materials. Such products range from use in the fields of medicine to electronics, fabrication, chemistry (where nanomaterials act as a catalyst) to optics.
Nanomaterials are primarily passive or respond to macro stimuli as opposed to nanotech devices which are in reality nanomachines. Nanomaterials started to become available in the early 21st century. They were primarily constructed during this period through gross chemical engineering process and only later do manufacturing process utilize nanotech factories or other advanced techniques.
Nanomaterials provide a wide range of material characteristics. Nanomaterials are widely used in surface coatings, material finishes and films. An important aspect of nanomaterials is the quantum mechanical effects that allows the properties of nanomaterials to be vastly different from the same substances which do not have these properties.
Many devices at TLE and above use nanomaterials in their construction. In many cases the use of these materials allow devices to be smaller, lighter, and work better than using conventional materials. Such products range from use in the fields of medicine to electronics, fabrication, chemistry (where nanomaterials act as a catalyst) to optics.
Saturday, November 26, 2011
Post-nano Modern Building construction.
Throughout human history people have used many different materials and methods to construct buildings. Often the methods of building construction used for residential buildings have varied considerably from those used for the construction of commercial, public and industrial structures.
Many of these materials and construction methods were widely used for many years, if not centuries. Some were completely replaced by later methods or only found in certain niches. Many survived through the Progressive Era into the the time of the New Diasporia. It is still possible to find structures of stone, brick, wood, steel and glass, but most modern methods of the construction of buildings use monosurface construction. This building method uses a building shell of ceramic nanotech material formed in a single piece. Interior support members are formed in a uni-structure with the outer walls.
The structural cross section of the outer shell consists of a skin which is capable of absorbing light and heat and converting it to power. The surface has the property of instant chameleon pigmentation control, that is, it can change color under the control of its inhabitants. Beneath the skin an insulating layer keeps the interior cool in summer and warm in winter. Over the insulating layer a mechanicals space exists where power and fluid transport systems are installed. These spaces exist between the support members. Over these spaces the interior walls are fastened. These walls are removable, allowing rapid access to the systems beneath.
Window panes are capable of being adjusted from opaque to transparent and also have the ability to allow light to only pass from outside to inside, allowing for the perfect privacy barrier.
Natural materials are still used for trimming, though often they are coated or treated with advanced materials to prevent water damage, rotting or other problems, and to enhance their own structural capabilities and beauty.
Building design is a mixture of engineering limitations, artistic license and social trends. Residential design specifically is constrained by the above aspects. In the nineteenth and early twentieth century the limitations of heating technology resulted in the dominance of small rooms with many doors, to better utilize the inefficient heating technologies. Meals were cooked by domestics or the female spouse and served in a separate dining room (or eaten at the kitchen table, dependent on class and social circumstance.) In the late twentieth and early twenty-first century improved HVAC systems and a lifestyle shift resulted in the prevalence of large open floor plans, with kitchen, dinning area and living/media space all joined together.
Post-nano modern homes tend toward a large number of bedrooms, suitable for the large families of the New Diasporia era. Bedrooms tend to be either fairly small or else larger and used as nurseries with multiple inhabitants. Houses are designed around the hub, which is a multi-function room used by the whole family for most activities. Portable wireless devices, and the general lack of interest in what a Progressive Era person would call "major media" means that while video and audio technology is embedded throughout the home, spending hundreds of hours a week planted in front of flat or three dimensional viewing screens is not a common practice. Large viewing surfaces and three dimensional projectors allow instant access to media from the houses central inter-web, but information is much more likely to be accessed via anyone of a number of portable devices which are commonly worn by most family members.
While autonomous robotic devices are quite rare, computer control is built into almost every device in the home. Cooking is usually a collective activity, and most families demand children both engage in work about the house and expect them to spend time mastering the skills necessary to assist.
Homes tend to be very self sufficient, with power collected from sunlight and heating using geo-thermal systems. On most worlds stand alone wells and septic systems are preferred to collective systems.
Many of these materials and construction methods were widely used for many years, if not centuries. Some were completely replaced by later methods or only found in certain niches. Many survived through the Progressive Era into the the time of the New Diasporia. It is still possible to find structures of stone, brick, wood, steel and glass, but most modern methods of the construction of buildings use monosurface construction. This building method uses a building shell of ceramic nanotech material formed in a single piece. Interior support members are formed in a uni-structure with the outer walls.
![]() |
Typical mechanicals space w/ access panel removed. |
The structural cross section of the outer shell consists of a skin which is capable of absorbing light and heat and converting it to power. The surface has the property of instant chameleon pigmentation control, that is, it can change color under the control of its inhabitants. Beneath the skin an insulating layer keeps the interior cool in summer and warm in winter. Over the insulating layer a mechanicals space exists where power and fluid transport systems are installed. These spaces exist between the support members. Over these spaces the interior walls are fastened. These walls are removable, allowing rapid access to the systems beneath.
Window panes are capable of being adjusted from opaque to transparent and also have the ability to allow light to only pass from outside to inside, allowing for the perfect privacy barrier.
Natural materials are still used for trimming, though often they are coated or treated with advanced materials to prevent water damage, rotting or other problems, and to enhance their own structural capabilities and beauty.
Building design is a mixture of engineering limitations, artistic license and social trends. Residential design specifically is constrained by the above aspects. In the nineteenth and early twentieth century the limitations of heating technology resulted in the dominance of small rooms with many doors, to better utilize the inefficient heating technologies. Meals were cooked by domestics or the female spouse and served in a separate dining room (or eaten at the kitchen table, dependent on class and social circumstance.) In the late twentieth and early twenty-first century improved HVAC systems and a lifestyle shift resulted in the prevalence of large open floor plans, with kitchen, dinning area and living/media space all joined together.
Post-nano modern homes tend toward a large number of bedrooms, suitable for the large families of the New Diasporia era. Bedrooms tend to be either fairly small or else larger and used as nurseries with multiple inhabitants. Houses are designed around the hub, which is a multi-function room used by the whole family for most activities. Portable wireless devices, and the general lack of interest in what a Progressive Era person would call "major media" means that while video and audio technology is embedded throughout the home, spending hundreds of hours a week planted in front of flat or three dimensional viewing screens is not a common practice. Large viewing surfaces and three dimensional projectors allow instant access to media from the houses central inter-web, but information is much more likely to be accessed via anyone of a number of portable devices which are commonly worn by most family members.
While autonomous robotic devices are quite rare, computer control is built into almost every device in the home. Cooking is usually a collective activity, and most families demand children both engage in work about the house and expect them to spend time mastering the skills necessary to assist.
Homes tend to be very self sufficient, with power collected from sunlight and heating using geo-thermal systems. On most worlds stand alone wells and septic systems are preferred to collective systems.
Thursday, November 24, 2011
Village of Santa Monica
The Village of Santa Monica is a typical Highland population center. Located on the Blue Highway world Cecilia's Promise, Santa Monica is named after the mother of Saint Augustine because the settlers claimed waters of the bay to be "as clear as the tears of Saint Monica as she prayed for the salvation of her son, Augustine."
Like many such habitats the center of the village is the parish church, the Church of Saint Monica. With a population of about fourteen hundred, the Village of Santa Monica is about standard size for a population center on Cecilia's Promise. This does not include the nearby agricultural residences, which make up a separate dispersed settlement.
The architectural style of Santa Monica is post-nano modern. Like all villages the town is a collection of individual residences, commercial structures and official buildings. Official structures, besides the parish church, include the Parish Seat, that is the local government center, the Grand Post Office, and the Transmat Portal.
Official Structures
Parish Seat
The Parish Seat is a two story structure which includes the the office of the village council, the constable's office and the central repository, the local mirror of Cecilia's Promise inter-web.
Grand Post Office
The Grand Post Office is the local branch of the Highland spanning system. In the case of Santa Monica the office itself is attached to Params Deliveries and General Fabrications. The local Postie position is part time, and occupied by the proprietor of that establishment. Message traffic is downloaded vie satellite and package goods delivered via the transmat portal, which is also under the administrative control of Mistress Param, owner of said establishment.
Transmat Portal
Santa Monica's transmat portal is a standard mix use permanent portal. Mixed use means that it is designed to be used by both pedestrians and cargo. Permanent means that it is commonly maintained in an open state, that is both portal openings are more-or-less fixed in their connected state. Dry goods and drums are translated through the portal using transport sleds. The farside of the portal is located in Ellisa, a small port city near the planetary capital.
Commercial Establishments
Params Deliveries and General Fabrications
Commercial buildings are dominated by Params Deliveries and General Fabrications, which has one of the village's commercial nanotech factories. Hettie Param is the local Postie and also handles commercial package mail. Much of the small industrial raw material importing, used to support home and small commercial nanotech fabrication comes through Params. The General Fabrications portion of the establishment tends to concentrate on the making of low to medium tech quick fabs, which require fairly simple design specs and a limited number of stock materials.
Moranti Livery
The village itself is small enough that every structure is within walking distance, indeed this is one of the criteria that distinguishes a village from a larger entity, such as a town, which may have some form of public transportation network, either transmat or vehicular. However residence do sometimes need to travel to the surrounding agricultural homesteads or desire to visit local wildlands. The irregular nature of such activities makes the personal ownership of transport capsules economically wasteful. Moranti's has capsules for rent at reasonable rates for a multitude of uses. Some are small enough to use the transmat portal, others are large enough to use for general hauling. Autopilot capsules act as taxi's and delivery vehicles.
The Clay Jar Pub
For nearly all of human history there has existed establishments where people could buy meals and enjoy a sociable drink. In many places such businesses become community hubs. The Clay Jar pulls in business from the surrounding agriculture community as well as from Santa Monica.
Wing's Inn
Primarily an eating establishment Hosea Wing's hostel also has a dozen or so bedrooms which can accommodate village visitors. The Inn has two semi-regular residents, but most of the other rooms are typically available for travelers. Breakfast is typically included in the price of a room.
Broadline Fabrications
A general purpose technology fabrication facility, Broadline provides the main local source for nanofactory produced items, which are typically made to order from their extensive design catalog. The dozen or so employees include two design engineers who can spot design items or turn external designs into product at a modest cost. Their large nanofactory machines also provide the main fabrication facilities for the surrounding agricultural community.
Greengold's Market
Primarily an outlet for local agricultural products, such as dairy and meat, Greengold's also carries a small number of processed food items. Most residents travel to Ellisa regularly to get larger quantities of drygoods and stock food items.
Church of Saint Monica
The Parish Church complex includes the church itself, the associated rectory, the residence of pastor Fr. Martin Wolf, St. Augustine Hall, the parish's fellowship building and the parish school. The parochial school serves approximately 800 students.
Like many such habitats the center of the village is the parish church, the Church of Saint Monica. With a population of about fourteen hundred, the Village of Santa Monica is about standard size for a population center on Cecilia's Promise. This does not include the nearby agricultural residences, which make up a separate dispersed settlement.
The architectural style of Santa Monica is post-nano modern. Like all villages the town is a collection of individual residences, commercial structures and official buildings. Official structures, besides the parish church, include the Parish Seat, that is the local government center, the Grand Post Office, and the Transmat Portal.
Official Structures
Parish Seat
The Parish Seat is a two story structure which includes the the office of the village council, the constable's office and the central repository, the local mirror of Cecilia's Promise inter-web.
Grand Post Office
The Grand Post Office is the local branch of the Highland spanning system. In the case of Santa Monica the office itself is attached to Params Deliveries and General Fabrications. The local Postie position is part time, and occupied by the proprietor of that establishment. Message traffic is downloaded vie satellite and package goods delivered via the transmat portal, which is also under the administrative control of Mistress Param, owner of said establishment.
Transmat Portal
Santa Monica's transmat portal is a standard mix use permanent portal. Mixed use means that it is designed to be used by both pedestrians and cargo. Permanent means that it is commonly maintained in an open state, that is both portal openings are more-or-less fixed in their connected state. Dry goods and drums are translated through the portal using transport sleds. The farside of the portal is located in Ellisa, a small port city near the planetary capital.
Commercial Establishments
Params Deliveries and General Fabrications
Commercial buildings are dominated by Params Deliveries and General Fabrications, which has one of the village's commercial nanotech factories. Hettie Param is the local Postie and also handles commercial package mail. Much of the small industrial raw material importing, used to support home and small commercial nanotech fabrication comes through Params. The General Fabrications portion of the establishment tends to concentrate on the making of low to medium tech quick fabs, which require fairly simple design specs and a limited number of stock materials.
Moranti Livery
The village itself is small enough that every structure is within walking distance, indeed this is one of the criteria that distinguishes a village from a larger entity, such as a town, which may have some form of public transportation network, either transmat or vehicular. However residence do sometimes need to travel to the surrounding agricultural homesteads or desire to visit local wildlands. The irregular nature of such activities makes the personal ownership of transport capsules economically wasteful. Moranti's has capsules for rent at reasonable rates for a multitude of uses. Some are small enough to use the transmat portal, others are large enough to use for general hauling. Autopilot capsules act as taxi's and delivery vehicles.
The Clay Jar Pub
For nearly all of human history there has existed establishments where people could buy meals and enjoy a sociable drink. In many places such businesses become community hubs. The Clay Jar pulls in business from the surrounding agriculture community as well as from Santa Monica.
Wing's Inn
Primarily an eating establishment Hosea Wing's hostel also has a dozen or so bedrooms which can accommodate village visitors. The Inn has two semi-regular residents, but most of the other rooms are typically available for travelers. Breakfast is typically included in the price of a room.
Broadline Fabrications
A general purpose technology fabrication facility, Broadline provides the main local source for nanofactory produced items, which are typically made to order from their extensive design catalog. The dozen or so employees include two design engineers who can spot design items or turn external designs into product at a modest cost. Their large nanofactory machines also provide the main fabrication facilities for the surrounding agricultural community.
Greengold's Market
Primarily an outlet for local agricultural products, such as dairy and meat, Greengold's also carries a small number of processed food items. Most residents travel to Ellisa regularly to get larger quantities of drygoods and stock food items.
Church of Saint Monica
The Parish Church complex includes the church itself, the associated rectory, the residence of pastor Fr. Martin Wolf, St. Augustine Hall, the parish's fellowship building and the parish school. The parochial school serves approximately 800 students.
Saturday, October 22, 2011
Urban Life
The span of history of the New Diasporia actually ranges just over a century. Most of the great social trends originate from before that period. By the time of Fr. Borland Barnes and Joesph Gutierrez a Unified Catholic Church was already in existence. The Great Compromise was in place. In many ways the first wave of the New Diasporia was made up of people who had problems with both those facts of history. Only more slowly did the Church and society follow in successive waves.
The just of those facts means that throughout all extra solar space human civilization is barely a century old. For almost all of that time travel was limited to conventional road and air vehicles. Even in the farthest reaches of the Wilds civilization, or what passes for it, is just a generation or two old. In the oldest and most primitive places perhaps as many as six generations have passed since the invention of the B/G engine.
This tends to mean that on any particular world history is not too deep. On Earth it is not unusual to see structures several hundred years old. It is even possible to see man made structures thousands of years old. This is not the case on other worlds.
Because of the pace of technological development and the speed of transport cities tend to be smaller than the old Earth cities. Most terrestrial cities are old. They formed at transportation hubs, which is why so many cities were founded where rivers meet each other, or meet the sea. In the age of rail cities were founded at rail heads and junctions. Even in the pre-industrial age cities sometimes were built at places where gold, silver and iron could be found. Only in the age of the automobile did population centers swell over the land, tied together by concrete and asphalt ribbons.
In the Highland cities, towns and villages, founded before the mid-twenty third century, it is common to have roads and highways connecting buildings and other population centers. On many worlds these artifacts of an earlier age are abandoned and unused. At least by human traffic. Interior roads are still sometimes used to transport goods using autonomous robot vehicles. On others settled during the last seventy years often commercial transmat portals are still in use, connecting roads or monorails over vast distances. Some settled recently have no roads at all, with all transportation via transmat portal.
A matrix may be used to help determine the probable mixture of transportation technologies. Many of the other cultural and social characteristics of the world can be inferred from the combination of when the world was founded and what is it's present Tech Level.
Any Highland world founded after 2300 A.D. and founded at TLA will lack roads. Transmat portals will provide the primary transportation technology. Cities will be small and widely dispersed, perhaps even over several continents. A city, village or town is really more a designation of jurisdiction than of geographical area, since the shopping district can be in one place, the residential district in another place and facilities for space traffic somewhere else. Cities are differentiated from villages in that a village will have shopping, residential areas, churches and perhaps even a monastery all within walking distance, with transmat portals primarily used to travel to other places. Such population centers are not primarily vehicle friendly (since vehicles are seldom if ever used) and walkways and pathways are laid out with aesthetic and architectural considerations in mind rather than vehicular. If transportation is need to areas not served by transmat transport capsules will be used.These worlds are represented by the dark blue area of the graph.
The just of those facts means that throughout all extra solar space human civilization is barely a century old. For almost all of that time travel was limited to conventional road and air vehicles. Even in the farthest reaches of the Wilds civilization, or what passes for it, is just a generation or two old. In the oldest and most primitive places perhaps as many as six generations have passed since the invention of the B/G engine.
This tends to mean that on any particular world history is not too deep. On Earth it is not unusual to see structures several hundred years old. It is even possible to see man made structures thousands of years old. This is not the case on other worlds.
Because of the pace of technological development and the speed of transport cities tend to be smaller than the old Earth cities. Most terrestrial cities are old. They formed at transportation hubs, which is why so many cities were founded where rivers meet each other, or meet the sea. In the age of rail cities were founded at rail heads and junctions. Even in the pre-industrial age cities sometimes were built at places where gold, silver and iron could be found. Only in the age of the automobile did population centers swell over the land, tied together by concrete and asphalt ribbons.
In the Highland cities, towns and villages, founded before the mid-twenty third century, it is common to have roads and highways connecting buildings and other population centers. On many worlds these artifacts of an earlier age are abandoned and unused. At least by human traffic. Interior roads are still sometimes used to transport goods using autonomous robot vehicles. On others settled during the last seventy years often commercial transmat portals are still in use, connecting roads or monorails over vast distances. Some settled recently have no roads at all, with all transportation via transmat portal.
A matrix may be used to help determine the probable mixture of transportation technologies. Many of the other cultural and social characteristics of the world can be inferred from the combination of when the world was founded and what is it's present Tech Level.
Present Technology Level | A | B | C | D | |
Founding Year | |||||
2320 | |||||
2310 | |||||
2300 | Nanotech | ||||
2290 | |||||
2280 | |||||
2270 | |||||
2260 | Transmat | ||||
2250 | |||||
2240 | |||||
2230 | Hyperdrill | ||||
2220 | |||||
2210 | B/G Engine |
Any world founded before 2300 A.D. but after 2260 A.D. and founded at TL A or B will have some form of road network. If they are still TL B they will have a mixture of commercial transmat portals and vehicle lines. Transmat assisted monorail and roadways allow trans continental and trans world travel using public trains or private road vehicles. Air travel will be relegated to orbital or extra-planetary transport. If they have advanced to TL A it is likely they will have abandoned roads. Streets will be relegated to older, economically depressed areas. New villages and towns will resemble those seen on worlds in the dark blue area of the graph. These worlds are in the medium blue area of the graph.
Any world founded before 2260 A.D. after 2210 A.D. will have as extensive a road network as would be required without transmat technology. Any population center which pre-dates the mid twenty-third century will have extensive road or rail or public transportation systems. If the world has advanced to TL B some of these systems, especially those between population centers will have been replaced with commercial transmat portals. If they have advanced to TL A whole population centers with their road systems may have been abandon in favor of more advanced, nanotech produced, villages and cities supported by transmat technology. Those areas not abandoned may be occupied by the economically disadvantaged or they may have been upgraded, with their street re-purposed as tracks or walkway or built upon as newly reclaimed land.
Worlds still at tech levels below B will still use their roads and public transportation systems. Gravity assisted ground vehicles and transport capsules will make up the majority of transport. Newer materials might be used for roads, and it is possible that planned communities could exist which separate vehicles from pedestrians. With lots of land and relatively few people the overcrowding existing in many areas of Earth is seen less, at least in the Highlands.
Outside the Highlands a much greater variety of technology mix and social and cultural geography is possible.
Thursday, October 20, 2011
Life in a distributist nanotech society
The most difficult aspect of adventuring in any society whose tenants are radically different from the players own is trying to imagine what life is like for the player characters. This is important because social norms color what kinds of choices are reasonable for the characters to make and so limit the options of the players. These limitations are most often enforced by the referee or storyteller or gamemaster, but automatic compliance of the players often is effected by how reasonable those limits seem.
Very few players would disagree with a GM who called a SWAT team in if their characters shoot up a police station. Their response might be different if the GM calls in a ninja hit squad because they've ambushed a Confederate scouting party in a U.S. Civil War era game.
So social environment is very important. If the society is radically different, say a devout Christian norm as opposed to the radical progressive secularism of the present day that still might not be that great a leap. The PCs could likely look back several hundred years to the societal norm of the pre-Reformation Christian eras. However such societies were very different from civilization in the Highlands, most notably due to the existence of nantechnology.
Now the limitations of nanotechnology quite put to rest the common fantasy of a nanite swarm creating a banquet complete with table, chairs, prime rib, and champagne cooling in its ice bucket out of thin air. Even so it is easy to see that a small group outfitted with a number of nanotech factories and the designs needed to utilize them would be quite independent of need for the economic structures typically organized along traditional capitalistic grounds.
While the economic structure practiced within the Highlands might be categorized as distributism, it is no more pure pure distributism than what is practiced in the twenty-first century United States is pure capitalism or what is practiced in twenty-first century China is communism or capitalism.
The very existence of nanotechnology makes old supply side economics obsolete. But even when anyone with a nanotech factory and a pile of materials can make just about anything there is still an advantage to a certain amount of specialization. Someone still has to design the patterns that factories use to create items. Metals, petrochemicals and other elements must still be mined, purified and transported. And even with nanotech factories it is still more efficient to grow a crop or raise a herd than it is to produce nano-tech food.
Some amount of capitalization, that is the concentration of capital for the purposes of investment still occurs. The difference being the lack of isolation from consequences which was inherent in the progressive era corporate system.
Corporations, as originally instituted, limited the liability of investors for debt beyond the amount of assets they had in the corporation. This shifted risk to the debtors of the corporation. In the 19th century this was extended to protect shareholders by limiting the corporation's liability in both contract and tort claims. This further isolated members of the corporation from accountability for the corporation's actions. In the 20th century, changing law served to concentrate authority for guidance of corporate actions in the hands of corporate managers, who were theoretically accountable to shareholders, but often beyond their actual control. This further isolated those controlling the actions of the corporation from the consequences of their actions, both moral and legal. Of course it was possible for governments to hold corporate officers accountable for illegal activities, and even for a corporation to be dissolved for a pattern of such activities. Such sanctions typically require extensive and expensive action on the part of government, with corporate officers often shielded from direct accountability and hapless shareholders punished through loss of asset value. This pertains to legal responsibility, attempting to hold corporations up to moral accountability was even harder. This ignored the inevitable corruptive effect exercised by many large corporations as they solicited beneficial laws from compliant political leaders in return for both legal and illegal bribery.
Like many types of destructive social patterns the initial consequence of the decoupling of cause and effect resulted in a temporary economic boom. Often such patterns extend for what in human terms is a significant span of time, making the inevitable consequences less obvious. But the cause and effect relationship is as true as the law of gravity. The consequences of the divorce of behavior consequences in the economic sphere would eventually lead to economic collapse.
As communism and socialism fail because they do not take into account the nature of man so to does capitalism fail when it too fails to take into account the concupiscence caused by original sin.
Adam Smith's "invisible hand" does not work when the natural balance of economic cause and effect is corrupted by government intervention, legal redirection of consequences or criminal intent. Corporations and capitalism on their own are neither morally corrupt or sinful. However in their original incarnation, that is chartered by governments, for the common good, rather than to realize corporate revenues for the state in the form of taxes or profits for the shareholders, corporations can produce enormous good and still produce profit, which is of itself not sinful. This is accomplished by keeping corporations closely regulated, focusing on the protection of the public good and limiting corporations to comply with the purposes expressed in their charters. This generally results in small corporations, which are closely regulated by government in the interest of the commons. Naturally this produces a lower rate of return than unfettered capitalism, but it also prohibits the fiction of the immortal corporate "person", beyond common morals and ethical constraints. It also tends to ensure profits over the long run, if limiting their unfettered expansion. In the Highlands this is considered an equitable trade.
Very few players would disagree with a GM who called a SWAT team in if their characters shoot up a police station. Their response might be different if the GM calls in a ninja hit squad because they've ambushed a Confederate scouting party in a U.S. Civil War era game.
So social environment is very important. If the society is radically different, say a devout Christian norm as opposed to the radical progressive secularism of the present day that still might not be that great a leap. The PCs could likely look back several hundred years to the societal norm of the pre-Reformation Christian eras. However such societies were very different from civilization in the Highlands, most notably due to the existence of nantechnology.
Now the limitations of nanotechnology quite put to rest the common fantasy of a nanite swarm creating a banquet complete with table, chairs, prime rib, and champagne cooling in its ice bucket out of thin air. Even so it is easy to see that a small group outfitted with a number of nanotech factories and the designs needed to utilize them would be quite independent of need for the economic structures typically organized along traditional capitalistic grounds.
While the economic structure practiced within the Highlands might be categorized as distributism, it is no more pure pure distributism than what is practiced in the twenty-first century United States is pure capitalism or what is practiced in twenty-first century China is communism or capitalism.
The very existence of nanotechnology makes old supply side economics obsolete. But even when anyone with a nanotech factory and a pile of materials can make just about anything there is still an advantage to a certain amount of specialization. Someone still has to design the patterns that factories use to create items. Metals, petrochemicals and other elements must still be mined, purified and transported. And even with nanotech factories it is still more efficient to grow a crop or raise a herd than it is to produce nano-tech food.
Some amount of capitalization, that is the concentration of capital for the purposes of investment still occurs. The difference being the lack of isolation from consequences which was inherent in the progressive era corporate system.
Corporations, as originally instituted, limited the liability of investors for debt beyond the amount of assets they had in the corporation. This shifted risk to the debtors of the corporation. In the 19th century this was extended to protect shareholders by limiting the corporation's liability in both contract and tort claims. This further isolated members of the corporation from accountability for the corporation's actions. In the 20th century, changing law served to concentrate authority for guidance of corporate actions in the hands of corporate managers, who were theoretically accountable to shareholders, but often beyond their actual control. This further isolated those controlling the actions of the corporation from the consequences of their actions, both moral and legal. Of course it was possible for governments to hold corporate officers accountable for illegal activities, and even for a corporation to be dissolved for a pattern of such activities. Such sanctions typically require extensive and expensive action on the part of government, with corporate officers often shielded from direct accountability and hapless shareholders punished through loss of asset value. This pertains to legal responsibility, attempting to hold corporations up to moral accountability was even harder. This ignored the inevitable corruptive effect exercised by many large corporations as they solicited beneficial laws from compliant political leaders in return for both legal and illegal bribery.
Like many types of destructive social patterns the initial consequence of the decoupling of cause and effect resulted in a temporary economic boom. Often such patterns extend for what in human terms is a significant span of time, making the inevitable consequences less obvious. But the cause and effect relationship is as true as the law of gravity. The consequences of the divorce of behavior consequences in the economic sphere would eventually lead to economic collapse.
As communism and socialism fail because they do not take into account the nature of man so to does capitalism fail when it too fails to take into account the concupiscence caused by original sin.
Adam Smith's "invisible hand" does not work when the natural balance of economic cause and effect is corrupted by government intervention, legal redirection of consequences or criminal intent. Corporations and capitalism on their own are neither morally corrupt or sinful. However in their original incarnation, that is chartered by governments, for the common good, rather than to realize corporate revenues for the state in the form of taxes or profits for the shareholders, corporations can produce enormous good and still produce profit, which is of itself not sinful. This is accomplished by keeping corporations closely regulated, focusing on the protection of the public good and limiting corporations to comply with the purposes expressed in their charters. This generally results in small corporations, which are closely regulated by government in the interest of the commons. Naturally this produces a lower rate of return than unfettered capitalism, but it also prohibits the fiction of the immortal corporate "person", beyond common morals and ethical constraints. It also tends to ensure profits over the long run, if limiting their unfettered expansion. In the Highlands this is considered an equitable trade.
Tuesday, October 4, 2011
Transport Capsule
Transport capsules are small utility craft used for short range transport in space or on planetary surfaces. Transport capsules are small enough to use commercial vehicle transmat portals. They have no facilities for sleeping or food preparation and so are unsuitable for use on the subspace transport networks. They are most often used to haul a few passengers or small amounts of cargo between spacecraft, transporting personnel between station modules or as transport on worlds to places not served by the transmat system. The capsule is not designed to be serviced in space, although the engine compartment is accessible by removing the floor decking. Access is through the single rear hatch. Transport capsules do not have an enclosed airlock relying on a membrane barrier to maintain cabin pressure when the hatch is open.
Transport Capsule in GURPS VE2 format:
TLA Transport Capsule-class
Crew: 2 total. 2 crew stations covering vehicle maneuvering system, communicator, 4 sensors.
Subassemblies: Vehicle +4, Body +4.
P&P: 52,000,000-kWs rechargeable power cell, 10,000 lbs. thrust Barnes-Gutierrez Hyperspace Engine (Barnes Manifold deflector; no access space).
Occ: two roomy crew stations (gravity web), five roomy passenger seats (gravity web), three roomy passenger standing room locations, 10-man full life support system.
Armor F RL B T U
Body 3/5 3/5 3/5 3/5 3/5
Equipment
Body: AESA (scan 17, 10-mile range; non-targeting); long range radio communicator (50,000-mile range); searchlight (0.45-mile range); PESA (scan 21, 50-mile range); gravscanner (scan 17, 10-mile range); multiscanner (scan 17, 10-mile range); small computer (complexity 8; compact, dedicated); routine vehicle operation program (piloting-12, C2); datalink program (C1); computer navigation program (C2); artificial gravity unit (27,000cf covering); full fire suppression system; sealed.
Statistics
Size: [LxWxH] 10'x8.5'x8' Payload: 2,000 lbs. Lwt.: 9,189 lbs.
Volume: 689 cf Maint.: 25 hours (3.85 mh/day) Price: P6420
HT: 14 HP: 750 [Body].
Space Performance: sAccel (unloaded) 1.09 G, ( 1.09 G), sDecel 1.09 G, sMR 1.09, sAccel 20 mph/s.
Aerial Performance: Stall Speed 0 mph, Drag 501, Top Speed 385 mph, aAccel 20 mph/s, aMR 5.5, aSR 4, aDecel 20 mph/s.
Design Notes:
TLA medium frame standard materials [Vehicle].
TLA DR 5 expensive metal [Vehicle].
Operating Duration: 14 H 11 M 46 S.
Vehicle Features: computerized controls, computerized diving controls, pressure proofed, no streamlining.
Volume: 689 cf [Body].
Area: 500 sf [Body].
Transport Capsule in GURPS VE2 format:
TLA Transport Capsule-class
Crew: 2 total. 2 crew stations covering vehicle maneuvering system, communicator, 4 sensors.
Subassemblies: Vehicle +4, Body +4.
P&P: 52,000,000-kWs rechargeable power cell, 10,000 lbs. thrust Barnes-Gutierrez Hyperspace Engine (Barnes Manifold deflector; no access space).
Occ: two roomy crew stations (gravity web), five roomy passenger seats (gravity web), three roomy passenger standing room locations, 10-man full life support system.
Armor F RL B T U
Body 3/5 3/5 3/5 3/5 3/5
Equipment
Body: AESA (scan 17, 10-mile range; non-targeting); long range radio communicator (50,000-mile range); searchlight (0.45-mile range); PESA (scan 21, 50-mile range); gravscanner (scan 17, 10-mile range); multiscanner (scan 17, 10-mile range); small computer (complexity 8; compact, dedicated); routine vehicle operation program (piloting-12, C2); datalink program (C1); computer navigation program (C2); artificial gravity unit (27,000cf covering); full fire suppression system; sealed.
Statistics
Size: [LxWxH] 10'x8.5'x8' Payload: 2,000 lbs. Lwt.: 9,189 lbs.
Volume: 689 cf Maint.: 25 hours (3.85 mh/day) Price: P6420
HT: 14 HP: 750 [Body].
Space Performance: sAccel (unloaded) 1.09 G, ( 1.09 G), sDecel 1.09 G, sMR 1.09, sAccel 20 mph/s.
Aerial Performance: Stall Speed 0 mph, Drag 501, Top Speed 385 mph, aAccel 20 mph/s, aMR 5.5, aSR 4, aDecel 20 mph/s.
Design Notes:
TLA medium frame standard materials [Vehicle].
TLA DR 5 expensive metal [Vehicle].
Operating Duration: 14 H 11 M 46 S.
Vehicle Features: computerized controls, computerized diving controls, pressure proofed, no streamlining.
Volume: 689 cf [Body].
Area: 500 sf [Body].
Saturday, October 1, 2011
The Pinnace
A Pinnace is an armed vessel typically carried aboard other vessels, or used from a base or station in system. Pinnace are typically built in the 250 to 400 thousand cubit foot range. They have shunting capability and are used as scouts or couriers.
Like most spacecraft which are larger than a brake or hypershuttle, but smaller than a Man-'O-War, pinnace are usually saucer shaped. Pinnace in service with the Legion usually are lightly armed, being intend primarily for planetary combat support and uncontested ship boardings. They can be used to land troops or to carry messages in areas where there is no hypercable system.
Because they are capable of independent operation most contain both eating and sleeping accommodations. Often small craft, such as ridged inflatable boats, air utility vehicles, or transport capsules are carried aboard to allow operations in frontier areas and regions off the grid. They are capable of water landings and can set down at unimproved landing areas and even remained tethered by a gravity anchor in mountainous areas too rugged for conventional landing.
All of these characteristics makes this type of vessel highly sought after by private users and traders guilds. Many second hand ones have found there way into this market, though most such vessels have had their weapons stripped and sensors degraded.
Like most spacecraft which are larger than a brake or hypershuttle, but smaller than a Man-'O-War, pinnace are usually saucer shaped. Pinnace in service with the Legion usually are lightly armed, being intend primarily for planetary combat support and uncontested ship boardings. They can be used to land troops or to carry messages in areas where there is no hypercable system.
Because they are capable of independent operation most contain both eating and sleeping accommodations. Often small craft, such as ridged inflatable boats, air utility vehicles, or transport capsules are carried aboard to allow operations in frontier areas and regions off the grid. They are capable of water landings and can set down at unimproved landing areas and even remained tethered by a gravity anchor in mountainous areas too rugged for conventional landing.
All of these characteristics makes this type of vessel highly sought after by private users and traders guilds. Many second hand ones have found there way into this market, though most such vessels have had their weapons stripped and sensors degraded.
Friday, September 16, 2011
Structural Integrity Fields
So what are these structural integrity fields and why should I care? Structural Integrity Fields are a product of force field technology. They allow spacecraft to be constructed at a reduced cost and weight, while also permitting warcraft to be more survivable. A SIF is a system of planar force fields which are formed inside bulkheads and structural members to strengthen them. An SIF increases the amount of stress that such a bulkhead or structural member can take before it fails. As a side benefit SIF will prevent gravscanners and other force based technology from penetrating a hull which is reinforced with a Structural Integrity Field.
So how do I handle this in the game? An SIF allows a ship to be built as if it was built with a heavier frame, without the weight penalty. So in the GURPS VE2 or modular spacecraft system normally Hit points for a hull are calculated using the following formula:
When a vessels has a Structural Integrity Field its Hit Points are calculated using the SIF multiple. It's cost is calculated as for the next highest Frame Value.
So for a vessel with a Super Light Frame the cost multiplier is normally 0.1. Outfitting the vessel with a Structural Integrity Field will raise the Hit Point multiplier to .5 while leaving the Mass Multiplier at .1, but the cost will increase to .25, still less then the 1 multiplier used for an equivalent light frame vessel. The technology's benefits are most dramatic at the heavy and extra heavy frame level used by Men 'O War.
Structural Integrity Fields do add a layer of cost and complexity to a vessel but the benefits are great enough that even small craft, such as brakes and HUVs often have them.
So how do I handle this in the game? An SIF allows a ship to be built as if it was built with a heavier frame, without the weight penalty. So in the GURPS VE2 or modular spacecraft system normally Hit points for a hull are calculated using the following formula:
area * 1.5 * Frame Value
Frame | Frame Value | SIF |
Super Light | 0.1 | 0.5 |
Extra Light | 0.25 | 1 |
Light | 0.5 | 2 |
Medium | 1 | 4 |
Heavy | 2 | 8 |
Extra Heavy | 4 | 16 |
So for a vessel with a Super Light Frame the cost multiplier is normally 0.1. Outfitting the vessel with a Structural Integrity Field will raise the Hit Point multiplier to .5 while leaving the Mass Multiplier at .1, but the cost will increase to .25, still less then the 1 multiplier used for an equivalent light frame vessel. The technology's benefits are most dramatic at the heavy and extra heavy frame level used by Men 'O War.
Structural Integrity Fields do add a layer of cost and complexity to a vessel but the benefits are great enough that even small craft, such as brakes and HUVs often have them.
Tuesday, September 13, 2011
Anti-Missile Game Mechanics
As for other space combat mechanics in the game this section assumes GURPS VE2 rules modified using New Diapsoria modifications
Assuming a Sensor Net Anti-Missile Missiles (AM Missiles) may be deployed whenever missiles are detected within a range of 1 million miles (100 hexes). From a game mechanics point of view an AM Missile which passes withing the same hex as an attack missile is an automatic kill, unless penetration aids are being used. In the case of an active Jammer there is a one in six chance of a missile hitting an actual missile as opposed to a false or spoofed missile. The GM records a number. If the attacker rolls that number it is a hit. If not a miss.
When jamming is used with a large number of missiles it becomes purely a numbers game. Determine the number of attacking missiles and subtract the number of anti-missile missiles to determine the number of missile which survive. At space combat ranges it is beyond the ability of sensors to determine the actual number of attacking missiles so for the defender it is a game of probabilities. If the defender launches too few AM Missiles attack missiles will get through to their targets. If the defender launches too many AM Missiles the excess missiles will be wasted and might be needed for subsequent attacks.
If penetration aids are used six times as many anti-missile missiles must be launched to stop every missile.
So if an attacker launches 300 missiles and the defender launches 200 AM Missiles, 100 missiles will survive to face the defender's point defense. If the attacker has used penetration aids then only 200/6 missiles (33.3, round up to 34) missiles will be destroyed and 266 missiles will survive to face the defender's point defense.
In the space combat round any missile within 10 hexes (100,000 miles) will be destroyed within the launching turn of the anti-missile missiles. Missiles within 40 hexes (400,000 miles) will be destroyed the turn after AM Missiles are launched. Missiles at 100 hexes (1,000,000) will be destroyed two turns after the AM Missiles are launched. Of course anti-missile missile ranges may be extended by launching them from a heavy missile booster package. In that case the 500mm missile may travel to it full range before deploying it's 10 Viper anti-missile missiles. The Vipers accumulate the heavy missile acceleration as well as their own. Some ship launch Vipers from gravity pulse launchers which will give an extra 1000 Gs of initial acceleration. This really has little effect on game play because of the 10,000 mile hexes used. Difference in range and velocity are lost in the noise.
500mm attack missiles accelerate by one hex every turn. 250mm attack missiles accelerate by one hex every other turn. Missile with laser communicators may be commanded to move at any acceleration up to their maximum acceleration each turn. They may also be made to hold station, creating an kind of space mine which can then attack as the result of a remote trigger from a ship or station.
Any missile which survives will face the defender's point defense. Point defense consists of X-Ray Lasers and railguns firing canister shot. X-Ray Lasers are one-shot/one-kill weapons. In the anti-missile roll they are operated at reduced power and a higher rate of fire. Each laser will kill one missile per turn. For example a quad turret can kill 4 missile per turn. As for anti-missile missiles take the number of attacking missiles and subtract the number of point defense lasers to determine if any missiles survive. Canister shot is an area effect weapon capable of destroying multiple missiles. This is because the range is so short because kinetic kill missiles and contact nukes must converge on the target in order to damage it. Any missiles which do not employ a "pop-up" trajectory will be damaged by canister fire.
X-Ray laser warheads detonate outside the range of point defense lasers and railguns. Such point defense weapons are ineffective against these weapons.
Assuming a Sensor Net Anti-Missile Missiles (AM Missiles) may be deployed whenever missiles are detected within a range of 1 million miles (100 hexes). From a game mechanics point of view an AM Missile which passes withing the same hex as an attack missile is an automatic kill, unless penetration aids are being used. In the case of an active Jammer there is a one in six chance of a missile hitting an actual missile as opposed to a false or spoofed missile. The GM records a number. If the attacker rolls that number it is a hit. If not a miss.
When jamming is used with a large number of missiles it becomes purely a numbers game. Determine the number of attacking missiles and subtract the number of anti-missile missiles to determine the number of missile which survive. At space combat ranges it is beyond the ability of sensors to determine the actual number of attacking missiles so for the defender it is a game of probabilities. If the defender launches too few AM Missiles attack missiles will get through to their targets. If the defender launches too many AM Missiles the excess missiles will be wasted and might be needed for subsequent attacks.
If penetration aids are used six times as many anti-missile missiles must be launched to stop every missile.
So if an attacker launches 300 missiles and the defender launches 200 AM Missiles, 100 missiles will survive to face the defender's point defense. If the attacker has used penetration aids then only 200/6 missiles (33.3, round up to 34) missiles will be destroyed and 266 missiles will survive to face the defender's point defense.
In the space combat round any missile within 10 hexes (100,000 miles) will be destroyed within the launching turn of the anti-missile missiles. Missiles within 40 hexes (400,000 miles) will be destroyed the turn after AM Missiles are launched. Missiles at 100 hexes (1,000,000) will be destroyed two turns after the AM Missiles are launched. Of course anti-missile missile ranges may be extended by launching them from a heavy missile booster package. In that case the 500mm missile may travel to it full range before deploying it's 10 Viper anti-missile missiles. The Vipers accumulate the heavy missile acceleration as well as their own. Some ship launch Vipers from gravity pulse launchers which will give an extra 1000 Gs of initial acceleration. This really has little effect on game play because of the 10,000 mile hexes used. Difference in range and velocity are lost in the noise.
500mm attack missiles accelerate by one hex every turn. 250mm attack missiles accelerate by one hex every other turn. Missile with laser communicators may be commanded to move at any acceleration up to their maximum acceleration each turn. They may also be made to hold station, creating an kind of space mine which can then attack as the result of a remote trigger from a ship or station.
Any missile which survives will face the defender's point defense. Point defense consists of X-Ray Lasers and railguns firing canister shot. X-Ray Lasers are one-shot/one-kill weapons. In the anti-missile roll they are operated at reduced power and a higher rate of fire. Each laser will kill one missile per turn. For example a quad turret can kill 4 missile per turn. As for anti-missile missiles take the number of attacking missiles and subtract the number of point defense lasers to determine if any missiles survive. Canister shot is an area effect weapon capable of destroying multiple missiles. This is because the range is so short because kinetic kill missiles and contact nukes must converge on the target in order to damage it. Any missiles which do not employ a "pop-up" trajectory will be damaged by canister fire.
X-Ray laser warheads detonate outside the range of point defense lasers and railguns. Such point defense weapons are ineffective against these weapons.
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