Shadowed Galaxy Timeline

Between hyperspace slow time, subspace fast time, relativistic distortions, and other weird effects, no one has yet been able to really pin down the beginning, length, or conclusion (if, given the use of self-reproducing weapons during the war, it can even be said to have concluded yet) of the Idiotic War – or even say if it was one war, a series of smaller ones, or if there were prior Idiotic Wars involving still earlier species before the conflicts that humanity is sure of. Ergo, our timeline begins with the…

  • 2030’s: The Decline. As oil becomes steadily harder to obtain, and the world warms by three degrees celsius, energy shortages race with rising sea levels, crop failures, the spread of once-localized pathogens, and resource exhaustion to reduce the human population, biodiversity of the planet, and technology levels across the world. Despite the collapse of opposition to nuclear power, the increasing efficiency of solar and other renewable power sources, and increasing stress on efficiency, over the next decade the the population drops to half it’s 2028 peak and numerous areas lose most modern services. Those few countries fortunate enough to have made massive investments in nuclear and renewable energy well before the crisis period move into leadership positions. “Mercenary” becomes a respectable profession.
  • 2042: The Biocomp Project develops a practical neural interface, highly energy-efficient retinal projection and audio-canal speaker interfaces, and low-power demand implant computers driven by the hosts energies. The resulting surge in virtual environments, local coordination of farming and other activities, and the efficiency or making most services purely self-powered greatly reduces energy demands, helping to tip civilization into a period of recovery.
  • 2043: Thermal Clothing reduces the energy expenditure on space heating and cooling by well over 90%, leaving most of what is required to passive solar, geothermal, and water-driven systems.
  • 2048: The mass use of Neural Interfaces allows the statistical demonstration of the existence of Informational Manipulations, Faith, Spacefield Devices, and Psychic Abilities. While it takes years to overcome resistance to the “fringe” theories, the evidence is eventually persuasive.
  • 2051: Despite the stress on the proven technologies of Fission, Fusion research had continued – albeit slowly, with what few resources could be spared. The first practical Tokomak-style fusion reactors are immense – but soon became competitive with equivalent Fission plants.
  • 2055: The first formal programs in psychic training are opened up. While humans have very limited psychic potentials, trained psychics are a great deal of help in research and development.
  • 2057: Design refinements make fusion power plants cheaper than fission plants. With cheap power once again available, Hyper-Capacitor Energy Cells become cost effective despite their tendency to lose power relatively quickly.
  • 2063: Fusion plants can now be built small enough to be installed in major vehicles – and fusion thrusters allow humanity to begin practical expansion into the solar system. For a little while the prospect of once-more abundant resources drives reckless expansion.
  • 2065: While the population is still well below its peak, fusion-based resource recycling, cheap power, and increasing automation brings the per-capita global economy and production back to pre-decline levels. It will continue to rise for the next twenty-four years.
  • 2068: With computerized fusion-powered shipping now delivering most of the special services that are required, increasing mobility, and easy air travel, virtual countries and organizations become practical. While geographical countries remain important, people who primarily consider themselves members of virtual organizations, multinational corporations, and fanciful nations become increasingly common.
  • 2071: The first – very small and purely empirical – programs in Informational Technologies are opened.
  • 2075: The first Lunar State is declared. Given that this it is, in many ways, simply another fantastical virtual state, this provokes a few crabby speeches and several denial-of-service attacks on the new countries servers – but little more.
  • 2079: The Martian Zombie Plague. The investigation of some mysterious “structures” on Mars awakens (attracts? activates? spawns?) a spacefield weapon. While apparently limited in the number of victims it can control at any one time, the device suppresses it’s victims mental functions, provides a selection of enhancements, and uses their bodies to make apparently nonsensical changes in the planetary environment. Opposition is met with extreme violence. Returning some victims to Earth for study proves disastrous, but demonstrates the value of retaining national level military forces. There is still some dispute over whether the use of fusion bombs or the martyrdom of Pope Leo XIV and several hundred followers ultimately repelled the attack on Earth. Some areas of Mars are placed in permanent quarantine.
  • 2083: Hyperspace and Subspace are discovered. Despite the high rate of losses, early interstellar exploration and colonization begins by 2100.
  • 2099: The Kwan Yin colonizer leaves the Solar System using an experimental Hyperspace Drive.
  • 2118: Enough information is finally available to put together some theories on the Idiots. This will spark a debate over the wisdom of trying to spread out into the galaxy – and whether or not the hazards the Idiots left behind are enough to explain the Fermi Paradox – that has yet to be resolved to anyone’s satisfaction.
  • 2126: Oort cloud mining crews discover traces of life deep in the ice of several planetoids. It uses DNA-RNA and protein coding compatible with earthly life, validating the Arrhenius Spore Theory, and explaining the existence of roughly-compatible biospheres (and extreme biohazards) around other stars.
  • 2144: The Warp Drive is developed. With a reasonably reliable FTL drive system available, humanity begins to flood out into the galaxy – and the Legacy of the Idiots is waiting for them. The resulting series of crisis keep the solar system in turmoil for several decades as attempts are made to deal with the various Idiotic Weapons and Technologies which are brought back by over-optimistic stellar explorers. Nevertheless, the prospect of new frontiers to settle proves a nigh-irresistible lure to many.
  • 2168: The Inertial Damping system is developed. Despite decades of research, no one can figure out how it actually works, but that does not much hinder the practical application of the effect.
  • 2172: The numerous disasters resulting from the Legacy of the Idiots finally result in a considerable reduction in the enthusiasm for extrasolar exploration.
  • 2180: Science and technology reach something of a plateau; the mysteries of Informational Technology, Spacefields, and Psionics have undermined belief in Science in the general population while absorbing the efforts of many of humanities best minds to no result. Worse, the “cutting edge” of scientific endeavors is now so complex that humanities best minds can only understand them with intensive study – further narrowing the pool of minds that might produce advances. Scientific progress slows to a crawl, and – barring a sudden success in the ever-failing quest to increase human intelligence through computer or genetic augmentation – may well stay at a crawl indefinitely.
  • 2187: The Solar Security Council finally agrees on a set of basic protocols for planetary exploration and bringing items back into the Solar System and to Earth in particular. While such precautions are nowhere’s near 100% efficient, and require quarantining several areas within the Solar System, they do reduce the stream of disasters to a far more manageable level.
  • 2192: “Mad” or “Cryptoscience” – non- or semi-reproducible devices and results – becomes widespread after some extensive popularization efforts. Unfortunately, Cryptoscience seems to rely on an mixture of psychic abilities, informational effects, and aberrant materials – and spreading out the crackpot tinkering did not result in the hoped-for development of a practical design theory. Cryptoscience devices can be quite valuable, but they only work for their creators – who are always at least somewhat insane.
  • 2202: After fifteen years of cautions testing of the Exploration Protocols, exploration and colonization efforts are renewed.
  • 2207: First Contact. The Riheal – a sapient, if technologically primitive – species is discovered. After much excitement, this turns out to be of very little importance.
  • 2239: Oberth – the first successful permanent interstellar colony – celebrates the 100’th anniversary of it’s founding. Such success is quite rare; all too many colonies collapse.
  • 2250: Genesis II launches a major effort to revive extinct species and restore natural environments across the Earth. Over the following decades this is semi-successful at best, but some restoration is accomplished. The debate between the “Fix the Earth first!” and “explore now!” groups continues without resolution, hindering both sides projects.
  • 2280: Today.

Some of the more pessimistic evolutionary theorists feel that – now that the galaxy is strewn with Idiotic Relics – constant warfare is inevitable. After all, the more such relics are left laying about, the greater the selection pressure towards racial paranoia will become – and when two paranoid species meet it is all too likely that one or both will soon be extinct and that yet more Idiotic Weaponry will be left scattered around. Most of the other camps hope that they are wrong.

Yes, this is a condensed timeline, primarily covering items of interest to interstellar explorers – and not too many of those. It’s for player orientation; if they want details on something, they can do a little in-game research.

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