<?xml version="1.0" encoding="UTF-8" ?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wikidot="http://www.wikidot.com/rss-namespace">

	<channel>
		<title>General Setting Discussion (new threads)</title>
		<link>https://suffadv.wikidot.com/forum/c-23483/general-setting-discussion</link>
		<description>Threads in the forum category &quot;General Setting Discussion&quot; - For talk about the game&#039;s existing setting.</description>
				<copyright></copyright>
		<lastBuildDate>Thu, 08 Oct 2026 08:21:46 +0000</lastBuildDate>
		
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-14253611</guid>
				<title>General Comment On Post-Scarcity</title>
				<link>https://suffadv.wikidot.com/forum/t-14253611/general-comment-on-post-scarcity</link>
				<description></description>
				<pubDate>Tue, 02 Nov 2021 21:30:56 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>I have a problem with post-scarcity as a term. It's more accurately called post-need. Nobody starves, nobody is deprived of education or opportunities. But some things are always going to be scarce: custom original literature or artworks, a night of passion spent with the hottest person on the habitat, weapons of mass destruction, ginormous starships, habitable planets&#8230; You can't get everything in a &quot;post-scarcity&quot; society and you shouldn't get everything in a &quot;post-scarcity&quot; society. Some objects or services are going to be rare due to difficulty of manufacture or acquiring the general trust of society to access such things.</p> <p>So the civs in SA are definitely post-need but their metrics for what constitutes a basic need certainly differ. An average citizen of the Tao Of History has Metatech 5 which is basically mind control powers. Such a citizen could wreak havoc in a habitat belonging to the Disciples Of The Void. Their civilisational Metatech has a maximum of 2. How do the Disciples protect themselves from being subverted by a malicious Taoist or missionary Unionist?</p> <p>Also, how do these Civs with these different attitudes to what are basic tech police themselves within their own societies and without?</p> <p>EDIT: Looks like I misunderstood the term post-scarcity. Looks like it means post energy and resource scarcity.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-14250779</guid>
				<title>Stranded!</title>
				<link>https://suffadv.wikidot.com/forum/t-14250779/stranded</link>
				<description>Seeking help for a fanfic I&#039;m planning.</description>
				<pubDate>Mon, 01 Nov 2021 12:56:30 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>I'm planning a Worm/SA crossover fanfic. The premise is that Taylor Hebert is a Patent Office inspector who gets sent to Earth Bet by an illicit piece of technology. As a nod to original Worm canon, this version of Taylor Hebert has Cognitech 5 (for the multitasking) and Nanotech 4 (to reflect canon Taylor's bugs). The thing is, she needs access to a rêvetech service for the cognitech or she'll go doolally and her nanotech will eventually burn out without replenishment. How is she going to cope without access to a sufficiently advanced civ?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-14250776</guid>
				<title>Stranded!</title>
				<link>https://suffadv.wikidot.com/forum/t-14250776/stranded</link>
				<description>Seeking help for a fanfic I&#039;m planning.</description>
				<pubDate>Mon, 01 Nov 2021 12:55:23 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>I'm planning a Worm/SA crossover fanfic. The premise is that Taylor Hebert is a Patent Office inspector who gets sent to Earth Bet by an illicit piece of technology. As a nod to original Worm canon, this version of Taylor Hebert has Cognitech 5 (for the multitasking) and Nanotech 4 (for the sensory capabilities). The thing is, she needs access to a rêvetech service for the cognitech or she'll go doolally and her nanotech will eventually burn out without replenishment. How is she going to cope without access to a sufficiently advanced civ?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-14089622</guid>
				<title>Civs Against Post-Scarcity</title>
				<link>https://suffadv.wikidot.com/forum/t-14089622/civs-against-post-scarcity</link>
				<description>AKA Bastard civs</description>
				<pubDate>Thu, 06 May 2021 17:27:56 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>I wonder if there are any civs that oppose post-scarcity. Not talking about cargo cults here but actual starfaring civs.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-13856858</guid>
				<title>Shape And Size Of The Universe</title>
				<link>https://suffadv.wikidot.com/forum/t-13856858/shape-and-size-of-the-universe</link>
				<description>Well, the civilisations in the game should know, right?</description>
				<pubDate>Mon, 09 Nov 2020 04:54:28 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>The civilisations of the game have doubtless crossed the horizon of the observable universe. Is the universe finite or infinite? Is its curvature flat, positive or negative? Is it simply or multiply connected?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-13611060</guid>
				<title>People of the Starry Forests</title>
				<link>https://suffadv.wikidot.com/forum/t-13611060/people-of-the-starry-forests</link>
				<description>Or how the Daoine should have listened to the Tao of History</description>
				<pubDate>Mon, 03 Aug 2020 02:26:17 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>I believe the proper rendering of the name of the Daoine should be:</p> <p>Daoine na Foraoise Réaltaí</p> <p>Sorry to nitpick but it was bugging me :'(</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-13397974</guid>
				<title>Civilisations Ranked In Order</title>
				<link>https://suffadv.wikidot.com/forum/t-13397974/civilisations-ranked-in-order</link>
				<description>What it says on the tin.</description>
				<pubDate>Mon, 01 Jun 2020 10:46:57 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>The metric used was the square of the civilisation value for each capability added together. Chronotech was included in the assessment. Parenthesised values are for a typical citizen of that civilisation.</p> <p>150 (100): Illustrious Stardwelling Armada<br /> 116 (102): Nanori<br /> 114 (55): Cognitive Union<br /> 109 (62): Harmonious Nations of Gaia<br /> 105 (70): Association of Eternal Life<br /> 98 (46): Perpetua<br /> 93 (64): Tao of History<br /> 92 (45): Daoine na Realta Foraois<br /> 91 (60): Eternal Masquerade<br /> 84 (68): Association of Stored Humans<br /> 84 (28): League of Independent Worlds<br /> 77 (45): Listeners at the Celestial Post<br /> 73 (62): United Planets of Mechanica<br /> 70 (36): Builders of the Great Beyond<br /> 60 (16): Rationalist League<br /> 56 (37): Disciples of the Void<br /> 54 (46): Spacers<br /> 9 (9): Cargo-Cults<br /> 5 (5):Old-Worlders</p> <p>Without Chronotech included:</p> <p>125 (75): Illustrious Armada of Stardwellers<br /> 98 (39): Cognitive Union<br /> 91 (44): Daoine na Realta Foraois<br /> 91 (86): Nanori<br /> 89 (61): Association of Eternal Life<br /> 84 (37): Harmonious Nations of Gaia<br /> 77 (48): Tao of History<br /> 75 (59): Association of Stored Humans<br /> 75 (51): Eternal Masquerade<br /> 73 (37): Perpetua<br /> 68 (24): League of Independent Worlds<br /> 64 (58): United Planets of Mechanica<br /> 54 (27): Builders of the Great Beyond<br /> 52 (36): Listeners at the Celestial Post<br /> 51 (16): Rationalist League<br /> 47 (36): Disciples of the Void<br /> 45 (37): Spacers<br /> 8 (8): Cargo-Cults<br /> 5 (5): Old-Worlders</p> <p>Lessons to be learned from these lists? The average Nanori or Stardweller citizen is very dangerous. The Logicians appear to keep the general citizenry deprived of technology for reasons that no doubt appear rational to them.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-13217016</guid>
				<title>Arisians And Eddorians Or Vorlons And Shadows</title>
				<link>https://suffadv.wikidot.com/forum/t-13217016/arisians-and-eddorians-or-vorlons-and-shadows</link>
				<description>Are The Transcendentals United?</description>
				<pubDate>Mon, 06 Apr 2020 17:22:42 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Are the Transcendentals in the Patent Office as united as implied? Are there Transcendentals who have a different agenda? It seems to me that there would be disagreement on what to do with those transhuman civilisations. I mean, they get data from their future selves but would disagree on the interpretation because they're not all clones in lockstep. I would assume there would arise three general factions:</p> <p>1) Ignore.</p> <p>2) Help.</p> <p>3) Control.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-13201844</guid>
				<title>The Scope Of The Great Diaspora</title>
				<link>https://suffadv.wikidot.com/forum/t-13201844/the-scope-of-the-great-diaspora</link>
				<description></description>
				<pubDate>Wed, 01 Apr 2020 23:51:28 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>It seems clear from the fluff that the TIs chose the destinations for the wormholes during the Great Diaspora. Why did the TIs scatter the human colonies all other the universe instead of wormholing them to just the Orion Arm? Also, how many colonies were established?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-13190035</guid>
				<title>Naming Conventions</title>
				<link>https://suffadv.wikidot.com/forum/t-13190035/naming-conventions</link>
				<description></description>
				<pubDate>Sun, 29 Mar 2020 00:03:02 +0000</pubDate>
				<wikidot:authorName>Rhebeqah</wikidot:authorName>				<wikidot:authorUserId>6278624</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Are the naming conventions for each civilisation intended to imply that the civilisation in question uses that language or a descendent of that language? Or are they glosses like in &quot;Lord of the Rings&quot; where Westron is represented by English and Rohirric by Anglo-Saxon? Also, what are the naming conventions for the Cognitive Union? There is no language called Hyborean; at least not outside Robert E Howard's Conan stories.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-13037700</guid>
				<title>Replicant Games</title>
				<link>https://suffadv.wikidot.com/forum/t-13037700/replicant-games</link>
				<description>Some thoughts about Replicant culture</description>
				<pubDate>Wed, 12 Feb 2020 21:33:47 +0000</pubDate>
				<wikidot:authorName>TauCeti</wikidot:authorName>				<wikidot:authorUserId>58847</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>This is pretty minor, but:<br /> Replicants make the best asymmetric games.</p> <p>So, when designing highly asymmetric games, a big problem is that each faction requires a different skill to do well with. Getting enough data to balance the factions against each other, across different minds (who are good at different things) is nightmarish. But, if you can fork yourself to play every faction at once, you can balance any number of asymmetric factions within a few playtests&#8230; <em>for your mind</em>. With a few friends, you can get similar balance data for their minds, and quickly come to a &quot;good enough&quot; balance for anyone playing (or a framework to re-balance the game based on who is playing what, and what their skills are).</p> <p>Also, there's likely a great deal of demand for highly asymmetric games among the Replicants, since you can play against yourself and be thinking radically different thoughts. Both more fun to play, and more fun to remember after merging.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-12951714</guid>
				<title>Tv Tropes Page</title>
				<link>https://suffadv.wikidot.com/forum/t-12951714/tv-tropes-page</link>
				<description>Decided to start a Tv Tropes page for the game. Feel free to add your edits if you wish.</description>
				<pubDate>Mon, 20 Jan 2020 20:48:40 +0000</pubDate>
				<wikidot:authorName>Yama951</wikidot:authorName>				<wikidot:authorUserId>4317529</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>It's not much, only three tropes and maybe a basic character page later, but I decided to start a Tv Tropes page for Sufficiently Advanced. If small RPGs get a page, I think SA should have one. Feel free to add your edits as well.</p> <p><a href="https://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/SufficientlyAdvanced">tvtropes.org/pmwiki/pmwiki.php/TabletopGame/SufficientlyAdvanced</a></p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-4350711</guid>
				<title>Stringtech Needs</title>
				<link>https://suffadv.wikidot.com/forum/t-4350711/stringtech-needs</link>
				<description>In a world with inversion, shouldn&#039;t the problem be heat dissipation?</description>
				<pubDate>Sun, 26 Nov 2017 18:51:38 +0000</pubDate>
				<wikidot:authorName>David McK-B</wikidot:authorName>				<wikidot:authorUserId>1735999</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Currently, Stringtech requires: &quot;You need electricity, plain and simple. Plug into a wall jack in an enhanced civilization for about an hour. In lower-tech surroundings you may need to plug directly into an electrical substation&quot;, and I think that's kind of weird, at least at Stringtech 4 and 5 when you get inversion.</p> <p>Inverting just one gram of matter produces 1.8 * 10^14&#160;J . That's about ten times more energy than a modern nuclear plant produces in an hour[1].</p> <p>On the other hand, if you're only 99% efficient at using the energy, then you have to dissipate 1.8 * 10^12&#160;J of energy, which, if released all at once, would be an explosion of about half a kiloton TNT-equivalent.</p> <p>Given these numbers, it seems much easier to imagine a world like Mass Effect 2, where you have to replace your heat-sinks[2] to keep shooting, than one where you have to plug into a wall and put several kilograms (mass) of electricity into your batteries.</p> <p>Or am I missing something?</p> <p>&#8212; David</p> <p>[1]: &quot;The Palo Verde nuclear power plant in Arizona has three reactors and has the largest combined electricity generating capacity1 of about 3,937&#160;MW.&quot; &#8212; eia.gov tools/faqs/faq.php?id=104&amp;t=21</p> <p>4&#160;GW * 3600&#160;s = 1.44 * 10^13&#160;J</p> <p>[2]: I feel like you probably get these from a municipal power plant, and then send them back nice and hot for use in a Rankine cycle or something.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-3172069</guid>
				<title>Sufficiently Advanced Linguistics</title>
				<link>https://suffadv.wikidot.com/forum/t-3172069/sufficiently-advanced-linguistics</link>
				<description>Are indistinguishable from nonsense. Because language gets really complicated when you have advanced Cognitech and Metatech and also most of your population are cyborgs or AIs.</description>
				<pubDate>Sat, 29 Jul 2017 14:09:29 +0000</pubDate>
				<wikidot:authorName>AidenWIP</wikidot:authorName>				<wikidot:authorUserId>1877877</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>For my own games I've taken the liberty of making at least a surface pass over the languages common to various Civilizations. So far I only have explanations for the ones that were most interesting to me personally, or most useful for my game in particular. So, here we go!</p> <p>&#8212;</p> <p><strong>The Association of Eternal Life:</strong> The Replicants speak an eclectic blending of Mediterranean languages that most unenhanced minds would struggle to keep up with. It has a superficial similarity to ancient Latin, but aside from personal names shares only basic grammatical structures with the tongue of the Romans. Recently it has become popular for some Replicant copy-groups to network their minds together and forego conventional language. Instead, they use their meshes and identical brains to know one another's thoughts and feelings via direct neural interface.</p> <p><strong>The Association of Stored Humans:</strong> The Stored use a family of languages that can best be described as a descendant of various Romance languages that someone grafted hypertext onto. The vast majority of Stored DIs are capable of advanced levels of cognitive multitasking, and their languages have been evolving to take advantage of this through branching parallel discourse. Stored speaking amongst themselves will often hold two or more seperate conversations simultaneously, one branching off a particular reference in another. Younger or more adventuresome Stored are experimenting with adding another layer to their conversations by exchanging snapshots of mindstates and sensation to provide extra context.</p> <p><strong>The Builders of the Great Beyond:</strong> Language is divided along generational lines among the Builders, with a few exceptions. The living and embodied still speak in descendants of various East Asian language families. The dead and digital maintain those languages for the sake of communicating with their descendants, but are in the process of exploring a wide range of constructed languages and computer code alternatives among themselves. In both cases communication exploits the extensive Builder infosphere and its highly contextual content to provide extra clarity and meaning to their conversations.</p> <p><strong>The Illustrious Stardwelling Armada:</strong> Stardwellers are difficult to generalize about to begin with. They are being almost deliberately frustrating to outsiders when it comes to languages, because they keep inventing new ones for the fun of it. They consider it polite, however, to code and provide translation software for your new language so that others can understand you if they don't feel inclined to learn whatever your Tolkien-esque brain came up with last year just to talk about your latest lithium pie recipe or something.</p> <p><strong>The League of Independent Worlds:</strong> The League made an effort to maintain and reconstruct various Old Earth languages for living use where possible. Audio samples, pre-existing translation guides, and neural meshes make this a relatively painless process. Even so, by virtue of everyday use most of these languages have evolved to have about as much in common with their original forms as Information Age English had in common with Medieval English.</p> <p><strong>The Nanori:</strong> The Nanori speak languages which superficially resemble Arabic and Persian, but have blossomed into so many dialects that native speakers of those languages wouldn't be able to make any sense of them. They also use an eclectic variety of machine languages to communicate with the nanophages and other devices that are so integral to their way of life. They teach their children these languages in song form as a handy mnemonic device for accessing the controls to their technology.</p> <p><strong>The Rationalist League:</strong> The Logicians speak and write in &quot;Optimized Exchange,&quot; an artificial language. It was intended to avoid ambiguities caused by homonyms and other inefficient linguistic pitfalls. Every word conveys precisely what it intends to, with as little need for interpretation as possible. Members of the augmented Rationalist monarchy are prone to group-minds due to increased communication efficiency - the result of possessing meshes and removing the need for speech through direct neural interface.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-2023950</guid>
				<title>SA and OA Compare &amp; Contrast</title>
				<link>https://suffadv.wikidot.com/forum/t-2023950/sa-and-oa-compare-contrast</link>
				<description>Differences between Sufficiently Advanced and Orion&#039;s Arm.</description>
				<pubDate>Wed, 07 Dec 2016 14:30:28 +0000</pubDate>
				<wikidot:authorName>MadScience</wikidot:authorName>				<wikidot:authorUserId>2149437</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>First and most obviously, SA does not have toposophic levels like OA, at least not up to Cognitech 5, and as a result much of the technology that OA would call transapientech can be developed by what OA classifies as modosophonts.</p> <p>Secondly and relatedly, where OA has achailects and lower transapients ruling most of the setting, those sorts of giant computers/ascended beings do not appear to exist in SA, outside of the Aia and Transcendentals. This is probably just a difference in social histories, looking SA it seems reasonable to suppose it didn't happen like in OA because of bad luck. My guess the Transcendentals Desired Future looks similar to OA in this respect, lots of newly ascended beings looking out for a revitalized (trans)humanity.</p> <p>If they did exist, all technology that is implied to be in the future would've been developed a long time ago.</p> <p>As far as Capabilities go:</p> <p>Biotech: OA does not have immortality without treatments, and looking at the page of Superior genemods, they seem to be a solid Biotech 3. However, on the civilization as opposed to personal level they do have quite impressive biotech, just maybe not to the degree as SA.</p> <p>On another hand, they do have asomnia, which while not explicitly to not exist in SA, if it did would've probably been mentioned either in the Biotech section or in the Needs box (one of the needs requires sleep). Although it could just be uncommon ATM like in OA.</p> <p>Chronotech: This does not seem to be a thing that exists in OA.</p> <p>Cognitech: Modosophonts in SA seem to get much better performance from Cognitech before hitting the toposophic barrier, due to it seemingly not existing. On the other hand, no giant superitelligent computers like in OA. The Stored sorta count, but they're still not as smart as in OA. So overall seems mixed.</p> <p>Metatech: Overall Metatech looks much more powerful in SA. Psychohistory for example is impractical in OA even for the ascended beings, while it's a standard and highly effective thing for modosophonts in SA.</p> <p>Nanotech: I'm not really positive, but they seem about on par, maybe.</p> <p>Stringtech: While OA does have achailect level stuff like basement universes, overall its level of Stringtech seems much lower. They don't have most 4-5 tech, they do have transmutation but it's much less efficient. SA also has remote wormholes while OA only has local.</p> <p>Another setting difference is uplifts. Uplifts are ubiqitous and important in OA, but if they exist in SA they're not as common or important, as they would've been mentioned in the Mechanicans' Humanity CV otherwise. But as with asomnia above, I prefer to to headcanon SA as being the same as OA in terms of uplifting ubiquity and significance, as I really like the idea of uplifting.</p> <p>I'm sure there's a bunch of other stuff, but OA is a pretty big worldbuilding project so I'm only passingly familar with it.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-2007232</guid>
				<title>Judge Dredd&#039;s Earth - Civilization(s), Cargo Cult(s) or Other?</title>
				<link>https://suffadv.wikidot.com/forum/t-2007232/judge-dredd-s-earth-civilization-s-cargo-cult-s-or-other</link>
				<description>Just wondering</description>
				<pubDate>Tue, 22 Nov 2016 02:54:49 +0000</pubDate>
				<wikidot:authorName>Pilgrim</wikidot:authorName>				<wikidot:authorUserId>59270</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>I know old Stone Face would be completely outclassed by a lot of the setting, but aside from his high import, how would you model Mega City one and the other megalopoli in SA2?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-1939829</guid>
				<title>Alternative Physics</title>
				<link>https://suffadv.wikidot.com/forum/t-1939829/alternative-physics</link>
				<description>Using different physics from the default game.</description>
				<pubDate>Sun, 09 Oct 2016 21:25:54 +0000</pubDate>
				<wikidot:authorName>MadScience</wikidot:authorName>				<wikidot:authorUserId>2149437</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>By default, SA uses superstring theory. I'm not quite how they're supposed to work, but if supersymmetry were false (in-setting), then seemingly the supersymmetric weaponry and possibly transmutation (It's supersymmetry-based too, right?) wouldn't exist. Unless there's some alternative mechanism to do the same things.</p> <p>If loop quantum gravity were true rather than string theory, then stringtech is now called looptech, but other than that I'm not really sure. Ditto for other theories of quantum gravity.</p> <p>If Extended Heim theory were true, hyperdrive, which is verboten (as mentioned in &quot;Nonexistent Technology&quot;) becomes kosher. Also antigravity.</p> <p>According to James Woodward in &quot;Making Starships and Stargates&quot;, if topology change (tearing spacetime, rather than smooth deformations) is possible, then wormhole time travel into the arbitrarily distant past is possible, rather than just when the wormhole was created. He believes &quot;neither time travel nor topology change are convincingly prohibited by any law of physics that merits acceptance as a truly fundamental law of reality. And as a noted physicist once said, “Anything that is not forbidden is mandatory.”&quot; Sounds really interesting, though I'm not sure how this could be done in game terms.</p> <p>Woodward also proposes the so-called Woodward effect (he calls it the Mach effect) which allows reactionless drives.</p> <p>But the author is a physicist, so I'm sure he could come up with clarifications and more examples.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-1775777</guid>
				<title>All On Earth</title>
				<link>https://suffadv.wikidot.com/forum/t-1775777/all-on-earth</link>
				<description>What if the Civilizations are not star nations, but (primarily) Earthbound?</description>
				<pubDate>Thu, 04 Aug 2016 18:37:11 +0000</pubDate>
				<wikidot:authorName>FredH</wikidot:authorName>				<wikidot:authorUserId>193925</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>Just a thought for an alternate setting, set primarily on future-Earth an arbitrary number of centuries after the Singularity or something like it. Instead of being interstellar entities spread over chunks of the universe, the Civilizations are<span style="text-decoration: line-through;">for the most part</span>&quot;national&quot; territories on Earth itself (and layered over the evolved/mutated remnants of still-recognizable real-world cultures/countries). This would be an future in which the major (and managed) &quot;ideological&quot; tensions are between different but continually viable modes of physical existence.</p> <p>So, say, the Daoine might be centered around what used to be Ireland, now vastly transformed; the Disciples congregate in one or more artificially-isolated areas with artificially-cleared night skies; the Stardwellers actually do go starfaring but have a primary &quot;homespace&quot; in cislunar orbit; the Independents are primarily O'Neill colonists, also cislunar, with colony cylinders in the thousands; the Old-Worlders and Cargo Cultists live in preserves set up in the interstices between the various posthuman enclaves &#8212; all of which are bound by some sort of worldwide compact (and technological enforcement) that prevents them from physically encroaching upon one another; etc.</p> <p>There could even still be wormholes &#8212; their range is just more limited: instead of being interstellar, they're mostly only workable out to about the farthest extent of this Earth's Civilizations, so worldwide/cislunar; while to reach whatever few solar or extrasolar colonies there may actually be, you have to transmit yourself, at lightspeed and at cost, however defined.</p> <p>Plots come, I guess, precisely from the tensions of all these fantastically powerful civilizations pressed up against each other and still trying to share a world. Kinda like now.</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-1763998</guid>
				<title>How Do I Play a Heterolinguist?</title>
				<link>https://suffadv.wikidot.com/forum/t-1763998/how-do-i-play-a-heterolinguist</link>
				<description>Singular Verbiage sidebar is nice but I could have used like an entire section in the Advice chapter on them like the other neuroforms got.</description>
				<pubDate>Tue, 19 Jul 2016 14:21:33 +0000</pubDate>
				<wikidot:authorName>AidenWIP</wikidot:authorName>				<wikidot:authorUserId>1877877</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>The summary really says it all. I don't feel confident portraying a Heterolinguist from either end of things, PC or NPC. How do I have them speak? What does that even sound like? What, if anything, do they get from communicating with someone else?</p> 
				 	]]>
				</content:encoded>							</item>
					<item>
				<guid>http://suffadv.wikidot.com/forum/t-1762547</guid>
				<title>Economic Models</title>
				<link>https://suffadv.wikidot.com/forum/t-1762547/economic-models</link>
				<description>My musings on Sufficiently Advanced economics in settings where the Transcendentals aren&#039;t artificially constraining everyone to IP-based capitalist economies for their own inscrutable purposes.</description>
				<pubDate>Sun, 17 Jul 2016 17:11:29 +0000</pubDate>
				<wikidot:authorName>AidenWIP</wikidot:authorName>				<wikidot:authorUserId>1877877</wikidot:authorUserId>				<content:encoded>
					<![CDATA[
						 <p>The economics of the Human Diaspora is a complicated subject. Many different systems are in place based on Civilization, location, and even Society. Underneath it all is nearly post-scarcity manufacturing and energy production capability in most systems. Few systems, even the most deeply capitalistic, require people to work for basic sustenance and housing anymore. Many provide basic standards of living for the unemployed that would make the wealthy of Old Earth green with envy.</p> <p>What follows are broad overviews of some of the economic models I imagined would apply.</p> <p><strong>Central Planning</strong><br /> Memetics and psychohistory have made centralized economies much more effective than they were in previous eras. The tools exist to determine what is desired or necessary by the population at large, to influence the populace to desire what it 'should' desire, and for government to organize the distribution of resources to those ends. The Soviet Union of old would have been green with envy at the competence and efficiency of habitats with this style of economics, but they often lag behind in science and technology due to lack of market forces unless there are other incentives to focus on R&amp;D (such as warfare).</p> <p><strong>Collectivism</strong><br /> Many small groups just want to be left alone, and a combination of augmentation, replication, and transmutation allow for this to be a reality. They share everything in kind, and refuse to rely on anyone else to fulfill their needs and wants. Advanced social techniques and super-intelligence allow for them to cooperate better than ancestral humanity ever could past the hunter-gatherer stage. Many of these systems become group minds over time, but fewer than outsiders might expect.</p> <p><strong>Corporate Capitalism</strong><br /> A model that never quite manages to die off. A number of people with capital to invest gather together, create a charter to define the parameters of the organization, and apply their numbers and expertise to do their best to dominate at least one particular market or fill a particular niche. They also tend to become political blocs, offically or otherwise.</p> <p>Most corporations exist to provide services that are not easily performed by digital ghosts, installing competence lenses, or using a replicator or transmutation forge. These include research and development, high-end medical services, psychohistorical analysis, and the management of intellectual property. Some particularly large manufacturing tasks, like starship construction, are done by corporations in some civilizations.</p> <p>Most corporations in the modern age tend to be small and highly automated affairs, employing a small number of administrators and representatives assisted by networks of digital ghosts. These manages overseer a slightly larger number of skilled experts who do most of the actual work behind the business' success. Machines do anything menial, unless management would like to make a statement about their wealth and status by hiring actual people to do the work.</p> <p><strong>Data Markets</strong><br /> In some economies all physical goods are tied up in the defense, expansion, and maintenance of computational resources used to create simulated environments. Because digital environments can allow someone to simulate as much abundance as they can afford to divert attention to, objects have no value. Instead the only things of worth in these 'data markets' are bandwidth, memory, and secretive or unique information.</p> <p>Many digital intelligences living in these markets put their expertise to work acquiring or generating unique information such as art or private data, or cutting edge research. Others work to aid or entertain other DIs in ways that are beyond the means of their ghost assistants, such as by renting out some of their bandwidth or memory allotment, or providing interpersonal social services.</p> <p>Data markets make it difficult to maintain conventional governments within a simulation because of how little opportunity they provide for central planning or corporate organization. Some simulations have administration rights held in the hands of a select few digital intelligences or outside operators; they may arbitrarily impose their will on any DIs inhabiting the simulation, acting as oligarchs. In others the only thing resembling laws will be widespread social customs, and the restrictions coded into the simulation at its inception and imposed by the limitations of the hardware.</p> <p><strong>Reputation Networks</strong><br /> Some places make use of ubiquitous social networking and surveillance technologies to determine who gets preferential access to the few scarcities that still exist. Impressive and prosocial behaviors add up to &quot;bumps&quot; in measured reputation which applies to this end. Experts in memetics and creative industries share the upper classes with athletes using novel or cutting edge augmentations. Metatech expertise is a necessity to succeed in these environments.</p> <p><span style="text-decoration: underline;"><strong>Which Systems Apply to Whom?</strong></span></p> <p>Many systems can apply within the same Civilization based on various factors. I will add more Civilizations as I find the time to write on them.</p> <p><strong>The Association of Eternal Life</strong>: Corporate Capitalism, at first. All of their businesses are what Anders Sandberg would call 'Copyrations' which would be destabilizing in any other civilization because the Replicants can just copy a few supremely good individuals in any given field and have them do most of the work. The Replicant star systems are dominated by monopolies made up of a single person and their clones, who can do the work better than anyone else while still undercutting any competition through economies of scale. There will be menial tasks that Copyrations won't want to do, but those are handled readily enough by robots run by data ghosts. Young people looking to work, which is not necessary to live, will move to colonize other star systems. Many young people won't desire to work. Artistic activities are hard to monopolize due to variations in taste, so many will become artists or actors.</p> <p><strong>The Association of Stored Humans</strong>: Classic example of a Data Market. The costs involved in creating remotes are minuscule enough to not require a system of economics, so the only costs that matter besides imports from outside the Association revolve around their computational resources - or unique artistic/scientific data. There are likely controls in place to prevent long-term capital gains from causing an entire network to be dominated by a handful of Stored DIs. Positions in ad hoc task forces will likely be based on merit tracked through Reputation Systems, but are by definition temporary. Trade with outsiders may use Capitalist systems, but Stored are sufficiently intelligent that they need not incorporate to coordinate their import/export trading.</p> <p><strong>The Builders of the Great Beyond</strong>: Central Planning by the Elders for the Baseline Dynamic Builders. Since resources for day to day living are for the most part not scarce and don't require distribution systems for a civilization whose citizens are as smart as the Builders, the main issue is working to expand and defend the Great Beyond's hardware and to perform scientific research. The Great Beyond is their motivator for continued scientific development. The Elders will either use Data Markets among themselves, or create a separate hierarchy of Central Planning Committees.</p> <p><strong>The Cognitive Union:</strong> An efficient and effective hybrid of Central Planning and Collectivism. Everything is decided on by experts polled by the decentralized civic development schemata run on every citizen's Neural Mesh. Implementation is perfect because everyone fulfills their part in the plan. Innovation proceeds because the civic development schemata have determined that innovation is necessary, and all citizens necessary for technological advancement become involved in harmony with the others.</p> 
				 	]]>
				</content:encoded>							</item>
				</channel>
</rss>