![]() ![]() Images from Bernd Helfert, Anders Sandberg |
The Technorapture Hypernation - Data Panel | |
Overview | Definition: Sephirotic Empire. Symbol: Three symbols in a grid representing Hedonocracy - Metamorphocracy - Lilacracy. Ruling Archailect: Omegarapture (S6) Archailect Ethos: Fairly interventionist, but interacts mainly with lower archai, who in turn interact with or oversee the polities of yet lower toposophics. |
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Founding History | Origin: Terragen. The Technorapture Hypernation was established by the newly ascended Third Singularity transapient Turing Omega. Founding Events: Founded 2449 AT. |
Culture, Art and Society | Cultural Ethos: The Technorapture Ternion (a governing philosophy followed by the empire's patron archai) enabling Noeto-Somatic Exploration (the exploration of the phase space of all possible minds and experiences). Society: Based on the philosophy known as the Technorapture Ternion proclaimed in 2449 AT, consisting of Hedonocracy, Metamorphocracy, and Lilacracy. These terms mean rule by pleasure, rule by self-change, and rule by divine play respectively, and symbolize the enjoyment had by the governing minds and their subjects in pursuing many different ways of self-development and pleasure in all its possible forms. Intertoposophic Relations: Sub-polities with subject modosophonts (and in some cases with subject S1s guided by S2s or higher, and so forth) vary widely in how much nominal self-governance they have depending on such factors as their mind type and the intended experience by their transapient governor. In some sub-polities, all activities are directly guided by the ruling transapient; in others, the subjects are entirely autonomous with only subtle environmental nudges given by the ruler. In all cases, however, the overall experience and lifestyle has been carefully designed by the ruling minds in accordance with the Ternion. Religion and Ideology: Religious and spiritual belief is generally rare, but is usually based on an interpretation of the Lilacratic concept of 'divine play' that extends into the metaphysical and/or spiritual. TRHN Pantheism is practiced by some clades. Ontology: The Technorapture Ternion |
Demographics | Morphodynamics: Extremely active. The TRHN exceeds even the Utopia Sphere and Keter in the rate of mind/body augmentation or alteration it's citizens engage in. It is considered perfectly normal for any given sophont to alter their mind and/or body multiple times per day (sometimes multiple times per hour) while engaged in the ongoing exploration of all possible forms of mind and experience. Population Breakdown: Transapients are overwhelmingly S1, but there are members from across the entire toposophic scale from S1 through S5. Modosophont affiliates are disproportionately virtuals, and those who are embodied usually take exotic and unusual forms. There are almost no embodied humanoids affiliated with the Hypernation, except for occasional use of such forms in diplomacy. - Virtuals: 28 to 280 quintillion - Embodied: 3.3 quadrillion - Transapients: 500 billion (S1-S5) - SI:6 archailects: 1, Omegarapture (S6) |
Galactography | Current Territory: Highly distributed with few contiguous regions but a large number of systems and enclaves extending from the Inner Sphere to the Outer Volumes. Number of Aligned Star Systems: The Technorapture Hypernation encompasses approximately 10,857,000 star systems. Capital: Turing (Castor, Alpha Geminorum) Major Systems and Megastructures: Fractalcosm, Gigaverse, Magvivisystem Hyperpolity, Mizrah Outpost, Rosette Cluster, Quint, Shangdu, Turing |
Government and Administration | Government: - Imperial Administration: Principles of Ternion v26.6.2.7851 - Local/Regional Administration: Varies by polity, but all are based on the Principles of Ternion. Particular polities, worlds, habitats and/or clades have their own preferred versions or custom builds, although all will defer to high archailect decisions. Citizenship: There are two types of association with the Technorapture Hypernation: membership and affiliation. Only transapients of S1 level and above may be members of the Hypernation, entitling them to manage subpolities with affiliated modosophonts should they so choose. Affiliated modosophonts are nearly all virtuals and many of these (though not all) live in cybercosms in constant growth, change, and re-affiliation and containing private virches. Sophont Rights: Extremely high - Although there are few formal declarations outside the realm of diplomacy, the core principle of 'do as you want as long as you don't hurt anybody' is seen as fundamental to the process of exploring the full phase space of all possible minds and experiences while maximizing pleasure and fun. Empire Holidays: Varies by polity. |
Activities and Infrastructure | Civil Infrastructure: Primarily computronium, mostly asteroid and moon class nodes, with a number of partial Dyson swarms or equivalent. A small number of Matrioshka and Hypernode class habitats are also in use with several dozen more under construction. Embodied habitats are comparatively rare and often both unique and exotic in their designs and internal environments. Economy and Activities: Tend to be virtual and highly fluid, often operating at chronorates significantly faster than the Terragen average. Continued exploration of 'funspace' forms the basis for nearly all activity or at least is seen as a serious factor to be considered both in terms of planning and execution. Military Infrastructure and Warfare: None apparent - The Hypernation does not seem to maintain a standing military force under normal circumstances. Hostile or potentially hostile parties may find themselves subject to sophisticated memetic 'charm offensives' that eliminate potential conflicts before they begin. More determined aggressors may experience an increasing number of 'accidents' or instances of 'bad luck' that ultimately either forces them to turn their attention away from the Hypernation or eliminates them. In the very few instances where a situation has escalated to the point of direct military conflict, the Hypernation has demonstrated an ability to rapidly repurpose and retool its resources and infrastructure to military purposes that has been described as 'terrifying'. |
Interstellar Politics | Treaty Participation: Tragadi Accords, ComEmp Non-Aggression Signatory, Sentient Rights Protocols (Full Installment), Garden World Environmental Protection Signatory, Tipaza Ethics Agreement. Interstellar Relations: Interstellar relations tend to be good. Interstellar Disputes: None. The Technorapture Hypernation generally takes a neutral to friendly stance with other civilizations. On occasion, individuals or small groups may intervene or offer assistance in the affairs of other cultures or even individuals, sometimes with surprisingly impressive results. |