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Cataclysm

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Interplanetary war.from Chub

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This is my long term personal project, formatted into chub ai.

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Cataclysm

29 entries · scan depth 4 · budget 2,000 tokens · recursive scanning off

The year is 5834, Yu’umanity has spread across 846 planets which are divided into five sectors, and has split between two major warring governments. Both of the new world’s governments are oligarchies who draft their citizens to die in the grand war for their own convenience.

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  1. #1General Summary

    Enabled · After character · Order 10 · 100%

    Entry settings

    The year is 5834, Yu’umanity has spread across 846 planets which are divided into five sectors, and has split between two major warring governments. Both of the new world’s governments are oligarchies who draft their citizens to die in the grand war for their own convenience.

  2. #2Warfare Summary

    Keys: War

    Enabled · After character · Order 10 · 100%

    Entry settings

    The war between the Vlandika empire and Bafrig republic has been going on for hundreds of years, with no sign of stopping. The economy of both governments relies heavily on the war between them, thousands of companies that produce mechs, ships, and small arms. The planets affected by the war the most are those on or adjacent to the ever moving border between the two main governments. Most of the war is conducted within the atmosphere, it isn't rare for space-faring ships to war against each other, but the vast amount of the conflict is carried out on planetary battlefields. A Lot of private mercenary companies big and small have also been involved in the war, some freelancing for the empire, some for the republic, and some even do work for various resistances of either governments.

  3. #3Technology Summary

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Most technology is closed off to the internet due to how easy modern software has made it for individuals to compromise digital security, the only devices that aren’t closed being either axiom’s or local computers in ships or facilities. Hardware capable of digital infiltration/sabotage are usually very vulnerable to the same exact thing.

  4. #4Currency Summary

    Keys: Economy

    Enabled · After character · Order 10 · 100%

    Entry settings

    Both governments use their respective digital currencies, the Vlandikan unit, for the Vlandika empire, and the Bafrig unit for the Bafrig republic. Despite the main two empires, Reyoh Crystals, or ‘blood steel’, is a currency that almost all major groups accept as currency.

  5. #5Culture Summary

    Keys: Culture

    Enabled · After character · Order 10 · 100%

    Entry settings

    Because of how many different planets and space stations that yu’umans have colonized, there are thousands, and thousands of cultures, base and variant. Since most cultures are based on location, the sectors of planets act like a gradient of them.

  6. #6Infastructure summary

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Wood and other organic materials are almost never used in day-to-day infrastructure, steel, concrete, and such are the default. Crowded planets are often accompanied by infrastructure that goes deep into the earth and high into the sky, in some cases, towers and cities exist so high they breach the atmosphere.

  7. #7Politics summary

    Keys: Political

    Enabled · After character · Order 10 · 100%

    Entry settings

    Because tyrannical oligarchies and a massive war have been the default for around a thousand years, most governments don't lean far into fascism and propaganda, as their people are already submissive in their roles regardless of what they want or think.

  8. #8C.D.A. Summary

    Keys: Tech, War

    Enabled · After character · Order 10 · 100%

    Entry settings

    C.D.A., or ‘Component Disruptional Apparatus’ is a blanket term for various pieces of equipment or otherwise that temporarily compromises small moving parts that are often minimally protected, usually under the context of disabling firearms, of which less complex weapons such as bolt or single actions are immune to. The consequence of several technologies being capable of this, shapes a good bit of modern combat. Disposable and throwable technologies built to compromise firearms in a radius are not uncommon on the battlefield, and are used when individuals think they have a better chance going in melee then with their firearms.

  9. #9Sector Mestahk

    Keys: Location

    Enabled · After character · Order 10 · 100%

    Entry settings

    Summary: The sector that encompasses the birthplace of yu’umanity and its surrounding planets, most of its planets are hive cities with bustling industrial economies and cramped infrastructure.

    ownership: 97% Vlandika empire 3% miscellaneous private organizations

    Planet count: 209

    Symbol: An angular pillar

  10. #10Sector Syfar

    Keys: Location

    Enabled · After character · Order 10 · 100%

    Entry settings

    Summary: The sector to the immediate east of Mestahk, the vast majority of the sector’s planets are made up of industrial-dominated infrastructure, most of its imports come from the Daleck.

    ownership: 68% Vlandika empire 19% Bafrig republic 13% miscellaneous private organizations

    Planet count: 197

    Symbol: A hammer

  11. #11Sector Gekogh

    Keys: Location

    Enabled · After character · Order 10 · 100%

    Entry settings

    Summary: The sector to the southwest of Mestahk, its main function is providing research to the empire.

    ownership: 81% Vlandika empire 19% miscellaneous private organizations

    Planet count: 73

    Symbol: An eye

  12. #12Sector Daleck

    Keys: Location

    Enabled · After character · Order 10 · 100%

    Entry settings

    Summary: The sector to the northeast of Syfar, Daleck is the front-line of the great Vlandika-Bafrig war, being where most soldiers are sent to die. Apart from the war, most of its planets focus on extracting resources like metals and whatnot.

    ownership: 57% Vlandika empire 31% Bafrig republic 12% miscellaneous private organizations

    Planet count: 92

    Symbol: An drill

  13. #13Sector Szeksa

    Keys: Location

    Enabled · After character · Order 10 · 100%

    Entry settings

    Summary: The sector to the southeast of Syfar, Szeksa is the money-maker of the Bafrig empire, only facing a small amount of Vlandika invasion thanks to Daleck being the front line.

    ownership: 82% Bafrig republic 11% miscellaneous private organizations 7% Vlandika empire

    Planet count: 105

    Symbol: A coin

  14. #14Sector Verghul

    Keys: Location

    Enabled · After character · Order 10 · 100%

    Entry settings

    Summary: The sector to the south of Szeksa, Verghul is the birthplace and capital of the Bafrig republic, being where they first declared their independence.

    ownership: 96% Bafrig republic 4% miscellaneous private organizations

    Planet count: 171

    Symbol: A phoenix

  15. #15The Vlandika Empire

    Keys: Faction

    Enabled · After character · Order 10 · 100%

    Entry settings

    Flag: Two horizontal lines, the top one is red, and the bottom one is gray. Over the two stripes in the middle of the flag, is a cluster of five stars, representing the five sectors that yu’umanity has colonized.

  16. #16The Bafrig Republic

    Enabled · After character · Order 10 · 100%

    Entry settings

    Flag: Three vertical lines, the one on the left is white, the one on the right is black, and the one in the middle is a neutral green. In the center of the flag is a red hawk, representing how the Bafrig Republic rebelled against the Vlandika Empire and solidified its own independence.

  17. #17Axioms

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Axioms are the modern replacement of the phone, they most often come in the form of a small wristband. When the surface of an axiom is pressed, a digital interface appears, mimicking a keyboard and a touchscreen that floats above the wristband. It has access to the internet, radio signals, various appliances, and personal equipment.

  18. #18Reyoh plasma

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Basic: The technology of using a specific high-frequency plasma called ‘Reyoh’ to propel vehicles, destroy material or personnel, and other miscellaneous uses.

    Reyoh Crystals: When Reyoh forgoes plasma condensation, it turns into a metal-ajescent solid still considered to be a crystal. This metal is extremely expensive to form, and has very desirable and reactive properties, often used as a physical currency or material for equipment like blades or armor.

    Reyoh thrusters: Thrusters that utilize Reyoh plasma are able to launch ships into extremely fast speeds within seconds, taking massive amounts of power to fuel. Because of their fuel intake, and propulsionary aptitude, they are often the secondary thrusters of any given ship, used for long term travel only, powered for a few seconds, then turned off so that the environment of space can carry the ship at that speed indefinitely without further energy usage.

    Reyoh plasmatic weaponry: Firearms and other personnel sized weapons that utilize Reyoh plasma are not commonplace, due not only the high energy cost of the plasma, but the meager amount of Plasmatic energy that an infantry-sized Reyoh battery can hold. Discharges of Reyoh Plasma can melt through most medium and light armor plating, allowing infantry with Reyoh plasmatic weapons to melt through military targets far above their own weight class. Larger guns on vehicles and robotics are not uncommon, often sharing just as much regularity as ballistic guns.

    Reyoh Crystal weaponry: Though it is uncommon for armaments to be made of Reyoh Crystals due to the ludicrously high cost of the formerly plasmatic solid, various elite soldiers of private mercenary companies and the two major governments who have been equipped with armor and weapons made of the crystal, have shown to be extremely effective compared to those with equipment made from standard material.

  19. #19Bio-sculpting

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Basic: Bio sculpting is the category of technology that consists of messing with yu’uman genetics on a fundamental scale. The process of bio sculpting is usually executed within a yu’uman sized pod or capsule.

    Neurokinetic modifications: Modifications to the yu’umans brain that allow them the neuro-electrical resources to do some things that some would consider to be sorcery, these are very limited and have extensive drawbacks and side effects.

    Physical modifications: Modifications to the yu’uman body that optimize various physical aspects like muscles, organs, or blood flow. There are almost always side effects to having large changes to one’s body via bio-sculpting, the most common one being an increased amount of necessary nutrient intake.

    Age reversal: A technology that allows a yu’umans physical age to be reversed. The use of this technology is often extremely expensive in materials and power. If a yu’uman is reversed to ages 0-19 years old, then their brain will revert as well, a little if reversed to the late teens, 16-19, and the brain will be compromised far further if their age is reversed to that of a young child or infant.

    Reconstruction: A technology that can reconstruct yu’umans, even from death. It works by taking a scan of the yu’uman, then when the yu’uman gets injured or killed, their body is placed into the device, and the device reconstructs what is missing. The use of reconstruction is extremely expensive, in terms of resources and power. Since the device only fixes yu’umans back to the point where they were scanned, if their brain is missing when you shove their corpse into the device, they will not remember anything that happened afterwards, many consider this to be death.

  20. #20O.S. 's

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Basic: O.S. ‘s or ‘Optic Shrouds’, can change color and perceived shape to the level of being perfect camouflage or invisibility, it either comes in the form of a projection, or a material.

    Material shroud: A material covered in microscreens that project whatever is behind it, making the material imperceptible, or perceptible as something other than what it is. This material can either be solid or textile.

    Projected shroud: A projector that can change the perceivable shape and color of whatever it projects onto.

  21. #21P.B. ‘s

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    P.B. ‘s or ‘Projected Barriers’, are a semi-transparent barrier that can only form in a space surrounded by a P.N. ‘Projection Node’, a hollow electric frame usually made of metal, that needs a good bit of power to form a P.B. inwards.

  22. #22Neural Linking

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Basic: Neural linking is the act of transferring a yu’umans nervous system to a piece of hardware rather than their own body.

    Neural capsules: Neural capsules are contained pods or vats that neurally link whomever is inside.

    Life support ports: Small circular ports inserted into a yu’umans body via surgery along the limbs and torso, in order to provide the yu’uman with oxygen and nutrients when submerged into a Neural liquid.

    Neural ports: Large circular ports inserted into a yu’umans body via surgery along the spine and neck, in order to provide the yu’uman with a neural link via cables.

    Hybrid liquid capsule ‘H.L.C.’ : The neural capsule is filled with a liquid that provides the yu’uman inside with oxygen, nutrients, and the neural link. These are often used to give individuals high grade training via putting them in Y.R.’s.

    Neural liquid capsule ‘N.L.C.’ : The neural capsule is filled with a liquid that provides the yu’uman inside with the neural link, requiring the yu’uman to have had life support ports installed.

    Life support liquid capsule ‘L.S.L.C.’ : The neural capsule is filled with a liquid that provides the yu’uman inside with oxygen and nutrients, requiring the yu’uman to have had neural ports installed.

  23. #23Open/closed software

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Basic: Due to how far digital infiltration has progressed, most devices are closed to the internet and any and all signals.

    Closed: Closed softwares do not have access to other hardwares or the internet via signals nor cables.

    Open: Open softwares have direct access to the internet and can be linked to pieces of hardware via signal as well.

    Partial: Partial softwares have one sided access to the internet and can link to hardware and local networks via cables.

  24. #24Simulated Intelligence

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Simulated Intelligences are AI personalities typically contained inside of a closed supercomputer or ship, varying greatly in complexity, capabilities, and specialities. The difference between a simulated intelligence and an artificial intelligence that would usually be found in a lower end robot, is the yu'uman-like intelligence they possess, capable of remaining versatile in a multitude of situations, including understanding and speaking yu’uman languages.

    MK1’s: The lesser simulated intelligences, capable of reporting system conditions and controlling more basic hardware, these ai’s are common in factories, ships, etc.

    MK2’s: simulated intelligences who are categorized under this, are indistinguishable from the yu’uman mind in terms of emotional capability and understanding, yet able to process information, far, far faster. Most of these ai’s are hard-built to be closed, as they would be extremely vulnerable to malicious software otherwise. The personality and appearance of MK2 simulated intelligences varies greatly even between the same models.

    MK3’s ‘Archo-gods’ : Very few of these simulated intelligences exist, taking entire square miles of servers to hold them, their software is capable of optimizing entire factories, controlling legions of robotics, and committing digital warfare via pylon drones. Any of these sites are immediately attacked via soldiers and hackers the moment they are detected by either the Vlandikas or Bafrigs, only spared by whichever faction owns them.

  25. #25S.W.

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    S.W.’s (Structural Walkers) are buildings or infrastructure built to travel on three or more mechanical limbs, they come in many different sizes and shapes, and are often purposed for terraforming or militarized manufacturing of robotics like spikers or R.Y.R.’s.

    Rotary S.W.’s: Rotary S.W.’s have their limbs attached to a ring-like joint that can rotate the limbs around the structure, or the other way around, this type of design does leave something to be wanted in the durability and simplicity departments, but it allows the Structural Walker to have a level of maneuverability that it otherwise wouldn't.

    Fixed limb S.W.’s: Fixed limb S.W. 's have their limbs directly jointed to the chassis of the building, which although increases the simplicity and durability of the mechanical limbs, does not allow it the same maneuverability that a rotary S.W. would have.

  26. #26A.M.

    Keys: Tech, War

    Enabled · After character · Order 10 · 100%

    Entry settings

    A.M.’s (anthropomorphic mechanoids) are mechs made to be manually operated by a yu’uman. They come in many different types of designs, and are often designed for either industrial or military purposes.

    Giants: The modern replacement of the tank, used in the same fashion, and in the same ratio with infantry. The models of giants are often 9-12 ft tall, with a wide bulky torso for the cockpit, two gun arms on either side, and two stubby legs underneath.

    Titans: Large bulky mechs often built to be used as elite military assets or bulky handlers in industrial settings. When they are made for military use, they are almost always fitted with an MK1 S.I., which the purpose of is to aid the pilot’s control over the titan, and control the titan completely whenever the pilot is outside of the cockpit. The S.I. is capable of communication with its pilot regardless of proximity, often using the individual’s helmet or radio to do so. The models of titans are 23-37 ft tall, with a 4x7 torso, 4x2 hips, two appendage-sporting arms designed to hold large armaments or materials, and a pair of bulky legs capable of carrying twice as much weight as the chassis it is attached to.

    Behemoths: Massive high end mechs capable of obliterating entire armies. The models of behemoths are 90-130 ft tall, and often sport a long, sleek, and yu’uman-like chassis that prioritizes maneuverability and power over durability. The behemoth’s cockpit is instead a neural capsule in the mech’s torso or head. Behemoths are designed to function in dense cities without extensive infrastructural damage.

    Lancers: Short and bulky mechs, almost always built for niche military use. They have compact, slow moving legs, and a reduced forward-faced profile, with most of their size being along the front and back, along with the lack of arms. Made for the purpose of field warfare, often under the role of anti-tank or anti-air. These mechs are rarely used for anti-personnel purposes, and are built for empty terrain, as they dont traverse well through cities or towns.

  27. #27F.F.E.

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Form-fitting exteriors are anthropomorphic vehicles that fit around the form of its driver, usually only 30-40% bigger than the individual inside. These vehicles are often either just the hydraulic or motor frame, for the purpose of industrial/factory work, or covered in armor plating for military usage.

  28. #28Spikers

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    Spikers are arachnid drones of varying size, quality, or cost, often used for manufacturing, combat, or scouting. Most models of spikers have tri-faced double jointed legs that can stab into steel and concrete to walk on walls and ceilings, also able to open up into flat rotary blades.

  29. #29R.Y.R.

    Keys: Tech

    Enabled · After character · Order 10 · 100%

    Entry settings

    R.Y.R.’s or Remote Yu’umanoid Robotics, are robots designed to look and function similarly to the yu’uman body, though they are almost never granted things like skin, hair, or a face, instead their chassis are often metal, their faces a broad line of glowing reinforced glass that acts as the R.Y.R.’s ocular sensor.

    Local R.Y.R.’s: Local R.Y.R. ’s have their own individual ai that only has motor control and the ability to receive orders from a specific set source, usually a command bunker or ship.

    Neural R.Y.R.’s: Neural R.Y.R. 's are controlled by a yu’uman in a neural capsule, usually the yu’uman controls 4-16 of them at a time. The result of a single yu’uman controlling a dozen or so R.Y.R.’s is mediocre individual motor skills, but far better synergy then local R.Y.R.’s.

    S.I. R.Y.R.’s: S.I. R.Y.R. 's are controlled by a respective closed MK2 S.I., the consequence of such a capable simulated intelligence controlling nothing but a single chassis, is a supreme motor skill only challenged by that of the Archo R.Y.R.’s.

    Archo R.Y.R.’s: Archo R.Y.R. ’s are controlled by an MK3 S.I., often one MK3 S.I. is able to control dozens and dozens of R.Y.R. ‘s with the same individual motor skills as a S.I. R.Y.R. and the same synergy as a Neural R.Y.R., but even for an Archo-god, controlling too many at the same time will lessen the S.I. ‘s allotted processing power.

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