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2019 in Review

2019 in Review

Well, this has been a year. Twelve months of doing my best to pass by the madness that seems to be sweeping the world, keep my family prospering, excel at my day job, and keep making progress on my creative projects. With some success, as it turned out.

Let’s be honest, this is the year a lot of things seemed to come together, as I built workflows I could use to set up and finish creative projects. I designed my first full constructed language, one which is actually usable for literary work. I drew up several maps. I hacked my brain in such a way that I could do world-building work in service to an actual story for a change.

I managed to write (at least in the first draft) my first mature, full-length, original, publishable novel: The Curse of Steel. That’s a pretty big deal.

So while 2019 wasn’t altogether sunshine and roses, I do feel as if I’m in a reasonably good place in my creative life. Still more work to be done, to be sure, but I’m more confident that I once was.

This blog seems to have reflected that. I’m still not sure who is reading this thing regularly – most of you don’t have a lot to say – but traffic keeps growing, slowly by steadily. The top ten (new) posts for this year were:

  1. Architect of Worlds: Reality Ensues
  2. 2018 in Review
  3. Game Design Prospectus: The Wars of the Jewels
  4. “Architect of Worlds” Page Now Active
  5. An Interesting Result
  6. Status Report (11 May 2019)
  7. 2019: Looking Forward
  8. Reviving an Old Project
  9. Status Report (24 April 2019)
  10. New Creative Directions

As usual, about 40% of the hits on the blog just start at the home page and go from there. There’s also a lot of perennial interest in some of my old Architect of Worlds posts from 2018, as well as that extended exercise in world-building I carried out based on the Bios: Genesis and Bios: Megafauna games. That’s always in the back of my mind as I consider what to work on next.

As always, let’s hope that the coming year is prosperous and productive for all of us . . . and that the world manages to hang onto sanity in the coming months.

New Creative Directions

New Creative Directions

It’s not the end of the year yet – that being when I usually take stock and make plans for upcoming creative work – but a few things have happened recently that may turn out to be productive.

The Obvious Task: The Curse of Steel is finished in the first draft. I’ll be spending the next few months on a second-draft rewrite of the novel, with a planned milestone of having it ready for publication in the spring. After that, I’ll be getting started on the second novel in the series, The Sunlit Lands.

Preparing for Patreon: Now, as one element of preparing for publication, I’ve been thinking about re-opening my Patreon campaign, which has been shut down for several years. Hopefully, that can help me gather an audience for the novel(s), as well as raise a little money to help pay for professional cover art or editorial services. With the novel series underway, I certainly won’t have any problem producing material that patrons can enjoy for the foreseeable future.

World-Building Material for Patrons: However, while working on the novel series, I’ve been coming up with a lot of world-building material: maps, constructed language, cultural descriptions, character writeups, and so on. Most of that material hasn’t been posted here. I imagine some of my readers would be interested in it, either on its own or as support for tabletop gaming.

The stumbling block here is that when I frame my own world-building notes in terms of a tabletop game, the game system I normally use is GURPS. Steve Jackson Games is fairly strict about licensing the GURPS system for third-party publishers – there’s no Open Gaming License for it, for example. It’s possible to work with them to get a license, and several publishers have done so, but for someone like me who would just be publishing material for a small audience via Patreon, that’s not worthwhile.

Fortunately, a solution came to me a few days ago: publish game-ready material using a “generic” character description format of my own design, one which could easily be converted to GURPS – or to any number of other game systems, for that matter. That way I can publish the material for patrons and still avoid any danger of infringing on SJG’s online policy.

Just as a trial balloon, I’ve started pulling together the design I have in mind, and it’s surprisingly simple. I suspect I could publish a reference document, under a Creative Commons license, that’s no more than a dozen pages long. So that looks like it’s going to be part of the strategy.

Some New Simulations for Evaluation: Entirely unconnected to the above, I received a shipment from Sierra Madre Games earlier this week – two games that I ordered many months ago and that have finally been released.

Bios: Origins (Second Edition) is the final game in Phil Eklund’s Bios trilogy, which began with Bios: Genesis and Bios: Megafauna. This game picks up where Megafauna left off – at the point where the primitive human species (or some other pre-sapient species on an alien world) first attains a spark of consciousness. It’s a Civ-like game, which traces the history of a world from the Paleolithic all the way to the dawn of the Space Age.

As with Phil’s other games, this has oodles of thematic interest, and I suspect it could be used rather handily as a world-building tool. You may recall that I did a series of “world-building by simulation” articles a while back, using Genesis and Megafauna to design an alien world and its dominant sentient species. Now I think I’m going to tinker a bit with Origins and see if I can turn it to similar purposes. There may be a fair number of blog posts about that over the next few months.

Meanwhile, Pax Transhumanity is a game by Phil Eklund’s son, Matt Eklund. It’s a thematic simulation of future history – the period over the next century or so, during which technology is likely to completely transform human society (again, still, as always). It fits in well with the Transhuman Space setting I helped design for Steve Jackson Games back in the day.

I’ve been waiting for Pax Transhumanity for a long time, hoping to use it to re-inspire me for another of my creative projects: the “Human Destiny” setting, in which humanity becomes part of a polyspecific interstellar community over the next couple of centuries.

The Human Destiny stories started off reasonably well – I actually published one of them via Amazon a while ago – but I ran into a brick wall with them. Largely because, in the current concept for the setting, human beings have very little agency! They’re the passive subjects of an alien empire, which came to manage Earth and human destiny because we proved unable to succeed on our own.

Okay, I will admit that I’m fairly pessimistic about human prospects. My evaluation of my species is that we’re just smart enough to get ourselves into a world of difficulty, but not smart enough to save ourselves from the consequences. That doesn’t make for very hopeful or interesting storytelling, though.

So for a long time, I’ve been trying to find ways to convince myself anew that humanity actually has a hopeful future, preferably without divine intervention or helpful aliens to save us from our own folly. I want to develop a fictional world in which we muddle through and eventually manage to solve the problems we cause for ourselves. Going back and re-reading Transhuman Space has helped a little, since that’s exactly the assumption we made for that setting. Tinkering with Pax Transhumanity might help too.

All of which means that I might be re-working the Human Destiny setting over the next few months. More material for this blog, the Patreon, and eventual publication, hopefully.

Architect of Worlds: I still need to get back to work on the Architect of Worlds project, of course – that’s been stalled for a lot longer than I originally planned. Even so, every once in awhile someone comes across it and gets good use out of it, even in its incomplete state. One of these days I’ll have to set everything else aside and just get the next big section written . . .

Hmm. This is reading a lot like a “prospects for the new year” post, isn’t it? Even if the above list is all I work on, that’s more than enough to keep me busy for months. I suppose that’s okay. When the muse calls, you answer, no matter what the calendar says!

An Interesting Result

An Interesting Result

Just a short note, to call your attention to an interesting result in recent astrophysics that’s quite relevant to the Architect of Worlds project.

It’s well known that we’ve discovered thousands of exoplanets in the last couple of decades. Now the state of the art is approaching the point where we can get clues about the environment on those planets. For example, one recent result (here’s an article in Scientific American) is the first indication we have of the kind of atmosphere that exists around an Earth-sized rocky exoplanet. In this case, the planet is in its primary star’s habitable zone, and it’s more than large enough to retain a significant atmosphere against thermal or Jeans escape. Yet there doesn’t seem to be much if any atmosphere there.

I’ve long since worked out a model for Jeans escape; that much was in the world-design system I wrote for GURPS Space back in the day. (If you’ve used that system, you may recall a “minimum molecular weight retained” or MMWR calculation. That’s specifically relevant to Jeans escape.)

The problem is that thermal loss isn’t the only way a planet’s atmosphere can get stripped off. If the primary star is prone to flares and has an energetic stellar wind, that will do the trick too. This is specifically relevant to red dwarfs, like the star LHS 3844 which has the planet mentioned above. Red dwarf stars punch well over their weight in the stellar-wind and flare department, especially early in their lives. Thus, any rocky planet close enough to be in the liquid-water zone will probably get a serious sandblasting early on.

This is kind of a new area in astrophysics, and there are a lot of competing models out there. Some scientists are predicting that Earth-sized planets should be able to retain their atmospheres in at least some cases, others are much less sanguine. The LHS 3844 result certainly seems to support the pessimistic case.

For Architect of Worlds, I’ve been thinking in terms of assigning each planet a “volatiles budget” from its formation and early years, modified by things like the planet’s MMWR, whether it formed inside the snow line, whether there’s a dominant gas giant to fling comets in-system, and so on. A big random factor as well, since it looks as if this feature is strongly subject to chance. Then we would reduce that volatiles budget to reflect non-thermal processes of atmospheric escape, photodissasociation of water molecules, and so on. (Hmm. Maybe have a separate budget just for water, since that goes through some significantly different processes and might not be correlated with atmospheric volatiles.)

The devil’s in the details, of course, and for all my tinkering I have yet to come up with a model that satisfies me (or even fits all the cases we know about). This might actually be the biggest obstacle to getting the third section of the design sequence hammered out.

Status Report (16 August 2019)

Status Report (16 August 2019)

Busy week at the office – I’ve been teaching a course most of the week – so not much time or energy left over for writing or world-building work. I’ve been plugging away at my regional map, at least.

As time permits, one thing I’ve been tinkering with is an application of the draft Architect of Worlds material to design an alternate Solar System for the world where The Curse of Steel takes place. I want the setting to be just a little exotic; just as this alternate Earth has different geography, different landforms and seas than ours, I also want it to have a different sky. To this end, I’ve designed a primary star almost identical to Sol, and a habitable world almost identical to Earth, so that the day-to-day environment isn’t clearly alien – but the system is otherwise different in a lot of details.

More detail on that design later. For today, I’ll note that in conjunction with this work, I’ve been using a virtual-planetarium application that I highly recommend: Space Engine.

Space Engine has been in development for several years, almost entirely by the Russian astronomer Vladimir Romanyuk, although he recently released a beta of the application on Steam to raise money for further development. It’s unique in that the entire universe notionally resides in the engine – while the vast majority of it is procedurally generated, known stars, exoplanets, and so on are also in the engine’s catalogs. It’s a great toy for exploring the universe from the comfort of your desktop.

It’s also not all that difficult to insert your created star systems and worlds into the Space Engine catalogs, and have the engine render them in place in the virtual universe. Space Engine uses somewhat different world-building assumptions than I do, but the differences are pretty minimal. It’s not at all difficult to take the results of work with Architect of Worlds and drop them into the Space Engine universe. So I’ve done that, with the intention that I’ll be able to use the simulation to determine what the sky looks like at any given point of the story.

For example, here’s a rough-draft render of the alternate Earth where Kráva lives and will have her adventures. Really astute observers might be able to figure out about where I’ve placed her world in the real galaxy:

An alternate Earth, hanging in space.

I think it’s possible to create new planetary textures and bump-maps for created worlds in the engine, but that’s beyond me so far, so the landforms you see here are not definitive. Still, I can “land” the viewpoint on the planet at any given point in latitude, longitude, and time, and see what a character standing at that spot would see in the sky. For example, here’s an early-evening image from a latitude roughly equivalent to where the story begins:

The bright object low on the horizon is the system’s secondary star, a red dwarf orbiting at a comfortable distance of 100 AU or so. Brighter than our own Moon, it doesn’t wax and wane, and I think it may even be circumpolar so it’s always visible in the northern hemisphere. Handy for characters who need to move around at night!

Space Engine can do a lot of things for me – model an alien sky consistently and in great detail, tell me with a mouse click what apparent magnitude objects might have, and so on. For a few hours of investment, I can include the kind of exotic but consistent astronomical perspectives that (e.g.) Tolkien needed endless painstaking pencil-and-paper work to provide.

More about all this later, if and when it seems appropriate while I work on the story. I must say, though, it’s nice to find tools that can make the obsessive world-builder’s attention-to-detail easier.

Architect of Worlds: Reality Ensues

Architect of Worlds: Reality Ensues

One element of work on the Architect of Worlds project is that real-world science in this area has been advancing by leaps and bounds for years. Not once but several times, I’ve settled on a method for modeling some feature of planetary formation, only to see some new result published that seems to demand a different model. On one occasion, while I was testing the current model by generating planetary systems for nearby stars, I literally saw the first publication of new exoplanets in a star system I had just done randomly a few days before. This can be frustrating, although I have to admit it’s also rather exciting!

Now it seems to have happened again. The current model I use for planetary system formation implements a combination of the Nice model and the Grand Tack hypothesis, which together describe how Jupiter may have formed and migrated through the early solar system before settling down in its current location. The assumption is that a planetary system’s primary gas giant will normally form near the “snow line” and then migrate inward (and possibly outward) to its final position. This is all implemented in Step 10 of the current sequence.

Now there seems to be evidence that these models aren’t telling the whole story. In a new paper, “The consequences of planetary migration on the minor bodies of the early Solar System,” computer simulation seems to suggest that the core of Jupiter must have formed much further out than the Nice model suggests. It may have formed as far out as four or five times the snow-line radius, and then migrated inward very quickly.

I need to read the Pirani paper in more detail, and see if there’s been any discussion as to how to reconcile those results with the Nice model. To be honest, the Nice model isn’t entirely consensus in the community, so a new model that fills in some of its problematic details might work.

Still, if the Pirani paper seems supportable, it may be necessary to do a significant rewrite of the second chunk of the design sequence. It’s possible that the result may actually be simpler than what I’ve got now. I’ve thought of a way to cut out some of the current sub-steps and computation, making the process a little smoother, that might work. We’ll see what develops.

“Architect of Worlds” Page Now Active

“Architect of Worlds” Page Now Active

Recently I’ve noticed a big uptick in traffic to posts under the architect of worlds tag. I suspect someone out in the wilds of the Internet has called people’s attention to the project.

I’m up to my eyebrows in other projects at the moment, but today I took a few moments to create an Architect of Worlds page, accessible under the Sharrukin’s Worlds section in the sidebar. If you’re interested in the project, the advantage of that page for you is that it will include links to current PDFs of the completed draft sections. No more having to weed through old blog posts!

Incidentally, I do hope that people who find the material useful will let me know that, and provide any feedback they can as to how well or poorly the system works for them.

Status Report (9 February 2019)

Status Report (9 February 2019)

I’m still plugging away on Twice-Crowned, although I seem to have lost some of my momentum on that project. I may spend a few days working on other items so as to stay fresh, then get back to the novel.

In particular, I’ve taken the first steps to move all of my archived content out of the Sharrukin’s Archive site and into this WordPress framework. For the moment, all I have is a parent page (visible on the sidebar to the right, under the “Sharrukin’s Worlds” link). I plan to hang several child pages from that, each covering a specific project or setting that I have in the process of development. For example:

  • The most recent draft sections for Architect of Worlds
  • Setting notes, maps, and short fiction for the Human Destiny space-opera setting
  • Setting notes, maps, and short fiction for Ancient Greece and the Danassos historical-fantasy setting
  • Setting notes, maps, and short fiction for the Tanûr planetary-romance setting
  • World-building articles I’ve written that aren’t tied to a specific setting
  • Any new projects that rise to the point of active development

This should give interested parties a chance to look at the content I’ve developed without having to dig through months of blog posts. It should also be far easier to maintain than the Sharrukin’s Archive site, which is frankly a royal pain in the nether regions to do anything with. Finally, I suspect this kind of structure might also be a convenient way to collect content on the way to developing books for publication via Amazon or a game-centered platform like RPGNow. Watch this space for further developments.

2019: Looking Forward

2019: Looking Forward

So I’ve long since gotten out of the habit of making New Year’s resolutions. For one thing, life is too unpredictable to nail down that way, and for another, it takes more than a line on the calendar to change habits. Still, the first few days of the year is a good time to at least try and make a few plans.

I’ve got a fairly crowded agenda for my day job, where I have several course-development projects lined up for the coming calendar year. I’ll also be “on the platform” to lecture more than I was last year. So there’s one irony: out of all my writing output for the year, most of it won’t be fictional and isn’t likely to be mentioned here.

Meanwhile, I’m taking steps to improve my health in the coming year. I’m an overweight guy in my fifties, and a controlled diabetic as well, and that means I have to pay a certain amount of attention to personal maintenance. At least, I do if I want to live long enough to enjoy a few years of retirement, subject as always to the whims of our lords and masters downtown.

Recently I resumed my membership at a local gym, and while I’m never going to be slim and athletic again, I hope to build up a bit of strength in my legs and maybe lose a few pounds. Possibly more productive is a suggestion my podiatrist made, not long ago. Apparently there exist compact elliptical machines that are ideal for putting under a desk, so you can be working your legs and burning calories even while you sit at a computer. I’ve got one on order for my home office, and if that works out I may order a second one to take to work.

As far as creative writing goes:

  • First priority is going to be producing the first draft for the current novel-length project, a pseudo-Hellenic alternate-history fantasy with the working title of Twice-Crowned. As of this evening, I’ve got close to 11 kilowords down, which should finish one long chapter. The total length of the story will probably be about 120 kilowords in rough draft, and I’m hoping to have that finished by summer. Whether I’ll get the novel actually self-published this calendar year depends on how much revision it needs.
  • Second priority is going to be getting at least one Aminata Ndoye story out the door, and possibly another short piece as well.
  • Third priority is to get back to Architect of Worlds and push that project forward through another big section. I want to revisit some of the material I’ve already written – the model doesn’t seem to be handling “super-Earths” very well yet – but the main objective will be to write the section that describes individual planets in some detail. If I can get that finished and tested, the main “game mechanics” sections of the book will be done.
  • Fourth priority is to finish a couple of fan-fiction projects. In particular, I’ve got a Silmarillion fan-fiction piece that got started and looked promising, but which has been on hiatus for a while so I can work on those other bullet items. There’s also a Dragon Age story that I abandoned in 2018 but that won’t quite let go of my imagination, so I may go back to that at some point. Of course, all of this is subject to Zeigler’s Iron Law of Prioritization: “Any item that falls to fourth on the priority list will never be completed.” I can hope for an exception.
  • Fifth, any continued blogging I may find to do on worldbuilding, writing, or the state of my muse.

Another thing I’m considering is shutting down the Sharrukin’s Archive part of this site, in favor of just placing any “persistent” items in this WordPress framework as permanent pages. Honestly, the Archive as it’s structured is an enormous pain in the ass to maintain, and I’ve never managed to populate it as densely as I originally planned.

Honestly, that seems like enough to keep me busy for the next few months. Watch this space for progress reports.

2018 in Review

2018 in Review

I remember the night that I very nearly turned my back on writing for good. I abandoned my writing blog, shut down my Facebook and Twitter accounts, put away every project I was working on at the time and didn’t even think about any of them for months. One of my best fan-fiction stories, in particular, got an enormous hiatus. Tuesday, 8 November 2016.

It wasn’t just the election and the results of that, although that certainly did feel like a blow. I’d been getting increasingly frustrated with what I was doing as a writer, too.

Story after story was almost getting into the short-fiction markets, getting immediate attention from lead editors who were sending me non-boilerplate feedback, and yet I couldn’t actually seem to close the deal and sell something. The best opportunity I seemed to have gotten was from a literary “contest” that vanished like a thief in the night, claiming the rights to my story but never actually doing anything with it. Even my fan-fiction was getting less and less of a response, although at least people seemed to still be reading it . . . silently. It was beginning to look as if the height of my creative career would be a handful (as in, less than five) nominating votes for the Campbell Award one year.

In short, I wasn’t in a very good place even before my fellow countrymen chose to elect the most manifestly corrupt and unfit candidate in a century to our highest office. After that, I pretty much lost all interest in creating anything. For months I went silent. I concentrated on my family and my day job, went weeks at a time without writing a word. It didn’t help that the Sharrukin’s Palace domain name lapsed and some domain squatters grabbed it for a year. The thought of starting a writing blog over from scratch just made me tired.

I got better, of course. I eventually finished the fan-fiction story I had abandoned in mid-stream (with an ending I would never have written before, but which I think is actually superior to what I originally had in mind). I started working on other stories again, off and on. I picked up the Architect of Worlds project again and started researching and revising that.

I suppose it helped that, although the world has been going down a lot of dark and very dangerous paths in the past couple of years, the worst has not happened. Come on, I’m a student of history and a speculative-fiction writer. I imagined a lot of things that – well, let’s be honest, they may yet come to pass. But they haven’t yet, and there are signs that a lot of decent people are pissed off and starting to fight back. So I began to feel creative again.

In March of this year, the Sharrukin’s Palace domain escaped the grubby paws of those domain squatters who had grabbed it. I pounced on it and brought it back into my own control. By April, I was ready to start this iteration of my writing blog. I self-published a novelette, and at least started a few other writing projects before I settled on the one I’m currently working. I did a bunch of new work on Architect of Worlds.

In short, I’m back in business. There’s some balance back in my life, between my family, my day job, my health, and the chance to do creative work. Let’s hope that lasts.

So, with respect to this blog, let’s look at the top ten posts for 2018:

  1. Architect of Worlds – Step One: Primary Star Mass
  2. Bios: Genesis – The First Billion Years
  3. Revisiting GURPS Greece: Incomes, Status, and Prices
  4. Bios: An Exercise in Worldbuilding through Gameplay
  5. Bios: Megafauna – Opening Remarks
  6. Designing the Vasota Species
  7. Review: Assassin’s Creed: Odyssey
  8. Architect of Worlds – Step Eleven: Place Planets
  9. Bios: Genesis – The Second Billion Years
  10. Architect of Worlds – Step Eight: Stellar Orbital Parameters

None of that counts the large plurality of visits to the blog (about 45%), which just hit the home page and scroll down from there.

I can probably explain most of these results by observing that posts which get linked from Reddit seem to do well. So do GURPS-related posts that get linked from Doug Cole’s Gaming Ballistic blog – thanks, Doug! Still, I keep getting perennial visitors to the site looking for the Architect of Worlds project. Also, the biggest worked example of worldbuilding that I did all year also keeps getting hits months later.

Noted and logged – I’ll have to see if I can push Architect forward in 2019, and do some more extended examples. But tomorrow is the big day to look forward and maybe make some resolutions, so I’ll come back then.

In the meantime, I hope the coming year is fruitful and productive for all of us.

Modeling Galactic History (Part I)

Modeling Galactic History (Part I)

Over the next two or three posts, I’m going to be going through my reasoning for some of the background assumptions of the Human Destiny setting. This is probably going to come across as being a little stream-of-consciousness. I’m trying to work my way through a logic chain without necessarily knowing where it will need to go before I’m done.

Incidentally, although I’m not going to make any specific references to GURPS in these next few posts, I’ll continue to tag them that way – this kind of thought process is an extension of a few items in the last GURPS Space edition. I’m thinking specifically of the section titled Mapping the Galaxy, on pages 67-72. GURPS referees might find this process of some interest as a worked example.

So let’s get started.

Assumption #1: In the solar neighborhood, there exists about one stellar system for every 300 cubic light-years of space.

Commentary: The usual figure given for the stellar density in the solar neighborhood is about 0.004 stars per cubic light-year. Applying this to the 10-parsec-radius neighborhood of my map, we would predict the presence of about 580 stars. Clearly, the HIPPARCOS data set I work from is missing a lot of stars, since it only has 327 stars in that space (about 56% of the predicted number). As a cross-check, a 5-parsec radius should have about 72.5 stars, but the HIPPARCOS data set shows 64 in that space (about 88% of the predicted number). As expected, we’re missing more and more stars as we get further away from Sol.

On the other hand, we can expect that most “missing” stars are among the smallest and least luminous red dwarfs, increasingly difficult to observe with any significant distance. Even in the HIPPARCOS data set, there’s plenty of evidence that our data on individual red dwarfs becomes very poor well within the 10-parsec radius. Many stars have no other catalog designation, their spectral class isn’t at all certain, and so on. While proceeding through this analysis, I’ll bear in mind that very few of the “missing” stars are likely to have habitable planets.

Close to Sol, stellar systems seem to have an average of 1.2 stars each. This gives us an average density of about one stellar system for every 300 cubic light-years. That indicates about 480 stellar systems in the 10-parsec solar neighborhood.

Assumption #2: Within 10 parsecs of Sol, there exist about 30 habitable worlds.

Commentary: Applying the Architect of Worlds design sequence, I ended up with 28 habitable worlds in that space. Twenty of these (about 70%) appeared in stellar systems that included at least one K-class or more luminous star. None of them had a primary star of less than about 0.15 solar masses (about an M4 or M5). That suggests that habitable worlds circling the very dimmest red dwarfs – the ones by far most likely to be “missing” from the HIPPARCOS data set – are going to be very rare. I therefore assume that there might be one or two habitable worlds that I’ve overlooked, but no more than that.

Combining this assumption with the implications of Assumption #1, we get about one habitable world for every 4800 cubic light-years, or about one habitable world for every 16 stellar systems. We can apply this as a rough estimate for most regions of the galaxy.

Assumption #3: Habitable worlds that currently carry native tool-using civilizations (defined as capable of basic cultivation agriculture at a minimum) are very rare, about one in 40,000 habitable worlds.

This assumption breaks into two sub-assumptions:

  • Assumption #3A: A world will give rise to a tool-using civilization about once in every 500 million years of its habitable lifespan.
  • Assumption #3B: Almost all tool-using civilizations have a finite lifespan averaging about 12,500 years, after which they succumb to natural or sentient-made disaster, without ever developing interstellar capability.

Commentary: The computation is straightforward – divide the average lifespan of a typical civilization into the rate of their occurrence.

Naturally, both parameters are taken from the history of Earth. It should be noted that we have a very limited capability to identify other tool-using civilizations that may have occurred on Earth in the distant path. Still, we’ve never seen any evidence of prior non-human civilizations here, since the post-Cambrian appearance of complex land-based ecologies roughly 500 million years ago.

Meanwhile, humans have engaged in basic agriculture for about 11,500 years at this point. A more dramatic way of stating #3B is that, left to our own devices, we humans will drive ourselves into barbarism and extinction within another millennium or so. That gives us a total lifespan of about 12,500 years, which I’ll take as an average.

Combining this assumption with the others, we determine that at any given time in the natural steady state, tool-using civilizations appear about once in every 192 million cubic light-years, or once for every 640,000 stellar systems. That suggests the average distance between neighboring civilizations (using one of the formulae on page 72 of GURPS Space) is well over 600 light-years!

The natural state of the galaxy is many thousands of primitive cultures in existence at any given time, separated from each other by gulfs of hundreds of light-years, unable ever to see the slightest sign of each other’s presence.

Now, that assumes that no civilization ever attains interstellar capability. What happens if a few of them do?

Assumption #4: Given the possibility of interstellar (FTL) travel, as soon as one interstellar-capable civilization appears, it will no longer be subject to quick extinction and will fill the galaxy in a trivial amount of time.

Commentary: It seems reasonable to assume that an FTL civilization will no longer be subject to all the forces which drive a planet-bound culture to extinction. Only the very largest-scale natural disasters (enormous gamma-ray bursters, galactic core explosions, and so on) could destroy an FTL-capable culture. Such a culture might conceivably destroy itself through internecine warfare, but it seems reasonable to assume any culture likely to do such a thing would have done it before attaining FTL.

Meanwhile, an FTL-capable culture whose numbers expanded at even a modest rate would fill up the galaxy in a short time. Assume an annual rate of expansion as low as 0.01% – very slow, given FTL – then the Milky Way is filled up in as little as 250,000 years.

The question arises, then: given this event occurred, when?

The oldest stars in the galaxy formed about 13.5 billion years ago, but the environment for high-technology civilizations in such an early galaxy was probably very poor. Assume a minimum of four billion years for the first life-bearing planets to give rise to complex land-based ecologies. Then assume a further delay of about two billion years, for early civilizations to overcome the disadvantages of a metal-poor environment, and for more high-technology civilizations to appear at any given time. Then the first FTL-capable cultures may have appeared about 7.5 billion years in the past.

As it happens, this is after the formation of the galactic disk and spiral arms, and after a lengthy period of relatively slow star formation. If we assume one or more FTL-capable cultures appeared about then, they would have had a newly formed spiral galaxy to expand into, and a new flood of young stars to explore and colonize. These Precursor cultures might have hurried the process along, engaging in large-scale terraforming projects to create more habitable worlds.

(By an odd coincidence, the current Architect of Worlds design sequence yields that any potentially habitable world that is at least 7.6 billion years old, if its primary is not a class-IV subgiant, is guaranteed to have a complex biosphere. I didn’t plan that, but it fits! We can imagine that lots of small, cool stars that have been around since before the Precursor era were seeded with their favored ecologies back then.)

Any new FTL-capable cultures that arose during this period would have found the galaxy already full and busy. The Precursors may have been benevolent toward newcomers, or they may have been cruel and aggressive. In either case, newcomers would have had little chance to repeat the Precursors’ success. They would have been forced to survive in the margins of the elder galactic cultures.

We probably can set aside any concept of a unified Galactic Empire. Even with FTL, the natural unit of government is going to be no larger than the single star system. Such a system, if densely populated and developed, is likely to be economically self-sufficient and almost impossible to conquer.

The Precursor era was likely one of many millions of local civilizations, all in constant contact with one another, all of them rising and falling over time. Many single-system cultures may well have collapsed back into barbarism from time to time. Even whole regions of the galaxy might have fallen victim to some disaster or another. Alistair Reynolds’s concept of the “churn” (from his novel, House of Suns) seems likely to be appropriate here. Even so, the galactic association of cultures would have endured, possibly for a very long time.

Now, clearly this isn’t the situation we see now. The galaxy appears to be a wilderness. Something brought this Precursor era to an end, and something is preventing the galaxy from returning to that state today.

Assumption #5: The Precursor era was the only point in galactic history at which nearly every habitable world was occupied by high-technology civilization. Since then, the expansion of new FTL-capable cultures has been strictly limited.

Commentary: I choose to assume that in this setting, the galactic Precursor culture eventually fell victim to a massive conflict, driven by disagreements over several major issues. Among others:

  • Many local civilizations came under the domination of powerful AI, becoming machine cultures. These tended to replace their biological antecedents, through benevolent “mandatory pampering,” through non-violent competition, or through violent extermination. Naturally, civilizations which remained largely biological often regarded this development with alarm.
  • Some local civilizations found ways to “ascend” to new styles of life, often esoteric and incomprehensible to those who remained. Often this was associated with a shift to machine-culture status, as the “ascending” biological sentients abandoned their machine servants and guardians. Such “ascension” meant effectively dropping out of the galactic churn, often vanishing entirely to leave behind apparently empty worlds. Some cultural movements asserted that such “ascension” was the natural outcome and implied purpose of any sentient community. Other cultures rejected any such idea with horror.
  • Some local civilizations became concerned that the galactic community suffered from a lack of variety. They argued that ever since a single original civilization had given rise to the galactic community, all newcomers had been crippled, forced into an unnatural accommodation with that one dominant society. Over time, this became regarded as a fundamental question of justice.

Over millions of years, disputes over these issues gave rise to an epic series of wars. While a star-system community was a difficult thing to conquer, a sustained effort could sometimes do the trick. Of course, such a community was much easier to destroy. A barrage of relativistic kinetic-kill missiles, directed at every inhabited planet and space habitat in the target system, was one of the less destructive methods applied. Over time, the Precursor community collapsed across most of the galaxy, and high-technology culture was nearly eradicated.

Near the end of the conflict, an alliance of local cultures formed to defend what remained of the community, and to impose a specific solution on the galaxy:

  • Certain forms of “ascension” were accepted as the ultimate end of any sentient culture. One of the galactic community’s goals was to facilitate safe methods for such evolution, and to protect elder cultures as they proceeded toward it.
  • As elder cultures “ascended,” this would naturally make room for new biological cultures to arise, thus providing the galactic community with much-needed variety it needed. A second goal for the community was to protect such newcomers, helping them to survive the transition to FTL-capable status, and integrating them into galactic society. This specifically required leaving large volumes of space “fallow,” preventing any one culture from expanding too quickly or too far at the expense of others.
  • Powerful AI, and the machine cultures they tended to create, had a clear role in the galactic community, but they could not be permitted to harm or crowd out organically evolved cultures. Strict limits were placed on the use of AI by non-ascended civilizations. The creation of self-replicating AI was specifically forbidden.

This post-war settlement remains in effect, down to the present. Somewhere in the galaxy, very far from the solar neighborhood, a very powerful network of beings still works tirelessly to manage the galaxy, as if it were a vast garden. This network is called the Synarchy.

The Synarchy manages the galaxy by:

  • Intervening at certain points in the history of developing civilizations, helping them to avoid self-destruction and move toward readiness for participation in the interstellar community. This intervention is usually subtle but may involve overt conquest if necessary.
  • Enforcing certain foundational laws designed to prevent any one culture from overrunning the galaxy. Notably, no one civilization may claim or occupy more than a small fraction of the galaxy, and no civilization may build independent or self-replicating AI. Civilizations which break these laws may be brought into line by force.
  • Preserving knowledge and making it available to all participants in good standing in the galactic community, through the promulgation of a galactic Library. The evolutionary pathways that end with “ascension” are specifically revealed to all interstellar cultures at a certain level of maturity.

Much of the Synarchy’s work is done through proxies. These “mature interstellar empires” have generally been in existence for at least a few million years, have a good record of adherence to the Synarchy’s law, and have exhibited the ability to coexist smoothly with younger civilizations. The Synarchy deputizes such cultures to manage their areas of the galaxy, generally concealing its own existence from less mature civilizations.

So, what does an area of the galaxy overseen by one of the Synarchy’s proxies look like?

Assumption #6: In an area of space currently governed by a Synarchy proxy civilization, habitable worlds that currently serve as the home-worlds of native tool-using civilizations are much more common, about one in 400 habitable worlds.

This assumption derives from Assumption #3A, and from the following sub-assumptions:

  • Assumption #6A: About one in four tool-using civilizations survives long enough to develop a high-technology culture that will require intervention.
  • Assumption #6B: After intervention and emergence into the galactic community, civilizations have a finite lifespan averaging about 5 million years, after which they either voluntarily die out, or they “ascend” to the Synarchy and beyond.

Commentary: These assumptions imply that the average lifespan of a tool-using civilization is about 1.25 million years. Dividing this into the rate of occurrence of new civilizations (about once in 500 million years per habitable planet) gives us about one civilization per 400 habitable planets.

It should be noted that a Synarchy proxy could apply a different strategy, giving rise to a much higher density of high-tech civilizations. For example, a proxy could locate and intervene in the development of even pre-industrial cultures. Or it could even seek out promising pre-sentient species for “uplift” and civilization. I’ll assume that the Synarchy discourages such intense interventionism, possibly because it would lead the intervening civilization to force its clients into too restrictive a cultural mold. This would lead to a loss in the variety that the Synarchy values.

Without assuming anything (yet) about the shape or configuration of any volume of space governed by a Synarchy proxy, let’s examine how that space might be populated. If a given proxy governs space that includes N habitable worlds, then:

  • On the average, a new tool-using civilization will appear in that space every 500 million divided by N years.
  • On the average, a new high-technology civilization will appear, ready for intervention, every 2 billion divided by N years. This is also the rate at which established civilizations within the proxy’s sphere of influence will vanish into voluntary extinction or “ascension,” maintaining a steady state.
  • The current population of that space at any given time will be about N divided by 400 FTL-capable civilizations.

Suppose each FTL-capable civilization is allocated about 100 habitable worlds to colonize and occupy throughout its lifespan. If the space containing these worlds is compact, that implies a volume of about 480,000 cubic light-years, or a sphere with radius of about 48.5 light-years.

About 75% of the habitable worlds in a proxy’s volume will be left “fallow” at any given time. This should allow plenty of space for likely candidate species that might give rise to high-technology civilizations over the next million years or so. Potential colony worlds can be allocated to minimize the probability that a new civilization will appear on a world that’s already occupied.

The question arises: just how much space will a given Synarchy proxy be able to govern? Suppose a proxy can last much longer than the average of 5 million years for a full FTL-capable culture? Does it continue to grow, accepting responsibility for more and more space? Will the collective of all the Synarchy’s proxies fill the galaxy, or will there be “empty” space?

These questions are important, since we’re modeling a setting that needs to be consistent with what we’ve seen so far of the real universe. Results which indicate that Sol and Earth should have been visited and colonized many times in the past will mean that something has gone wrong.

I’ll examine some of these questions in the next post.