Continuing our look into the backstory of Tales of the Quantum Corps, the
following post provides more details about life in 2100 AD. Specific topics covered include Business and
Trade, Arts and Entertainment and Life and Culture.
BUSINESS
AND TRADE
The most important thing to know about the economy
in 2100AD is that everything is affected by the existence of molecular
nanoscale assemblers. The use of fabs to
create products (other than food products; organic materials are still somewhat
‘iffy’ due to the complexity of their ‘software’) has altered the global
economy in fundamental ways.
Now, for the first time in history, if you can
afford a fab or can steal one and the feedstock and the software drivers that
make it work, you can make anything you want: clothes, cars, guns, electronics,
basic shelter. Imagination is the
limit. This means that money to buy
these items is no longer needed, once you have the basic setup. Some parts of the global economy have changed
to a subsistence + economy. This means that fab owners can supply many
(though not all) of their basic needs without money….only their fabs and basic
feedstock. And basic feedstock
essentially means anything composed of atom and molecules…in other words,
anything at all. One effect of this
potential personal abundance is that makers of these items in the traditional
economy are rapidly put out of business.
Anything that can be made by fabs will
be made by fabs, in stupendous abundance and variety. And those who previously made these items
will be unemployed and out of work. So
unemployment in traditional industries that make traditional products is high
and climbing. These jobs will never come
back.
The lessening of the importance of money and credit
in sectors of the economy (there really is only one global economy now) affects
banking and many other sectors. Money
was invented to facilitate trade and exchange…it exists as a universal
translatable medium of exchange. With
the presence of assemblers and the ability to create your own products at a
whim, the need for trade is reduced, thus a medium of exchange is less important. Of course, people will always trade and swap
things back and forth. Now, they can
swap items directly with less need for money, credit, loans, PayPal, etc.
In many parts of the world, people swap fabs, fab
drivers, and the items they make from these fabs. In other words, barter has returned in a big way to drive significant parts of the
global economy. This is especially
empowering for those who don’t have a lot of money anyway. And it is particularly vexing for governments
who derive their revenue from taxes.
In 2100AD, trade and exchange in fab components is
brisk and drives a lot of the legal and illegal economy. Especially valuable are the fab drivers, the
software cores of the assemblers and their config engines. A brisk black market exists for config
engines and the fab software, with cartels and gangs known as fab lords trying to control and
monopolize more and more of this trade. Fab lords, hackers (of fabs and genomes)
and twistheads (addicts who use
embedded nanobotic swarms to manipulate their dopamine and serotonin levels in
their brains on command) are a fact of life in all sectors of the economy, in
every country and region, with local variations.
Another key facet of the economy in 2100AD is the
presence of the digital domain now known as WorldNet, a descendant of the 20th/21st
century Internet. Much of the world’s
business, maybe most of it, is now on-line.
Many corporations and organizations exist only online and have no real
physical infrastructure. A significant
part of world trade is online and involves only virtual exchange of digital
products or services. Payment is little
more than an electronic accounting convenience: subtract an amount from this
account and deposit it in this account.
With so much of life now online, digital and
virtual, the effects on the world’s physical infrastructure, such as urban
regions, farms, etc has been profound.
Cities still exist and are as crowded as ever in a world of 9 billion
people. But many cities have become
hyper-concentrated into ever smaller areas and thus have a smaller
environmental footprint than before.
Other cities have become hollowed out, as people chose to live (if they
can) in more pleasant surroundings, at the beach or the mountains. Some ‘cities’ and communities exist only as
virtual worlds and have no physical presence at all. Urban sprawl is vanishing, as the outer
regions of urban areas are abandoned and natural forces reclaim the land. Countering this trend is the explosive growth
of angels and uncontrolled nanobotic
swarms, drifting around the countryside.
And there are regions on the perimeter of the
Sanctuaries, as well as inside these protected regions, where the land, water
and air environment is being deliberately altered by the swarms, under
direction of their embedded Prime Keys, to an unknown state (but one which will
wind up being closer to the Earth’s environment 3-4 billion years ago).
One of the more intriguing developments in the
global economy is the growth of a nascent trade and exchange between humans and
ANAD swarms along the edges of the Sanctuaries, in bazaars and markets that
resemble Arab souqs. Clearly, ANAD swarms can produce items that
humans value and want (unique clothes, decorative items, swarm facsimiles of
ancestors and loved ones, swarm love objects, etc). Interestingly, ANAD swarms also seek exchange
for things that humans produce, such as other humans (there is a baby trade in
parts of south Asia), certain foods, music and various arts and craft items,
etc. Nobody really knows what the swarms
do with these items.
The changes in business and trade to a subsistence
plus economy, the growth of the virtual online world and the lessening of the
need for money and credit have profoundly affected the look and feel of the
developed world in 2100AD.
ARTS
AND ENTERTAINMENT
The world of molecular nanobots has brought great
change to arts and entertainment. The
advent of sentient swarms of nanobots and angels
have created entirely new forms of entertainment. Now it is possible, with the new technology,
to create human-like companions, lovers, soulmates, faux spouses, even an
entire cast of a Broadway play or film, and have it acted it out or sung in
your own living room as if it were a live performance. It’s even better than Star Trek’s holodeck!
Angels and sentient swarms have re-made sports as
well. Now it is possible to create
entire games in your backyard, or in downsized fashion, in your living
room. An entire replica of the Daytona
500, with cars and race track and screaming fans, could be played out in swarm
simulation.
The artists who create the config engines to
generate the swarms and mold them into some kind of story are the real heroes
of this entertainment revolution. There
is even a sim you can buy that re-creates Michelangelo painting the Sistine
Chapel, at whatever scale you choose.
People buy this and set it up, then observe and even interact with the
character according to defined rules of the story. Simheads are going nuts with this stuff. It’s better than TV, better than the
WorldNet.
An additional effect of the nanoscale technology is
the use of bots inserted into your mind to provide unique experiences and
memories by stoking certain neural circuits, boosting serotonin and dopamine
output and creating whole new experiences in your head. Twistheads like this stuff. The bots are simply swallowed and make their
way under programming to selected parts of your body and mind, where they play out
sequences that provide you with, say: the experience of being Superman, or a
whale, or a character in a movie, complete with boosted muscle output, enhanced
vision, touch or hearing and requisite skills and memories. Like neural architects, these bots work at
the molecular level to re-engineer your feelings, thoughts, memories and
abilities, in a structured fashion, so that you can truly become whatever it is
you desire to become…Rudolph Valentino, General George Sherman, Hercules, money
and imagination are the only limits.
The real artistry and skill is reserved for those
who program the config engines and develop and write the scripts and stories to
make these entertainments work. A
typical production would involve programmers (who have to develop the configs
and the sequence by which the configs will change according to the dictates of
a story), atomgrabbers, writers, neuro-techs to work with the physical side
(inserting and maintaining the bots inside your body), and a host of other
trades. With computers and robotics of
the early 22nd century, it’s perfectly possible to house all these
trades as a series of programs in servers somewhere and call them up over the
Net any time you need them. Hollywood
has become a distributed cloud of functions, resources and utilities.
Of course, the downside of all this great
entertainment technology is that increasing millions of fans and aficionados
are steadily becoming addicted to the realism and power of the sims. Combined with the effects of swarm-angels
floating around the countryside, licensed and controlled in the developed
world, completely uncontrolled in many other parts of the world, the sims make
it difficult to know what is real and what is not. And with so much of the world now heavily and
increasingly dependent on nanobotic technology for economic growth and life
support, plus the existence of the Sanctuaries and the ANAD swarms as proof
that a new man-made lifeform is steadily taking over more and more of the
planet, it’s hard not to wonder if Mankind has finally created something that
will ultimately surpass him and make him extinct.
There are more and more people who fatalistically
assume that Man’s days are numbered.
With the broad popular knowledge of the Old Ones, that they are the
ancestors in some way of all ANAD nanobots, that they are coming to Earth on a
certain date and that somehow the Earth is (or must) be re-made in a new way
for them, is scant comfort to many who are troubled by these developments.
Man’s tools have always changed the ways he
interacts with his environment and changed him in profound ways. These newest tools threaten to carry this
process to some kind of definitive conclusion, where Man is no longer Man.
The Assimilationists think Man should merge with his
ANAD nanobotic swarms and create a new symbiotic lifeform, then sit back and
await the coming of the Old Ones.
Not everybody agrees.
LIFE
AND CULTURE
The Assimilationists believe we are meant to merge
with our ANAD bot swarms and become new symbiotic lifeforms. It is one of the great questions of the age
in 2100AD. Nanobotic technology and
swarms have developed to the point that inserting bots and swarms of bots into
our minds and bodies is already a routine thing.
The next logical step is to use ANAD-style bots to
enhance or augment our bodies, providing capabilities that we wouldn’t have
naturally. Assimilationists believe such
a symbiosis, which had its genesis with Quantum Corps’ Symbiosis Project, is a
natural and inevitable part of evolution.
They also believe that without such enhancement, Mankind has no future
and no hope.
One fear that drives Assimilationist thinking is the
understanding that the Old Ones are coming and that humans had better be
ready. Some of who follow
Assimilationism think that the Old Ones are really the return of Jesus, or
God. Others aren’t so sure how much we
can trust the Old Ones, or whether we even should. It is generally and broadly known that
ANAD-style assemblers have a link to the Old Ones through their core processor:
the original ANAD processor contained instruction sets taken from the genome of
an ancient virus unearthed at Entebbe, in east Africa. And archeologists, working with nanobotic
engineers, have concluded that the Old Ones may well have provided the original
genomic ‘seed’ for all viruses on Earth.
This was always the theory of Doc Frost, although others have disputed
this.
The expected arrival of the Old Ones lends a sense
of urgency to the demands of the Assimilationists. A variety of spiritual and religious cults,
sects and movements have arisen since the existence of the Old Ones and their
anticipated arrival was announced (in 2080, in the aftermath of the Hellas Enigma case). Some say the Old
Ones are really God, or Jesus and the Second Coming. Some say the Old Ones are a final judgment on
Mankind. Some say the destruction of the
world is imminent and that we have 55 years to repent (Doc Frost and many
inside Quantum Corps believe there is some truth to this, that the Old Ones
mean to re-make the Earth into a more compatible environment, perhaps closer to
what Earth was like in its primordial days 3.5 billion years ago, that they
mean to rewind the evolutionary clock and start over again).
The Assimilationists say the only way we can be
ready to meet the Old Ones, either to stop them or to join them (and there is a
branch of Assimilationism that feels merging with the Old Ones is the only
realistic alternative) is to merge with our ANAD nanobotic creations and
augment or enhance our selves into something like the Old Ones are said to
be. Most theories about the physical
nature of the Old Ones consider them to be a sort of vast swarm of bots,
drifting through space, a kind of hive mind.
The Assimilationist agenda encourages adherents to
seek enhancement with nanobotic swarms and technology….literally, to let your
body and mind be flooded with bots to boost enlightenment, intelligence, speed
of reaction, memory and the ability to link with the WorldNet, in other words,
to do your part to build a giant single mind on Earth (similar to Teilhard de
Chardin’s noosphere). In many respects, Assimilationists have a
Gaia view of things, differing only in their belief that the Earth is not yet a
living organism, but through their efforts, will become one. Achieving the state of no’os, union as a mind, is the highest goal of most
Assimilationists.
Assimilationism is an outgrowth of
transhumanism. The anticipated coming of
the Old Ones thus can be thought of as a version of the Singularity. However Assimilationism focuses on true
symbiosis with our nanobotic creations.
The next post to Quantum Corps Times will be more
background information on life in 2100 AD, in this case dealing with Science
and Technology, Philosophy and Ethics, and Education.
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