Difference between revisions of "Ideas"

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Revision as of 05:23, 18 June 2020


Random pieces that come to mind, which will then be inserted into existing or new articles.


  • A sign of old age in insectoids is jerkish and mechanical movements. Due to the wear of the joints, they lose the ability to perform smooth and precise manipulations.
  • Insectoids do not have manipulators for delicate work, making it much more difficult for them. As a result, detailing is directly considered a sign of high cost and most of their objects and buildings look extremely minimalistic and simplistic. However, behind this seeming rudeness are accurate calculations and extreme design optimization.
  • In the Ktak legal system, representatives of other civilizations are still technically classified as animals.
  • Raharrs and humans are the only ones descended from species that use the hunting method with perseverance, which explains their psychological resemblance. Other species do not have so much stamina in comparison. The Sashli suffers the most from this - they are not capable of active physical activity lasting longer than half an hour (In return, they have monstrous strength, but they are very short in duration; in such cases, fatigue will come within a minute).
  • Due to the lack of superluminal communication, there is no generality in the galaxy. The Alliance is the dominant governmental organization de jure, but all the planets that are separated by more than a couple of weeks of flight are, in fact, almost independent states (at least one on the planet) that solve problems on their own as much as possible. It’s more fortunate, as their dogmatic religion allows communities to maintain integrity over larger distances and their colonies retain a sense of connection and unity with their metropolises.
  • Disunity is the reason for the need for a military fleet despite the absence of historical interstellar wars as a means of ensuring security and order.
  • Due to differences in anatomy and mentality, some Raharrs are biased or even racist towards the Riykians, believing them to be more "predatory" and animals due to the position of their eyes and the length of their claws.

About the fleets

  • Raharr Ships - Follows a utilitarian, angular, and functional style. They are cheap to manufacture, easy to operate, make modifications, and make quick repairs. For the most part, ships are painted either with an anti-radar coating or with an anti-meteor coating, and the coloring is minimal and restrained. Raharr ships make up the majority of the Alliance’s military and industrial fleet and the fleet of Raharr-made ships is de facto the largest in the entire investigated part of space (outnumbering the ships of all other civilizations combined almost 1.5 times). However, more than half of the ships and stations produced were bought or rented on an ongoing basis by other civilizations and is a kind of standard in every sense.
  • Sashli Ships - Pays great attention to the design of ships. Even a combat fleet maintains roundness, fluidity, and style. Their ships are difficult to manufacture and expensive to repair, but their ergonomics, optimization, and convenience are usually at their best if they are not made for internal use by Sashli themselves. Almost all ships have a complex and vibrant color; ships are regarded as objects of art, including the navy (in this case, special paints and compositions are used so that the design does not interfere with the main functions of the cladding), which often holds parades, and as a whole, the ships seem to be more for demonstrations and decorations than for real military operations (This impression is deceptive, of course - the Sashli fleet, despite its pretentiousness and artistry, is quite a serious threat on any battlefield). Sashli ships are most often seen in the private civilian sector, including as an elite passenger airliner.
  • Ziort - They do not have a fleet.
  • Laymaran - They have not yet sufficiently restored their industry to build their own fleet and they buy and rent ships from other civilizations, mainly Raharrs. They increasingly see this situation as a more logical and easy way, even questioning the likelihood of creating their own fleet.
  • Iss Ships - Low-tech and even primitive in some ways. Most of the civilian fleet does not even bother with the hull, just fastening all the critical nodes with supporting structures. Surfaces also undergo minimal processing and the residential modules are painted white in order to reduce heat through star radiation. Iss ships are extremely cheap, but to the same extent are extremely poor in their characteristics, being lower quality, and the fragility of their designs managed to become legendary and common. Iss, as quickly as their value system allows them to, upgrade their fleet to bring it to a more competitive state. These ships are closest to the technological level of modern Earth.
  • Azinarsi Ships - Has the same features as the rest of this civilization's technique - they are closest to the Wanderers' ships in design, also presenting technologies so advanced that the line between the living and the mechanism is erased. The Azinarsi fleet is not divided into military and civilian. Instead, each ship has impressive firepower, but at the same time, it is able to simulate many virtual realities at the same time and provide a place for many millions of digital personalities. The fleet is quite small (only a few hundred ships) and never departs from Azinarsi systems further than a light year, due to problems with synchronization and bandwidth of communication channels. The only ships that can be seen away from Azinarsi systems are the relatively small shuttles of explorers and travelers, which are essentially just an engine block and a service station for a contact body. But even they are rare since many researchers prefer to use the hitchhiking method when traveling as passengers on ships of other types.
  • Insectoid Ships - They combine smooth organic lines with sharp mechanical designs. Insectoids use biomaterials in the construction of their ships - non-functioning living tissues and organs, but many parts of the ships are grown in orbital biostations as organic composites - in particular, sections of the hull and outer skin. For this reason, insectoid ships can be repaired virtually in the field and without access to resource bases (it is enough to restore the conditions of the biostation around the damaged area and ensure the influx of raw materials), and they also often have higher rates compared to traditional materials in many properties. However, bio-cultivation is an extremely slow process and very poorly scaled (except for the fact that atomic assembly nanofactories work worse in terms of efficiency to energy and time), so the insectoid navy is one of the smallest (despite the fact that it can compete with most others in terms of total combat power). Organic composites are used only in the most important ships - mainly military ones - while the vast majority of civilian ships were bought from raharrs.
  • Ktak Ships - Elongated designs that are most reminiscent of rockets and needles. Due to the specifics of psychology, the living compartments of their ships are large in size and have wide corridors. Much attention is also paid to comfort during the flight, which applies even to warships. The Ktak is the only civilization that does not buy ships from the raharrs on an ongoing basis since their living compartments are too claustrophobic from their point of view.
  • Smi'Tar Ships - They are a strange sight. The ships are mostly in the form of spheres or clusters of spheres, but most of the details are arranged as if in a chaotic manner, without logic. No visible nozzles. Often, there are long outgrowths of incomprehensible purpose, often curved, which are neither engines nor antennas. The color is mostly black, with no visible distinction marks or decorative elements. All ships are extremely radioactive, emitting large doses of heavy ionizing radiation into space. It was also noted that the ships had extremely high temperatures, in some cases reaching 700 degrees Celsius.
  • Ships of the Ancients - No reliable example of how the ships of the Ancients could look like is known. Nothing remotely resembling a ship has yet been found, despite the fact that one of the most frequently encountered artifacts is the details that have given many civilizations an understanding of the design of the hypergenerator - which, in theory, should mean that their fleet was extremely developed.

Eras of civilization and development

  • The Ancient Era - The dawn of civilization, a primitive community.
  • Pre-Cosmic Age - A young, evolving civilization.
  • Interstellar Age - Civilization has become capable of interstellar flights and expansion.
  • Post-singularity - Civilization has overcome the limitations placed on its mind by its organic nature.

Civilization is not growing exponentially, but rather in a series of steps consisting of S-shaped curves. Civilization grows, accumulating knowledge about the world around us, and at the moment when the amount of accumulated knowledge exceeds the critical mass, a breakthrough occurs, giving many new opportunities for development and ways to explore the world. Then comes the gentle part of the curve again, a lull, during which there is a stable but slow accumulation of knowledge, and the technical level may not change much for a long time. Typical examples from earthly history: Neolithic (from the discovery of fire to the discovery of agriculture), the Middle Ages (from the ancient Roman culture to the Renaissance culture). The findings were provoked by the invention of fire, agriculture, mathematics, and the scientific-natural approach. The last known breakthrough is associated with the discovery of interstellar technology, after which one of the longest lulls sets in. A civilization of the interstellar era can exist for tens of thousands of years without making any significant breakthroughs in any of the fields of applied science (provided that it does not die before that from external or internal causes). Presumably, if a civilization manages to go through this period, then there is a period of explosion of the singularity, followed by a lull of post-singularity. However, there is no accurate data on its duration or on what breakthrough could have followed it. The only post-singular civilization currently known is the Azinarsi, and they show signs of stagnation and introversion.

Fermi Paradox

It's actually not a paradox. The galaxy, in the scale of geological eras, is boiling with life. If the planet can support life, life will arise on it. The Ancients once conducted extensive terraforming of the Galaxy, further increasing the number of worlds suitable for life by several orders of magnitude. However, a typical period of civilization's life, during which it can be detected from the outside - hundreds and thousands of years, which is less than a nanosecond of time in the universe. Civilizations are born and go extinct. The galaxy is full of tombs of dead civilizations. At any given time, it is statistically much more likely to stumble upon either primitive and unhabitable biospheres, or already extinct, self-destructing, or extinct — like the Ancients — civilizations. But the law of large numbers comes into play here - because of the total number of constantly evolving biospheres in millions of inhabited worlds, at some point, the stage of development of several separate civilizations coincides to such of an extent that, by space standards, they go out into space almost simultaneously. This creates the conditions for creating interstellar interaction and community. The Alliance’s timeline is one such statistical moment, far from the first, but far from being the last. Nevertheless, these coincidences occur rather rarely, and civilizations still develop much faster than evolutionary processes. Therefore, such communities live no longer than several tens of thousands of years, and from the nearest "next" civilization going into space they are separated, in an optimistic case, hundreds of thousands of years and tens of parsecs. This, together with the technological limitations of interstellar flights, prevents the creation of a stable, indissoluble galactic civilization. In the vast majority of cases, emerging civilizations simply do not find interlocutors - they are either too far away to be discovered, or they are already extinct long ago, or vice versa, species with prospects for intelligence are still not sufficiently developed. Thus, interstellar communities are a rare thing.

As for the Earth, which failed to detect the Alliance's activities - there is a simple explanation for this. At the current level of development, earthlings can detect other civilizations only by identifying anomalies in the radiation coming from other stars. In particular, radio waves. However, broadcast radio is extremely fast and, within a century or two, is replaced by much more efficient laser point systems and directional focused radio pulses, which require far less energy consumption to reach the destination compared to non-directional pulses. The visibility of radio pulses greatly degrades with distance and, already at a distance of several light-years, is mixed with the star’s own radiation, and it is only possible to find it with the help of sensitive devices. In addition, most Alliance colonies are located farther away from the solar system than a few light-years - the sun is on the periphery of explored space, so even if earthlings had the necessary technology, the light and radio waves from the colonies and the Alliance's central worlds simply had not yet reached Earth and would not have reached thousands of years.


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