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Status Report (17 July 2022)

Status Report (17 July 2022)

Aside from working on Architect of Worlds as time permits, I’ve also been working on a first draft of the novel Twice-Crowned. That’s making enough good forward progress that I’m increasingly comfortable calling it my primary literary project at the moment. If you check out the sidebar on this site, you’ll notice that I’ve updated my “In Progress” widget to indicate where I am on word count for that. I’ll keep that up to date as I work, so you can get a sense for how well that project is going over the next few months.

Status Report (10 July 2022)

Status Report (10 July 2022)

Just a quick note today. If you follow my Facebook feed, you’ll know this has been a rough week – I haven’t gotten much creative work done since before the holiday. Only this weekend have I managed to get moving again, mostly working on the first few chapters of Twice-Crowned.

I did take a few hours today to paste together the first integrated draft of Architect of Worlds. It’s all in one big document now, for the first time since I started work on the project back in 2016. In Microsoft Word, it comes to about 175 pages and a little under 74000 words.

There’s still a ton of editorial work that needs to be done before I can share the complete draft with anyone (see my planning message for July for a summary). I doubt that’s going to happen this month. Still, this is a big milestone.

Planning for July 2022

Planning for July 2022

June went fairly well, it seems. I was able to get a new section of Architect of Worlds written and pushed out to my patrons, I also shared a timeline for my Danassos setting as a free release, and I got another book review written.

The usual list of projects is getting a big overhaul this month. The thing is, that section of Architect that I wrote last month is the last section that wasn’t complete in draft. I’m now in a position to meld all of the pieces of Architect together into a combined draft for the complete book. The result won’t be finished by a long shot, of course. I have a lot of work to do before I can start thinking about layout and getting ready for final publication:

  • Build the first complete draft for the book out of the separate parts that exist now.
  • Polish up the world-design sequence.
  • Polish up the “working with real-world astronomical data” section.
  • Complete a few minor sections, especially in the “special cases” chapter.
  • Add “modeling notes” sections, with references to scientific papers and textbooks, to any portion of the design chapters that doesn’t have them yet.
  • Clean up the extended examples.
  • Clean up the math throughout the book (rationalize variable names, be consistent about how computations are described, and so on).
  • Develop images (diagrams, flowcharts, public-domain astrophotography, alien-worlds images) to fill out the content.

I suspect this is going to take at least a couple of months, and it’s going to be one of those cases where the draft looks terrible for a while before I get it under control. I don’t think this is going to generate any releases for my patrons until I’ve waded through most of the above steps. I’m therefore announcing now that there will almost certainly be no new Architect of Worlds releases to my patrons for at least the month of July, possibly the month of August as well.

Once I get close to having a really clean and complete draft for the entire book, ready to start on layout, I may share that with my patrons as a final charged release before publication. There will almost certainly be enough new material to justify that. We’ll see how things go. I’ve still got my fingers crossed that I might be able to release the first edition of Architect of Worlds by the end of this calendar year!

Meanwhile, regarding my literary projects, I’m switching over to the Danassos project as my top priority for the time being. I’m going to start working, as time permits, on a draft of the novel Twice-Crowned. If I can put down, say, at least 25 kilowords of polished narrative at the beginning of the novel, I may share that with my patrons as a charged release.

My intention is to divide my time between Architect and Twice-Crowned more or less evenly this month, and we’ll see what results I get. Watch this space for updates, as always.

Here’s the planning list, with two items in the “top priority” category:

  • Top Priority:
    • Architect of Worlds: Work on preparing a complete draft of the book for eventual layout and publication.
    • Danassos: Begin work on a new draft of the novel Twice-Crowned.
  • Second Priority:
    • Human Destiny: Continue compiling material for the eventual Atlas of the Human Protectorate.
    • Human Destiny: Design additional new rules systems for the Player’s Guide and add these to the interim draft.
    • Human Destiny: Begin work on a new Aminata Ndoye story, set during her first year at the Interstellar Service academy.
  • Back Burner:
    • Human Destiny: Finish the novelette “Remnants” for eventual collection and publication.
    • Krava’s Legend: Review and possibly rewrite the existing partial draft of The Sunlit Lands, and write a few new chapters.
    • Krava’s Legend: Write the second short story for the “reader magnet” collection.
    • Scorpius Reach: Write a few new chapters of Second Dawn.
    • Scorpius Reach: Start work on a third edition of the Game of Empire rules for Traveller (or Cepheus Engine).

Aside from these items, I suspect I may end up doing a little cartography, certainly for Danassos, possibly for Human Destiny as well. I may have a couple of free sketch maps to share with readers and patrons this month.

Short Story Now Available: “Encounter in the Dawn”

Short Story Now Available: “Encounter in the Dawn”

I’ve posted a new short story, “Encounter in the Dawn,” to the Free Articles and Fiction section of this blog.

“Encounter in the Dawn” is an excerpt from a piece of fan-fiction I wrote back in the 2012-2014 timeframe. It’s completely separate from the fan-fiction’s source material, however, and works as an original stand-alone vignette. Consider it an experiment in writing well-researched historical fiction, without any speculative elements at all.

Reviving Danassos

Reviving Danassos

I’ve been blocked on my major literary project in the fantasy genre for over a year now. I did manage to write one piece of short fiction in the Krava’s Legend series, but the second novel hasn’t budged in a long time. Not sure what’s up with that – I have some notion of where the story needs to go – but I’m just not feeling the story the way I did with The Curse of Steel.

Meanwhile, a few days ago I went back and re-read what I had written of my novel Twice-Crowned, which I last worked on in about 2019. It’s about 22,000 words so far, and I find it’s actually pretty good for a rough draft.

Twice-Crowned is a bit of alternate-historical fantasy. It’s set in a world that looks a lot like Classical Greece, but with a few supernatural elements folded in, and a big point-of-divergence that is bending the course of history away from what we’re familiar with.

The notion is that there was a survival of the civilization we call “Minoan,” which got away from the sack of Crete by proto-Greeks and set up an enclave in the west. Where our history put the city-state of Syracuse, this alternate timeline has a city called Danassos. It’s a lot like other Hellenic poleis, with the very prominent exception that women are full citizens, holding property and exercising their own political rights and privileges. In one sense it’s a world-building exercise – how can I come up with a culture that’s plausibly Classical Greek and yet has the very non-Hellenic feature of (relative) gender equality? What consequences would that be likely to have as the history of the period unfolds?

I’ve been moved to spend a few days working on back story and research, with the result that I’ve got a fairly substantial timeline document and the start of some notes on how this imaginary society works. I think by this evening I’m going to package some of that up as a free release for my patrons, just to drum up a little interest in the project. Once that’s done, I need to get back to work on Architect of Worlds over the rest of June.

In the long run, I think Twice-Crowned may become my main literary project for the next few months, taking the place of The Sunlit Lands. Maybe if I can get that novel finished, I can come back to Krava’s Legend with fresh eyes.

Planning for June 2022

Planning for June 2022

Well, May didn’t go quite as planned. I originally planned to write the last open section of Architect of Worlds, but early in the month my muse decided to go and live on Mars instead. I ended up writing about 10000 words describing Mars in the Human Destiny setting, and giving myself a ton of new ideas for the universe and for fiction set therein. So my big project for May turned out to be a new partial interim draft of the Atlas of the Human Protectorate instead.

Okay, Mars is (more or less) out of my system now, so it’s back to Architect of Worlds for the month of June. Here’s the formal planning list for this month:

  • Top Priority:
    • Architect of Worlds: Write a section describing the structure of the galaxy and of interstellar space, and providing guidelines on how to make maps for interstellar settings. Also carry out further additions and revisions to the “special cases in worldbuilding” section. These two tasks are expected to give rise to a charged release, assuming they amount to at least 10,000 words of new material.
  • Second Priority:
    • Architect of Worlds: Further additions and revisions to the “working with astronomical data” section. May lead to a free v0.2 update, or may simply be integrated into v1.0 of the complete book.
    • Human Destiny: Continue compiling material for the eventual Atlas of the Human Protectorate.
    • Human Destiny: Design additional new rules systems for the Player’s Guide and add these to the interim draft.
    • Human Destiny: Begin work on a new Aminata Ndoye story.
    • Krava’s Legend: Review and possibly rewrite the existing partial draft of The Sunlit Lands, and write a few new chapters.
  • Back Burner:
    • Human Destiny: Finish the novelette “Remnants” for eventual collection and publication.
    • Krava’s Legend: Write the second short story for the “reader magnet” collection.
    • Scorpius Reach: Write a few new chapters of Second Dawn.
    • Scorpius Reach: Start work on a third edition of the Game of Empire rules for Traveller (or Cepheus Engine).

About the only change from the initial plan for last month is that I’m bumping a new Aminata Ndoye story up in priority a little. My main focus is going to be on Architect this month, but I may spend some time working on a story about Aminata’s first year at the Interstellar Service academy in France. Basically an immediate sequel to “Pilgrimage.”

Meanwhile, I’m continuing to tinker in my extensive spare time with QGIS and the NASA topographical data for Mars. I may work on one or two maps of 23rd century Mars for the Atlas, and if that works out it may yield a couple of free rewards for my patrons. We’ll see how the month goes.

Human Destiny: Technology Levels

Human Destiny: Technology Levels

Here’s a small sample of material for the Human Destiny setting and game book that’s slowly taking shape. In the Cepheus Engine and related tabletop games, there’s often a system of “technology levels” that helps characterize what kind of gear and weapons one might expect to find on a given world. The concept has its problems, but it’s a quick shorthand that’s useful for game purposes. Since Human Destiny is eventually going to be published as a Cepheus Engine game, it seems useful to put together a set of “tech level” tables for the setting.

Here’s a first very rough draft for that section of the Human Destiny sourcebook.


Technology Levels in the Human Destiny Setting

The Khedai Hegemony maintains a sophisticated scheme for classifying the technological and social progress of emerging civilizations. The following system of “tech levels” is a (vastly simplified) shorthand for the Hegemony’s scheme.

General Technology

As is the standard in any Cepheus Engine game, Technology Level or Tech Level is a measure of the social, scientific, and industrial progress of a given world or society. In Hegemony documents, each TL has an evocative descriptor, and can be associated with an approximate era in human history.

TLDescriptorApproximate Date or Typical World
0Era of Stone ToolsPaleolithic, Mesolithic, or Neolithic society
1Era of Metal Tools3000 BCE
2Era of Exploration1500 CE
3Era of Mechanization1750 CE
4Era of Electricity1900 CE
5Era of Radio1930 CE
6Era of Atomic Power1950 CE
7Era of Space Exploration1970 CE
8Era of Information1990 CE
9Era of Crisis2020 CE
10 (A)Low Interstellar SocietyMinor human colony world or outpost
11 (B)Low Interstellar SocietyMajor human colony world or outpost
12 (C)Average Interstellar SocietyMaximum level for the Human Protectorate
13 (D)Average Interstellar SocietyMaximum level for a second-tier client society
14 (E)High Interstellar SocietyMaximum level for a first-tier client society
15 (F)High Interstellar SocietyMaximum level for the Khedai Hegemony as a whole

It may not be immediately obvious, but the Hegemony’s scheme for classifying technological progress includes two singularities, each of which creates a discontinuity in the above table.

The normal pattern for any newly evolving technological civilization is to progress from TL 0, passing through the higher levels in order, finally reaching some maximum level of social and technological progress. At this point the civilization invariably suffers an existential crisis that, at a minimum, forces all its component societies back to some lower TL. This may happen multiple times before the sapient species in question is finally driven into extinction. The highest point of independent development is almost never higher than TL 9. In fact, civilizations that reach TL 9 on their own almost always suffer particularly deadly collapses, likely to cause immediate species extinction – hence the term “Era of Crisis.”

The transition from TL 9 to TL A represents the first discontinuity or singularity in the scheme. Very few civilizations manage to pass the Era of Crisis on their own. Almost all societies that survive the transition and attain interstellar status do so only because an older civilization intervenes, as the Khedai Hegemony did with humanity.

Under the Praxis observed by the Khedai Hegemony, newly discovered sapient societies at TL 0-3 are observed from a distance under a strict non-interference policy. Societies at TL 4-9 are subject to close observation, and possibly annexation if (as in almost all cases) they appear unlikely to survive on their own.

The interstellar levels that follow (TL A through TL F) do not represent a hierarchy of new technologies that appear one after the other in a progressive fashion. Instead, they represent an array of mature technologies, all millions of years old, which are all available throughout the Hegemony. The TL of a world which falls in this range represents the kind of technology that is widely available on that world, because it is locally manufactured and can be supported by existing infrastructure. Items from a higher TL will also be available, but possibly at a higher cost in social credit, or with specific limitations under the Praxis.

Humans know nothing about any technologies above TL F. Humans may speculate, and the khedai doubtless know what technologies might be possible, but under the Praxis such possibilities are cloaked in silence. A few humans suspect that this silence conceals a second discontinuity or singularity, beyond which even the Hegemony dares not go.

Energy Technologies

The Hegemony’s scheme for classifying technologies is most strongly determined by a society’s ability to harness and direct energy to carry out the work of civilization.

TLTypical Developments
0Muscle power
Domesticated animals
Slave labor
1Hydromechanical power
Water wheels
2Wind power
Windmills
3Steam power
Exploitation of fossil fuels (coal)
Crude electrical transmission and storage
4Widespread use of electrical power
Exploitation of fossil fuels (oil, natural gas)
Oil refining to produce high-quality fuels
Hydroelectric power
5Rural electrification
Urban power grids
6Nuclear fission reactors
Regional power grids
7Increasing use of solar power
Continental power grids
8Mass application of renewable energy
9Crude “smart grids”
Possible abandonment of fossil fuels
10 (A)Advanced “smart grids”
Advanced fission power
Superconducting power transmission
Hyper-efficient power cells
Solar power satellites
Complete abandonment of fossil fuels
11 (B)Nuclear fusion reactors
12 (C)Advanced fusion power
13 (D)Antimatter generation and transport
14 (E)Advanced antimatter power
Portable fusion power
Catalyzed fusion
15 (F)Miniaturized fusion power

Communications and Information

This category covers technologies for generating, transmitting, storing, and applying information. It also includes various forms of artificial intelligence and artificial sapience.

TLTypical Developments
0Oral communication
1Written communication
Printing press (block printing)
Crude cryptography
2Printing press (movable type)
Advanced cryptography (manual)
3Telegraph
Early telephones
4Teletype
Widespread telephone networks
Advanced cryptography (electromechanical)
5Radio broadcasting
Massive special-purpose computing devices
6Television broadcasting
Massive general-purpose computing devices
Information theory
7Early packet-switched networks
Personal computers
Industrial automation
Advanced cryptography (digital)
Public-key cryptography
8Global Internet
Advanced personal computers
Advanced ICS/SCADA systems
Large-scale public-key infrastructures
9Miniaturized personal computers
Early natural-language interfaces
Early automatic translation
Sophisticated robots and drones
“Cloud” computing
Crude quantum computation
10 (A)Advanced natural-language interfaces
Advanced automatic translation
Cybershells
Ubiquitous computing
Large-scale quantum computation
11 (B)Sophisticated personal assistants
Advanced expert systems
Advanced cybershells
Sophisticated personality emulation
12 (C)Early Virtual Sapience systems
Fully Turing-capable systems
Undirected machine learning
“City minds”
13 (D)Advanced Virtual Sapience systems
14 (E)Early Artificial Sapience systems
Proof-of-consciousness systems
“World minds”
15 (F)Advanced Artificial Sapience systems
Transapience threshold

Environmental

This category covers technologies that can alter or maintain planetary environments. It also covers common developments in environmental awareness – the process by which a civilization learns how its own activities can impact the environment upon which it relies for support.

TLTypical Developments
0Agriculture and pastoralism
Early trade networks
Forest clearing
Overhunting
Megafaunal extinction
1Early cities
Basic aqueducts and sanitation
Advanced trade networks
Continental empires
2Global trade networks
Transcontinental empires and colonization
3Indoor plumbing
Advanced sanitation
Large-scale use of fossil fuels
Large-scale habitat destruction begins
4Super-cities (>1 million)
Large-scale water treatment
Sophontogenic climate change begins
5Super-cities (>10 million)
6Megalopolitan regions (>50 million)
“Green Revolution” in agriculture
Awareness of global harms from pollution
7Megalopolitan regions (>100 million)
Sophontogenic mass extinction begins
Awareness of sophontogenic climate change
8Gene-modified crop species
Awareness of sophontogenic mass extinction
9Crude geoengineering
Civilizational collapse
10 (A)Organic urban reserves
Advanced geoengineering
Climate and ecological remediation
De-extinction
11 (B)Domed cities
Artificial species to fill ecological niches
Type I (Mars) terraforming
12 (C)Advanced climate and ecological remediation
“Biome minds” monitor wild ecosystems
13 (D)Type II (Venus, Mercury, Luna) terraforming
14 (E)“World minds” monitor global ecosystems
15 (F)Type III (extremal) terraforming

Medical

This category covers medical and biological technologies.

TLTypical Developments
0Herbal remedies
Crude surgery and prosthetics
1Diagnostic process
Basic understanding of anatomy
2Advanced understanding of anatomy
Crude immunization techniques
3Germ theory and bacteriology
Epidemiology
Antiseptic surgery
Advanced anesthesia
Crude psychiatry
4Antibiotics
X-rays and other internal imaging
Public health measures
Mass vaccination
5Blood transfusions
Discovery of transplant rejection
6Eradication of some infectious diseases
Discovery of the structure of DNA
7Theories of molecular evolution
Crude genetic engineering
Advanced prosthetics
8Crude gene therapies
Simple genetically modified organisms
Crude sense-replacement implants
9Advanced sense-replacement implants
Crude artificial organs
10 (A)Advanced therapeutic gene modification
Extensively engineered organisms
Full-function artificial organs
Advanced geriatrics
Effective psychiatry
11 (B)Artificial plant and animal species
Simple pantropic engineering
12 (C)Nanotech therapies
Brain transplants
Personality recording (cyber ghosts)
Advanced pantropic engineering (germ-line)
13 (D)Full-body prosthetics (“bioroid” bodies)
14 (E)Biological immortality
Full personality uploading (cyber immortality)
15 (F)Cyber transcendence

Surface Transport

This category covers technologies for transport on or near a planetary surface.

TLTypical Developments
0Long-distance travel by foot
Domestic animals (riding, beasts of burden)
1Crude wheeled vehicles
Rowed watercraft
Early sailed watercraft
2Advanced wheeled vehicles
Blue-water sailing ships
3Steam engines
Railroads
Steamships
4Internal combustion engines
Early automobiles
Early aircraft
5Widespread automobiles
Local highway systems
Jet aircraft
Containerized shipping
6Large nuclear-powered vehicles
Continental highway systems
Supersonic aircraft
Global standards in containerization
7Early maglev systems
8High-speed maglev systems
9Early “self-driving” vehicles
10 (A)Early gravitic transport
Advanced “self-driving” vehicles
Regional and continental hyperloop
11 (B)Advanced gravitic transport
Transcontinental hyperloop
12 (C)Beanstalk interface
13 (D) 
14 (E) 
15 (F) 

Space Transport

This category covers technologies for transport and artificial stations in interplanetary or interstellar space.

TLTypical Developments
0 
1 
2 
3 
4 
5Sounding rockets
6Orbital rockets
Early interplanetary probes
7Manned spacecraft
Advanced interplanetary probes
8Reusable shuttles
Large-scale interface transport
Space telescopes
Small orbital stations (constant resupply)
9Crude interstellar probes
Manned interplanetary outposts
Moderate orbital stations (constant resupply)
10 (A)Early gravitic (reactionless) drives
Artificial gravity
Interplanetary colonization
Large and self-sufficient orbital stations
Planetoid habitats
11 (B)Advanced gravitic drives
“Space cities”
12 (C)Slow FTL (Alcubierre) drives
Interstellar colonization
13 (D)Medium FTL drives
Planetary “ring cities”
14 (E)Fast FTL drives
15 (F)Starbridge (wormhole) construction

Heavy Weaponry

This category covers weapon technologies for large-scale military use, as well as military applications of some other technological categories.

TLTypical Developments
0 
1Battering ram
Torsion-powered war engines
War chariot
War galley
2Bombards
Bronze and iron cannon
Crude rocket artillery
Blue-water warships
3Artillery
Rocket artillery
Heavy machine guns
Steam-powered warships
Reconnaissance balloons
4Crude chemical and biological weapons
Crude military aircraft
5Atomic weapons
Long-range ballistic missiles
Advanced chemical and biological weapons
Advanced military aircraft
6Thermonuclear weapons
Transcontinental-range ballistic missiles
Nuclear-powered warships
7 
8Early applications of cyberwarfare
9Full integration of cyber into kinetic warfare
Extensive use of drones and unmanned vehicles
Heavy mass-driver weapons and railguns
10 (A)Advanced cyberwarfare
Nanotech weapons (“devourer clouds”)
Advanced mass-driver weapons and railguns
Heavy laser cannon
11 (B)Gravitic artillery
Plasma cannon
Neural suppression field (“stunner”) weapons
12 (C)Fine-scale remote stunners
Nuclear fission suppression systems
13 (D)Fusion-temperature plasma cannon
X-ray laser cannon
14 (E) 
15 (F)Gamma-ray laser cannon

Personal Weaponry

This category covers weapon technologies for individual use.

TLTypical Developments
0Clubs and cudgels
Stone-tipped spears
Bow and arrow
Hide and leather armor
1Bronze and iron swords
Metal spearheads and arrowheads
Longbow, composite bow, and crossbow
Bronze and iron armor
Ring and scale mail
2Matchlock and wheellock firearms
3Flintlock firearms
Rifled firearms
Repeating firearms
4Cartridge ammunition
Light machine guns
5Advanced rifled firearms
6Submachine guns
7Grenade launchers
Advanced body armor (ballistic fabrics)
8Crude “smart weapons”
9Crude mass-driver or “gauss” weapons
10 (A)Advanced gauss weapons
11 (B)Gravitic weapons
Personal laser weapons
12 (C)Personal plasma weapons
Personal stunner weapons
13 (D) 
14 (E)Personal fusion weapons
Personal X-ray laser weapons
15 (F) 
Hard Left Turn at Bakhuysen Crater

Hard Left Turn at Bakhuysen Crater

As sometimes happens, my plan for creative work for the current month has taken a big leap out into left field. My original plan for May was to write up the last open section of Architect of Worlds, and release that for my patrons. Instead, I think I’m going to be living on Mars this month.

One of my Human Destiny subprojects is to develop the future history of colonization and terraforming of Mars in that universe. In a sense, Mars is where human beings first figure out how they might fit into the Hegemony’s interstellar society – setting aside the follies of old Earth, disciplining themselves to a centuries-long project in a harsh environment, learning galactic technologies and ways of life. I’ve already written one piece of fiction set on the planet, and Mars is going to be important for the story of my lead character, Aminata Ndoye. Meanwhile, I anticipate dedicating a lengthy section of the Atlas of the Human Protectorate just to describe late-23rd-Century Mars.

The spark for getting back to this subproject was the computer game Per Aspera. This is a logistics-engine game, focused on the colonization and terraforming of Mars. Early in May, the developers of Per Aspera released a new DLC which added a bunch of useful features to the game’s model. I sat down to spend a little time experimenting with the new version, thinking I would just spend an evening or two on it . . . but the result was a superb run which gave me all kinds of setting and story ideas. Forget devoting a section of the Atlas to Mars, I suspect I could write a complete tabletop RPG dedicated to this one planet.

Okay, that’s probably an excessive notion. Still, right now I think I could easily write a first draft of that section of the Atlas. I’m also experimenting with the QGIS software package as a tool for making useful maps of Mars. We have a lot of data about the topographical layout of the planet, so producing plausible maps is not going to be a problem.

So that’s the new plan for May: at the very least, produce a new interim partial draft of the Atlas for my patrons and readers. That will be a charged release if there’s at least ten or twelve thousand words of new material. If time permits, maybe knock out one or two maps of terraformed Mars to go with the new text. If I can get Mars out of my system over the new couple of weeks, then I should be able to turn back to that last section of Architect in June.

Planning for May 2022

Planning for May 2022

April came down to the wire, but on the last day of the month I was able to both post a book review and push out the first section of the Atlas of the Human Protectorate.

For the month of May, I think the Top Priority item is going to be Architect of Worlds again. There’s one more section of the book I need to write from scratch, and the “special cases” section needs more love. I suspect between those two items I’ll have plenty of new material, so a combination of them is likely going to be a charged release for the month of May.

The remarkable thing is that if I can hit that mark this month, that will mean that Architect of Worlds will be more or less complete, at least in an initial rough draft. That’s quite a milestone! I think if all goes well, June may see a release of a full rough draft of Architect, all in one document, a true v1.0 for the entire project. That will be a free release for my patrons, since they’ve already seen all the individual pieces.

The book won’t be anywhere close to finished at that point – I anticipate a lot of polishing, production of diagrams and graphics, and layout before I can even consider trying to publish it – but that’s still a big step forward. I begin to think there’s a chance Architect may arrive on virtual store shelves before the end of calendar year 2022.

All that being said, here’s the formal planning list for May:

  • Top Priority:
    • Architect of Worlds: Write a section describing the structure of the galaxy and of interstellar space, and providing guidelines on how to make maps for interstellar settings. Also carry out further additions and revisions to the “special cases in worldbuilding” section. These two tasks are expected to give rise to a charged release, assuming they amount to at least 10,000 words of new material.
  • Second Priority:
    • Architect of Worlds: Further additions and revisions to the “working with astronomical data” section. May lead to a free v0.2 update, or may simply be integrated into v1.0 of the complete book.
    • Human Destiny: Continue compiling material for the eventual Atlas of the Human Protectorate.
    • Human Destiny: Design additional new rules systems for the Player’s Guide and add these to the interim draft.
    • Krava’s Legend: Review and possibly rewrite the existing partial draft of The Sunlit Lands, and write a few new chapters.
  • Back Burner:
    • Human Destiny: Begin work on a new Aminata Ndoye story.
    • Human Destiny: Finish the novelette “Remnants” for eventual collection and publication.
    • Krava’s Legend: Write the second short story for the “reader magnet” collection.
    • Scorpius Reach: Write a few new chapters of Second Dawn.
    • Scorpius Reach: Start work on a third edition of the Game of Empire rules for Traveller (or Cepheus Engine).
Status Report (16 April 2022)

Status Report (16 April 2022)

I’ve had some ups and downs so far this month, but at about the midpoint I do seem to be on track to reach some good milestones.

I spent the first week or so of April doing an overhaul of parts of the Architect of Worlds design sequence. I started out just trying to add an alternative mechanism for producing gas giant planets, but that ended up carrying so many implications that I eventually had to overhaul most of Steps Nine through Eleven. I’m still not happy with the smoothness of the revised text, although the model seems to be working well enough.

Once that was done, I went back to an extended test run for Architect, generating planetary systems for a reasonable cut of the stellar population near Sol. I’m working with the data set associated with the paper The 10 parsec sample in the Gaia era – this is probably the best census of the solar neighborhood available at the moment. As of this evening, I’ve gotten about to the five-parsec radius.

I started out systematically generating planetary systems for every star on the list. Mostly this was to verify something I suspected about red-dwarf and brown-dwarf systems – that they are very unlikely to generate planets where humans can comfortably settle. So far I think I’ve confirmed that suspicion. I don’t think it’s impossible to find an Earthlike world in a red-dwarf system, but those stars have so many factors stacked against them that such cases are probably quite rare. Scientific and mining outposts, maybe, but not prosperous colonies. So after I generated 19 red-dwarf and brown-dwarf systems, I dropped those and concentrated on the brighter stars, spectral type K and up.

I now have 13 planetary systems for those brighter stars, and I’m encouraged to see that Architect is doing a decent job of generating Earthlike worlds (generously defined) for them. If we want air with sufficient free oxygen in it to breathe without too much artificial aid, that doesn’t seem to be a problem.

Counting Earth, I have six habitable worlds within five parsecs of Sol:

  • Sol III (Earth)
  • Alpha Centauri A-III (a super-Earth with a helium-nitrogen-oxygen atmosphere)
  • 61 Cygni B-III (tide-locked)
  • Epsilon Indi A-II (tide-locked)
  • Groombridge 1618 III (tide-locked)
  • 70 Ophiuchi A-III (a true Earth-analog, no helium, not tide-locked)

Not bad. Looks like Architect is going to give us a fair number of tide-locked Earthlikes, and the occasional super-Earth with weird but breathable atmosphere. The variety even in this short list is nice to see.

Eventually I plan to work all the way out to the ten-parsec radius, but this will do for now as a stress test for Architect. For the bottom half of April I’m going to switch to writing up some of these worlds and planetary systems, as a first installment in the rough draft of the Atlas of the Human Protectorate.

So for my patrons and readers, here’s the likely release schedule for this month.

I do have a new interim draft (v0.9) of the main section of Architect of Worlds, but I think I’m going to hold off on pushing that out to everyone until I’ve had a chance to go through and polish up the text a bit. I think I also want to get to the long-delayed project of cleaning up all the mathematical formulae so that I’m using more standardized variable names and formats. You may see a v0.9 draft next month sometime.

On the other hand, I’m pretty confident I can have a first interim draft of the Atlas of the Human Protectorate ready by the end of April, with at least 10,000 to 12,000 words of material in it. That v0.1 draft will be a charged release for my patrons. I may charge for further additions to that draft, as I have with new sections of Architect or other book-length projects, but only if and when there’s enough genuinely new material to justify it.

More updates as things develop, as always.