Space piracy exists in a strange -- if somewhat amusing -- conceptual limbo: if most analysts agree on the fact that it does exist, very few can give a unified, consensual definition of it. While communal legal codes define notion such as "unlawful appropriation of cargo" or "craft hijacking", they do not have a clear concept of piracy in space.
One thing is certain, however. The stereotypical pirate, preying on cargo ships from their asteroid hideout, boarding innocent vessels, stealing their AI and plundering their riches does not exist in any realistic capacity. The very nature of geometry drive FTL travel makes interception an extremely complex affair and there is little economic case for such a practice of piracy, considering the risks of triggering an overwhelming response from the powers that be. It doesn't mean unlawful endeavours carried out with ships are unheard of.
A working definition of piracy could be elaborated by considering the three main elements that are required (yet not sufficient) for proper space pirates to exist:
- A lightly or un-policed space with enough of an economy to allow for valuables to be carried in and out of the system (said valuable can be goods, persons or information.)
- Organized groups or polities with the equipment, inclination and geographical presence to coerce civilian ships into giving in to their (often monetary) demands.
- A local context, be it political or ideological, that leads the would-be pirates to seek for subsistence and wealth through violent means.
- A widely accepted -- regional or interstellar -- perception of the aforementioned actions as unlawful and falling under the definition of piracy.
One may see an immediate problem with this definition: it is recursive. A pirate is first and foremost defined by the fact that the rest of human space sees them as such. This is the most crucial aspect of what it means to be a space pirate: perception. In regions like Smyrnia-Silesia or Tyra, there is a continuum between organized protection rackets and legitimate proto-states; many self-proclaimed Smyrnian pirates, like the infamous Solovyovan Recyclers, started as the former and ended up as the latter, transforming their racket into a system of trade taxes and organized fleets, often used to protect merchants against the racketeers they used to be. As the regions with rampant piracy also tend to be low-intensity warzones, some outside analysts tend to consider that piracy proper doesn't even exist, classifying all piracy-adjacent endeavours as military actions against civilian trade. It is not wholly nonsensical: in anarchic regions there is no such thing as a neutral merchant.
A long-range network sync array on the Interloper, Elora's most distant asteroid moon.
So here's a story. Once upon a time there was something called the Internet. You may understand it as an Earth-wide digital network that linked billions of users and connected computers together for the last part of the industrial era. The Internet was staggeringly complex and remains arguably unsurpassed in scope and scale (remember that, at that time, Earth demographics were at an all-time high and by 2070 the planet had more inhabitants than the entirety of present-day human space). It was so complex, actually, that six hundred years and a Low Age later, its shadow keeps looming over our digital infrastructure. Some of the Internet's elements and design principles were straight-up reused in modern networks, while a few of our modern artificial intelligences coalesced out of Internet remnants.
Modern networks, however, are fractured. They are born of the Low Age and bear the mark of an uncertain, energy-limited time period. An industrial-era time traveller would find our digital infrastructure arcane, impenetrable even. First because a large part of modern shared networks are asynchronous. As the geometry drive does not allow for instant FTL communication, exchanges of information between distant star systems occur at the pace of messenger ships, or net-engines. These small, nimble vessels (often cargo conversions of Inyanga or Simurgh frames) are loaded to the brim with hard drives and fly on regular patterns, only stopping for repairs and refuelling. When they approach a planet, they are pinged by orbital platforms that beam data towards them. These platforms are in turn fed data by automated collecting algorithms that sweep planetary networks to create an archive-snapshot of current sites and repositories. These network images are then carried to other worlds and uploaded using the same system. In average, the "refresh time" of the interstellar net is about one month between Communal Space and the Traverse, while more distant worlds may have to wait for several years to get a snapshot and vice versa. In that regard, the interstellar net is much more comparable to early 19th century communications than the industrial Internet. Planetary networks work in isolation, with regular updates as to the activity of extraplanetary networks arriving in waves with messenger ships. It goes without saying that the physical infrastructure that allows planets to rapidly upload petabytes of data to messenger ships are critical. It is not rare for attacks to focus on the beaming arrays, either through hacking or more direct, unconventional means -- exotic adversarial attacks based on interference with the laser lenses causing false packets of data to be sent are not unheard of!
Planetary networks themselves are rarely unified. The local fragmentation of power between communes, cooperatives and syndicates tends to create a wide variety of standards, infrastructure and file formats, even in relatively unified spaces like Terran networks under the aegis of the USRE or Laniakea. Sifting through this increasingly complex weave of isolated social networks, incompatible websites and different codebases requires dedicated software or quasi-AI assistants. There is a constant back and forth between insularity and the unified force of open source endeavours, of which the Biblioteca operating system is a great example. On large planets such as the Earth or Elora, this dynamic is slowly starting to favour unified networks, while the opposite is true on politically scattered worlds such as Smyrnia-Silesia.
The two aforementioned aspects mean that interstellar networks are more similar to the early than late Internet. Social media mostly exists under the shape of forums and boards, that suffer less from asynchronous data transfer than more immediate communication structures, and the most popular massively multiplayer games are real-time space sims where travel times are measured in weeks, even months.
Our industrial-era time traveller would also be surprised by the extent to which modern digital networks rely on physical media. While hands-free interfaces using augmented reality contact lenses or glasses are very common, modern humans are historically wary of wireless transmission. Though this is mostly a cultural artefact from the Low Age, there are a few good reasons to prefer wired connections and hard drives over cloud storage and wireless exchanges. On politically chaotic worlds, the wireless environments of densely populated areas are packed with data snoopers, self-sustaining viruses and a variety of logic bombs that make confidential wired data transfer vastly more reliable. Furthermore, many planets are subject to geomagnetic conditions that make wireless and cloud storage unreliable -- even on Elora, powerful magnetic storms can knock down worldwide networks several hours or days at a time. Thus, it is not surprising to see people relying on hard drives, flash storage keys and even the odd cassette tapes -- those are very resilient and, while slower than other kinds of storage, can carry massive amounts of data.
Illustration by Jaime Guerrero for Eclipse Phase, distributed by Posthuman Studios under a Creative Commons Attribution Non-Commercial Share-alike 3.0 Unported License.
This article was written by navigator Tali Talasea. All temperatures given in degrees Celsius.
It is often said that geometry drives cannot be used deep in a planetary or stellar gravity well, but the "why" is rarely touched upon. Allow me to cast some light on it.
In reality, it is not impossible to use a geometry drive in a gravity well. As long as both the disintegration and reintegration points are outside of the atmosphere, technically the drive should be able to work. However, the immense majority of modern drives will spit out errors, generally either a generic code 001 "translation failed due to wrong parameters" or a more specific 0011 "translation failed due to projected compensation outside of acceptable range."
So what does it all mean? See, while the geometry drive remains a paracausal device, conservation of energy still applies to it. When a ship translates "uphill" or "downhill" a gravity well, its potential energy is affected. Moving "uphill" means an increase in potential energy, while moving "downhill" means a decrease. Because conservation of energy applies, this difference has to go somewhere. The modification in potential energy is given by the following formula:
DU = -(m*g*DH) where DU is the change in energy in Joules, m the mass of the translated ship, g the acceleration due to gravity and DH the change in altitude related to the surface of the object considered.
Another formula allows to convert this difference into heat. If a ship was to drop from geostationary orbit to a low planetary orbit in a single translation, it would accumulate enough heat to melt on the spot -- and the crew would be killed instantly. If on the contrary a ship was to do the opposite journey, its temperature would drop to several minus thousand degrees, also killing the crew. However, the ship might survive...or would it? Remember, the absolute zero is at -273 degrees and counting, so the residual energy would have to go elsewhere. "Elsewhere" means the drive, which would shatter and become unusable.
This is why flight computers, by default, forbid "uphill" and "downhill" translations in deep gravity wells. The setting can be deactivated, but I strongly recommend to keep it on. Note that, unlike the built-in matter reintegration safety, it only relies on pre-established knowledge of the environment: thus, it is possible to drop deep inside a gravity well during a blind jump. This is part of the reason why explorers always translate right outside an unknown system for their first contact.
Of course, you'll notice that even in deep space, you're always under the gravitational influence of a multitude of objects, but their effect is negligible and thus will not create significant temperature changes. Dropping a bit too close to a planet (we call this "shaving") might heat the ship up slightly, but nothing dangerous.
Two additional notes for the keenest students:
-- Yes, it is technically possible to create an infinite energy machine by having a ship translate uphill with exactly the right parameters, but they are so constrained that said machine will be extremely, extremely pitiful.
-- And yes, it is also possible to cool down a cargo by translating "uphill" for just the right amount of energy difference (let's say -20°C). This is a relatively widespread if a bit unconventional method for flash-freezing sensitive cargo.
I thank Winchell Chung of the Atomic Rockets website for the formula.
Talasea was illustrated by ElenaFeArt as a commission for Starmoth.
Laser grids are nigh-ubiquitous spaceship equipment that have been in use since the early days of the interplanetary era. Much like most personal laser equipment such as the stylus, they are first and foremost utilitarian tools that also double as weapons.
Civilian laser grids take the shape of small
clusters of laser emitters installed at the prow, stern, starboard and
port sides of the ship so that they provide all-aspect coverage at all
times. Their main purpose is to protect their ship from micrometeorites
and space debris by emitting in short bursts capable of vaporizing
impactors that have been deemed a threat by on-board sensors. Though a
ship threatened by large (>5 meters) debris will often use evasive
action, civilian laser grids can also fire in longer bursts to partially
melt impactors and force them to change course. On modern vessel, laser
emitters can be furthered clustered to provide a single, maximum
intensity burst that is used for surface mining or wreck reclamation.
The wavelengths of civilian laser grids are fine-tuned to provide the
best balance between potential health hazards and power conservation,
with most of them including software safeties preventing the bursts from
being maintained for too long. Under common spacefaring regulations, a
spaceship using its laser grid is legally obliged to broadcast a
specific warning signal. Virtual reality interfaces for helmets and open
cockpits always display the area within which laser grids are being
used in bright coloured circles. When a ship with active laser grids
travels through a thick dust cloud or debris ring, the constant bursts
from its emitters accompanied by melting debris create a striking visual
effect, as if the vessel was equipped with some kind of energy field.
Civilian grids can be mounted on very small frames, the tiniest of which are laser-djinns, small drones that roam around civilian installations and remove debris or stray asteroid fragments on their own.
Military laser grids are greatly upscaled versions
of civilian ones, with all software safeties removed and much stronger
lenses. Installed on gimballed turrets, they can be used in a defensive
or offensive role. As a defensive tool, they are geared towards firing
rate and gimballing speed. Against a single missile, laser grids will
try to melt through its outer armour to make its engines detonate.
Against a saturation attack, however, each emitter will focus on a
single missile, aiming not for destruction but for disruption, blinding
sensors, melting RCS thrusters and communication arrays. When the laser
grid goes on the offensive, it switches to long, high-intensity and
focalized bursts in order to ravage external ship structures --
radiators in particular are a prime target for laser grids. The smallest
emitters can also be used as sensor blinders in very close range
engagements. Military grids operate at much higher intensities and
wavelengths than civilian ones, and can be outright deadly for drones or
EVA personnel if used in a debris protection role. In Eloran and Terran
space, military vessels are legally obliged to either carry a secondary
civilian grid, or be accompanied by a support vessel when entering
planetary orbit or high-traffic areas.
Laser grids are all but useless when going against Sequence vessels, as they do not use missiles and have thick organic hulls that regenerate faster than a laser grid can melt them. Anti-Sequence vessels will typically remove their grids before combat, either to focus on FTL performance or make room for a UREB mount.
Written by Aramanae Talasea -- Azur Bureau of Geometry Drive Research.
In the early years of the interstellar age, there was the belief that we could not enhance the geometry drive, so to speak. That it was such a strange and incredible design that we, poor human minds, had no chance of upgrading it. That the original drive, as it had been discovered by Rani, was all that we would get. For a moment this idea held true. For the better part of three decades we had to make do with simple copies of the drive found in the Needle.
The first crack in the idea that the drive was a “finished” object came with the Starmoth Initiative and what they like to call “Butterfly drive” — a rather bad choice of words, I think, in the sense that the device that equips their long-range exploration vessels is a run-of-the-mill geometry drive. Its secret doesn’t hide in the crystal itself but within the complex arcanes of geometry jump calculations. Through complex mathematical tricks, the Starmoth Initiative managed to drastically improve the long-range accuracy of their drives, all the while decreasing their requirements in terms of computing power. Quite a feat, despite the shortcomings of the Butterfly drive — namely, that its vastly improved long-range performance goes alongside a massive downgrade in short-range capacity.
The crystalline cube itself is as mysterious as it’s ever been and we can barely understand, let alone modify its structure, because for all intents and purposes it wasn’t created by humans. In fact, if we take Rani’s latest theories at face value, it wasn’t created at all. It’s a prime mover, an effect without a cause. We can’t influence that. We need to work on the rest, on what’s human, on the web of mathematics surrounding geometry translations. The Starmoth Initiative paved the way for this and I like to think that we reaped a small part of what they so patiently sowed.
There is a way to drastically alter the efficiency of a geometry drive. Instant geometry translations work, but they amount to brute-forcing a problem that can also be bypassed. There is a loophole in the complex corpus of equations use to calculate a translation. Something even Rani’s talent overlooked. A tangent.
We call it the Azur Effect.
A ship submitted to the Azur Effect doesn’t exactly translates to another point; rather, it skims the contact point between dimensions, slipping right under the surface of reality to re-emerge a hundred lightyears a away. Effective range is greatly enhanced at little to no additional computing cost. Sequence interdiction and black hole interference don’t apply any longer. Temporal jumps like the one Zero Fleet suffered from are no longer a danger.It's safe. Efficient. Elegant.
There is a cost to all of this, however. Where a regular translation is innocuous, the azur effect translation submits the ship to ill-understood forces that manifest themselves under the shape of violent mechanical stress that can and will rip away the hull of any regular starship. The only way to prevent this is to equip FTL-capable vessels with “dimensional sinks” — external appliances that drain the excess force away and out of the ship’s frame. Empirical results show that dimensional sinks work best when they take seemingly aerodynamic shapes, effectively adorning our ships with wings, winglets and streamlined fuselages.
For the first time in the interstellar age, the geometry drive is going to dictate the shape of a spaceship.
NASA/JPL, "Planets of horror" series.
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