Let's get down the main boundaries of the setting in terms of things that can exist in it (this part is pasted from Discord)
I separate supertech as Atomic Rockets does: into handwavium and unobtanium. Handwavium is something that violates the laws of science as we know them. Unobtanium doesn't technically violate them but we have no real idea how to make them.
In Stardust there is one and only one bit of handwavium. The Ugolnikov drive, aka FTL, aka warp, aka hyperspace, etc. Its rules are complex, but serve plot purposes and shape the setting's astropolitics and interstellar economy. Rules for it are in the next section.
There can thus be no other scientifically-impossible stuff. No psionics, no reactionless drives, no antigravity, no time travel (in the usual pop-culture sense), no teleporters, no energy shields (again in the usual pop-culture sense). This is a hard rule. Not even precursors can violate it. If I ever include another handwavium, consider Stardust to have jumped the shark. There can, however, be somewhat sketchy techs that straddle the line a bit, i.e unobtanium. Genemodding that can transform an adult human into whatever they please in under 2 months; fusion drives that can go over 1g for a very long time; nanomachines that can do useful work; sapient AI (very different from pseudosapient AI-- 2024 AI paradigms are strictly pseudosapient); and, you know, the existence of so many alien species so close to Sol.
A lot of things are scientifically possible, but are beyond the technological capacity of any extant species in Stardust (except the Silents). Wormholes, traditional (Alcubierre) warp drives, and so on. This is not a supertech setting-- the level of technological advancement is a few steps above The Expanse. There are passenger starships, there are laser guns, there are extrasolar colonies, and so on, and those are part of daily life.
There are also forbidden setting elements, due to implausibility or thematic inconsistency. Space fighters and mechs are niche at best and not going to be used in most scenarios, aliens can only eat human food and vice versa via enzymes that were invented in 2232, and so on. Use common sense; rule of cool has some leeway especially with certain civs, but it only goes so far in Stardust.
Shipcraft and industry
FTL
It relies on a special artificial crystal infused with a kind of exotic matter. The method of production of said crystal is surprisingly not difficult and is achievable by even early space age civilizations. The exact methods of this production will be kept vague. The crystal is translucent, slightly opalescent, and waxy. It has to be engraved with many circuit-like grooves and holes.
The crystal has to be immersed in an atmosphere consisting purely of a light inert gas. Once a strong electrical current is passed through the crystal, a bubble appears around the ship that lifts it partially into a fifth dimension. The gas is then slowly consumed. Heavier inert gases give better speed at the cost of being consumed much faster and wearing out the drive crystal much faster.
The bubble itself appears as a rippling, translucent membrane if one is to look at it from the inside. It scatters frequencies of light unevenly, making stars appear as rainbowy splotches. If an item comes in contact with it, it is vaporized and deflected if it is small, but larger objects may disrupt the bubble or damage the crystal. Fortunately, the odds of hitting a large enough asteroid in interstellar space are negligible. Still, ships that are not on urgent missions usually try to stick to safe paths by starting warp from points that have been proven safe.
This fifth dimension is not a fully real place where matter can exist. One can think of the world as a single 4-dimensional plane within a 5-dimensional space. Nearly the entirety of the world has 0 displacement on the 5th axis. Warp drives give positive 5th-axis displacement to matter. A way to create negative displacement is not known yet. Once an object is displaced, it begins sliding at superluminal speeds in a given direction determined by where the drive crystal is pointed.
The speed is determined by the precise configuration of the Crystal's grooves and the drive chamber's structure, which creates a deeper displacement and thus more speed. The first models of the Ugolnikov Drive were only a few times faster than lightspeed; modern drives reach 6000c or so. While the hallucinations get more intense with higher displacement, it is generally worth it to have a short but intense period of suffering for the passengers than a long malaise.
If one hits the edge of the Oval, the drive simply cuts off. There are no other effects.
To summarize:
- Can't start warp inside systems, up to some unspecified gravity gradient that amounts to, in Sol, somewhere outside Neptune orbit
- Can't go outside of the "Oval"
- "Realspace" speed gradually drains as photons emitted inside and outside the bubble, negligible at low speeds but if you shoot a RKV through warp it'll get vaporized before reaching its destination
- Needs to "skim" in an unwarpable gravity gradient for at least ~12 hours (for top of the line drives) after every jump or bad things happen
- You hallucinate and hear voices during warp, presumably neuron misfires caused by spatial ripples
- Stopping it mid-jump drastically reduces drive lifetime and causes really bad headaches in the crew
Torch drives
This of course is very convenient for plot purposes. Characters do not have to wait for months to get places. Despite being such an obvious shortcut, they are not technically impossible according to the laws of physics. I used to use 'flow-stabilized z-pinch' as a buzzword but dropped it since. The inner workings of them are not important.
Torch drives need fuel. Either deuterium-helium3 or pure helium3. Helium-3, an isotope of helium, is best scooped from gas giant atmospheres. These scoops are essentially space oil rigs. They glide in the wispy upper atmosphere, kept afloat by fusion drives mounted underneath.
The torch drives themselves are really, really bright. In effect, every spaceship rides on a little blindingly-white sun. The plumes from them are also used in starship combat when two vessels get to a relatively close range, in the Terran navy this is called the "Lingxin Maneuver". A well-placed rotation of the ship can cut an opponent right in half.
Types of torch drives (contributed by JCT)
Orion/Medusa (fission/fusion hybrid)
- + Can be made with extremely primitive technology
- - Jerky ride
- - You want to give tens of thousands of nuclear devices to civilians!?
Nuclear Salt Water Rocket (fission)
- + Self-starting nuclear reaction
- - Damage to fuel tanks may cause fission runaway
- - Relatively unimpressive exhaust velocity
D+T (fusion)
- + Easiest to ignite
- - Highly radioactive fuel
- - Holy shit that's a lot of neutrons
D+D (fusion)
- + Cheap fuel
- + Safe fuel
- - Kinda dirty with the neutrons
- - Relatively unimpressive exhaust velocity
D+3He (fusion)
- + Safe fuel
- + Great exhaust velocity
- + Low neutron output
- - Tricky to ignite
3He+3He (fusion)
- + Safe fuel
- + Totally aneutronic
- + Very good exhaust velocity
- - A massive pain to ignite
4He+4He+4He (fusion)
- + Cheap fuel
- + Safe fuel
- + Totally aneutronic
- + Very good exhaust velocity
- - May produce carbon buildup in inconvenient places
- - Obscenely hard to ignite
Guns To Put On Spaceships
The following was written by JCT, one of my
collaborators, hence the difference in tone.
Electromagnetic Beams
- Microwave: Specialized surface-to-orbit weapon, best deployed via submarine.
- Infrared: Range too short for ship-to-ship, penetrates atmospheres decently well.
- Visual: Can be used for either bombardment, ship-to-ship, or surface-to-orbit. Risk of blinding friendly personnel too close to the beam.
- UV: Excellent ship-to-ship, workable surface-to-surface, unsuitable for bombardment or surface-to-orbit
- X-RAY: Ship-to-ship only, but **excellent** at that.
Particle Beams
- Electron Beam: The only particle beam that can really be miniaturized into an infantry weapon. Excellent range per unit bulk, but can't use a recirculating accelerator due to extreme synchrotron radiation losses. Will harm nearby personnel with radiation backscatter if used in an atmosphere, but otherwise good for all roles.
- Neutralized Plasma Beam: Whirl some electron-stripped atomic nuclei around to get 'em good and relativistic, then zap them with an electron gun as they leave the barrel. Sure it'll spread out *eventually* once the electrons recombine with the ions, but it's gonna go quite some distance before that happens. Lends itself to both Classic Battleship Aesthetics (banks of superfiring turrets along the centerline) and Flying Saucer of Doom (fuckhuge particle accelerator going around the circumference).
Macron guns (tiny bullets go YEET)
- Pure Kinetic: cheap to shoot, performance all over the board depending on how big and powerful the gun is. Very inefficient compared to nuclear-boosted macrons in terms of energy on target vs. energy in.
- Fission Boosted: A nasty way to cram lots of lethality into a relatively small macron gun. Utterly murderous at close range, especially if using relatively heavy macrons. Its advantages become a lot less relevant at longer ranges.
- Fusion Boosted: Needs a very high muzzle velocity to ignite on impact, meaning that fusion-boosted macron guns are really only viable as the main guns on larger warships. Superior performance in terms of both range and nuclear energy per projectile mass, and not at risk of criticality from improper ammunition storage.
Solid Projectiles
- Light-Gas Guns: Basically just a murderous plumbing project, so far as complexity goes. Muzzle velocity caps out around the double-digit km/s. Suitable for irregulars and pirates, not useful to legit militaries.
- Regular railguns: Self-destructs due to wear. Don't use.
- Helical railgun: Less wear than normal railguns, still has wear and friction limits on launch velocity. Best used as missile launch tube.
- Ferromagnetic Coilgun: Magnetic saturation hard-caps performance. Don't use outside of missile launch applications.
- Inductive Coilgun: Much higher performance than ferromagnetic coilguns. Strongly limited rate of fire tho.
- Quenchgun (superconducting inductive coilgun): FINALLY getting to something with enough performance to be the main gun on a warship. Since the barrel is the structure that accumulates energy between shots, damage inflicted to it can cause a catastrophic chain reaction.
Interplanetary Missiles
The following was written by JCT, one of my
collaborators, hence the difference in tone.
Sometimes, a military is uninterested in actually holding a star system, or views doing so as infeasible. Under those circumstances, all that matters is causing extreme damage to strategic objectives in the target star system as quickly as possible. For that job, the weapon of choice is the Interplanetary Missile, IPM for short.
First, an IPM is delivered to the edge of the target star system via FTL; this can be done via either an FTL drive attached to the missile, or using a specialized IPM-equipped warship. The missile either jettisons its FTL drive at this point, or is fired from one of its' launching ship's tubes. Once clear of the FTL bus, the missile activates its onboard torch drive, thus initiating the Boost Phase.
The Boost Phase is the period of time during which an IPM accelerates towards its target via torch drive, and it can last up to about a day; final velocities in the range of two to six Megameters per Second are typical. The defender will almost certainly notice the missile accelerating during this period, and be able to extrapolate its most likely target with a high degree of confidence; torch drives are not subtle. If this were all the target had to worry about, intercepting IPMs would be quite easy; just put something in the way and use the missile's extreme velocity against it. Therefore, any IPM worth taking seriously carries a large number of submunitions, which are released at the end of the boost phase.
An IPM's submunitions are designed to be as difficult to detect as feasible; they are small and use the evaporation of cryogenic coolant to match the temperature of the cosmic microwave background. Further, they use low-profile propulsion such as cold gas or ion thrusters to adjust their trajectory. Coatings of radar-absorbent material and successors to Vantablack complete the camouflage. The options for detecting these submunitions and therefore intercepting them are quite limited; chances are they've spread out by thousands of kilometers prior to reaching any realistic target, and their nature makes them incredibly difficult to illuminate.
The typical solution is therefore to use an extremely thin sheet of material stretched taut between the target and where the boost phase cuts out; a plastic sheet ten micrometers thick would only need a few thousand tons to occlude an entire planet, though deployment would take multiple days. While the submunitions usually have spaced shielding to survive punching through such sheets, they invariably compromise their stealth in the process. There are of course counters to such foils and counters to those counters and so on, but the point is that it's really quite complicated.
An IPM submunition hitting its target would be devastating enough if relying entirely on kinetic energy. They usually pack considerably more punch than that, carrying slugs of lithium-deuteride fusion fuel that gets touched off by the sheer velocity of impact, or even full-fledged nuclear warheads. If all submunitions from a typical IPM hit a planet, they could easily devastate a land area comparable to a large European country, such as Spain, France, or Germany. Most planets targeted for IPM attack will be the recipient of a large number of IPMs; such a bombardment will kill anyone outside of an apocalypse bunker and kick up enough radioactive dust to render the air temporarily unbreathable, but the planet will still be physically there and a viable candidate for resettlement.
Particularly heavy IPM attacks making a synchronized impact at a single point can make entire planets shake violently, an effect often referred to as "Ringing Like A Bell". The smaller the target body, the easier this effect is to achieve. A successful Ringer attack means even most apocalypse bunkers are no longer safe, as they are highly liable to collapse. The seismic isolation required to survive a Ringer attack is bulky and expensive, and even it has upper limits.
Because of their sheer destructive potential, IPMs are a highly effective deterrent; indeed, their introduction forced the Hegemony to back down from their attempted conquest of the thurise, on pain of a truly apocalyptic "Or Else". This spurred an immediate arms race for IPMs and defenses against them, exacerbated by the fact that any civilization capable of making torch drives can make an IPM. As such most Regional Powers and above have an arsenal of IPMs, ready to use. It's not unheard of for Secondary Powers to have formidable IPM arsenals as well; the thurise have one of the most destructive IPM arsenals in the entire Oval, and are only a Secondary Power because of it.
Strategic Resources
MacGuffinite is something of a necessity for an interesting hard sci-fi setting. The unfortunate reality is that in our world, there doesn't seem to be much worth harvesting in space, at least not much that would necessitate large-scale sophont presence. I do not want to write about pseudosapient AI probes. Luckily, there are several semi-plausible MacGuffinites that can be found in outer space. These do not technically violate laws of physics but are very speculative, which is good enough for my purposes.
Magnetic monopoles
Magnetic monopoles are point particles with the unique property of having an innate magnetic charge. They are usually found within asteroids in some star systems, or in magnetospheres of certain planets; and captured via specialized mining equipment. Once captured, they are stored in magnet-traps in vacuum boxes. The physics behind them are vague and not necessary to understand their applications, which are:
- High-efficiency micromotors for advanced microbots
- Ultra-magnets for a variety of military and civilian applications
- Extremely strong armor
- Extremely energetic guns (both projectile-firing and beams)
As a rare and easily quantifiable resource, some currencies are pegged to the monopole a la gold standard.
Superheavy elements
The island of stability is a concept in theoretical nuclear physics where beyond a certain point, transuranic elements (which normally decay in days or less, making them dangerous and unusable in industry) become stable again. While most theories predict that they are all still highly radioactive, I am willing to fudge the numbers and say the theories were wrong. As their name implies, these materials are extremely dense. While osmium, the densest stable element in reality, is 22.59 g/cm³ (around twice as dense as lead), superheavies have densities twice or more than that. This makes them invaluable for applications where weight needs to be maximized while volume is minimized. Also, some superheavies are radioactive and fissile like plutonium, and their greater density allows for very compact nuclear bombs-- think "atomic hand grenades".
Transponders and Starguard
Of course, a consequence of torch drives being widely available is that any schmuck with a tramp freighter can potentially use it to ram or scorch with the plume a space station or a planet's surface, killing thousands and causing massive property and environmental damage. To prevent this, in most civilizations, every single civilian spaceship is mandated to have a transponder onboard, hardwired to the ship's computer systems. In addition to broadcasting the vessel's location and trajectory at all times, it actively prevents the pilot from plotting a course that intersects with a planet or station and from rotating the ship such that the drive plume would hit something. This cannot be overridden in any manner; the transponder's circuitry is checksummed and if modification is detected then it locks down all systems.
If the anti-tamper protection is removed or the transponder is somehow physically ripped out (which is nearly impossible considering it is integrated directly into the main computer), the Starguard can detect the ship anyways by its heat or radio signature. The Starguard is akin to a coast guard. A police-like militarized force aimed at ensuring orderly behavior of space vessels. They have several bases in various orbits in populated systems-- core systems often have a Starguard base around every planet, and Lagrange points are also popular spots. Planetside anti-ship batteries are also often operated by them. They are authorized to destroy any vessels that seem to be about to crash into populated objects with extreme prejudice. Mere transponderless vessels that seem to not pose a danger are instead hailed and investigated about a possible malfunction.
Aside from transponder enforcement and counter-terrorism, the Starguard is also responsible for fighting pirates and doing cargo inspections.
This system is nearly universal across civilizations. Even the more anarchic civilizations still have transponders enforced by a militia. If they did not at first, then the first time a disgruntled or hijacked freighter vaporized an entire outpost made them wisen up.
Computing and electronics
Computing in the 23rd Century
Moore's law is already on its deathbed in real life, but in Stardust's future it is dead, buried, and decomposed. Computers in general have plateaued in power across all civilizations due to running into the fundamental limits of the intersection of physics and information theory. This plateau is best described in these terms: the 23rd-century equivalent of a cheap office laptop (whether it is in the Terran Federation or the Abyssal Empire or even the Chimera Federation) is roughly equivalent to a 2020s top-end gaming PC in power. Of course, this power is not equally used by all programming philosophies and design architectures, of which there is a great difference between civilizations, which means some civilizations have functionally "better" computers, at least for some tasks.
Quantum computers (not to be confused with quantum AI, see next section) are not all they are cracked up to be. They are used, and are quite mundane, but only do well at specialized tasks. They are not by any means "computer but better". Cracking encryption or analyzing multiple scenarios at once are their main applications.
Electronics are just about the only sensible way to make powerful computers. While mechanical or fluidic or other exotic kinds of computers may have been discovered first by some civilizations, they are always magnitudes of power behind electronics. And electronics of some sort are necessary on the way to becoming spacefaring. However, not everyone uses binary-- some civilizations use trinary or quarternary. Translating programs between alien computing architectures is possible as they are all Turing-complete, but is an arduous task.
Types of AI
AIs in Stardust are different from modern-day software-neural-network-based AI. The type of thing we have now, is called "pseudosapient AI" or a "parrot" in the 23rd century. They are still used, but somewhat occasionally (please ignore its prominence in Origins, that book was written at the height of AI optimism. I hate it and I hate my 2022 self). They are used for menial labor, for the most part, and are not sapient. They lack the spark of life.
The previous types of AIs lack the spark of life that all sapient
beings have. This spark can only be effectively replicated by
bespoke "blackbox" hardware. A blackbox is a roughly brain-sized
tangle of three-dimensional circuits and other hardware, encased in
a protective shell. It does what a brain does. They are expensive to
produce, and 2230s technology is beyond effective brain-uploading.
There are two major types of sapient AI:
Quantum AI:
- + very powerful, potentially (still not really superintelligent)
- + relatively predictable
- = relatively easier to reprogram
- = cold and calculating, not many emotions
- - expensive
- - high maintenance
- - susceptible to temperature swings and EM interference
Wave AI:
- + rather cheap
- + easier to repair and upgrade
- + resistant to malware
- + heatproof as far as electronics go, handles EM interference decently well
- = harder to reprogram
- = often has more emotions and empathy than humans
- - forms very strong opinions
- - low intelligence ceiling (still above average)
- - unpredictable
Most organics have wave-brains as their paradigm, and indeed wave-AI often acts in an exaggeratedly, overly "organic" manner. The Reccani are the only biologically-quantum species, due to the requirement for cryogenics.
Datapads
A datapad, or simply pad where unambiguous, is any sort of mass-produced portable computer that can fit in the pocket of an article of clothing. Datapads are something of a natural bit of convergent evolution in civilizations that developed computers-- which is all of them.
Of course, I am talking about smartphones here. Now, they do not necessarily have the same connotations and culture surrounding them that smartphones do, and may have developed independently from portable phones.
In the Terran Federation specifically, the word "datapad" has fully replaced the word "smartphone", even though Terran pads are very much recognizable as smartphones to anyone from the 21st century. This has been due to a case of trademark genericization (a la Band-Aid). In the early 22nd century, the smartphone manufacturer Datapad Inc. had attained by far the largest user share, and subsequently lost a lawsuit over the rights to the name.
Brain-computer interfaces
The brain-computer interface (BCI) is a fundamentally new method of input-output enabled by advancements in cybernetics. In essence, a BCI is anything that allows thoughts to control an electronic device or vice versa. Ethical or religious restrictions delay their development in many civilizations, and some still have them prohibited or heavily regulated in 223X. But in most, they are present and range from uncommon but mundane to ubiquitous.
There are two main types of BCI.
- External BCIs (e-BCIs) are not invasive. The form factor is that of a helmet or bulky headband. They are limited in fidelity, and while one can still put thoughts to writing or images, or operate a vehicle with it, or even have simple emotions or desires induced or suppressed temporarily, they lack the flexibility of i-BCIs due to the inherent difficulty of affecting signals inside the cranium from outside. In civilizations where BCIs are otherwise prohibited, these are often easier to get.
- Internal BCIs (i-BCIs) are implants. Either a single chip or a mesh of tiny wires entwined with the brain matter. The fidelity of these, and especially the mesh form-factor, is pretty much unlimited. In addition to more powerful and faster versions of e-BCI applications, i-BCIs can do anything from full personality rewrites to total removal of given emotions or beliefs (as long as said beliefs are not held with extreme fervor) to fully reframing one's worldview. A very powerful tool which can be used for good or evil.
BCIs can be used to create groupminds. These are any amount of people who have been linked via BCIs. They act in unison and their personalities merge together. Their perspectives also tend to blend, essentially everyone can see through everyone's eyes at once. It can't really be truly described what it's like. Weak groupminds just share thoughts (it's like plurality but in reverse), moderate groupminds also allow controlling each other's bodies and have some personality blending. Strongly-merged ones are called hiveminds and share a single thoughtstream, essentially being fully a single person instead of mostly a single person. They tend to have more physiological specialization or even eusociality.
Technically, an i-BCI can rewrite even deeply-held beliefs via a process called brain-scraping. However, this process erases large parts of personality, knowledge, and unrelated beliefs-- from the POV of the scrapee it is death. This is used as an alternative to capital punishment in some civilizations.
Biotech
Genemodding
Genetic modification is a very prominent part of the setting. It is unobtanium just like true AI. Nanites are used both to modify targeted areas of DNA and to temporarily encourage cell growth. Unlike present-day genetic modification, it works on adult individuals. The applications of it include everything from making super-crops and turbo-algae, to growing replacement limbs and organs, to turning people into catgirls or horrors beyond comprehension. Note that the latter takes time and is inconvenient-- a full-body transformation into an anthropomorphic animal takes about a month of being zoned out on painkillers while hanging in a harness; non-humanoid morphs take longer and may require surgical intervention.
Pseudohybrids
While interspecies breeding cannot be done "natively", as even if one could somehow bridge the gap of incompatible DNA or DNA-like structures, a mixed-and-matched internal anatomy would render the offspring unviable, there is a workaround enabled by genemodding. While unnatural base pairs exist in Stardust as a genemodding technique that could bridge such a gap, due to the anatomy problem it's usually easier to just remake something from scratch that looks like an alien species' feature.
So for interspecies couples who want children, a "pseudohybrid" is grown as a designer baby (usually of the mother's biochemistry if applicable). They have the internal anatomy of one species, and half the external features of that species, but the other half is from the other species. Either an artificial womb is used, or gametes are temporarily replaced shortly before copulation.
Terraforming Grass
While terraforming is an entire multidisciplinary science, which deserves probably an entire folder to itself later on, biotechnology has been the largest part of it since the advent of genemodding. Specifically, since the application of genemodding to create a genus of engineered plants that are collectively called terraforming grass. It can grow anywhere there is carbon dioxide in the air and nitrogen in the soil, and barely needs any moisture. At a glance, it appears as slightly translucent, bright green grass with broad puffy leaves. It crumbles and crunches at a touch.
The physiology of terraforming grass is an organic aerogel. Cells are arranged in interlocking and branching strands with lots of space between them. This maximizes surface area for CO2 intake, thus maximizing the rate at which it is converted to oxygen. A blade of terraforming grass is around 90% air by volume. This makes it extremely fragile both to wildlife and to winds-- and wind especially is extremely strong on planets that are in process of terraformation. However, fragments of terraforming grass blades can easily take root elsewhere if scattered in such a way, so this is a positive.
Natural plants that are more aesthetically pleasing to sophonts and nutritious to herbivores could easily find themselves outcompeted by terraforming grass. To this end, a trigger has been built into its genetic code, causing its cells to dissolve their bonds when a certain atmospheric composition, set by the operator, is reached. This causes the blades to immediately crumble to a fine dust nearly all at once. However, this dust is known to be an irritant and vector of lung disease-- one of many reasons why exocolonists often wear dust masks while going outside.
This is a technology that was first developed in the Kjee Empire, and subsequently stolen by the Hhw!xey Principalities and distributed to the whole of the Oval-- at a price. This made the hhw very rich and the kjee very furious.
Infrastructure (NEW!)
Courier drones
FTL communications in the traditional sense of "hyperspace radio" via an "ansible" or similar device are not possible in Stardust at the setting's tech level. One cannot stick an antenna into the fifth dimension, because displacement in the fifth dimension can only be sustained in a warp bubble, which requires a crystal, and obviously one cannot stick a warp crystal onto a radio wave.
Technically, wormholes are a possible means of FTL communication, but nobody has the required technology, industrial capacity, and amount of available energy to create usable wormholes in 223X.
This leaves, essentially, a sneakernet-style setup-- physically moving data rather than uploading it. This is accomplished by the drone-depot system, which has been adopted, with some variations, across the whole of the Oval.
In every inhabited system, there is one or more depot in orbit near the warp boundary. A depot in this context is a space station equipped with extremely powerful radio transmitters and receivers. The inside is filled with data centers and supercomputers for processing the massive amounts of information that keep coming in via courier drones. There are also defense turrets to protect against pirates that might try to take the data hostage, especially in frontier systems. Depots are usually manned-- in most species this requires shifts of a few months, because most species' mental health rapidly deteriorates when trapped in a metal box in deep space.
A depot's transmitters are strong enough to track individual structures in space or on planets and its receivers are sensitive enough to pick up broadcasts from such-- but direct transmissions from planets might run into the issue of the depot being blocked by being under the horizon, and direct transmissions from ships are often too weak to reach the depot without a lot of noise. When a request is made on a planet or ship's internet to send data to another system, the signal is first sent to a relay. A relay is a satellite or a network of such, well within a star system, in orbit of a planet or in a Lagrange point. It, too, has powerful transmitters and receivers. The relay then sends the data to the depot.
Courier drones are unmanned spaceships made to carry data between systems. Each courier drone has a cheap Ugolnikov drive, weak conventional thrusters, and a hull nearly completely filled with data storage. It shuttles between two depots, each of which is in a different star system-- drones spend most of their time in warp and are not meant to go inside star systems. Their thrusters are too weak and their fuel reserves too low to travel inside a system's warp boundary. Instead, as soon as a drone exits warp near a depot, it immediately docks and then a wired connection is established between its databanks and those of the depot's. The required data is downloaded and overwritten with new data, at which point it undocks, moves out to a safe distance, and enters warp again to repeat the process at the other system.
It takes about a week for a message from Earth to reach the furthest reaches of the Federation.
Space elevators
Space elevators are an ubiquitous method of reaching space on most settled worlds that are more populated than a small outpost. Invariably, carbon nanotubes are used heavily in their construction. There are two main types:
- Passenger elevators are arch-shaped and reach up to low planetary orbit or somewhat above. They use the planet's magnetic field for support, and are thus unavailable to build on magnetically inactive planets. There is a civilian starport mounted atop the arch, and airport-like installations at both ends. Going up or down takes around an hour at most-- the capsules are relatively small and focused on comfort. The experience is not unlike flying on a plane, except the plane is going straight up.
- Cargo elevators are the classic "beanstalk" reaching up to geostationary orbit, with relatively slow, high-capacity capsules that take days to reach the starport. These capsules are usually unmanned and uninhabitable except for a small area that the staff may use if necessary. Freighters usually don't go to the passenger starports, as that wastes fuel, and in addition a bulky and slow freighter is a hazard in a crowded low-orbit environment.
Mass drivers
Mass drivers are frequently used for shipping bulk cargo between nearby planets in the same system, in cases where low latency is not a priority and some material loss is acceptable. A mass driver in this context is essentially a colossal railgun mounted on the planet's surface (if it does not have an atmosphere) or on a cargo elevator's starport. Instead of bullets or missiles, this railgun fires crates on a precisely calculated trajectory, where they are intercepted at the destination by a fleet of catcher ships and brought to the destination's cargo starport. This can provide a near constant flow of cargo, though the throughput is even better if mounted planetside, as the recoil is dangerous to a starport's space elevator.
Compared to simply shipping the cargo, there are several pros and cons:
Pros:
- Very low cost once the infrastructure is in place
- Much higher throughput
- In a pinch, can be used as a surface-to-orbit defense cannon
Cons:
- Individual crates take months to arrive-- while flow is constant, fast response is impossible
- Crates can't adjust trajectory in case destination changes
- The more gravity wells crates have to pass through, the more crates miss their mark
- If crates do miss, they can impact the surface or a station like an asteroid, but this is rare
- Completely unsuitable for personnel transport unless you're the kseldani or sy!yvl or just completely desperate
- Obviously can't go interstellar
Out-of-universe stuff
The spark of life, and metaphysics
I am religious. I do not believe that sapient life is only a complicated chemical reaction. However, I want to refrain from imposing any specific religious framework onto the setting I made. However, there are some "metaphysical laws" related to thinking beings.
- free will exists in sapient beings for all intents and purposes (i.e it is completely impractical to fully predict anyone's actions), there's no "seed" unlike in pseudosapient AI models which is part of what distinguishes them.
- consciousness = the self = perspective (i.e why do you see through your eyes and not someone else's) = ego = what some interpret as the soul. It cannot be truly copied-- copies rapidly diverge. Brain uploading transfers it if done correctly (the tech is right on the horizon in 223X), but said methods are always destructive.
- true sapience is an universal equalizer, in most cases. As in, all alien species and all artificial beings can be communicated with if the environment they exist in has any sort of overlap with the communicator. Which is 99% of the Oval's species, with the exception being the Blue Web.
- all sapient species possess an ego, and it is always obvious if a species does not (e.g AEON). Philosophical zombies make as much sense as a knife without a blade, or a triangle with four sides.
- consciousness requires bespoke hardware for our purposes (software emulating a brain or AI blackbox is beyond the planned timeline's scope). This, combined with the diverging-clones rule, makes sure that technological singularity does not lead to identity sublimation.
- enthrallment via BCI does not destroy the ego if done as a temporary or partial edit, but full-on brain scraping manifests, from the scrapee's perspective, as death. Not from the outside, of course.
- I will not say what comes after death, or if there are any sort of supernatural elements. Up to your imagination-- but for anything that is claimed by a character to be supernatural in alphacanon there is a scientific explanation.
Most of this explicitly cannot be discovered within the setting, and the question of whether souls exist or not, will forever remain open.
Narrative restrictions
There are also narrative limits and guidelines that Stardust has to follow, beyond technological restrictions. These are:
- This worldbuild, like all such projects, reflects my biases as a radical leftist transhumanist, post-nihilist, and furry. Nothing good will be heard about the free market. Nothing good will be heard about restriction of identity and self-expression. Nothing good will be heard about the worship of the sacred human form. Nothing good will be heard about HFY-style human chauvinism. What good will be heard about traditional values and strong government will come with an asterisk or several. Stardust is woke. If you have an issue with that, smash that back button. However I do want to communicate this bias through the developments of the Oval's history rather than an authorial voice telling one what to think.
- Unlike a lot of hard sci-fi, Stardust has a focus on story on par with scientific accuracy. While there is plenty of room for worldbuilding flourishes that do not ever appear in an a book, developments should not make it overly hard to make interesting stories. This is the reason I do not allow FTL comms, for example; all it would result in is the world feeling much smaller and space missions losing independence. On the other hand, pure rule-of-cool should also be avoided, and it is better to not have a plot that requires too much duct tape, than release it out into the wild. This setting is not meant to have everything.
- I have three tiers of canon, where Alpha is highest and Gamma is lowest. Things stated in a higher canon tier override things stated in a lower canon tier. Alpha Canon is everything that is published in a book-- unless the book is Origins. Beta Canon is lore writeups (including this one), as well as the books Stardust: Origins, Stardust: Blueweb, and assorted microfiction. Gamma Canon is offhand comments by me on Discord or other social media, as well as fanfic that I deem canon-compliant, and unfinished and unreleased books.
- I don't really like doing bad endings. Bad endings are fine in books and such if thematic and caused by the characters' own faults, but it is really hard to see myself having, for example, the Hegemony win the Space Cold War. That, to me, would be equivalent to setting fire to something I love. Why would I send the message that the forces of progress shall lose? There is enough bleakness in modern sci-fi. I refuse to give in to peer pressure.
- Humans are not superior. Humans are only as special as the other species are. Humans are also not really average. But in any case I simply refuse to cave into the usual HFY tropes, or at least subvert them. The "indomitable human spirit" is that of ambition to go onto ambitious projects that crash and burn more often than now, for example. Honestly humanity isn't really important but sapience as a whole is. We are not somehow more "worthy" of anything than the relmai or kaziil are. Nobody is actually worthy of anything per se. Life has no meaning.
- I will never write a Stardust story about humans set before first contact (2122). And especially not one set in our present day. Why? What's the point? This is, for some reason, a common request from my fans but I simply do not understand why one would want to read something with the Stardust label but without the aliens, without the spaceships, without the genemods, and so on. If I wanted a mundane story I'd go outside. In addition, just speaking realistically I am also unlikely to move much beyond the 23rd century. Maybe in a decade the timeline will reach the mid-2300s. There is so much to explore in the mid-23rd century!