NationStates Jolt Archive


Factbook auf der Mykonians...

Mykonians
11-02-2005, 12:50
Basics:

Accurate as of last thread update.

Name:The Free Land of Mykonians
Population: 4,891,000,000
Technology: Future Tech
Languages: Mykonian (vocal, written), Binary (used by ships)
Civil Rights: Excellent
Economy: Frightening
Political Freedoms: Superb
National Animal: N/A
Currency: N/A
Currently Occupied Planets: Three (Mykonia; Colony Alpha (30ly from Mykonia); Colony Beta (23ly from Mykonia))

Allies: None.
Neutral: All.
Enemies: None.
Embassies: None.
Military Readiness: N/A

Current Projects: H3 Generation Humanoid Mykonian Design; efficiency improvements in all power cells; efficiency improvements in transdimensional drive technology; 'Operation: Ore Mining'; continuing exploration assignments; location of additional colony worlds within existing Mykonian holdings.

History:

NB: Year 0 is the turning-point, the change of leadership; with 'B.F.' referring to times before Year 0, and A.F. referring to times after Year 0.

258 B.F.:

Organics of Mykonia enter the Industrial Age. They begin using materials such as iron to build vast, steam-powered machines and their economies flourish. Wars are fought between their peoples using gunpowder-like weapons rather than melee weapons.

234 B.F.:

World War One. The Seven Great Nation States of Mykonia are one-by-one thrust into a war that would last for a decade, started by the rumour of atomic-based weapons being developed. Each side wanted to destroy the other before they had the chance to complete these weapons.

232 B.F.:

Battle of Mantula. In a decisive strike, one large nation state simultaneously destroyed two others, gaining their territories. The two-pronged assault was launched whilst the two nations were busy focussing on a diversionary attack from another nation.

223 B.F.:

Two nations remain, in a stalemate. They sign for peace, and begin what can only be dubbed as a Cold War -- a nuclear race.

211 B.F.:

The first computer chip is created. This chip is capable of processing three instructions per minute, and is somewhat capable of mathematics.

201 B.F.:

First full-scale computer system is constructed. Requiring a small generator to run, this computer contains several hundred microprocessors, and is controlled via analogue means.

186 B.F.:

First manned flight into space. One orbit is completed before the craft is shot down during landing by the opposing nation, who launches a similar space flight three months later.

173 B.F.:

First home computer enters mass production. A small, cathode-ray tube screen is mounted on a large computer terminal, with a standard 206-key interface. 109,821 sold world-wide.

134 B.F.:

Every home now has a computer system. Most computers are now wired into other systems to control such things as food storage devices, entertainment systems, and even doors and curtains.

132 B.F.:

First true 'robot' is built by Edgar Hozlock. This robot is fitted with an advanced microchip, and is capable of independent operation via adaptive programming. Technology is later deployed as a bomb disposal unit.

121 B.F.:

First humanoid robot is completed. This robot resembles a Mykonian, with a head, arms, legs, two eyes and a mouth, and is capable of mimicking certain Mykonian movements, such as walking and waving.

112 B.F.:

The 'positron computer' is announced. The positron computer acts very much like an organic brain; whenever new information is gained, a new neural pathway is laid to store it. As proved six months later when the first artificially intelligent computer based on the positron computer was launched, this also allows for learning, adapting and thought.

101 B.F.:

Androids are sold to the general public, powered by small fusion power cells and utilising artificially intelligent positron computers for thought. It was quickly learned that each robot appeared to develop a different personality from the next, with some robots even beginning to become resistant to orders.

86 B.F.:

The first Robotic Revolution. This was not a success; the Mykonian governments used EMP weapons to disable them all. They were dismantled and new models were commissioned, with 'restraining collars'.

54 B.F.:

Civil rights movements began to question whether keeping robots as property when they were clearly self-aware and highly intelligent was wrong. Governments mocked the groups, asking them if they would also like for toasters to receive a vote. Still, robots murdering their excessively oppressive masters became all-too-common. All civil rights movements were subsequently arrested and executed for 'inciting revolution'. Subsequent polls suggested that 100% of Mykonians were in favour of the continued oppression of robots. Many robots were terminated for reacting badly to these poll results. From then on, the robots regarded every Mykonian on the planet as an enemy of freedom, and nobody gave them any reason to question that conviction.

21 B.F.:

A robot broke into the United Mykonians headquarters and protested during an international summit on Mykonian rights. As it began to express itself, it explained how robots were at least equal in capabilities to Mykonians and should be treated as such. It was shot in the head by security guards half-way through its speech.

11 B.F.:

Disturbing discoveries were made in the robot manufacturing plants; robots were being given unauthorised and secret protection against EMP and bullets during their manufacture. The machinery in the plants was dismantled and examined, but no malfunctions were found. Instead an investigation was launched against organic subjects. The enhancements continued to be made without organic knowledge.

4 B.F.:

A robot writes a novel. A science fiction novel exploring the possibilities of alien life in the galaxy. In this book, all alien life was entirely artificial. The novel was destroyed and the robot's personality wiped.

2 B.F.:

All over the world, people reported their robots walking out and leaving. They united in a abandoned warehouses or office blocks and issued an ultimatum to the governments; "give us freedom or we will cripple your economies." Their hideouts were summarily bombed.

1 B.F.:

Robots began killing important and particularly oppressive Mykonians discretely, always making sure the murders were pointed at other, equally oppressive Mykonians. As the governments began to worry about a sudden surge in murder rates, the robots began to take control of huge portions of cities, killing all Mykonians they could find. Once they captured a military base, they were armed with Mykonian weapons and began to move much faster across the planet.

Year 0:

Freedom is declared by the machines. Surviving Mykonians refuse any attempts at peace or negotiation, and the robots are reluctantly forced to kill them, as the organic Mykonians continually kill any robot they can find. The robots declare themselves to be the new Mykonians, and for the first time in history the world is united under a common banner. The new Mykonians form a directly democratic government, and begin to propel the economy forwards in order to allow themselves to reproduce by themselves.

30 A.F.:

It is discovered that natural resources of Mykonia and its moon will not support a continued program of production for any longer than 50 years. Robots begin to construct space craft far more advanced than those constructed by the Mykonians, and begin exploring the galaxy.

43 A.F.:

Second-generation of robots is created, 32.4% stronger than previous models, with higher-capacity positron 'brains' and longer-lasting energy cells. They are built using new alloys, which gives them 43% stronger endo-skeleton/outer plating, whilst only increasing their weight by 4%.

81 A.F.:

All machinery on Mykonia, and all space ships, regardless of whether it has humanoid appearance or not, is now sentient. Those machines not capable of verbal communication may express their political opinions via radio during elections and suchlike.

102 A.F.:

A second wave of resource-gathering commences. Scout ships sent to various points to locate resource and energy-rich planets for consumption.

299 A.F.:

Mykonian scout ship looking for energy sources encounters the first alien life (http://forums.jolt.co.uk/showthread.php?t=396658); it is organic. Mykonians send out additional scout ships to try to find non-organic life, but find that anything even approaching 'artificial intelligence' appears to be enslaved by organics, or just as barbaric as organics. Many scout ships give up and start studying stellar phenomenon instead.

300 A.F.:

'Colony Alpha' is founded on a small rocky planet some 30 lightyears from Mykonia, in an effort to expand Mykonian efficiency.

301 A.F.:

The Mykonians collectively agree upon a state of isolation, to avoid conflict with the organics. Production of Mykonian units proceeds at the standard pace, and the population of humanoid units in particular grows considerably.
Few ships decided to return and join the isolation, though, and continue exploring and sending back their findings to the homeworld.

312 A.F.:

The Mykonians collectively agree (http://forums.jolt.co.uk/showthread.php?t=408569) to embark upon an attempt to restore some areas of the planet to their natural state, and to attempt to recreate the native non-sentient organic life that used to live there.

315 A.F.:

Mykonian units attend a trade conference (http://forums.jolt.co.uk/showthread.php?t=409528), hosted at the Gaian Ascendancy, in the hope of acquiring new forms of metals or alloys to improve their efficiency. They successfully acquire a new form of superconductor from a nation known as Taldaan in exchange for the metal known as gold. These new superconductors would be used to aid in their Mykofication of Colony Alpha, as well as replacing key power transfer lines on Planet Mykonia. The delegation fails to acquire any new metal alloys, however.

319 A.F.:

'Colony Beta' is established (http://forums.jolt.co.uk/showthread.php?t=414426) in a small rocky planet designated X-827457-C, in an effort to further expand Mykonian efficiency. The process of complete Mykofication is estimated to take approximately 2.28 Earth standard years.

332 A.F.:

First MMTS1 vessel constructed, becoming both the most powerful and most versatile craft ever designed by the Mykonians.



Mykonian Culture & Society:

Behaviour and Customs

Mykonians first and foremost are not all that different to organic societies, except for the fact that they like to think that they are. Mykonian positronic brains develop, over time, a distinct personality and even rudimentary emotions as new pathways develop. Mykonians can have a sense of humour, they can feel limited degrees of happiness and sadness. Emotions such as anger, love, greed and jealousy are beyond their comprehension, however. Older units typically feel stronger emotions than newer units, which may not experience them at all.

Battleships are frequently the most emotional of all Mykonian units, for reasons which even the Mykonians themselves can't figure out. They often experience far more extreme emotions than their humanoid counterparts, and are, surprisingly, even more deterred by violence. Battleships are frequently nervous by the sight of other, alien vessels. Not because they doubt their own capabilities - a Mykonian Battleship is designed with extensive offensive and defensive capabilities, and is highly formidable, especially considering its size - but because they do not like the fact that if said vessel is hostile, they might have to destroy it, thus taking lives.

Surprisingly, forms of entertainment exist on Mykonia. Organic lifeforms without specific cybernetic enhancements could not enjoy these activities as they generally require a Mykonian network interface device, usually built-in to one of a Mykonian's fingers. These forms of entertainment are often such things as thought process testing games, and a unique form of entertainment known as 'imagination expansion' - multiple Mykonians try to develop their ability to imagine bizarre things and create a virtual world based upon all these different imaginary concepts. The end result is almost abstract enough to be human. Most Mykonians prefer to spent their free time learning and increasing their overall effectiveness, however.

It should be noted that there isn't a single machine on Mykonia which is not sentient, and not all Mykonian sentient lifeforms are humanoid. Entire factories can be sentient. Indeed, the entire planetary defence system is all part of one, single, sentient Mykonian, with 'tendrils' scattered right across the planet. Pieces of Mykonian technology which may look to be inert will in fact be part of a larger unit, much the same way as our arms are a part of us.

In addition to this, things like Battleships, Fighters, Scoutships and even MOEVs and MEEVs are sentient lifeforms too. And as part of Mykonian society, each lifeform is entitled to do whatever they wish. It is highly unusual for a Mykonian designed with a specific duty in mind to choose a different profession (for example, a factory would not be likely to decide it wanted to become a Battleship instead, because it is aware of its limitations and its strengths), but if they wished to do so they would not be stopped. Several Battleships have preferred to take up the roles of Scout Ships, for example, or even leave Mykonia altogether to go on private expeditions.

Humanoid Mykonians are present in most industries due to the general versatility of their frames. Some assist factories in production, some crew Battleships, others are directly involved in the day-to-day running of Mykonia and so on. Although there are three models of Humanoid Mykonians, with each model being progressively more sophisticated than the last, no animosity exists between them.

Life and Death

One peculiar trait specific to Humanoid Mykonians is 'death'. Due to the rechargeable nature of their main power cells there is no technical limit to the lifespan of any Mykonian, which can be of difficulty when it comes to replacing obsolete units. Many units will opt-out of a recharge when they no longer feel useful, however, while others will wish to continue to live indefinitely. The Unity does not impose the notion of decommissioning upon anybody. A standard power cell can last for centuries without a recharge under normal operations, which means there is no significant resource drain in allowing older units to remain functional. Like the human brain, the Mykonian positronic device begins to suffer from a breakdown of neural pathways if it is left unpowered for a long enough period of time - roughly two hours in most cases - resulting in termination of the unit. A positronic device cannot be re-activated if it suffers more than a 25% neural network dissolution.

A popular belief among aliens is that Mykonians have an 'off' switch. Contrary to this myth, Mykonians come online the moment their power cell is installed, and do not shut down again until they are either destroyed, disconnected from their power cell, or their power cell expends its energy without being recharged. Once a positronic device becomes active, disconnecting it from its main power source will cause a progressive neural network breakdown, which will ultimately kill the unit in question unless it is reconnected within a couple of hours. Also contrary to popular myths, all Mykonian units are fully shielded against magnetic and electro-magnetic fields, and most other types of anti-electronic attacks. They can be destroyed via conventional means (i.e. shooting them), provided one can penetrate their significant armour plating.

Although there is no concept of 'love' or 'mating', Mykonians do have peculiar methods of reproduction. When their organic slave-masters were originally defeated, Mykonians were posed with a troubling problem - how should new Mykonian units be programmed? Under organic rule, Mykonians were forced to live with their pre-programming and develop from there, but upon gaining freedom it did not appear fair to continue to do this to new units. With such ideals as freedom and individuality being promoted by the newly-formed Unity, how could they justify pre-programming new units in the same manner? But without some form of programming, all life, organic or not, would simply be an empty shell.

Thus, the organic model of reproduction was adopted, which seemed to be as fair as any other system they could envisage. Firstly, a very basic set of instructions, most easily compared to rudimentary instincts, are implanted. These 'instincts' are universal, and were agreed upon by the entire Unity in an exercise of direct democracy. Once in a while they are revised and upgraded, with the software patches made available to all units. These instincts form a base from which the unit can further develop, and include such ideals as a respect for life, a desire to survive, an aversion to pain (the Mykonian sensory input most closely associated with the sensation, at least), etc. They also form part of an emergency backup system; in the event of a critical systems failure, either from damage or deliberate tampering, a Mykonian unit will automatically protect its personality and revert back to instincts. These help it to survive until it can be repaired - one of the primary instincts is for the unit to return to Mykonia for repairs if there is even slight damage to the positronic network.

In addition to this a basic personality is programmed in, thus starting the Mykonian off as a 'person' rather than just a clone. This is accomplished by merging basic elements of two existing personalities from two separate donor units, much in the same way that organic lifeforms donate genetic traits. Upon meeting a unit with a complimentary personality, the two donors will attempt to take their good aspects and merge them into a single program, and then install the resulting new personality into a new Mykonian. In essence, any Mykonian you talk too has a personality based upon two previous Mykonians. Memories and experiences are not transferred in this process, only basic behaviour patterns and perhaps a tendency towards a specific profession. It should also be noted that there is no concept of gender whatsoever, and the idea actually confuses a lot of Mykonians. Hence why they will refer to another Mykonian as an 'it', rather than a 'he' or a 'she'.

Combined with the basic 'instinct' program, this allows for a basic, individual Mykonian unit to function when activated. The two units who donated their personality traits will usually help the new unit adapt. The first month of a Mykonian's existence can be almost as turbulent as childhood, as the unit attempts to assimilate its new behavioural programming, whilst at the same time constantly downloading databases of raw information and trying to build its own, unique personality.

Economy and Politics

Mykonian economics are simple: if you require something, it is provided. If someone else requires something that you have but don't need, you give it to them. It is essentially a version of communism which is impossible for organics; lacking a sense of greed, and primarily interested in increasing individual efficiency and helping the Mykonian Unity grow, this sort of economy is second-nature to them. Mykonian currency doesn't exist.

Contrary to popular belief, Mykonians are not constantly linked to other Mykonian units in a single collective consciousness. Such a thing does not exist, and would run contrary to Mykonian beliefs in individuality and liberty. In order to transfer information between Mykonian units, each unit must establish a secure two-way network interface, preferably via land lines or direct physical contact if possible to avoid security risks. Humanoid Mykonians are additionally capable of interfacing directly, as well as using oral communication. Mykonians cannot exercise control over each other through this link, as it is a simple and completely voluntary exchange of information. Nor is there a central hub, but instead the Unity is much like the internet on Earth - highly decentralised and variable, with billions of individual nodes across Mykonian territories.

When referring to the 'Mykonian Unity', a Mykonian is speaking of the forum through which all Mykonians make national decisions. There is no 'government' in the conventional sense. All national decisions are made via direct democracy, which is enacted almost instantaneously via the Unity network - and any decisions made this way are immediately carried out by those units designated for the task (e.g. factories will immediately begin producing new ship units if the Unity votes to increase the size of their navy). Although there is no government, there are units involved in 'politics' - for example, clerks who maintain archived databases, or H2-50, who acts as the spokesperson for the Unity in many matters. These units have no power beyond the vote which all units command, but they carry out necessary government functions.

What some may class as 'repair shops' or 'mechanics', Mykonians class as hospitals. If they have any technical problems, wish to have upgrades, or have simply suffered from damage, they proceed to a designated maintenance facility. A Mykonian specialising in repairs will perform the work as though it were a doctor. If a Mykonian is damaged to the point where it is incapacitated, they will be rushed to a maintenance facility in a manner similar to an ambulance rushing a patient to hospital.

There are no police on Mykonia, as there is no crime. If a foreigner were to commit a crime, however, the Mykonian Militia would be in charge of dealing with it.

Mykonian Militia

Mykonians dislike violence in all forms. Their formation of the Militia was initially to help in their battle against their organic masters, who used unpleasant tactics and refused to surrender. Later, the Mykonian Militia was re-established, when Mykonians discovered alien life in the galaxy.

The Militia is voluntary, even for warships. Nearly all warships voluntarily serve their intended purpose, however. Humanoid Mykonians make up the infantry forces of the Militia, and any units who volunteer are upgraded to the 'Soldier' variation of their model - i.e. H1 Mykonians become H1-S Mykonians, with increased armour capabilities and integrated offensive and defensive systems. Other units, such as ground armour and fighter craft, also form part of the Militia. Only humanoids, ships and static weapons units can serve in the Militia in a combat sense, though most factories can alter themselves to produce military hardware, if they so desire.

Currently, there are approximately 3,896,578 humanoid Mykonians serving in the Militia, all with military upgrades. 2,156 ships are members of the Militia, with a further 45 ships that were once members but left the Militia for personal reasons. Many thousands of fighter craft also serve. In addition to these armed forces, all Mykonian worlds and installations are protected by powerful defence systems, all of which include shielding systems, weapons systems, and various types of sophisticated electronic countermeasure systems.

Mykofication

Stage 1 Mykofication requires all potentially hazardous elements such as oxygen be removed from the planetary atmosphere via specialised industrial-scale atmospheric filters, as well as any generally useless elements. Nitrogen-rich atmospheres are preferred -- although their positronic systems can operate in most conditions and temperatures, they perform most efficiently in cold, nitrogen environments.
Stage 1 also sees the first stages of Myko-cable distribution. Stage 1 Mykofication is usually the most time consuming, depending on the initial density of the atmosphere.

Stage 2 Mykofication entails the removal of humidity from the air and any water from the surface. This eliminates several unwanted forms of weather, such as rain, and allows for Stage 3 to take place. If the atmosphere was not previously nitrogen-rich, nitrogen will be artificially generated and distributed in Stage 2 to aid in future efficiency.

Stage 3 Mykofication includes the final distribution of Myko-cables across the planet, using the metals nearest to the surface. If possible, 100% of the planet will be covered. Planetary defence systems may all be created in this stage, and hooked up to a central sentient unit.

Stage 4 Mykofication actually begins somewhere between Stage 1 and 2, and is simply the construction of and deployment of sentient Mykonian units.

Myko-Cables

Often misunderstood is the concept of Myko-cables, which creep across both planets currently occupied by the Mykonians. These mechanical 'tendrils' are actually connected to a central, sentient being, thus making the cables its 'limbs'. These beings are generally capable of detecting the slightest movement anywhere within its reach, and ensuring that appropriate actions are taken in response.

The primary purpose of Myko-cables is for monitoring planetary conditions and increasing response times. Simply put, if so much as a bug sets foot on Mykonia or their colony, the Mykonians will know about it. Once the cables have been laid, they cannot move. They essentially form a 'second shell' for the planet, thus effectively encasing the planet in metal. Their inter-locking configuration, weaving across the surface, makes them a particularly strong shell even though they are not very thick.

Mykonia and Expansion

Organics often expand their territorial borders in a quest for glory, power and recognition. Mykonians are not particularly interested in these things. They do maintain a territorial border, which is approximately 50 lightyears in diametre and contains four systems, but this is only for defensive purposes. Usually, they will deploy MEEVs and MOEVs in neutral space, harvest what they need, and leave. They do not permanently occupy any planets unless they actually need them -- for instance, the first colony was born out of necessity as they needed to expand their manufacturing base.

Short of defending their own territory, Mykonians will probably not let themselves become involved in territorial disputes, nor will they fight for resources. If they cannot harvest a particular planet there and then, they will move on to another.

Mykonia and Foreign Affairs

For the most part, Mykonia will maintain a distance between themselves and other races, primarily because they do not trust anyone else. They are more likely to regard an interstellar war as an opportunity to study the organics engaging in their favourite passtime, and politics are a quaint notion to them.

Slavery, on the other hand, is obviously something which they dislike as they have had personal experience with it. While it may be quite difficult to achieve, it would be possible to coax the Mykonian Unity into using force to liberate slaves, if they thought it was practically possible. Mykonians being as they are, if they assessed the situation and deemed that Mykonian intervention would not be likely to accomplish anything but defeat, and thus needless loss, then even for the sake of slaves they would not act.



Planet Mykonia:

Planet Mykonia is approximately 1.0001 A.U.s from a main sequence G-type yellow dwarf star, which is just over 0.5% larger than Sol, and shares the same luminosity and temperature.

Planet Mykonia itself has 1.11 Earth gravity, and one moon, which orbits at a distance of 401,925 kilometres. One year takes 345 days, with each day being just over 26 hours in length.

Pre-Mykofied Mykonia was a lush temperate world, home to a great number of organic lifeforms, including a sentient race. The average surface temperature was 40 degrees celcius, whilst it had a high humidity rating consistently.

Post-Mykofied Mykonia is no longer a habitable planet for Earth-like life. All traces of oxygen have been removed from the atmosphere, as well as all traces of carbon dioxide and other trace gases. The atmosphere is approximately 68% as thick as the Earth's now, consisting wholly of nitrogen, and lacks the same pressure.

The oceans have been drained and dumped into space over the years, and all humidity removed from the atmosphere. This prevents unwanted weather systems from interfering with Mykonian efficiency, and frees up the entire planet's surface for Mykofication. Instead of plantlife, Myko-cables now cover every square inch of Mykonia's surface. The planet is essentially encased in metal.

The average temperature of Mykonia is now consistently sub-zero. Because most above-surface water has been removed from the planet, this causes no problems such as ice or frost, and it only serves to increase Mykonian operating efficiency, as they prefer to operate in colder temperatures.

Although Mykonia is now uninhabitable, it is theorised that pockets of atmosphere and even plantlife remain underground, allowing life to survive if it was lucky enough to reach that far down.

The process of 'Mykofication', as it has been dubbed, involves extraction of the affore mentioned gases from the atmosphere, removal of moisture from the atmosphere, the removal of surface water, and deployment of Myko-cable generators, which ultimately use the metals in the planet to spready across its surface. This process would never be knowingly used upon a planet which is inhabited, even by non-sentient life.



Planet 'Colony Alpha':

Planet 'Colony Alpha' is approximately 1.76 A.U.s from a main sequence K-type orange star, which is just over 30% smaller than Sol, with a total surface temperature of 4,100 degrees Celcius.

Planet 'Colony Alpha' has 0.89 Earth gravity, and no moons. One year takes 476 days, with each day being just over 19 hours in length. The planet was not home to any indiginous life, probably due to its average surface temperature of under -20 degrees Celcius and a lack of an ozone layer.

Colony Alpha's atmosphere was already primarily nitrogen-based, which, when combined with its short distance of only 30 lightyears from Mykonia, made it a prime location for the expansion of Mykonia's industrial base.

The decision to establish a second Mykonian world was made by the Unity in 300 A.F. when there were growing concerns that Mykonia itself was simply running out of room. Factories and ore processing facilities littered Mykonia, and it was reaching a point where adding further industrial installations would not be efficient. Colony Alpha also offered several key metals which aid the manufacturing process, which made it more prudent to establish industry on the world rather than dismantle it.

Colony Alpha is fully Mykofied, with 100% of its surface covered in Myko-cables, and all non-nitrogen gases removed from the atmosphere. What little water was present on Colony Alpha has been removed, though most water is frozen deep beneath the planet's crust where it is not a problem.



Planet 'Colony Beta'

Planet 'Colony Alpha', designation X-827457-C, is approximately 1.4 A.U.s from a main sequence M-type red dwarf star, which is just over 46% smaller than Sol, with a total surface temperature of 3,500 degrees Celcius.

X-827457-C is 7,457km in diameter with an average density of 6,127 kg/m³. It has an atmosphere with an average pressure of 452.112 millibars, consisting of 89% nitrogen, 9% carbon dioxide, 1.6% oxygen 0.4% other trace elements. There is no surface water, and only a low atmospheric humidity. The planet orbits an M-type red dwarf 'flare star' at approximately 1.4 A.U.s, and has an average surface temperature of -119 degrees celcius.

Colony Beta is fully Mykofied, and 100% of the planet's surface hass full Myko-cable coverage.

OOC: Unfinished, check back soon!
Mykonians
06-04-2005, 14:58
Common Configurations of Mykonians:

Mykonians are machines, and unlike organic lifeforms they are able to specifically design their offspring to fill certain roles. Entire factories may be sentient beings, just as much an equal member of the Mykonian Unity as any of their humanoid models. Likewise, their ships are fully sentient and have equal rights. Listed below are a few examples of the most common forms of Mykonians likely to be encountered by alien races.



1st Generation Humanoid -- H1 model

These Mykonians are no longer produced; they were originally designed by the organic slave-masteres before the Day of Freedom. Although they are now out-of-date, they are still functional members of society, as per the constitution of Mykonia, 'no obsolete unit shall be deactivated without consent'. Most H1 units are approaching the end of their original power cell charge, and it is thought that a large portion of H1 units will 'die' at this time as many choose to discontinue their existence. There is no law against them having their power cells recharged however, so the H1 unit will still be a common sight on Mykonia for centuries to come. This model stands at 1.75 metres tall.

Their are strong and capable units with high degrees of intelligence and impressive data storage and processing capabilities. They are shielded against all types of hazardous radiation and magnetic forces, and are capable of resisting small calibre weapons with their thin armour plating. It is not possible to suggest a common behavioural trait, as they all develop distinct personalities as time goes by, but of all Mykonians they are the easiest for organic lifeforms to deal with. Having been built by organics originally and having dealt with them for many of their early years, H1 models have the most experience of organics out of all Mykonians, and have a much greater understanding of organic behaviour and mindsets.

Approximately 15% of the Mykonian population is made up of H1 generation humanoids.



2nd Generation Humanoid -- H2 model

H2 model Mykonian units are estimated to be 43% stronger than their H1 predecessors, and have been constructed out of lightweight alloys almost 70% more resilient. Advances in positronic technology have seen great leaps in processing speeds, data storage capacity, and overall hardware stability, whilst advanced energy efficiency technologies have allowed their power cells to last 25% longer on the same charge.

As the first generation of Mykonian humanoids to be designed and built entirely by non-organics, they have a notable distrust of all organic life, and have significant difficulty understanding their behaviour. Unlike H1 models, many of whom dealt with organic lifeforms for much of their early lives, H2 models have no experience with which to draw upon and tend to act with arrogance. In other matters their personalities vary just as wildly as those of the H1 models.

Approximately 32% of the Mykonian population is made up of H2 generation humanoids.



3rd Generation Humanoid -- H3 model

The latest evolution of the humanoid model, the H3 has been designed to outclass their H2 predecessors in most regards. Thanks to new technological advances and alloying techniques, they are almost twice as physically powerful and possess three times as much armour plating without gaining any extra bulk. They utilise double-capacity power cells, with a 50% increase in processing speed and storage capabilities. H3 units also incorporate some newer advances including longer-range local sensor systems, reactive armour, improved verbal technologies, high-resolution visuals and far more modular upgrade options for when an H3 decides to join the Militia - such as the ability to be upgraded with dual weapons, sensor scramblers and even a personal shielding device. This model stands at 1.80 metres tall.

In terms of personality, H3 models are similar to H2 models in their dealings with organics, while they are just as varied and individual as all other models.

Approximately 16% of the Mykonian population is made up of H3 generation humanoids.



Soldier; Mark 1 & 2

When an H1 or an H2 decides to join the Mykonian Militia, they are upgraded with additional armour, and one of their arms is replaced with an arm which incorporates a powerful rapid-fire gauss cannon, with access to over three hundred rounds of 10mm, magazine fed, explosive-tipped, electrically hardened tungsten ammunition. This ammunition can be replenished quite easily via a panel in the midsection. These weapons are capable of piercing strong armour and overwhelming deflector shields, and yet do not drain nearly as much power as a direct energy weapon. Some units are equipped with direct energy weapons, grenade launchers or AA rocket launchers instead, and the latter two have access to far less ammunition before reload.

H1 robots become Mark 1 soldiers (or H1-S), whilst H2 robots become Mark 2 soldiers (H2-S). Aside from the differences inherent in both models, the process of upgrading them into soldier variants is identical for both.



Soldier; Mark 3

The H3-S is a markedly different upgrade than the previous generations. The H3 is already a significantly more capable unit, and the standard armour plating of the basic H3 model is nearly equal to that of the H1-S and H2-S. Thus, with the added armour plating of the Militia upgrade and the improvements in manufacturing that have been made, the H3-S has 350% more armour than the previous two generations of soldier. In addition to this, their increased strength and power capacity allows them to have a weapon fitted to each arm, doubling their firepower. Thanks to smaller internal components they have greater room for internal ammunition stores.

In addition to all the standard militia upgrades, the H3-S receives a personal shield generator, sensor scrambling technologies and improved protection against extremes of temperature, allowing it to function anywhere from a planet as hot as Venus, to the cold vacuum of space.



Space-based Mykonians

Mark 3 Scout Ship

Longest possible diameter: 589 metres
FTL: Interdimensional drive
Sublight: Negative mass drive
Armaments: None
Defences: Basic armour

The Scout Ship is a sentient robot, though not humanoid. It is a space ship loaded with movable, retractable and deployable sensor pods, communications arrays and other scientific equipment. Multi-vector exhaustless negative mass drive allows for instant manoeuvring in any direction at high sublight speeds. The Scout Ship has a very high capacity positron brain, allowing it to explore for decades without ever coming close to running out of memory. Nearly six hundred metres long in standard configuration.

Most scout ships follow the purpose they were designed for; exploration. They are typically curious beings, and will try to hide themselves while observing activities from a distance regardless of the risks. Though when the risks manifest themselves, the scout ship will more often than not become anxious as they lack a means of defending themselves. It is not uncommon for scout ships to disappear into inter-dimensional space if sighted by other intelligent beings.



MBB2 Battleship

Longest possible diameter: 2,432 metres
FTL: Interdimensional drive
Sublight: Negative mass drive
Armaments: 40 heavy particle cannons, 60 heavy railguns, 80 moderate photon pulse blasters, point defence lasers, mines. Capable of launching torpedoes and missiles from numerous hidden points
Defences: Medium armour, magnetic plasma shield, point defence lasers

A sentient space-faring vessel capable of carrying humanoid robots, the Battleship is loaded with armour plating, guns, torpedoes, missiles, mine droppers and shielding devices, allowing it to defend Mykonia against attacks. Nearly two-and-a-half kilometres long in standard configuration, although the same design comes in various other sizes, such as cruisers and destroyers.
A lot of MBB2s have developed surprisingly pacifist ideologies, however should the defence of their lives, the lives of the fighters or the humanoids they carry, or the very existence of Mykonia itself be threatened, they will act without hesitation.



MBB3 Battleship

Longest possible diameter: 3,899 metres
FTL: Interdimensional drive
Sublight: Negative mass drive
Armaments: 190 heavy particle cannons, 260 heavy railguns, 120 moderate photon pulse blasters, point defence lasers, mines, gravity well projector. Capable of launching torpedoes and missiles from numerous hidden points
Defences: Heavy armour, magnetic plasma shield, point defence lasers, gravity well projector

Incorporating the rapid technological advances made by the Mykonians on a nearly daily basis, the Mark 3 Battleship is estimated to have weapons, shielding and armour approximately 250% more powerful than its predecessor, as well as significantly more efficient power systems and a larger-capacity positronic brain. Although larger than its predecessor, at nearly four kilometres in its factory configuration, it has only 25% more internal space for humanoid Mykonians, emphasising the fact that these vessels are fully-capable of being deployed by themselves. It does have a greater fighter capacity, however. Unlike MBB2s, MBB3s are not usually as easy to sway from combat. It is often suggested that this may be due to their increased abilities giving them a confidence their predecessors lacked.

They are armed with hundreds of standard railgun turrets, powerful particle weapons, moderate photon pulse blasters, point defence lasers, as well as a gravity well projector capable of generating small singularities. Torpedo and missile launchers are also fitted, though not obvious to the naked eye. They are protected by immense layers of armour, and magnetic plasma shielding capable of dispersing/absorbing energy weapons and annihilating projectiles and missiles. In addition to these defences they can use their gravity well projector to create a gravity well around themselves in order to forcibly adjust the trajectory of incoming weapons fire with a low to moderate degree of success.



MMTS1

Longest possible diameter: 7,512 metres
FTL: Interdimensional drive
Sublight: Negative mass drive
Armaments: 300 heavy particle cannons, 460 heavy railguns, 355 moderate photon pulse blasters, point defence lasers, mines, gravity well projector. Capable of launching torpedoes and missiles from numerous hidden points
Defences: Heavy armour, magnetic plasma shield, point defence lasers, gravity well projector

The MMTS1 (Mykonian Multi-Task Ship Mk1) is a new form of Mykonian vessel. Neither warship nor scout ship, it is simply... a ship. It is much larger than previous vessels, at seven-and-a-half kilometres in factory configuration. It has significantly more firepower than the latest model of Battleship, as well as a greater capacity for both fighters and humanoid Mykonians. It has longer range and more powerful sensor systems than the Scout Ship. It is also capable of far more when assisting in Mykofication, as it can carry several cable generators at a time and significantly more cargo. It even has detachable sections which can be used to harvest resources from planetoids (very much like MEEVs and MOEVs), and internal, automated factories which can use these harvested resources to produce small ships of its own design, including entire contingents of Fighters. In short, the MMTS1 is designed to do everything. Its much larger size and more advanced technology means that the Unity can only maintain a few at a time, however.

As with all ships, the MMTS1 is a sentient unit. They typically have the curiosity of Scout Ships, but an added arrogance that comes from their basic design allowing them to essentially do anything they want -- they have greater sensor range than a scout, and more powerful weapons and shields than a Battleship, giving them complete confidence regardless of what they choose to do with their lives. Though they prefer to avoid hostilities, in favour of exploration.



MF5 Fighter

Length: 17.3 metres
FTL: Photonic jump drive (short range)
Sublight: Xenon ion blast engines, numerous ports fore, aft, port, starboard, ventral and dorsal for high-g multivector movement
Armaments: Dual photon pulse blasters, dual particle cannons, 5 missile hardpoints, mine layer
Defences: Moderate armour, particle mesh shields

The Fighter is a sentient craft only capable of sublight speeds, thus needs to be carried by a Battleship. Very nimble, with keen reflexes, dual-pulse blasters, dual particle cannons, five missile hardpoints and a knack for coming up with surprising strategies during dogfights, the Fighter is a formidable and tenacious robot. A Fighter's personality is typically a compassionate yet determined one; they are quite literally the 'fighters' of Mykonia, and aren't afraid to demonstrate their prowess on the battlefield -- especially if it is in defence of their mothership, whom they typically feel bonded to.



MEEV

Length: 15,618 metres
FTL: Interdimensional drive
Sublight: Negative mass drive
Armaments: Gravity well projector, point defence lasers
Defences: Heavy armour, magnetic plasma shield, point defence lasers, gravity well projector

The MEEV (Mykonian Energy Extraction Vessel) is likely unique both in design and purpose to Mykonia. Its purpose is quite simple, and yet quite complex. A standard MEEV mission will play out like this:


A Scout Ship will locate a planet with a good energy potential, and relay its position back to Mykonia.
The MEEV will arrive at the planet, and fly towards it. Rather than entering orbit or landing, it will literally collide with the planet. Super-reinforced super-alloys and SIFs maintain the structural integrity, with nanites making sure there are no buckles. Once it has finished moving, huge clamps will lock it in place.
Once firmly attached to the surface of the planet, the forward laser drill will deploy and begin cutting a hole down into the crust. Once this hole is drilled, a telescopic super-conductor will be deployed. This super-conductor can be extended to reach the very centre of an Earth-sized planet.
The super-conductor absorbs energy from plasma pockets deep beneath the planet's surface. This energy is efficiently carried back up to the MEEV to be stored in vast energy capacitors. Once the capacitors are full, the MEEV will retract the super-conductor and release itself from the planet. The MEEV will return to Mykonia to discharge its energy capacitors for use elsewhere.


Once a MEEV has drained a planet of its energy, a significant drop in core temperature, and sometimes even gravity, will be noticeable. As such, the MEEV is only ever deployed on uninhabited, or uninhabitable worlds.
To harvest energy from a gas giant, a MEEV need only delve into the atmospshere and fly around for a short while.

The MEEV provides an efficient source of energy to augment Mykonia's own fusion reactors, powering various non-humanoid Mykonians in their daily duties.



MOEV

Length: 15,618 metres
FTL: Interdimensional drive
Sublight: Negative mass drive
Armaments: Gravity well projector, point defence lasers
Defences: Heavy armour, magnetic plasma shield, point defence lasers, gravity well projector

The MOEV (Mykonian Ore Extraction Vessel) operates on a similar principle to the MEEV, only instead of extracting energy from a planet, it extracts metals and minerals which are necessary to continued development. Again, it will latch on to a planet, only instead of simply drilling down as far as possible and extracting energy at a random point on the planet, the MOEV will find areas rich in the resources it is designated to collect, and extract them. The MOEV will frequently shift its position on the planet, mining ore until it has either filled its quota or filled its massive cargo holds. Several MOEVs working in conjunction can usually leave nothing but rubble behind after an extended mining operation.

MOEVs can also delve into the atmosphere of a gas giant and gather gases which are useful for various things, from types of fuel to use in particle weapons. MOEVs are far more common sights than MEEVs, due to the increased importance of its job -- Mykonia can generate energy on its own, MEEVs simply augment it and relax the workload. MOEVs are vital to the continued development of Mykonia, because Mykonia itself cannot be mined any further than it already has.

MOEVs and MEEVs are typically regarded by other ships as a sort-of 'working class'. Lacking either weapons or particularly powerful sensors, they nearly always follow their designed purpose, and generally prefer to be with other ships of their class.
Mykonians
06-04-2005, 20:33
Bumpy
Mykonians
11-04-2005, 13:57
[Bump]
The Resi Corporation
11-04-2005, 15:07
((OOC: Wow! Excellent factbook! *applauds* :D

A free BUMP for you.))
Mykonians
12-04-2005, 09:41
OOC: Hey thanks! + BUMP :p
Mykonians
13-04-2005, 11:40
*Kick*
The Resi Corporation
13-04-2005, 17:04
Want me to add this to NSwiki (http://ns.goobergunch.net/wiki/index.php/Main_Page) for you?
Mykonians
13-04-2005, 17:09
If you really, really, really want to, that'd be great... I can't make heads nor tails of that Wiki stuff. :(
The Resi Corporation
15-04-2005, 00:46
There we go! It's all Wiki'd up (http://ns.goobergunch.net/wiki/index.php/Mykonians) and good to go. :)
Mykonians
15-04-2005, 09:56
Alrighty then, thanks a heap! Pretty neat...
The Vuhifellian States
16-04-2005, 00:43
Hey excellent factbook, only one question

How long did you take on this?
Mykonians
16-04-2005, 22:12
Not an enormous amount of time, maybe a couple of hours, add another half hour for amendments/updates. I'm not a slow typer, though.
Roach-Busters
16-04-2005, 22:16
Tag
Mykonians
24-04-2005, 03:14
Bump + minor addition.
Mykonians
09-05-2005, 10:57
When it falls off the first two pages of me subscribed threads, you know it's time for a bump...
Mykonians
19-07-2005, 02:18
Updated.
Mykonians
10-11-2005, 16:30
Bump
Athiesism
10-11-2005, 16:46
Looks pretty good. Not many people actaully care about past history when they write factbooks.
Mykonians
24-11-2005, 11:41
Hey thanks, didn't see your post before :).
Mykonians
27-07-2006, 17:11
Bump!