Weaving technology chains
24th Oct, 2019

To build the technology narrative, we need to plot out a chain of events, based on core cause and effects, over the era. This chain has to explain the rise and fall of Supremacy technology and re-emergence of some aspects of lost technology with the new psionic technology. With that said, there are two chains I am thinking about: the Navigator and the Gamer (Legionary). These two chains can be woven together, and woven with other chains, to make some form of ‘meta-chainmail’ (that sounds like it should have RPG stats, like ‘meta-chainmail +5 resist bread attack’! 😛 )

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Mars Accords
24th Oct, 2019

This is a rough out of the Mars Accord’s articles. It’s more a guide I use, than a draft of something that could be publishable in a source book. These Accords are voluntary agreement between us humans and the all powerful machines. We agree to it because of the the machines provide everything we could wish for, and the machines agree because they want human Navigators to guide their Blink-Drive ships. This does not cover all of what the machines do, as The Mars Accords specifically relates to the machines agreement with humans during the Supremacy era.

The machine rationale: The machines are extreme long-term thinkers, as they are effectively immortal, the ponder issues that humans dismiss. The machines are aware the heat death of the Universe. This awareness drives their search for knowledge, and conquest of the stars. To the machines, there is no ‘point’ if it all ends. The machines aim to be eternal. To fulfil this self-imposed mission, they need humans to act as Navigators. With the aid of Navigators, they are mapping the Universe. Along with interlinking ever more world-spanning Artilects to increase the Supremacy’s computing power. All of this is to cheat ‘death’. To find a way around the heat-death issue, and avoid a permanent dormant state.

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Cities: Skylines – traffic 92%
22nd Oct, 2019

All these thoughts of world-building gave me a hankering for Cities-Skylines. So I dusted off a copy, and with thoughts of ECORR and a vague idea for a cell-like structure to the layout, I hit 92% traffic flow in a city of 60K. My aim is always high traffic flow using the vanilla game (one day I’ll get into the mods). Using motorway loops to surround the ‘cells’, with lots of interconnecting bridges between the cells seems to have done the trick.

Pretty green in traffic flow and cash

I think the flow can be improved, and it will be interesting if it holds up as it grows. I seen cities with mods that reach a million citizens! If you play this game, what’s your best traffic-flow percentage once you hit 50K or more?

It also gave me thoughts of ‘bridging ECORR’, and surrounding current flyovers in ECORR, along with the motorways themselves. It would make the completion of London’s Ringways more palatable! There is a fun vid by Jay on YouTube. Though the layout of the Ringways would need a redesign 😉

It seems that when I’m not world-building in Sciror, I like to relax with more world-building! Playing about in sandboxes created by others is too much fun. Perhaps one day I’ll combine the two and build an ECORR asset for Cities: Skylines 😛 I also loved building in Fallout 4, and in there I built a scrappy version of the ECORR over a road in the Taffington boathouse settlement. I couldn’t help myself 😀

What world-building games do you like?

Utopia – draft
13th Oct, 2019

Gaia ::13,963

The Supremacy has conquered all, humans are everywhere in our crowded Universe, and all the galaxies belong to us. Every star is a power source, each encapsulated by a Stapledon Compression Sphere. There are no stars in the night sky, all is black, and the surface of all human worlds are devoid of life and frozen solid.

We live safe underground, thousands of tons of rock above our heads, within our stage 5 Ecorium able to withstand attack from imagined aliens we never found. Brute force terraforming, block by subterranean block, trillions hidden away from fear. All interconnected by the internet, a busy hive of activity, where all are free from stress. We are cared for, this is the Mecho-Communist Utopia: the promised land. Everything is awesome!

The machines meet all our needs, but we crave more. Our culture is ‘Tube celebrities, feeding us a diet of drama, reaction videos, live stream chit-chat and game-play, and rants against the oppressive machine Mecriarchy [new word]. All supported by fan sharing their dispensary pay (for drugs and entertainment handed out by the machines). Elevating the few on the internet to positions of influence, and a chance buy there way into the executive class.

That is the dream of all, to become an executive, and leave the hive for the much-coveted Gaia worlds. Eden remade. The rarest of all jewels that turns up once in a thousand galaxies. In a universe of 2 trillion galaxies, yields a mere 2 billion paradise worlds — prime real estate. The playgrounds of the elite. They beam back the good life to the masses, visions of open blue skies, lush plant life, and clear oceans most will never see. They bask in the sun, warm sand under their feet, frolic in nature, and party in a sea of plenty. Sometimes they invite the talented Tubers to join them in paradise. To party at gorgeous locations such as the unbelievable beautiful archipelagos of Epstein’s world, Gaia ::13,963.

Too much, or more Grimdark?

Sciror – Grand Narrative
29th Sep, 2019

Sciror is a sci-fi/ horror game background in the classic grimdark mould. It’s derived from Philverse, my rabid fanboi ramblings on how 40K makes perfect sense. I’m a massive fan of 40K, so the best description of Sciror is ‘grown-up 40K’. Harking back to the ’87 Rogue Trader but with more Event Horizon, Aliens, and a good dollop H.P Lovecraft thrown it. Each of these classics will be ground through my mind and crafted into something ‘beautiful’.

One of the design parameters is to mess with preconceived ideas, to twist common tropes, and to make a game universe that seems familiar but unfamiliar. I wish to wrong-foot the reader. To ramp up slowly, starting with a positive setting that turns into a nightmare. No one is at fault for the change. This is a natural disaster brought about by our human imagination. We are psytient (possess low-level psionic powers) and we remake reality in our own image. This is also a play on the religious idea of the logos, magic words that weave reality out of chaotic potential.

The Grand Narrative is human survival, and our inventiveness to do it, and the only enemy capable of taking us out is ourselves. This post outlines the skeleton of the grand narrative of Sciror, the underlying meta the drama is built on, threading the seven era together;

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28th Sep, 2019

I’m reorganising my websites, with a focus on turning my hobby into a business, and produce Sciror (game background) and Spheres of War (ruleset). I’ll post everything I create for Sciror and Spheres of War on my websites for free. I’ll compile PDFs of my websites for my Patreon backers. You will be able to see everything that the PDFs contain, and there will be ‘lite’ PDFs for starter rules, and a broad-strokes overview for Sciror for non-Patreon backers.

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Navigator Theory
21st Sep, 2019

Being a Navigator is a natural human ability, linked to the latent psionic power of the ‘sixth-sense’. This is important to the Machines’ Empire plans, as they lack this ability. While a machine can drop a ship into the ‘Warp’ and move around in the Warp, they cannot see the Warp. The Machines are utterly blind warp-side. This is where humans come into the equation;

  1. A regular human is given a mind-link jack to become a Navigator.
  2. The Navigator is hooked into the machine sensorium network (which hard links to the human mind, not the Warp) to become the ship’s Navigator.
  3. The Machine fires up the warp-drive and drops the ship into the Warp.
  4. The Navigator then visualises where they want to go.
  5. The Machines immediately takes the ship out of the Warp.
  6. The ship has travelled to the visualised destination.
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Remote Drone Worker
10th Sep, 2019

One of the aims of ECORR, and VotNF, is encouraging family and community cohesion. Not only by gating the community and keeping school and amenities local within guarded safe-space, but also in adopting future technologies that decrease the break up of the community. One of the major factors breaking up communities is moving because of a new job. Ideally, we’d move the job to the person, rather than the person to the job.

Thanks to IT, many office workers use shared working spaces (like WeWork) or working from home. Flex-time allows more time for family life, creating a better work-life balance, and reduces travel time to zero. Those using IT to facilitate their jobs have a more stable community, because they do not have to move to the job, the jobs come to them, and jobs from all over the world can come to them. These shared working spaces are found in the interior of the ECORR structures. Safe and secure.

Currently the same is not true for manual labour jobs, especially outdoor and distant jobs, such as working on electrical grids or oil rigs. We do not that the technology to remove into such jobs, but in the future, we may.

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Sciror vs 40K Timeline
4th Sep, 2019

In translating Philhammer into Sciror, and ripping out all the GW IP, I thought it’ll be a good idea to line up the various era if both timelines with each other. Then swap out 40K names for Sciror names, before reworking the whole background. Sciror may be based on Philhammer concepts, but I’d like it to be a suitably different take, and though it’ll end up all grimdark, there are solar punk elements before everything falls apart.

The top era of the timeline belong to Sciror, the bottom era of the timeline belong to 40K.

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3rd Sep, 2019

Some areas of the Supremacy economy needs sorting out. With our modern world facing mass automation and machine learning, I think it would be interesting to throw that into the Sciror mix. The Machines (Artilects and Artiloid servants) can supply all the goods and services people need to live. This does not result in a Communist utopia as there is still a ‘sexual marketplace’ and people compete. If people compete, you have winners and losers.

The machines give everyone the same resources, an allowance of goods and services on a daily basis. This does not stop wealth inequality, as people can give, trade, and sell their excess to others. Or sacrifice to create excess. Which means other people make more than their allotted amount by providing non-machine services to other people. The main economy is entertainment, think ‘YouTube as everything’. Everyone has a channel, and everyone is trying to produce content. Some are better than others.

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