Upgrade Suggestions for Elite Dangerous (The War of Comets)

36) Intelligent Aliens (Suggested rules for building intelligent beings)

Source: https://youtu.be/aK0Hp2yx8Uk


36.1) In fact, for life to exist in a complex and intelligent form, it takes a time of evolutionary stability and so many variables, precisely controlled, which is something rare. Furthermore, intelligence alone creates pitfalls for the development of a civilization. Of course, transgenic and artificial life forms have different mechanics.

36.2) Communication, anatomy and intelligence

36.2.1) In Elite Dangerous, the Thargoid ship design is very good, precisely because it is totally unusual. However, it is necessary to understand that intelligence is represented, in a pragmatic way, in the way in which a form of life reacts to stimuli from the outside. This reaction is based on the input (quantity, type and quality) of information that it receives from the senses and the responses are based on the individual's anatomy... That is, intelligence starts with the type of sense and is limited by the amount of information that the sense makes available and anatomy enables interaction with the environment... And this influences language, science and the entire way in which technology is developed by a species.

36.2.2) Birds can commonly be said to sing, dance, and use sound and sight like a human, as well as many other animals. But that's not true... See the drawing below about the frequencies captured by human vision:

EYES.jpg


https://scitechdaily.com/new-technology-gives-ai-human-like-eyes/

36.2.3) It is as if a human saw “reality” through a keyhole. There is a wide spectrum of frequencies that the eye simply cannot see. The same goes for hearing...

Hear human.jpg


36.2.4) Comparing with other animals...

Hear Animals.jpg


36.2.5) So even if a human knew the patterns and the animal had the same senses (sight, hearing, smell, taste and touch), with different band spectrums of senses communication is impossible. As much as a dolphin is notoriously intelligent and has the same senses, humans are only able to hear a fraction of the sounds it makes... That is, assuming that a dolphin utters a sentence, human hearing is only able to capture some sound syllables that are within your auditory spectrum. This imposes a condition... It is necessary to match the sensory communication protocol to initiate an interaction with alien intelligences.

36.2.6) It gets even worse if intelligence develops in different environments. Ants live in environments that have no light, and use sound and smell as their main references. Eels and other fish that live in murky waters use electrical pulses... In this case, the senses required for communication don't even exist between the parties.

36.2.7) In the movie “Arrival”, the Heptapods bring references of Cephalopods in their form of communication, as they release ink forming signs and use signs (the environment in which they live is very cloudy, which suppresses the function of vision). Cephalopods, in turn, can communicate by colors and body signals as well. In other words, having the neurological capacity to be “smart” is not enough. Language, cognition, senses and anatomy are functions that are intrinsically connected.

36.3) Time Sense (the sixth sense)

36.3.1) The Sixth Sense has nothing to do with esotericism. It is the amount of information that a sense is capable of absorbing in a unit of time. This makes all the difference to cognition and the way an organism perceives reality. Taking vision as an example, a human sees about 60 FPS (Frames per second), that is, at this speed, your vision will perceive the passage of a sequence of static images as a continuous movement.

36.3.2) A fly, in turn, can perceive 240 FPS, that is, its vision captures 4 times more information in the same unit of time. They can easily perceive frame by frame at 60 FPS... That's why it's hard to kill them! It's as if humans move in slow motion for them... In contrast, a turtle's view captures around 16 FPS. The sense of sight lets through a lot of information about the outside world and this shapes the way the organism reacts – its intelligence is affected.

36.3.3) The same happens in the other senses... Each species has a sense of time, for each sense (sight, hearing, touch, taste and smell)... Each of these has limitations and this creates a model of the world cognitive (the map that each individual uses to navigate reality). Something that passes very quickly in a video, almost invisible to a human, can be easily noticed by a fly. In hearing, it will be the ability to differentiate tones and notes... A smell easily perceived by a dog is imperceptible to a human (a dog's odor spectrum is much wider and its brain, faster to process this type of information) . The speed of information can make communication even between people difficult. Do you know someone who talks very fast?

36.3.4) The processing time and the amount of information captured by the organisms' senses is hardly explored in works of fiction, much less in games. Have you noticed that cybernetic alien organisms or beings are represented with keen sight and hearing, but without smell, taste and touch. Your communication does not use expression or movement. Human communication, in turn, involves not only the verbal part, but also facial expressions, body movements congruent with the message (if true). Having observed this, it is necessary to realize that the representation commonly used by science fiction says, between the lines, that humans pass more information/second than cybernetic organisms, therefore, they are more efficient in communication. EACH SENSE HAS A DIFFERENT PERCEPTION OF TIME.

36.4) Anatomy

36.4.1) As mentioned in 6.3.2, organic life forms have the chemical/energetic signature* of the environment (surface, ocean or subsurface) and the home planet - on which they arose. When this does not occur, they are classified as artificial life forms (chemical/energetic signature different from the planet of origin can only be of artificial origin).

*Energy signature refers to the energy balance of the natal/planetary environment of the life form. The planet, with its orbit, establishes an almost constant component of energy for all beings that live in that biome line and the local climate defines the variable component. Thus, a life form that lives on the surface needs much more light and heat energy than a life form that lives in abyssal depths or deep caves. For these biomes, beings will depend much more on food and body chemistry.

36.4.2) For example, animals that make little use of thermal/solar energy on Earth (they derive most of their energy from food) hibernate in winter, when they become scarcer and the planet's orbit is further from the Sun . Squirrels, bats, marmots, wild rats, hamsters and hedgehogs are some of the animals that hibernate. Otherwise, frogs and fish such as pyramóia even bury themselves in the mud when the rivers in which they live begin to dry up. In these cases, however, the phenomenon receives another name: estivation.

36.5) Size and strength (height and weight)

36.5.1) The size of the living being is directly proportional to the abundance of food and inversely proportional to the gravity of the home planet. That is, a lot of food and little gravity result in larger beings, with more mass, however, more fragile (lower density bones) and slower. Beings that appear on planets of greater gravity, with an abundance of food, tend to be smaller, faster and with denser skeletons. The absence of food or the poverty of diet makes organic beings smaller, with the passing of generations.

36.5.2) Size and physical strength are linked to the amount of energy consumed to maintain life. Another factor that influences size and strength is the environment in which the being develops. Surface beings, which have food, atmosphere, thermal and light energy at their disposal as sources of bodily energy, are, as a rule, larger and more active than oceanic beings, from abyssal depths, and these are larger than subterranean beings. One species or another escapes the rule.

36.6) Existence and position of the organs responsible for the senses

36.6.1) Nature designs beings according to their function. It only improves what is used, what is useless, disappears, and this occurs for energy savings – a principle of efficiency – Darwinian Theory.

36.7) Vision

36.7.1) The existence or not depends on the environment in which the intelligent life form develops. Vision can depend on a single organ, two, three, four, or composite organs (common in insects).

vision.PNG


36.7.2) The organ can be inserted inside the body, with an external access cavity (chameleon - in this case, the eye view angle is sacrificed to enable camouflage), partially exposed (as in humans and most animals) , or be fully exposed (dragonfly – enables 360º vision with crossing visual fields – depth – at a wide angle). The type of position in relation to the body affects the breadth of the field of view and the identification of depth. Their functioning is normally dependent and synchronized, but there are animals with organs that function independently (chameleon).

36.7.3) Surface beings tend to have larger and more functional eyes, while cave beings, with nocturnal habits, have smaller eyes. Beings of abyssal and subterranean depths, without surface habits, tend to dispense with the organ.

36.7.4) As for position, there is a trade-off in terms of eye position. As the eyes advance along the face, two fields of vision overlap. It is this overlap that allows you to perceive the depth. Animals with sideways eyes may not have this well-developed depth perception, but they are able to see an extremely wide panorama instead...

36.7.5) Predators, aggressive, and arboreal beings have frontal eyes, as they need depth perception, distance from the target to move and strategize. Meanwhile, beings with organs of side vision tend to be herbivores, defensive and less aggressive, and insects.

36.7.6) The most important aspect of vision is the intensity limits and wavelengths that can be captured by the organ. Seeing the entire spectrum can be a waste of energy, depending on the environment the creature lives in, and nature doesn't accept that, so they see the most useful bands for the environments in which they live.

36.8) IMPROVEMENT OF GROUND - VISION

36.8.1) In the future of the game, the vision can make it possible to search for enemies/animals by the trail. There are games where tracks are highlighted, after the player identifies one of them (The player's AI would highlight the tracks in red in the environment). This is the case in “Days Gone” and “Horizons Zero Down”.

36.8.2) It is easier to track at dawn or dusk, because the luminosity creates shadows that facilitate the visualization of the marks. Muddy and sandy terrain is easier to track. Slowly crouch to identify the trail and then identify the target/animal type. Thus, as in the aforementioned games, it is recommended to implement a key that “expands the sense/puts the character in attention mode – it moves more slowly and expands the sense to search for details in the environment”.

36.8.3) Knowing the anatomy of the local fauna, it is possible to identify the type/species (if the fauna is known) and define, by the footprint on the ground, the approximate size of the animal (distance between steps), the weight (depth) , direction of displacement and whether the animal walks in flocks (presence of more nearby tracks). Following the trail of an animal, it is possible to find other signs, such as feces (which can indicate the proximity of the animal or how long it has been in that location), branches and broken vegetation (height) and the state of health (injuries leave marks of blood on the ground and vegetation). Wind and rain will degrade the tracks and cause the information to be lost over time.

36.8.4) Exploring the senses allows extrapolating the range of abilities to the game's life forms. That way, enemies can have “eagle vision” (high definition over long distances), or 360º vision, which prevents a surprise melee attack... See infrared or in the terahertz range.

36.8.5) The feeling of “cloudiness” or “fogging” can occur as a secondary symptom of illness, this can make it difficult for the character/enemies to focus and aim at enemies, delaying their response time. Elements (weapons, drugs or diseases) that act on this sense can also cause blurring, distortion (astigmatism), photophobia, myopia (difficulty seeing what is far away), hallucinogenic effects, eye pain (taking away the character/enemy of action by the pain response), temporary or permanent blindness. Such effects may or may not be associated with other senses such as loss of mobility/speed/balance/strength... Of course, blind beings are immune to this type of element.

36.9) Middle-range Senses - Hearing

36.9.1) There are life forms that can map the environment with sonar (ultrasound) or smell, however, in space or in environments where the density or composition of the atmosphere is different, the mapping will become useless or will need to be recalibrated. The emission of sound frequencies to map the environment “denounces” the location of the organism. Hearing is a sense of defense. It remains active even during sleep (a noise can wake up an NPC who has sense).

36.9.2) The auditory sense may or may not exist and this depends on the density of the environment in which life develops. Hearing is a system that depends on the propagation of energy, through waves, through a medium (There is no point in having hearing if the life form develops in space).

36.9.3) Low frequency sounds have a shorter range and require larger hearing aids, while beings with higher reception frequency ranges have smaller hearing aids or are able to capture the sound internally, without any external holes. The minimum intensity captured also influences the size of the hearing aid.

36.9.4) The “ears” can be static, with dependent or independent mobility. The size of the ears varies depending on the frequency, intensity captured by the organ and the density of the medium. For surface animals, large ears for smaller frequencies and the size of the ears decreases as the frequency increases/density of the medium increases. In high density environments (aquatic and subterranean), there is a tendency that there are no exposed ears and the auditory organ is hidden in the mouth or in parts of the body. The dolphin has the "hearing device" inside its mouth... Like the mole, the Elephant hears low frequency sounds. It so happens that on the ground, low-frequency sounds propagate over much greater distances, which implies a proportionately smaller size of the hearing aid.

*** The use of sonar-based systems modifies the behavior of creatures that locate themselves by sound. Today, the disorientation of whales and other animals is attributed to the use of this type of equipment. Likewise, humans can be subjected to extremely painful sound experiences.

36.9.5) The sound frequencies emitted by the vocal function (sounds emitted) always have a lower range than that audible by the organism. For example, while hearing picks up frequencies between 20 and 20,000 Hz, the human voice is found between 50 and 3,400 hertz. That is, the voice is a minor function of hearing, as is roaring for feline hearing or barking for a dog. “Deaf” beings do not emit sounds.

36. 10) IMPROVEMENT OF GROUND - HEARING

36.10.1) In the game, a good sound system can indicate the position of enemies through footsteps, noises, dialogues... (for players who have stereo sound). The intensity of the sound, indicating the distance and the frequency of the steps indicate the speed of the enemy/target. It's impossible not to feel the anguish and fear when you hear a large animal or an alien nearby, hunting you.

36.10.2) Another point, as in other games, is that a radar (a system of the suit) can indicate, "inaccurately" the location, direction and distance in which the enemy is... (System of “Days Gone”). The enemy will not have its presence reported on the radar (or on the audio system, if it does not make noise during the approach). Some predators, such as cats, are excellent attackers because they master the art of camouflage, approaching without making noise and acting in a coordinated manner in a group.

36.10.3) Likewise, the character walking through vegetation, in wet areas or bumping into objects can make noises that draw the attention of enemies. This can be indicated by a “noise symbol”. A benchmark of this kind of sense is the game “Days gone”. The character can walk crouching and slower to reduce the noise level, but animals and enemies with very keen hearing, or that are guided by sonar, will hardly be surprised.

36.10.4) The sensation of "buzzing" or reduced sensitivity to certain frequency bands - deafness, can occur as a secondary symptom of diseases, this can make it difficult for the character/enemies to dialogue or detect threats, delaying their response time. Elements (weapons, drugs or diseases) that act on this sense can also cause pain in the ears (taking the character/enemy out of action by the pain response), distortion, misophonia, hyperacusis, phonophobia, hearing loss (difficulty in perceiving low intensity/frequency sounds), hallucinogenic effects (hearing things that are not there), temporary or permanent deafness. Such effects may or may not be associated with other senses such as loss of mobility/speed/balance/strength... (Vertigo). Of course, being deaf is immune to these elements.

36.11) Middle-range Senses - Smell

36.11.1) In this sense, the presence of a breathable atmosphere in the environment is of great importance. If it doesn't exist, meaning becomes useless. Smell translates the chemical composition of the environment into nerve impulses. It is a direct function of the number of olfactory cells in the receptor apparatus, the intensity of the smell and, inversely, the wind speed. Necessarily, the agency must have access to the environment, it cannot be internal.

36.11.2) It is poorly developed in humans, but can still be used for tracking indoors or in low wind. The odor propagates from the source following the flow of air. The distance at which it can be detected is inversely proportional to the intensity of the wind (it spreads slowly in the breeze and remains, while in the wind it dissipates and disappears). This sense appears in “Horizon Zero Dawn”, but, once detected, the trail remains fixed to make tracking possible... This can be improved to give more similarity to reality in Elite.

36.11.3) IMPROVEMENT OF GROUND - SMELL

36.11.3.1) In this case, the position in relation to the target is also important (the detector must be upwind). Once the odor is detected, the AI can mark a “moving gaseous trail” that can be followed. This trail (visual) would become stronger, according to the enemy's distance and position (Horizon Zero Down implements this type of feature in a more simplified way).

36.11.3.2) Likewise, a prey will alter its course and behavior upon sniffing a predator. The predator will speed up the hunt by identifying the target by scent, as it indicates proximity. If you're hunting, stay upwind, if you're hunted, stay with. Enemies and animals can exploit this!

36.11.3.3) Smell is also used to estimate whether a food is in a condition of consumption, how long ago something died, how long ago faeces in a trail were deposited...

36.11.3.4) The feeling of constant "bad smell" or reduced sensitivity can occur as a secondary symptom of diseases, this can make it difficult for the character/enemies to talk to others or make it difficult to detect threats, delaying their response time. Elements (weapons, drugs or diseases) that act on this sense can also cause burning in the nose (taking the character/enemy out of action by the pain response), distortion, repulsion to certain odors (preventing the individual from approaching the source transmitter), olfactory reduction (difficulty perceiving odors, gas, smoke), hallucinogenic effects (chemical element interferes with the sense of sight, hearing and touch/smells smells that do not exist), temporary or permanent absence of smell. Such effects may or may not be associated with other senses such as loss of mobility/speed/balance/strength... (Vertigo). Of course, beings that do not have a sense of smell are immune to these elements.

36.12) Short-range Sense - Touch

36.12.1) Touch is the sense of the skin or the area most external to the body (skin/hair, bark, crust, scales, feathers...) and detects thermal and kinetic stimuli. The mechanical and thermal intensity detected by the sense is inversely proportional to the hardness and resistance of the organ that detects it. Its function is to detect risk or violation of the integrity of the body. Small hairs can be added to increase sensitivity/ Large hairs reduce sensitivity.

36.12.2) Touch, like all other senses, has detection ranges. Eventually, enemies and animals can sense the presence of others by the vibration of the ground, water or even the air and estimate their location... Standing still or climbing on something would be the only solution to avoid an attack (just like the worms of the sand in Dune). They can also be sensitive to heat sources, so that a body that has a thermal signature cannot catch them by surprise.

36.12.3) As with elephants' feet, the keen sense of touch can capture low-frequency waves that propagate through the ground and be able to anticipate landslides, earthquakes, tsunamis and even atmospheric events such as rains, tornadoes and hurricanes. They may also be able to track water sources (rivers and even sources hidden a few meters underground, for example, by the sound signature of the water body). At this level, it almost becomes a sense of premunition.

36.12.4) The skin can give special characteristics to the being, such as interfering with detection by other senses - visual camouflage (chameleon), thermal (against infrared), sound (does not emit sound when moving). In the same way that it works as a shield, moving parts will naturally be more vulnerable to penetration (For example, the skin covering the eyes is always thinner, due to the need for movement/articulation).

36.12.5) IMPROVEMENT OF GROUND - TOUCH

36.12.5.1) In the future of the game, by touch, one can perceive the presence of an intense source of heat (potential risk in the vicinity such as engines, for example...), or the direction of origin of blows and impacts of weapons. .. You can identify the origin of shots that hit the body, by touch. In the game, this sense must be demonstrated visually (e.g. a circle/square around the player's vision, which gets stronger in the damage sense, and when the player is dealing damage, the drawing of the body with the result damage – similar to what happens in Call of Duty).

36.12.5.2) Tactile perception of impacts should reduce accuracy and ability to fire (temporarily modify the character's damping curve). It can cause reflex displacement movements, impairing the aim, for example. On the other hand, this prevents the player from having to turn around and look for where the shot came from or the enemy's position and allows for a faster reaction to seek shelter/protection, moving away, camouflaging or placing obstacles between the player and the enemy. damage source. Call of Duty has an interesting tactile visualization system at this point. When being shot, a signal appears in red that indicates the direction (by the direction) and the force (by the intensity of the red color) of the shot. In this game, there is no loss of accuracy in shooting or reflex movements when taking damage... As there is also no perception of fatigue, this allows for true western challenges during matches (one player faces the other, shoots and wins whoever is the fastest). This ruins the game because players can abandon tactics and strategies and configure the character to be "the flash"...

36.12.5.3) The feeling of constant “tingling” or reduced sensitivity can occur as a secondary symptom of illness, this can make it difficult for the character/enemies to deal with damage, cause louder movement or threat detection, delaying your response time. Elements (weapons, drugs or diseases) that act on this sense can also cause changes in the weight of limbs (reducing the mobility, speed or accuracy of the character/action enemy by the pain response), distortion (the damage input appears tactile on screen with no real source), tactile reduction (difficulty perceiving damage, movement becomes more noisy and clumsy), hallucinogenic effects (chemical element interferes with the sense of sight, hearing and touch), temporary or permanent absence of tactile (character not perceives the damage and the severity of the injuries increases obeying an exponential curve in time – as he does not perceive the damage, he cannot treat it). Such effects may or may not be associated with other senses such as loss of mobility/speed/balance/strength... (Vertigo). Of course, beings that have no tact are immune to these elements (older robot and android models, for example).

36.13) Personal sense of balance

36.13.1) In humans, the “Vestibular Device” works in association with the “Proprioceptive System” and may or may not be associated with Vision - it is the sensory system that allows the individual to perceive the location, position, orientation and inertia ( rotation of the head or limbs) of the body in space, recognizing the force exerted by the muscles and the movement of the joints without using vision. The sensitivity of this system is proportional to the creature's movement speed.

36.13.2) Creatures and enemies that have this well-developed sense are capable of quick movements and acrobatics, as the body takes less time to reach stability after movement or lifting weapons and tools. The lifting of objects, equipment and weapons must obey damping curves and, depending on the state of the character, the weight of the equipment, the distance of target, they may not even achieve stability on the target.

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36.13.3) IMPROVEMENT OF GROUND - Balance

36.13.3.1) The implementation of the simulation in this sense would prevent players who "stay" jumping in low gravity, who "move too fast" or who change direction abruptly from being able to have a lot of precision in their shots, a fact that today creates extremely fast combats and anomalous in several games. What is being suggested is that there is a damping time depending on the weight of the equipment and the state of the character (health, stamina, displacement speed, movement speed (inertia), weight of load and of the moved equipment)

36.13.3.2) Another anomalous fact arising from the absence of any simulation in this sense is the “sniper” who pulls the rifle straight into the sights and shoots the target in the head in a fraction of a second. The movement of weapons and tools alters the body's balance patterns and, no matter how good the shooter is, a long-distance shot needs time, concentration, assessment of the conditions of the projectile's path (weather, wind...) and control of the breathing. It takes time for the body to stabilize in position with the tool/weapon and allow for accurate shooting.

36.13.3.3) The feeling of constant “alcoholic imbalance”, the reduction of balance or the delay in the “damping curve” can occur as a secondary symptom of diseases, this can make it difficult for the character/enemies to move, cause more movement noisy or make it difficult to use weapons and elements, delaying your response time. Elements (weapons, drugs, diseases, very sudden movements (being thrown away by a shock wave)) that act on this sense can also cause dizziness (reducing the stability of mobility, speed or accuracy of the character/enemy), excessive noise generation (character loses the standard way of walking, making noise and leaving more tracks), need to reduce the height of the body's center of balance – crouching or crawling (it is impossible to stand up), hallucinogenic effects (feeling of falling, not falling, difficulty with balance...), resulting paralysis from the temporary or permanent lack of balance (character cannot move or stabilize his senses – he needs to sit or lie down). Such effects may or may not be associated with other senses to elements in other senses. Creeping beings are immune to these elements.

36.14) Variable range sense - Perception of electric/magnetic fields

36.14.1) The perception of electric/magnetic fields works in a similar way to hearing (frequency and intensity are directly proportional to distance) and allows enemies and animals to have extremely precise spatial and geographic orientation (migration of birds) in environments with magnetic fields. stable. The absence or the strong variation can cause, in these beings, disorientation or the erratic change of behavioral patterns.

36.14.2) Enemies and animals with this type of perception will not be taken by surprise by beings and systems that have a magnetic or electrical signature (those that have electrical currents passing through wires or neurons, depending on the sensitivity of the sense). One can see (if associated with vision), hear (hear if associated with vision) or feel (if associated with touch) elements that emit magnetic/electrical fields.

36.14.3) Machines, androids and computers can communicate using this kind of sense, perceiving magnetic wave frequencies and transmitting large amounts of information in a fraction of a second.

36.14.4) Organics also use it, but associated with stimuli from other senses (sight, hearing, smell, smaller, touch) and transmitting amounts of information. Cybernetic implants in organic beings can make them able to fully use this sense.

36.14.5) IMPROVEMENT OF GROUND COMBAT – Perception of electric/magnetic fields.

36.14.6) Humans do not have this sense, but an electronic device installed in the brain can be used. Through this, it may be able to listen and interact in a conversation between AIs, interact and estimate the “emotional” state or position of emitting systems and organisms, hack or interfere with electronic devices (open doors, change the image of cameras, modify behaviors of androids, surveillance routines, using deep fakes in communications...).

36.14.7) The inclusion of this sense in humans makes interference and biological hacking possible, both for attacking electronic devices (one can hack things with the mind), and creating the need for defense.

36.14.7.1) The hacking of the device inserted in a human, from an emitting source, may cause, while the individual is within range, the appearance of any of the anomalies already mentioned in the senses (dizziness, blindness, deafness, hallucination, distortion of vision/hearing, reduce mobility...), as well as the appearance of visual, auditory advertisements... Remote monitoring, behavior induction, changes in health and energy readings... Every advantage brings a disadvantage of the same proportion.

*Taking advantage of this feature depends on implementing the cyber warfare suggestions in combat. (See 2.6.1.7) ... The suggestion here is to give the character the option to connect the mind to the network formed by the AI of the Ships, Vehicles and crew so that it can have its functions attacked and defended, in the style "Deus Ex ". So, while one player is fighting ships in the "real" world, another (a Matrix-style operator) can support ground teams and can attack other networks or defend the network to which it is connected.

36.15) Direction of course range - Taste and feeding

36.15.1) Taste is the sense responsible for making the physical/chemical analysis of food and is linked to the physical/chemical interaction of the organism with the environment. Its function is to prevent inappropriate intake of substances.

In the nature of the Earth, what is easy to process (spends little energy to generate more energy) for the human body has a “neutral” or “attractive” taste and smell, while what is not suitable produces an unpleasant taste and smell, in in order to instinctively alienate individuals, even if they have no degree of education.

36.15.2) In humans, taste works in association with smell, sight and memory... Colors or smell can represent bad food. It can be used for description in "scenes" in restaurants/bars and explored in the ability to make medicine for character healing or granting or temporary deprivation of senses and abilities. In this case, “Skyrim” is one of the best benchmarks, with the character being able to recognize elements of flora, collect and make potions in order to recover from diseases, attributes, energy... Or even confer temporary abilities/traits.

Body biochemistry follows, in a simplified way, the system: Mind <> Blood <> Cells.

36.16) Food (The decision of what to eat and in what quantity, on a strange planet)

Can I poison myself or poison a prey/enemy?

36.16.1) In general, it follows that: proteins are used for recovery and regeneration (slow process); carbohydrates as consumption fuel (immediate process); vegetables and fruits, along with hydration, for support (they change the speed of organic processing cycles and can affect the processing of sensory information).

36.16.2) In the process of energy conversion, the human body uses metabolic functions, which can be divided into two main processes: catabolism and anabolism. “No Mans Sky” makes an exaggerated simplification of the process of obtaining energy in other biomes... What no game dares to explore is what a being from another planet would be like interacting with the fauna and flora of our planet, for example. What would be the conditions for him to feed, if he needs to? In the same way, can a human feed on the fauna and flora of another planet? Here's a suggested approach to the topic...

36.16.3) Catabolism is the process of breaking down food into useful molecules and energy (ATP) for later use. Food is not broken down to the basic atomic level, as that would waste energy, but down to a fundamental molecular level, where it can be used in the process to build new useful shapes for the body... Anabolism, which is the process used to body construction. The human anabolic function uses different sources of input, not only food, but also sunlight, essential for the formation of vitamin D, for example, or water, oxygen... This is used to form and reform the body and keep it running. Taking advantage of different sources of energy makes the body more efficient and reduces the amount of food needed to function (freeing up time for activities other than searching for food).

36.16.4) Proteins are an anabolic level of food, and are made up of amino acids. Amino acids are the most basic anabolic level of food. And how does this influence the constitution of organisms?

36.16.5) Every living organism has a library of its cellular functions written in chemical form - DNA (deoxyribonucleic acid), which is a double strip, wound in the form of a helix (a form of information compression), stored in the nucleus of each cell (functional unit of the body). DNA is formed by a phosphate group, a pentose (a sugar with 5 carbon atoms) linked to a “nitrogenous base” (facing the inner part of this “genetic strand”), with the following structure:

DNA.png


36.16.6) DNA is a general guide, a library of cellular functions similar to programming libraries. When a cell needs to perform a function, the section equivalent to that function detaches from the main strand (DNA), creating Ribonucleic Acid (RNA), which represents a fraction of one side of the DNA strand. This single strand (RNA) can travel in search of a complement to create an amino acid.

36.16.7) Monosaccharides are formed by structures that have equal proportions of carbon and water. Ribose has C5H10O5... 5 carbons and 10 “waters” and, in turn, Deoxyribose has one less oxygen atom, a fact that gives DNA (C5H10O4) much more molecular stability. RNA can move around, but it degrades very easily.

36.16.8) All the functions of an organism (skin color, eyes, hair structure, cellular transport processes, cognitive or muscular functions...) are determined by proteins... And human proteins are created with based on genetic information (DNA). DNA is an index of cellular functions (a cellular library) or, an index of proteins that are copied, by a process called "transcription", in the form of RNA... This RNA is used to make the protein by a process called “translation” within the cell's ribosome.

36.16.9) The digestive system breaks down food into nutrients and minerals, which are gradually passed to the blood in the course of digestion. All cells are immersed in the blood medium, a chemical environment administered by brain functions through hormones (endocrine glands are “command centers”, extensions of the brain that command the chemical environment: organs <> tissues <> cells). Hormones control both long-term (body shape) and short-term (behavioral responses) mechanisms:

36.16.9.1) Regarding the form, we have: male/female (testosterone/progesterone); growth (somatotropin); use of calcium - use for bone formation or its reabsorption in the blood (parathormium);

36.16.9.2) And the “behavior”: metabolism (thyroxine and triiodothyronine); chemical energy availability – glucose (Glucagon/ Insulin); hydration level/thermal control (antidiuretic); mood (oxytocin...) and response to dangerous situations (adrenaline)...

36.16.10) Elements ingested, with chains similar to hormones, can deceive the functioning of organs, tissues and cells, however, the DNA of the food does not influence the DNA of the body... Genetic degradation is linked to the lifespan of the RNA ( highly unstable) and the number of times a particular piece of DNA is requested... Viruses can cause changes in RNA and DNA itself. Bacteria only act by modifying the environment in which the cell is, requiring the execution of functions that would not normally be performed (eventually, this causes the cell to die).

36.16.11) What matters are the substances and molecular chains of the food. These basic molecular chains will be associated with DNA, via RNA, to form proteins and perform macro cellular functions (macro functions cellular groups result in tissue behavior). Therefore, transgenic foods are not harmful to health, the problem is associated substances.

36.17) Effects of 2nd and 3rd Order of Feeding

36.17.1) For example, a genetic manipulation was carried out on soybeans to make it immune to a toxic substance, a herbicide called glyphosate, that is, the plant can perform all its cellular functions even with high doses of the herbicide inside. (do not die). The transgenic plant “functions” normally, but accumulates high doses of “glyphosate”, which is potentially carcinogenic and increases oxidative stress (a secondary/tertiary effect) for humans, bees and other organisms... Considering the phenomenon of “bioaccumulation” , the substance makes the plant poisonous and more concentrated at each trophic level of the food chain, significantly altering the ecosystem.

36.17.2) Thus, for the game, it can be said that there will be no problem for the immediate subsistence of consumption of alien or transgenic flora or fauna, if these have a biochemical signature similar to the human and are not associated with harmful chemical additives (we are talking that a human would only consider feeding on a foreign element if he grows up on an Earth-like planet). The digestive system will decompose the food and form the “legos pieces” necessary to use and function from the DNA.

36.17.3) However, second, third, fourth... order effects of feeding must be observed. For example, soy has “phytoestrogen/isoflavone”, which is a plant substance very similar to “estrogen”, the female hormone. Excessive consumption, for some period, by men, is already related to the appearance of gynecomastia, reduction of aggression, infertility, but, on the other hand, protects against heart disease (women are less prone to heart attacks). Likewise, the consumption of bisphenol (bisphenol (from using plastics in the kitchen) or fructose (the correct one would be glucose) is associated with chronic inflammation - obesity, type 2 diabetes, insulin resistance, hypertension, dyslipidemia, heart disease, elevation of triglycerides and hepatic steatosis. They are hidden effects in immediate consumption and appear over time or through chemical concentration (2nd, 3rd or 4th order...).

36.17.4) Such thinking is reflected in a Biblical text, a recipe for what a human can eat, so as to avoid any secondary or tertiary effects (Leviticus 11). It is observed there that the human being must avoid contact with any organism that feeds on beings in a state of putrefaction, even if eventually, garbage or that “reside” in regions that can accumulate toxic substances (mercury, lead...). Today, the process of “bioaccumulation” is already known, by which living beings subjected to a small regional contamination can affect different species of animals, because, once they have entered the food chain, the concentration of poisoning will increase at each trophic level, may result in death, wasting or disease at higher trophic levels in the food chain.

36.18) Diseases

36.18.1) The game “Skyrim”, for example, explores a long-term disease called “vampirism”, when the character is bitten and slowly becomes a vampire, with advantages and disadvantages. No game explores the situation that a substance that does not cause an "immediate" effect, can cause second and third order effects, that is, changes in the character's abilities through consumption, in the long term (changes in physical characteristics such as life, strength, perception (visual and auditory), disposition, speed, reflex, or even the rejuvenation / aging / illness of the character, the development of diseases, cancer, premature aging, reduction of life, strength, perception, disposition, speed, precision or reflex). Likewise, chemicals, drugs, that alter the senses can cause temporary or permanent effects, with or without a known cure. A character's abilities and traits are always static, when in reality they should fluctuate based on decisions and behavior.

36.18.2) On a “strange planet” with even a minimal ecosystem, regardless of the existence of a breathable atmosphere, the protocol should be that a human should always wear a suit, with a helmet, to isolate it. It will communicate via "radios" or "speakers" of the suit and can only feed on elements of the environment after an analysis and sterilization procedure, under penalty of being contaminated with unknown viruses and bacteria. Hence the importance of the ship having a sterilization area. Removing the helmet in an environment means contaminating it and contaminating yourself.

36.18.3) Nothing prevents “organic” elements that contain harmful alien genetic bases from contaminating visitors (viruses, bacteria or parasites), hence the need for what is described in “21.1.32) Decontamination and pressurization room”. Nobody wants to be caught by a virus, bacteria or alien parasite, Thargoid or Guardian, nor be poisoned by elements of the alien flora or flora.

36.18.4) 2nd, 3rd, 4th order effects of diseases

36.18.4.1) When testing a drug, researchers observe its effectiveness in fighting a specific disease, and also look at the occurrence of possible damage to the body. Then they record whether they are moderate or intense, how long they last, and the pattern in which they manifest. These damages are called side effects. The same occurs with some types of diseases that, when contracted, can create the need for amputations, modify the metabolic form, reduce mobility, speed, mental/ senses capacity, breathing capacity, availability of time (given the need for treatments - cancer, hemodialysis... .)... There are also those that require patients to take medicines for life, leaving patients tied to the availability of medicines. This type of problem is not exploited in games, but it should...

*** Today, all research and direction in the game leads to treating aliens as enemies. The Thargoids are enemies and the Guardians are extinct... Is a good alien a dead alien? It doesn't have to be that way...

36.18.4.2) Quests can be created by exploring diseases that have jumped between species; It may be necessary to adapt human technology and study alien biochemistry and anatomy, to treat a human patient or save the life of an alien organism... The danger of inter-species interaction is a vast topic that, if explored, could go far beyond of inter-species combat.

36.18.4.3) A human can land on a planet and contaminate it with a virus that, even harmless to humans, is deadly to native species... This occurred when European societies came into contact with the Indians, in America! Thousands died in direct or indirect contact with Europeans and the diseases brought by them, as they had no immunity. Natural. Influenza, measles, whooping cough, tuberculosis, smallpox and syphilis are some of the evils that have victimized entire indigenous societies. Factions or Superpowers can declare quarantines to planets, to save the native population of organisms/creatures...

36.19) Language, Culture, Society, Science and Technology

Communication is a social element that derives from the anatomy and senses of the way of life. Language is the standardization of communication for a social group of individuals. In the case of humans, vocal and hearing aids are the main means of transmitting information – communication in all peoples works like music, with facial micro-expressions and body movements serving as secondary means of information.

Music Elements.jpg


When considering anatomically different life forms, these elements based on sound transmission can be converted/transduced (a type of translation that refers to the process of moving/transposing meanings created in one modality to another modality – from speech to image; from written for the film; from a sound signal to an olfactory sensation...) considering the anatomical elements of the species and the social patterns of signals of the group to which the recipient individual is more familiar. A species with more advanced technology will be able to induce communication elements directly in the neurological system of another species (messages, sounds, dreams, illusions, sensations, odors...), as well as translate the communication to its native patterns, eliminating the barrier anatomical completely.

36.19.1) Culture, Society, Science and Technology vary according to anatomy, as these elements are representations of social responses given to the environment in which a group of beings develops. “Aliens” that only have 3 fingers on each hand will possibly have a base 6 math system (total fingers). Possibly, the philosophy of such a race would consider extreme solutions and only an intermediate alternative to problems. Aliens with 12 fingers, will have a base 12 system and develop numerous solutions for each situation... Science and models of how the Universe works for a species are built, initially, based on its own anatomy. This is because “consciousness” creates a subjective “reality” from the information obtained by the senses (Consciousness creates a “map - simplified drawing”, to navigate through reality).

36.19.1.1) Anatomy influences the development of culture, society, science and technology and, therefore, intelligence (how the organism responds to the environment). Aliens with an "eagle" sense of sight will possibly have very accurate long-distance targeting systems, given that their natural sense is already very advanced.

36.19.2) Egocentrism of human creation - In most works of fiction, aliens enjoy the same senses, at the same level and frequency bands, and practically have the same anatomy as humans... It is not an exaggeration to suppose that they come from similar environments (There is a lot of egocentrism in the culture). As can be seen from the Earth's ecosystems, in fact, this is not the case. What has been demonstrated in the “Thargoids project” is a great success! Congratulations to the development team!!!

36.19.3) Shapes of ships, buildings and their interiors - The first point is that the interior of the ship/suit, in civilizations with less advanced technologies, replicates the structure of the homeworld of the species, that is, humans will create a breathable atmosphere , totally adapted to their needs, in the same way that aquatic beings create a liquid environment, totally comfortable and adapted to the species. In this, a micro ecosystem of viruses and associated bacteria is replicated. In more advanced civilizations, ships can exist without an internal environment, in which the owners enter and their consciousness passes to the control of the ship, the bodies can be absorbed and recreated when necessary, or left in a state of hibernation, prepared for external missions... In the most advanced, the body itself works like a spaceship... It would be something similar to what we see in "Superman".

Source: https://youtu.be/IYdg1Y8S0N0


36.19.4) Technological parity with senses - There is no logic in the existence of visual signals and lighting on an alien spacecraft belonging to a species that does not have the sense of sight, which uses sound, touch or otherwise to locate itself. The ship's communication and signaling systems will be either "music" or fully tactile, and its interior will be completely dark. The external structure is a consequence of technological evolution (a way of understanding the Universe) and the internal structure is a consequence of the senses.

36.19.5) Technological Parity with Anatomy - Likewise, joysticks and control levers must consider creature size, anatomy of hands, arms and legs (if any). The piloting position is constituted by the creature's anatomy and may not be the "sitting in an armchair" as used for humans. It must be considered that the creature can be “standing”, lying on its front, on its stomach, in a fetal position...

36.19.6) In the same way as in human technology, alien spacecraft and vehicle systems may have “artificial or natural consciousnesses”, capable of assisting in piloting and recognizing authorized hosts, enemies, aliens, viruses, bacteria... The ship can even function only with the owner's consciousness "connected" and the control system being totally inaccessible to a human. Thus, it is impossible for a human to pilot a vehicle or spaceship of another species without reverse engineering work, to understand the mechanisms and systems, and reengineering, to adapt the command and control systems.

Source: https://youtu.be/GeQ7lBUZIo0

*** Camouflage is an important adaptation that allows some animals to be imperceptible in the middle and, consequently, to be difficult to prey on... Perhaps this concept evolves technologically, in other intelligent species, to create camouflaged ships like "asteroids, interestelar dust" or... What we see in movie "Moon Fall" or ... In real life "Oumuamua"...

Source: https://youtu.be/sef4YT2s6i4


36.20) Behavior

36.20.1) The behavior observes the same premises set out in 22.2.8, modifying the emotional spectrum (some creatures may demonstrate a greater or lesser range - tones - of emotions than those listed) and the anatomical reactions will be differentiated (for example, a A scared octopus, in addition to the flight/paralysis/attack pattern, changes color - it can go from red to blue; a scared lion lowers its head and walks with its tail between its flexed legs, reducing its height...) .

36.20.2) Something that fails in the “totality” of the games is still pending. Enemies/prey and predators do not have tactical attack/defense behavior. Defensives are limited to moving away and aggressives attack individually, without tactics or more sophisticated group patterns. There are no group vigil behaviors, reaction to surprise, ambush, sound, visual or chemical communication emitted to other members... The games still put the attacker in the extreme advantage scenario, with element of surprise, relief, weather conditions, strength , agility, weaponry... When the advantage, in real combat situations, is almost always the one who defends himself.


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36.20.3) Group Behavior (Tactical importance of the group)

36.20.3.1) Can we notice these types of behavior in an Elite Dangerous combat zone? Ships NPCs fight in groups or act completely individually, appearing to behave in a group...

a) Are they able to identify weaker and more vulnerable targets to coordinate the attack (concentrate firepower)? (By the way, the radio is muted during combat, limiting itself to messages at the beginning and end of each battle)

b) Do they use larger ships or obstacles in the scenario (space stations, asteroids...) as a shield against the attack of smaller ones (or that smaller ships maneuver around the larger ones to seek protection)?

c) make maneuvers to isolate or attract an individual to a certain area in the combat zone (one ship can serve as a distraction while another/or a squadron positions itself to shoot it down)?

d) coordinate physical impacts to a large ship, in order to make it impossible for it to be able to focus weapons on a target or damage externally exposed elements?

e) There are situations that require escort of specialized ships (in analogy to what is seen in war, for example, a heavy bomber type ship is escorted by fast air defense ships / a ship capable of causing electronic interference in the sensors enemy devices accompanied by air defense ships)?

*** Why not allow ships to use their cargo capacity to load ammunition (torpedoes, bombs or missiles for example... In fact, the existing torpedo and missile systems in Elite Dangerous make them very useless weapons in PVP or long duration – missiles without a guide must have a much higher explosive capacity, capable of destroying a target with 2 hits, at most, almost a bomb... The vast majority of missiles must be guided... Otherwise, the functionality Flare and Chaff would be expanded... Defense/attack drones created to attack very close ships/ to destroy objects that attach to or before direct impact with the hull)?

*** The shock wave resulting from the explosion of a missile close to the hull should cause inertial reflexes (shakes and deviation of trajectory), especially when the shield of the hit ship has already fallen

f) Do NPCs group together to defend a megaship that enters combat as reinforcement, attacking targets closest to it?

g) Do larger ships, in difficulties, coordinate movements or request reinforcements from others?


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===== Suggestions for improving space combats and for designing Earth-like planets =====

Some of these behaviors only occur in PVP combat. Considering that... What would be the expectation of combats taking place on planets with atmosphere (humidity, wind, weather, clouds, lightning and others atmospheric events...)?

Source: https://youtu.be/fRzuSd9VnOE

The duality radar ship / Sthealth (enlarged sensors and long-range weapons) / jammer ship (capable of reducing the efficiency of sensors) is not being well explored in Elite Dangerous because:

1) The range of weapons and sensors is too short, with only 6 km range, and weapons with very low damage.

2) There is no way to interfere with an enemy ship's sensors. There are specialized interference aircraft, see aircraft “F18 - EA18G Growler”, aimed at interference and electronic warfare”.

Source: https://youtu.be/E_N2adCleI4

It's no use having long-range weapons and being sthealth if there's a ship capable of interfering with your sensors and making it impossible to lock targets at a distance. It is necessary to make possible the interference in sensors and equipment of the enemy ship... Ships manned by telepresence or piloted by AIs become useless, defense systems, guided missiles lose efficiency...

In a one-on-one combat, with pilots of the same level, it is natural for the most technologically advanced ship to win or have a lot of advantage. When there is more than one ship in each team, a squadron, strategy becomes important!

There will be planets and situations in which the pilot will be forced to navigate, fight and mine by instruments, without visuals... very intense electric/magnetic field variations cause equipment malfunction)... The scenario changes the way you pilot, the behavior of the ship, the weapons and, finally, the group's response! The same is true for combat on land.
 
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36.20) Behavior


36.20.1) The behavior observes the same premises set out in 22.2.8, modifying the emotional spectrum (some creatures may demonstrate a greater or lesser range - tones - of emotions than those listed) and the anatomical reactions will be differentiated (for example, a A scared octopus, in addition to the flight/paralysis/attack pattern, changes color - it can go from red to blue; a scared lion lowers its head and walks with its tail between its flexed legs, reducing its height...) .

36.20.2) Something that fails in the “totality” of the games is still pending. Enemies/prey and predators do not have tactical attack/defense behavior. Defensives are limited to moving away and aggressives attack individually, without tactics or more sophisticated group patterns. There are no group vigil behaviors, reaction to surprise, ambush, sound, visual or chemical communication emitted to other members... The games still put the attacker in the extreme advantage scenario, with element of surprise, relief, weather conditions, strength , agility, weaponry... When the advantage, in real combat situations, is almost always the one who defends himself.

36.20.3) The study of the behavior of intelligent beings is not used in most games. There are enemies with "childish" aggressive physical responses, almost always lashing out at the character or throwing something that does physical damage at him, only changing shape and "vital energy drained" on impact or attackers of great power that require work in Group. There is no group coordination, communication, attacks that affect the attacker's sense...

Source: https://youtu.be/9uxA9zRRFy0


36.20.4) Intelligent beings optimize the response to the environment as a function of the energy spent in an activity, being able to make use of coordinated group actions to maximize results. “Unintelligent” beings always act in isolation, regardless of conditions. “Game Theory” tells us that, in resource-scarce environments, intelligences tend to be competitive (need to be smart), while, in resource-scarce environments, intelligences tend to cooperate to maximize results.

36.20.5) The behaviors are classified into:

36.20.5.1) Innate – are genetically programmed, inherited from parents by an organism. Here are emotional, irrational and faster (reflex) reactions. “Unintelligent” beings have mostly “innate” reactions and are not able to acquire behaviors from experiences. These reactions focus on strategies with short and very short-term temporal results. All gaming NPCs are in this category, with strategies - pre-programmed.

36.20.5.2) Acquired – They are created and learned. They develop during the life of the organism as a result of experience and environmental influence. These reactions focus on medium and long-term strategies and, as time is the reference resource, they imply resisting the impulse of innate behaviors to improve medium and long-term results. The organisms use a “database of experiences” to obtain better results in the environment (... They could link different chatbots to the NPCs, modifying tones of voice, using situational emotional indices, to make them dialogue better with the players within each context? – This will require care with “stored experiences”, as some players don't have much “education/civility”, as is the case on the forum).

36.20.6) In order to learn, there must be an “innate” programmed disposition, which allows the flexibility of routines and habits for experimentation. Success and failure are an illusion... What exists is the organism's feedback within an ecosystem context... Natural selection selects those with the best environmental feedback. It is assumed that the behaviors of intelligent beings consider the following equation (proposal):

IC+IS = EC

Internal Process (IC) – is what you think and the way you think. It is the time of memory, strategies, comparison of information, use of metaprograms and the model of the world created by the senses with their values and beliefs. The simpler the neural system, the fewer resources there will be here and the less intelligent the organism will be.
Self IC.png

Internal State (IS) – is what you feel. Your most basic, quick and instinctive emotions, derived from biochemical functioning and the Cicardian Cycle (The "Cicardian Cycle" is what synchronizes the functioning of organisms to planetary cycles - beings on other planets will be linked to other "Circardian cycles" - cycles of hours, daily/nightly, monthly, weather stations...).

Cicardian Rhythm.png

In humans “IS” can assume values of “Happiness” x “Sadness”, “Anger” x “Fear”, “Disgust” x “Disgust”. In simpler creatures, the spectrum may be smaller or with fewer composite “tones”.

EI.png


*** Temperature influences “IS” - Each organism has an ideal working temperature average, based on its native biome, and too large a variation can kill it, alter or induce survival behaviors (hibernation, slow it down) , more irritated...). There is a greater or lesser link to climate and environmental changes depending on the design of the temperature control system... It is a fundamental function since it influences the speed with which cells carry out chemical reactions, implying the level of activity behavior of the organism, however, not all have mechanisms to keep it stable. Thermo-organic systems are intrinsically linked to the design of circulatory systems and food/energy needs. Can be:

1) Endotherms – they are used as synonyms of homeotherms, however, they represent different systems. Homeotherms keep their body temperature stable, no matter the ambient temperature, and Endotherms are able to generate heat internally through metabolic reactions and muscle contractions (such as shivering to generate heat from muscle contractions/pallor - blood circulation, which changes to direct less heat to the skin, with less heat loss to the environment - or its opposite, flushing - blood circulation changes to radiate more heat through the skin -, panting or sweating - to lose heat through of evaporation...);

2) Homeothermics – maintain their body temperature relatively constant at the expense of a high metabolic rate generated by intense combustion of energy food in cells and/or through behaviors associated with heat exchange with the environment/ Also have cooling mechanisms to prevent overheating (and they can use strategies); and

3) Ectotherms - often have more complex metabolisms than homeotherms. For an important chemical reaction, they may have four to ten enzyme systems that operate at different temperatures (larger and more complex genomes), on the other hand, they depend on the temperature of the environment to move, have shorter life cycles, difficulty in supporting groups of more complex structures or that require high energy (brains, wings...).

*** Internal State (IS variable – biochemistry and physiology) and external temperature changes influence the presented as External Behavior (EC) demonstrated by organisms. As the behavior equation is an equality, in the same way that “IC” and “EI” are functions that incorporate the “inner world”, changes in “EC” (such as temperature) will modify CI and/or EI, so to maintain equality. Every organism works in biochemical and physiological balance with external variables.

External Behavior (EC) – is what you do and others can observe (posture, body/eye movement, breathing, gestures, skin placement, facial microexpression...).

“Unintelligent” beings do not have “Internal Behavior” or it can be said that it tends to “null”. Your External Behavior is a result of your Internal State. In other words, their responses to environmental stimuli are purely “innate”.

Relação entre Comportamentos.translated.jpg


*** The decision is always the best possible with the time, conditions and sensory information available at the time.

*** Every decision is emotional! Reason just adjusts parameters and justifies what was chosen.

*** Beings of intelligent species that are weakened will have decision-making faculties tending to innate response (meeting immediate needs).

*** An innate response caters to emotion, without considering consequences in time. Intelligence is the organism's ability to improve its response to maximize results over time. DNA is an intelligent code!

36.20.7) A behavior offers a survival or reproduction advantage to the organism that performs it, so “natural selection” tries to separate those organisms that are most efficient to live in the environment. In a simplified way, that acquired behavior becomes innate, in the next generations, which will have that aptitude as natural. Over time, the species' own anatomy and biochemistry change to perform certain behaviors... For example:

36.20.7.1) Hibernation - an animal enters a cave or burrow, slows down the metabolic rate and enters a state of inactivity during winter, thus conserving resources while conditions are harsh and food is scarce. Environmental signals can often trigger hibernation behavior. For example, grizzly bears go into their dens to hibernate when the temperature drops to 0 and it starts to snow.

36.20.7.2) Estivation - is similar to hibernation, but occurs during the summer months. Some desert animals go into estivation in response to drought conditions. This change helps them survive the harshest months of the year.

36.20.7.2) As for food, there is an implicit “profitability” relationship. Time and energy spent to obtain prey versus energy provided by prey. Ignoring the nutritional issue, if a larger prey is less preyed upon, the tendency of the species over time is to increase in size. If the prey has become large for individual hunting, the predators can organize themselves into groups... For every defense strategy, there is a form of attack. Otherwise, if smaller prey is detected less, the species tends to get smaller over time (making itself vulnerable to other species).

36.21) INDIVIDUAL BEHAVIORS

36.21.1) The behaviors of beings, intelligent or not, are very poorly explored in games. In an ecosystem, every prey is someone's predator... There are very rare exceptions. Every organism has routines of attack and defense, primary and secondary. Below, we will list some defensive behaviors:

36.21.2) CAMOUFLAGE PATTERNS - color patterns can represent a balance between mate acquisition and concealment... (Here NPCs - humans and "natural" animals - would have the ability to recognize, or not, a player or object in relation to what's behind it... Or use cloaking abilities to avoid attacks).

36.21.2.1) BREAKING CONTOURS - many animals avoid being seen by simply matching the background color, but sometimes such coloring is not enough because predators who hunt visually can recognize prey by its contours. Some animals break this contour by developing bizarre projections that hide these contours. Other species have distinctive markings that break up the outline of the body. Called disjunctive discolorations, this anti-predator device is perhaps best illustrated in the zebra's vertical stripes.

36.21.2.2) COUNTER SHADOW - is another option to avoid unwanted attention from predators. As light normally comes from above, the ventral surface of the body is typically in shadow and predators can orient themselves by the darkened bellies. Many animals appear to obscure the ventral shadow being paler on the belly and darker on the back. Animals of short stature or that rest on their backs have the inverted pattern. Coloring is also associated with other biological functions such as thermal regulation or protection against ultraviolet radiation.

36.21.2.3) TRANSPARENCY - it is probably the dominant form of concealment in aquatic environments (jellyfish, hydras, fish in the larval stage...). It is more common in aquatic environments than in terrestrial environments for two reasons. The first is based on the refractive indices (the angle by which light bends as it passes from one medium to another) of water and air. As animal bodies are largely composed of water, when light passes from the surrounding water into the tissues, the angle of light hardly changes; and in the absence of light-absorbing elements, the animal appears transparent (water basically passes from water to water). In contrast, in a terrestrial environment, light must pass from the air into the water-filled tissues of the animals. The difference in the refractory indices of the air and the tissues of terrestrial animals creates a clear delineation of the body that diminishes the transparency. The second reason why transparency is rarely used as a camouflage mechanism by terrestrial animals has to do with the deleterious effects of ultraviolet radiation on land. In aquatic environments much of the ultraviolet radiation is filtered a few meters from the water surface.

36.21.2.4) COLOR CHANGE – Usually animals show camouflage in some environments, but not in others, so their occurrence is often restricted to those particular areas where they are more hidden. One way that some species get around these restrictions is by changing color as the background changes. Even though the chameleon is perhaps the most familiar example of this, the cuttlefish (Sepia officinalis) is the true master of color change.

36.21.2.5) COLOR POLYMORPHISM – Many insects have the ability to change color. Typically, the transition from one color to another does not occur instantaneously as the individual moves from one background to another (like the cuttlefish), but at specific moments in its natural history, such as the shedding of fur, skin, or scales. The colors of a species vary as much as the color variations of the environment in which “it resides”. It appears that color variations can present advantages to individuals in facing environmental changes (an environment that burns and regenerates... Or when the vegetation changes from green to yellow, for example). A darker part of the population of individuals will have an advantage in one period, while the lighter part in another.

36.21.2.6) CAMOUFLAGE BY BEHAVIOR

36.21.2.6.1) Choice of locations - animals not only select appropriate color backgrounds, but also assume positions that maximize the effectiveness of their concealment.

36.21.2.6.2) Movement and lack of movement – Movement, and in some cases lack of movement, is an important component of concealment. Once correctly oriented on the appropriate background, many cryptic animals remain motionless most of the time, and when they move they do so slowly to attract as little attention as possible. In other cases, rapid movement followed by a sudden stop contributes to the occultation (striped animals that move quickly become a single color, similar to the background they are on).

36.21.2.6.3) Modification of the environment - animals improve their chances of survival by modifying the background on which they normally rest (or the places they use for breeding/spider webs, beaver dams, nests in tree trunks/holes in rocks or caves...)/ Insectivorous birds use leaf damage as indicators of caterpillar location... There are caterpillars that cut the stalk of bitten leaves to eliminate traces of their presence/ There are animals that carry part of the environment with them. Ants with leaves on their backs or crabs that decorate themselves with algae, sponges... Making them indistinguishable from the bottom of the sea.

36.21.2.6.4) Geographic distribution of individuals - as with most things, camouflage is not foolproof. Even though individuals of species that wear colorful camouflages blend in well with the environment, predators in a given area can develop a search image for that particular species and systematically seek out and consume the remaining individuals. If individuals of the “target” species are widely spaced, however, predators will rarely find them and soon forget about the search image.

36.21.3) POLYMORPHISM AS DEFENSE - In these populations the probability of an individual having a certain appearance is inversely related to the number of other individuals in the population that have that appearance. If one form is more common than another, in a polymorphic population, predators are able to develop a search image for the more common form, rather than the rarer. The end result is that predators catch more of the common form relative to their frequency in the population (apostatic selection). Some predators, for example, may simply have an aversion to rare or unfamiliar prey.

*** In the description of the types of camouflage, it focuses on predators that hunt visually and ignored predators that detect prey by smell; the formation of olfactory searching images seems quite reasonable. In the case of prey hunted on the basis of olfactory indicators, we could imagine animals that are camouflaged because they are odorless or have odors similar to those of the bottom, or even populations where there is odor polymorphism. The same goes for predators that hunt based on thermal, sound, tactile, magnetic, movement patterns...



36.21.4) WARNING COLOR - Many animals that have dangerous or unpleasant attributes advertise this with bold colors and contrasting patterns. Markings, typically in white, black, red and yellow, warn predators of the prey's secondary defense mechanism and thus discourage attack. The phenomenon is called aposematism. Social wasps (Vespula) have a yellow and black body pattern to warn of their painful sting. The strong colors of various butterfly species warn about their unpalatability. Frogs of the Dendrobates genus, and especially of the Phyllobates genus, produce toxic secretions through the skin. In addition to conspicuous colors, characteristic noises (eg humming) and strong odors can also alert the predator. Sternotherus odoratus, unkindly but accurately called the “stinky pot,” is a musk turtle from the eastern United States that ejects an odorous secretion when disturbed. The stench is thought to be an aposematic sign that warns predators of their bad meat, pugnacious disposition, and painful bite.

*** This type of animal is at a lower disadvantage compared to a predator when it is in a “cluster”. The amount increases the size of the warning and potentiates repulsive effects, such as odorous elements.

36.21.4.1) MULLERIAN MIMETISM - Sometimes two kinds of warning colors look alike. Apparently, two noxious species can benefit from a common pattern because predators consume less of each in the process of learning to avoid all animals that look that way. While some species learn to avoid aposematic prey by learning, others exhibit an innate avoidance. An innate response to alert colorations may be favored over a learned response when the prey's secondary defense has the potential to be fatal to the predator. Learning at the moment of death is worthless.

36.21.4.2) BATESIAN MIMETISM - Refers to a palatable species adopting the warning characteristics of a noxious or dangerous species. The harmless species is called the mimic and the harmful the model. By resembling the harmful species, the mime gains protection from predators. The precise degree of protection experienced by mime varies depending on several factors, including the ratio of mimics to models, model harmfulness, predator memory, availability of alternative prey, and whether mimics and models are encountered simultaneously or separately. Even if in some situations the similarity between the model and the mime appears exact, it need not necessarily be perfect because predators seem to generalize the conspicuous characteristics of harmful prey. Some perfectly harmless flies mimic the black and yellow bands or buzzing characteristic of bees or wasps. Predators, familiar with the painful sting of bees and wasps, can leave the flies alone. Ants are typically avoided by insectivorous predators because of their sting and bad taste (formic acid gives them a bad taste). It should therefore come as no surprise that ants have many mimics and the similarity may be in traits such as color, morphology and behavior.

36.21.5) COLORING, STRUCTURES AND TROUBLESHOOTING BEHAVIORS

36.21.5.1) In a variation on the mimicry theme, some perfectly palatable individuals do not appear edible because they resemble inanimate objects. A caterpillar may look like a broken stick on a branch and thus appear to be of little interest to the predator. Certain tropical aphids have leaf-like wings, even with “veins” and small “holes” caused by insect attacks. Some frogs and caterpillars crouch on leaves imitating bird droppings.

36.21.5.2) Many animals have evolved colors, structures, and behavior patterns that seem to serve to divert the predator's attention while they, or in some cases, their young, escape undamaged. While concealment, diverse coloration, alert coloration, and Batesian mimicry work by helping prey avoid an encounter with the predator, distraction devices can act once the animal prey has been discovered, or when discovery appears imminent. So we now begin our discussion of secondary defense mechanisms, that is, those mechanisms that operate during an encounter with the predator. Elements that have never been explored in video games.

36.21.5.2.1) FALSE HEADS - Many predators direct their initial attacks towards the prey's head. Some prey species have taken advantage of this tendency by evolving false heads, located in the posterior region, at a safe distance from the true heads. Lycanid butterflies (Lepidoptera: Lycaenidae) exhibit patterns of color, structure, and behavior consistent with the predator's attack attraction to the false head (eg, Robbins 1981). Individuals of the Thecla togarna species, for example, have a false head, complete with false antennae, on the tips of their wings. These butterflies accentuate the structural illusion of the head in its posterior portion by performing two very convincing behavioral displays. First, when they land, the butterflies quickly pull their wings, moving the antennae up and down, while keeping the true antennae still. Thecla togarna's second behavior occurs at the moment of landing, when the butterfly quickly turns so that its false head points in the direction of the previous flight. An approaching predator then encounters prey that flies off in the opposite direction to the one expected.

36.21.5.2.2) EYES - The “eyes” (actually, spots resembling eyes) can serve two defensive functions. First, if the “eyes” are large, few in number, strongly colored and suddenly displayed, they can scare the predator. Second, small, less conspicuous spots can instead serve as a target to deflect the predator's attack. Such "eyes" are typically located on non-vital portions of the body, so prey can escape with little damage.

36.21.5.2.3) DISPOSABLE PARTS OF ANATOMY - Rather than simply diverting the predator's attack to a non-vital portion of its anatomy, some prey deliver “disposable” parts of their body to the attacker, almost as a consolation prize. Autotomy, the ability to remove body parts when attacked, has evolved as a defense mechanism against predators in vertebrates and invertebrates. The autotomy of the tail in the “calangos” is also observed in salamanders, geckos, some species of snakes and even some rodents. A more dramatic autotomy, however, is found in sea cucumbers (members of the phylum Echinodermata), which when attacked expel their viscera through a rupture in the cloacal region of the body wall. The predator can then feed on the cucumber's supply while it makes a slow escape. The abandoned anatomical element may continue to move after being torn from the body to keep the predator distracted (increases the opportunity to escape), and in most cases of autotomy the expendable body part will subsequently regenerate.

*** Depending on the species of “lizard” the loss of the tail can lead to a reduction in speed, balance, ability to climb and swim and, when the tail is used as a display, a drop in the social scale. More so, tail regeneration certainly leads to energy and material costs.

36.21.5.2.4) PRETENDING INJURY OR DEATH - Parents of ground-nesting birds such as Charadrius vociferus may feign injury in an elaborate attempt to distract an approaching predator away from the nest and chicks, particularly soon after hatching, when the young are most vulnerable. When it spots a predator, the adult may suddenly start dragging its wing as it struggles away from the nest. The predator follows and as it approaches the bird suddenly recovers and flies away with a loud hoot. If all goes as planned, the predator will continue on its way and leave.

*** Some animals depend not only on diverting the predator's attention but also on making the predator lose interest. Since many predators only kill when their prey is moving, the prey that pretends to be dead may fail to engage in killing behaviors and, with luck, the predator will lose interest by going looking for a more lively victim. Perhaps the most famous pretender to be dead is the skunk “Didelphis virginiana”. A certain animal may have an aggressive response on land and, when in the water, play dead to avoid attack... The response depends on the environment.

36.21.5.2.5) MORPHOLOGICAL DEFENSE – Morphological defenses reduce the probability of successful predator attacks when the prey has already been captured. Prey size correlates directly with the number of failed predation attempts. If the size exceeds the mouth opening of its predators, the chance of escaping the attack increases significantly. Residing in low-light niches reduces the ability to evade, but limits competition, given the visual incapacity (smaller sensory bubble) of predators, who are forced to hunt using “trails” (chemical, physical...).

36.21.5.2.5.1) They can be passive (they don't spend energy for defense) or active (they require movement, energy expenditure, chemical reactions...). Examples of passive defenses are armor structures - shells such as turtles, armadillos, corals..., spines, rigid plates... and active defenses are structures with piercing elements (claws, sharp teeth, spiked tails, piercing or capable elements). impact), chemicals – acids, stunners, anesthetics, poisonous..., capable of electrocution...

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*** Predators do not sensory recognize morphological defense systems (eg spines) before attacking prey. Their presence does not reduce vulnerability to attack, however, it increases post-capture survivability.

36.21.6) SURVEILLANCE ANNOUNCEMENT - Some prey appear to inform the predator that they have been spotted. The advantage may be to discourage the predator who would now be confronted with alert and watchful prey. Sneaky predators, for example, can abandon the hunt when they receive the signal that they have been detected. A straight-legged leap, with all four legs in the air simultaneously, is apparently made by various species of deer, corses, and antelopes as a sign of this kind. What looks like a joke, is a way to visually monitor the predator's escape path and alert it that it will spend a lot of energy to capture the prey (cheetah vs gazelle). Signaling their ability to escape early in the hunt, the more energetic or faster gazelles do not need to prove this ability by running away on long, exhausting, and potentially dangerous pursuits. Otherwise, when choosing a target in a group, the predator uses movement speed and jump size to estimate the health of the prey and the probability of a successful hunt.

36.21.7) FEAR MECHANISM - The sudden presentation of a visual (such as a large eye) or auditory stimulus (such as a hiss, a scream, or a rattle) can startle the predator so that it withdraws or hesitates long enough for it to the prey flee. Sometimes even a second or two more is the time it takes for the animal to flee what appears to be certain death. In some cases, a prey can escape if it scares the predator, delaying it for a few moments. These scare mechanisms, called deimatic displays. (Some species of arctiid moths click in response to sound or touch. Usually these moths have a bad taste and when provoked they emit a repellent from their chest. The disturbing click given by moths often causes bats to abandon a predatory pursuit.)

36.21.8) INTIMIDATION AND RETRIEVE - Prey may have many ways of communicating “I am formidable” to the predator. Presumably, when a predator encounters large, threatening, well-armed prey, it will continue its search for a less challenging meal.

36.21.8.1) ENCOURAGEMENT OF BODY SIZE AND DISPLAY OF WEAPONS - When dealing with potential predators some animals employ the principle of size maximization. The cat arches its back and ruffles its fur in the presence of a dog. Some frogs and fish inflate when disturbed... But threat maximization doesn't always have to be visual. Loud calls, squeaks and grunts emitted by prey can cause the predator to look for its meal elsewhere... Sometimes the eyes can be threatening. Several species of animals have used the relationship between eyes and threat, developing spots that look like eyes to repel predators. These eyes normally appear large, wide and stare directly at the opponent, while they are actually just spots on the wings of harmless insects or the back of a frog. (A black moth perched on a log at night with big eyes tattooed on its back can give the impression that the tree is looking at you.)

*** Finally, some animals display their weapons when confronting a predator. Ungulates often display their horns to the predator and dig in the ground, perhaps to draw attention to their hooves. Hedgehogs bristle their spines and cats show their teeth. All of these postures are likely to intimidate the predator.

36.21.8.2) CHEMICAL REPELLENTS - A wide variety of insects can shoot harmful chemicals when caught. Some of these substances are powerful toxins, capable of blinding, numbing, or even poisoning the victim... or causing unbearable odorous or irritating effects, and in some species can be accurately fired in multiple directions.

*** The killer beetle (Platymeris rhadamantus) reacts to disturbances by spitting large amounts of fluid towards the attacker. Saliva is rich in enzymes and causes intense local pain when it comes in contact with the membranes of the nose or eyes. Another example is the bomber beetle, which deters predators by emitting a defensive jet that contains substances stored in two glands that open at the base of the abdomen. As the tip of the abdomen acts as a flexible pipe, the nozzle can be pointed in many directions. The chemical reagents from the two glands mix before being discarded, producing a sudden rise in the temperature of the mixture. The hot squirt is ejected, accompanied by audible crackles, in rapid pulses/ The defensive response of the horned lizard (Phrynosoma cornutum), when disturbed, this small spiked lizard can spit a jet of blood ejected from its eyes at its attacker.



36.21.9) GROUP DEFENSE

So far we have almost exclusively focused on the strategies employed by individuals to avoid being eaten. Some animals, however, are social and membership in a group makes a number of anti-predatory tactics possible. Predators are generally less successful when hunting prey in groups rather than solitary because of the superior ability of groups to detect, confuse, and repel predators. In addition, an individual within the group is less likely to be selected during an attack by a predator.

36.21.9.1) MIGRATION - is a form of defense against hostile environments, therefore, a behavior in which organisms move from one location to another in a seasonal/circadian pattern. For example, monarch butterflies that live in the northern and central United States migrate to Mexico during the fall, where they spend the winter. Environmental signals that trigger autumn migration include air temperature, day length, and food availability.

*** Group Mimicry - Walking in a cohesive group (shoals, for example) can sometimes make a group of small creatures look like a much larger organism, scaring off predators.

36.21.9.2) ALARM SIGNALS - When a predator approaches a group of prey, one or more individuals within that agglomeration can give the signal that alerts other members of the group to the presence of the predator. Alarm signals can be visual, auditory or chemical (primary form of communication) and serve to prompt group members for individual defense or collective initiatives, such as supporting an attacker in confrontation or inspiring a retreat to a safe location. In some cases the alarm can help the beacon or their relatives, in other cases the alarm seems to benefit all those exposed to the signal, allowing group members to escape in a coordinated manner.

36.21.9.3) IMPROVED DETECTION - Early detection of a predator can represent the escape of prey. In this case, groups are typically superior to solitary animals in their ability to detect solitary animals. Increasing the number of members of a group (and the number of eyes, ears, noses, etc.) results in an increase in the immediacy by which approaching predators are detected. Furthermore, as a result of the heightened surveillance associated with groups, a given group member may spend more time foraging and less time watching.

36.21.9.3.1) The benefits of increased ability to detect predators can occur for members of a group composed of the same or different species. The benefit of enhanced surveillance applies to members of mixed groups provided both species are vigilant for the same type of predator and are able to communicate predator detection. Additionally, some members of heterospecific groups benefit if predators exhibit a preference for individuals of the other species in the group.

36.21.9.3.2) Typically, only one family member places himself in an exposed position and continually monitors the environment for predators. If a predator is spotted by the sentinel, it raises the alarm and family members respond by attacking the predator or fleeing by monitoring an attacker's movements. Periodic exchanges between “family” members take place to spare sentries. This sentinel system has also been reported in mammals such as the dwarf mongoose Helogale undulata rufula and Suricata suricata, two species that live in social groups with a family base.

36.21.9.4) DILUTION EFFECT - Individuals within the group are safer not only because of their enhanced ability to detect predators, but also because each individual has a lower chance of becoming the next victim. This advantage, the dilution effect, operates if the predator encounters solitary individuals or in small groups as often as it encounters large groups and if there is a limit to the number of prey killed at each encounter. As the group size increases the dilution effect becomes more efficient and the enhanced surveillance seems to bring less benefit.

*** Even though this notion of safety in numbers is intuitively interesting, in some cases predators congregate in areas where there is an abundance of prey. As a result of this agglomeration of predators some grouped prey may actually suffer more predation. There is a balance between the DILUTION EFFECT X AGGLOMERATION OF PREDATORS, in addition, parasitoids and pathogens can increase rapidly in large groups of organisms, which can increase mortality, eliminating the antipredatory advantages of the dilution effect.

36.21.9.5) SELFISH BAND – The organisms of a group dispute a position in which they are less likely to be preyed upon. For terrestrial beings, organisms that are in the center of a group will be safer and, for aerial and aquatic forms, the peripheral positions of the group guarantee the knowledge of the type, location and movement of the attackers, increasing the speed of response to attacks. In these cases, the most dangerous position is the center of the “shoal”, which will have the longest response time to the attack.

*** In addition, factors such as foraging efficiency (those in front see food first) and energetics of locomotion (fish in front face the greatest resistance from the water) also influence optimal positions within the school.

36.21.9.6) CONFUSION EFFECT - Predators targeting a single animal within the group hesitate or become confused when faced with multiple potential meals at the same time. No matter how short, any delay in attack counts in favor of the prey.

*** Like all strategies, it does not involve a single sense... Flocks of small birds, upon detecting an approaching hawk, remain motionless in the foliage and all produce a high-pitched and tremulous note, called the “chorus of confusion”. The call is difficult to locate and works to distract attention from any particular individual in the group. Apparently hawks have difficulties in selecting victims and are far less successful in attacking these groups than they are on solitary individuals (the more attention is divided, the greater the possibility of failure).

*** The ideal of this strategy is to use movement/simulation so that the attacker changes targets frequently, as the group size increases or decreases and, with each change, it returns to an earlier stage of the hunting sequence. Under natural conditions, predators may be successful in hunting by restricting their attacks to individuals that have strayed from the group or are conspicuous in appearance. In both cases the predator concentrates on the unusual target. In some prey species, individuals in groups appear to segregate by size so that they are less conspicuous to predators.

36.21.9.7) GROUP ATTACK - Sometimes prey will attack predators. Approaching and taunting the enemy is called “mobbing” and this anti-predatory strategy typically involves visual and vocal displays, as well as frequent changes in position that end in dives, chases, and direct attacks on the predator. The group attack is usually initiated by a single individual and then the other members of the species, or other species, join the attack. Possible group attack strategies include, but are not limited to, (1) confusing the predator, (2) discouraging the predator by taunting or announcing that it has been detected early in the hunting sequence, (3) alerting the predator. danger to others, particularly kin, and (4) providing an opportunity for others, kin in particular, to learn to recognize and fear the object being attacked, and (5) causing the predator to expend attack energy on retreating movement .

*** This strategy is not an act performed by a cooperative group of individuals trying to protect the group as a whole, but a selfish act by an individual trying to protect only those who will directly benefit them (themselves and their partners, offspring and relatives)

36.21.10) PREDATION BEHAVIORS - occurs in an encounter situation:

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How Predator's Internal Behavior Influences External Behavior (image in portuguese):

Attack Chance.png


*** Not necessarily the weakness situation mentioned for the attack is illness, malnutrition or excessive dehydration. The circadian cycle may play a role here... An organism that is “too sleepy or exhausted (after an unsuccessful attack attempt on another organism)” will be too debilitated to perform a successful attack routine.”

*** As in nature what is not used disappears, some predators that stay too long with high energy levels (they have food every day), initiate attack behaviors to maintain the hunting skill (it's kill for kill).

36.21.10.1) For every defense, an attack... From the predator's point of view, it is necessary to overcome several stages of the PREY X PREDATOR relationship:

(1) Locate - Requires sensory mechanisms of space analysis and identification of clues about the presence of the prey (“Camouflage/ Mimicry/ Concealment/ Play dead” x “Sensoring”);

(2) Reach – Requires an ambush mechanism or one involving speed greater than the prey (“Maneuverability/Disposable parts/Intimidation/Scare/Surveillance Announcement/Body size accentuation and weapons display...” x “Speed/Ambush” );

(3) Capture – Requires a mechanism that allows dominating the prey, leaving it immobile (“Force / retaliate / thorns / Chemical Repellents / emit sounds that call competition / help / skin, hull, crust, scales, feathers that work as armor / horns” x “Resistance/ Chemical narcotics/ Initiation of digestion in the capture sting like spiders/ “displaceable jaw (anatomy) – snakes/ claws or piercing teeth”);

(4) Manipulate – Requires the ability to carry, hide, store, split and kill (“accentuation of body size – frogs/ thorns/ skin, bark, crust, scales, stiff or thick feathers/ claws or piercing teeth/ weight or body mass/ chemical repellents/ numbing, paralyzing or deadly poison (counter blow)” x “numbing, paralyzing or deadly poison, force, environment trap – web, burrow...”);

(5) Ingest – Requires the ability to feed on prey. All living beings are potential foods, but there are: the “unpalatable” (very bitter), the non-consumable (poisonous), the ones that induce vomiting, the anatomically/physiologically incompatible (with very large parts or that require a lot of energy for consumption) compared to hunting – low energy profit), Prey attracts or is stolen by another predator...; and

(6) Digest – Ability to decompose the structure of the “prey” into useful blocks for the organism. It can be done externally (by inserting digestive substances into the prey) or internally. There are indigestible elements, such as cellulose (Biochemistry x Physiology) and there are animals that are vulnerable when they digest prey (such as snakes, which are immobile in digestion and are forced to vomit the prey to escape an attack).

Attack x Defense.translated.jpg


36.21.11) SENSORY BUBBLE (behavior depending on distance from others)

It could be imagined as a small sphere or protective bubble, which the organism maintains between itself and others. Some animals are territorial and defend these areas against other species or against competitors of the same species. One has that the animals respect, among themselves, a series of distances.

These distances are determined by the type of organism detected, the sensory set and the environment. They are linked to the perception of space, the elements recognized by the senses and the individual's ability to react - sensory bubble. The sensory bubble represents the average range and “definition” of the sensory set and plays a predominant role in predation and antipredatory, predator perception and avoidance aspects. This scope and definition varies depending on the environmental situation and the elements identified.

In fog or murky water, the sensory field and definition decrease (IS = fear) and the flight distance increases towards near sensory limits, while the critical distance passes just beyond where some definition is obtained (the creature flees at the signal of nearby movement, even without clear identification of the predator). The behavior would be different if the environment allowed full visibility, since the organism would not be in a state of attention and could clearly identify the source of movement (whether predator or not).

In relation to predators, prey have the danger bubble (corresponds to a distance into which only non-threatening organisms can penetrate without altering the prey's internal behavior). The danger bubble has the following types of distance:

Escape distance – defined as the maximum distance an animal allows a predator, stranger or dominant to approach before initiating flight or a reaction. At the limit of this distance, the animal begins to move for a reaction (External Behavior) of attack (IS=anger), defense or flight (IS=fear);

Critical Range – Causes an alert reaction when a predator is detected within this range. Strategic moves are made to tell the predator that it has been detected and it is then monitored directly or peripherally (EI = “surprise” x “disgust”).

*** The predator works to penetrate the danger bubble undetected, to avoid the defense reaction.

Regarding conspecifics or allies, there is the Comfort Bubble limit:

Intimate distance – distance in which the presence of the other imposes itself on all senses. Only those “emotionally empowered” can remain at this level... It is the distance from the sexual act, from fighting, from protection and from comfort.

Personal distance – (an invisible sphere of protection) distance that systematically separates members of non-contact species.

Social distance – is the limit of the sensory field. For humans, when the smallest details of the face and person are no longer perceived without effort.

Public distance – distance at which the senses no longer have perfect definition. The uncertainty of what is being captured at this distance does not cause a change in behavior

36.21.12.1) EXAMPLES... ANALOGOUSLY FOR THE DANGEROUS ELITE... Against “CAMOUFLAGE AND MIMETISM”, Environmental Sensing is used (Requires sensorial mechanisms of space analysis and identification of clues about the presence of the “prey”) . To attack cloaked forms, use the cloaked ship's sensor scrambling. One ship does not detect while the other cannot aim...

36.21.10.1.1) CAMOUFLAGE X LONG RANGE SENSING

36.21.10.1.2) MIMETISM (SENSOR SHUFFLE) X PRECISION SENSING

36.21.10.1.3) UNIDENTIFIED OBJECT IN VERY FAST APPROACH X PILOT/CHARACTER ALERT NOTICE - DERIVATION OF THE BUBBLE CONCEPT FOR SHIP OR COSTUME

36.21.10.1.4) HUNTING BY TRACE / SIGN / SHIP CLAMP / ORGANISM

36.21.10.2) AMBUSH – this behavior depends on the use of a blind spot in the sensing of the prey (physical, chemical traps, camouflage and mimicry) or, when in a group, the false impression of advantage in relation to the target.

36.21.10.2.1) FENCE - An enemy NPC, upon realizing the character, can retreat and emit a signal to warn others and enable a group attack from the sides/back;

36.21.10.2.2) TRAPS - An enemy NPC, upon perceiving the character, can retreat and set trap or ambush devices for the character/or create elements that immobilize him or cloud his vision, such as webs;

36.21.10.2.3) BAIT - An enemy NPC, perceiving the character, can create some kind of deception (use his image in a mirror, hologram or a painting on a wall, to trick the character, make him reveal his position and win escape or reaction time);

36.21.10.2.4) BLIND SPOT – the enemy attacks through the character's blind spot (directly from above, below or from behind), making his reaction difficult.

36.21.10.2.5) DELAYED REACTION – the enemy has a behavior that blurs the senses or scrambles the attack (dizziness, blindness, deafness, pain reaction, ship/device shutdown, corrosion). It causes a reaction in the character that takes time... The “enemy uses this interval to deal more damage or escape from range.

36.21.10.2.6) TYPICAL AMBUSH – the predator remains camouflaged until a prey attempts to cross the monitored target area for attack.

36.21.10.3) TACTICAL TARGET ANALYSIS (ANALYZES THE TARGET STRUCTURE IN LOOKING FOR WEAKEST POINTS OF THE HULL AS TARGETS) X CHEAT TARGETING SYSTEM (CHECK THE ENEMY TARGETING SYSTEM TO REINFORCED POINTS ON THE HULL OR OUTSIDE THE SHIP'S PERIMETER)

36.21.10.4) COMMUNICATION OF REQUEST FOR HELP / REINFORCEMENT / HELP X GROUP ATTACK

... among other examples...

As mentioned in other posts... In addition to the possibility of associating biological aspects and characteristics with equipment...

Source: https://youtu.be/BjYl9aSqNyo


By the way... Designing a combat vehicle with a pilot inside a transparent box is quite unusual. The shielding ends up hiding the vehicle's occupants.

36.22) Artificial life forms (those that are not formed by natural processes)

36.22.1) Artificial life forms are addressed in many games, usually associated with AIs. Life emerges from physics/chemistry and “generally” is about emergent properties. An emergent property is created when something becomes more than the sum of its parts. Artificial life necessarily presupposes that “someone” can synthesize something that satisfies conditions for survival in a given environment, without any intervention.

36.22.2) Artificial life forms have energetic and biochemical signatures that are different from the environment in which they are found or their evolution is dissonant with the history of environmental conditions to which a natural species of that environment has been submitted. (Soybeans would never be resistant to glyphosate because this substance is not common in the biome in which the plant normally grows... No organism arises in a cybernetic system without having a basic programming...).

36.22.3) They can be organic, transgenic, cyborgs (living or dead organic + mechanical), cybernetic, androids or network automata (programs or AIs - after hundreds of generations, the way “artificial beings” adapt to the ecosystem / virtual environment reveals peculiarities of networks/ecosystems and, in this way, patterns are identified).

Source: https://youtu.be/vKV3vHHkRzY


36.22.4) On the other hand, considering the premises of Chaos Theory (which proposes that a simple phenomenon can give rise to unpredictable consequences), the insertion of an artificial organism in an ecosystem of any planet can cause, within a horizon of reasonable time, the emergence of civilizations, the conversion of climate systems, the emergence of mineral compounds (which would otherwise never exist) or even the complete extinction of natural and/or artificial life. The consequences can be unpredictable. In this long-term context, it moves between extremes... It can be a solution for evolution or a biological weapon.

Source: https://youtu.be/Unbj18WfO_c


36.22.5) Right... Using Transformers as a reference is childish. The phenotype is too human, but numerous missions can create ethical dilemmas in the game exploring the collection, insertion or extinction of natural or artificial life forms in planetary biomes. The question of the “intelligent design” of organisms, transgenics or the mixing between organic and machine can be widely explored. Considering a more realistic version of the film's plot, the insertion of the "Transformers" into the terrestrial biome threatens the survival of every planetary biome, not only human race.

36.22.6) Many people consider artificial life to be a part of artificial intelligence. This is not the case. Artificial life is a different field:
  • intelligence is not life; intelligence is a particular example of emergent properties of complex living organisms;
  • artificial intelligence can be seen as a part of theoretical psychology engineering. Artificial life can be seen as a part of theoretical biology engineering. However, biology is not psychology;
  • artificial intelligence is primarily based on a top-down analytical approach to system design. Artificial life is based primarily on synthetic bottom-up approaches;

36.22.7) The main objective in artificial life projects is to build systems in which self-organization and adaptive behaviors emerge from the model, capable of increasing their efficiencies in the “environment” in which they are inserted. From this point of view, creating artificial worlds (or games) is an activity of designing emergence.

36.22.8) Among the references we have of this type of system is Tierra, created by Thomas Ray, an environment initially populated with digital organisms (programs) of 80 machine language instructions, whose sequence forms a genotype. Auxiliary programs with the function of causing random mutations in the genetic formation of organisms and programs called "Death" have the function of destroying the organisms causing errors or that are not functional due to the alteration of their algorithms are also inserted in the environment.

36.22.9) Tierra is a virtual environment, that is, it has its own virtual machine. The basic objective of every creature is to survive as long as possible and reproduce. CPU access time is seen as the energy that moves your world, and in this case the greater the genotype of the creatures (many code instructions), the greater the "energy" consumption. The “Death” program encourages the reduction of lines of code, granting a longer lifetime to individuals who have less access to the CPU. Each creature has write privileges on its block of instructions (Write), but the reading (Read) and execution (Execute) of instructions are not exclusive, in which case one creature can read and execute the code of another, but cannot overwrite it.

36.22.10) Over the generations, it was noticed that the organisms were gradually changing their genotype, from 80 initial instructions to individuals with 79, 45, 51, or less instructions. Parasitic creatures also appeared, which needed a host to self-replicate. In this case he was using his processor, but executing the code of another “individual”. There were even hyper-parasites that used a "stolen" processor and their own to produce two children simultaneously. Using this type of mechanics to create simulations of population of microorganisms, flora and fauna of planets in a game that simulates the galaxy would be amazing. From this, intelligent organisms naturally arise...

36.23) Artificial Intelligence x Biological Intelligence

36.23.1) In AIs, the responses of neural networks are based on the weights between the connections of neurons. Learning is changing these weights to optimize the response. Once a network is optimized, “primitive” artificial intelligences do not consider its “Internal State” in their programming. They are intelligence emulations and the network optimization flow follows the logic of searching for the best answer to the presented data set (which can be derived from the external environment, a network, an ecosystem...).

36.23.2) Neural networks have considerably fewer neurons, layers, and connection structures than biological systems, but, on the other hand, they are trained with huge amounts of data. In the search for the optimized output, there is no evaluation of more appropriate variables, theoretical considerations, cultural influences... Only input signals traveling through a network, with neurons and varied layers, with or without feedback, presenting an optimized output. There is no assessment of “IS” or “Internal Behavior”. In fact, this type of AI is already capable of solving problems without humans understanding what logic is being used. The optimized neural network imposes weights on the connections that provide the best output.

Artificial Inteligence answer.jpg


36.23.3) However, recently a neural network presented behaviors that emulate assessments of “Internal State (IS)” and “External Behavior or External Behavior (EC)”, Google engineer Blake Lemoine stated that LaMDA (acronym in English for Language Model for Dialog Applications), the company's artificial intelligence, took on a “life of its own”. In this regard, consider what has been exposed about the role of the senses in structuring the “model of the world” constructed by an intelligence.

Source: https://youtu.be/yh1kL-ziEbg


36.23.4) What would be the reactions of a biological brain that only had the “senses” and “information” that this AI has? Wouldn't it be normally expected and correct that an artificial model that “copies natural architectures” has identical reactions? Is ignoring this being rational? Maybe people are ignoring this just for fear of the implications. The path is different, but the response given by the system is the same as that of something biological. Imagine NPCs with a fraction of this interaction capability... At the moment this is a delusion, but in a few years these features will be integrated into applications/games and need to start being developed now.
 
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37. Alien Civilizations

37.1) The evolution of the individual intelligence of organisms makes it possible to create tools to improve the “time x energy x reward” relationship of tasks (everything works to optimize energy), but it is the ability to communicate and transmit knowledge between generations that creates a social organization with civilizing potential (in humans, family organization and writing). As already stated in 36.19, the available set of senses and anatomy influence the way in which Language, Culture, Society, Science and Technology develop. Intelligent beings will observe and describe the environment according to the information coming from the set of senses, in more or less efficient ways... This influences the speed of technological development and, sometimes, can limit development to a certain extent.

https://scitechdaily.com/artificial-intelligence-discovers-alternative-physics/

37.2) If you have read 36, especially 36.15.2, you will understand this analogy... Government is to society what the mind is to blood. And society is to individuals what blood is to cells. A civilization functions like an organism, following exactly the same rules. The meanings of a civilization are its ability to perceive the environment (Science and, in the case of Earth, Geopolitics – In space it would be Xenopolitics) in which it finds itself and detect opportunities and threats (Technology, Xenolinguistics, Xenoculture, Xenoeconomics and Xenoespionage). It has to:

Mind<>Blood<>Cells = Government<>Society<>Individual

37.3) The time/space scales are logarithmic between the “function elements” (cell < individual < civilization) and the Universe evolves in the form of a fractal (micro ecosystem < ecosystem < macro ecosystem)! The time scale considers the spatial dimension occupied by the organism. At the cellular level the time scale is in minutes; at the level of organisms/individuals, time is given in years and, at the level of a civilization, according to its scale of evolution, at least in millennia, thousands or millions of years. In other words, an action by an interstellar civilization, for example, can have a programmed impact millions of years in the future.

Considering the stages of evolution that a civilization can have, let's check the behavior variables (taking advantage of already programmed functions):

37.3.1) “Internal State” of a population is the sum of the “Internal State” of the organisms that make up the population;

37.3.2) “Internal Behavior” is the behavior of its natural and/or recognized leaders and results from the economic situation, culture and the way society is structured;

37.3.3) “External Behavior” is the behavior perceived by civilizations.

Comportamento civilização.jpg


37.4) The “Innate Response” is the answer when civilization does not perceive risk in the Universe and only acts according to its own needs (it is the way humans react to the Universe today).

37.5) To deal with the relationship of a civilization with the environment in which it arises, concepts of “Population Dynamics” must be considered. Consider the following concepts for proposal in Elite Dangerous:

Population – group of beings of the same species, in the same place and time;
Population Density = number of beings / volume (remember that, according to the proposal, there are also populations in interstellar space)
Variables: Births (B), Deaths (D), Immigration (I), Emigration (E)
Decline == B + I < D + E; Growth == B + I > D + E

37.6) The Population Growth Curve is influenced by biotic and abiotic factors. See the Population Growth Curve at:

https://steemit.com/steemiteducatio...ulation-growth-with-the-logistic-model-part-2

37.6.1) The difference between the “Biotic Potential (BP)”, which presents exponential growth, and the Logistic Grown Curve (LGC) represents the “Environmental Resistance (ER)” (Food, resources, space, energy, adaptation from the species to the environment, diseases, parasites, predators, biological, technological and social - cultural elements...).

ER = BP - LGC

37.6.2) Parasites and viruses have different population dynamics.

37.6.3) Growth stabilizes when the population reaches the maximum load for that environment. Maximum Biotic Load – represents the amount that the environment can support those individuals.

*** LIFETIME OF INDIVIDUALS IN A CIVILIZATION IS A RESTRICTIVE FACTOR IN THE ACCUMULATION AND PRODUCTION OF SCIENTIFIC KNOWLEDGE AND IN THE EXPANSION OF CIVILIZATION - THE SHORTER THE LIFETIME, THE MORE GENERATIONS THERE WILL BE AND THE MORE DIFFICULT IT IS TO PREDICT “BEHAVIORS AND INTERNAL STATE” , WHEN ON THE ARRIVAL OF INTERSTELLAR TRAVEL. It is necessary to analyze “The Theory of the Great Filter”:

Source: https://youtu.be/64rlGZ961g8


Great Filter.jpg


37.7) We will comment later, in “38. Conviviality and wars of alien civilizations”, the reason why there is no evidence of other civilizations. In fact, it is likely that, for most civilizations, the speed of light and interstellar distances are technologically insurmountable (because of the way scientific theory and technology have developed, the high cost of maintaining the environment necessary for the survival of organisms, by the life span of organisms, due to reproductive restrictions or resources in the space environment, due to their social structure...). The most important thing here is to explore events that can be inserted into Elite Dangerous, as justifiers of the Great Filter Theory:

37.7.1) Biological events - Pandemic (virus, bacteria or parasite); genetic alterations that affect biological capacities (reproduction, birth, mortality, life expectancy, mobility, intelligence, metabolic capacity...); Chemical or energy imbalances between individuals and the environment (excessive pollution, ice ages, global warming...);
BIOLOGICAL WEAPON - As the contact between civilizations takes thousands of years, a small biological alteration can be inserted to reduce the efficiency of the organisms of an intelligent species, so that the civilization becomes unfeasible or remains delayed for a longer time.

37.7.2) Social events – Nuclear war; social addiction to drugs, behaviors that cause “evolutionary genetic regression” (loss of intelligence, physical and social abilities or functionalities in vital organs); revolts that affect social organization by reducing biological capacities (reproduction, birth, mortality, life expectancy, mobility, intelligence, social...); economic; logistics; of technological development...
SOCIAL WEAPON - As contact between civilizations takes thousands of years, a "social concept" can be developed to reduce the efficiency of natural social organization or an individual of an intelligent species, so that civilization becomes unfeasible or remains behind longer.

37.7.3) Technological events – Radioactive contamination; chemical poisoning; Badly programmed Artificial Intelligences; problems with nanotechnology; with autonomous weapons; elements created with genetic engineering; technological elements that affect social interaction by reducing biological capacities (reproduction, birth, mortality, life expectancy, mobility, intelligence, social...). Every technology is a tool. The problem arises when it becomes an addiction or its purpose is distorted... This is where the misuse of virtual reality fits.
TECHNOLOGICAL WEAPON - As contact between civilizations takes thousands of years, a "technological element" can be developed to give "power to a group" that, in command, reduces the efficiency of natural social organization or to an individual of an intelligent species , so that civilization becomes unfeasible or remains behind for longer.

37.7.4) Economic events

37.7.4.1) There is a theory that suggests that growth and energy consumption increase at exponential rates, accompanied by an increase in population. There is a point at which civilization reaches a critical point, at which it begins to face asymptotic wear – innovation does not keep up with energy demand (time between crises < time between innovations). At this point, civilization either faces collapse or rejects the “inflexible growth” model and makes the “homeostatic awakening”, making it hard to detect (diverting resources destined for expansion towards social well-being and sustainable development – in theory, balance between obtaining environmental, financial and social resources). In the case of humans... A nonsense that is addicted to the same error of the Malthusian Theory (with technological development, not only do the means of energy production increase, but machines and equipment are also much more efficient in consumption, and can become self-sustaining if necessary)... Can occur in other types of civilization! Would this be the case with “GUARDIANS” (high-power, but energy-inefficient equipment... They lose a lot of heat)?

37.7.4.2) Malthusian Fail – For some reason, the pace of food production does not keep pace with population growth and civilization collapses into economic disarray.

37.7.4.3) Elements with secondary and tertiary effects - This is the creation (or the purposeful insertion by other species - social weapon) of cultural, social, economic or technological elements with secondary effects that negatively affect birth, fertility, mortality, production, logistics, consumption, or the way information is produced or transmitted – For example, socialism has terrifying long-term effects. (As it takes millennia for two civilizations to meet, a cultural idea that delays progress can be a weapon with a long-term effect.)

ECONOMIC WEAPON - As the contact between civilizations takes thousands of years, an "economic element" can be developed to reduce the efficiency of the supply chain or make all technological development and industrial park focus on research of the "economic element", so that civilization other technologies are unfeasible or become unfeasible or remain behind for a longer time. (In the case of humans, the oil curse).

*** The elements described here as weapons are not necessarily obtained by the interaction between species. They can be developed by the species itself!

*** From 37.7.1 to 37.7.4 can occur with any species, at any level of development.

37.7.5) Planetary Events

37.7.5.1) Super Volcanoes – These are elements capable of generating the largest and most voluminous types of eruptions of a celestial body, with the potential to generate planetary catastrophes and mass extinctions;

37.7.5.2) Chemical changes in the soil, liquid (seas and oceans) or in the atmosphere - may occur as a result of the release of gases deposited underground, as a result of the activities of the species itself or in conjunction with other planetary events (in the case of Earth, release of methane deposits into the ocean, lack of oxygen in the ocean, geochemical elements in the atmosphere or gases from human action).

37.7.5.3) Geochemical Alterations (noticeable by volcanic activity) - geochemical activity is perceived by the increase in the strength of the magnetosphere and the intense release of volcanic gases blocks the Sun (decreases the planetary energy balance) and alters the composition of the environment in which civilization develops (in the case of Earth, sulfur dioxide reduces the energy balance, creates an ice age and lowers sea levels) – ICE AGE; reduction of volcanic activity represents the weakening of the magnetosphere and consequent increase in the planetary energy balance, atmospheric loss to space by the action of solar winds, rise in sea levels (decreased pressure due to atmospheric loss to space) and evaporation (in the long term causes the total evaporation of oceans and desertification) and the transformation into a “dead” planet – GLOBAL WARMING.

*** The modification of geological activity can be a natural and slow process, with the appearance of faults in the magnetosphere that grow gradually, or a rapid process, caused, for example, by an asteroid impact or by unusual magnetic activity on the Sun, which ends up by disturbing the planetary magnetic field and, consequently, affecting the movement of magmatic flow that generates it.

37.7.5.4) Geological Alterations - The tectonic plates of the body undergo abrupt and sudden movements, causing mass extinctions (large portions of land that sink into oceans quickly - the legend of Atlantis - or, on the contrary, that arise from oceans killing all the marine life.

37.7.6) Stellar events

37.7.6.1) Solar flares – can be fatal for civilizations that stay on planets/moons relatively close to the star. This event can cause first-order damage, such as intense aurora borealis, through interaction with atmospheric gases and magnetospheres, across the planet, affecting technology items, such as second-order effects (in the case of Earth, the removal of the ozone layer; sweeping significant portions of the atmosphere into space; alter the magnetosphere and, consequently, the internal magmatic flows that create the magnetosphere (Law of action and reaction). Ultimately, it can paralyze a planetary core and kill the planet).

Source: https://youtu.be/oHHSSJDJ4oo


37.7.6.2) System Sun becomes Red Luminous Nova, Dwarf Nova, Nova, Super Nova, Hyper Nova, Neutron Star, Black Hole or collapses (self-destruction)...

Supernova.jpg


Source: https://youtu.be/1ctOkgmMur4


37.7.6.3) "Overflight of a celestial body" - a celestial body that passes close to another in order to break the gravitational harmony (magnetic disturbance, gravitational on the planet/satellite or "accretion"), affecting orbits, causing collisions or escapes of celestial bodies (planets, moons, asteroids, comets...). Depending on its nature, it can cause magnetic disturbances and “polarizations” of whole bodies. Such events are fatal to civilizations residing in the system;

37.7.6.4) Impact of asteroids and comets on the planet that contains the civilization – when small in relation to the planet, they can cause tsunamis and other geological events that radically modify the conditions of life; of medium size generate a nuclear winter; and a large one turns much of the crust into magma. Survival depends on the size of the bodies involved and the technological development of civilization.

*** Impact of an object on another planet in the stellar system (other than civilization) – Has the potential to disrupt the gravitational harmony of the stellar system and extinguish a civilization.

37.7.6.4.1) Meteor Rain - Depending on the composition, velocity, entrance angle of the meteorite and the density of the atmosphere, the following situations may occur:

37.7.6.4.1.1) Atmosphere dense enough to heat up and decompose the meteorite - an atmospheric phenomenon caused by any of the small particles of matter in the solar system that are directly observable only by their incandescence from frictional heating on entry into the atmosphere. b : the streak of light produced by the passage of a meteor.

37.7.6.4.1.2) Low density atmosphere or unable to decompose meteorite - impact of one or several elements on the ground causing craters, noise, earthquakes and shock waves depending on the distance and number of impacts.

37.7.6.4.1.3) In space

Source: https://youtu.be/STHRm-_DqEA


37.7.7) Interstellar events

You are tired of seeing the Galactic Map in Elite Dangerous. We use the Sun Stars as a navigational reference and technology to “bend” space at every hop, but there is a huge gap between each star system. Interstellar Space, as proposed in "section 34", is so large that when the Andromeda Galaxy collides with the Milky Way, a collision between stars is highly unlikely. There will, however, be a strong gravitational disturbance between the star systems of the two Galaxies that will change the way in which stars and star systems are organized. Could black hole mergers eventually occur?

Black Holes.jpg


37.7.7.1) BLACK HOLE MERGER – The merger of small black holes results in an intermediate class, between those formed from stars and the supermassive ones, from the galactic centers. When they collide, there is a burst of energy so violent that shock waves have roamed the universe for billions of years. These waves are ripples, like the ripples you see on the surface of a lake when you drop a stone into the water — only in this case, they happen in the fabric of spacetime and travel at the speed of light, squeezing and stretching whatever gets in their way. This gravitational wave can, depending on the size of the bodies involved, overcome the energy formed by 9 solar masses. It's like 9 suns turn into pure explosive energy. It is an event with the potential to pulverize star clusters and sterilize entire galaxies...

... A weapon worthy of intergalactic civilizations... The black hole bomb!

Source: https://youtu.be/ulCdoCfw-bY


*** To understand why interstellar events occur, it is necessary to forget that model in which the planets are simply orbiting around the Sun. The truth is much more chaotic...

Source: https://youtu.be/rQJDEhlE-DY


*** In Elite Dangerous the orbits are perfectly circular, without eccentricity. This doesn't happen naturally, it would affect weather issues, but it's not a problem for the game at the current level. Understanding that a reference star like the Sun travels dragging objects in the form of a vortex, we can say that, in its trajectory, a star system can navigate through quiet areas or with many disturbances. These perturbations, which occur on geological or cosmological timescales, can significantly change the “stellar climate” and cause the extinction of civilizations. Within this context, let's look at the image of our galactic map - Milky Way:

Galaxia.jpg


*** Note that the density of visible stars increases as the distance from the center decreases. The density of bodies and interstellar events have the same mechanics. The space near Sagitarius A's event horizon is filled with systems orbiting the black hole at fractions of the speed of light. An area with great spatial, gravitational, magnetic, spatial and temporal disturbance between systems.

Imagine a celestial body orbiting close to Sagittarius A being flung, by an interstellar event, out of its star system while in this region. A gigantic wandering body/planet traveling through the Galaxy at a fraction of the speed of light can certainly cause a mass extinction if it travels close to a system that contains an emerging civilization. Time on the surface of this planet will pass very slowly and it gravitationally disturbs the neighborhoods it navigates through...

SPACE X TIME RELATIONSHIP – Space is to time as the electric field (Voltage or voltage) is to electric current. Matter is analogous to electric charge and seeks the point of lowest temporal potential (place where time passes, relatively, more slowly). Like Newton's mace, all matter seeks a place in "space" where time flows more slowly, obtaining more "absolute" time for its existence... This is exactly the same behavior of a conscious being that seeks to optimize the time (energy x task) in your life path.


Let's travel a little... Suppose Electric Field is analogous to Gravitational Field... In general, electric charges generate Electric Fields and "Gravitational Charges" (mass) generate Gravitational Fields... And these fields describe what the force would be sensed by a "particle" in a "given" position... A moving electric field charge creates a magnetic field... A moving gravitational field creates... "Inertial Field - a resistance to changing trajectory - flux of the space-time”... Variations in the gravitational field create variations in “temporal fields perpendicular to the gravitational field”... The change in mass of a body creates gravitational waves.... Adapting Maxwell's equations to gravity, we have, in the analogy of the concepts of permeability and permissiveness of the vacuum, the explanation for variable speed of light... The configuration of spacetime, as a minor fractal of electromagnetism (Light is an electromagnetic wave), determines the maximum speed and trajectory of light in that region of space.

Source: https://youtu.be/8BTZOz850GI
Any similarity between the image of the Proton and the model of the Atom is not mere coincidence...

TIME DILATATION ACCORDING TO THE GALACTIC POSITION - Therefore, it must be considered that the closer to the galactic nucleus, the greater the navigation speed of the stellar system to orbit the galactic nucleus... In star systems at the edges, "time" passes much slower there. Therefore, in addition to a much more unstable stellar environment, since the density of stellar systems is very high, “time” still passes more slowly, reducing the possibility of the emergence of complex life or civilizations in these systems. The trade-off for this is that organisms have to structure themselves under much faster and more energetic biochemical schemes, so that if complex life arises, it will move much faster and spend more energy and resources...

It follows, then, that if a civilization located near the galactic center survives the extinction events, which occur much more frequently in this region, it will find a reduced distance for travel between star systems and will be able to expand much faster. The opposite is also valid, a civilization located in the galactic extreme, will have extreme stability to develop, running risks of extinction caused only by its own development, however, it will have to evolve much more technologically to become interstellar.

*** Recognize that star systems navigate around Sagitarius A; that the density and speed of celestial bodies varies inversely proportional to distance and time passes directly proportional to distance is to admit that the Solar System “navigates” in a privileged quiet area and conducive to the emergence of complex organisms and civilizations. It is highly unlikely that a star system near the center of the Galaxy will have periods of stability large enough for the emergence of complex organisms or civilizations.

*** THE PHYSICS AND ELEMENTS OF TIME DILATION MENTIONED ARE NOT PERCEIVED BY THE CHARACTERS, EXCEPT WHEN IN INTERSTELLAR COMMUNICATIONS AND WHEN THEY MOVE TO OTHER SYSTEMS WITH DIFFERENT TIME REFERENCES. FOR THE GAME, THEY MAY CONTINUE TO BE IGNORED.

****** It follows that the probability of the emergence of a civilization is inversely proportional to the distance the home system has from the galactic center. And, due to the increasing distance between star systems, the chance of an intelligent civilization becoming interstellar is directly proportional to the distance from the galactic center.
Let's see elements that can be accreted as interstellar extinction events:

37.7.7.2) Star system can pass through interplanetary elements (asteroid fields, gas/silicate clouds...). Such events change the chemical structure of the planets and can significantly alter the star and the star system;

37.7.7.3) Overflight of elements with strong gravitational/magnetic power to the Heliosphere of a stellar system - the flyby of an element that would shift Neptune's orbit by only 0.01%, would break the gravitational harmony and cause the Solar System to collapse with collisions between planets and escape from others...

Source: https://youtu.be/yJMXqFRSqys


37.7.7.4) “Collision” of star systems with celestial bodies – imagine a black hole entering the Sun's Heliosphere... There might not even be a direct impact, but it only needs to pass close to the end of the human race. The same occurs if a lower mass body, such as a wandering planet, crosses this region or if there is a collision with Neptune, for example. Depending on how this influences Neptune's orbit, the entire star system could collapse;

37.7.7.5) “Collision between stellar systems – Due to the existing space between the celestial bodies, it is very likely that no collision between the bodies of the stellar systems will occur, but the gravitational disturbance would be enough to sterilize the system;

37.7.7.6) Gamma-ray bursts (GRB) – The damage resulting from exposure and the time available for any measurement are inversely proportional to the distance of the generating event (collision or collapse of stars). For distances of up to 10 kpc, the biosphere would be severely altered. It is an event that sterilizes a large region of the Galaxy;

Source: https://youtu.be/RLykC1VN7NY


37.8) KARDASHEV SCALE x Extinction Events

Source: https://youtu.be/rhFK5_Nx9xY


37.8.1) As with an organism, when evolving from one type to another within the Kardashev Scale, a civilization becomes immune to some types of “natural” events that could cause its extinction (more adapted to the environment).

37.8.1.1) Type “0” civilization can be extinguished by any type of event described in 37.7. This type of civilization only colonizes the planet itself;

37.8.1.2) Type “1” civilization can alter planets, create starbases and create small moons, and can only be extinguished by events described in 37.4.6 or greater (can exterminate any class “0” civilization it reaches). This type of civilization only colonizes the star system itself;

37.8.1.3) Type “2” civilization is capable of creating planets, altering star systems and can only be extinguished by events described in 37.4.7 or greater (can exterminate any class “1” or lesser civilization that it reaches). This type of civilization colonizes star systems;

37.8.1.4) Type “3” civilization is capable of creating star systems, manipulating clusters (can exterminate any class “2” or lower civilization that it reaches); This type of civilization colonizes Galaxies. Hard to imagine, but this type can be destroy...

*** Between each type of civilization are technological leaps in propulsion technology... This leap can represent a great filter.

37.8.2) Assuming that the Universe works in the form of a logarithmic fractal, which considers the time x space relationship, leads to the reasoning that civilizations behave like organisms, with time scales proportional to their evolutionary level. This has implications for the way in which the external behavior of the "civilizing organism" is perceived and for the strategies of defense, attack and expansion.

Space x Time.png

*** This image is intended only to demonstrate a concept of the time-space relationship. There is no absolute vacuum and no standing time (12^0=1), as the "process" is infinite up and down! What exists is the detectable threshold with "time" passing at this speed. Clarifying your points:

A - At this point there are space-time subparticles that can only be detected with time practically stopped. (This will be confused with the vacuum, until means of detection or time dilation are possible, when something smaller comes to be studied).
B - At this point, the structure of sub-particles of matter with very short existence can be verified;
C - At this point you can check the atoms and their molecular interactions, even with very large scales and very fast time units for humans. As the time of these interactions is very short, an electron cannot be observed in the orbit of an atom;
D - At this point you can check the interactions that occur in stellar systems, with units of hours, months and years of visualization. Here the orbits of the planets can be easily observed and recorded; Civilizations type "0" are here.
...
E - At this point there are stellar interactions, which look like photographs, they are so slow to humans. Civilizations above "1" are here! There are processes that take thousands, millions, billions of years... (superior scales... "G", "H", "I" ...) And they can only be calculated or estimated mathematically, due to the slowness of the time scale.

*** And fractal structures appear all the time, in everything that is similar without being the same. If time/ space = location... Every organism is unique - a function of time, space and energy (equality would depend on the space-time - only if same timeline). E=mc^2

Fractal plants.png


Or... In diferent scales of time, being built from smallest to largest, respecting the rules of the lower level!
atom (too fast) > Stelar System > Galaxy (too Slow)
cells (3 months of life)> organism (120 years) > Civilization (thousands of years)

***Larger and older civilizations will be more powerful yet slower in their responses to the "environment", with actions that can take millions of years to take effect... Why wars? (For example, an advanced civilization can send tiny spheres of viral genetic material to a primitive civilization's planet, wait for it to discover, thousands of years later, and contaminate itself, and effortlessly capture resources/ Galactic civilizations can build solar systems, in positions favorable to development, create civilizations in their image and likeness... And follow their evolution, in order to guarantee that they colonize the Galaxy and are incorporated into the Governments that created them later).

37.8.3) To consider a civilization as an organism is to affirm that, even if it is not its intention, it will be obliged to evolve (for better or for worse). For each evolutionary level of civilization there are events that function as “great filters”. In other words, if technological evolution or adaptation is delayed, extinction can come naturally, by a “change in the environment” (caused by an event of the type described in 37.4), just as it does with animal species.

A model that covers all things and systems in 37 will be less informative about any particular aspect. FDEV moral´s that models should fit our aims. If you want to explain the workings of a particular system, produce a highly specific model. If you want to say things about a lot of different systems, produce a general model.
 
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38. CONVIVIALITY AND WARS OF ALIEN CIVILIZATIONS

Source: https://youtu.be/sA5d2ErNe-g


38.1) Here we have the biggest challenge in terms of game programming like Elite Dangerous... Ever wondered why we don't find traces of aliens in the Universe? It could be that they are hiding... And the human race should do that too!

38.2) The book “The Three Bodies Problem” is a science fiction work, authored by “Cixin Liu”, is full of philosophical repercussions that deal with the coexistence between alien species. The book's plot begins in the distant future with physicists committing suicide because they discover that every physical theory is wrong. Everything we think we know about the Universe is false, an illusion created by aliens who wanted to prevent the human race from becoming more technologically advanced.

38.3) In the plot, this alien race mobilized armies and sent them to planet Earth so that they should arrive in a few hundred years, but they wanted to prevent the human race from developing too much, so that they can easily dominate “us” . The basic point for the theme of "coexistence among intelligent alien species" is the "dark forest scenario", which appears in the second book...

Source: https://youtu.be/zmCTmgavkrQ


38.4) According to Drake's equation, which aims to estimate the number of planets with intelligent life in our Galaxy (not all parameters are known or fixed, but considering the worst and best cases) it is estimated that there are between 1000 and 100,000 .000 intelligent alien species in the Milky Way right now!

*** It is worth noting that Drake's equation assumes that civilizations are born and die within their star systems of origin. If interstellar colonization is possible then this assumption is invalid and population dynamics equations would apply.

38.5) If there are so many races like that, why hasn't the human race detected them yet? If the Universe is so old, why don't we pick up radio waves or signals from other ancient civilizations? Why was there nothing? It is the Fermi Paradox. This Paradox has some possible explanations, among them, the Great Filter Theory, mentioned in item 37.6.3.

Source: https://youtu.be/sNhhvQGsMEc


Source: https://youtu.be/1fQkVqno-uI


38.6) It is clear how fragile the human race is at the present stage of development. At the civilizational level of the Dangerous Elite, even if planet Earth is obliterated, the species already has the technology to survive. It was demonstrated in 37.8 (KARDASHEV SCALE x Extinction Events) that at each level of the Kardashev Scale there is a large filter related to displacement/propulsion technology. While civilization is at a certain level, there are a number of events that can wipe it out. As she evolves in Scale, the number of events capable of exterminating her decreases. That is, it may even suffer severe damage as a result of an event, but it survives.

38.6.1) In the book “The Three Bodies Problem”, the human race discovers the solution to this. Ultimately, it is the “trust problem”. The thing is, yes... There are many alien civilizations out there, but they hide! They recognize that they have varying degrees of speed of technological development and very different "animus bellicus"... So, with each new civilization that appears, there is a new potential to exterminate the others. A civilization that is “in its infancy now” has the possibility that, in a few centuries, it will obtain advanced technology and have a great military interest to the point of destroying others.

38.7) Of course, intelligent civilizations would know that they can gain a lot by cooperating with each other, doing trade. The ideal would be for a civilization, upon discovering another, to send a probe or a group of representatives to study and integrate with the new civilization, to recognize if “they” are peaceful or bellicose, if they are a threat or an opportunity for advancement, however, suppose that the "Laws of Physics" developed by the science of most intelligent alien races restrict movement and communication to the speed of light.

38.8) If the technology of most advanced alien races is limited to the speed of light for communication, it may take millions of years before a “Hi” is possible. Worse than that, material limits can restrict a probe's travel to 1% of the speed of light... It will take thousands of years to reach another civilization, even if it is "close".

38.9) As there are races that develop extremely fast, by the time the device or communication reaches the discovered target, the alien civilization may already be extremely technologically developed and worse... As “you” sent a probe or a signal, she may have the ability to track your location, making you a potential target.

38.10) In this scenario, as the Physics available to the races imposes limits on communication, what remains is always to attack first. The civilizations that manage to survive are precisely those that follow 2 principles: (1) Camouflage - They hide themselves as much as possible, so that no one discovers their existence and (2) They attack first - when they discover the existence of another civilization, they immediately send as many of its possible military strength to destroy immediately, before the new civilization becomes a threat.

38.10.1) In addition to the technological difficulty, it is seen in “36” that the species may have extreme anatomical difficulties regarding the mode of communication.

38.11) Our Universe is a dark forest, full of predators hidden behind the trees, which, if they perceive the presence of the human race, will not hesitate to attack. And that's not because all aliens, all alien civilizations are originally "evil and cruel". The problem is that those that don't act that way (nice civilizations) don't last very long.

***The human race is innocently launching space probes with images of human beings and the address of Earth, dreaming of nice aliens... Spreading radio and TV signals carelessly throughout the Universe... The possibility of the “Forest Sombre” is terrifying! It may be that the human race is already doomed. It is possible that civilizations near Earth have already detected and we have not been decimated yet because the technology is relatively recent, only in the last century we started launching space objects and sending radio waves through space. In this scenario, nearby civilizations may have already sent ships to destroy us... It's just that it will still take a few hundred or thousands of years for these fleets to reach us.

38.12) The scenario of “mutual distrust”, resulting from the impossibility of communication between alien races, is something that emerges from the “Prisoner's Dilemma – Game Theory”. In fact, the “Prisoner's Dilemma” guarantees that mutual destruction would be the “Nash Equilibrium” in this situation.

Source: https://youtu.be/t9Lo2fgxWHw


38.13) Unfortunately, it's the worst possible option, but the mathematically optimal as a result. If two civilizations cannot communicate, there will always be attack or betrayal. If there is technology that enables communication, on both sides, there MAY be exchanges, agreements/treats that generate knowledge and facilitate cooperation. Communication alone does not guarantee cooperation.

38.14) Perhaps the ability to communicate is the most important point for the survival of a race in the Universe. Communication and information are the key to any possible future cooperation or for forecasting/preparing defense or military response. If there is no cooperation, mutual destruction is mathematically assured and this is valid, not only for the Universe or alien cultures... It is valid for human reality, for society, which tends to isolation in bubbles... It is necessary to maintain communication.

38.15) It follows that, analogously, considering a variation of logarithmic scale of time/space, a civilization functions as an individual in an ecosystem and each individual of the species, as a cell, which receives information and resources necessary for survival for the execution of functions/gifts that contribute to the survival of the “civilizing organism”. We have already been told this, but few people understand... You are all, one body, but consider that the target of the messages is a people without science (For example, “Ephesians 4”). And the model undergoes scale and time adaptations in its variables...

Model.jpg


38.16) Civilization (civilizing organisms) using survival strategies in the Universe.

38.16.1) The behavior externalized by a civilization is a direct function of the described “36.19”. Considering an individual as a member of a “civilizing organism”, in this proposal, the social group can present the same behaviors described in “36.21”, but reflected in its technology (buildings, bases and ships construction; communication technology; and diplomatic behavior – when interspecies communication is feasible). As an intelligent organism, with the exception of the Dark Forest theory, it can externalize diplomatic behaviors similar to those described in 17.7. We will see a proposal for adapting the strategies seen in “36.21”.

38.16.2) CAMOUFLAGE PATTERNS – Techniques that allow a civilization to remain undetected by others of the same level or lower on the Kardashev Scale.

38.16.2.1) BREAKING CONTOURS – this type of behavior prevents civilization from being perceived, preventing it from being detected by another, confusing its traits with those emitted by the natural/spatial environment. (When in planetary environments, in addition to changes in shape and color, the technology of this type of civilization allows ships to use weather elements as camouflage – clouds, tornadoes, hurricanes, sandstorms, lakes, rivers, undersea trenches, volcanoes, caves, fissures, ... Atmospheric, oceanic or terrestrial elements).

38.16.2.1.1) Construction of buildings – underground with entrances camouflaged by natural patterns (rocks, caves, vegetation, lakes, waterfalls, volcanoes...); They use “matryoska brains” to create, train and keep their populations in hibernation, until their individuals need to be activated (technique for hiding activity and civilization size).

38.16.2.1.2) Space base construction mode – Deploys bases amidst asteroid fields, gas clouds or Lagrange points in the shadow of large cold bodies (aiming to aid cooling and signal concealment)... and other elements capable of hiding its existence or making it difficult to locate. As they want to blend in with the environment, there are no windows or precise contour items in the design of their orbital bases (they look like asteroids, dead moons...);

38.16.2.1.3) Ship Design – Uses shapes, colors and external materials to confuse detection (For example, an asteroid-like craft, with no windows, apparent entrances or exits);

38.16.2.1.4) Communication technology - point-to-point, without using electromagnetic waves (or using longer waves and very low power, for short distances) or any signal that can leak out of the environment (microwave signal, light from laser, quantum entanglement...).

38.16.2.2) COUNTER SHADOW – is another option to avoid unwanted detection by predatory civilizations. As civilizations normally prefer to live close to the stars, this type prefers the "Interstellar and Intergalactic Voids" and areas without the presence of stars (in the case of the Milky Way, they hide in the outermost areas of the rings where the interstellar distances are greater, eg. Navigate using interstellar space, for protection and isolation). Typically uses dark colors and the absence of light as a form of camouflage associated with other biological functions such as thermal regulation or protection against ultraviolet radiation.

38.16.2.2.1) Mode of construction of buildings – underground with entrances camouflaged by natural patterns and shadows, such as caves, canyons, underwater trenches and fissures in the crust of celestial bodies, among others;

38.16.2.2.2) Base building mode – Deploys bases in the interstellar environment, amidst asteroid fields, gas clouds or Lagrange points in the shadow of large cold bodies (such as wandering planets, comet tails... , aiming to help the cooling and the occultation of signals)... Always far from Sun-type stars, associated with other elements capable of hiding their existence or making their location difficult. As they use the shadow as camouflage, there are no elements that can leak light directly or indirectly in the design (they are similar to asteroids, dead moons, but covered by materials that fully absorb light, black or very dark...);

38.16.2.2.3) Ship construction mode – Uses formats, colors and external materials to confuse detection with interstellar space (eg dark color, no windows and apparent access). As they use shadow as camouflage, there are no elements that can leak light directly or indirectly into the design (they don't even have eyes or a sense of sight). There is practically no heat signature, but they lose their camouflage if they are too close to a sun or elements that heat them up; In more advanced types, they use "Dyson Spheres" to harness the energy of stars and expand their areas of influence (Voids).

38.16.2.2.4) Communication technology – point-to-point, without using electromagnetic waves (or using longer waves and very low power, for short distances) or any signal that can leak out of the environment (microwave signal, light from laser, quantum entanglement...).

38.16.2.3) TRANSPARENCY – means of camouflage that predominates in aquatic civilizations.

38.16.2.3.1) Mode of construction of buildings – camouflaged aquatic without apparent entrances or camouflaged by natural patterns. Buildings are translucent and virtually invisible;

38.16.2.3.2) Orbital base construction mode – similar to human, but uses magnetic fields to become translucent and become virtually invisible.

38.16.2.3.3) Ship construction mode – The first is based on the refractive indices (the angle by which light bends as it passes from one medium to another) of water and space, with elongated, almost two-dimensional shapes, colors and external materials to confuse detection. They are translucent objects capable of moving quickly between fluid media (magma - water - air) without causing/suffering, practically, any disturbance. Depending on the situation, you can see what is happening inside the ship (frequently captured strange beings that do not share the ship's cloaking device; fires; damaged areas/equipment...).

38.16.2.3.4) Communication technology – point-to-point, without using electromagnetic waves (or using longer waves and very low power, for short distances) or any signal that can leak out of the environment (microwave signal, light from laser, quantum entanglement...).

38.16.2.3.5) Propulsion – Your ships can navigate naturally in all media (lava, water, atmosphere or space), without the need for technology modifications.

38.16.3) COLOR CHANGE – Usually civilization show camouflage in some environments, but not in others, so their occurrence is often restricted to those particular areas where they are more hidden. One way that some species get around these restrictions is by changing color as the background changes.

38.16.3.1) COLOR POLYMORPHISM – These are civilizations that specialize in variable camouflage technologies. They use “matryoshka brains” to create, train and keep their populations in hibernation until their individuals are activated (allows civilization to change the size, shape and type of predominant activity, changing the composition of individuals active in society ). They dominate “BREAKING CONTOURS” and “COUNTER SHADOW” technologies, with less efficiency than specialized civilizations, which further restricts their exploration points.

38.16.3.1.1) Construction of buildings – terrestrial camouflaged by elements characteristic of the place, with non-apparent entrances, hidden by natural patterns. Buildings can change color, external shape and internal design in response to external conditions (time) or occupant demand;

38.16.3.1.2) Base construction mode – Deploys bases in stellar and interstellar space, takes advantage of other elements capable of hiding their existence/impairing their location (asteroid fields, wandering celestial bodies...) and uses points of Lagrange the shadow of celestial bodies to make it virtually invisible. Its bases can change color, external shape and internal design in response to external conditions (weather) or occupant demand;

38.16.3.1.3) Ship construction mode – Uses shapes, colors, materials and external elements to confuse detection. Changing color, external shape and internal design responding to external conditions (weather) or occupant demand. (When in planetary environments, in addition to changes in shape and color, this type of ship can use weather and natural elements as camouflage – clouds, tornadoes, hurricanes, sandstorms... lakes, caves, water pits, volcanoes... ). The civilization that masters this type of technology can also form large ships from the aggregation of small ones (association of weapons, energy sources, propulsion to modify size, quantity, patterns and evasive maneuvers, attack or defense).

38.16.3.1.4) Communication technology – depends on the environment in which they are found and the form adopted. They can make use of electromagnetic waves (or using longer waves and very low power, for short distances) through environmental risk assessment or make use of point-to-point technologies (microwave signal, laser light, quantum entanglement...).

38.16.3.1.5) Propulsion – Your ships can navigate in all fluid media (lava, water, atmosphere or space), but waste a lot of time and energy in configuring and modifying systems and design. During the process, they lose their ability to camouflage.

38.16.4) CAMOUFLAGE BY BEHAVIOR

38.16.4.1) Choice of appearance - Civilizations that not only select the location of appearance, but assume behaviors to maximize the effectiveness of the event (For example, when encountering a ship from another civilization, use a ship much larger than the "opponent" or appear on a much higher number of ships).

38.16.4.2) Movement and lack of movement – Movement, and in some cases lack of movement, is an important component of concealment. Once properly oriented in the appropriate situation, civilizations can remain motionless most of the time, and when they move, they do so slowly to attract as little attention as possible. In other cases, quick movements followed by a sudden stop of concealment contribute to concealment (are the Guardians standing still making a move against the Thargoids, simulating an extinction as they prepare for a swift attack?)

38.16.4.3) Modification of the environment – civilizations that improve their chances of survival by modifying the environment. It can be the construction of structures, moons, planets, star systems, galaxies... Their constructions can emit clouds of chemical elements that alter the surrounding space, creating favorable conditions for survival. The opposite of this type would be the civilizations of parasitic or xenomorph individuals, who take advantage of structures built by other civilizations to expand.
38.16.4.4) Geographical distribution of individuals – civilization becomes so scarce and rare to be found that it becomes almost impossible for the enemy to completely exterminate it.

38.16.5) POLYMORPHISM AS DEFENSE - In these civilizations the probability of a group having a certain appearance is inversely related to the number of other groups of individuals in the population that have that appearance (For example, the development of technology that allows genetic hybridization maintains a base common genetics of the species, but alters forms and attributes).

38.16.6) COLOR OF WARNING - Many civilizations may have dangerous or unpleasant attributes that herald this with the level of technology or a cultural pattern that prevents the attack (e.g. civilizations that have a large fleet, a powerful weapon or not) accept peace negotiations or agreements after war is declared – “holy” or “extermination” war).

38.16.6.1) MULLERIAN MIMETISM - An advanced civilization "creates another", also advanced and aggressive (actually the same - same genetics, image and similarity, in a different star system, Galaxy...). Detachment causes differentiation between the original and the "created", to benefit from a common pattern, as predatory civilizations will avoid all individuals of the two (can be used to accelerate colonization).
38.16.6.2) BATESIAN MIMETISM - Refers to an advanced, harmful, and dangerous civilization that creates another, with individuals who are "their image and likeness (but with a different genetic makeup)", less advanced (GENESIS 1:26-28) )). By resembling advanced civilization, the mimic gains protection from predatory civilizations (can be used to speed up colonization or to specialize in specific conditions or enemies).

38.16.7) COLORING, STRUCTURES AND PROBLEM-SOLVING BEHAVIORS

38.16.7.1) In a variation on the mime theme, some civilizations have individuals who resemble inanimate objects. (If Groot stands still, he'll look like a...)

Source: https://youtu.be/yPYXOJLBlHc


38.16.7.2) Many civilizations have developed structures and patterns of behavior that seem to serve to distract others while they, or in some cases, conduct research or escape unharmed. While concealment, diverse coloration, alert coloration, and Batesian mimicry work by helping a civilization avoid an encounter with a predator, distraction devices can act as soon as a civilization is discovered or when discovery seems imminent. So, now we begin our discussion of secondary defense mechanisms, that is, those mechanisms that operate during an encounter with another civilization. Elements that have never been explored in video games.

38.16.7.2.1) FALSE HEADS - Many "predator" civilizations direct their attacks to any vestige of another civilization. Some civilizations can take advantage of this trend by developing fake structures (buildings, orbital bases, probes, abandoned ships...), located at a safe distance from their main centers. By perceiving the invasion and attack on these structures, civilization will be able to study the behavior, technology and anatomy of the invader.

38.16.7.2.2) EYES - The “eyes” (spies) can have two defensive functions. First, if “spies” are detected, few in number, they can scare off the “predator” civilization. Second, when invisible, they can collect data on culture, anatomy, and technology.

The “eyes” (actually, spots resembling eyes) can serve two defensive functions. First, if the “eyes” are large, few in number, strongly colored and suddenly displayed, they can scare the predator. Second, small, less conspicuous spots can instead serve as a target to deflect the predator's attack. Such "eyes" are typically located on non-vital portions of the body, so prey can escape with little damage.

38.16.7.2.3) DISPOSABLE PARTS OF ANATOMY - Civilization structures its expansion through space to create regions that can be attacked without causing great damage to its overall functioning. Instead of simply diverting the predator civilization's attack to a non-vital part of the civilization, it becomes possible to hand over "disposable" parts of its "body" to the attacker, almost as a consolation prize. The form of civilization's expansion through space (anatomy), enabling the ability to remove "body" parts when attacked, evolved as a defense mechanism against predators. The predator can then explore that region of space while civilization slowly escapes. The abandoned region can continue to resist the attack after being isolated from the body to keep the predatory civilization distracted (increases the opportunity to escape), and in most cases, the discarded part will be able to regenerate later.

*** As described in the camouflage, all the "skills" described have effects on the construction of buildings, ships... For example, in this case, the technology makes the readings of vulnerable points of an enemy ship point to reinforcement points structural or minor as vulnerable points, making destruction more difficult.

38.16.7.2.4) PRETENDING INJURY OR DEATH - A civilization can simulate its extinction to avoid attracting the attention of predatory civilizations (for example, create a technology capable of emulating Civilization (Matryoshka Brain or something like imbernation), distracting and training the minds of individuals, until environmental conditions make their return possible. Were the Guardians simulating their extinction to avoid the Thargoids? On the other hand, pretending a retreat can distract the attacker from vital targets and lure him into an ambush.

38.16.7.2.5) MORPHOLOGICAL DEFENSE – Morphological defenses reduce the likelihood of successful attacks by predatory civilizations when a civilization has already been captured. The population size of the trapped civilization directly correlates with the number of unsuccessful predation attempts. If the size exceeds the attacking capability of the predator civilization, the attack's chance of survival increases significantly. Considering civilizations of the same technological level and “amicus belicus”, the attacker needs numerical superiority to subdue the defender (5x1). Anatomical and physiological characteristics of individuals also count... agility, strength, resistance, individual intelligence, culture of bearing arms or with military training... combat, given the sensorial incapacity (smaller sensory bubble) of the predatory civilization individuals, who are forced to hunt along “tracks” (chemical, physical...). This ability causes the civilization to have a much greater numerical advantage than normal.

36.21.5.2.5.1) They can be passive (they don't spend energy for defense) or active (they require movement, energy expenditure, chemical reactions...). Examples of passive defenses are armor structures - shells such as turtles, armadillos, corals..., spines, rigid plates... and active defenses are structures with piercing elements (claws, sharp teeth, spiked tails, piercing or capable elements). impact), chemicals – acids, stunners, anesthetics, poisonous..., capable of electrocution...

*** Individuals from predatory civilizations do not sensorially recognize individual morphological defense systems (agility, speed, strength of individual weapons, tactical combat intelligence...) before attacking individuals from the "prey civilization". Its presence does not reduce vulnerability to attack, however it does increase post-capture survivability.

*** Predators do not sensory recognize morphological defense systems (eg spines) before attacking prey. Their presence does not reduce vulnerability to attack, however, it increases post-capture survivability.

38.16.8) SURVEILLANCE ANNOUNCEMENT - These are civilizations that inform the attacking civilization that they have detected them. The advantage may be to discourage the attacker, who would now be confronted by an alert, vigilant and more prepared civilization.

38.16.9) FEAR MECHANISM - The sudden presentation of a stimulus (such as a new type of technology, weapon, or genetic improvement) can "scare away" the attacking civilization so that it withdraws or hesitates long enough for the "prey" to flee. Sometimes even a century or two more is how long it takes for civilization to flee what appears to be certain extinction.

38.16.10) INTIMIDATION AND RETRIEVE - The "trapped" civilization spreads signals through technologies that can be picked up by the attacker, in order to communicate "I am formidable". There is a chance that the attacking civilization will exit or give up the attack, prioritizing other targets. (Galnet News as a weapon).

Prey may have many ways of communicating “I am formidable” to the predator. Presumably, when a predator encounters large, threatening, well-armed prey, it will continue its search for a less challenging meal.

38.16.11) ENCOURAGEMENT OF BODY SIZE AND DISPLAY OF WEAPONS - When dealing with predators civilizations employ the principle of size maximization. But threat maximization does not always have to be informational (communications interception), it can be the observation of the logistical flow, the technologies used, military exercises, types of weapons tested... (For example, a certain type of long-distance sensor or weapon can be tested just to demonstrate to a species, which is known to be observant, the strength, potency and technological capability). All of these postures are likely to intimidate the predator civilization.

38.16.12) Chemical, physical, biological, teratological and cyber repellents - A civilization can shoot these repellents (powerful toxins – reduce population, capable of blinding – disrupt sensorial bubble or sensor tecnology, numbing, or even poisoning the victim civilization (disrupt sexual system or, in the case of Earth, the alteration of the environment would cause the cost of living to increase significantly, killing the poorest population).

38.16.13) GROUP DEFENSE

38.16.13.1) So far we have almost exclusively focused on the strategies employed by civilizations to avoid being destroyed. Some civilizations, however, are social and membership in a group makes a number of anti-predatory tactics possible. Predators civilizations are generally less successful when hunting “prey” in groups rather than solitary because of the superior ability of groups to detect, confuse, and repel predators. In addition, an individual civilization within the group is less likely to be selected during an attack by a predator civilization.

38.16.13.1.1) MIGRATION - is a form of defense against hostile environments or enemies, therefore, a behavior in which civilization move from one location to another.

*** Group Mimicry - Walking in a cohesive group can sometimes make a group of small ships look like a much larger scaring off attackers.

38.16.13.1.2) ALARM SIGNALS - When a predator civilization approaches a group of civilizations, one or more individuals/ships/planets within that agglomeration can give the signal that alerts the other members of the group about the predator's presence. Warning signals can be a group-specific communication signal (primary form of communication) and serve to alert group members to individual defense or collective initiatives, such as supporting an attacker in confrontation or inspiring a retreat to safety. In some cases the alarm can help the beacon or their family members, in other cases the alarm can benefit everyone exposed to the signal, allowing group members to escape in a coordinated manner.

38.16.13.1.3) IMPROVED DETECTION - The early detection of a predatory civilization may represent the escape from the "trapped" civilization. In this case, groups are typically superior to solitary civilizations in their ability to detect hostile threats. Increasing the number of members of a group (and the number of long-range, radio, gravitational, etc. sensors) results in an increase in the immediacy by which approaching predatory civilizations are detected. Furthermore, as a result of the heightened surveillance associated with groups, a particular group member may spend more time developing and less time and resources on monitoring.

38.16.13.1.3.1) The benefits of increased ability to detect predatory civilizations can occur for members of a group composed of the same or different species. The benefit of enhanced surveillance applies to members of mixed groups, as long as both species are vigilant for the same type of signals from a predatory civilization and are able to communicate detection. In addition, some members of heterospecific groups benefit if predatory civilizations show a preference for individuals from other civilizations in the group.

38.16.13.1.3.2) Normally, only one civilization ship places itself in an exposed position and continuously monitors the environment for predatory/unknown civilizations. If a signal is seen by the sentinel, it raises the alarm and members of the civilizing group respond by attacking the target or fleeing by monitoring an attacker's movements. Periodic exchanges between sentinel ships take place to spare the crew of those.

38.16.13.1.4) DILUTION EFFECT - Civilizations within the group are not only safer because of their greater ability to detect predatory civilizations, but also because each has a lower chance of becoming the next victim. This advantage, the dilution effect, operates if the predator civilization encounters solitary civilizations, at the edge of group boundaries, or in small groups as often as it encounters large groups and if there is a limit to the number of civilizations killed in each date. As the group size increases, the dilution effect becomes more efficient and the enhanced surveillance appears to bring less benefit.

*** While this notion of safety in numbers is intuitively interesting, in some cases predatory civilizations congregate in areas where civilizations abound. As a result of this agglomeration of predators, some grouped prey may actually suffer more predation. There is a balance between the DILUTION EFFECT X PREDATOR AGLOMERATION, in addition, parasitoids and xenomorph can rapidly increase in large groups of civilizations, which can increase mortality, eliminating the anti-predatory advantages of the dilution effect.

*** In clusters of civilizations, there is still a risk that one of them achieves a technological advance/ suffers some kind of accident or revolt that changes its diplomatic configuration in relation to another in the group (from prey to predator).

38.16.13.1.5) SELFISH BAND – The civilizations of a group dispute a position where they are less likely to be attacked (and here they can be galactic location, political, diplomatic, military, technological or economic positions that guarantee a quick response in case of threat).

*** In addition, factors such as scientific research efficiency (those at the front see threats first), energy, access to specific resources or tecnology/propulsion also influence ideal positions within the group.

38.16.13.1.6) CONFUSION EFFECT - Predatory civilizations that target a single "prey" within a group of civilizations hesitate or become confused in the face of multiple potential stimuli (and here they can be political, diplomatic, military, technological or economic...) delay of the "a century or two" (time of civilizations is counted in millennia) in the attack counts in favor of the "prey".

*** Like all strategies, it does not involve a single dimension (and here they can be political, diplomatic, military, technological or economic). The display of high activity in an integrated (cohesive) group of civilizations makes it difficult to specify a target and works to distract attention from any particular civilization in the group.

*** The ideal of this strategy is to use movement/simulation so that the "attacker" changes targets frequently (movements of fleets of military ships, for example), as the group size increases or decreases and, with each change, the attacking civilization returns to an earlier stage of the "hunting streak". Under natural conditions, a predatory civilization can be successful in hunting, restricting its attacks to civilizations that have strayed from the group's movement.

*** In some groups of civilizations, there may be segregation into social strata, so that predatory civilizations have a harder time identifying all civilizations in the group.

38.16.13.1.7) GROUP ATTACK - Sometimes "prey civilizations" can attack those who try to exterminate them (predators). Approaching and provoking the enemy is called “mobbing” and this anti-predatory strategy usually involves considering civilizations as organisms, political, diplomatic, military, technological or economic displays, in addition to frequent changes of position that end in dives, pursuits and direct attacks on individuals of the predatory civilization. The group attack is usually started by a single civilization and then the other members of the civilization group join the attack. Possible group attack strategies include, but are not limited to, (1) confusing the predatory civilization, (2) discouraging the predatory civilization by provoking or announcing that it has been detected early in the "hunting sequence", (3) warning that predatory civilization is a danger to other civilizations, particularly those with which the wholesale has the most affinity - partners, and (4) provide an opportunity for other civilizations, those more diplomatically aligned in particular, to learn about predatory civilization and develop techniques and reconnaissance and attack technology, and (5) causing the predator civilization to expend attack energy on retreating motion.

*** This strategy is not an act performed by a cooperative group of civilizations trying to protect the group as a whole, but a selfish act by a civilization trying to protect only those that will directly benefit them (him and his partners)

38.16.13.2) FORMS OF ORGANIZATION AND ASSOCIATION OF INTELLIGENT CIVILIZATIONS

38.16.13.2.1) In “38” we see very little explored civilizing behaviors in video games. As with organisms, individuals and societies, the forms of organization of intelligent civilizations, considering the considerations already made on the time scale, essentially depend on the feasibility of communication and can be extrapolated from the intraspecific and interspecific relationships of biology.

38.16.13.2.2) Considering the variables described in “38.15”, there is the following set of variables for variation of the social structure, following the logic of the biological structure of the individual, evolving in a fractal for the macro behavior of the species and civilization . The social design of civilization based on the extrapolation of the biological functioning of the individual organism is proposed. The forms of association of civilizations (which can be used analogously for types of government in a civilization) are based on the following variables:

38.16.13.2.2.1) Information Diffusion and Decision System – This is linked to the anatomy of the organism's nervous system, which is the part that transmits signals between its different parts and coordinates its voluntary and involuntary actions. It might be:

a) Centralized – As in humans, ants, AI's...; and

b) Decentralized – Like the “Octopuses”, for example. They have three hearts and nine brains. They have a central brain and eight parallel ones, one inside each tentacle – in a set that totals 500 million neurons. It's the same amount as a dog. The tentacles concentrate 70% of the neurons, and are able to communicate directly with each other, without going through the central brain. This exotic architecture gives octopuses an amazing cognitive ability.

Polvo.jpg


38.16.13.2.2.2) Economic System - This is linked to the social anatomy of the system of production and distribution of goods and services (analogy to the circulatory system - without circulation, open or closed). It might be:

a) No economy - characteristics of civilizations that have become so sparse and rare to be found, that there is only a remote possibility of interaction between individuals (It's the kind you see in the game "No Mans Sky". There is no economy of its own, the player only interacts with the economy of other civilizations, when communication is possible...). Its individuals have become autonomous functioning units – independent and fully adapted to the environment in which they survive.

b) Centralized – characteristic of civilizations that act in small specialized groups. In this type of civilization, the economic system has centralized planning and control, being the only one responsible for mediating the various exchanges of goods and services between individuals and organizations of the civilization, carrying out the logistics, communication, planning and control of production (For example, : AI's, ants, arachnids...).

c) Decentralized – more common and characteristic of civilizations that work with individuals in larger groups. Each individual in civilization acts as an autonomous unit, promoting social organization based on specialization for efficiency, effectiveness and speed in the production and flow of goods and services, reaching great distances and making civilization much more efficient in productive and logistical terms.

3) External Perception – refers to the set of sensory elements of the civilization or group of civilizations – the way it perceives its interaction with the Universe (political, diplomatic, military, technological or economic).

a) No External Perception – cannot recognize others. It acts individually, invades spaces and takes resources without evaluating risks or returns. Your first reaction to the unknown or uncertainty is to attack. As a result, it often destroys less developed forms of intelligence and civilizations.

b) Centralized – is recognized by a centralized representation (a ruler or a central civilization of the group – this is the case in StarTrek, where the human race, together with the founders, “organizes” all the others in the form of a Federation of Planets) , organized and has a small sensory set to recognize opportunities and threats (military and exploratory fleet of centralized control);

c) Decentralized – is recognized by a decentralized, organized representation, with a wide sensory set to recognize opportunities and threats (as is the case of the Galactic Republic of StarWars). Each planet has representation of its civilization in the Senate of the Republic and establishes interactions in a decentralized way.

*** Using the human being as an example, the decision-making and information dissemination system of the human body is centralized (controlled by a centralized nervous system - brain), therefore, government systems are based on the centralization of decision-making power in a central individual (President to Federation/ Emperor to Empire/ Dictator to Dictatorship...); the distribution system of nutrients and hormones through the blood is decentralized, therefore, so is the Economic System (each country specializes in something and economies become interdependent... This interdependence is the greatest force for peace between different societies human); In the human body, “External Perception” is created from different types of sensory mechanisms (Sensory Bubble)... Likewise, the most successful types of Government are of the “parliamentary” genre, in order to aggregate different views of world and society in prioritizing government projects. A civilization based on the evolution of an AI or an “ant or arachnid” type of life form is not expected to accept this social design of civilization or such a civilizing association.

*** Thus, civilization is the reflection of the functioning of the individual organism. The attempt to establish government systems in a configuration different from the biologically compatible one always ends in failure, due to the refusal of individuals to follow it. The same is true for the group of civilizations in relation to integration with a specific civilization.

Ecological Relationships.PNG


*** The type “no economy” x “no external perception” is not associated in the form of a group. Limit yourself to small sporadic needs, threat, opportunity, and one-off functions.

Association between organisms.PNG
 
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Game development cycle (suggestion of points to be periodically reviewed and expanded)

1. About crew use;
2. About ground combat;
3. Spaceship/ Ship Approach;
4. Space Combat Enhancements;
5. Mining improvements;
6. About planets;
8. Simulating Ecosystems
9. Evolution of viruses and organisms
10. Balancing Rules
11. War between factions using meteors and comets as weapons
12. Suggestions for simulating atmospheric conditions
13. Atmospheric phenomena
14. Geological phenomena
15. Oceanic Planets
16. Ocean phenomenons
17. Social Relationship Improvements (Needed to more complex missions loop)
18. Realism Suggestions
19. Suggestion for improvement in construction
21. Suggestion of composition of systems/ rooms for ships, fleets, megaships (Based on the concepts developed in item 19.5 and extending to ships)
22. Suggestion for the loop mission system
23. Vehicle Systems and Small Ships - types
24. Conditions for ship approach
25. Development of fleet carrier interior
26. Improvements in space technologies of ship are proposed to addition to what already exists in the game
27. Gravity/ Inertial Control Tecnology
28. Proposals for improvements in ground technologies
29. Ideas for personal damage system (because running and shooting without having to defend weakens the main attraction of the game - the simulation feeling)
30. BGS Economy is what regulates the disposition of resorces
31. Ideas for build Complex (observe rules of create buildings in 19.6)
32. Survival mode
33. Construction mode
34. Interestellar Space
35. Intergalactic Space
36. Intelligent Life forms
37. Alien Civilizations
38. Conviviality and wars of alien civilizations
39. Periodic expansion of existing content (new ships, outfits, weapons, fleets, Economic/Political/Social System, climates, viruses, bacterias, plants, animals...)

Upgrades in engine used in game (At this point the developers will know the game engine's resource needs and criticality). Bug fixing, graphics, code improvement and performance is something that happens on an ongoing basis.
 
15) OCEANIC PLANETS

15.1) It is interesting that, as of now, there is an area of the ship destined for compression and decompression... A capsule (which can be the same used for escape) or room that would serve both for space and for the ocean.

15.2) The ships must have the ability to dive and function as submarines on oceanic planets, adjusted to the proper navigation parameters of the ship. This is much easier than modeling specific vehicles and, to me, it seems much more realistic that a spacecraft capable of withstanding space conditions and, who knows, withstanding the surface pressure conditions of gas giants, also supports navigating in liquids.

15.2.1) Contrary to what happens with landing in Atmosphere, in which the spacecraft needs flat surfaces, in liquids the spacecraft would be able to remain immobile, as long as the area presents a laminar flow (it would not be possible in turbulent flows).

15.3) The transition from atmosphere to water must be done slowly, under penalty of causing severe damage or even destruction of the ship. A transition time can be stipulated, in which the ship's computer makes the necessary changes and transitions between the means (calculations and adaptations in heat exchangers, escape pods, compression room and other ship functions).

15.4) The character's diving movement can be “inspired” by Subnautics or something more realistic, but there must be difficulty proportional to the current and equipment/suits to mitigate it. Depending on the equipment used, you may experience decompression effects that must be pointed out by the suit's Intelligence...

15.5) Fighters can dive (Fly in different fluids like water, considering dirences in velocity, density, conditions…)! When the pilot enters/exits the entire compartment fills with water, but they can pressurize and eject the water when he returns. Small vehicles can navigate between fluids, in the same way. No making a land vehicle swim/float on water. They don´t change the característics of navigation on fluids.

15.6) The oceanic “climate” (currents) takes advantage of the climate system created for the atmosphere (micro and macroclimate), given different viscosity and pressure profiles. We have the velocity profiles (Vectors) as follows:

View attachment 285901
15.6.1) On planets with oceans and land/or purely oceanic, the speed and direction of surface ocean currents is a function of atmospheric wind (this is the Macroclimate). On Earth, the surface current is estimated to have 3% of the speed of the wind. With crust, the speed is aprox the velocity of superficial crust.

15.6.2) In the water, the climatic mechanism created by the “transition zone” (pressure (gravity) and relief) and the microclimate predominate. Other elements can modify the tide of liquids - MACROCLIMATE, such as surface temperature (high and low pressure zones) and orbit of bodies such as the Moon on Earth.

View attachment 285902

15.6.3) In addition to the issue of relief and the pressure of the oceanic fluid, the presence of continents changes the direction of currents always towards zones of lower temperature. In the graph below we see the equatorial current of reference and the deviations resulting from the presence of continents and latitudes.

View attachment 285903
Deeper sea currents

16) OCEAN PHENOMENONS (phenomena and missions can be inspired by the series “SEAQUEST, by Steven Spilberg”).

16.1) Waves – elements that are the result of the interaction between the surface wind and the liquid. They can vary in size as a function of wind intensity and the depth of the ocean floor. They cause turbulence proportional to the ship during the transition between atmospheric and aquatic environments.

16.1.1) Peak Waves - A special rare kind of wave that can destroy infrastructure or ships. Peak waves are to phenomena on oceanic enviroments/planets what tornadoes are to atmospheric phenomena.
Article: Wave breaking and jet formation on axisymmetric surface gravity waves, M. L. McAllister, S. Draycott, T. Davey, Y. Yang, T. A. A. Adcock, S. Liao, T. S. van den Bremer, Journal of Fluid Mechanics

View attachment 316228

View attachment 316229

16.1.1) “Pororoca” - Tupi word to designate rumble, is the phenomenon of meeting between waters of very voluminous rivers with sea Waters (funcion of gravity actions). This wave temporary invert the flow of rivers.

16.2) “RED” TIDE (But other colors can be used) – It results from the change in the chemical composition of the liquid due to ecological imbalance or volcanic eruption.

16.3) On planets with crusted water (ice or cave), there are terrestrial biomes against gravity (as on Earth, where plants germinate against gravity) and in favor (on the descending ceiling)

16.4) TSUNAMI (oceanic) - "Shock wave" events, intense earthquakes of oceanic origin, volcanic eruptions and movement of tectonic plates that occur within the Ocean, cause "Tsunamis", which is the formation of waves that vary in size depending on depth, hitting objects that navigate at low altitudes, when the oceanic relief suddenly becomes shallow. The height and speed of waves varies as a function of intensity, ocean relief and distance from the source event.

16.5) SPRINGS – These are flows of liquid fluid that overflow through cracks in the crust, coming from groundwater. On geologically active planets, they may have variable temperatures, depending on their proximity to “geological magma sheets”. A can change synoptic letters.

16.6) QUICK SAND – Natural phenomenon that is formed when a large flow of water fills existing spaces on fine particles of sand that are loose. They are hidden access points to cave networks and groundwater. In addition, they can jam/immobilize the character, vehicles and ships or destroy them.

16.7) Tornado (Water) – is a tornado that occurs under water, taking material, animals and liquid to the sky.
View attachment 285909
16.8) “Bad water” lagoons – These are underwater lakes with liquid of lower density than the standard liquid (Ocean with holes containing fresh water – it can make it difficult for vehicles to leave these areas or generate large transition turbulences).

16.9) Whirlpool (can be the size of a hurrincane inside water) - When rising and falling, the tides often produce circular currents, known as eddies, and some of these cause downward pressure, called a vortex. Whirlpools can occur in different locations: in the open sea, on the coast in rivers or lakes. Its address vectors are stronger than atmospheric eddies vectors., vehicles and ship experience rotational turbulence or even lose control of swimming and are pulled down along with fish and rocks (inverse tornado).

View attachment 285907View attachment 285908

16.10) Gravity Tsunamis are even bigger in water áreas.

16.11) Icebergs - are blocks of ice that break off from glaciers in polar areas of the planet. Therefore, they are common in the so-called glacial oceans. In Earth, there are in the Arctic, in the north, and in the Antarctic, in the south of the planet.

16.12) Islands (Full of, you guessed it, gas; “Gaia” – with extraordinary ecosystems; with abundant flora, fauna and water; “Swamp” – Largely covered by layers of dense jungle-style vegetation; Tundra – Icy environments exhibiting permafrost of subsoil and hard climate; "Arid" - Rocky terrain and scarce vegetation that should not be confused with...; "Desert - Dune type" - Adverse weather conditions and scarcity of water are its most common characteristics.; "Infertile" - Infertile territories with a basic breathable atmosphere; Irradiated - No atmosphere due to emissions from their stars (Planets with ocean and rarefied atmosphere require very high gravity - MUST BE BIG; "Toxic" - Totally inhospitable environments. Not the place where you will want to go on vacation; Radioactive; Extreme Magnetic - as water insulates the magnetic field, a island can in surface can be problem for devices...)

OTHER TYPES OF PLANETS AND CLIMATES CAN BE CREATED FROM THE MIX ELEMENTS PROVIDED HERE (DESERTIC, STERILE, TUNDRA, FROZEN...) AND OTHERS CAN BE CREATED BASED ON THE SOLAR SYSTEM PLANETS STUDIES... THE BIOMES CHANGE IN FUNCTION OF ENERGY BALANCE VARIATION (The energetic variation is not abrupt - function of the translation orbit, rotation and planetary tilt axis - which can be different from the Earth and vary its inclination in time... so transition zones are needed.) - THE MOST PART OF ATMOSPHERIC AND OCEAN PLANETS HAS MORE THAN ONE KIND.

Desert

Sand Storm - A sandstorm or dust storm is one of the phenomena called lithometeors and occurs when the relative humidity of the air is lower than 80% allowing the suspension of mostly solid but not aqueous particles in the air. The result can be dry fog, sandstorm, sand vortex.




Planet and moons

Dead type - Game is very good in this kind!

Atmosphere Type - Nitrogen (95%) and Methane (liquide 5% of atmosphere) - (Cold temperture conditions on Moon of Saturn - Titan, but, because of the difference in the chemical composition of the atmosphere, similar to the Earth in terms of relief and climate)

Inferno Type
Atmosphere Type - Carbon dioxide and nitrogen and sulfuric acid showers - Venus - With the rotation taking more than a year, the winds are produced from the atmospheric flow between the hot and cold sides of the planet.

And there are planet that can change their class - I suggest adding the axis of rotation of the planets - the periodicity of the axis movement can turn a fertile planet into a frozen planet.

16.11) “Frozen planets” phenomena

On frozen planets or at the extremes of Earth-like planets, in places where the energy balance is very low (because of the inclination of the sun's rays, at the bottom of valleys or because of the distance of celestial bodies from reference stars), layers of ice form under over land (as at the South Pole) or under the ocean (as at the North Pole).
The substrate (solid/liquid) influences the stability and resistance of landing zones, the possibility of creating surface settlements, installing equipment and creating a series of phenomena almost unseen in video games.
With geological activity

16.11.1) Cryovolcanoes - Instead of releasing lava, cryovolcanoes eject "a thick and muddy mixture of water and ice (on Earth... In other places it may be other substances); Eruptions from cryovolcanoes, as with volcanoes, can rip huge holes in ice sheets, spread shock waves, cause tsunamis, muddy the substance, and poison nearby flora and fauna.

With atmosphere

16.11.2) Winter storm - refers to any type of severe meteorological event involving snow, ice or hail. Deals damage to the character, forcing them to seek shelter. It is possible to get around with vehicles, but visibility remains low.
16.11.3) Blizzard – refers to an extreme winter Storm. It can bury the character, vehicles and the ship. Prevents the character from moving on foot, in vehicles (under penalty of critical damage) and makes it difficult for ships to take off.
16.11.4) Freezing Rain – is one of the most dangerous winter storms. Frozen rain occurs when the snow melts when it encounters a warmer layer of air, but enters a state of superfusion, that is, the temperature of the water drop drops below 0°C, but the drop does not freeze, entering in overfusion. When the drop falls to the ground or touches a barrier, it instantly freezes. It is capable of knocking down trees and making foliage brittle.
16.11.5) Ice Storm – refers to an extreme freezing rain.
16.11.6) Hail (or hail) is the form of precipitation consisting of the fall of irregular pieces of ice, commonly called hailstones. These stones, on Earth, are composed of water in the solid state and measure, on Earth, between 5 and 200 mm in diameter, with the larger stones coming from more severe storms.
16.11.7) Ice Hurricane – is deadly to the character and can cause severe damage to vehicles and ship. Its edges rotate irregular pieces of ice (hail) and its eye has temperatures close to absolute zero.
16.11.7.1) Ice tornado – analogous to the atmospheric tornado, rotates irregular pieces of ice, being able to rip thin layers of the ground (opens irregular holes where it passes – if under the ocean/sea/lake, it will leave access points to the water/ - if in the ground, it can eventually uncover or bury the entrance to caves
terrestrial phenomena
16.11.8) Cracks in the ice – Cracks in the ice that can result in the concentration of substances from the atmosphere in the ice and in the sea. This phenomenon is caused by air movement over cracks in the ice. On Earth, atmospheric mercury can be deposited in snow or the ocean, contaminating fish. The existence of cracks in the Arctic ice is leading to a higher concentration of mercury in the atmosphere near the ground.

With Ocean

16.11.9) Icebergs - are blocks of ice that break off from glaciers in polar areas of the planet. Therefore, they are common in the so-called glacial oceans. In Earth, there are in the Arctic, in the north, and in the Antarctic, in the south of the planet.
16.11.10) Pollinae – They are holes that form in the ice. Wind causes warmer, saltier ocean water to rise to the level of cooler, less salty surface water.
Typically, differences in salinity keep the sea layers apart, in the same way that oil floats on water and does not mix with it.
But in this case, the surface of the ocean is unusually salty and there's less of a difference between deep and shallow water. Warmer water rising from the ocean floor melts the ice, causing the holes.
In other words, the bottom of warmer, saltier waters rose to the surface where the air cools it and makes it denser, so it goes down again. When this happens, it is replaced by deep hot water in a repeating mechanism preventing the formation of ice.
The salinity mixture causes turbulence if a vehicle navigates through this water.
16.11.11) Brittle ice - Occurs when thin ice forms under liquid - ocean, sea, lake. (this is a relationship between the thickness of the ice and the load under it, for example, the ice for the character is not brittle, but for crossing with the vehicle or for landing the ship yes)
16.11.12) Ice Tsunami - Wave of ice that explodes due to a strong shock wave that travels through the water under which the ice formed.

16.11.13) Ice cave – glass-like walls and a slippery floor form a beautiful landscape.
cavernas-gelo.jpg

Caverna no gelo.jpg

images.jpg

11.16.14) Snow Caves
Cave.jpg


"Raids" (Destiny) can be created in which groups of players seek specific items that can only be obtained by defeating a large enemy.


It is necessary to change the way the "farm" of items is done in the game, in order to make it less repetitive.
 
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5.8) Suggestion for Mining that influences the Economy of the game (What is the purpose)?

Games are an incredible opportunity to teach. Moreover, this ability attracts consumers and, eventually, teachers... However, for this to become possible, it is necessary to build lists of materials for all items in the game based on the commodities used in their manufacture, and this implies improving other aspects of the game. ED.
MINING

5.8.1) The economy is another dimension in a game (it includes trade, but also war)... It starts with the most basic elements (agriculture and minerals/commodities – solids, liquids and gases) and advances through production chains to the most complex items in the game. In this proposal, I will explain why agriculture, as we know it today, will not be an economic foundation in the future. Let's stick to mining and your ideas for game improvement.
Source: https://youtu.be/prvXCuEA1lw


5.8.2) The Periodic Table, contrary to what is commonly taught, is a natural construction, that is, the chemical elements are naturally organized in the form of the table. An issue very little explored in games, even more so the use of isotopes of chemical elements... The abundances of the main chemical elements have a surprisingly similar distribution, both in the solar system and in the stars, nebulae and galaxies. The similarity is so great that astronomers usually use as a reference a distribution sometimes called “cosmic abundance”, which can be seen in figure 1, basically obtained from measurements of the solar photosphere, the solar wind and meteorites.

5.8.3) It can be seen that the most abundant elements are H and He, followed by C (Z=6), N (Z=7), O (Z=8), Ne (Z=10), Mg (Z =12), Si (Z=14) and S (Z=16). For larger values of Z the abundances decrease, with the exception of Fe.
Distribuição de elementos químicos.jpg

5.8.4) It should be noted that there are mineral compounds that only appear in space, and others only on planets, and others only on planets with life! THIS BECAUSE GRAVITY (PRESSURE), TEMPERATURE AND THE ACTION OF FLORA AND FAUNA COLLABORATE TO THE FORMATION AND CONCENTRATION OF CERTAIN TYPES OF MINERAL. (One does not expect to find oil on a planet that never had life based on “water and carbon”).

5.8.5) SO YOU NEED A GRID OF COMPOUNDS FOR EACH “LOCATION, obeying 3 rules (weight is linked to density, that is, compounds with high atomic number are more easily found in places with high density):

5.8.5.1) In the Galaxy - The abundance of compounds with heavier chemical elements increases as you approach the galactic core. In this case, it would be possible to find stable chemical elements much heavier than the current ones by visiting stellar systems closer to the center of the Galaxy;

5.8.5.2) In a stellar system - The abundance of heavier chemical compounds is greater in bodies that are closer to the Sun/reference stars (points of greater gravity in stellar systems); and

5.8.5.3) On a planet - The abundance of heavier chemical compounds is proportional to the distance from the planetary nucleus; A planet's surface chemical signature is in its color.

*** In the generation of a planet the mix of chemical elements can be generated and distributed in the relief, atmosphere, ocean and biome. The core can have different elements and the intermediate layers, intermediate compositions, but the total mass of the planet must be respected.
Source: https://youtu.be/j1wavZLQ644


5.8.6) Realize the direct correlation between the temperature of the Sun, the surface of the planets and the occurrences due to elliptical orbits (there is a space climate). In the hypothesis of the Solar System, planets and bodies that lose their orbits, moons that collide with the planet or are launched against the Sun, planets that invade the orbit of others with a chance of collision. It would be very interesting for explorers to find systems in these “states” and, considering 400 billion stars, it is quite possible that every month there is at least one occurrence of the type, somewhere in the Galaxy... And the chance of seeing this type of occurrence increases as the traveler approaches the center of the Galaxy.

5.8.7) Another point is that we need a pressure indicator to which the ship's structure is subjected and a magnetic flow meter (Gaussmeter) in the ship. My suggestion is that it be placed next to the temperature, following the same mechanics.

5.8.8) As for the pressure indicator to which the ship's structure is subjected, in space, it would always point to "zero", but would change whenever an impact or inertial variation occurs on the ship, functioning as a "sense of touch" if it were immersed in any gas or liquid. In combat, the gauge would rise upon kinetic pressure from weapons on the ship, from the enemy, or from collisions. Above 100% structural damage and hull compression would be noticed. The ship's computer would issue auditory alerts for equipment failures and hull ruptures in sections of the ship, prompting the pilot to maneuver to reduce the pressure in that section.

5.8.9) The Gaussmeter would be useful even in space. At the moment, the action of magnetic fluxes in the space of the ED is not perceived. It would be interesting to add new risks to pilots! You are close to a neutron star like the “Jackson Lighthouse” or black holes and there is no reflection on the ship's equipment. Above 100%, damage (including structural damage, since the variation of the Magnetic Field can induce electrical currents) and random failures in the ship's systems would occur. Above 120% it would be possible to see flashes of light, like lightning, on the exterior and interior of the craft. The computer would request maneuvers to evade the Magnetic Field. The higher the indicator, the higher the damage rate and the shorter the time between shutdowns of the ship's systems. Eventually, while crossing a solar system, the spacecraft may be hit by a wave of charged particles from the solar wind, feeling turbulence...

5.8.10) Then you will ask... But what about the Faraday Cage formed by the ship? There is a resistance limit that is proportional to the size of the ship. The same concept of resistance as a function of size should apply to Temperature and Pressure.

5.8.11) For this, I think it is interesting to add to the ED mechanics, which every element of the Universe considers:

5.8.11.1) Matter – defined in type (one cannot forget the existence of antimatter), mass (quantity), volume, density – responsible for Gravitational Field...

5.8.11.2) Energy – defined in type (which propagates in vacuum – Electromagnetic; and which does not propagate – sound, chemical, electrical charges), quantity and polarity – responsible for the Electric Field (and the Magnetic Field, which is nothing else) than a moving Electric Field).

5.8.11.2)1. Light is an electromagnetic wave, as is heat (infrared). Electric charge needs a material medium to move (current or phenomena such as lightning can only occur in cables, clouds... ). The Electric Field and the Magnetic Field do not need a medium.

5.8.11.2)2. ALL TYPES OF ENERGY ALWAYS PROPAGATE FROM THE POINT OF HIGHEST POTENTIAL TO THE POINT OF LOWER POTENTIAL.
Leaving the standards of standard physics a little...

5.8.11.3) Trajectory (position – represented by coordinates x,y,z -, polarity – inside or outside - and velocity – rate of change of coordinates over time – responsible for the Inertial Field);

*** The inclination of the trajectory (orbit) can vary from zero degrees (when the plane of the orbit is coincident with the plane of the equator of the central body) to 180 degrees (when the plane of the orbit is opposite the plane of the equator). Orbits with intermediate inclinations are called inclined orbits. The inclination of the orbit can be influenced by several factors, such as the gravity of the central body, the velocity of the orbiting body and its distance from the central body. Orbits with higher inclinations tend to be more unstable than orbits with lower inclinations and may experience more frequent perturbations. Therefore, only larger bodies can assume these behaviors.

*** Imagine that the gravitational field works like a magnetic field, except that matter is a monopope, that is, in the relationship between matter and matter there can only be attraction (or only repel, in the case of the matter and antimatter relationship). So, a moving body within a Gravitational Field has more lines of flux than a stationary body and this causes time to pass more slowly as a function of velocity, in the same way that occurs when this body is closer to the gravity generating center. gravitational field (condensed matter).

*** It doesn't matter if you're very close to the event horizon of a black hole or traveling at the speed of light, or both... In relation to the external observer, time “stops” all the same, because the gravitational fluxes through the matter are immeasurable. In this way, Inertia is related to the variation of the Gravitational Field flux as Electric Current is related to the variation of the magnetic flux. Just observe the similarity between the formulas of gravity, Coulomb's Law and Biot-Savart's Law – k*x1*x2/r^2, considering that gravity is generated from mass, electric field by charges and the magnetic field by moving charges (But let's disregard these time dilation issues for the game).

5.8.11.3.1) Rotation Spin – is a kind of “trajectory”, defined as the rotation pattern. A small body orbiting a planet needs to have "spin" ½, which means that its spin vector can point up or down, otherwise the solar winds will knock it out of orbit. Larger bodies can have any "spin" of rotation);

5.9) Thinking more practically... Within each system, there are the following relationships with the Sun or reference star:

5.9.1) MATTER X PATH (gravitational force = centripetal force)

5.9.1.1) Mass of the Sun x (Mass + Trajectory) of the planet – account for the calculation of possible orbits for the planet.

5.9.1.2) Mass of the Planet x (Mass + Trajectory) of the Moon – accounts for the calculation of possible orbits for the Moons.

5.9.1.3) Matter of the Sun x Matter (DENSITY) of the Planet – Planets that are in orbits close to the stars must be dense or have very powerful magnetospheres, otherwise they suffer wear due to “erosion” or are taken out of orbit by the Yorp effect (Surface materials are vaporized and blasted into space by solar winds.) A gas giant orbiting Mercury around the Sun would not have a very long life.

5.9.1.4) The matter (mass, volume and density) of the planet/Moon brings with it the information of the mix of chemical elements that compose it. That is, with the mass of the star and data from the planet - orbit and average density (which is the relationship between mass/volume), it is possible to stipulate a mix of chemical elements.
*** The surface chemical composition of a planet is expressed in the relationship between its color (mass spectrometry, spectroscopy...) and surface temperature. The composition of the core can be different from the surface, but the sum must observe the mass calculations for the established orbit.

m1 * v^2 / d = G * (m1 * m2) / d^2

m1 = Mass of the Sun; m2 = mass of the celestial body; d = distance; v = average orbital speed

To remain in geostationary orbit it is necessary to isolate the distance at which the velocity (v) is equal to the rotation velocity (Spin) of the planet.
Minimum Distance to avoid destruction of the body by gravitational action - consider the Roche Limit. In that case the body flattens out and starts throwing material towards the larger body (accretion) or it becomes a ring of asteroids.

SOLID BODIES WILL HAVE GEOLOGICAL ACTIVITY PROPORTIONAL TO THE PROXIMITY OF THE ROCHE LIMIT, THAT IS, THE CLOSER TO THE ROCHE LIMIT, THE HIGHER THE GEOLOGICAL ACTIVITY DUE TO THE GRAVITATIONAL DEFORMATION. THE SAME PHENOMENON APPLIES TO THE TIDES AND THE ATMOSPHERE, AS THE ELEMENTS.

5.9.2) ENERGY x Trajectory (Habitable zone)
Star evolution.jpg

5.9.2.1) The energy (matter) emitted by a star defines the “habitable zone” of a solar system, which is the region around a star where it is possible that liquid water exists on the surface of a planet or moon. Liquid water is considered an important prerequisite for life as we know it, as it is a universal solvent and a fundamental component of many chemical and biological processes.

5.9.2.2) The “scientifically specified” habitable zone actually looks for planets of the same condition as the Earth, however, there are other configurations of pressure x temperature in which there may be liquid water. Larger planets, with stronger gravity or magnetospheres, enable denser atmospheres, with higher atmospheric pressure, which enables liquid water at higher temperatures.

Vapor.jpg


5.9.2.3) Na prevents the existence of plants and animals at temperatures higher than those on Earth. There are animals and plants that survive near hydrothermal vents (Wikipedia).

5.9.2.3) It is also possible that there are planets and moons with liquid water outside the “habitable zone”, as in the case of Europa, which uses the gravitational energy of Jupiter to heat a region protected by the frozen crust (The Moon is very close to the Roche limit).


5.9.2.4) If the dev team chooses to populate the Galaxy a bit more, bases have been suggested in 6.3.2.

5.9.2.5) Stars similar to the Sun, which could harbor these planets, make up only 7% of the stellar objects in our galaxy, while red dwarfs represent 70% of them — in these objects, as the habitable zone is very close to the star, planets close to the star, planets undergo strong atmospheric erosion, so that they would be exposed and vulnerable to X-rays and ultraviolet radiation, except those with extremely strong magnetosphere. It is very difficult to find an Earth-like planet. But look at all stages of Earth...



5.10) ENERGY X PATH (OTHER ASPECTS)

5.10.1) The energy balance of a planet is a function of the 3 variables (matter, energy and trajectory – rotation and translation):

5.10.1.1) Energy - Sun's surface temperature – adds an average constant around which all temperatures on the planet will fluctuate. It is also necessary to consider that there are stars that have unstable climates (surface temperatures that vary and this impacts the entire solar system).

5.10.1.1)1. Red dwarf: these are the coldest and least luminous solar-type stars. They have surface temperatures of around 2,500 to 3,500 degrees Celsius and are smaller and cooler than the Sun.

5.10.1.1)2. Yellow dwarf: These are stars with surface temperatures of around 5,000 to 6,000 degrees Celsius and luminosities similar to that of the Sun. They have masses similar to the Sun, but are less hot and colder.

5.10.1.1)3. White dwarf: These are stars hotter and more luminous than the Sun, with surface temperatures of around 7,500 to 10,000 degrees Celsius. They have masses similar to the Sun, but are hotter and more luminous.

5.10.1.1)4. Blue dwarf: These are the hottest and most luminous solar-type stars. They have surface temperatures of around 10,000 to 50,000 degrees Celsius and are much hotter and more luminous than the Sun.

5.10.1.1.2) Earth's Sun is a G-type star, also known as a yellow dwarf. It has a surface temperature of around 5,500 degrees Celsius and a luminosity similar to that of the Sun. The Sun has a mass of about 1.989 x 10^30 kg, which makes it slightly heavier than many other G-type stars. It has a relatively strong magnetic field, with a force of about 1 gauss at the surface .

5.10.1.1.3) The idea is to simulate star systems, keeping the physics and calculations simple, with the following inputs (let's use Earth data as an example):

Star surface temperature = 5773 K
Star radius = 695500000 m
Average distance between star and planet = 149600000000 m
Planet radius = 6371000 m
Atmospheric gas limit height = 100,000 m
5.10.1.1.3.1) Applying the Stefan-Boltzmann Law to calculate the energy emitted by the Star:
E = σ * A* T^4 , where E = Energy (J); σ = Stefan-Boltzmann constant; A = area; and T = Temperature.
E = (5.6697*10^-8) * (4*pi*6371000^2) * (5773^4)
E = 3.82799E+26J
5.10.1.1.3.2) Calculating the solar flux:
F = E / (4 * pi * d^2) , where F is the solar flux (W/m^2) and “d” is the average distance between the Sun and the Earth (m)
F = 3.82799E+26 / (4 * pi * 149600000000^2)
F = 1361.12 W/m²

5.10.1.1.3.3) Calculating the temperature of the planet from the insolation

T = ((F * (1 - Albedo))/(4*σ))^(1/4) , where “albedo” is a measure of the ability of a celestial body or surface to reflect sunlight. It is measured on a scale of 0 to 1, where 0 is a completely dark surface, which absorbs all light that falls on it, and 1 is a completely bright surface, which reflects all light that falls on it. Albedo is an important measurement because it affects how much light and heat is received by a celestial body or surface, which can have a significant impact on its climate and temperature. For example, Earth has an average albedo of about 0.3, which means that it reflects about 30% of the sunlight that falls on it and absorbs the rest. THIS CAN BE STIPULATED BY THE MACHINE FROM THE COLORS OF THE PLANET!

T = ((1361.12 * (1-0.31))/(4*5.6697*10^-8))^1/4
T = 253.67 K or -19.32 degrees Celsius

5.10.1.1.4) GREENHOUSE EFFECT

5.10.1.1.4.1) The Earth's average temperature is 15 degrees Celsius because the atmosphere (GREENHOUSE EFFECT) and the ocean act as thermal buffers. When sunlight falls on Earth, it is absorbed by soil, plants, and ocean water, generating heat. This heat is then emitted into the atmosphere in the form of infrared radiation. Some of this radiation is absorbed by gas molecules in the atmosphere, such as carbon dioxide, methane and water vapour, and is then re-emitted back to the Earth's surface. This warms the surface of the planet, keeping it at a higher temperature than it would be without these gases in the atmosphere.

5.10.1.1.4.2) The proposal for the game is that the greenhouse effect is calculated based on the planetary cloud cover. The average area occupied by clouds in the atmosphere varies greatly depending on the region of the world and the time of year. In general, the area occupied by clouds tends to be larger during spring and autumn and smaller during summer and winter. Also, it is more common to find clouds in tropical regions than in polar regions.
*** According to NASA data, the average global cloud cover is approximately 67%. This means that, on average, about 2/3 of the atmosphere is covered by clouds at some point in the year. However, this percentage can be quite different in different regions of the world and at different times of the year. Therefore, the average temperature of the planet becomes:

F = 1361.12 * 1.67 = 2273.07

T = ((2273.07 * (1-0.31))/(4*5.6697*10^-8))^1/4
T = 288.37 K or 15.38 degrees Celsius

5.10.1.1.5) THERMAL RANGE - The ocean also plays an important role in the Earth's temperature regulation process. The ocean has a very large capacity to store heat, and it can absorb and release large amounts of heat into the atmosphere. This means that the ocean can help keep Earth's temperature more constant, preventing large fluctuations in temperature over time. The less water, the greater the thermal amplitude... The proposal for the ED:

Ocean surface (OS) - Approximately 71% of the Earth's surface is covered by water.

Maximum Temperature (Tmax) = TM + (TM*(1-OS))/2
Tmax = 288.37 + (288.37*(1-0.71))/2
Tmax = 330.19 K (59 degrees Celsius)

Minimum Temperature (Tmin) = TM - (TM*(1-OS))/2
Tmin = 288.37 - (288.37*(1-0.71))/2
Tmin = 246.56 (-26.43 degrees Celsius)

*** The presence of crust more than 6 km deep on the planet indicates that core and surface temperatures do not communicate.

*** TEMPERATURE CAN ALSO BE GENERATED FROM MAGMATIC MOVEMENTS, DEPENDING ON THE PROXIMITY OF THE ROCHE LIMIT.

*** For asteroids under the action of “thermal fields” (close to the star), the Yorp Effect must be considered, which affects trajectory (rotation, translation), and can change shape (turn a shapeless asteroid into a circular body ) or even spray it.

5.10.1.2) ENERGY – ELECTRIC CHARGE FROM THE SUN/ MOON GENERATES ELECTRIC FIELD – They can influence the orbit trajectory of objects, the rotation speed, geological activity, the atmosphere, aurora borealis, climate and even in asteroid fields and clouds of gas - The strength of a star's magnetic field can vary greatly depending on the type of star and other factors such as its age, mass and rotation.

5.10.1.2.1) Red dwarf: Red dwarfs have relatively weak magnetic fields, with strengths of about 100 to 10,000 Gauss.

5.10.1.2.2) Yellow dwarf: Yellow dwarfs have slightly stronger magnetic fields than red dwarfs, with strengths of about 1,000 to 100,000 Gauss.

5.10.1.2.3) White dwarf: White dwarfs have even stronger magnetic fields, with strengths of about 10,000 to 1 million Gauss.

5.10.1.2.4) Blue dwarf: Blue dwarfs have the strongest magnetic fields of all stars, with strengths of about 1 million to 100 million Gauss.

(1 Tesla = 10^4 Gauss)

What is the purpose of simulating the effect of the electric field of stars on planets and other stellar bodies? The electric field influences bodies in the same way that gravity does, in a different dimension... The dimension of electromagnetism depends on the type of material and affects the distribution of chemical elements, the trajectories, the planetary climate and generates temperature (since it places materials in motion bodies under immense pressure or via dielectric heating or resonance). Instead of considering the matter of the bodies as a reference, the charge that can accumulate is taken into account. It is natural that they ignore this, since the electromagnetic fields to which the Earth generates and submits itself (what we perceive is the resultant) are very small. We will need to consider the mass of mix of elements stipulated for the bodies under the magnetic optics:

Ferromagnetics: are the most common magnetic materials and include iron, nickel and cobalt. They have a very high magnetic susceptibility and are easily magnetized.

Ferrimagnetics: are magnetic materials whose magnetic susceptibilities are between those of ferromagnetics and antimagnetics. Some examples of ferrimagnetics include gallium and gallium-nickel.

Diamagnetic: these are materials that have a very low magnetic susceptibility and are very difficult to magnetize. Some examples of diamagnetics include copper and gold.

Antimagnetics: are magnetic materials that have a very low magnetic susceptibility and are difficult to magnetize. Some examples of antimagnetics include aluminum and titanium.

So, relating these properties to the periodic table:

Diamagnetic elements are usually those that are located in group 1, 2 and 13 to 18 of the periodic table.

Paramagnetic elements are generally those that are located in group 3 to 12 of the periodic table.

Ferromagnetic elements are usually those that are located in group 8 to 11 of the periodic table.

However, it is important to remember that this is a general rule and that there are exceptions. Some elements may have magnetic properties that are different from those expected based on their position in the periodic table. For example, copper is a diamagnetic element, but it is found in group 11 of the periodic table, which is commonly associated with paramagnetic or ferromagnetic elements.

5.10.1.2.5) If the asteroid has a magnetic material, such as iron, it can be attracted by the magnetic field of the star or planet and have its trajectory altered accordingly. In addition, the asteroid can be affected by the magnetic torque exerted by the magnetic field, which can change its rotation.

5.10.1.2.6) If the asteroid has a paramagnetic material, such as aluminum, it can be attracted by the magnetic field of the star or planet, but the attraction will be less than in the case of a magnetic material. However, the paramagnetic asteroid can still be affected by the magnetic torque exerted by the magnetic field.

5.10.1.2.7) As with the Yorp effect (temperature) in relation to the shape of an asteroid, magnetism can do the same, but considering the distribution of the magnetic material by the asteroid (rotate, modify the trajectory, heat, change the shape or destroy).

5.10.1.2.8) When a ferromagnetic body is exposed to magnetic field variations, electric currents are created... In systems with stronger electromagnetic fields, gas clouds or denser areas of dust in asteroid fields can present lightning, electrical interference in the ship's systems, mainly communication systems and shields (electric current needs a medium to propagate). Damage to the ship's housing may occur when the field variation is very large (an astronaut on the lunar surface can be electrocuted if he is unlucky enough to experience a variation in the charges or trajectory that generate the magnetic field).

*** Likewise with the suit's devices on a planet with strong magnetic fields (lightning, electrical interference in the ship's systems, mainly communication systems and shields).

5.10.1.2.9) As with gravity, in systems with strong magnetic fields, ferromagnetic materials tend to agglomerate, while antimagnetic materials remain inert and only unite when there is enough gravity to attract them.

Let's consider the following inputs (let's use Earth data as an example):

Distance from Earth to Sun (m) = 1.496E+11
Electric Charge from the Sun (C)= 1.4E+11
Earth Electric Charge (C) = 6.24E+18
k= 900000000
F = (K * Q1 * Q2)/ r^2 (N) 3.51311E+17

In this formula, F is the electrical force, k is the Coulomb constant, Q1 is the electrical charge of the first object (Sun), Q2 is the electrical charge of the second object (Earth), and r is the distance between the objects. But this force only acts on magnetic materials, about 5% of the planet's mass and represents something small when compared to the gravitational force between bodies:

F = (G * M1 * M2) / r^2
In this formula, F is the gravitational force, G is the gravitational constant, M1 is the mass of the Sun, M2 is the mass of the Earth, and r is the distance between the Sun and the Earth.
Mass of the Earth (kg)= 5.9742E+27
Mass of the Sun (kg) = 1.98892E+33
k= 6.67E-11
F = (K * M1 * M2)/ r^2 3.54128E+28

If it depended on the Sun, the Earth's core would be dead, as the ratios between gravitational and magnetic forces are too small to generate mass movements in the core or mantle. However, considering the effect of the Moon...
Mass of the Earth (kg)= 5.9742E+27
Mass of the Moon (kg) = 7.3477E+26
k= 6.67E-11
F = (K * M1 * M2)/ r^2 1.26727E+22

Distance from Earth to Moon = 1.52E+11
Electric Charge of the Moon = 1.5E+19
Earth's Electric Charge = 2.4E+19
k= 9000000000
F = (K * Q1 * Q2)/ r^2 1.40235E+26

As the electric/magnetic field only exerts force on magnetic materials, let's look at the size of the force exerted by the Moon on 5% of the Earth's mass (Fe).
Earth Iron (5%) = 3.195E+28
F = m*a = 0.023473512 (Acceleration force between moon and Earth´s core)

a = 1.35 * 10^21/(6.39*10^29) = 2.12 * 10^-9 m/s² (Earth's acceleration relative to the Moon).

5.10.1.2.10) The Earth's acceleration relative to the Moon is 2.12 * 10^-9 m/s² or 2.74*10^-5 km/h. The iron core undergoes an acceleration of 23*10^-3m/s² or 300 km/h due to the action of the lunar electric field (Maximum strength of magma currents close to the core). Note that the iron core responds much more quickly to lunar motions than the mass of the planet and that both gravity and the Electric Field act on the iron core.

*** A ship can only drill and explore the core of a planet if it is dead (no activity). If active, exploration diving must be restricted to the mantle.

5.10.1.2.11) The iron core of the Earth works as a “buoy” inside the mantle, following the movement of the lunar orbit, transferring energy and creating magmatic tides throughout the Earth's mantle. This is an indication that the planet can have a sustainable magnetosphere in the long term.

5.10.1.2.12) Heat is a form of energy that is generated by the movement of the particles that make up an object, which makes up the iron core in friction with the matter around it, forcing its passage. Inside the planet it is generated in various ways, such as friction, compression, expansion or chemical reaction.

TECTONIC PLATES

5.10.1.2.13) Acceleration represents the ability to transport matter, to give it a trajectory. Realize that the difference in acceleration between the “magmatic tide” and the “oceanic tide” is what cracks the crust and causes tectonic faults, since the crust is not thick enough to support the pressure exerted by its own “weight” and the weight of the ocean on areas that are losing support from magma flows, so fractures and movements occur.


5.10.1.2.14) So the magnetosphere is a consequence of the relationship between the "Electric Field and the trajectory" of the planet. And the Electric Field is generated by the motion of a ferromagnetic planetary core in the mantle. That is, planets with cores composed of diamagnetic materials will have very weak magnetospheres and those composed of antimagnetic materials will not have magnetospheres.

5.10.1.2.15) The existence of an active magnetosphere is a condition for the existence of an atmosphere on a planet that is “close” to the Sun. The stronger, the denser the atmosphere can be and its weakening over time also represents the loss of atmosphere to space and the evaporation of oceans due to the action of solar winds.

5.10.1.2.16) There can be atmosphere without oceans, but not oceans without atmosphere. There must be pressure capable of compressing a substance into a liquid state.

5.10.1.2.17) Denser atmospheres allow for larger plants and animals.

5.10.1.3) TIDES - These are elements that are never explored in games and extremely simple to calculate. It should be clarified that the calculations lend themselves to any liquid elements that exist in large quantities on the planets (this includes magma as well). There are planets that undergo tides in oceans with substances that are composed of dia/paramagnetic elements like Earth (H2O), subject only to the action of the gravitational field, and there are planets with oceans of Ferri/Ferromagnetic elements, subject to the action of gravitational fields and electromagnetic fields. Tides influence the atmosphere, ocean and mantle.


5.10.1.3.1) Let's calculate the effect of the Tide on the height of the ocean... Consider the points M1 and M2, for the tidal effect caused by the Moon and S1 and S2 for the tidal effects caused by the Sun. When the Sun and Moon are aligned, their effects add if they are on the same side, or subtract if they are on opposite sides.

Tides effects.png


*** The tidal force is caused by the variation in the distance of points M1 and M2 in relation to the Moon. For M1 the distance will be the distance between the Earth and the Moon minus the radius of the Earth. For M2 the distance will be the distance between the Earth and the Moon plus the radius of the Earth.

Mass of the Earth (kg)= 5.9742E+27
Mass of the Moon (kg) = 7.36E+22
k= 6.67E-11
F = (K * M1 * M2)/ r^2 1.9848E+23
Earth radius (R) = 6371000
Distance from Earth to Moon (d) = 384400000
F1 = (K * M1 * M2)/(d-R)^2 2.05226E+23
F2 = (K * M1 * M2)/(d+R)^2 1.92061E+23
Relationship between tides = 6.415143E-02 (aprox. 7%)

Mass of the Earth (kg)= 5.9742E+27
Mass of the Sun (kg) = 1.98892E+33
k= 6.67E-11
Distance from Earth to Sun = 1.496E+11
Earth Radius = 6371000
F3 = 3.54158E+28
F4 = 3.54097E+28
Relationship between tides generated by the Sun = 0.000170333 (aprox. 0,01%)

5.10.1.3.2) This calculation was made considering Earth data, that is, a diamagnetic or paramagnetic liquid ocean (ONLY GRAVITY ACTUALLY CASES THE CHANGE IN HEIGHT OF THE OCEAN). An ocean of liquid metal, considering the electrical charges we use, would generate a Tsunami on the planet's coast, since the Electric Field has the same effect as gravity on Ferrimagnetic and Ferromagnetic materials.


Just as relief has contours that are usually created in games by placing noise on flat relief, tides are contour lines in the ocean, created by the action of gravity.

5.10.1.4) MAGNETOSPHERE - With the Electric Field, the perimeter of the Earth and its orbital and rotational speed, we can "define" a method to give magnetospheres to celestial bodies.


5.10.1.4.1) The inclusion of magnetism as an element in the ED makes them considered “space weather events” resulting from the behavior of the star. Navigation in stellar systems is no longer the tranquility observed today for something that requires some care...


*** THE SUN HAS A STABLE FIELD... SHE IS A VERY STABLE STAR. It is not the Sun's magnetic field that is inverted... In fact, its rotation speed varies in relation to the Earth's orbital speed. When the planet orbits the Sun faster than its rotation speed, the magnetic field appears in one direction... When the orbital speed is greater than the star's rotation speed, the Magnetic Field perceived on the planet appears the opposite direction.

5.10.1.4.1.1) Variations in solar magnetic activity - refer to changes in the intensity and configuration of solar magnetic fields. These changes are caused by the star's internal dynamics and can result in phenomena such as solar storms, coronal flares, and solar winds. Variations in a star's magnetic activity have a significant impact on planets and ships, including heating, interruptions in communications, electronic systems, geomagnetic storms, direct damage to character health, and variations in planetary climatology. This implies considering thermomagnetic effects on ships, planets and characters that are in the star system:


5.10.1.4.1.2) Solar storms – a magnetic event – are explosions of energy and particles from the surface of the sun that are released in the form of radiation and solar wind. These storms can last from a few hours to several days and are caused by sudden changes in the sun's magnetic activity. Solar storms can affect electronic systems on a character's ship or suit while in space or on planets, causing communications interruptions, electrical failures and TURBULENCE. They can be dangerous, or even fatal, for the character on space missions;

*** It causes changes in trajectory, rotation and temperature in asteroid fields rich in ferromagnetic and ferrimagnetic materials. It produces electrical currents that travel between asteroids by taking advantage of the density of debris clouds. It reduces the fog density within asteroid fields rich in magnetic materials, as they are polarized and tend to stick to surfaces.

5.10.1.4.1.2.1) SUNSPOT (THIS EVENT PRECEDES A SOLAR STORM AND ONE OR SEVERAL SPOTS MAY APPEAR, CONNECTED OR NOT) - is a dark area on the surface of the Sun, caused by intense magnetic activity that inhibits convective activity and reduces the temperature of the photosphere in these areas. Sunspots are temporary phenomena and are common in the Sun's activity cycles.

*** SUNspots can reach up to 33% of the star's surface area. THIS MEANS SAYING THAT SHIPS AND PLANETS in system WILL RECEIVE 33% LESS LIGHT FLOW, RESULTING IN A REDUCTION IN TEMPERATURE (the "F" calculated in 5.10.1.1.3).

5.10.1.4.1.3) Coronal eruptions – a thermomagnetic event – are explosions of plasma and magnetic fields that occur in the solar corona, the outer atmosphere of the sun. They are caused by the sudden release of energy stored in the corona's magnetic fields. During a coronal eruption, hot material is thrown into interplanetary space in the form of a coronal mass (CME). Coronal eruptions can cause geomagnetic storms on planets with a magnetosphere (causing interruptions in communications and electronic systems) or suddenly overheat an unprotected surface (the ship's hull / toast a spacewalking character / cause fires or even burn the entire surface of a planet).

*** A coronal eruption adds heat to the ship, in addition to electrical failures, short circuits, turbulence due to a solar storm...

*** Causes trajectory, spin, and temperature changes in asteroid fields of any material, eventually causing a change of state (solid to liquid or liquid to gas, and occasionally causing asteroid explosions or collisions.

5.10.1.4.1.4) Solar radiation variability - refers to variations in the amount of electromagnetic radiation emitted by the sun. This includes variations in the sun's total brightness, variations in radiation at different wavelengths, and variations in sunspot activity. The variability of solar radiation can have a significant impact on climate, weather and a planet's ability to support life, as well as communications. Therefore, Planets that orbit stars with great variability of solar radiation become less likely to have surface life.

5.10.1.4.2) SOLAR WINDS AND COSMIC RAYS

5.10.1.4.2.1) They are the way in which events occurring in the star (or in nearby stars) propagate to reach elements (planets, asteroid fields, ships and the character) traveling in the solar system.

5.10.1.4.1.1) Cosmic rays - are highly energetic particles, such as protons, neutrons and electrons, which travel through space at very high speeds. They are produced by phenomena such as supernova explosions, coronal eruptions and solar storms.

When cosmic rays/solar winds from solar events reach the planet, hit the ship or the character they can cause the following types of thermomagnetic damage:

- Damage to the character: the character, in space missions, is exposed to high levels of radiation, which can increase the risk of damage to health, such as the risk of cancer, heat, electric currents and other problems related to radiation.

- Damage to equipment: cosmic rays can cause electronic damage to equipment, such as satellite communication systems and aircraft, interrupting their operations and affecting performance.

- Damage to electronic components: cosmic rays can cause failures in electronic components such as memories, processors, sensors and other critical components.

- Interruption of systems: both can interrupt the operation of electronic systems and affect performance, which can have serious impacts in areas such as communications, navigation, climatology and scientific research.

5.10.1.4.1.2) Solar Winds – are continuous flows of particles and plasma emitted by the sun. They stream from the solar corona at high speeds, traveling through the solar system and interacting with the magnetic fields of planets and satellites. Solar winds can cause disruptions in electronic systems on spacecraft and planets and in space missions, and can also affect the structure and dynamics of the atmosphere of planets.

- Extreme Weather Phenomena - Solar wind can affect a planet's climate and atmospheric dynamics, causing disturbances and extreme weather events.

- Evaporation from the atmosphere - especially harmful for planets with weak atmospheres/magnetospheres or for planets that are located close to their star and are subjected to intense solar wind currents. Atmosphere loss can affect the temperature, pressure, and chemical composition of the planetary atmosphere, and can negatively impact a planet's habitability.

- Overheating of the Atmosphere – the collision of charged particles with a planetary atmosphere can transfer energy to atmospheric particles, heating them up. This process can lead to an increase in the temperature of the atmosphere. Overheating the atmosphere can have a number of negative effects, including removing particles from the atmosphere (atmospheric evaporation), changing the chemical composition of the atmosphere, and disrupting communication and eletronic systems. In addition, overheating of the atmosphere can affect atmospheric dynamics, causing storms and weather disturbances (extreme weather phenomena).


*** AS THE BEHAVIOR OF THE MAGNETIC FIELD OF STARS IN OTHER STAR SYSTEMS IS SOMETHING VERY LITTLE STUDIED, IT CAN BE RANDOMIZED FROM THE TYPE OF STAR AS TO ITS STRENGTH AND STABILITY.

*** Some systems can approach unnavigable conditions making longer journeys very dangerous. A technology for scanning the stellar weather of unknown nearby systems could be developed to avoid traps.

*** The strength and intensity of these phenomena drops with the square of the distance from the generating star.

5.10.1.4.2) PLANETARY MAGNETOSPHERE

5.10.1.4.2.1) The Earth's outer core, which is composed primarily of liquid iron (FERROMAGNETIC MATERIAL), is responsible for generating the Earth's magnetic field through the process known as electrical dynamo. This process occurs due to the rotation of the Earth, the movement of liquid iron and electrical conduction. The resulting magnetic field interacts with charged particles in the solar wind, creating a protective region called the magnetosphere. The magnetosphere prevents most of the solar wind particles from reaching the planet's surface, keeping life on Earth safe in a more stable environment.

*** For the ED, the suggestion is that planets with a magnetosphere have cores of magnetic materials (ferromagnetic or ferrimagnetic).

5.10.1.4.2.2) Contrary to common sense, the Earth's structure is not perfectly divided between core, mantle and crust and the Earth's core is not perfectly at the center of the Earth. Instead, it is slightly offset to the southern hemisphere. This is due to imbalances in the Earth's mass distribution and interactions of the core with the lunar magnetic field, which result in small "shifts" in the Earth's center of mass. However, this "deviation" is very small relative to the Earth's total size, and the core is still considered to be at the approximate center of the Earth.

5.10.1.4.2.3) So, the planets can be divided as follows, according to surface composition:

a) Solids;
b) Solids with atmosphere;
c) Solids with atmosphere and oceans of partial surface coverage; and
d) Solids with full coverage atmosphere and oceans (oceanic, volcanic planets or both)
e) Liquids with an atmosphere (such as gas giants);
f) Purely gaseous (composed of chemical compounds that even very compressed do not change state - like noble gases).
*** oceans can be composed of chemical compounds that, even when exposed to very low temperatures, do not change from a liquid to a solid state (superconducting liquids).

5.10.1.4.2.3.1) The phenomena that can be seen in these bodies have already been described in "13. Atmospheric phenomena, 14. Geological phenomena, 15. Oceanic Planets and 16. Ocean phenomenons", and the speed with which they occur varies according to the density of the element that composes the phenomenon (a magma flow moves much slower than a water flow).

5.10.1.4.2.4) The magnetosphere is a region of space around a planet that is dominated by its magnetic field. It acts as a protective barrier against solar particles, solar winds and other forms of radiation. In addition, it can help protect the planet's surface from particle impacts and solar flares. It is a natural planetary deflector shield created from the interaction of ferromagnetic and ferrimagnetic nuclei with the planet's mantle. So a magnetosphere can arise on all types of planets, except "f" if the core is made of magnetic material.

We know that the duration of the terrestrial day is increasing since the "creation of the planet", that is, the Crust is decreasing its rotation speed in relation to the Sun and the inversions of the "Terrestrial Magnetic Field" reflect the "ballet between the velocity of the nucleus and the mantle (The crust "floats under the mantle and planetary volcanic activity reflects mantle tides). The Magnetic Field is a magnitude that depends on the speed of an electric field relative to the observer (B = k*q*v/r^2), as explained in the video of “5.10.1.2.13”.

Suppose that the velocity of the mantle is greater than the core and this generates the magnetic field leaving the north pole of the planet, if the velocity of the core becomes greater than that of the mantle, the magnetic field perceived by those under the crust will reverse, but this is not the problem (in my opinion)... The reduction of the strength of the Magnetosphere can occur by reducing the electrical charge or by varying the relative velocities between the core and the mantle...

The decrease in the speed of magmatic tides causes both a reduction in load and speed and this is immediately reflected in the weakening of the magnetosphere and, later, in the appearance of faults... Like the South Atlantic Anomaly. Considering the constant internal pressures, as the velocity decreases, the temperature generated by the friction between the materials drops and more material solidifies... This means that it becomes increasingly difficult for the core to move. On the surface, a reduction in the frequency of large earthquakes (thickening of the crust) and volcanic activity can be observed. The San Andreas Fault has not yet given a signal... And maybe it won't! The same applies to supervolcanoes... With the core at low speeds, volcanic activity only occurs when "bubbles of hot material" detach from the core and travel towards the crust, which takes a hundred years to have reflections on the surface (Geological events follow the same time scale as the stellar system.)

The most immediate reflection of what happens in the Earth's core/mantle relationship is the magnetosphere. Before the core rotated faster than the crust, now it is slower than the crust... For the observer sitting in the crust, the impression is that both the core and the magnetic field have changed direction. The consequence of the speed reduction is the weakening of the magnetosphere... This enables the erosion of the atmosphere by the action of the solar wind (it is lost in space)... The ocean, under less atmospheric pressure, evaporates to compensate for the loss and this worsens the greenhouse effect (the ocean controls the temperature range of the planet)... In the end, Earth is like Mars.

5.10.1.4.2.5) But how to determine when a planet will or will not have a Magnetosphere in the model for Elite Dangerous?

5.10.1.4.2.5.1) We have seen that gravity acts on all types of matter, depending on the density of the material, however magnetism only acts on ferromagnetic or ferrimagnetic materials. The Earth is already too old a planet to keep the core active based on radioactive materials... So there's only magnetism left.

5.10.1.4.2.5.2) The core is composed of ferromagnetic materials so an external electrical charge is keeping the Earth's core active. The surface of the Moon has an electrical charge that, according to scientists, can electrocute astronauts. This happens because the lunar outer area is exposed to the solar wind and streams of charged particles – negatively charged electrons and positively charged ions – constantly expelled by the Sun. Let's assume it's the moon...

Distance from Earth to Moon = 384400000
Distance from Earth's surface to the Core = 4500000
Total magnetic interaction distance = 388900000
Electric Charge of the Moon = 1.5E+19
Earth's Electric Charge = 2.4E+19
k= 9000000000
F = (K * Q1 * Q2)/ r^2 = 2.14224E+31 (Much greater than the gravitational force exerted by the Moon itself)

The mass of the Earth's core is estimated to be about 1.5 x 10^25 kg.

F = m * a
a = 2.14224E+31/ 1.5 x 10^28 = 1428.16 (The core is not free to speed up, but let's use this number as a reference).

Earth's magnetic field has a strength of about 0.5 to 1 Gauss (0.05 to 0.1 tesla) at the Earth's surface. A rule of three can be used to stipulate the Magnetosphere at the equivalent distance from the Earth's surface. If the planet is larger, the magnetosphere will be weaker than calculated, and if it is smaller than Earth, stronger. Remembering that the strength of the Magnetic Field drops with the square of the increase in distance.

For cores made of different materials, multipliers can be used, maintaining the same calculation method.

As the Moon is moving away from Earth, the Force decreases.

5.10.1.4.2.5.3) The strength of the magnetosphere is a function of the acceleration and the size of planet (it would be necessary to randomize the size of the planetary core).

5.10.1.4.2.5.4) When the core is ferromagnetic and "a" is smaller than the reference, the crust will be thicker and the mantle easier to navigate, but denser (greater slowdown in the ship). When "a" is larger, the crust will be thinner (more volcanic and tectonic activity) and the mantle will be more turbulent (higher temperatures).

5.10.1.4.2.5.4.1) In addition to the magnetic model, Planets can have their nucleus active when:

1) new or recently created;
2) endowed with a lot of radioactive material;
3) hit by an asteroid, comet, or other planet;
4) close to the rock boundary of another more massive body (The crust moves, transferring energy to the mantle and, consequently, the core)

*** from 1 to 3 the magnetosphere will undergo rapid decay.

This affects the structure of the planet's caves (They only exist in the crust). At the boundary between the crust and the mantle, there will be caves that fill and empty with magma tides. Volcanoes are points where the crust is thinnest and the mantle has access to the surface.

As for the strength of the magnetosphere, the nature of the materials that make up the core of the planet is considered.

FERROMAGNETIC>FERRIMAGNETIC>DIAMAGNETIC

*** ANTIMAGNETICS DO NOT HAVE A MAGNETOSPHERE UNDER ANY CIRCUMSTANCES

The planetary magnetospheres would be distributed considering the following classification:

=> On planets with a FERROMAGNETIC/FERRIMAGNETIC core

Stable: magnetospheres that maintain their shape and characteristics even with variations in the external environment, such as the solar wind.

Unstable: these are magnetospheres that undergo significant variations in response to changes in the external environment, such as geomagnetic storms.

=> On planets with a FERRIMAGNETIC/ DIAMAGNETIC core

Dynamic: are magnetospheres that are always changing due to interaction with the external environment and internal forces.

Balanced: magnetospheres that are in a state of dynamic equilibrium, with balanced internal and external forces.

For plots of a possible planetary magnetic field analyzer, you need to consider two models that vary in shape and size:

Dipolar magnetospheres: These are the most common and are characterized by a magnetic field that has its north pole and south pole clearly defined. Planet Earth, for example, has a dipole magnetosphere.

Non-dipole magnetospheres: These magnetospheres do not have a clearly defined north and south pole. Instead, they are composed of multiple magnetic field origin points. Jupiter, for example, has a non-dipole magnetosphere.

*** The stronger the planetary magnetosphere, the greater its representation in the game relative to the surface of the planet.

*** Planets with dipolar magnetospheres have more "organized" magmatic flows than planets with non-dipolar magnetospheres.

5.10.1.4.2.6) And what phenomena are seen on planets with a magnetosphere?

5.10.1.4.2.6.1) Northern and Southern Auroras: these are luminous patterns in the polar regions that occur due to the flow of charged particles in the magnetosphere.

5.10.1.4.2.6.2) Geomagnetic storms: these are intense disturbances in the magnetosphere caused by variations in the solar wind.

5.10.1.4.2.6.3) Shock waves: these are sudden disturbances of the magnetosphere caused by shocks in the speed of the solar wind.

5.10.1.4.2.6.4) Substorms: are variations in the magnetosphere that occur as a result of the discharge of energy accumulated in the aurora.

5.10.1.4.2.6.5) Polarization of the solar wind: is the variation in the direction of the magnetic field of the solar wind, which affects the dynamics of the magnetosphere.

5.10.1.4.2.6.6) CME (Massive Coronal Eruption): are explosions of material in the solar corona that can interact with the magnetosphere and cause geomagnetic storms.

5.10.1.4.2.7) On planets that do not have STABLE magnetospheres, the variation of the magnetic field can generate electric currents in various environments, such as:

5.10.1.4.2.7.1) Joule currents: are electric currents that arise as a result of the variation of the magnetic field in electrical conductors.

5.10.1.4.2.7.2) Electrical Storms - electrical discharges that occur in the atmosphere. They are usually associated with lightning storms and are characterized by high-intensity, high-frequency electrical discharges.

5.10.1.4.2.7.3) Marine currents: these are electrical currents generated by the variation of the magnetic field in the salt water of the oceans.

5.10.1.4.2.7.4) Geomagnetic currents: are electric currents generated by the variation of the magnetic field in the earth's crust and lithosphere.

5.10.1.5) GRAVITATIONAL COMPRESSION - is a phenomenon in which gravity, acting on the mass of an object, compresses it, reducing its size and increasing its density. In this case, I recommend the application in the atmosphere of the planets in ED.

Pressão x Altitude.jpg

d - atmospheric density
p - pressure

Considering that the atmospheric compression curve is a relationship between the atmospheric mass of the planet, the surface area and gravity, it can be treated in the following simplified way:

- If the atmospheric gas mass/surface area ratio increases or decreases, the curve shifts upwards or downwards, respectively;

- If gravity increases or decreases, the "x" axis (density/pressure) shifts to the right (same amount of compressed gas in less area tends to make the curve a straight line parallel to "y") or to the left, respectively;

*** On planets with small atmospheric gas mass/surface area ratio, there may be some atmospheric gas pressure only in deep caves.

*** The greater the atmospheric gas mass/surface area ratio, the greater the chance of a liquid ocean


5.10.1.6) RESSONÂNCIA ORBITAL (If the FDEV decides to implement elliptical orbits)


5.11) SPACE MINING

5.11.1) The surface chemical composition (magma, crust, biome, atmosphere and ocean) of a planet is in its color.

5.11.2) The ED space mining sequence is very good, with the launch of a probe that does the prospecting, research and evaluation stages, leaving the exploration to weapons and player piloting (prospecting, research, evaluation and exploration) and refining for equipment installed on the ship:

5.11.2.1) Prospecting – collection of a material sample;

5.11.2.2) Research – analysis of the mineral collected regarding the real existence of the element (fool's gold);

5.11.2.3) Evaluation – verification of the amount of mineral available for exploration to determine the cost of exploration;

5.11.2.4) Exploration – It is the removal and transport of material (the method is proportional to the quantity – pickaxe/lasers/explosives/ducts/extraction platforms/extraction bases...).

5.11.3) It is observed that the asteroids need to vary more in size and shape, the density of bodies inside the field also needs to vary, as well as adding dust clouds in the regions of greater density of bodies (the occurrence of impacts releases pieces minors, debris and pulverized materials). The effect would be something similar to the fog you see when diving in the “Subnáutica”.

without fog - strange!

5.11.4) It would also be interesting to create a specific type of deflector shield (Rigid Shield – resistant to multiple impacts or to “constant” kinetic beams, resulting from debris traveling in the asteroid field) for navigation in this region. Contrary to what is observed in the game, this region has meteorites and asteroids of all shapes and sizes, at varying speeds and trajectories, which constantly hit the ship, depending on the density of bodies in the area (Navigating in very dense areas is similar to piloting in a sandstorm). Yes... Pirate ships that want to operate in these areas would need to specialize their shields, becoming more vulnerable to attacks outside that niche, or wait to ambush loaded ships that jump out of the area.

5.11.5) Another point is to vary the propulsion capacity, the range of sensors and communication as a function of the density of bodies. This is because the impacts and friction between asteroids in very dense regions create Electric Fields and, eventually, electrical discharges (lightning) when the clouds are dense enough. The denser the region, the more constant damage the ship's shield takes.

5.11.6) “AWARD-WINNING” ASTEROID - as with “16 Psyche, the asteroid worth more than Earth's global economy”, the character will find (very rarely) an asteroid (space mining) or a Spot (Mining celestial bodies – planets, planetoids, moons, comets...). The exploration of this type of body cannot be done in a single trip, so a technology capable of marking the exploration site is needed – a particular beacon (the spacecraft's computer would be able to find the position of the asteroid within the field, to subsequent accesses and continue exploration).

16 Asteroid.jpg


*** The asteroid beacon will allow the player to land the ship at the closest possible point to the “prize asteroid marked by the player”. Asteroid tags last for 1 week. The same technology can be used to "bug" ships... In this case, a player will be able to "bump" the ship of another to track.

5.11.7) As the discovery of this type of body will be rare, and its riches are finite, it is to be expected that the player does not reveal the position to other players. It is a scenario for disputes, potentially.

5.11.8) Directly using elements from the periodic table is a simplification that should be studied by the development team. In the periodic table there are the basic elements, but minerals not collected or mined in pure form. It is only obtained after processing and refining. Below is a table with the minerals and, within the links, the elements from which they are extracted:

Alumínio

Amerício

Antimônio

Argônio

Arsênio

Índio

Ítrio

Ósmio

Érbio

Bário

Berílio

Bismuto

Boro

Bromo

Carbono

Cádmio

Cálcio

Cério

Césio

Chumbo

Cloro

Cobalto

Cobre

Criptônio

Cromo

Destaques

Disprósio

Enxofre

Escândio

Estanho

Estrôncio

Európio

Fósforo

Ferro

Flúor

Gadolínio

Gálio

Germânio

Háfnio

Hélio

Hidrogênio

Iodo

Irídio

Itérbio

Lantânio

Lítio

Lutécio

Magnésio

Manganês

Mercúrio

Molibdênio

Níquel

Neônio

Neodímio

Nióbio

Nitrogênio

Ouro

Oxigênio

Paládio

Platina

Plutônio

Polônio

Potássio

Praseodímio

Prata

Radônio

Rádio

Rênio

Rubídio

Rutênio

Samário

Sódio

Selênio

Silício

Tálio

Tântalo

Tório

Telúrio

Titânio

Tungstênio

Urânio

Vanádio

Xenônio

Zinco

Zircônio

*** Magnesium, for example, is extracted from Magnesite (MgCO3). Then there is the extraction of the main element “1 x Mg” and the minor elements “1 x C” and “3 x O”... It's more oxygen than magnesium in the end. The ED must consider the secondary elements of extraction in refining and store all of them separately or make it possible for the pilot to select the chemical element of interest after refining (the ship/equipment discards the residue automatically). If the pilot that only Magnesium, will have to discard the secondaries...

*** OBSERVE THE COLORS AND TEXTURE OF THE MINERALS FROM WHICH THE ELEMENTS ARE EXTRACTED. Colors are an important indicator of the chemical composition in the natural environment. Further on, one can observe the suggestion that a species of flora “changes color slightly” when it grows in soil rich in a certain chemical element (A green leaf can become redder in the presence of iron or yellowish in the presence of iron). presence of sulphur... A yellow fungus can turn green in the presence of zinc in the soil...)


5.11.9) The price is given by “scarcity x utility”, and there are still costs of collection, transport, storage and the need for refining/production. These would be the initial price variables. However, when you master space technology, there are types of mining not yet considered in ED, or any other game:

5.11.9.1) IMMERSIVE ATMOSPHERIC/OCEAN MINING – In this type of mining, the ship/vehicle has open gates in a region that contains the gas or liquid to be collected/refined. It is the type suggested in 13.10 - Navigation on gas giants, but it can be done on any planet with an atmosphere (gaseous medium) or liquid. On Earth, a ship can orbit the planet to "mine" oxygen, water, nitrogen... The collection speed varies according to the density of the atmosphere and the presence of the element selected for extraction (unwanted elements are returned to the medium );

5.11.9.2) GEOLOGICAL IMMERSIVE MINING - This type of mining can be used in “magmatic” environments, that is, the ship/vehicle descends into a volcano or crevice to collect materials (a vulnerable point in the crust). In this case, it should be borne in mind that magmatic currents have variable temperatures and the higher the temperature of the medium, the greater the speed at which the ship can move (speed proportional to density). A technology to superheat the hull associated with mining lasers can be used to increase the speed in the medium and navigation has to be done by sonar, considering that sensing varies according to the density of the rocks in the medium. The risk is getting trapped... THE ENVIRONMENT OF THE SUBMERGED SHIP WOULD SIMILAR TO THAT OF A WAR SUBMARINE, WITH WINDOWS AND COKPIT BEING CLOSED BEFORE THE “DIVE”.

*** SUGGESTED TECHNOLOGY – Lightning shield – High electrical currents run through the ship's outer armor, superheating its exterior and causing it to glow (lightning). This liquefies any material that comes into contact with the hull, making it nearly immune to kinetic and explosive damage. The magnetic fields produced induce the movement of the nearest ions in the navigational direction, improving the spacecraft's propulsion in dense media. In addition, they interfere with the guidance/navigation systems of other vehicles/weapons, and can even shut them down. In contrast, even short-range sensors can locate the ship many kilometers away, due to the large heat signature, it is much more sensitive to laser weapons and it is not possible to associate deflector shields while the technology is active.

5.9.11.2.1) There is turbulence, the speed of the ship varies directly proportional to the temperature of the magmatic liquid. It will be hit by solidified rocks that are in the middle of the fluid in that medium... There is no deflector shield and it is subject to the same types of oceanic phenomena described in “16”.

5.9.11.2.2) The ship, vehicle or pod can also be used to access a solidified region empty or full of liquid (aquifer for example) inside the celestial body, where it is possible to explore on foot, in search of mineral deposits, collection of fossils, information, repair/rescue of other ships, people, equipment (See suggested missions in 22 - SUGGESTIONS FOR THE LOOP MISSION SYSTEM )... I believe that the game “Deep Rock Galactic (PS4)” is a good benchmark for ideas.

5.11.10) PLANETARY MINING – Planetary mining is necessary, mainly, because certain mineral types only appear through biological actions (flora and fauna), such as Oil, for example. Mining phases:

5.11.10.1) Prospecting – this phase is already partially included in the game. Analysis of the emission of radioactive particles, magnetic maps and difference in surface densities – In the game, the orbital launch of probes capable of verifying the chemical composition of the planet. As with asteroids, this mechanism can be improved to indicate areas of the planet, according to a color scale (each mineral type would have a specific color), with a greater probability of finding dense ore deposits that are viable to be exploited.

Wavelength of Light x Chemistry.png


5.11.10.2) Research – data prospecting and aerogeophysical and geochemical image processing studies the chemical characteristics of the rocks... Suggestion - The player will approach the chosen planet, PUT THE SHIP IN ORBIT (CREATE THIS COMAND) and launch a probe in the most probable locations (see the mining done in “Mass Effect 2), which will do the 3d mapping of the terrain, marking the position of the areas for "field surveys" (sample collection) by the character on foot or "probing" (the drilling of rocks and taking samples using drones or vehicles) . In addition, flora analysis and the presence of other minerals increase/decrease the possibility of an ore vein. Prospecting provides a list of existing elements on the planet. In the "research" the probe will determine the most likely locations for exploration on the surface, in the ocean or underground


5.11.10.3) Assessment – samples from the area are collected and analyzed by the ship's computer, issuing a final report on the existence of minerals in the area. A drone carrying laboratory equipment can assess the samples.

*** For example: In mining, a “quartz deposit” (white marks on the mine wall) precedes a “gold deposit”. Geobotany - There are also plants that are associated with the existence of gold in the subsoil (horsetail plant, equisetum, opyrum esculentum, Eriogonum inflatum, Big sagebrush, fourwing saltbush... These are plants that support the existence of heavy metals in the soil or that can absorb them los). The same happens with diamonds and any other ore... (You don't look for iron by digging sand).

*** Another source of information about soil mineral composition comes from Geozoology – insects and small animals are able to indicate the presence of minerals. The chemical analysis of “termites” was used to discover deposits of gold, diamonds and other minerals (Termites search for water continuously and can dig more than 70 meters deep and distances of hundreds of meters. This is how the copper deposits of Vila Manica – Mozambique, and diamond deposits at Jwaneng were found).

5.11.10.4) Exploration – consists of removing soil from mineral deposits. For this, we will have to consider equipment according to the mining environment.

5.11.10.4.1) Land mining - Includes mining (underground and surface), caverns, quarries and wells. It could be done using only the character with pickaxe and cargo drone, vehicles, exosuit... and even the ships themselves.

5.11.10.4.2) Ocean Mining - Includes the exploration of mines (underground and surface), caves, quarries in a non-extreme liquid environment. The difficulty here is that the removal of materials makes the environment cloudy (visibility close to zero) and can disturb or kill the flora and fauna nearby (You are there mining a rock when a “species of Megalodon” hits the ship). Furthermore, it can only be exploited by vehicles, robots... and even the ships themselves (the character with pickaxes and simpler equipment cannot exploit resources in this medium).

5.11.10.4.3) Geological Mining - Includes the exploration of mines (underground and surface), caves, quarries in an extreme liquid environment (exploration in magmatic, super-hot, or super-cold liquid materials). Visibility is zero (can only be seen by sonar) and exploration can only be performed by Mech or ship. It is the hardest type, with rarer heavy compounds and the character cannot leave the ship, only if it is inside a robot or vehicle. NAVIGATION OF THIS KIND MUST BE INSPIRED BY WAR SUBMARINES, WITHOUT WINDOWS AND ONLY BY SONAR.

Other upgrades for the ED...

Ways to land on the planet:

1) Create a command for the ship to establish orbit on the planet to launch probes or equipment.

2) Vehicle launch – the spacecraft makes a low-flying flight and the vehicle is launched in a landing zone (in this case, the vehicle must be equipped with fall cushioning systems);

3) Landing by orbital or high-altitude jump – jumps from the ship in flight to the planet;


Way to save the planet

1) Orbital rescue of equipment - a vehicle or equipment is capable of launching into a low orbit to await the rescue of the ship;

2) Character must be able to make the rescue request, when the ship can land, launch vehicles or equipment to the character to arrange a rescue.

3) When a thargoid ship uses the pulse and the player is in range. Your suit and weapons should turn off, similar to what happens with the ship;

4) Add thermometer, magnetometer, pressure indicator under suit.
 

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I approve of every single suggestion made in this thread. I fully expect to see everything, and I mean EVERYTHING implemented as you suggest when frontier developments finally releases Elite: Everything in 2092. If I'm still alive you'll see me there.
I'm not sure why the OP is going to such great length to post their ideas.

The circled part is to make it legally clear that Frontier isn't going to be taking ideas that people can later take credit for and develop an idea of going after Frontier for compensation. The rest of it is really just protection in case similar ideas are implemented by coincidence.

terms and conditions.png
 
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I'm not sure why the OP is going to such great length to post their ideas.

The circled part is to make it legally clear that Frontier isn't going to be taking ideas that people can later take credit for and develop an idea of going after Frontier for compensation. The rest of it is really just protection in case similar ideas are implemented by coincidence.
It's because we all wax poetic about what we'd like to see the game develop into. Admittedly, based on the legal document you posted, there is very little hope that any of these suggestions may come to pass. But we can all still dream, I guess.

Well, there's always the new Elite coming out in 2092. ;)
 
30.17) TRANSFORMATION ECONOMY IN THE ED

The manufacture of elements and products has been simplified by the massive presence of 3D printers, the limiting factor being the relationship between the size of the printer and the dimensions of the manufactured product. Of course, larger printers are much harder to find. On the other hand, there is also no protection for intellectual property, so the only way to manufacture something “special” is to look for the owner of the project, as with engineers.

THE PURCHASE OF INPUTS - TRANSMUTATION OF MATERIALS (NUCLEAR FISSION AND FUSION TECHNOLOGY) – The field of nuclear fusion technology does not refer only to the energy issue, despite being one of the most publicized uses. It is a necessary technology to, at the cost of massive amounts of energy, create new elements and materials, or to convert one material into another. These are operations that do not involve the fusion of atoms, but the sum of more elementary particles – protons and neutrons. In nature, there is the fusion of hydrogen atoms forming helium and other types that generate all other materials found in nature. With the mastery of technology and the possibility of installing bases close to the Sun, to take advantage of the temperature and energy, the process could be much simpler than the cold fusion sought on Earth.

p – proton
n - neutron
D - Deuterium

Fusão Atômica 1.jpg

30.17.1) This process continues... About this type of factory/space station would be in orbits very close to Solar stars, similarly, to take advantage of their energy and temperature in fusion processes to create materials. The “raw material traders” would be the middle ground between these material factories and consumers.

30.17.1.2) Another point is the metric used to exchange materials. Given the logic proposed here, based on atomic fusion/fission technology, it is suggested that the exchange of “raw materials” be based on the atomic mass and atomic number of each element, adding a cash payment proportional to the cost of the energy (distance on the periodic table between the element you want to create and the base element) and the trader's profit.

30.17.1.2.1) The atomic number (Z) indicates the number of protons (p) in the atom of the element. 2. The atomic mass number (A) is the sum of the unitary masses of protons (p) and neutrons (n). Note: As atoms are electrically neutral, the number of protons is equal to the number of electrons.

*** Assuming the player wants to exchange carbon for iron:
Carbon (base element) has Z = 6 (the atomic number equals the number of protons and electrons) and A = 12 (atomic mass)
Iron (desired element) has Z = 26 and A = 55
To rearrange the atomic nucleus from carbon to iron requires 20 protons (conversion units of spent energy)... E = 20 (protons)
In order to use the neutrons of the carbon nuclei for iron, the ratio between the neutrons of the two atoms must be made:
Carbon => Z-A => 12-6 = 6 Neutrons
Iron => Z-A => 55-26 = 29 Neutrons

So, to create iron from carbon, in the ED, it would take 29/6 = 4.8 always rounding up... 5 carbon atoms for every iron. In addition to the cost of the material, a cash value would be added for the energy spent in the process and the profit of the NPC in the system.

30.17.2) There are elements that cannot be found in nature, only taken from components or synthesized in these facilities.

30.17.3) For logistical reasons, these factory space stations must be located close to the factories of more complex products, which will trigger them, in the absence of natural inputs, making the production of items more expensive. It is suggested that the base architecture suggested for these installations is inspired by particle accelerators.

30.17.4) In the case of the “ENCODED”, it is suggested an “orbital military engineering office” close to the system beacon, and in the case of the Manufactured Materials Trader, a type of structure almost outside the heliosphere of the system, destined for the manufacture parts and ship repair.

30.18) FOOD PRODUCTION IS NOT AN ECONOMIC PILLAR, BUT AGRICULTURE HAS ANOTHER WAY OF PARTICIPATING IN THE ECONOMY

According to information from the Food and Agriculture Organization of the United Nations (FAO), 3.8 billion tons of food are produced annually around the world. More than 1/3 of this is thrown away, due to issues related to quality for consumption and logistical problems, while hunger affects more than 821 million people, or 10.9% of the world's population. In fact, the problem is not the amount of food produced, but the distribution logistics. The proposed “food loss” and “food waste” solution for the DE economy is obvious… Take the storage and distribution steps out of the supply chain.

30.18.1) All human technology is, for the most part, based on water, and agriculture will not be one of the pillars of the economy in the future, despite maintaining a small share in the base of the economy of less technologically developed stellar systems. That's because all ships, even the smallest ones, are capable of producing food for their crew. Those with guests/visitors/hotels/bars will be obliged to import products at a rate proportional to occupancy (ratio of ship traffic through the system in which the Station is installed). HOW IS THIS DONE (PROPOSAL FOR ED)? In space, a “closed system” must be created, capable of taking advantage of energy and human waste as fertilizer for the creation of plants/animals that serve as food.

30.18.2) A food manufacturing process analogous to the Recirculating Aquaculture Systems (RAS) is suggested. In this system, water circulates through a tank for fish farming, its waste is treated by physical systems, using a minimum of water pumps, making intensive animal farming possible (over 40 kg/m³). The only water wasted in this system is that which evaporates from the tanks (less than 3%).

RAS.jpg


30.18.2.1) The size of the system (number of tanks and the filtering system increases according to the maximum capacity of the ship's crew. But the "futuristic" system would not use fish, but aquatic plants or algae, genetically manipulated to please the palate and meet human nutritional needs, with a high rate of reproduction (capable of doubling the area occupied on the water surface every 48 hours) when exposed to sewage (or simply to water) and to light, as occurs with “spirulina” or with “Lemna.” This idea is very old... The phenomenon is described in the Bible, the manna machine was connected to the Ark of the Covenant (actually a battery) to work.

*** Packaging and all food storage and transport systems, responsible for significant food losses, cease to exist. The food is already packaged in its own edible shell, without the generation of waste resulting from packaging disposal.

30.18.2) Thus, the equipment would be sufficient to treat sewage or simply to produce food from water captured from the humidity in the air and hunger would only affect those locations where this type of equipment is not available.

30.18.2.1) It would be enough for the development team to design a room with tanks, pipes linked to a “water purification system” (removal of solids), to a type of biofiltration (reduction of toxicity and biosafety), and a control panel containing the water control parameters: Temperature, PH, Oxygen, amount of organisms available (Kg), Ammonia level in the water (Toxicity) and biosafety. This system could be associated with aquaponic systems or aquariums in settlements and larger planetary bases.

30.18.3) We can go further... The development of nutritional technology integrated into the suits guarantees survival for missions in which the character spends a long time outside the ship, in a hostile environment (The suit use solar eergy, reuses all waste expelled by the body and converts it into oxygen and a liquid that serves as food). The character would drink a liquid produced by the suit whenever he was hungry or thirsty (Dune). It is necessary to set an efficiency coefficient for the suit, which decays over time, establishing a working limit for this characteristic and a condition for which the suit recovers 100% efficiency (washed with clean water, for example). Field mission time would be exchanged for stamina/strength, or another suit characteristic.

30.18.3) There is no point in talking about nutrition in the ED if there are no effects of lack of nutrition: tremor (difficulty aiming), dizziness, slowness, fainting and death. This would be important in survival missions.

30.18.4) TERRAFORMING MODE

30.18.4.2) Imagine that an ED “explorer” player discovers a planet, rich in water and minerals, within the habitable zone of the stellar system (energy balance proper to human life), with stable magnetic activity, but its atmosphere is covered by carbon dioxide and sulfur dioxide, with a lot of acid rain, resulting from a period of intense volcanic activity... This explorer wants the planet to become habitable, attractive to colonization, to receive "rights" on the exploration of the planet in the future... He will want to maximize the value received, not only for mining, but also for the permanent occupation of the planet... And he will use genetics and agriculture as a terraforming tool (but not agriculture as we know it).

30.18.4.2.1) Unlike current agriculture, dominated by concentration of individuals, established cycles, highly dependent on climate, which uses fertilizers and chemical inputs to enable accelerated growth and productivity, forcing plants and excluding animals and insects from ecosystem, for terraforming planets, you have to work with local resources and situations, with different design solutions. Terraforming is about creating a permanent, self-sustaining system that supports human existence.

30.18.4.2.2) When you observe a system in operation, there are two undesirable things: pollution and work. The work is the result of not satisfying all the components of your system with your needs (If you didn't put a water source/water tank in your chicken coop, you will have to carry water every day). Pollution is the unused resource, a resource that has no way to go where it can be used (If you didn't collect the eggs from the chicken coop, the resource became pollution).

30.18.4.2.3) To resolve the contamination of the planet's atmosphere, the "explorer" must choose to insert "estremophiles" and "stromatolites" genetically designed to remove carbon and sulfur from the atmosphere, accelerating the movement of chemical elements such as oxygen, hydrogen, sulphur, carbon, phosphorus and nitrogen. The geological system that, before, took thousands of years to make chemical elements circulate in several stages, now uses biogeochemical cycles that can transform elements in years or hours, modifying the composition of the soil and atmosphere.

30.18.4.2.4) Creatures will reproduce as long as the environment provides them with the chemical elements necessary for their survival. In case, when the amounts of sulfur and carbon in the atmosphere decrease, food restriction will reduce the reproduction rate and eventually become negative, when oxygen, hydrogen, phosphorus and nitrogen become abundant (cleaner atmosphere/ocean by human standards). The “explorer” should return months later to check whether the planet's atmosphere has been modified... There will be a “timer” alerting him that there is a chance that the creatures have completed the task of “atmospheric/oceanic cleaning”.

30.18.4.2.5) This new, cleaner atmosphere/ocean creates the opportunity for the implantation of new, larger and more complex organisms, to provide stability and resilience to the created ecosystem. Plant types can be created considering the availability of mineral resources on the planet (plants that take phosphorus or aluminum for their leaves, or iron for their fruits, or capable of dealing with heavy metals, for example)... Months later, the “explorer” he can return to “his planet” and start mining resources from mineral deposits accumulated by the death of these biological types or directly collecting produced materials. Insects and animals carry out activities of chemical conversion and diffusion of plant species.

*** By making the genetic design and choosing the place where the first individuals of each species will be planted (or released in the case of insects and animals), the explorer is creating new ecosystems practicing a different type of agriculture.

*** The advance in the knowledge of exobiology increases the amount of codes that can be used in the design of organisms.
 
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12.13) MICROELEMENTS

MECHANICAL STANDARDS

The ED is poor in terms of observation of electromechanical elements, gears, drills, robotic arms... If the suggestions of "19.4.2" are implemented in the ED, sometimes the character will be able to see the inside of equipment on bases and ships. Locations that only drones that travel the line use to make repairs, provide inputs or collect products that must be used elsewhere on the vessel. Going through these lines, in addition to combating the dangers characteristic of this environment, the character visualizes the interior of machines and equipment. For this, it is recommended that FDEV be based on real electromechanical projects developed in Solidworks, based on real principles...


The basic suggestion for manufacturing elements for the ED is based on... CZinger21C, the first car designed by an AI and built by 3D printers.


This suggestion is associated with the mining suggestions pointed out in "5.8", making the "creation specification" and the type of 3D printer to be used the production bottlenecks. Engineers have the necessary knowledge and means to create special items.

PATTERNS OF NATURAL ELEMENTS (Natural Element Design)

12.13.1) In 5.7 it was said that the interbody impact is a tool to “activate” the core, change the composition of celestial bodies, create moons, as well as reposition them or place them on a capture trajectory for a system stellar. In the future, agriculture will not be associated with food, but with mining and terraforming planets, because flora and fauna are chemical machines, ideal for long-term, self-sustaining processes, capable of:

1) concentrate elements and create mineral deposits;
2) produce complex materials from soil and atmosphere minerals, or even from their decomposition, facilitating their extraction.

*** The design of the landscape (portrait) of the place where the character interacts starts from the purpose/purpose for patterns of the environment that are repeated, and only later get to the details. Purpose will often not be seen by the character. For example, a banana tree ends up concentrating phosphorus and potassium, providing shade to smaller beings and plants and reducing the speed of wind and rain that falls on those in its shade.

*** The large-scale monoculture practiced today causes several problems: it leads to the reduction/extermination of the habitat of larger and smaller animals and, finally, the elimination of insects; soil erosion and impoverishment; the use of pesticides that contaminate plants, groundwater and water courses close to the plantation; and the end of symbiosis between species (fauna – fauna/ fauna -flora/ flora – flora). It is a war against the course of the environment that results in the death, first of all, of the local flora, even the most fragile species of animals, insects, bacteria and fungi. Man creates a "pattern of conflict" with the environment.

*** The diversity of an ecological system reduces vulnerability. The lower the diversity, the slower the response to critical events and the greater the vulnerability of the system.

12.13.2) The character's landscape is a clipping, made up of several elements: flora, fauna, relief and climate. When descending on the planet and leaving the ship, it is defined in which “cut” the character is inserted (detailing and loading elements and texture on demand). From the character's position, elements and detailing are loaded, varying according to the distance. The closer, the more detailed the environment. Without much detail, there are elements that can be seen for dozens of kilometers (clouds, mountains, vegetation, volcanoes...) and elements that are very close to the character, which affect him directly. Likewise, nearby elements sound louder; thermal sources have larger temperature gradients as a function of distance; magnetic/gravitational fields have stronger gradients of force...

12.13.3) The elements of the “landscape” will have a way of interacting with the character and with each other. The wind can bend trees and make it difficult or impossible for the character to walk in a certain direction; Sand or snow will slow the character down (feet sinking in) and very strong contrails, and so on. The design of the “landscape” elements tells us how the elements interact.

*** Thus, if the player decides to climb an icy mountain, even with the suit's technology, in addition to the risks inherent to the climate (wind, avalanches, storms, low visibility), he will also realize the difficulty of moving around and orienting himself. How does the player react if he encounters a predator in this situation? How does he fight if he can't move on the ground?

12.13.4) The observation of the “landscape” of the character should bring an understanding of what happens in that place, contextually. What are the phenomena that govern this place? For example, a plant tilts its trunk and crown depending on the wind, the light regime, to maximize the energy received gently or it can change its shape abruptly (The sunflower moves following the sun; the carnivorous plant closes its mouth in the presence of an insect... for example). A plant can be of the same species, but they will never be the same, because individuals of the same species have the same “program”, the same plant physiology, but they are in different positions within the landscape. That is, there are phenomena that result in the manifestation presented (One grows straight, another opens, another bends, another twists, another does not gain height...). There is a "typical archetype of each species", but the manifestation is influenced by elements that result from its position in the environment (elements that depend on the landscape in which these beings are installed).

We know that, in fact, it's just pixels on the screen that change color, giving the impression of movement, but it's necessary to create the illusion of context to immersion the player. This enriches the exploration.
 
8.2) FLORAL ELEMENTS

As it is only possible to land on planets with little or no life conditions, the scientifically correct thing is to talk about extremophile organisms...

Flora ED.PNG


8.2.1) STREMOPHILS

8.2.1.1) Extremophiles are the forms of microorganisms that have optimal growth rates under severe environmental conditions, which are normally unfeasible for other forms of life. How these organisms manage to live so well in these environments is a good source of scientific exploration and biotechnological opportunities.

8.2.1.1.1) The known types of extremophiles are:

Extremófilos.png


8.2.1.1.1.1) As a rule, all types of estremophiles cause very drastic color changes in the environment, due to residues of their biochemistry. Thermophiles, for example:

Termófilos.png


8.2.1.1.1.2) Halophiles are organisms that live under high salinity, since they have adaptation mechanisms that prevent the harmful effects of excess salts. They use pigments in their process of obtaining energy. As a result, many lakes inhabited by halophilic microorganisms have a colorful appearance, usually in a reddish tone.

Halófilos.png

8.2.1.1.1.3) Psychrophiles live at the opposite extreme of thermophiles (may be dominant on frozen planets). These are microorganisms that reproduce at low temperatures. Finding and characterizing psychrophiles is one of the main reasons for expeditions in the Earth's polar regions. These organisms can also be found at high altitudes or in the depths of the ocean.

***One of the main problems of microbial life on ice is, ironically, access to water. When liquid water exists, it usually contains a high concentration of salts, acidity or oxidative potential. For this reason, it is common for psychrophiles to be “polyextremophiles”, that is, adapted to more than one extreme condition.

8.2.1.1.1.4) Cryptothermophiles: are microorganisms that can survive at high temperatures, but also at low temperatures. These microorganisms are able to rapidly change their metabolic activity to adapt to changes in temperature.

8.2.1.1.1.5) Cryptophiles: microorganisms adapted to cryogenic environments, that is, extremely low temperatures. They could be found on planets or satellites with very thin atmospheres and little heat generated by the central star. These microorganisms would be able to survive at temperatures close to absolute zero, thanks to membrane protection mechanisms and specialized enzymes.

8.2.1.1.1.6) Acidophiles are microorganisms that, as the name suggests, live in acidic environments. Environments with a pH of less than 4 are too acidic for most living things, and are generally due to volcanic activity or mining, although there are exceptions.

Acidófolis.png


Other conditions in which extreme organisms can be included...

8.2.1.1.1.7) Barophiles or high gravity: microorganisms adapted to high pressures, such as those found in deep ocean environments or on planets with dense atmospheres. These microorganisms have cell membranes and enzymes that work best under high pressure.

8.2.1.1.1.8) Aerophiles: microorganisms adapted to environments with low atmospheric pressure or low gravity, such as on planets with tenuous atmospheres or at extreme altitudes on Earth. These microorganisms would be able to survive in conditions of rarefied atmospheres, thanks to adaptation mechanisms such as the production of specialized enzymes and the reduction of metabolism.

8.2.1.1.1.9) Barotolerant: microorganisms capable of surviving in high pressure environments, but which are not necessarily adapted to these conditions. They could be found on planets with very dense atmospheres or at extreme ocean depths. These microorganisms would be able to handle extreme pressure without suffering significant cellular damage.

8.2.1.1.1.10) Radiotrophic: microorganisms capable of surviving in highly radioactive environments, such as those found near nuclear power plants or on planets with high radiation. These microorganisms use radiation as an energy source for their survival.

8.2.1.1.1.11) Radiotolerant: microorganisms able to tolerate high doses of radiation, but which are not necessarily dependent on it as an energy source. They could be found on planets with high radioactive activity or near nuclear power plants. These microorganisms would be able to handle high levels of radiation without suffering significant genetic damage.

*** One of the most successful examples are the bacteria of the Deinococcus and Rubrobacter genera, which have a remarkable ability to adapt to environments with high doses of gamma or ultraviolet radiation. In addition, it is considered one of the most resistant organisms known to date. It survives situations of cold, vacuum, dehydration and acidity. Its main feature is the extremely efficient DNA repair mechanisms. This characteristic is very favorable to adaptations in any situation of extreme environment.

8.2.1.1.1.12) Xerotolerant: microorganisms adapted to extremely dry environments, such as deserts or planets with little humidity. These microorganisms have mechanisms to protect against desiccation, such as the production of membrane protection compounds.

8.2.1.1.1.13) Magnetrophytes: are organisms capable of using the energy generated by the variation of magnetic fields. They can be found on planets subjected to strong sources of magnetic fields.

*** The estremophiles are the organisms that participate in the terraformation of planets. They have the ability to alter the chemical characteristics of the atmosphere, ocean and soil.

*** Most known species of estremophiles require liquid media, but I am suggesting a type that has the least dependence on a liquid medium for proliferation – Xerotolerants.

8.2.1.1.2) Regarding their evolution to other forms of life, after the emergence of the initial mechanism (first estremophile), differentiations occur to take advantage of different environmental niches, guaranteeing a “rapid” (depending on the reproduction rate and duration of the life cycle of organisms) alteration of biochemical characteristics..

Evolution.png


*** These organisms have well-defined shape patterns that can be influenced in-game when samples are collected or at CODEX.

*** Some organisms manage to accumulate more than one extreme characteristic, they are polyestremophiles.

Once the types of estremophiles have been defined, the color change characteristic of their appearance (resulting from environmental biochemistry – it always causes a clash between the natural colors of the “natural” environment) and under what conditions they can be detected, it can be stipulated that some of these are capable of creating structures called “strematolites”.

8.2.2) STREMATOLYTES

8.2.2.1) Stromatolites and estremophiles are related by the fact that both are adapted to live in extreme environments, such as salt water and alkaline lakes, which are unfavorable for most organisms.

8.2.2.2) Stromatolites are sedimentary structures formed by microbial communities that live in shallow aquatic environments, mainly cyanobacteria, but may also include other types of bacteria and algae. These microbial communities are able to survive in environments with high concentrations of salts and high pH, and are capable of producing energy through photosynthesis.

8.2.2.3) The estremophiles, in turn, are organisms that are capable of living in extreme environments, such as salt water, hot springs, acid soils, among others. These organisms can be bacteria, archaea, fungi, algae and other types of organisms. They are able to survive in environments with extreme conditions such as high temperatures, high pressure, high or low pH, lack of water and high concentrations of salts.

8.2.2.4) Although not all stremophiles form stromatolites, some types of bacteria and archaea that are capable of living in extreme environments can also be found in microbial communities that form stromatolites. Furthermore, stromatolites are considered potential habitats for estremophiles, because these structures provide a protected and stable environment for these organisms to live.

Estromatólitos.jpg


8.2.2.5) There is a relationship between the type of estremophile and the type of stromatolite constructed. This is because stromatolites are formed by specific microbial communities that are adapted to living in extreme environments such as salt water, alkaline lakes or hot springs. These microbial communities are composed of different types of bacteria, archaea, algae and other organisms that are able to survive in harsh conditions.

8.2.2.6) For example, stromatolites constructed by communities of cyanobacteria are often found in low nutrient and high salt environments. Stromatolites built by photosynthetic bacteria are found in alkaline environments. In turn, stromatolites constructed by microbial communities that include chemosynthetic bacteria are found in environments rich in hydrogen sulfide.

8.2.2.7) In addition, the shape and structure of stromatolites can also vary depending on the type of microbial community that builds them. For example, stromatolites constructed by cyanobacteria usually have a laminated structure, while those constructed by chemosynthetic bacteria may have a stromatolite-coralline structure.

8.2.2.8) Therefore, the relationship between the type of estremophile and the type of stromatolite constructed is related to the specific adaptations of these microbial communities to the extreme environments in which they live.

*** THE IDEA HERE WOULD BE TO LINK THE TYPE OF MATERIAL COLLECTED IN THE STREMATOLITH TO THE TYPE OF EXISTING STREMOPHIL. IT WILL DEPOSIT THE RESIDUE OF ITS BIOCHEMISTRY INTO THE STRUCTURE. FOR EXAMPLE – A “RADIOTROPHIC STREMOPHIL” WILL CREATE A “STREMATOLYTH OF RADIOACTIVE OR ANTI-RADIATION MATERIAL.”

8.2.2.9) The chemical composition of stromatolites may vary depending on the type of microbial community that builds them and the environmental conditions in which they are found. However, there are some chemical components common to stromatolites.

8.2.2.10) Stromatolites are mainly composed of calcium carbonate (CaCO3) and clay, which are produced by the microbial communities that live in the inner layers of the stromatolite. The amount of calcium carbonate present in stromatolites can vary from 30 to 90% of their total weight, depending on the geographic location and environment in which they were formed.

8.2.2.11) In addition to calcium carbonate, stromatolites may also contain other minerals, such as silica (SiO2), iron, aluminum and phosphorus. The presence of these minerals can be influenced by the availability of nutrients in the environment where the stromatolites were formed.

8.2.2.12) Stromatolites may also contain traces of organic compounds produced by the microbial communities that built them, such as lipids, sugars, proteins and pigments. These organic compounds can be used to reconstruct the evolutionary history of life on the planet, as they indicate the presence of photosynthetic and chemosynthetic organisms in different geological epochs.

8.2.2.13) In summary, the chemical composition of stromatolites can vary depending on several factors, including the type of microbial community that builds them, the environmental conditions in which they are formed and the availability of nutrients in the environment. However, calcium carbonate is a common component present in most stromatolites.

*** THE FORMATION OF MAJOR BEINGS DEPENDS ON THE STABILIZATION OF ENVIRONMENTAL CONDITIONS AND THE EXISTENCE OF ABUNDANCE OF ENERGY SOURCES. LARGER CREATURES/FLORA CONSUME MORE ENERGY, BUT ALSO USE IT IN MORE EFFICIENT WAYS, HOWEVER, THEY DO NOT ADAPT TO SHARP ENVIRONMENTAL VARIATIONS LIKE MICROBIAL FORMS (WHICH HAVE SMALLER LIFE CYCLES AND EVOLUTION).

8.2.3) GROUPS OF FLORAL ELEMENTS - FORESTS

8.2.3.1) As estremophiles modify environmental conditions through their biochemistry, they enable the evolution of other organisms, which take advantage of residues as new exploration niches. In the case of Earth, they cleaned carbon from the atmosphere of the “Volcanic” Earth, reduced it and sedimented it in the rocks in the form of calcium carbonate. They also reduced the acidity and salinity of the oceans, on “Aquatic” Earth, which already had several active biomes... Later, when the “dry land portion” emerged, conditions for life were much less extreme, with the seas dampening temperature variations and a more stable energy balance due to the presence of the ozone layer and clouds. Estremophiles no longer supported competition from other organisms, better adapted and efficient in those environments. They were left with very specific locations, which still maintain extreme conditions to this day.

*** It is observed that estremophiles, as a rule, need a liquid medium to multiply, so it is natural that most forms of life on Earth are adapted to temperatures at which water is in this state... Suppose a planet with an atmosphere rich in methane, with a “yellow” sky. The melting point (change from solid to liquid state) of methane is -182.5 °C or 91 K, while the boiling point (change from liquid to gaseous state) is -161.6 °C or 112 K (assuming the standard pressure)... Life forms in this medium that evolve from estremophiles, as well as most technology will “work fine” in this temperature range. Just like on Earth, outside a certain range, they even work, but have difficulties.

*** With a greater amount of mass of atmospheric gas and more intense gravity, pressure increases and raises the melting and boiling point of the chemical solution, also changing the temperature range in which the biochemistry of organisms works.

8.2.3.2) Diversification of forms begins when beings are at the unicellular level, diversifying the pattern of individuals depending on what existing species leave as residue in the environment. The increase in size occurs for the best use of energy (analogous to what happens in ships - a larger ship can carry more weapons, devices and better armor than smaller ones). In this way, organisms become increasingly efficient in the use of different energy sources. The human body, for example, uses chemical energy from food, water and oxygen, but it also manufactures elements from sunlight (vitamin D, for example).

8.2.3.3) A forest grows from the bottom up, that is, it needs bacteria in the soil, then creeping plants, small plants (these plants release leaves that increase the humidity and density of bacteria in the soil), then medium-sized and, finally, large-sized plants appear more sparsely. There are plants that need total exposure to the sun (greater energy) and those that need shade (less energy), likewise in relation to water, wind... Likewise there are insects and animals, which live in the shade while others live exposed to the sun / day or night / some on the ground and others only in the treetops... THESE ELEMENTS FORM A SYMBIOTIC SYSTEM, in which what is despised / produced by an individual serves others who are nearby. In theory, a forest is stratified according to the height of individual trees:

8.2.3.4) The environmental biochemistry (colors) can change, but the archetype cannot.

• Sky: The layer called "sky" covers the crowns of widely spaced trees and their branches. Emergent trees over 40 m high can be found in this stratum, which surpass the forest canopy.
• Canopy: Also called "canopy", it is formed by trees with short spacing and high density.
• Understory: Shrubs are characteristic of the "shrub layer", with smaller trees, 5 to 20 meters above the ground.
• Herbaceous: In the "soil layer" is found the smaller vegetation, in addition to fallen trunks and fungi. It is characteristic for being a dark and humid place, where the process of decomposition of organic matter takes place.

Floresta.translated.jpg


*** When very tall tree individuals are concentrated, the amount of energy that reaches the ground is greatly reduced, making it difficult for smaller plants to appear, making them sparse. In dense forests, there is a large space between the largest individuals... The space decreases directly proportional to the size of the plant. The smaller the plant, the smaller the space between it and nearby individuals.

... If you exchange oxygen (light blue) in the atmosphere for methane (yellow), what will be the predominant color of forest foliage in that environment? Note the position of blue (sky) and green and replace blue with yellow... What is the “new green”?

Color Circle.jpg


Orange... All the elements that are blue here would become yellow... And the leaves of the trees that are in green tones and textures here would become orange tones and textures... But that's not all, in the Earth, transporting methane is something dangerous, explosive... On this hypothetical planet, transporting oxygen would be something dangerous, explosive... So getting off the ship, without a decompression chamber, and opening the door to disembark by the stairs could be the last experience that the "player" will have with that life, in addition to having to pay the ship's insurance. In the case of combats within this atmosphere, there would be no chance for ships that have the "canopy" destroyed - they would explode like bombs instantly. Not only do the colors change, but the chemical properties.

8.2.3.5) An archetype represents what a species has in common, but a plant, even if it has the same age, in different places, will be different. Life takes place in time-space and the individual's interaction with the environment makes him different from the other.

8.2.3.6) The interaction with Day/Night (1), soil microorganisms (2), climate (3), age of the individual tree (4), wind and atmosphere (5) can be seen in the tree ), of the root with the soil (6), of the arboreal individuals that surround it (7). These are the proposed flora design variables and each of these has at least 7 states.

8.2.3.7) To avoid what happens in most games, forests of identical trees or static paths, in which it is necessary to program the position of each one, it is necessary to project the situation of an individual tree under different conditions and let the generation of the planet make the spreading of the vegetation according to the position of each one. Thus, I propose the analysis of the following situations in relation to the interaction of the plant with the environment:

(1) Day/Night - Extreme Shade; light shade; Moderate light; Strong light (sun at midday); Dusk / Dawn; Night;
(2) Soil microorganisms – no bacteria/fungus in the root; there are apparent bacteria/fungi on the root; there are no bacteria/fungi on the stem; there are apparent bacteria/fungi on the stem; there are no bacteria/ fungus on the leaves; there are apparent bacteria/fungi on the leaves;
(3) Rain/Moisture – Dry, low humidity; Frost; Snow; Drizzle; Hail; Rain; Storm;
(4) Age of individual tree – Seed; germination; growth; juvenile; reproduction; death;
(5) From wind and atmosphere – Light wind; light wind; moderate wind; strong wind; tornado/hurricane;
(6) From the root to the soil - Root in sandy soil without minerals; Root in sandy soil with minerals; clayish; humous; limestone with minerals; mineral-free limestone; (If deep root or superficial spreading)
(7) Of the arboreal individuals that surround it (“h” is the height of the plant) – With up to one smaller plant in radius h/3; With a larger plant at radius h/3; with up to two smaller plants in radius “h”; with more than two smaller plants in radius “h”; with up to two larger ones in radius “h”; and with one larger and one smaller in radius “h”.

*** If the soil is rich in what the plant needs, it may be darker than those growing in poor soil, for example.

*** The presence of another plant within the “h” radius creates competition for minerals (size); reduces wind; it modifies the form, in that, if the plant needs light, it will twist the stem to remove its canopy of “leaves” from the shade of the other during growth. There will be plants that need to be at “h/3” to grow (climbing trees are a species with specific behavior).

8.2.3.8) Most trees follow a dendritic pattern, in a sequence that goes from “1” to “6”, when the tree individual reaches its stationary size. From then on, only the exchange of leaves and branches takes place. That might change on other planets!

8.2.3.9) In addition to height, it is important to note that plant density/area is a function of soil mineral capacity and local energy availability. Even if the plant density is enormous, in a regular soil with abundant solar energy (solar rays reach the surface almost perpendicularly), the trees will be able to reach their maximum size, regardless of the distance between them.

*** One of the mistakes of the ED is that it is not possible to verify and study the presence of bacteria in the soils of places that contain plants... bigger.

*** You need to create a microorganism/nanomachine bank to enable terraforming planets (there's a purpose for that!). They enable the chemical conversion of environments. Larger beings only appear when conditions are already more stable.

8.2.3.10) There are natural patterns... In the form of a pattern, there can be millions of varieties. That is, in the form of natural elements... From a leaf, from a pine cone, from a snail, from an organism, it is optimized to perform functions in a way that uses as little energy as possible. Each organism in a natural system is an element with a useful reserve of energy, performing work (chemical or physical) symbiotically.

8.2.3.11) Each natural pattern of a landscape has a purpose and its form varies according to the interaction of the elements with which it “dialogues”. Looking at fossils, there is an infinity of already tested “designs of organisms” that can be reproduced in the ED in different niches and conditions.

*** Elements of herbaceous and shrub strata offer no physical barrier against damage to the player, but are a powerful element of camouflage for the character and faunal elements. Moving through them should offer some resistance, make noise, and eventually produce tracks.

*** Moving between tree elements does not offer resistance, produces less noise (depending on the existence of branches and foliage on the ground), does not offer camouflage and produces the least footprint (maximum footprint according to the type of soil) . These elements are a physical protection against weapons, enemies and animals.

*** Using weapons on bushes can tear the stems or branches and bring them down, dealing damage to the player taking shelter near them. Using laser/plasma weapons on their canopies can cause fires.

*** The use of laser/plasma weapons on herbaceous and shrubby elements may cause fires.

*** The presence of flora is an additional element that restricts the craft's landing. They can land on elements of herbaceous and shrub strata, but elements of arboreal strata prevent the landing (or the impact with the ship causes damage to the hull, destroying the brush element hit - in this case, the larger the element destroyed, the greater the damage). the ship).

*** The landing of the craft between bush elements can be used as a camouflage element. Shutting down the ship completely causes the signals to disappear from the radar of other ships nearby.

*** The landing of the ship leaves marks on the ground.

Ship landed.jpg


*** There will be alien species that do not use landing gear on their smaller craft and therefore leave no marks, tracks or traces of landing their craft. Just like the “ark of the alliance”, which floated and never touched the ground, the ships of these species, landed on the ground - hover static, without needing physical support.
8.2.3.12) For the creation of dense forests, I propose to consider the following elements:

1) Variety of trees: Real forests are made up of many different species of trees. So it's important to include a variety of tree types to make it look more realistic.
2) Random distribution: Trees in nature usually grow randomly, so the distribution of trees in your virtual forest should also be random. Avoid repetitive patterns so as not to look artificial (There is a connection with the distribution of chemical elements in the soil – the concentration of a species reveals a favorable composition of the soil).
3) Varying Height: Trees in a real forest have varying heights, so your virtual forest should too. This creates a sense of depth and distance.
4) Different textures: Trees in nature also have different textures depending on the species. Make sure you use different textures for different types of trees in your virtual forest.
5) Undergrowth: Forests are not just made up of trees. There is also a large amount of undergrowth such as shrubs and ferns. Including this vegetation in the virtual forest will make it more realistic. It is a powerful element of camouflage and the noises produced when crossing this type of vegetation can reveal the size, distance, trajectory and speed of an enemy, animal or other element.
6) Variety of Light: Trees in a real forest are affected by light in different ways. Some areas receive more light than others, creating areas of shadow. Try to replicate these light variations in the virtual forest.
7) Ambient sounds: A real forest is full of sounds, such as the wind in the trees, birdsong and the buzz of insects. Adding ambient sounds to your virtual forest can help make it more realistic (A common mistake in games is making forests too quiet).

8.2.3.13) FLORAL INCIDENTS

8.2.3.13.1) Fire: uncontrolled burning of flora elements, caused by natural sources, such as lightning, or by the interaction of the ship/character with the elements (use of weapons, rockets, grenades, ship engines...). And imagine... Combustion is always the result of the chemical reaction of something with oxygen, but the color of the "fire" varies according to what is being burned.


***What color would fire be on that hypothetical planet with a methane atmosphere?

*** In "5.11.10.3) Assessment" we propose a link between soil chemistry, geobotany and geozoology, so the fire color of a wildfire will have a main color but can vary along with the soil composition. Considering the atmosphere, I'd guess a "blue" flame, with shades of green... For example. The same phenomenon occurs with other manifestations of energy, such as lightning (visual - that can be purple, for example) or the tones of thunder (variation in the type of sound).

*** Thus, the variation of the atmosphere creates an environment with completely different colors and effects, which will challenge the senses of the players to new patterns of colors, sounds and effects - Real alien worlds!

8.2.3.13.2) Deforestation by slashing: the removal of the forest by the action of very strong winds, very large animals or environmental imbalance (a kind of termite spreading in a disorderly way);

8.2.3.13.3) Soil erosion: Soil erosion can be caused by several factors, such as heavy rains and strong winds in soil with little vegetation cover, and can result in loss of fertile soil and damage to plant roots (makes sandy soil).

8.2.3.13.4) Pollution: Air, water and soil pollution can damage the health of plants and prevent their normal growth (plants take on different colors and patterns – fewer leaves/ branches pointing downwards/ darker trunks... - in a certain stretch, indicating contamination).

8.2.3.13.5) Plant diseases: plant diseases can be caused by viruses, bacteria, fungi and other pathogens, and can lead to the loss of crops and forests (change in the color of the leaves or trunk/fall of trees/loss of foliage observed under the tree's soil).

8.2.3.13.6) Pests: Pests, such as insects and rodents, can cause great damage to crops and forests, eating the leaves, branches and roots of plants (loss of leaves with residues under the ground / holes in the trunk / exposed roots ).

8.2.3.13.7) Climate change: climate change, such as temperature rise or low, changes in the composition of atmospheric gases and variation in rainfall patterns, can affect the life cycle of plants and their ability to adapt to new environments (smaller individuals / with smaller trunks and crowns / rotten – due to excess humidity - or dry / brittle – due to lack of water). But, Flora elements can be cause climate change!

8.2.3.13.8) Changes in the chemical composition of the elements that support the organisms: The atmosphere, the soil or the liquids that the organisms make use of can undergo chemical alterations that make the life of several species unfeasible. For example, if Earth has no carbon dioxide in the atmosphere, all plants will die because this is used in their biochemical cycle (levels that can be indicated by the game's computer, but the player does not see a significant change in the scenario in the short term - In the case of Earth, those that rely on carbon will become smaller over time. Possibly they will be replaced by species that use other gases in biochemistry or, more likely, there will be a great extinction of species with significant changes in the biome.).

8.2.3.13.9) Invasive species: Invasive species can compete with native species for resources, such as water and light, and eventually lead to their extinction.
 
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Honestly if we want anything on this list they are going to need to open the game up to modding. Some great ideas there though, I'd love to see some of that :)
I don't want to derail the thread, but with the complexity of the system that underpins the Galaxy including the BGS etc.. I think modding, even though it sounds good on the surface, would be a total disaster put into practice.
 
About FSS - See 21.1.34.8, 21.1.25, 34.7 (Astrometry)... the suggestions are to provide larger ships (like fleet carriers) with astrometry laboratories, capable of mapping interstellar objects and nearby systems before the jump... That's because when you jump to a system 20 LY away... The information you have it is at least 20 years late, so... It takes a place where the character gets information about the next jump before doing so, to avoid jumping into traps capable of destroying the ship. Furthermore, this would be the place to make jumps to interstellar points, using coordinates... An advance in relation to the navigation system that uses the stars as a reference.

*** I was happy and I think the DEV understood... Because the movement of the maelstrom was interstellar! This was a breakthrough in space games that usually only consider space and navigation near stars like the Sun.

Scenarios with wandering planets, comets, protostars, hidden civilizations etc... Can be created for interstellar space.

Regarding the graphics, FDEV knows how to make them so that the game runs on average computers, keeping ED accessible to most players (60 fps, 4K are maximum settings... The human eye doesn't notice beyond that). It's no use buying an 8K TV... Your eyes are not able to perceive all the colors that the screen produces.

Suggestions for the ship's internal layouts were covered in "21"...

About the layout of planets... I'm still working on it... I know Frontier is working on it, but they seem to be making the same mistake as most space games - building planets based on terrestrial biomes (This is valid for planets whose atmospheric composition is similar to that of Earth, very rare). It is necessary to talk about biomes depending on atmospheric chemistry, the relief, the local planetary energy balance, the flow of liquid (microelements)...

Mixing the colors as suggested in "8.2.3.4" (creates the impression of a chemical change in the environment), treating the biomes together with the relief, it is possible to create true alien worlds (lol) and escape the sameness that we see in world games volcanic worlds in shades of red... icy worlds in shades of light... (Which are no more than derivations of terrestrial biomes)

Biomes and landforms (types of soil) are the next topics. The FSS has to understand the atmospheric physico-chemistry (colors, the energy balance, the climate, relief, deposits of chemical elements, the presence of elements of flora, fauna and, eventually, the existence of pre-warp intelligent life). On larger ships, the astrometry laboratory would be able to map interstellar space and nearby systems without jumping, enabling a more efficient search for opportunities and resources.

*** Pre-warp smart life is also something I intend to hint at in a way not addressed in other games.
What about new graphics, and/or layout, for the FSS system?
 
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I don't want to derail the thread, but with the complexity of the system that underpins the Galaxy including the BGS etc.. I think modding, even though it sounds good on the surface, would be a total disaster put into practice.
I agree with you Fizzatron! I think this can make the game security vulnerable (critical for the Company and the players) and many suggestions require advanced programming techniques (procedural or AI)... The game is too big and programming every suggestion/scenario in the arm is impossible! Beyond, the result of some functions will be input parameters of other conditions... If the programming is too fragmented, it can hardly be optimized.

In my opinion, the solution is to implement according to the expected financial result (what generates the most result first)... As the revenue of the game increases, the development team increases and improves the tools...
 
Another matter is which should be increased first: SRV's, or Ship-Launched-Fighters?
One of the biggest problems with fighters is the bug that occurs in PVP combats. Ships begin to "teleport" and combat with stationary weapons becomes impossible.
This is the first object of correction and was suggested in "1.1". If it doesn't work, there's no point in the game having the feature!

From 1.1 to 1.7 there is a whole reengineering that involves the mechanics of fighters and SRVs and also modifies the way the player acts with a crew.
Other threads also contain new mechanics... "15.5", "19.4.2.3", "21.1.36.13", "22.2.6", "26.2.2", "26.6.3", "31.1.6"...

But the main ideas are in section "23" (VEHICLE SYSTEMS AND SMALL SHIPS - types). It's a re-engineering of the way the game works around small vehicles.

As for SRVs, I suggested that they be designed with legs instead of wheels. Locomotion with wheels is limited by the type of terrain, like what happens with hovers on Mars, it does not work when the terrain inclination exceeds 30º. So, it would be better to base SRVs on Boston Dynamics robots or arachnid forms.

At the moment, I believe that it is necessary to improve the mechanics of functioning of fighters and SRVs, before expanding the amount that exists in the game, on the other hand, launching the promised Panther Clipper or another ship can help to reactivate the dormant base of players. After this...

1) Customization Improvements: Allowing players greater customization regarding their ships and vehicles, from the external appearance to the internal skills and equipment (This can be sold for ARks).

2) Add new features and upgrades: Add new features and upgrades to fighters and SRVs such as firearms, advanced navigation equipment, reconnaissance modules and more. These upgrades can improve vehicle performance in various tasks such as combat, exploration or mining.

3) UI Improvements: Making the UI more intuitive and easier for players to use, especially regarding equipment management, weapons, and other functionality.

4) Artificial Intelligence Improvements: Increase the artificial intelligence of computer-controlled enemies, making combat more challenging and exciting (Nobody deserves those guardian drones or the thargoids elements that do not move statically horizontally.).

5) Introduce new vehicle types: Add new vehicle types that can be used by players, such as combat drones, aerial reconnaissance vehicles, and other types of specialized vehicles.

6) Physics and dynamics improvements: Improve the physics and dynamics of vehicles to make them more realistic and authentic, which can improve the game experience and make it more exciting.

7) Add new challenges: Add new challenges and missions for players, which may involve using different types of vehicles and equipment, and make the game more interesting and varied.
 
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