ARCADIA

(the Axelon Research, Collation and Access of Data Institute's Archives)

Section E

For a list of entries in this section, please see the main ARCADIA page.

Publishing date:  January 1, 2221 AD (Axelon Main Timeframe)

English version (20th century midwestern American, net-accessible, alphabetic with images, alphabetical order, perspective-set:moderate liberal) and all other versions ©2221 ARCADI.

Explanation of code used.
 

Entries:

Earth

The original home of humanity, and still the location of the vast majority of the human population.  It is also the capital world of the LSN, and home to many and various interstellar corps and organizations.
 
Name(s)  Earth 
Primary  Sol, the Sun 
Orbit  1.00 AU
Diameter  12700 KM. 
Satellites  1: The Moon (Luna) 
Density  5520 kg/m³. 
DMTP A1
Gravity  1.00 G's 
Atmosphere  Nitrogen, Oxygen, others; 1.00 Atmospheres at sea level
Population  8,955,000,000 humans; scattered Qiqiu, Starwhales and Hammerheads 

Eastern Canadian Republic

East Turkestan Republic

Ecuador

Eden

Eden is one of the very few garden worlds in Known Space.  It is also the primary world of the SPR.

Eden is covered by vast, shallow seas (three kilometers at their deepest).  Tectonic activity is quite high, and volcanoes are producing new landforms constantly.  There are a large number of island chains, but only a dozen or so land masses larger than a few thousand KM².  Most human settlements are located on the landmasses, but a wide variety of sea-bottom and ship-based settlements have arisen.

Eden was a very unusual find: a garden world orbitting a rather small sun.  Life on its surface appears to be rather young, with nothing larger than microscopic organisms on land and small invertebrates in the oceans.  Life on Eden is fundamentally incompatible with Earth life, as Eden-based lifeforms do not use standard Earth protein.  Thus, Eden has begun to develop two distinct ecospheres which exist coterminously.  Humans have developed ways to convert Edeteins (as they are called) to human-consumable forms.  However, most Earth organisms cannot gain nourishment from Eden lifeforms, and thus wild Earth lifeforms must subsist on other Earth-based life.
 
Name(s)  Eden
Primary  Egality
Orbit  0.23 AU 
Diameter  15600 KM. 
Satellites  3: Shakti, Puck and Sailendra
Density  4710 kg/m³. 
DMTP A3
Gravity  1.09 G's 
Atmosphere  Low pressure (0.79 Atm at sea level): Nitrogen, oxygen, high amounts of carbon dioxide 
Population  887,000,000 humans; scattered Qiqiu, Starwhales and Hammerheads 

Education

Almost all Spheres have compulsory education until at least age 24.  Generally, the only exceptions are the more lawless spheres, such as the Back Stretch or Corridor.  Of course, many local communities and settlements do not have compulsory education.  However, the majority of humanity receives a fairly comprehensive education until at least this age.  The span spent in education has continued to lengthen as the human lifespan has lengthened, and looks likely to continue.  Many people also take continued education in later life, and most Corps allow for continued training.

In 2221, universities are perhaps surprisingly similar to their 20th century counterparts.  People still study for several years in a small, localized community of like-minded others.  Most universities are still physical, and a large number of students still live in dormitories.  While virtual universities are quite possible and popular, it is very difficult to maintain interactivity and thus scholarship over long distances (perhaps more than one light-second).  Agent programs are able to teach a wide variety of knowledge-based skills, but true learning has generally been found to suffer when given by computers.  Many expect that stable artificial intelligence will be the largest boon ever to universal education, but it is still a long way off.

Most universities are, perhaps even more surprisingly, still liberal arts programs.  Experiments with corporate universities (UniCorps) in the 2030's failed, as they produced students who eventually proved to have too little flexibility.  Second-wave UniCorps in the 2100's were also blamed for the Wall, and are thus in general disfavor to the present, though they do still exist.

College degrees have gone through something of a revolution.  The increasing inflation of degrees in the late 20th and early 21st centuries resulted in the creation of higher level degrees (first Post-Doctorates, then Advanced Doctorates) to allow for higher discrimination at the higher levels of education.  However, named degrees of all sorts have fallen by the wayside as universities have continued to shed their ties with the contradiction-laden past.  Most colleges and universities now use a simple designation of the number of years studied, with 2-, 4-, 6-, 8-, 10- and 12-year degrees being the most common types.  Note that these year values do not necessarily mean the chronological time spent studying; if a student has studied for ten years but learned too little, they may be awarded a 4-year degree instead, for example.

Egality

Egypt

Eishügel

El Salvador

El Sudd

El Sudd was formed as a nationstate from

Emory

Enkidu

Enlil

Entertainment

As always, humans in the 23rd century still have a desire to experience rest, recreation and entertainment.  People do it, again as they always have, for mental regrouping, so to speak, as well as for socializing, excitement, experience and conspicuous consumption.  Generally speaking, entertainment may be divided into two types: real and simulated.

Simulated entertainment includes the old standbys of books and movies, but has also broadened to include a wide variety of biotech and infotech-based forms of simulation.  For example, it is now possible to record and replay others' experiences (though never with perfect fidelity to the original); thus, experiencing others' lives is pretty much possible.  While such recorded experiences are far from perfect (the best systems are able to achieve approximately 80% "reality"), they are nonetheless far easier to access than real experiences in many, many cases.  Because of the difficulty in accessing live entertainment, simulations are primarily the province of the poor (who can't afford real excitement), but are also very common among ship crews and passengers (being cramped on a ship for months at a time leads to excessive cabin fever), those who wish to experience things at interstellar distances, etc.  Especially things like music and dramas are considered by most to be better when done through simulation, as every aspect of the performance can be carefully crafted.

However, real-life entertainment still has its province.  Generally speaking, people seek out fun in real life when they want real experiences.  Simulated food can look, smell and even taste good, but it doesn't actually fill you up, and this is even moreso for sex; simulated characters and dialogue are often missing that human element or human flair which make them so interesting and exciting to watch.  People also look to reality for a means of showing off (having visited Petit-Sol in a sim is nice, but having a real Petit-Terre suit to show to your friends gives much more satisfaction to most).  Artificial entertainment tends to be coddling, allowing consumers to experience whatever they want, as much as they want, and this can of course be unhealthy.  In fact, some jurisdictions require that all citizens experience a minimum percentage of their time in real-world situations to avoid just this.

Furthermore, only reality can give true privacy and solitude; it is virtually impossible to find an infolink without at least some sort of rudimentary client/customer tracking, and so those who wish to have truly personal entertainments (especially those who are doing something illegal) may want to remove themselves from the constraint and legality-filled real world.  Certainly, of all the  factors which play into the continued popularity of real-world entertainment, privacy is the most valuable.  Getting true privacy, far from the cares and cynicism of the world, in extremely expensive, and requires either amazing infosystems or, again, simply resorting to reality itself.

Trends tend to come and go, and of course different systems evolve different tastes and even cultures.  Therefore, it's difficult to give an accurate unified picture of the entertainment business.  This is exacerbated by the fact that most people have access to systems which allow them to instantly generate music which matches their tastes exactly, or to generate a dramatic story.

Eritrea

Esai

Escalante

Ethiopia

EuroBank

 

 

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