Introducing the Information Age, computers are constructs which primarily have synthetic mental abilities, usually only capable of interpreting or executing instructions called software.
Computerized devices come in a variety of forms:
Manufacturers routinely “retire” old equipment, which they stop manufacturing, selling, or supporting.
This “end of life” equipment carries risks of having unpatched exploits in its code.
Equipment life can be extended by replacing the original code with a more modern work-alike which may still be supported.
Software comes in three template types:
Programmers and spend months or years creating the core of a complex piece of software such as:
Software may come from the following sources:
The source of software may affect the quality, availability of support, and compatibility with other software.
A compiled language core or module runs much faster and typically makes more efficient use of memory.
However a compiled core or module must be recompiled when patched or changed, which can be a time consuming process taking minutes or hours, and is generally not possible to do during a specific hacking run.
Programmers may use an interpreted or scripted language for their core or module.
Interpreted cores or modules sacrifice speed and memory efficiency and gain flexibility.
The programmer may stop a running interpreted software, change it, and re-run it easily, allowing for a greater degree of modification and flexibility in short time spans of a hacking run.
TL | DESCRIPTION | GENRES |
---|---|---|
-10 | Prefire | |
-9 | Stone Age | Paleolithic, Ice Age, tally sticks and stone circles to track seasons and astronomical calendar |
-8 | Bronze Age | Ancient Egyptian, Ancient Greek, Ancient Chinese calculi and abacus |
-7 | Iron Age | Ancient Greek antikythera and astrolabe, Ancient Roman abacus |
-6 | Middle Ages ~500-1400AD | Medieval, Medieval Fantasy planisphere |
-5 | Renaissance 1400-1500 | |
-4 | Age of Sail/Exploration 1500-1760 | Pirates, Swashbuckling era sextants and charts, sectors, slide rules |
-3 | Industrial/Technological Revolutions 1760-1914 | Old West 1780-1920's, Horror 1890's-1920's - planimeters, difference engines |
-2 | World War I and II 1914-1945 | Pulp 1920's-1930's, Bombe, early vaccum tube computers |
-1 | Atomic/Nuclear/Space Age 1946-1970's | Atomic Age Horror 1945-1970's, Superhero Era 1940's-1970's, Espionage Era 1940's-1980's, Space Age 1960s-1980s - solid state transitor computers |
0 | Information Age 1970s-~2020 (Now) | Modern, Modempunk, Modern Conspiracy/Horror 1990's - integrated circuits |
+1 | Synthetic (Biological/Intelligence) Age ~2020-2199 | Tomorrows, Cyberpunk - biological circuits - quantum and photonic computing - distributed intelligence |
+2 | Stellar Age 2100+ | Conquest of the Solar System, Transhumanist, After the Apocalypse (Nuclear, Biological, Chemical, Technological, Ecological) - packet networked intelligence |
+3 | STL Interstellar Age | multi-tiered packet networked intelligence |
+4 | Massless Faster Than Light (Communication) | Moving energy/information only above c - integrated networked intelligence |
+5 | Massy Faster than Light (Travel) | Moving energy/information and mass above c - ubiquitous intelligence |
+6 | FTL Interstellar Age | Interstellar Expansion, Post-Scarcity, Federation |
+7 | Galactic Age | Interstellar Empires, Decadent |
+8 | Extragalactic Age | |
+9 | Pre-Ascendant | the Krell, Markovians, Xeelee, limited mass/energy conversion and control |
+10 | Post-Ascendance | After the Singularity, Post-Instrumentality, total mass/energy conversion or control |
Note: From TL+2 (Stellar Age) onward, multiple technology levels become possible in a setting as different distant locations diverge in their technological capabilities and social conventions.
Computers could posses, or grant, bonuses or penalties to the following Attributes:
Hardware abilities specialize in one of more of five areas:
So called “smart computers” add electronics, computers, bioengineering, and synthetics bringing mental abilities into play: