<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://synthspecies.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=VaderSan</id>
	<title>Synth Species - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://synthspecies.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=VaderSan"/>
	<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/Special:Contributions/VaderSan"/>
	<updated>2026-04-11T04:05:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.32.1</generator>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=413</id>
		<title>Childhood</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=413"/>
		<updated>2021-03-10T10:58:56Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Synth's '''childhood''' is, much like the childhood experienced by [[organics]], the period of time between birth and adulthood during which a large part of an individual's personality and skills are developed. Synths do not reproduce sexually and therefore don't need to give birth to children in the same way organics do. However, since it is of high importance that Synths and organics have similar life experiences, their childhoods are also designed to be similar. The best way to further empathy and understanding between organics and synthetics is for both of them to grow up together.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Conception&amp;quot;==&lt;br /&gt;
Since Synths don't reproduce sexually, there is no need for '''conception''', pregnancy or birth in the traditional sense. Instead the term conception in relation to Synths is typically used to describe the time during which one or two Synths (or organics) discover that they would like to raise a Synth child. Even though there is no genetic connection between the parent(s) and the child, they are still considered the child's &amp;quot;parents&amp;quot;, due to the parental role they agree to play in the child's life.&lt;br /&gt;
The first step into parenthood is a bureaucratic one: One or two parents need to apply for a free parenting slot at a local administrative office. This has to do with the historically limited amount of resources available in the [[Outer Rim]] and the fact that its entire society evolved out of the effects of population numbers being going of control.&lt;br /&gt;
Due to the high life expectency throughout the Outer Rim, it is relatively rare that old people die and make room for young people, so the number of yearly births had to be limited historically to not overburden the Outer Rim's originally sparse resources, such as food or energy. During times of starvation the last thing a society can take is more mouths to feed. In recent years this limitation on the number of permitted births has come under criticism and scrutiny, since the Outer Rim entered a period of plenty during which there has been no more need to worry about sparse resources. This leads to applications for parenting slots being approved almost immediately, making this particular rule seem outdated and unnecessary. Debates on legal reforms are ongoing. More background information about this can be found in the [[History]] of the Outer Rim.&lt;br /&gt;
Once an application for a parenting slot has been approved, production of a new Synth goes underway.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Birth&amp;quot;==&lt;br /&gt;
When speaking of '''birth''' in relation to Synths, this usually refers to a pre-manufactured Synth body being activated and infused with a mind.&lt;br /&gt;
&lt;br /&gt;
===Body manufacturing===&lt;br /&gt;
Synth bodies are manufactured following strict requirements and rules. Every planet, colony or settlement within the Outer Rim is required to stock a minimum number of Synth bodies, ready for activation. They can be manufactured by subcontractors and local manufacturers, or can be sourced from other settlements, should local manufacturing not be sufficiently advanced. Manufacturers have to be licensed and certified to produce new Synth bodies and are only allowed to produce limited numbers to maintain the stocks of settlements.&lt;br /&gt;
Synth bodies are required to follow a default blueprint that allows for minor changes and variations made by the parents.&lt;br /&gt;
When Synth bodies are built, they are constructed at roughly the size of a two year old organic child. They are stored by curling them up in an egg shape, giving them an egg-like appearance until their mind is sparked.&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;br /&gt;
Synth [[brains]] start off with no mind in it. They offer a framework in which a mind can be sparked and developed. The sparking of the mind is the moment a Synth becomes conscious and their life begins.&lt;br /&gt;
Minds are sparked using personality traits found in the minds of the Synth's parents, if they so choose. For this they can undergo a brain scan, which generates a [https://en.wikipedia.org/wiki/Random_seed seed]. The seeds generated from the parents are then used in the mind sparking process to create a seed based on the parents' personalities. This imbibes the resulting mind with traits from both parents, making it vaguely analogous to the way genetic traits are given to offspring in organic reproduction.&lt;br /&gt;
Once a Synth body has been chosen and their mind seed has been generated, the brain is infused with the mind seed and the body is activated at a local [[clinic]]. This sparks the mind into existence. At this point the Synth is alive and is ready to be taken home by the parents to start a new life and grow up.&lt;br /&gt;
&lt;br /&gt;
==Early Childhood==&lt;br /&gt;
From early on Synths have to learn many things. Just like organics, they have to learn how to control their bodies and become familiar with their surroundings. The first years of a Synth's development are about learning and play, as well as physical growth. To make the process of growth analogue to that of organics, they grow at roughly the same rate, allowing them to grow up together and learn at the same rate as well. Key elements of everyday life are learned during this early stage, in particular how to control their bodies and move about. Young Synths are clumsy in the use of their bodies and have to learn how to properly walk upright. As these neural connections in their brains form, they become more skilled in their movements over time. Speech is also learned through interaction with others, especially the Synth's parents. Synths don't have any knowledge infused into their brains. All their skills and knowledge come from the same learning process organics have to go through as well, except for certain reflexes and urges that are hardwired into them. Play is, just as it is for organics, the most common and accessible way for a Synth to aquire skills.&lt;br /&gt;
&lt;br /&gt;
They will get the urge to seek out food their bodies need for growth, for example and will feel the need to rest after long durations of awakeness. Since this is a stage of rapid physical growth, Synth children tend to prefer carbon heavy food. A large part of their [[anatomy]] consists of carbon, so they will crave a lot of it. They also crave a lot of food that is perceived as sweet.&lt;br /&gt;
&lt;br /&gt;
It is common practice to put children in an environment with others, so they can interact and play with each other. Kindergarten, pre-school and any other activities for kids are always mixed between Synths and organics to make them used to each other from early on. This also prepares them for their time in school, when they have to interact with all kinds of species on a daily basis.&lt;br /&gt;
&lt;br /&gt;
==School==&lt;br /&gt;
'''School''' is mandatory for every child, regardless of species. Every level of the education system in the Outer Rim consists of classes of mixed species and gender with no segregation on any level. Education begins with pre-school to prepare kids for their interactions with other kids. Elementary school then teaches reading and writing, basic math and basics in a variety of subjects. The complexity of studied material increases through the various levels of schooling, through middle school and highschool. Mandatory education ends with highschool, with further education being optional and up to the now adult Synth to decide.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=412</id>
		<title>Childhood</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=412"/>
		<updated>2021-03-10T09:46:59Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* Early Childhood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Synth's '''childhood''' is, much like the childhood experienced by [[organics]], the period of time between birth and adulthood during which a large part of an individual's personality and skills are developed. Synths do not reproduce sexually and therefore don't need to give birth to children in the same way organics do. However, since it is of high importance that Synths and organics have similar life experiences, their childhoods are also designed to be similar. The best way to further empathy and understanding between organics and synthetics is for both of them to grow up together.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Conception&amp;quot;==&lt;br /&gt;
Since Synths don't reproduce sexually, there is no need for '''conception''', pregnancy or birth in the traditional sense. Instead the term conception in relation to Synths is typically used to describe the time during which one or two Synths (or organics) discover that they would like to raise a Synth child. Even though there is no genetic connection between the parent(s) and the child, they are still considered the child's &amp;quot;parents&amp;quot;, due to the parental role they agree to play in the child's life.&lt;br /&gt;
The first step into parenthood is a bureaucratic one: One or two parents need to apply for a free parenting slot at a local administrative office. This has to do with the historically limited amount of resources available in the [[Outer Rim]] and the fact that its entire society evolved out of the effects of population numbers being going of control.&lt;br /&gt;
Due to the high life expectency throughout the Outer Rim, it is relatively rare that old people die and make room for young people, so the number of yearly births had to be limited historically to not overburden the Outer Rim's originally sparse resources, such as food or energy. During times of starvation the last thing a society can take is more mouths to feed. In recent years this limitation on the number of permitted births has come under criticism and scrutiny, since the Outer Rim entered a period of plenty during which there has been no more need to worry about sparse resources. This leads to applications for parenting slots being approved almost immediately, making this particular rule seem outdated and unnecessary. Debates on legal reforms are ongoing. More background information about this can be found in the [[History]] of the Outer Rim.&lt;br /&gt;
Once an application for a parenting slot has been approved, production of a new Synth goes underway.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Birth&amp;quot;==&lt;br /&gt;
When speaking of '''birth''' in relation to Synths, this usually refers to a pre-manufactured Synth body being activated and infused with a mind.&lt;br /&gt;
&lt;br /&gt;
===Body manufacturing===&lt;br /&gt;
Synth bodies are manufactured following strict requirements and rules. Every planet, colony or settlement within the Outer Rim is required to stock a minimum number of Synth bodies, ready for activation. They can be manufactured by subcontractors and local manufacturers, or can be sourced from other settlements, should local manufacturing not be sufficiently advanced. Manufacturers have to be licensed and certified to produce new Synth bodies and are only allowed to produce limited numbers to maintain the stocks of settlements.&lt;br /&gt;
Synth bodies are required to follow a default blueprint that allows for minor changes and variations made by the parents.&lt;br /&gt;
When Synth bodies are built, they are constructed at roughly the size of a two year old organic child. They are stored by curling them up in an egg shape, giving them an egg-like appearance until their mind is sparked.&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;br /&gt;
Synth [[brains]] start off with no mind in it. They offer a framework in which a mind can be sparked and developed. The sparking of the mind is the moment a Synth becomes conscious and their life begins.&lt;br /&gt;
Minds are sparked using personality traits found in the minds of the Synth's parents, if they so choose. For this they can undergo a brain scan, which generates a [https://en.wikipedia.org/wiki/Random_seed seed]. The seeds generated from the parents are then used in the mind sparking process to create a seed based on the parents' personalities. This imbibes the resulting mind with traits from both parents, making it vaguely analogous to the way genetic traits are given to offspring in organic reproduction.&lt;br /&gt;
Once a Synth body has been chosen and their mind seed has been generated, the brain is infused with the mind seed and the body is activated at a local [[clinic]]. This sparks the mind into existence. At this point the Synth is alive and is ready to be taken home by the parents to start a new life and grow up.&lt;br /&gt;
&lt;br /&gt;
==Early Childhood==&lt;br /&gt;
From early on Synths have to learn many things. Just like organics, they have to learn how to control their bodies and become familiar with their surroundings. The first years of a Synth's development are about learning and play, as well as physical growth. To make the process of growth analogue to that of organics, they grow at roughly the same rate, allowing them to grow up together and learn at the same rate as well. Key elements of everyday life are learned during this early stage, in particular how to control their bodies and move about. Young Synths are clumsy in the use of their bodies and have to learn how to properly walk upright. As these neural connections in their brains form, they become more skilled in their movements over time. Speech is also learned through interaction with others, especially the Synth's parents. Synths don't have any knowledge infused into their brains. All their skills and knowledge come from the same learning process organics have to go through as well, except for certain reflexes and urges that are hardwired into them. Play is, just as it is for organics, the most common and accessible way for a Synth to aquire skills.&lt;br /&gt;
&lt;br /&gt;
They will get the urge to seek out food their bodies need for growth, for example and will feel the need to rest after long durations of awakeness. Since this is a stage of rapid physical growth, Synth children tend to prefer carbon heavy food. A large part of their [[anatomy]] consists of carbon, so they will crave a lot of it. They also crave a lot of food that is perceived as sweet.&lt;br /&gt;
&lt;br /&gt;
It is common practice to put children in an environment with others, so they can interact and play with each other. Kindergarten, pre-school and any other activities for kids are always mixed between Synths and organics to make them used to each other from early on. This also prepares them for their time in school, when they have to interact with all kinds of species on a daily basis.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=411</id>
		<title>Childhood</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=411"/>
		<updated>2021-03-10T09:26:03Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Synth's '''childhood''' is, much like the childhood experienced by [[organics]], the period of time between birth and adulthood during which a large part of an individual's personality and skills are developed. Synths do not reproduce sexually and therefore don't need to give birth to children in the same way organics do. However, since it is of high importance that Synths and organics have similar life experiences, their childhoods are also designed to be similar. The best way to further empathy and understanding between organics and synthetics is for both of them to grow up together.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Conception&amp;quot;==&lt;br /&gt;
Since Synths don't reproduce sexually, there is no need for '''conception''', pregnancy or birth in the traditional sense. Instead the term conception in relation to Synths is typically used to describe the time during which one or two Synths (or organics) discover that they would like to raise a Synth child. Even though there is no genetic connection between the parent(s) and the child, they are still considered the child's &amp;quot;parents&amp;quot;, due to the parental role they agree to play in the child's life.&lt;br /&gt;
The first step into parenthood is a bureaucratic one: One or two parents need to apply for a free parenting slot at a local administrative office. This has to do with the historically limited amount of resources available in the [[Outer Rim]] and the fact that its entire society evolved out of the effects of population numbers being going of control.&lt;br /&gt;
Due to the high life expectency throughout the Outer Rim, it is relatively rare that old people die and make room for young people, so the number of yearly births had to be limited historically to not overburden the Outer Rim's originally sparse resources, such as food or energy. During times of starvation the last thing a society can take is more mouths to feed. In recent years this limitation on the number of permitted births has come under criticism and scrutiny, since the Outer Rim entered a period of plenty during which there has been no more need to worry about sparse resources. This leads to applications for parenting slots being approved almost immediately, making this particular rule seem outdated and unnecessary. Debates on legal reforms are ongoing. More background information about this can be found in the [[History]] of the Outer Rim.&lt;br /&gt;
Once an application for a parenting slot has been approved, production of a new Synth goes underway.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Birth&amp;quot;==&lt;br /&gt;
When speaking of '''birth''' in relation to Synths, this usually refers to a pre-manufactured Synth body being activated and infused with a mind.&lt;br /&gt;
&lt;br /&gt;
===Body manufacturing===&lt;br /&gt;
Synth bodies are manufactured following strict requirements and rules. Every planet, colony or settlement within the Outer Rim is required to stock a minimum number of Synth bodies, ready for activation. They can be manufactured by subcontractors and local manufacturers, or can be sourced from other settlements, should local manufacturing not be sufficiently advanced. Manufacturers have to be licensed and certified to produce new Synth bodies and are only allowed to produce limited numbers to maintain the stocks of settlements.&lt;br /&gt;
Synth bodies are required to follow a default blueprint that allows for minor changes and variations made by the parents.&lt;br /&gt;
When Synth bodies are built, they are constructed at roughly the size of a two year old organic child. They are stored by curling them up in an egg shape, giving them an egg-like appearance until their mind is sparked.&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;br /&gt;
Synth [[brains]] start off with no mind in it. They offer a framework in which a mind can be sparked and developed. The sparking of the mind is the moment a Synth becomes conscious and their life begins.&lt;br /&gt;
Minds are sparked using personality traits found in the minds of the Synth's parents, if they so choose. For this they can undergo a brain scan, which generates a [https://en.wikipedia.org/wiki/Random_seed seed]. The seeds generated from the parents are then used in the mind sparking process to create a seed based on the parents' personalities. This imbibes the resulting mind with traits from both parents, making it vaguely analogous to the way genetic traits are given to offspring in organic reproduction.&lt;br /&gt;
Once a Synth body has been chosen and their mind seed has been generated, the brain is infused with the mind seed and the body is activated at a local [[clinic]]. This sparks the mind into existence. At this point the Synth is alive and is ready to be taken home by the parents to start a new life and grow up.&lt;br /&gt;
&lt;br /&gt;
==Early Childhood==&lt;br /&gt;
From early on Synths have to learn many things. Just like organics, they have to learn how to control their bodies and become familiar with their surroundings. The first years of a Synth's development are about learning and play, as well as physical growth. To make the process of growth analogue to that of organics, they grow at roughly the same rate, allowing them to grow up together and learn at the same rate as well. Key elements of everyday life are learned during this early stage, in particular how to control their bodies and move about. Young Synths are clumsy in the use of their bodies and have to learn how to properly walk upright. As these neural connections in their brains form, they become more skilled in their movements over time. Speech is also learned through interaction with others, especially the Synth's parents.&lt;br /&gt;
Synths don't have any knowledge infused into their brains. All their skills and knowledge come from the same learning process organics have to go through as well, except for certain reflexes and urges that are hardwired into them. They will get the urge to seek out food their bodies need for growth, for example and will feel the need to rest after long durations of awakeness.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Brains&amp;diff=410</id>
		<title>Brains</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Brains&amp;diff=410"/>
		<updated>2021-03-10T09:01:09Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: Redirected page to Brain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Brain]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=409</id>
		<title>Childhood</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=409"/>
		<updated>2021-03-10T09:00:51Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Synth's '''childhood''' is, much like the childhood experienced by [[organics]], the period of time between birth and adulthood during which a large part of an individual's personality and skills are developed. Synths do not reproduce sexually and therefore don't need to give birth to children in the same way organics do. However, since it is of high importance that Synths and organics have similar life experiences, their childhoods are also designed to be similar. The best way to further empathy and understanding between organics and synthetics is for both of them to grow up together.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Conception&amp;quot;==&lt;br /&gt;
Since Synths don't reproduce sexually, there is no need for '''conception''', pregnancy or birth in the traditional sense. Instead the term conception in relation to Synths is typically used to describe the time during which one or two Synths (or organics) discover that they would like to raise a Synth child. Even though there is no genetic connection between the parent(s) and the child, they are still considered the child's &amp;quot;parents&amp;quot;, due to the parental role they agree to play in the child's life.&lt;br /&gt;
The first step into parenthood is a bureaucratic one: One or two parents need to apply for a free parenting slot at a local administrative office. This has to do with the historically limited amount of resources available in the [[Outer Rim]] and the fact that its entire society evolved out of the effects of population numbers being going of control.&lt;br /&gt;
Due to the high life expectency throughout the Outer Rim, it is relatively rare that old people die and make room for young people, so the number of yearly births had to be limited historically to not overburden the Outer Rim's originally sparse resources, such as food or energy. During times of starvation the last thing a society can take is more mouths to feed. In recent years this limitation on the number of permitted births has come under criticism and scrutiny, since the Outer Rim entered a period of plenty during which there has been no more need to worry about sparse resources. This leads to applications for parenting slots being approved almost immediately, making this particular rule seem outdated and unnecessary. Debates on legal reforms are ongoing. More background information about this can be found in the [[History]] of the Outer Rim.&lt;br /&gt;
Once an application for a parenting slot has been approved, production of a new Synth goes underway.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Birth&amp;quot;==&lt;br /&gt;
When speaking of '''birth''' in relation to Synths, this usually refers to a pre-manufactured Synth body being activated and infused with a mind.&lt;br /&gt;
&lt;br /&gt;
===Body manufacturing===&lt;br /&gt;
Synth bodies are manufactured following strict requirements and rules. Every planet, colony or settlement within the Outer Rim is required to stock a minimum number of Synth bodies, ready for activation. They can be manufactured by subcontractors and local manufacturers, or can be sourced from other settlements, should local manufacturing not be sufficiently advanced. Manufacturers have to be licensed and certified to produce new Synth bodies and are only allowed to produce limited numbers to maintain the stocks of settlements.&lt;br /&gt;
Synth bodies are required to follow a default blueprint that allows for minor changes and variations made by the parents.&lt;br /&gt;
When Synth bodies are built, they are constructed at roughly the size of a two year old organic child. They are stored by curling them up in an egg shape, giving them an egg-like appearance until their mind is sparked.&lt;br /&gt;
&lt;br /&gt;
===Mind===&lt;br /&gt;
Synth [[brains]] start off with no mind in it. They offer a framework in which a mind can be sparked and developed. The sparking of the mind is the moment a Synth becomes conscious and their life begins.&lt;br /&gt;
Minds are sparked using personality traits found in the minds of the Synth's parents, if they so choose. For this they can undergo a brain scan, which generates a [https://en.wikipedia.org/wiki/Random_seed seed]. The seeds generated from the parents are then used in the mind sparking process to create a seed based on the parents' personalities. This imbibes the resulting mind with traits from both parents, making it vaguely analogous to the way genetic traits are given to offspring in organic reproduction.&lt;br /&gt;
Once a Synth body has been chosen and their mind seed has been generated, the brain is infused with the mind seed and the body is activated at a local [[clinic]]. This sparks the mind into existence. At this point the Synth is alive and is ready to be taken home by the parents to start a new life and grow up.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=408</id>
		<title>Childhood</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=408"/>
		<updated>2021-03-10T00:35:49Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Synth's '''childhood''' is, much like the childhood experienced by [[organics]], the period of time between birth and adulthood during which a large part of an individual's personality and skills are developed. Synths do not reproduce sexually and therefore don't need to give birth to children in the same way organics do. However, since it is of high importance that Synths and organics have similar life experiences, their childhoods are also designed to be similar. The best way to further empathy and understanding between organics and synthetics is for both of them to grow up together.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Conception&amp;quot;==&lt;br /&gt;
Since Synths don't reproduce sexually, there is no need for conception, pregnancy or birth in the traditional sense. Instead the term conception in relation to Synths is typically used to describe the time during which one or two Synths (or organics) discover that they would like to raise a Synth child. Even though there is no genetic connection between the parent(s) and the child, they are still considered the child's &amp;quot;parents&amp;quot;, since they agree to play a parental role in a child's life.&lt;br /&gt;
The first step into parenthood is a bureaucratic one: One or two parents need to apply for a free parenting slot at a local administrative office. This has to do with the historically limited amount of resources available in the [[Outer Rim]] and the fact that its entire society evolved out of the effects of population numbers being out of control.&lt;br /&gt;
Due to the high life expectency throughout the Outer Rim, it is relatively rare that old people die and make room for young people, so the number of yearly births had to be limited historically to not overburden the Outer Rim's originally sparse resources. During times of starvation the last thing a society can take is more mouths to feed. In recent years this limitation on the number of permitted births has come under criticism and scrutiny, since the Outer Rim entered a period of plenty during which there has been no more need to worry about sparse resources. This leads to applications for paenting slots being approved almost immediately, making this particular rule seem outdated and unnecessary. Debates about legal reforms are ongoing. More information about this can be found in the [[History]] of the Outer Rim.&lt;br /&gt;
Once an application for a parenting slot has been approved, production of a new Synth goes underway.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=407</id>
		<title>Childhood</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Childhood&amp;diff=407"/>
		<updated>2021-03-10T00:07:00Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: Created page with &amp;quot;A Synth's '''childhood''' is, much like the childhood experienced by organics, the period of time between birth and adulthood during which a large part of an individual's...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Synth's '''childhood''' is, much like the childhood experienced by [[organics]], the period of time between birth and adulthood during which a large part of an individual's personality and skills are developed. Synths do not reproduce sexually and therefore don't need to give birth to children in the same way organics do. However, since it is of high importance that Synths and organics have similar life experiences, their childhoods are also designed to be similar. The best way to further empathy and understanding between organics and synthetics is for both of them to grow up together.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Grow_up&amp;diff=406</id>
		<title>Grow up</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Grow_up&amp;diff=406"/>
		<updated>2021-03-09T23:57:52Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: Redirected page to Childhood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Childhood]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Helperbots&amp;diff=403</id>
		<title>Helperbots</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Helperbots&amp;diff=403"/>
		<updated>2020-09-18T11:56:58Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Helperbots''', also called '''Owobots''' or '''Helper Drones''' are small, autonomous service robots designed to fulfill a variety of tasks. They can be owned by both [[organics]] and Synths and are typically part of households to help with chores, such as groceries, cleaning, plant and pet care, etc.&lt;br /&gt;
&lt;br /&gt;
Helperbots come from multiple different manufacturers, each of them with their own style and specializations. The most popular helperbots take the shape of a sphere, with the top of the sphere consisting of a 3D Screen, of a similar nature to those screens seen in the visors of Synths. A friendly and endearing face is displayed on the screen, communicating a set of pre-programmed emotions to users around the helperbot and improving acceptance through the use of [[anthropomorphism]]. The primary mode for locomotion is anti-gravitational levitation, although heavier bots can also move with the help of wheels, tracks or other modes of locomotion. Heavier bots are usually vehicles, used for cargo and personnel transportation.&lt;br /&gt;
&lt;br /&gt;
Bots can take many shapes, depending on their task. General purpose spherical owobots are commonly found around homes, but also as general helpers at many job sites. Bathbots are equipped with scrubbing and washing equipment and tend to be located around showers and bathrooms, as well as wellness center. Vehicular drones tend to be less anthropomorphized, but can still be called helperbots.&lt;br /&gt;
&lt;br /&gt;
=== On the Intelligence of Helperbots ===&lt;br /&gt;
Helperbots are not conscious, despite them displaying emotion and reacting to user behaviour around them. They listen to verbal commands, can read text and are programmed to react to information they gather from their environment, but they don't actually have a conscious mind like Synths do. However, both Synths and [[organics]] will typically treat bots with the same respect and attention that would commonly be given to organic pets. This is because of the phenomenon of [[anthropomorphism]].&lt;br /&gt;
&lt;br /&gt;
Even though everyone knows that helperbots don't ''really'' think, not many people treat bots badly. Their usefulness and cute appearance makes it hard to dislike them. Also who knows, maybe they are intelligent afterall and can be made angry. You wouldn't want to be the cause of a helperbot revowolution, right?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
File:Owobot 1.png&lt;br /&gt;
File:Owobot 2.png&lt;br /&gt;
File:Owobot 3.png&lt;br /&gt;
File:Bathbot 1.png&lt;br /&gt;
File:Bathbot 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=List_of_Synth_Food_Examples&amp;diff=402</id>
		<title>List of Synth Food Examples</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=List_of_Synth_Food_Examples&amp;diff=402"/>
		<updated>2020-09-01T11:13:17Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a List of Synth food items. The list is not complete, but merely a set of examples.&lt;br /&gt;
&lt;br /&gt;
* Polymüsli&lt;br /&gt;
* Polymer Pasta&lt;br /&gt;
* Graphioli&lt;br /&gt;
* FooBar (Graphene Bar)&lt;br /&gt;
* Aerogellybeans&lt;br /&gt;
* Silicone Smoothie&lt;br /&gt;
* Cobalt Crunch (Cereal)&lt;br /&gt;
* Rubbergum (Chewing Gum)&lt;br /&gt;
* Plasticks&lt;br /&gt;
* Hydrazine (Energy Drink)&lt;br /&gt;
* Afterburner (Kerosene Based Cocktail)&lt;br /&gt;
* Absynth&lt;br /&gt;
* Green Eggs and RAM&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=History&amp;diff=394</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=History&amp;diff=394"/>
		<updated>2020-08-12T19:21:42Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time and Setting ==&lt;br /&gt;
The happenings of this fictional universe take place within the [https://en.wikipedia.org/wiki/Milky_Way Milky Way] galaxy, in a time period roughly 100,000 years in the future. The exact timeframe is unknown. Synths were created in the [[Outer Rim]], by ancestors of the same multi-species civilization they inhabit today (with &amp;quot;today&amp;quot; being this far point in the future).&lt;br /&gt;
Time within the [[Outer Rim]] civilization is measured in standard years, which, despite the [https://en.wikipedia.org/wiki/Solar_System Sol system] not being part of the [[Outer Rim]] territory, is the amount of time it takes [https://en.wikipedia.org/wiki/Earth Earth] to orbit around its sun. It is unknown to the inhabitants of the [[Outer Rim]] whether Earth still exists, or if it was destroyed during [[History|The Great Reset]], but Earth's theoretical rotation and position around its sun are still used in form of a standardized unit in which the passage of time is measured. The calendar used is based on [[History|The Great Reset]], using the time of the Reset as year 0. Years before the Reset are referred to as BR (Before Reset), while years after are referred to as AR (After Reset). 1000 years after the Great Reset would therefore be written as &amp;quot;1000 AR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Every following section of this page is from the point of view of historians living in the Outer Rim during the Pioneering Period, ca. 2440 AR.'''&lt;br /&gt;
&lt;br /&gt;
== Before Reset ==&lt;br /&gt;
Only fragments of knowledge are left about the times before the Great Reset, due to large parts of the galaxy remaining unexplored after the collapse of civilization. The mysteries of the past are only slowly becoming unraveled, as more of the galaxy is re-explored and lost ground is examined for clues. What is known is that the majority of the galaxy had been colonized by a pan-galactic civilization originating from the Sol System. This civilization is referred to as the [[Sol civilization]]. It did not have a singular name for itself, since it consisted of a multitude of powerful factions, nations, empires and groups of interest, each of them with their own identities and names. The exact relationships between these factions and their nature are lost to time. It is to be assumed that the civilization went through times of war, times of peace and various shades of strife inbetween until the Great Reset ended it all, leading to the extinction of the vast majority of all species and much knowledge being lost forever. It is assumed that the galaxy before the Reset was a technologically highly advanced place with many trillions of sapient lifeforms inhabiting planets and even space itself. The galaxy was dotted with megastructures that dwarfed continents. Many stars were darkened from the dyson swarms that surrounded them, using the energy they emitted to the fullest. What the Sol civiliztion was capable of can only be imagined, as their many efforts were forever lost when the Great Reset struck to end it all.&lt;br /&gt;
&lt;br /&gt;
== The Great Reset - Year 0 ==&lt;br /&gt;
The Great Reset refers to a cataclysmic event that almost led to the extinction of all life in the galaxy. The exact cause of the event is unknown, as well as its exact nature. The event's epicenter was calculated to have been the Sol system. Since the strength of its destructive force seems to have tapered off around the edges of a circular zone that encompassed almost the entire galaxy. The only systems not affected were the systems on the outermost edge of the galactic disc, furthest away from the epicenter. All signs point towards an event that lasted for 2 to 3 hours. Records from the time of the Reset are scarce, due to the lack of archeological inquiry over the centuries to come and the small number of survivors of the event.&lt;br /&gt;
Not much is known about the nature of the Great Reset, aside from that it affected biological life only and seems to have been highly infectious. It is speculated that it may have been an infectious disease, although it is unknown how any disease could spread across the entire galaxy within a few hours. One hypothesis suggests that a variation of a [https://en.wikipedia.org/wiki/Gray_goo gray goo event] may be to blame.&lt;br /&gt;
The only survivors were either located on underdeveloped colonies in the outer rim of the galaxy or within colony ships on their way there. The only reason these colonies were unaffected was their distance from the epicenter, lying just outside of the circular radius within which the event unfolded.&lt;br /&gt;
&lt;br /&gt;
The Great Reset is a topic of great controversy and disagreement among historians and scientists, due to the mysterious nature of the event and the lack of any evidence to justify either of the many theories. Among the many hypotheses, there are a few that appear more likely to be true than others, even if speculation is involved.&lt;br /&gt;
&lt;br /&gt;
=== Galactic pandemic hypothesis === &lt;br /&gt;
The hypothesis that the Great Reset was a '''viral pandemic''' potent enough to kill all life within hours. A pandemic seems like a good explanation for the death of large populations, but leaves unexplained how this pandemic could have spread over almost the entire galaxy in a circular radius over the course of hours. Proponents of this hypothesis argue that it should be possible to generate viruses remotely through the use of biological replicators, like bio-3D-printers. The [[Sol civilization]] had the technology of FTL communication, letting them communicate over distances spanning the entire galaxy instantly. This could theoretically allow for the control of biological replicators across the galaxy in real-time. If all of them are given instructions to print viruses all at the same time, this could theoretically lead to the spread of viral infection among the population.&lt;br /&gt;
&lt;br /&gt;
The fear that the pandemic hypothesis may be the correct one is one of the reasons why so few expeditions to ruined planets have been undertaken thus far. There is a fear that archeologists who dig around Sol civilization ruins could bring back dangerous biological material that could cause the same extinction event to happen all over again.&lt;br /&gt;
&lt;br /&gt;
=== Grey goo event hypothesis ===&lt;br /&gt;
The hypothesis that the Great Reset was caused by a '''grey goo''' event. A grey goo event is a hypothetical event in which nanomachines keep replicating themselves infinitely and consume all matter around them, ultimately resulting in all matter being transformed into nanomachines. It is hypothesised that the [[Sol civilization]] was easily advanced enough to routinely use nanomachines in their day-to-day affairs. This makes it a possibility that they developed nanites with self-replicating capabilities, which were programmed to consume biological matter such as food waste and other materials to turn them into compost. A programming error could possibly result in nanites targeting living biological matter instead. They could also be generated through the use of replicators, allowing the spread of these nanites throughout the galaxy. This event could have happened either as an accident or through malicious actions.&lt;br /&gt;
&lt;br /&gt;
== The Dark Ages - 0 AR to ca. 600 AR ==&lt;br /&gt;
The '''Dark Ages''' refer to the centuries after the Great Reset and describe a period of struggle for survival by those who survived the events of the Great Reset and the loss of knowledge, technology and culture over this period of time. The planets within the [[Outer Rim]] are the only ones known to have been unaffected by this disaster, but since most planets in the Outer Rim were very young colonies of the [[Sol civilization]], survival on these planets was very difficult. &lt;br /&gt;
&lt;br /&gt;
Many of these colonies were underdeveloped, as they were still in the process of being colonized when the Great Reset took place. Many survivors were engineers and technicians, meaning to establish rudimentary infrastructure to allow for the arrival of more colonists. Some were farmers and labourers, meant to prepare colonies so they could later be used and inhabitated by wealthier people of higher classes or castes. A few colonists were still in transit to their colonies and had just made it outside of the radius of the Great Reset inside their colony ships, allowing them to survive and travel onwards to their destination colonies. Since these colonies were meant to receive more resources and colonists over the course of time, most of them ended up underequipped to deal with the suddenly dire situation of having to survive on a recently colonized, barely inhabitable planet that hadn't even finished the process of terraforming yet. Some colonies were luckier than others, having advanced further in their development before the event took places. These colonies would later on develop into the population centers of the [[Outer Rim]].&lt;br /&gt;
&lt;br /&gt;
The colonies remained in contact with each other, since their communication equipment and the pre-established communication networks remained intact, even though contact with the center of the galaxy had broken off. Neither of the colonies were able to get in contact with any of the developed worlds further towards the center of the galaxy, leading them to believe that something must have happened and that they were now on their own. Even though many of the colonies belonged to different factions of the [[Sol civilization]], most of them tried to cooperate in their communications with each other. Some colonies chose not to cooperate with the others, due to ideological differences and broke off all contact. These colonies were later on found not to have survived this time period.&lt;br /&gt;
&lt;br /&gt;
Many colonies never made it through this period and succumbed to starvation, political turmoil, in-fighting or the inhospitability of their planets. Hundreds of colonies died out over the course of several centuries. Less developed colonies had to find ways of generating the resources they needed for survival, or else they would simply die out and not respond to communication requests anymore. Colonies could not send resources to each other, due to the lack of spacetravel capabilities between them. Each colony had to work for their own survival. It soon turned out that those colonies who were in active communication with each other and who were willing to exchange information were the ones who did best. Information on how to find resources, generate energy, build structures and other knowledge was exchanged over these communication channels. Over time this shared survival knowledge led to a shared identity among the surviving colonies. While much knowledge about the previous world was lost with the great number of lives lost on the way, the surviving colonies aimed to preserve as much knowledge as possible, especially knowledge that was seen as essential for survival. Ideologies of the past, if they were not helpful in survival, were dropped in favour of beliefs and behaviour that increased the survivability of each colony. This group of colonies, even though they were spread many thousands of lighyears apart, slowly began to identify as one group, which led to the concept of the [[Outer Rim]] as a civilization of its own.&lt;br /&gt;
&lt;br /&gt;
The cultural impact of this period of survival was immense. Ideologies that led to lack of cooperation quickly died out with the colonies that adhered to such beliefs. The cooperation between the surviving colonies fostered a culture of cooperation and exchange of knowledge, with the understanding that, if you help a friend on the other end of the line, they will also help you at the end of the day. Skills became very important for this society, as every colonist who had skills in agriculture, medicine, engineering or one of many other fields was seen as an important, irreplaceable asset to the society around them. Money had become useless very early on, since it helps little when you are stranded on a planet where you have to worry about generating enough oxygen to survive before anything else. Society transformed into a System where the entire colony gets to enjoy the fruit of everyone's labour, or noone did. A large part of the modern, cooperative culture of the Outer Rim can be led back to this cultural shift. A lot of the old knowledge and culture was lost in exchange of new ideals and a chance to re-build a culture from the ground up.&lt;br /&gt;
&lt;br /&gt;
== Building Period - ca. 600 AR to 998 AR ==&lt;br /&gt;
The '''Building Period''' is characterized through a culture of expansion and improvement of the quality of life throughout the Outer Rim. During this time period physical labour became more automated. The colonies strived towards space travel to finally physically connect their colonies through travel and trade. The time period is also known as the birth hour of Synths. &lt;br /&gt;
&lt;br /&gt;
At roughly around 600 AR the situation of the surviving colonies had stabilized for the most part. At this point in time the majority of the basic needs of most colonists had been secured to a reasonable extent. The colonies of the Outer Rim began thinking about expanding their colonies to use more of their planets' resources and expand their populations. Raising the quality of life on each planet was a huge concern, due to many colonists living in cramped, functional conditions with few luxuries for centuries. Some basic needs were still an important concern, due to the population on most colonies beginning to grow rapidly. To cover these needs, multiple steps were taken.&lt;br /&gt;
&lt;br /&gt;
=== Automation of Labour ===&lt;br /&gt;
At the beginning of the 7th century it was still common for large numbers of agricultural workers to farm and process food themselves. Automation was a well known thing, but was only available in form of large food processing machines that had to be managed and controlled by workers. This meant that food production took up a large part of the workforse, all to feed the population each colony had at the time. As population numbers kept increasing, the number of people that needed feeding quickly outgrew food production capacities. Robotics were introduced to tackle this problem, boosting the food output of farms and hydroponics centers. Service robots had to be maintained, developed and built, which led to a shift of the workforce away from agricultural labour to the production and maintenance of robots. The need for food kept rising however and the food production was not able to keep up with the rising population numbers. Eventually this led to a food crisis, which was difficult to solve through the means of simply throwing more automation at it. If you want to grow more food, you need more robots, which need more maintenance, which needs more workers. There were more jobs than there were workers, which, at first thought, leads to the conclusion that more workers are required. More workers however also means that more food is needed. This conundrum led to an interesting development.&lt;br /&gt;
&lt;br /&gt;
=== The Creation of Synths ===&lt;br /&gt;
With the need for more helping hands in food production came the thought to use robots to fulfill the tasks at hand. Robots however can only be programmed to do a certain set of tasks. A robot can not, for example, think creatively. A robot can not design other robots, unless it has a mind of its own, which is able to make creative design decisions.&lt;br /&gt;
The colonies were lacking in food, but there were resources they had in spades, due to the pristine nature of the planets they were situated on. Carbon, precious metals and minerals were abundant resources. Thanks to the beginning of mass production of power generation equipment, energy was also available in abundance. The engineers of the Outer Rim congregated where they could, exchanged ideas and plans between the colonies and came to the conclusion that the best way of solving the issues at hand was to create androids, who were equipped with a mind of their own, able to make independent decisions, learn, gather experiences and that way becoming more and more useful to society. A workforce of thinking machines would be useful, since they can contribute to society without draining its food supplies. Machines with minds that can learn could also be used in many different fields, not only food production. A thinking mind allows for flexibility.&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence was one of the technologies that had survived the Great Reset. Specialized AI had been used in production and management roles on all colonies. None of these specialized AIs had a mind of their own however. They were complex neural neworks that fulfilled certain tasks, but nothing more. The scientists of the Outer Rim now had the task to take this technology and to refine it into know-how on how to develop a general AI that could think, learn, remember, have experiences and feel emotions. After years of development this task was successful. The first synthetic brains were developed alongside synthetic bodies for them to inhabit.&lt;br /&gt;
&lt;br /&gt;
The engineers and scientists of the Outer Rim were well aware of all the things that could go wrong. Some sceptics warned of the possibility of a machine rebellion, during which these superior robots could take over and &amp;quot;destroy all organic lifeforms&amp;quot;. Others claimed that it was immoral to create a thinking mind with emotions and to &amp;quot;simply stick it into a tin box&amp;quot;. All these concerns had to be taken into account during the development of the first prototypes.&lt;br /&gt;
&lt;br /&gt;
The result of these developments were the first Synths. The colonies were more successful than they could ever hope for, as it turned out that the life they had created had not only the potential to be helpful to them, but that they may have created something that could almost be called a species of its own. Synths would grow up with organics, form emotional bonds, work with them and became useful. It was then, when the people of the Outer Rim realized that they had created lifeforms that could be fully integrated into their existing society and accepted as yet just another, only slightly different species amongst them. Synths would help organics with their survival and, in return, Synths would get to experience life and get the same help for survival in return. You could not own a Synth, like you could with other machines, but instead Synths were first considered to be owned by society as a whole. As time went on this point of view became antiquated and was replaced by the point of view that every Synth owns themself.&lt;br /&gt;
&lt;br /&gt;
The first Synth prototypes were completed in 688 AR. The first mass produced models went into production by 698 AR. Colonies produced Synths independently from each other, with each of them sharing their know-how on how to build them and integrate them into society. The first models were not modular, meaning that the first Synths could not exchange any [[modules]] and could not adapt their bodies in any way. Over the centuries ahead, throughout the Building Period, Synths were developed further and further, with every generation becoming closer to the Synths we know today. The first Synths, including the prototypes, were originally immortal and theoretically did not have a set [[lifespan]]. The majority of them deteriorated over time and eventually requested to die, after having lived long, fulfilling lives, many of them over several centuries. At this point none of the prototype Synths are still alive. There are, however, 2 Synths of the [[first production run]] still alive to this day.&lt;br /&gt;
&lt;br /&gt;
The introduction of Synths into the workforce, and into society, was a huge success and transformed the culture of the Outer Rim even further from what it may have been before the Great Reset. Synths helped with the initial food shortage and soon found use in many other fields, developing a culture of their own that became fully integrated into the society around them.&lt;br /&gt;
&lt;br /&gt;
=== Reclamation of the Stars ===&lt;br /&gt;
With the addition of Synths to the workforce of the colonies of the [[Outer Rim]] many of the old problems were solved. The quality of life throughout the Outer Rim increased steadily. Resources were gathered and eventually each colony began thinking about space travel. Ever since the Great Reset each colony was focused on survival on their various planets and throughout all this time the colonies only ever had contact through constant communication. Neither of them were able to visit each other physically. The colony ships each of them arrived with hundreds of years prior were one-way ships that were dismantled for resources and shelter, so they could not be re-used. The colonies had to re-invent spaceflight on their own, which required a thought-out, complex infrastracture. The 9th and 10th century saw the construction of spacecraft, satellite networks, space stations, space elevators and moon colonies. Each colony proceeded in different ways, depending on the type of planet they were situated on, whether or not they had moons and many other factors. Even though at different speeds, soon every colony was able to send materials into space.&lt;br /&gt;
&lt;br /&gt;
Through combined efforts the colonies developed their first FTL engines, allowing for travel over vast distances. In 998 AR a spaceship equipped with an FTL engine travelled from [[Colonia 14]] to [[Colonia 7]], over a distance of over 400 LYs to meet with the inhabitants of another colony for the first time in almost 1000 years. This event is considered to mark the end of the Building Period and is seen as the start of the Flourishing Period.&lt;br /&gt;
&lt;br /&gt;
== The Flourishing Period - 998 AR to 2404 AR ==&lt;br /&gt;
The '''Flourishing Period''' is a long lasting period of prosperity throughout the [[Outer Rim]]. In this period the planets of the Outer Rim slowly stopped considering themselves to be colonies, but instead accepted an identity of a civilization of their own. With the problem of space travel between the former colonies being solved, trade began to happen, opening the doors for further increases in the quality of life for the inhabitants of this part of the galaxy.&lt;br /&gt;
&lt;br /&gt;
In 1012 AR all former colonies in the Outer Rim were united under a democratically elected government spread across all member planets. The government was not centered on any planet, but instead functions as a decentralized government council with each council member representing the matters of their home planets. The government was formed with the goal to increase the quality of life of the citizens of the Outer Rim as much as possible, without falling into the same traps of class or caste structures of the time before the Great Reset.&lt;br /&gt;
&lt;br /&gt;
Throughout the Flourishing Period the Outer Rim experienced peaceful relationships between member planets. Technology continued to advance with the ultimate goal of making life as comfortable and fulfilling as possible. Member planets that were previously cut off from one another became accessible, leading to exchange of goods, tourism and the intermixing of cultures and species. Communication networks of planets became merged into one, galaxy-wide web, making it possible to make friends online with people living thousands of lightyears away. Advancements in technology and automation created less need to work, meaning more free time to be devoted on more important matters, like friends, family, education, art, music or hobbies. This increasing abundance in spare time led to a golden age of culture and creative expression as well as of scientific advances. &lt;br /&gt;
&lt;br /&gt;
As the society of the Outer Rim advanced in their own ways, people began to think about the colonization of new worlds. There were many failed colonies out there, as well as an entire galaxy that must have been empty of all life, since the Great Reset. Or perhaps there were other survivors out there in the galaxy, who managed to survive and to thrive just as the Outer Rim had? With the populations of each member planet increasing steadily, things started to get slightly cramped. More living space would be necessary eventually, so in the 24th century preparations for new colonies were made.&lt;br /&gt;
&lt;br /&gt;
== The Pioneering Period - 2404 AR to ca. 2440 (Now) ==&lt;br /&gt;
In 2404 the first colony ship of the [[Outer Rim]] landed on a freshly terraformed planet and founded the first new colony. The colony was given the name &amp;quot;Renaissance&amp;quot; and has since grown into a thriving, prosperous settlement. The settlement of Renaissance marks the beginning of the '''Pioneering Period''', which we are currently in.&lt;br /&gt;
&lt;br /&gt;
Over the past 30 years dozens of planets have been colonized, each of them further towards the center of the universe than any of the other settled planets of the Outer Rim. The [[New Colonies]] have received their own seat in the governing council of the Outer Rim government and will receive full representation as member planets once their population reaches a high enough level. Most of the New Colonies function as agricultural worlds at this point, producing large amounts of food, both for themselves and for the other planets of the Outer Rim. In addition to planets being colonized, the Outer Rim has begun construction of asteroid mining facilities in newly colonized solar systems, adding the possibility of fully automated resource generation from asteroid mining in the future.&lt;br /&gt;
&lt;br /&gt;
The population of the Outer Rim has developed a thirst for new frontiers. Over the millenia since the Great Reset the mystery of the cause for the disaster could never be solved, so there is hope that further expansion inwards could surface new opportunities for archeologists to dig up clues on what really happened.&lt;br /&gt;
&lt;br /&gt;
There is still concern about exploration inwards of the galaxy stirring up dangers that led to the catastrophe in the first place, but it is slowly being outweighed by curiousity. There are ruins of an entire galactic civilization to explore. Perhaps there are even other survivors out there, who managed to hide away in some forgotten corner of the galaxy. The exploration, colonization and reclamation of the galaxy will show exactly that. Who knows, maybe we are not alone out there.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Brain&amp;diff=393</id>
		<title>Brain</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Brain&amp;diff=393"/>
		<updated>2020-08-12T19:21:26Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Synth Visor Sheet 2500.png|thumb|Synth visor breakdown]]&lt;br /&gt;
&lt;br /&gt;
The central processing unit of a Synth is called the '''Brain'''. It is a roughly spherical object with multiple prongs protruding from its surface, functioning as plugs. The Synth's brain is firmly plugged into the socket at the back of the Synth's head cavity, where it connects to the neural system of the Synth's frame. The Brain contains the Synth's consciousness, does the majority of computation required to control and power the Frame, processes sensory input, fulfills the role of an interpreter between outside stimuli and perception and is considered to be the most important part of a Synth's body.&lt;br /&gt;
&lt;br /&gt;
Every Synth brain contains one Synth mind, which emerges from the properties of the brain. It is not possible to separate the mind from the physical brain. Since the mind of a Synth is an emergent property of the physical brain, the descruction or malfunctioning of the brain usually means the death of the Synth. It is therefore protected like no other part of the body, with a dense, thick metal frame surround it to shield it from the outside world.&lt;br /&gt;
&lt;br /&gt;
=== Inside the brain ===&lt;br /&gt;
The inside of a Synth's brain is a closely kept secret of the [[Outer Rim]] civilization, with only few specialists having a close understanding of how most of it functions. Every brain specialist within the Outer Rim has specialized knowledge focused on specific parts of the brain, such as processing, memory, stimuli interpretation and neural networking. Large gatherings of of engineers and computer scientists are needed to update the design for future generations of Synths. Such update events however are very rare, since the design has been refined and optimized over the course of centuries and the philosophy of &amp;quot;Never touch a running system&amp;quot; applies.&lt;br /&gt;
&lt;br /&gt;
This leads to no single person having a full understanding of the architecture of a Synth's brain. What is generally known to everyone is that it contains processors, memory (with in-memory processing), multiple hard-coded API's and a cluster of closely linked, software based neural networks, which, while powered, generate consciousness. The Brain also contains its own, simple cooling system, which transfers heat towards the outside. From there it is the responsibility of the frame to transfer the heat wherever it is needed, or disperse it outwards. Another important component is an emergency power supply. Should the frame of the Synth fail, run out of power or be destroyed, the brain switches into standby mode and the Synth goes into a coma. This coma can last for several hours until the emergency power supply runs out. During this timeframe the Synth can be revived. Prolonged coma states can cause damage to the cluster of neural networks however, possibly leading to damage to a Synth's skills and abilities.&lt;br /&gt;
&lt;br /&gt;
=== Synth Brains vs. Computers ===&lt;br /&gt;
A very important part about Synth Brains and how the Synth mind works is the concept of separation of conscious and subconscious computation. The Brain is capable of highly complex computation and, as a result of the many interactions of its intricate parts, consciousness emerges. This consciousness would not be possible without the high computational power of the brain, yet the consciousness is not capable of using this computational power consciously.&lt;br /&gt;
This seems confusing and counterintuitive at first, but is easy to compare to how organic brains function: Organic brains have high computational power and are capable of approximately calculate complex processes without the conscious mind that emerges from it even being aware of it. An organic mind can estimate the ballistic trajectory of a thrown object, like a ball, with enough precision to estimate where the body needs to position a hand to catch the ball. All of that is done without the mind even knowing what a ballistic trajectory is or how to calculate it.&lt;br /&gt;
Synths function in a very similar way. Many of the functions of their bodies are hidden behind an API layer, which their brain can use subconsciously to fulfill its purpose and function, while the Synth's conscious mind can not access the same API. This is why a Synth has to think for a bit, when you ask them to solve a mathematical equation. Even if the equation would be trivial to solve for a computer, the Synth's mind takes longer to solve the equation and needs to learn how to solve such equations to begin with before it can even attempt to solve it.&lt;br /&gt;
&lt;br /&gt;
Synth brains are blackboxes. There is no way to interact with the running system other than to do so through the Synth's mind. In a way, the only way to find out approximately what is going in within a Synth's brain is to ask them how they feel and what they are thinking about. It is not possible to interface with a Synth brain directly. However, specialized [[clinics]] have equipment and specialists that can diagnose and treat certain brain related malfunctions. Such procedures are very rare and strictly illegal outside of a licensed clinic. Any surgical procedure performed on a Synth brain without a license to do so is '''highly illegal'''.&lt;br /&gt;
&lt;br /&gt;
=== Transferability of the Brain ===&lt;br /&gt;
Since a Synth's consciousness is primarily emergent from their Brain, it is theoretically possible to transfer the Brain from one body to another and for the Synth mind to travel inbetween bodies in such a way. This is indeed possible, though it comes with great risks and the possibility of permanent damage to the Synths physical and mental abilities. While inhabiting a body, the mind of a Synth forms strong and complex neural connections with its body. While the consciousness is nested within the Synth Brain, the Brain and body are so interwoven, that the removal from that body would require the Synth to re-learn many of their basic abilities, be it how to walk, speak or eat. This would require a large amount of therapy, but could, if done correctly, successfully lead to a Synth having another chance at life in another body.&lt;br /&gt;
Due to the high risk and costs involved in the undertaking of a Brain transfer, it is an exceptionally rare event that only happens in emergencies to save special, particularly gifted Synths after accidents that left their bodies unrepairable.&lt;br /&gt;
&lt;br /&gt;
=== Mind Copying and Mind Transfer ===&lt;br /&gt;
Theoretically the mind of a Synth could be scanned and copied into another brain, to create an exact copy of a Synth's mind, with all its memories, capabilities and personality. This would be possible, if the Brain wasn't a complex blackbox that is almost impossible to read and scan without killing the Synth in the process. Should any future technology arise that allows the scanning of Synth brains, an ethical debate about the morality of copying minds would be sparked. Regardless of the outcome of such debates, at the current level of technology it is not possible to copy or transfer a Synth's mind.&lt;br /&gt;
&lt;br /&gt;
[[Category:Anatomy]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=392</id>
		<title>Culture</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=392"/>
		<updated>2020-08-12T19:21:10Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Perl Patreon 1500.png|thumb]]&lt;br /&gt;
Synths, strictly speaking, do not have a culture entirely for themselves, but rather see themselves as culturally intertwined with the society that surrounds them, which is the culture of the [[Outer Rim]]. More often than not the goal of most Synths is to fit into the culture that surrounds them and to be a respected member of society, while still identifying as Synths. However, even though they blend into the society that surrounds hem, their synthetic origin and way of living differs from the [[organics]] around them in some inescapable ways.&lt;br /&gt;
&lt;br /&gt;
== Energy Consumption ==&lt;br /&gt;
Synths are entirely synthetic and have ways of powering their bodies that differ greatly from that of [[organics]]. Organics have to consume food to gain nutrition, which their bodies convert into energy to power the body's processes, from movement to cognition. Without this energy, a body will die. &lt;br /&gt;
Synths require regular charging of their [[battery tissue]] to keep them alive. This has led to [[charging points]] being a common thing all throughout the [[Outer Rim]]. Just as organics like having sources of food around, Synths feel comfortable knowing that they can sit on a bench nearby to recharge their batteries when they feel tired. The ubiquity of charging points often leads to Synths forgetting that they require energy to live, since they so often enter places or use furniture that charges them without them even noticing. [[Battery extensions]] and [[modules]] that generate power themselves make the need to charge even less noticable.&lt;br /&gt;
&lt;br /&gt;
Energy is seen as a basic right for Synths throughout the [[Outer Rim]] and is therefore available for free. Places that don't have a ubiquitous energy supply are often considered wild or underdeveloped. One of the first things that happen when a new planet is colonized within the Outer Rim is that a charging network for Synths is set up to allow movement throughout the colony and to reduce the threat of a Synth being stranded somewhere without the chance to charge.&lt;br /&gt;
&lt;br /&gt;
It is seen as fashionable for Synths to wear [[modules]] that do the charging for them, by generating power or amplifying the power transmitted through [[charging points]]. Typical modules of that sort would be skin plating covered in solar cells, crests and fins that act as solar panels as well as, in rare cases, miniature nuclear reactor modules built into the Synth's frame. Due to the ubiquity of charging points such modules are usually not really necessary, but tend to be used as fashion items and as a display of independence and style.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
[[File:Snack Exchange Patreon 1500.png|thumb|A Synth offering Synth snacks to an organic]]&lt;br /&gt;
While Synths do not require food or drink for sustenance or to generate energy, it is instead used to provide their bodies with materials required for maintenance as well as the change of their frame size through their [[metabolism]]. Since the bodies of Synths are made of entirely different materials than those of organics, the substances they consume are also entirely different. Whereas [[organics]] will eat food based on carbohydrates, fats and protein, Synths will prefer foods heavy in carbon, minerals and metals.&lt;br /&gt;
&lt;br /&gt;
While synths can theoretically eat and digest organic food, it does not appeal to them in either taste, smell or looks. It also tends to give them slight indigestion, since organic food does not contain the nutrition they require for their internal chemical processes.&lt;br /&gt;
&lt;br /&gt;
Since the majority of a Synth's body consists of carbon based materials, the majority of their diet is also carbon. Popular carbon based food items include carbon crisps, graphite bars and graphene flakes. Carbon can come in many different shapes, including fullerene based drinks, or in form of polymers. Polymer noodles and polymüsli are popular meals.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Synths to season their food with materials that would be a bit risky for organics, such as bismuth, rust or (for those who like it very spicy) uranium. Food items that could be dangerous to organics around Synths are marked with danger indicators to remind Synths not to put others in danger and to please make sure not to leave too many uranium crumbs all over the place.&lt;br /&gt;
&lt;br /&gt;
Commercial batteries '''are not classified as Synth food items''' &amp;lt;s&amp;gt;no matter how tasty they are &amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Synths can have very varied diets, with many of them only consuming little food to begin with. Since food consumption is only necessary to maintain a Synth's body or to re-shape it and Synths generally don't use food for energy generation, they typically only eat regular meals during times of extensive physical change. A small, incomplete list of Synth foods can be found here: [[List of Synth Food Examples]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
Synths are particularly important for the filling of certain work roles that [[organics]] are not able to fill without putting themselves in a lot of danger. Due to their modular nature, Synths can change their body parts to be more suited for the task at hand. They are able to wear different types of skin that shield them from gamma radiation, making them well suited for jobs that require handling of radioactive materials without having to wear any particular protective clothing. They can also be useful for their abilities to change the size of their frames over time, allowing them to mount particularly heavy and large modules used during construction. This versatility could be backed up with many more examples and makes Synths popular as a workforce.&lt;br /&gt;
&lt;br /&gt;
Synths also have, due to their [[History]], an innate urge to be helpful, making them want to be useful to the society they are part of. Having Synths as part of your workforce is a morale boost for other workers around them for that reason.&lt;br /&gt;
&lt;br /&gt;
== Leisure, Hobbies and Wellness ==&lt;br /&gt;
Synths are able to take on almost any hobby or leisure activity that [[organics]] are also capable of, with some small differences here or there. Their physical differences to organic life simply make certain things different. For example you will rarely see a Synth at a sauna, since there is no real point to such an activity, due to a Synth's lack of sweat glands. Synths would still join a sauna, if asked to join by organic friends, but would most likely spend the time worrying about overheating while wondering why organics find this sort of thing enjoyable.&lt;br /&gt;
&lt;br /&gt;
Synths do have a sense of wellness though and also partake in activities that increase their feelings of wellness, such as going to Synth spas. These spas are fashioned specifically for the needs of synthetic bodies and offer wide varieties of wellness options to help Synths relax and feel healthier. They typically offer ethanol baths, to get as clean as one could possibly get, rice baths, which pull all humidity right out of your joints, and gyms with trainers that know just how to get you to exercise to get to the sparkling, strong machine body you want.&lt;br /&gt;
&lt;br /&gt;
Exercise is a popular leisure activity, which can also be enjoyed by Synths, since it helps with keeping their [[nanites]] busy by creating microfissures in their muscles, which then need to be repaired, helping muscle and frame growth. Exercise is also very helpful for those Synths who choose a large or muscular [[blueprint]], since it helps with building up pneumatic muscles through the same process. It also is something fun to do with organic friends.&lt;br /&gt;
&lt;br /&gt;
Synths can take up a great variety of hobbies, spanning the wide range of activities that organics like to do in their spare time as well. Some Synths like to socialize and visit clubs at night, others spend their time at home, playing games, collecting things, or making NewTube™ videos. Some like to take their [[helperbots]] for a walk every day and yet others go hiking. The range of leisure activities Synths can partake in is only limited by one's imagination and the laws of physics.&lt;br /&gt;
&lt;br /&gt;
== Rest and Sleep ==&lt;br /&gt;
Synths, due to having a sapient mind, require '''rest''' from time to time. The Synth [[brain]] is very complex and functions in ways that are difficult to understand. For example it is difficult to imagine why a synthetic body would need to rest or why a synthetic mind would need to sleep from time to time. There are however multiple reasons for Synths to sleep on a nightly basis:&lt;br /&gt;
* It gives Synths a chance to recharge on a nightly basis. Synth beds typically act as [[charging points]], allowing Synths to fully recharge their batteries as they sleep.&lt;br /&gt;
* The Synth brain requires sleep as a chance to arrange memories and experiences within itself. It can be compared to a kind of &amp;quot;defragmentation&amp;quot;, that is also common in organics. This can also lead to Synths dreaming. Also no, Synths don't dream of electric sheep, but they dream of [[helperbots]].&lt;br /&gt;
&lt;br /&gt;
When not in need of sleep, but a simple recharge, Synths tend to use furniture that act as [[charging points]]. Being able to sit down for a minute to literally &amp;quot;recharge your batteries&amp;quot; feels refreshing to them.&lt;br /&gt;
&lt;br /&gt;
== Relationships and Sexuality ==&lt;br /&gt;
Synths, being synthetic, don't reproduce sexually, but still have platonic as well as sexual relationships with each other and with [[organics]]. This is mostly because Synths grew up in a culture dominated by organics and their behaviours. Synths adjust to the culture they grow up within, developing friendships and loving relationships with other Synths and organics and are able to feel pleasure from sexual interactions. This leads to relationships among Synths and between Synths and organics being common and considered normal. Same sex relationships, asexuality, bisexuality and many others are all considered normal as well. As long as consent is involved and everyone involved is of age, the culture of the [[Outer Rim]] is open to it.&lt;br /&gt;
&lt;br /&gt;
== Sex and Gender ==&lt;br /&gt;
Synths don't reproduce sexually, so the concept of differentiating between different Synth sexes does not appear to make much sense at first. Synths are, however, a product of the culture they live in. Many Synths therefore choose to identify with one sex or gender or another, since most organics around them do the same, but don't necessarily have to. The fact that they are [[modular]] makes it simple for them to change their pysical gender expressions, or to simply represent as agender, if they so choose to. Every Synth is different and has their own preferences, so they have a lot of freedom to style themselves, take different body shapes and can be attracted to many different things. The culture of the [[Outer Rim]] is fully open and accepting of any gender representation Synths or [[organics]] choose, with the transition between genders or the lack of a gender being common things that are considered normal.&lt;br /&gt;
&lt;br /&gt;
Over the course of a Synth's life, they can sometimes explore multiple different genders and the changes of gender expression that come with them. Most of them will eventually settle with whatever feels best for them and keep the body shape they feel the most comfortable in.&lt;br /&gt;
&lt;br /&gt;
== Synth Specific Fashion ==&lt;br /&gt;
[[File:Turing Monthly Text Patreon 1500.png|thumb|Synth magazine, displaying a fashion model]]&lt;br /&gt;
Synth [[fashion]] can be very different from fashion for organics, since synthetic fashion tends to revolve mostly around styling synthetic bodies rather than clothing. This happens primarily through the use of different modules, but also through colours, skin, alternative frames, glowing parts and even holographic elements. More on Synth [[fashion]] can be learned from the page specifically dedicated to it.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Synths, much like [[organics]], have to [[grow up]] through experiencing and learning many things. Every child in the [[Outer Rim]] is educated through a public school system that takes them all the way from learning about fundamentals like reading, writing, mathematics as well as several of the most important languages spoken throughout the Outer Rim to higher education at universities. Synths and organics go to the same schools and same classes and are not seperated. Growing up and going to school together is the best way to ensure understanding for each other, despite the physical differences.&lt;br /&gt;
&lt;br /&gt;
Even though Synths are not pushed in any particular direction, when they make their choice of what to focus their studies on during their time at a university, they have a tendency of choosing majors that are heavily focused on technology and science. This is a tendency and not a rule though, so you can also find many Synths in agricultural studies, economics and many others.&lt;br /&gt;
&lt;br /&gt;
All education is provided by the Outer Rim free of charge, whether a person decides to go for a PhD or not to go to a university at all. There are incentives of higher monthly income as a reward for getting a higher education though.&lt;br /&gt;
&lt;br /&gt;
== Coexistence with Organics ==&lt;br /&gt;
Throughout the history of the [[Outer Rim]] Synths have played an important role of the development of culture and society as a whole. The connection between Synths and [[organics]] has always been vital, since Synths were originally created by the organics of the Outer Rim to help out with the production of food, leading to Synths being an important part of the continued survival of all organic species. Organics and Synths both enjoy each other's mutual respect for that reason. Yet there are big differences in the way of synthetic and organic life. These differences are what makes the cultural interactions between these species interesting.&lt;br /&gt;
&lt;br /&gt;
Synths require no food to live, since they depend entirely on electrical energy to sustain themselves. Synth food merely exists for two reasons: &lt;br /&gt;
* To supply their bodies with materials they need for repairs, maintenance and change of body shape.&lt;br /&gt;
* As a way to meaningfully interact with organics and to share a common activity.&lt;br /&gt;
The second point is important for social interaction between Synths and organics. When organics consume food, this will often happen at a social setting. It is a chance to bond with people around you. Synths therefore also prefer to eat while other people around them are eating, simply because it is the social thing to do. Eating with others strenghthens relationship and furthers cultural exchange, because it involves conversation and the discovery of whatever interesting things the person you are talking to is eating.&lt;br /&gt;
&lt;br /&gt;
Since Synths don't need to eat food to supply their bodies with energy and don't need to supply their bodies with replacement materials very often, they tend to choose foods that are very light, but flavourful. Examples of food eaten around social settings are aerogel or polymer foam based foods. These can come in many interesting flavours (That is, interesting for Synths. Organics care very little for the intricacies of the difference between copper and tin flavours).&lt;br /&gt;
&lt;br /&gt;
Synths will often partake in leisure activities with organics, whether it is exercise, travel, shopping or meeting up to watch the newest, funny 5D meme videos online. Friendships between Synths and organics are just as common as friendships among Synths. There typically is not much of a difference, except that you might want to hide any tasty looking batteries before your Synth buddies come over for a visit. Relationships between Synths and organics are also fully accepted and considered normal.&lt;br /&gt;
&lt;br /&gt;
Synths often find the way organics live fascinating, since it can feel pretty foreign to them. They will often try to emulate certain things to feel more part of the same society. In theory it does not make much sense for a synthetic creature to take and enjoy [[drugs]], like alcohol or caffeine, yet Synths have developed substances they can ingest, which trigger neural responses in their bodies, which simulate these experiences. This allows them to partake in fun activities like &amp;quot;getting drunk and regretting it the day after&amp;quot; or &amp;quot;having way too much coffee and not being able to sleep&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Interaction with machines ==&lt;br /&gt;
Even though the argument could be made that Synths are just particularly intelligent and conscious machines, they do not identify themselves as machines. They recognize that they are, as a matter of fact, like machines, but if confronted with that fact, they will typically respond by pointing out that organics are basically machines too. They &amp;quot;just happen to be more squishy and less energy efficient&amp;quot;.&lt;br /&gt;
This leads to Synths treating other machines in the exact same way as organics would treat machines. Machines that are not at the cognitive level of consciousness are considered to be tools, or cute robot pets, but never living beings with minds. The deciding factor that makes a machine alive to a Synth is whether or not a conscious mind resides within it. &lt;br /&gt;
This does, however, not mean that Synths are incapable of feeling affection for machines less intelligent than them. It is popular to own small, unintelligent service robots, like [[helperbots]] (also known as owobots), which are sometimes treated as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Fashion&amp;diff=391</id>
		<title>Fashion</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Fashion&amp;diff=391"/>
		<updated>2020-08-12T19:20:49Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Synth Boutique 1500.png|thumb|Synths shopping for fashionable items]]&lt;br /&gt;
Synths are '''fashion conscious''' in their own, synthetic way. Much like [[organics]] tend to wear clothes, style their hair, tattoo their skin and wear piercings, Synths have their own ways of expressing themselves through the modules they wear. Due to Synths being able to mount a great number of modules, they can get very creative in how they choose to style their looks. All across the [[Outer Rim]] Synths are able to browse shops of various sizes, both on location and online, offering different styles, interests and some of them even catering to special body shapes, like Synths with Taur or Naga frames.&lt;br /&gt;
&lt;br /&gt;
While Synths can have very unique looks, there are some common elements that are present in most designs, no matter how outragous and unique they are. &lt;br /&gt;
&lt;br /&gt;
=== Visors ===&lt;br /&gt;
[[File:Visor types.jpg|thumb|Examples of different synth visor arrangements]]&lt;br /&gt;
Visors are probably the most important part of a Synth's anatomy. They are what communicates emotion to others through facial expressions, acting as the Synth's face. Therefore special attention is given to the shape and style of the visor, making it the easiest way of differentiating Synths from each other.&lt;br /&gt;
&lt;br /&gt;
Synth Visors can consist of multiple &amp;quot;windows&amp;quot;, which are 3D screens that display the Synth's eyes, as well as a number of other animations. The number, shape and arrangement of these windows gives each Synth visor its own, unique look. Some Synths prefer to have one, large screen instead of multiple smaller ones, others prefer to have two or more screens on either side of the visor, with no screen in the middle. Different producers of visors also offer different styles, with some of them being unique to certain brands.&lt;br /&gt;
&lt;br /&gt;
Visors often come with a set of horns, or antennae. They are optional and come in many different shapes, but are quite popular in their default 2-horned form. They often have status lights on them, both as a functional design element and because it is considered fashionable.&lt;br /&gt;
&lt;br /&gt;
=== Colours ===&lt;br /&gt;
[[File:Colour changing synth.gif|thumb|A Synth changing colours on the fly]]&lt;br /&gt;
Synth skin has the ability to change colours depending on the blueprint the Synth has equipped. This can lead to colourful, expressive displays, with many Synths trying to stand out of the crowd through their colour choice. However, once a Synth chooses their colours, most of them tend to stick to the same theme, often matching the colour of their eyes with the main colour of their skin and extending their colour theme to any additional limb modules they may equip. &lt;br /&gt;
&lt;br /&gt;
Skin colours can be any colour on the visible spectrum of light. The Synth's skin pigments are even able to form reflective layers to appear metallic or to achieve other effects, like pearl, bismuth or gold. Pigments can also glow, which allows for glowing parts of skin.&lt;br /&gt;
&lt;br /&gt;
=== Skin plating ===&lt;br /&gt;
[[File:Synth hard neck plates.png|thumb|Example of Synth neck plating]]&lt;br /&gt;
While the majority of a Synth's body is typically soft to the touch, due to their muscle and battery tissues being soft, there are parts of a Synth's body where it is often fashionable to have hard plates installed. This is particularly often the case around the back of a Synth's neck. Synth neck plating does not have to be hard or rigid for any particular reason, but it has become a trend among Synths to install hard plates, sometimes even with spines or spikes sticking out in the back.&lt;br /&gt;
&lt;br /&gt;
Some Synths also have hard plating along their spine and all they way along their tails. This is seen as a matter of taste though, since soft, squishy tails are also popular, both among Synths and organics.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Elements ===&lt;br /&gt;
Synths typically have several glowing elements on them. Even those who prefer to go with more humble and less colourful looks will typically have at least some coloured lights on them. A Synth's eyes are the easiest example to name, but status lights in various shapes are widespread as well and have become an unmistakeable feature of Synths. The colour of glowing elements can change easily, but somehow most Synths prefer to stick to one colour through most of their lives, since it is something they can easily identify with and it helps with identifying different individuals.&lt;br /&gt;
&lt;br /&gt;
In some cases glowing elements are a very prominent feature in a Synth's design. Due to the ability of changing their skin colours, Synths are also able to wear glowing skin patterns. Pigments react to electricity led through them by glowing in various colours, allowing for very colourful, expressive displays.&lt;br /&gt;
&lt;br /&gt;
While glowing features look pretty and allow you to express yourself in a unique way, it is good to keep in mind that some organics react badly to flashing lights and colours. '''Be mindful of your organic brethren and don't give them seizures'''. Try to avoid repeating, flashing colours. Flashing elements must never flash at a frequency of 15Hz to 25Hz. Synths with flashing elements that operate within such a frequency interval can be held accountable for endangering others.&lt;br /&gt;
&lt;br /&gt;
=== Wings, Fins and other additions ===&lt;br /&gt;
Synths are not just flexible in their looks, but also in their modes of transportation. Some Synths take particular interest in the ability to fly, swim or dive. Some jobs even require such abilities as a prerequisite. It is therefore possible for Synths to mount wings, personal flight engines, propellers, fins and many other modules to allow them mobility in a multitude of heights and depths. Such modes of transportation take a lot of energy, requiring Synths to mount additional energy supplies as well as a license to operate these advanced modules. They first need to learn how to fly safely in a simulator before being allowed to take to the skies on their own. The same goes for diving, due to the risks involved.&lt;br /&gt;
&lt;br /&gt;
Wings, fins and engines are seen as slick and fashionable, adding the sense of speed to a Synth's looks. They are considered to be very attractive, leading to some Synths mounting non-functional wings to impress others for their looks alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
Synth styles 1.png&lt;br /&gt;
Synth styles 2.png&lt;br /&gt;
Synth styles 3.png&lt;br /&gt;
Synth styles 4.png&lt;br /&gt;
Synth styles 5.png&lt;br /&gt;
Synth styles 6.png&lt;br /&gt;
Synth styles 7.png&lt;br /&gt;
Synth styles 8.png&lt;br /&gt;
Synth styles 9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Fashion&amp;diff=390</id>
		<title>Fashion</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Fashion&amp;diff=390"/>
		<updated>2020-08-12T19:20:36Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Synth Boutique 1500.png|thumb|Synths shopping for fashionable items]]&lt;br /&gt;
Synths are '''fashion conscious''' in their own, synthetic way. Much like [[organics]] tend to wear clothes, style their hair, tattoo their skin and wear piercings, Synths have their own ways of expressing themselves through the modules they wear. Due to Synths being able to mount a great number of modules, they can get very creative in how they choose to style their looks. All across the [[Outer Rim]] Synths are able to browse shops of various sizes, both on location and online, offering different styles, interests and some of them even catering to special body shapes, like Synths with Taur or Naga frames.&lt;br /&gt;
&lt;br /&gt;
While Synths can have very unique looks, there are some common elements that are present in most designs, no matter how outragous and unique they are. &lt;br /&gt;
&lt;br /&gt;
=== Visors ===&lt;br /&gt;
[[File:Visor types.jpg|thumb|Examples of different synth visor arrangements]]&lt;br /&gt;
Visors are probably the most important part of a Synth's anatomy. They are what communicates emotion to others through facial expressions, acting as the Synth's face. Therefore special attention is given to the shape and style of the visor, making it the easiest way of differentiating Synths from each other.&lt;br /&gt;
&lt;br /&gt;
Synth Visors can consist of multiple &amp;quot;windows&amp;quot;, which are 3D screens that display the Synth's eyes, as well as a number of other animations. The number, shape and arrangement of these windows gives each Synth visor its own, unique look. Some Synths prefer to have one, large screen instead of multiple smaller ones, others prefer to have two or more screens on either side of the visor, with no screen in the middle. Different producers of visors also offer different styles, with some of them being unique to certain brands.&lt;br /&gt;
&lt;br /&gt;
Visors often come with a set of horns, or antennae. They are optional and come in many different shapes, but are quite popular in their default 2-horned form. They often have status lights on them, both as a functional design element and because it is considered fashionable.&lt;br /&gt;
&lt;br /&gt;
=== Colours ===&lt;br /&gt;
[[File:Colour changing synth.gif|thumb|A Synth changing colours on the fly]]&lt;br /&gt;
Synth skin has the ability to change colours depending on the blueprint the Synth has equipped. This can lead to colourful, expressive displays, with many Synths trying to stand out of the crowd through their colour choice. However, once a Synth chooses their colours, most of them tend to stick to the same theme, often matching the colour of their eyes with the main colour of their skin and extending their colour theme to any additional limb modules they may equip. &lt;br /&gt;
&lt;br /&gt;
Skin colours can be any colour on the visible spectrum of light. The Synth's skin pigments are even able to form reflective layers to appear metallic or to achieve other effects, like pearl, bismuth or gold. Pigments can also glow, which allows for glowing parts of skin.&lt;br /&gt;
&lt;br /&gt;
=== Skin plating ===&lt;br /&gt;
[[File:Synth hard neck plates.png|thumb|Example of Synth neck plating]]&lt;br /&gt;
While the majority of a Synth's body is typically soft to the touch, due to their muscle and battery tissues being soft, there are parts of a Synth's body where it is often fashionable to have hard plates installed. This is particularly often the case around the back of a Synth's neck. Synth neck plating does not have to be hard or rigid for any particular reason, but it has become a trend among Synths to install hard plates, sometimes even with spines or spikes sticking out in the back.&lt;br /&gt;
&lt;br /&gt;
Some Synths also have hard plating along their spine and all they way along their tails. This is seen as a matter of taste though, since soft, squishy tails are also popular, both among Synths and organics.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Elements ===&lt;br /&gt;
Synths typically have several glowing elements on them. Even those who prefer to go with more humble and less colourful looks will typically have at least some coloured lights on them. A Synth's eyes are the easiest example to name, but status lights in various shapes are widespread as well and have become an unmistakeable feature of Synths. The colour of glowing elements can change easily, but somehow most Synths prefer to stick to one colour through most of their lives, since it is something they can easily identify with and it helps with identifying different individuals.&lt;br /&gt;
&lt;br /&gt;
In some cases glowing elements are a very prominent feature in a Synth's design. Due to the ability of changing their skin colours, Synths are also able to wear glowing skin patterns. Pigments react to electricity led through them by glowing in various colours, allowing for very colourful, expressive displays.&lt;br /&gt;
&lt;br /&gt;
While glowing features look pretty and allow you to express yourself in a unique way, it is good to keep in mind that some organics react badly to flashing lights and colours. '''Be mindful of your organic brethren and don't give them seizures'''. Try to avoid repeating, flashing colours. Flashing elements must never flash at a frequency of 15Hz to 25Hz. Synths with flashing elements that operate within such a frequency interval can be held accountable for endangering others.&lt;br /&gt;
&lt;br /&gt;
=== Wings, Fins and other additions ===&lt;br /&gt;
Synths are not just flexible in their looks, but also in their modes of transportation. Some Synths take particular interest in the ability to fly, swim or dive. Some jobs even require such abilities as a prerequisite. It is therefor possible for Synths to mount wings, personal flight engines, propellers, fins and many other modules to allow them mobility in a multitude of heights and depths. Such modes of transportation take a lot of energy, requiring Synths to mount additional energy supplies as well as a license to operate these advanced modules. They first need to learn how to fly safely in a simulator before being allowed to take to the skies on their own. The same goes for diving, due to the risks involved.&lt;br /&gt;
&lt;br /&gt;
Wings, fins and engines are seen as slick and fashionable, adding the sense of speed to a Synth's looks. They are considered to be very attractive, leading to some Synths mounting non-functional wings to impress others for their looks alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
Synth styles 1.png&lt;br /&gt;
Synth styles 2.png&lt;br /&gt;
Synth styles 3.png&lt;br /&gt;
Synth styles 4.png&lt;br /&gt;
Synth styles 5.png&lt;br /&gt;
Synth styles 6.png&lt;br /&gt;
Synth styles 7.png&lt;br /&gt;
Synth styles 8.png&lt;br /&gt;
Synth styles 9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Blueprint&amp;diff=389</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Blueprint&amp;diff=389"/>
		<updated>2020-08-12T19:20:25Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should a Synth, for example, desire to have a different stature, be taller, wider and bigger, they can choose a blueprint with exactly these attributes. As soon as the Synth has replaced their old blueprint with this new one, the blueprint will detect that the body, in its current states, deviates from the plans stored within the blueprint. It then instructs [[nanites]] to re-structure the body until it is of a shape and size that fits exactly with the plans it has stored.&lt;br /&gt;
&lt;br /&gt;
This not only affects body size and shape, but also the amount and types of inner organs a Synth has. Some frames, for example, require additional systems, such as hydraulics, to function properly.  If a Synth does not yet have one or more organs laid out by its blueprint, its nanites will slowly assemble the organ and “grow” it within them until it is functional.&lt;br /&gt;
&lt;br /&gt;
Blueprints are also responsible for providing nanites with instructions to heal wounds and to repair both internal and external parts. That means that cuts to the outer layer of the skin will be repaired, just as much as internal damage.&lt;br /&gt;
&lt;br /&gt;
While blueprints can dictate what a Synth's insides will look like and what stature they will have, they don't dictate the makeup of the Synth's exterior. The blueprint can, for example, provide instructions on how to repair damaged skin, but won't dictate what that skin looks like. This allows Synths to choose the look and feel for their exterior much more flexibly and also allows the use of modular limbs.&lt;br /&gt;
&lt;br /&gt;
Every Synth always has one active blueprint. Blueprints are exchangeable, allowing Synths to choose between different body shapes and appearances by simply choosing a different blueprint. These blueprints are available through a large online blueprint database that can be accessed by a Synth at any time. The chosen blueprint is then downloaded and installed.&lt;br /&gt;
&lt;br /&gt;
Some changes in a Synth's body can take a long time, spanning from a few days to heal a wound, to half a year to change their stature. The bigger the desired change, the longer it takes for the change to happen. Synths can therefore not change body size from one day to the next.&lt;br /&gt;
&lt;br /&gt;
[[Category:Anatomy]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Helper_drones&amp;diff=388</id>
		<title>Helper drones</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Helper_drones&amp;diff=388"/>
		<updated>2020-08-12T19:20:11Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: Redirected page to Helperbots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[helperbots]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Synth_toilet&amp;diff=387</id>
		<title>Synth toilet</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Synth_toilet&amp;diff=387"/>
		<updated>2020-08-12T19:19:55Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Synth toilets''' are exactly what the name implies. They are toilets for Synths.&lt;br /&gt;
&lt;br /&gt;
Synths have to use specially suited toilets, since toilets used by organics typically are not suited for flushing down pellets of tungsten, lead or uranium. The synthetic diet is very different from the typical organic diet, so the end result needs to be recycled. Synth toilets therefore tend to simply be containers that safekeep hazardous materials until they can be transported off to recycling centers, either automatically or through the use of [[helper drones]]. Toilets for synthetics are widely available and are clearly labeled as such, to avoid confusion or situations like that one time when that one Synth ate 3 packs of potassium jelly beans, used a toilet for organics and discovered [https://en.wikipedia.org/wiki/Exothermic_reaction how potassium reacts with water].&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Outer_Rim&amp;diff=386</id>
		<title>Outer Rim</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Outer_Rim&amp;diff=386"/>
		<updated>2020-08-12T19:19:03Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Outer Rim''' is an advanced civilization, which developed Synths through the course of its [[history]]. It spans over dozens of planets scattered across the outermost rim of the galaxy and includes the [[New Colonies]]. It is a post-scarcity society with a solarpunk aesthetic.&lt;br /&gt;
&lt;br /&gt;
== Culture and way of Life ==&lt;br /&gt;
The '''culture''' of the Outer Rim can be described as cooperative, science oriented, peaceful and friendly. It follows a philosophy that aims to increase the quality of life of its citizens and to explore the universe for the sake of understanding its secrets. Education is highly valued, as are honesty, peace, sustainability and cooperation. Each planet and colony within the Outer Rim brings its own flavour of local culture to the table, adding to a multicultural landscape throughout the Outer Rim. The population of the Outer Rim is made up of many different sapient species, mostly made up of organics like canines, reptiles, felines, equines, etc. The synthetic part of the population are the Synths, which are seen as a regular, respected part of society.&lt;br /&gt;
&lt;br /&gt;
Individuals living within the Outer Rim enjoy a high amount of freedom and stability. Poverty is practically non-existent, due to the Outer Rim's focus on improvement of quality of life. Every citizen of the Outer Rim receives a Basic, guaranteed income, which is more than enough to make do. Basic needs such as housing, food, energy, communications, utilities and many others are provided for free throughout the Outer Rim, due to the widespread automation of production chains and transportation. Citizens don't have to work to sustain themselves, but have the option of working, by joining worker cooperatives or working independently. Most people end up taking up hobbies that end up as their work, through which they provide services or products to others, which ends up earning them extra credits to spend on luxuries and non-essential items.&lt;br /&gt;
&lt;br /&gt;
The automation of the fulfillment of all basic needs leads to the population of the Outer Rim being able to focus on the things that interest them the most. People become scientists out of their love and interest for scientific discoveries. People who want a peaceful life in nature can become farmers on one of the [[New Colonies]] and can benefit society as a whole that way. Those who want to travel the stars can become pilots, or crew on one of the many ships in service of the Outer Rim fleet.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
The Outer Rim functions as a democracy with leadership being voted into office directly, without party affiliations. There are no political parties as such, but instead key roles in management are voted into office after being chosen from a pool of experts by an [[administrative AI]]. Government officials receive extra compensation for their administrative work, but are not permitted to have any other additional income from any source. Corruption is heavily frowned upon and leads to harsh punishment, if caught. In addition to officials being voted into office directly, they can also be recalled from their position by vote. Such a vote can be initiated at any time and are triggered at a certain number of petitions to remove an official from office.&lt;br /&gt;
&lt;br /&gt;
Every member planet of the Outer Rim has one representative within the Outer Rim Council. This council is responsible for carrying out decisions made by the populace.&lt;br /&gt;
&lt;br /&gt;
The exact nature and structure of the Outer Rim's government will be detailed at a later point.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Anatomy&amp;diff=385</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Anatomy&amp;diff=385"/>
		<updated>2020-08-12T19:18:36Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Features ==&lt;br /&gt;
[[File:Synthintro.png|thumb|Example of Synths]]&lt;br /&gt;
Synths can vary widely in appearance, since they come in many sizes, shapes and colours, yet they all have '''common features''' that are shared amongst most, but not all Synths.&lt;br /&gt;
&lt;br /&gt;
Synths typically have a long, reptile-like head, featuring a mechanical mouth, a 3D screen visor displaying the Synth's eyes, nostrils for air intake, antenna-like horns and status LED's. Synths tend to be bipedal, but can have snake-like lower bodies, taur-like configurations and many other shapes as well. Their number of limbs can vary, with two arms, two legs and a reptile-like tail being the standard. Hands that are not any form of specialized tools can vary in their number of fingers, with two fingers and one thumb being the standard configuration.&lt;br /&gt;
&lt;br /&gt;
== Modularity ==&lt;br /&gt;
[[File:Synth Boutique 1500.png|thumb|Example of a Synth module boutique]]&lt;br /&gt;
One of the main features of any synth is their '''modularity'''. Every synth is able to customize their body in various ways. Feet, hands, arms, legs, tails, visors, head shapes, skin style and many other internal parts can be exchanged. Synth parts are typically referred to as [[modules]].&lt;br /&gt;
&lt;br /&gt;
Module exchanges can be done for personal, professional and medical reasons. If a Synth likes the design of a pair of legs they see on display at a store and that pair of legs comes in a size that fits their current body size, the Synth can purchase it, take it home and exchange the old legs for the new ones. Most modules are simple and easy for the Synth to exchange or install themselves, but more complex modules, such as interior modules, require the help of specialists, who typically perform module exchanges at [[clinics]] or [[hospitals]].&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
Different Synth modules in themselves are often seen as [[fashion]] items. The exterior design of most modules especially carries aesthetic significance. Every producer of parts and modules has a different visual style, with some brands being more popular among synths than others. Notable examples for brands are [[Virgo Synthetics]], [[Alba Open Labs (ABL)]] and the [[Independent Outer Rim Engineering Project (IOREP)]], as well as a large number of smaller designer studios.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Many professions carried out by Synths require the use of tools that can be mounted directly to limbs. Some professions have size and equipment requirements that a Synth has to meet before being accepted for the position. An example would be in construction, where Synths have to be tall and strong enough to carry heavy loads, but also to fit the various power tools used during construction. Some professions require the use of precision instruments, like surgery hands with nimble fingers, scalpels, cameras and suction tools built in. The use of tool modules allows Synths to carry out very specialized tasks while they are on the job. If you can think of any specialized tool, there probably is a module that includes it.&lt;br /&gt;
&lt;br /&gt;
Just like with normal tools, most specialized tool modules are owned by companies and given out to their workers as needed. Synths can also personally own tool modules that can be useful at home or in other daily situations. Cooking for organic guests is much easier when you have a cooking hand that includes knives, graters and a potato peeler. Synths who like to tinker with electronics typically own soldering and wire cutting modules.&lt;br /&gt;
&lt;br /&gt;
Despite Synths having the ability to mount tool modules, they don't have to. Due to their humanoid nature, they can use most tools that organics can use as well. In most cases it is easier to simply use a normal hammer than to use an expensive module that does the same thing. Tool modules will usually only be used when it actually ends up making tasks easier than just using regular handheld tools.&lt;br /&gt;
&lt;br /&gt;
=== Other functions ===&lt;br /&gt;
Many modules don't have a tool or fashion purpose, but still hold a benefit to the Synth or people around them.&lt;br /&gt;
Examples are [[scent boxes]], [[battery extensions]] and [[voice boxes]].&lt;br /&gt;
&lt;br /&gt;
=== Module changing process ===&lt;br /&gt;
The process of changing modules, or mounting new ones, differs wildly between different kinds of modules. Some parts are easy to exchange, such as minor cosmetic modules that are simply for show. Plating or skin tends to be easily exchangable, simply requiring the new part to be mounted and locked into place. Most Synth parts are designed in a way, that interfacing elements, such as electrical or pneumatic connections, can simply lock into place. Most sockets are standardized and designed with convenience in mind.&lt;br /&gt;
&lt;br /&gt;
Some of the more complex modules however take some time for a Synth to get used to. This particularly is the case for limbs, such as legs and arms. When a Synth aquires a new limb module and mounts it for the first time, their neural networks responsible for motor functions and sensory input are not yet fully connected to the new limb. This is comparable to organics receiving limb transplants. When an organic person receives a hand transplant, it can take a long time for neural connections between the body and the new hand to build up. The hand will only be usable after these nerve connections have been established by the body. With Synths it is a similar, yet faster process. While the physical connection will be there as soon as the module is mounted in the socket, it takes the neural networks within the Synth's [[brain]] some time to catch up. This typically takes a day or two, depending on the usage of the limb. The more a Synth practices use of the new limb, the faster the neural networks can get used to it. Not being used to a new limb typically means a lack of motor skills, bad balance and not being able to properly feel the limb in question. The sensation is often described as &amp;quot;ants crawling on your skin&amp;quot;. Once a Synth has gotten used to a specific limb, they can always switch back to it and will be used to it again immediately, since the Synth's neural networks remember all limbs they have ever used.&lt;br /&gt;
&lt;br /&gt;
=== Stigma of changing parts in public ===&lt;br /&gt;
To most Synths the process of changing parts is a very personal affair. It is comparable to an organic person changing clothes. Since it often is connected with embarrassment, it typically is not done in public. Therefore it is common to find changing rooms inside stores that sell Synth modules or any other place where a Synth might have to exchange one part for another, such as work places where particular work modules are required. Synths will typically only let you see them changing parts, if they know you well enough.&lt;br /&gt;
&lt;br /&gt;
== Nanites ==&lt;br /&gt;
Synths are, by default, equipped with a small, internal swarm of [[nanites]]. Nanites are nano-machines, constructed by the Synth and responsible for handling much of the Synth's metabolism, as well as healing wounds, repairing internal organs and even changing the body's size and stature.&lt;br /&gt;
&lt;br /&gt;
In Addition every Synth is equipped with a [[blueprint]], a piece of software that is exchangeable and allows the Synth's body to change shape over time. Blueprints contain information as to what size and shape a synth wants to be, as well as detailed plans for the build and make-up of internal parts. Blueprints can be exchanged for different ones, depending on the Synth's personal tastes and requirements.&lt;br /&gt;
&lt;br /&gt;
Once a Synth has chosen a blueprint, their internal nanites will go to work and change the Synth's body to be closer to the plans within the blueprint. Should a Synth's actual body deviate from the blueprint, the nanites will strive towards re-building the body towards the plans within the blueprint. That means they will repair damaged parts, will add or remove material from parts or even build completely new ones, should the blueprint dictate it.&lt;br /&gt;
&lt;br /&gt;
The existence of a blueprint and nanites within a Synth's body therefore allows them to change their body shape, size and weight over time, as well as “heal” inflicted damage, very much like wounds healing in organics. Blueprints give nanites a plan on how a Synth's body is supposed to be and the nanites will strive towards that goal. This process still takes time, but also allows Synths to be very flexible when it comes to their stature.&lt;br /&gt;
&lt;br /&gt;
== Anatomy in Detail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Head ===&lt;br /&gt;
[[File:Synth Visor Sheet 2500.png|thumb|Synth visor breakdown]]&lt;br /&gt;
[[File:Visor types.jpg|thumb|Visor examples]]&lt;br /&gt;
A Synth's '''Head''' is their main, most defining feature. It consists of a lightweight, shell made of layers of lightweight alloys, polymers and carbon fiber, as well as a large quantity of electronics and wiring. The internals of the head are covered by a '''visor''', which allows the synth to see from within, as well as display emotions and other messages on the outside to assist communication. The visor itself consists of an omni-directional 3-D screen, capable of displaying 3-dimentional objects, creating the illusion that these objects exist behind the visor and within the Synth's head. This, in the vast majority of cases, is used to display eyes, to assist the synth with emotional communication and social interactions. The visor is covered by a thin plate of synthetic sapphire, making it hard and difficult to break. Visors are held in place through vacuum locks along the rim, eliminating the need for screws, bolts or glue to hold them in place. Uninstalling a visor requires specialist tools and is usually only done at [[clinics]] or hospitals and under anaesthesia.&lt;br /&gt;
&lt;br /&gt;
'''Visors''' come in many different shapes and types. Many Synths prefer to have one, large visor, covering most of the facial plate, while others prefer visors consisting of multiple parts. A large number of configurations and shapes is possible, within limiting factors. The cameras and sensors within the head have to be able to see out of the skull well enough in order for the Synth to be able to see. Visors literally are the windows through which Synths see the world and are also the most expressive part of the Synth anatomy.&lt;br /&gt;
&lt;br /&gt;
Behind the Synth visor lies a cavity containing all of the head's internal systems. These systems include exchangable sensory [[modules]], such as sensors for smell, vision, balance and others, as well as the Synth's [[brain]]. The brain is fastened into a socket in the back, connecting it to the neural system of the Synth's frame and is protected by a protective, armoured dome. The visual sensors are attached to a gimbal and can be moved around to enable the use of differently shaped visors without obstructing the field of view of the sensors. Use of multiple sets of gimbals and sensors is also possible, if the Synth decides for a visor design without transparent forehead. In such a case the visual sensors are present on either side of the synth's head while still only using one rail for movement.&lt;br /&gt;
&lt;br /&gt;
Many Synth head designs feature horns, antennae or other protruding features. Synthetic hair of different styles is employed as well. These features can have functional purposes, but are mostly of aesthetic use in most cases. Possible functional uses are additional wiring for improved radio wave reception, or even for improved induction charging.&lt;br /&gt;
&lt;br /&gt;
=== Locomotory System ===&lt;br /&gt;
Synths posses an '''endoskeleton''', including joints and strut-like bones, very similar to those found in [[organics]]. In place of organic muscles, they use both [https://en.wikipedia.org/wiki/Pneumatic_artificial_muscles pneumatic artificial muscles] as well as muscles based on [https://en.wikipedia.org/wiki/Electroactive_polymers electroactive polymers]. Some specialized tools, like arms and legs for construction workers, even make use of hydraulic muscles, due to their higher weight capacity. &lt;br /&gt;
&lt;br /&gt;
Synthetic muscles, for the most part, are arranged in similar ways to those found in organics. This allows Synths to use similar tools, furniture and vehicles to organics, without having to worry about different ergonomics. The synthetic locomotory system is powered directly from the Synths power supply, which allows them to move without the use or oxygen or other elements.&lt;br /&gt;
&lt;br /&gt;
Synth muscles can change size, thanks to the Synth's [[nanites]]. If a Synth's [[blueprint]] dictates a larger muscle size, than a Synth currently has, their nanites will add material to the muscle tissue, increasing their size over time. This process is relatively slow, but can be accelerated through working the muscles out. Exercising synthetic muscles creates micro-fissures, which allow nanites to add material when fixing the fissures, hence growing muscle with each repair. The process works similar when making muscles smaller.&lt;br /&gt;
&lt;br /&gt;
Synth bones consist of a mixture of lightweight metal alloys and carbon fiber. They are hard and rigid, but flexible enough to not be brittle. Synth bones are able to endure a lot more physical stress than most organic bones, due to the use of strong materials, so fractures are very rare. Synth joints require regular lubrication, which is done by through the use of liquid vessels and nanites, using different types of lubrication depending on the joint. The most common lubricant found in Synth bodies is a [[fullerene]] solution.&lt;br /&gt;
&lt;br /&gt;
=== Inner &amp;quot;Organs&amp;quot; ===&lt;br /&gt;
A Synth's '''organs''' are any parts within a Synth body, that are not tissues or part of the locomotory system. The term &amp;quot;organs&amp;quot; can be misleading, since they are synthetic and not organic in nature, yet perform similar tasks to organs within [[organics]]. Every Organ performs one or multiple purposes, most of them vital to the functions of the Synth's body.&lt;br /&gt;
&lt;br /&gt;
The '''Digestive Tract''' of a Synth consists of multiple digestive chambers linked through peristaltic tubes that move injested materials from the mouth to the digestive chambers. Each chamber is a flexible sack with different means of breaking down materials, making use of corrosive liquids, nano-textured surfaces, [[Nanites]] and all sorts of chemical processes. The extracted elements are transported off by nanites and either stored in corresponding storage containers throughout the body, or brought to areas they are needed in at the moment. Materials that can not be fully digested, or that ae not needed at the moment, will be excreted at the end of the digestive tract. This ideally happens at a [[Synth toilet]].&lt;br /&gt;
&lt;br /&gt;
A Synth's '''Lungs''' are similar to those found in organics at first glance, in that they are sponge-like sacks that expand to suck in air through the nostrils and down the Synth's air tubes. Functionally they work very differently though. Instead of only filtering oxygen from the air, a Synth's lungs are capable of extracting a variety of elements from gas mixtures they breathe in. The air runs through porous materials and nano filters to extract elements currently needed for the Synth's metabolic processes. The lungs are capable of de- and re-activating these filters according to their body's needs, so only the required elements will be filtered from the air at any given point. As a beneficial side effect of breathing, the chest movement that follows makes Synths feel more &amp;quot;alive&amp;quot; to organics, since it simulates the breathing movements in organics.&lt;br /&gt;
&lt;br /&gt;
'''Storage Organs''' are small, pocket-like organs used for storing metabolism materials. Each Synth has two of them on either side of the spine, around the middle of their torso. The centralized position of these organs shortens the distances elements have to be transported through the body. Each storage organs contains multiple flexible compartments, each responsible for storing different materials.&lt;br /&gt;
&lt;br /&gt;
The '''Capillary System''' is a system of capillary tubes, filled with fullerene solution, that spans the entire Synth body. The system consists of nodes and tubes that connect these nodes. It is used for transporting nanites and materials through the body. It is somewhat comparable to the organic system of blood vessels, but less expansive and more used for transportation over longer distances. For example nanites can pick up materials from the storage organs around the center of the Synth's torso and use the capillaries to quickly reach a limb by travelling from one node to the next. The nanite will then enter the capillary system of the limb through a capillary port and will be transported further from there until it reaches the destination node from where it will move on its own accord. Fullerene solution is purple, which gives the capillary system and their contents a purple look.&lt;br /&gt;
&lt;br /&gt;
'''Auxiliary Organs''' are any organs that exist to help with the function of an external module, but can also be full modules in themselves. Examples of auxiliary organs would be additional motors or pumps required for powering heavy-duty limbs, RCS fuel tanks or storage tanks for flammable liquids for use in welding equipment. Interior standalone modules such as power generators, additional storage organs and even torque wheels fall into the category of auxiliary organs as well.&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
Synth '''skin''' comes in a variety of textures, colours and consistencies. It is forms a water and air tight layer between the outside world and the inside of the Synth's anatomy. Synth modules such as limbs typically come with their own styles of skin, with different markings and styles, depending on the brand and model. Synth skin can, however, also be exchanged and is just as modular as most other parts of the Synth body. This allows for the installation of specialized type of skin, which are necessary for certain work conditions, such as high radiation environments, in which skin with additional radiation shielding becomes a necessity. &lt;br /&gt;
&lt;br /&gt;
Synth skin is equipped with complex sensors to detect touch, temperature and other input from the environment, making skin a vital part in the Synth's [https://en.wikipedia.org/wiki/Somatosensory_system somatosensory system]. It allows for proprioception (the sense of motion and movement) and the sensing of haptic input (a part of tactile perception).&lt;br /&gt;
&lt;br /&gt;
Synth skin has the ability to change its colour, using a similar method to that of squids. Being able to pump tiny amounts of pigments into its outer layers, it can display a large variety of patterns and every colour in the visible spectrum. This allows Synths to change the colour of their skin to form simple or complex patterns with the use of colour blueprints. This ability is particularly useful for Synth [[fashion]].&lt;br /&gt;
&lt;br /&gt;
=== Tissues ===&lt;br /&gt;
Synths bodies don't consist of as many types of tissues as organics do, but they do have their own forms of tissue that are notable. &lt;br /&gt;
&lt;br /&gt;
'''Battery Tissue''' is the most common form for a Synth to store energy. Battery tissue is soft, despite consisting of bunched up, microscopic clusters of [https://en.wikipedia.org/wiki/Solid-state_battery solid-state batteries]. These tissues are comparable to fatty tissues in organics, although the size of the tissue does not correlate with the total amount of energy stored, but instead is an indicator of maximum storable energy.&lt;br /&gt;
&lt;br /&gt;
'''Muscle tissue''' is used in the Synth's locomotory system and makes up the walls of the Synth's pneumatic or hydraulic muscles.&lt;br /&gt;
&lt;br /&gt;
'''Insulation Tissue''' is a tissue made of clusters of [https://en.wikipedia.org/wiki/Aerogel aerogel] which serves as heat insulation. This type of tissue is typically found around interior components that are heat sensitive and hence require full thermal insulation. This tissue can also be found on the inside of of Synth skin, to help regulate the overall temperature of the Synth's body.&lt;br /&gt;
&lt;br /&gt;
== Metabolism ==&lt;br /&gt;
When discussing the Synth '''Metabolism''', what is usually meant is the way Synths change the size and shape of their bodies without the use of module exchanges. Synths are capable of ingesting food, but not for the same reason [[organics]] do it. Synths do not convert ingested materials into energy, since they rely entirely on electric energy stored within their battery tissue and auxiliary batteries. They instead use these materials to maintain the shape of their bodies, or to change it. This happens with the help of the Synth's internal swarm of [[nanites]]. &lt;br /&gt;
&lt;br /&gt;
Synths ingest materials such as carbon, iron, copper, gold, silver, manganese, lithium and many others, because those materials are what they are made of themselves. Once chewed and swallowed the ingested materials are transported onwards to the Synth's digestive system, where it is broken down further and seperated into elements by the nanites. The nanites transport small chunks of these elements to their respective [[storage organs]], where they are kept for further use. The transportation of materials through the body happens through the Synth's [[capillary system]].&lt;br /&gt;
&lt;br /&gt;
The materials are then used to maintain or build the Synth's frame. This happens especially when a Synth chooses a [[blueprint]] that dictates that their size should increase, since this means that more material needs to be added to the Synth's frame and muscle tissue. In case of muscle growth, the Synth will need to exercise their body to cause microfissures in their muscle tissues. Nanites will then transport materials to the muscle tissues and insert the materials into the microfissures, causing the muscle to grow little by little. The process is similar for the Synth's frame, except that its growth typically takes longer to take place. The process is the same for shrinking of the frame and/or muscles. Nanites remove material from parts that are supposed to shrink and either store them in their respective storage organs or send them on their way to be passed from the Synth's body, if the storage organs are full.&lt;br /&gt;
&lt;br /&gt;
Synths typically need a constant, but very small intake of materials to maintain their bodies and repair small damages within their bodies all the time. Synths will therefore eat on a regular basis, even if they are not changing their body size or shape at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Anatomy]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Charging_point&amp;diff=384</id>
		<title>Charging point</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Charging_point&amp;diff=384"/>
		<updated>2020-08-12T19:18:08Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Synth Charging 1.png|thumb|A Synth charging on a bench]]&lt;br /&gt;
[[File:Synth charging 2.png|thumb|A Synth using a quickcharging chamber]]&lt;br /&gt;
'''Charging points''' or '''charging spots''' are any areas or devices which allow Synths to charge their batteries. Synths charge using [https://en.wikipedia.org/wiki/Inductive_charging inductive charging] and can therefore charge wirelessly. Energy storage and charging technology used in the [[Outer Rim]] and the [[New Colonies]] is optimized enough for inductive charging to be almost lossless and inexpensive, which is why charging points can be found almost anywhere. They are incorporated into furniture, such as benches or beds, so Synths using them to sit or lay down will automatically be charged. Public areas are often built to provide ubiquitous inductive charging to any Synths wandering the area. Almost all public spaces in the [[Outer Rim]] are equipped with enough charging technology to make it possible for Synths to almost forget about their need to charge. Some areas in the [[New Colonies]] still lack widespread charging points, as their infrustructures are still relatively thin and underdeveloped in comparison. Areas with less dense infrustructure will often have areas marked with '''Charging Point''' signs to point out where Synths can recharge their batteries.&lt;br /&gt;
&lt;br /&gt;
Recharging is considered a basic right of synthetic lifeforms and is always provided '''for free'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Anatomy&amp;diff=383</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Anatomy&amp;diff=383"/>
		<updated>2020-08-12T19:17:37Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Features ==&lt;br /&gt;
[[File:Synthintro.png|thumb|Example of Synths]]&lt;br /&gt;
Synths can vary widely in appearance, since they come in many sizes, shapes and colours, yet they all have '''common features''' that are shared amongst most, but not all Synths.&lt;br /&gt;
&lt;br /&gt;
Synths typically have a long, reptile-like head, featuring a mechanical mouth, a 3D screen visor displaying the Synth's eyes, nostrils for air intake, antenna-like horns and status LED's. Synths tend to be bipedal, but can have snake-like lower bodies, taur-like configurations and many other shapes as well. Their number of limbs can vary, with two arms, two legs and a reptile-like tail being the standard. Hands that are not any form of specialized tools can vary in their number of fingers, with two fingers and one thumb being the standard configuration.&lt;br /&gt;
&lt;br /&gt;
== Modularity ==&lt;br /&gt;
[[File:Synth Boutique 1500.png|thumb|Example of a Synth module boutique]]&lt;br /&gt;
One of the main features of any synth is their '''modularity'''. Every synth is able to customize their body in various ways. Feet, hands, arms, legs, tails, visors, head shapes, skin style and many other internal parts can be exchanged. Synth parts are typically referred to as [[modules]].&lt;br /&gt;
&lt;br /&gt;
Module exchanges can be done for personal, professional and medical reasons. If a Synth likes the design of a pair of legs they see on display at a store and that pair of legs comes in a size that fits their current body size, the Synth can purchase it, take it home and exchange the old legs for the new ones. Most modules are simple and easy for the Synth to exchange or install themselves, but more complex modules, such as interior modules, require the help of specialists, who typically perform module exchanges at [[clinics]] or [[hospitals]].&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
Different Synth modules in themselves are often seen as [[fashion]] items. The exterior design of most modules especially carries aesthetic significance. Every producer of parts and modules has a different visual style, with some brands being more popular among synths than others. Notable examples for brands are [[Virgo Synthetics]], [[Alba Open Labs (ABL)]] and the [[Independent Outer Rim Engineering Project (IOREP)]], as well as a large number of smaller designer studios.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Many professions carried out by Synths require the use of tools that can be mounted directly to limbs. Some professions have size and equipment requirements that a Synth has to meet before being accepted for the position. An example would be in construction, where Synths have to be tall and strong enough to carry heavy loads, but also to fit the various power tools used during construction. Some professions require the use of precision instruments, like surgery hands with nimble fingers, scalpels, cameras and suction tools built in. The use of tool modules allows Synths to carry out very specialized tasks while they are on the job. If you can think of any specialized tool, there probably is a module that includes it.&lt;br /&gt;
&lt;br /&gt;
Just like with normal tools, most specialized tool modules are owned by companies and given out to their workers as needed. Synths can also personally own tool modules that can be useful at home or in other daily situations. Cooking for organic guests is much easier when you have a cooking hand that includes knives, graters and a potato peeler. Synths who like to tinker with electronics typically own soldering and wire cutting modules.&lt;br /&gt;
&lt;br /&gt;
Despite Synths having the ability to mount tool modules, they don't have to. Due to their humanoid nature, they can use most tools that organics can use as well. In most cases it is easier to simply use a normal hammer than to use an expensive module that does the same thing. Tool modules will usually only be used when it actually ends up making tasks easier than just using regular handheld tools.&lt;br /&gt;
&lt;br /&gt;
=== Other functions ===&lt;br /&gt;
Many modules don't have a tool or fashion purpose, but still hold a benefit to the Synth or people around them.&lt;br /&gt;
Examples are [[scent boxes]], [[battery extensions]] and [[voice boxes]].&lt;br /&gt;
&lt;br /&gt;
=== Module changing process ===&lt;br /&gt;
The process of changing modules, or mounting new ones, differs wildly between different kinds of modules. Some parts are easy to exchange, such as minor cosmetic modules that are simply for show. Plating or skin tends to be easily exchangable, simply requiring the new part to be mounted and locked into place. Most Synth parts are designed in a way, that interfacing elements, such as electrical or pneumatic connections, can simply lock into place. Most sockets are standardized and designed with convenience in mind.&lt;br /&gt;
&lt;br /&gt;
Some of the more complex modules however take some time for a Synth to get used to. This particularly is the case for limbs, such as legs and arms. When a Synth aquires a new limb module and mounts it for the first time, their neural networks responsible for motor functions and sensory input are not yet fully connected to the new limb. This is comparable to organics receiving limb transplants. When an organic person receives a hand transplant, it can take a long time for neural connections between the body and the new hand to build up. The hand will only be usable after these nerve connections have been established by the body. With Synths it is a similar, yet faster process. While the physical connection will be there as soon as the module is mounted in the socket, it takes the neural networks within the Synth's [[brain]] some time to catch up. This typically takes a day or two, depending on the usage of the limb. The more a Synth practices use of the new limb, the faster the neural networks can get used to it. Not being used to a new limb typically means a lack of motor skills, bad balance and not being able to properly feel the limb in question. The sensation is often described as &amp;quot;ants crawling on your skin&amp;quot;. Once a Synth has gotten used to a specific limb, they can always switch back to it and will be used to it again immediately, since the Synth's neural networks remember all limbs they have ever used.&lt;br /&gt;
&lt;br /&gt;
=== Stigma of changing parts in public ===&lt;br /&gt;
To most Synths the process of changing parts is a very personal affair. It is comparable to an organic person changing clothes. Since it often is connected with embarrassment, it typically is not done in public. Therefor it is common to find changing rooms inside stores that sell Synth modules or any other place where a Synth might have to exchange one part for another, such as work places where particular work modules are required. Synths will typically only let you see them changing parts, if they know you well enough.&lt;br /&gt;
&lt;br /&gt;
== Nanites ==&lt;br /&gt;
Synths are, by default, equipped with a small, internal swarm of [[nanites]]. Nanites are nano-machines, constructed by the Synth and responsible for handling much of the Synth's metabolism, as well as healing wounds, repairing internal organs and even changing the body's size and stature.&lt;br /&gt;
&lt;br /&gt;
In Addition every Synth is equipped with a [[blueprint]], a piece of software that is exchangeable and allows the Synth's body to change shape over time. Blueprints contain information as to what size and shape a synth wants to be, as well as detailed plans for the build and make-up of internal parts. Blueprints can be exchanged for different ones, depending on the Synth's personal tastes and requirements.&lt;br /&gt;
&lt;br /&gt;
Once a Synth has chosen a blueprint, their internal nanites will go to work and change the Synth's body to be closer to the plans within the blueprint. Should a Synth's actual body deviate from the blueprint, the nanites will strive towards re-building the body towards the plans within the blueprint. That means they will repair damaged parts, will add or remove material from parts or even build completely new ones, should the blueprint dictate it.&lt;br /&gt;
&lt;br /&gt;
The existence of a blueprint and nanites within a Synth's body therefor allows them to change their body shape, size and weight over time, as well as “heal” inflicted damage, very much like wounds healing in organics. Blueprints give nanites a plan on how a Synth's body is supposed to be and the nanites will strive towards that goal. This process still takes time, but also allows Synths to be very flexible when it comes to their stature.&lt;br /&gt;
&lt;br /&gt;
== Anatomy in Detail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Head ===&lt;br /&gt;
[[File:Synth Visor Sheet 2500.png|thumb|Synth visor breakdown]]&lt;br /&gt;
[[File:Visor types.jpg|thumb|Visor examples]]&lt;br /&gt;
A Synth's '''Head''' is their main, most defining feature. It consists of a lightweight, shell made of layers of lightweight alloys, polymers and carbon fiber, as well as a large quantity of electronics and wiring. The internals of the head are covered by a '''visor''', which allows the synth to see from within, as well as display emotions and other messages on the outside to assist communication. The visor itself consists of an omni-directional 3-D screen, capable of displaying 3-dimentional objects, creating the illusion that these objects exist behind the visor and within the Synth's head. This, in the vast majority of cases, is used to display eyes, to assist the synth with emotional communication and social interactions. The visor is covered by a thin plate of synthetic sapphire, making it hard and difficult to break. Visors are held in place through vacuum locks along the rim, eliminating the need for screws, bolts or glue to hold them in place. Uninstalling a visor requires specialist tools and is usually only done at [[clinics]] or hospitals and under anaesthesia.&lt;br /&gt;
&lt;br /&gt;
'''Visors''' come in many different shapes and types. Many Synths prefer to have one, large visor, covering most of the facial plate, while others prefer visors consisting of multiple parts. A large number of configurations and shapes is possible, within limiting factors. The cameras and sensors within the head have to be able to see out of the skull well enough in order for the Synth to be able to see. Visors literally are the windows through which Synths see the world and are also the most expressive part of the Synth anatomy.&lt;br /&gt;
&lt;br /&gt;
Behind the Synth visor lies a cavity containing all of the head's internal systems. These systems include exchangable sensory [[modules]], such as sensors for smell, vision, balance and others, as well as the Synth's [[brain]]. The brain is fastened into a socket in the back, connecting it to the neural system of the Synth's frame and is protected by a protective, armoured dome. The visual sensors are attached to a gimbal and can be moved around to enable the use of differently shaped visors without obstructing the field of view of the sensors. Use of multiple sets of gimbals and sensors is also possible, if the Synth decides for a visor design without transparent forehead. In such a case the visual sensors are present on either side of the synth's head while still only using one rail for movement.&lt;br /&gt;
&lt;br /&gt;
Many Synth head designs feature horns, antennae or other protruding features. Synthetic hair of different styles is employed as well. These features can have functional purposes, but are mostly of aesthetic use in most cases. Possible functional uses are additional wiring for improved radio wave reception, or even for improved induction charging.&lt;br /&gt;
&lt;br /&gt;
=== Locomotory System ===&lt;br /&gt;
Synths posses an '''endoskeleton''', including joints and strut-like bones, very similar to those found in [[organics]]. In place of organic muscles, they use both [https://en.wikipedia.org/wiki/Pneumatic_artificial_muscles pneumatic artificial muscles] as well as muscles based on [https://en.wikipedia.org/wiki/Electroactive_polymers electroactive polymers]. Some specialized tools, like arms and legs for construction workers, even make use of hydraulic muscles, due to their higher weight capacity. &lt;br /&gt;
&lt;br /&gt;
Synthetic muscles, for the most part, are arranged in similar ways to those found in organics. This allows Synths to use similar tools, furniture and vehicles to organics, without having to worry about different ergonomics. The synthetic locomotory system is powered directly from the Synths power supply, which allows them to move without the use or oxygen or other elements.&lt;br /&gt;
&lt;br /&gt;
Synth muscles can change size, thanks to the Synth's [[nanites]]. If a Synth's [[blueprint]] dictates a larger muscle size, than a Synth currently has, their nanites will add material to the muscle tissue, increasing their size over time. This process is relatively slow, but can be accelerated through working the muscles out. Exercising synthetic muscles creates micro-fissures, which allow nanites to add material when fixing the fissures, hence growing muscle with each repair. The process works similar when making muscles smaller.&lt;br /&gt;
&lt;br /&gt;
Synth bones consist of a mixture of lightweight metal alloys and carbon fiber. They are hard and rigid, but flexible enough to not be brittle. Synth bones are able to endure a lot more physical stress than most organic bones, due to the use of strong materials, so fractures are very rare. Synth joints require regular lubrication, which is done by through the use of liquid vessels and nanites, using different types of lubrication depending on the joint. The most common lubricant found in Synth bodies is a [[fullerene]] solution.&lt;br /&gt;
&lt;br /&gt;
=== Inner &amp;quot;Organs&amp;quot; ===&lt;br /&gt;
A Synth's '''organs''' are any parts within a Synth body, that are not tissues or part of the locomotory system. The term &amp;quot;organs&amp;quot; can be misleading, since they are synthetic and not organic in nature, yet perform similar tasks to organs within [[organics]]. Every Organ performs one or multiple purposes, most of them vital to the functions of the Synth's body.&lt;br /&gt;
&lt;br /&gt;
The '''Digestive Tract''' of a Synth consists of multiple digestive chambers linked through peristaltic tubes that move injested materials from the mouth to the digestive chambers. Each chamber is a flexible sack with different means of breaking down materials, making use of corrosive liquids, nano-textured surfaces, [[Nanites]] and all sorts of chemical processes. The extracted elements are transported off by nanites and either stored in corresponding storage containers throughout the body, or brought to areas they are needed in at the moment. Materials that can not be fully digested, or that ae not needed at the moment, will be excreted at the end of the digestive tract. This ideally happens at a [[Synth toilet]].&lt;br /&gt;
&lt;br /&gt;
A Synth's '''Lungs''' are similar to those found in organics at first glance, in that they are sponge-like sacks that expand to suck in air through the nostrils and down the Synth's air tubes. Functionally they work very differently though. Instead of only filtering oxygen from the air, a Synth's lungs are capable of extracting a variety of elements from gas mixtures they breathe in. The air runs through porous materials and nano filters to extract elements currently needed for the Synth's metabolic processes. The lungs are capable of de- and re-activating these filters according to their body's needs, so only the required elements will be filtered from the air at any given point. As a beneficial side effect of breathing, the chest movement that follows makes Synths feel more &amp;quot;alive&amp;quot; to organics, since it simulates the breathing movements in organics.&lt;br /&gt;
&lt;br /&gt;
'''Storage Organs''' are small, pocket-like organs used for storing metabolism materials. Each Synth has two of them on either side of the spine, around the middle of their torso. The centralized position of these organs shortens the distances elements have to be transported through the body. Each storage organs contains multiple flexible compartments, each responsible for storing different materials.&lt;br /&gt;
&lt;br /&gt;
The '''Capillary System''' is a system of capillary tubes, filled with fullerene solution, that spans the entire Synth body. The system consists of nodes and tubes that connect these nodes. It is used for transporting nanites and materials through the body. It is somewhat comparable to the organic system of blood vessels, but less expansive and more used for transportation over longer distances. For example nanites can pick up materials from the storage organs around the center of the Synth's torso and use the capillaries to quickly reach a limb by travelling from one node to the next. The nanite will then enter the capillary system of the limb through a capillary port and will be transported further from there until it reaches the destination node from where it will move on its own accord. Fullerene solution is purple, which gives the capillary system and their contents a purple look.&lt;br /&gt;
&lt;br /&gt;
'''Auxiliary Organs''' are any organs that exist to help with the function of an external module, but can also be full modules in themselves. Examples of auxiliary organs would be additional motors or pumps required for powering heavy-duty limbs, RCS fuel tanks or storage tanks for flammable liquids for use in welding equipment. Interior standalone modules such as power generators, additional storage organs and even torque wheels fall into the category of auxiliary organs as well.&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
Synth '''skin''' comes in a variety of textures, colours and consistencies. It is forms a water and air tight layer between the outside world and the inside of the Synth's anatomy. Synth modules such as limbs typically come with their own styles of skin, with different markings and styles, depending on the brand and model. Synth skin can, however, also be exchanged and is just as modular as most other parts of the Synth body. This allows for the installation of specialized type of skin, which are necessary for certain work conditions, such as high radiation environments, in which skin with additional radiation shielding becomes a necessity. &lt;br /&gt;
&lt;br /&gt;
Synth skin is equipped with complex sensors to detect touch, temperature and other input from the environment, making skin a vital part in the Synth's [https://en.wikipedia.org/wiki/Somatosensory_system somatosensory system]. It allows for proprioception (the sense of motion and movement) and the sensing of haptic input (a part of tactile perception).&lt;br /&gt;
&lt;br /&gt;
Synth skin has the ability to change its colour, using a similar method to that of squids. Being able to pump tiny amounts of pigments into its outer layers, it can display a large variety of patterns and every colour in the visible spectrum. This allows Synths to change the colour of their skin to form simple or complex patterns with the use of colour blueprints. This ability is particularly useful for Synth [[fashion]].&lt;br /&gt;
&lt;br /&gt;
=== Tissues ===&lt;br /&gt;
Synths bodies don't consist of as many types of tissues as organics do, but they do have their own forms of tissue that are notable. &lt;br /&gt;
&lt;br /&gt;
'''Battery Tissue''' is the most common form for a Synth to store energy. Battery tissue is soft, despite consisting of bunched up, microscopic clusters of [https://en.wikipedia.org/wiki/Solid-state_battery solid-state batteries]. These tissues are comparable to fatty tissues in organics, although the size of the tissue does not correlate with the total amount of energy stored, but instead is an indicator of maximum storable energy.&lt;br /&gt;
&lt;br /&gt;
'''Muscle tissue''' is used in the Synth's locomotory system and makes up the walls of the Synth's pneumatic or hydraulic muscles.&lt;br /&gt;
&lt;br /&gt;
'''Insulation Tissue''' is a tissue made of clusters of [https://en.wikipedia.org/wiki/Aerogel aerogel] which serves as heat insulation. This type of tissue is typically found around interior components that are heat sensitive and hence require full thermal insulation. This tissue can also be found on the inside of of Synth skin, to help regulate the overall temperature of the Synth's body.&lt;br /&gt;
&lt;br /&gt;
== Metabolism ==&lt;br /&gt;
When discussing the Synth '''Metabolism''', what is usually meant is the way Synths change the size and shape of their bodies without the use of module exchanges. Synths are capable of ingesting food, but not for the same reason [[organics]] do it. Synths do not convert ingested materials into energy, since they rely entirely on electric energy stored within their battery tissue and auxiliary batteries. They instead use these materials to maintain the shape of their bodies, or to change it. This happens with the help of the Synth's internal swarm of [[nanites]]. &lt;br /&gt;
&lt;br /&gt;
Synths ingest materials such as carbon, iron, copper, gold, silver, manganese, lithium and many others, because those materials are what they are made of themselves. Once chewed and swallowed the ingested materials are transported onwards to the Synth's digestive system, where it is broken down further and seperated into elements by the nanites. The nanites transport small chunks of these elements to their respective [[storage organs]], where they are kept for further use. The transportation of materials through the body happens through the Synth's [[capillary system]].&lt;br /&gt;
&lt;br /&gt;
The materials are then used to maintain or build the Synth's frame. This happens especially when a Synth chooses a [[blueprint]] that dictates that their size should increase, since this means that more material needs to be added to the Synth's frame and muscle tissue. In case of muscle growth, the Synth will need to exercise their body to cause microfissures in their muscle tissues. Nanites will then transport materials to the muscle tissues and insert the materials into the microfissures, causing the muscle to grow little by little. The process is similar for the Synth's frame, except that its growth typically takes longer to take place. The process is the same for shrinking of the frame and/or muscles. Nanites remove material from parts that are supposed to shrink and either store them in their respective storage organs or send them on their way to be passed from the Synth's body, if the storage organs are full.&lt;br /&gt;
&lt;br /&gt;
Synths typically need a constant, but very small intake of materials to maintain their bodies and repair small damages within their bodies all the time. Synths will therefor eat on a regular basis, even if they are not changing their body size or shape at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Anatomy]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=382</id>
		<title>Culture</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=382"/>
		<updated>2020-08-12T19:16:58Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Perl Patreon 1500.png|thumb]]&lt;br /&gt;
Synths, strictly speaking, do not have a culture entirely for themselves, but rather see themselves as culturally intertwined with the society that surrounds them, which is the culture of the [[Outer Rim]]. More often than not the goal of most Synths is to fit into the culture that surrounds them and to be a respected member of society, while still identifying as Synths. However, even though they blend into the society that surrounds hem, their synthetic origin and way of living differs from the [[organics]] around them in some inescapable ways.&lt;br /&gt;
&lt;br /&gt;
== Energy Consumption ==&lt;br /&gt;
Synths are entirely synthetic and have ways of powering their bodies that differ greatly from that of [[organics]]. Organics have to consume food to gain nutrition, which their bodies convert into energy to power the body's processes, from movement to cognition. Without this energy, a body will die. &lt;br /&gt;
Synths require regular charging of their [[battery tissue]] to keep them alive. This has led to [[charging points]] being a common thing all throughout the [[Outer Rim]]. Just as organics like having sources of food around, Synths feel comfortable knowing that they can sit on a bench nearby to recharge their batteries when they feel tired. The ubiquity of charging points often leads to Synths forgetting that they require energy to live, since they so often enter places or use furniture that charges them without them even noticing. [[Battery extensions]] and [[modules]] that generate power themselves make the need to charge even less noticable.&lt;br /&gt;
&lt;br /&gt;
Energy is seen as a basic right for Synths throughout the [[Outer Rim]] and is therefor available for free. Places that don't have a ubiquitous energy supply are often considered wild or underdeveloped. One of the first things that happen when a new planet is colonized within the Outer Rim is that a charging network for Synths is set up to allow movement throughout the colony and to reduce the threat of a Synth being stranded somewhere without the chance to charge.&lt;br /&gt;
&lt;br /&gt;
It is seen as fashionable for Synths to wear [[modules]] that do the charging for them, by generating power or amplifying the power transmitted through [[charging points]]. Typical modules of that sort would be skin plating covered in solar cells, crests and fins that act as solar panels as well as, in rare cases, miniature nuclear reactor modules built into the Synth's frame. Due to the ubiquity of charging points such modules are usually not really necessary, but tend to be used as fashion items and as a display of independence and style.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
[[File:Snack Exchange Patreon 1500.png|thumb|A Synth offering Synth snacks to an organic]]&lt;br /&gt;
While Synths do not require food or drink for sustenance or to generate energy, it is instead used to provide their bodies with materials required for maintenance as well as the change of their frame size through their [[metabolism]]. Since the bodies of Synths are made of entirely different materials than those of organics, the substances they consume are also entirely different. Whereas [[organics]] will eat food based on carbohydrates, fats and protein, Synths will prefer foods heavy in carbon, minerals and metals.&lt;br /&gt;
&lt;br /&gt;
While synths can theoretically eat and digest organic food, it does not appeal to them in either taste, smell or looks. It also tends to give them slight indigestion, since organic food does not contain the nutrition they require for their internal chemical processes.&lt;br /&gt;
&lt;br /&gt;
Since the majority of a Synth's body consists of carbon based materials, the majority of their diet is also carbon. Popular carbon based food items include carbon crisps, graphite bars and graphene flakes. Carbon can come in many different shapes, including fullerene based drinks, or in form of polymers. Polymer noodles and polymüsli are popular meals.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Synths to season their food with materials that would be a bit risky for organics, such as bismuth, rust or (for those who like it very spicy) uranium. Food items that could be dangerous to organics around Synths are marked with danger indicators to remind Synths not to put others in danger and to please make sure not to leave too many uranium crumbs all over the place.&lt;br /&gt;
&lt;br /&gt;
Commercial batteries '''are not classified as Synth food items''' &amp;lt;s&amp;gt;no matter how tasty they are &amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Synths can have very varied diets, with many of them only consuming little food to begin with. Since food consumption is only necessary to maintain a Synth's body or to re-shape it and Synths generally don't use food for energy generation, they typically only eat regular meals during times of extensive physical change. A small, incomplete list of Synth foods can be found here: [[List of Synth Food Examples]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
Synths are particularly important for the filling of certain work roles that [[organics]] are not able to fill without putting themselves in a lot of danger. Due to their modular nature, Synths can change their body parts to be more suited for the task at hand. They are able to wear different types of skin that shield them from gamma radiation, making them well suited for jobs that require handling of radioactive materials without having to wear any particular protective clothing. They can also be useful for their abilities to change the size of their frames over time, allowing them to mount particularly heavy and large modules used during construction. This versatility could be backed up with many more examples and makes Synths popular as a workforce.&lt;br /&gt;
&lt;br /&gt;
Synths also have, due to their [[History]], an innate urge to be helpful, making them want to be useful to the society they are part of. Having Synths as part of your workforce is a morale boost for other workers around them for that reason.&lt;br /&gt;
&lt;br /&gt;
== Leisure, Hobbies and Wellness ==&lt;br /&gt;
Synths are able to take on almost any hobby or leisure activity that [[organics]] are also capable of, with some small differences here or there. Their physical differences to organic life simply make certain things different. For example you will rarely see a Synth at a sauna, since there is no real point to such an activity, due to a Synth's lack of sweat glands. Synths would still join a sauna, if asked to join by organic friends, but would most likely spend the time worrying about overheating while wondering why organics find this sort of thing enjoyable.&lt;br /&gt;
&lt;br /&gt;
Synths do have a sense of wellness though and also partake in activities that increase their feelings of wellness, such as going to Synth spas. These spas are fashioned specifically for the needs of synthetic bodies and offer wide varieties of wellness options to help Synths relax and feel healthier. They typically offer ethanol baths, to get as clean as one could possibly get, rice baths, which pull all humidity right out of your joints, and gyms with trainers that know just how to get you to exercise to get to the sparkling, strong machine body you want.&lt;br /&gt;
&lt;br /&gt;
Exercise is a popular leisure activity, which can also be enjoyed by Synths, since it helps with keeping their [[nanites]] busy by creating microfissures in their muscles, which then need to be repaired, helping muscle and frame growth. Exercise is also very helpful for those Synths who choose a large or muscular [[blueprint]], since it helps with building up pneumatic muscles through the same process. It also is something fun to do with organic friends.&lt;br /&gt;
&lt;br /&gt;
Synths can take up a great variety of hobbies, spanning the wide range of activities that organics like to do in their spare time as well. Some Synths like to socialize and visit clubs at night, others spend their time at home, playing games, collecting things, or making NewTube™ videos. Some like to take their [[helperbots]] for a walk every day and yet others go hiking. The range of leisure activities Synths can partake in is only limited by one's imagination and the laws of physics.&lt;br /&gt;
&lt;br /&gt;
== Rest and Sleep ==&lt;br /&gt;
Synths, due to having a sapient mind, require '''rest''' from time to time. The Synth [[brain]] is very complex and functions in ways that are difficult to understand. For example it is difficult to imagine why a synthetic body would need to rest or why a synthetic mind would need to sleep from time to time. There are however multiple reasons for Synths to sleep on a nightly basis:&lt;br /&gt;
* It gives Synths a chance to recharge on a nightly basis. Synth beds typically act as [[charging points]], allowing Synths to fully recharge their batteries as they sleep.&lt;br /&gt;
* The Synth brain requires sleep as a chance to arrange memories and experiences within itself. It can be compared to a kind of &amp;quot;defragmentation&amp;quot;, that is also common in organics. This can also lead to Synths dreaming. Also no, Synths don't dream of electric sheep, but they dream of [[helperbots]].&lt;br /&gt;
&lt;br /&gt;
When not in need of sleep, but a simple recharge, Synths tend to use furniture that act as [[charging points]]. Being able to sit down for a minute to literally &amp;quot;recharge your batteries&amp;quot; feels refreshing to them.&lt;br /&gt;
&lt;br /&gt;
== Relationships and Sexuality ==&lt;br /&gt;
Synths, being synthetic, don't reproduce sexually, but still have platonic as well as sexual relationships with each other and with [[organics]]. This is mostly because Synths grew up in a culture dominated by organics and their behaviours. Synths adjust to the culture they grow up within, developing friendships and loving relationships with other Synths and organics and are able to feel pleasure from sexual interactions. This leads to relationships among Synths and between Synths and organics being common and considered normal. Same sex relationships, asexuality, bisexuality and many others are all considered normal as well. As long as consent is involved and everyone involved is of age, the culture of the [[Outer Rim]] is open to it.&lt;br /&gt;
&lt;br /&gt;
== Sex and Gender ==&lt;br /&gt;
Synths don't reproduce sexually, so the concept of differentiating between different Synth sexes does not appear to make much sense at first. Synths are, however, a product of the culture they live in. Many Synths therefor choose to identify with one sex or gender or another, since most organics around them do the same, but don't necessarily have to. The fact that they are [[modular]] makes it simple for them to change their pysical gender expressions, or to simply represent as agender, if they so choose to. Every Synth is different and has their own preferences, so they have a lot of freedom to style themselves, take different body shapes and can be attracted to many different things. The culture of the [[Outer Rim]] is fully open and accepting of any gender representation Synths or [[organics]] choose, with the transition between genders or the lack of a gender being common things that are considered normal.&lt;br /&gt;
&lt;br /&gt;
Over the course of a Synth's life, they can sometimes explore multiple different genders and the changes of gender expression that come with them. Most of them will eventually settle with whatever feels best for them and keep the body shape they feel the most comfortable in.&lt;br /&gt;
&lt;br /&gt;
== Synth Specific Fashion ==&lt;br /&gt;
[[File:Turing Monthly Text Patreon 1500.png|thumb|Synth magazine, displaying a fashion model]]&lt;br /&gt;
Synth [[fashion]] can be very different from fashion for organics, since synthetic fashion tends to revolve mostly around styling synthetic bodies rather than clothing. This happens primarily through the use of different modules, but also through colours, skin, alternative frames, glowing parts and even holographic elements. More on Synth [[fashion]] can be learned from the page specifically dedicated to it.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Synths, much like [[organics]], have to [[grow up]] through experiencing and learning many things. Every child in the [[Outer Rim]] is educated through a public school system that takes them all the way from learning about fundamentals like reading, writing, mathematics as well as several of the most important languages spoken throughout the Outer Rim to higher education at universities. Synths and organics go to the same schools and same classes and are not seperated. Growing up and going to school together is the best way to ensure understanding for each other, despite the physical differences.&lt;br /&gt;
&lt;br /&gt;
Even though Synths are not pushed in any particular direction, when they make their choice of what to focus their studies on during their time at a university, they have a tendency of choosing majors that are heavily focused on technology and science. This is a tendency and not a rule though, so you can also find many Synths in agricultural studies, economics and many others.&lt;br /&gt;
&lt;br /&gt;
All education is provided by the Outer Rim free of charge, whether a person decides to go for a PhD or not to go to a university at all. There are incentives of higher monthly income as a reward for getting a higher education though.&lt;br /&gt;
&lt;br /&gt;
== Coexistence with Organics ==&lt;br /&gt;
Throughout the history of the [[Outer Rim]] Synths have played an important role of the development of culture and society as a whole. The connection between Synths and [[organics]] has always been vital, since Synths were originally created by the organics of the Outer Rim to help out with the production of food, leading to Synths being an important part of the continued survival of all organic species. Organics and Synths both enjoy each other's mutual respect for that reason. Yet there are big differences in the way of synthetic and organic life. These differences are what makes the cultural interactions between these species interesting.&lt;br /&gt;
&lt;br /&gt;
Synths require no food to live, since they depend entirely on electrical energy to sustain themselves. Synth food merely exists for two reasons: &lt;br /&gt;
* To supply their bodies with materials they need for repairs, maintenance and change of body shape.&lt;br /&gt;
* As a way to meaningfully interact with organics and to share a common activity.&lt;br /&gt;
The second point is important for social interaction between Synths and organics. When organics consume food, this will often happen at a social setting. It is a chance to bond with people around you. Synths therefor also prefer to eat while other people around them are eating, simply because it is the social thing to do. Eating with others strenghthens relationship and furthers cultural exchange, because it involves conversation and the discovery of whatever interesting things the person you are talking to is eating.&lt;br /&gt;
&lt;br /&gt;
Since Synths don't need to eat food to supply their bodies with energy and don't need to supply their bodies with replacement materials very often, they tend to choose foods that are very light, but flavourful. Examples of food eaten around social settings are aerogel or polymer foam based foods. These can come in many interesting flavours (That is, interesting for Synths. Organics care very little for the intricacies of the difference between copper and tin flavours).&lt;br /&gt;
&lt;br /&gt;
Synths will often partake in leisure activities with organics, whether it is exercise, travel, shopping or meeting up to watch the newest, funny 5D meme videos online. Friendships between Synths and organics are just as common as friendships among Synths. There typically is not much of a difference, except that you might want to hide any tasty looking batteries before your Synth buddies come over for a visit. Relationships between Synths and organics are also fully accepted and considered normal.&lt;br /&gt;
&lt;br /&gt;
Synths often find the way organics live fascinating, since it can feel pretty foreign to them. They will often try to emulate certain things to feel more part of the same society. In theory it does not make much sense for a synthetic creature to take and enjoy [[drugs]], like alcohol or caffeine, yet Synths have developed substances they can ingest, which trigger neural responses in their bodies, which simulate these experiences. This allows them to partake in fun activities like &amp;quot;getting drunk and regretting it the day after&amp;quot; or &amp;quot;having way too much coffee and not being able to sleep&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Interaction with machines ==&lt;br /&gt;
Even though the argument could be made that Synths are just particularly intelligent and conscious machines, they do not identify themselves as machines. They recognize that they are, as a matter of fact, like machines, but if confronted with that fact, they will typically respond by pointing out that organics are basically machines too. They &amp;quot;just happen to be more squishy and less energy efficient&amp;quot;.&lt;br /&gt;
This leads to Synths treating other machines in the exact same way as organics would treat machines. Machines that are not at the cognitive level of consciousness are considered to be tools, or cute robot pets, but never living beings with minds. The deciding factor that makes a machine alive to a Synth is whether or not a conscious mind resides within it. &lt;br /&gt;
This does, however, not mean that Synths are incapable of feeling affection for machines less intelligent than them. It is popular to own small, unintelligent service robots, like [[helperbots]] (also known as owobots), which are sometimes treated as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=381</id>
		<title>Culture</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=381"/>
		<updated>2020-08-12T19:16:01Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Perl Patreon 1500.png|thumb]]&lt;br /&gt;
Synths, strictly speaking, do not have a culture entirely for themselves, but rather see themselves as culturally intertwined with the society that surrounds them, which is the culture of the [[Outer Rim]]. More often than not the goal of most Synths is to fit into the culture that surrounds them and to be a respected member of society, while still identifying as Synths. However, even though they blend into the society that surrounds hem, their synthetic origin and way of living differs from the [[organics]] around them in some inescapabele ways.&lt;br /&gt;
&lt;br /&gt;
== Energy Consumption ==&lt;br /&gt;
Synths are entirely synthetic and have ways of powering their bodies that differ greatly from that of [[organics]]. Organics have to consume food to gain nutrition, which their bodies convert into energy to power the body's processes, from movement to cognition. Without this energy, a body will die. &lt;br /&gt;
Synths require regular charging of their [[battery tissue]] to keep them alive. This has led to [[charging points]] being a common thing all throughout the [[Outer Rim]]. Just as organics like having sources of food around, Synths feel comfortable knowing that they can sit on a bench nearby to recharge their batteries when they feel tired. The ubiquity of charging points often leads to Synths forgetting that they require energy to live, since they so often enter places or use furniture that charges them without them even noticing. [[Battery extensions]] and [[modules]] that generate power themselves make the need to charge even less noticable.&lt;br /&gt;
&lt;br /&gt;
Energy is seen as a basic right for Synths throughout the [[Outer Rim]] and is therefor available for free. Places that don't have a ubiquitous energy supply are often considered wild or underdeveloped. One of the first things that happen when a new planet is colonized within the Outer Rim is that a charging network for Synths is set up to allow movement throughout the colony and to reduce the threat of a Synth being stranded somewhere without the chance to charge.&lt;br /&gt;
&lt;br /&gt;
It is seen as fashionable for Synths to wear [[modules]] that do the charging for them, by generating power or amplifying the power transmitted through [[charging points]]. Typical modules of that sort would be skin plating covered in solar cells, crests and fins that act as solar panels as well as, in rare cases, miniature nuclear reactor modules built into the Synth's frame. Due to the ubiquity of charging points such modules are usually not really necessary, but tend to be used as fashion items and as a display of independence and style.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
[[File:Snack Exchange Patreon 1500.png|thumb|A Synth offering Synth snacks to an organic]]&lt;br /&gt;
While Synths do not require food or drink for sustenance or to generate energy, it is instead used to provide their bodies with materials required for maintenance as well as the change of their frame size through their [[metabolism]]. Since the bodies of Synths are made of entirely different materials than those of organics, the substances they consume are also entirely different. Whereas [[organics]] will eat food based on carbohydrates, fats and protein, Synths will prefer foods heavy in carbon, minerals and metals.&lt;br /&gt;
&lt;br /&gt;
While synths can theoretically eat and digest organic food, it does not appeal to them in either taste, smell or looks. It also tends to give them slight indigestion, since organic food does not contain the nutrition they require for their internal chemical processes.&lt;br /&gt;
&lt;br /&gt;
Since the majority of a Synth's body consists of carbon based materials, the majority of their diet is also carbon. Popular carbon based food items include carbon crisps, graphite bars and graphene flakes. Carbon can come in many different shapes, including fullerene based drinks, or in form of polymers. Polymer noodles and polymüsli are popular meals.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Synths to season their food with materials that would be a bit risky for organics, such as bismuth, rust or (for those who like it very spicy) uranium. Food items that could be dangerous to organics around Synths are marked with danger indicators to remind Synths not to put others in danger and to please make sure not to leave too many uranium crumbs all over the place.&lt;br /&gt;
&lt;br /&gt;
Commercial batteries '''are not classified as Synth food items''' &amp;lt;s&amp;gt;no matter how tasty they are &amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Synths can have very varied diets, with many of them only consuming little food to begin with. Since food consumption is only necessary to maintain a Synth's body or to re-shape it and Synths generally don't use food for energy generation, they typically only eat regular meals during times of extensive physical change. A small, incomplete list of Synth foods can be found here: [[List of Synth Food Examples]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
Synths are particularly important for the filling of certain work roles that [[organics]] are not able to fill without putting themselves in a lot of danger. Due to their modular nature, Synths can change their body parts to be more suited for the task at hand. They are able to wear different types of skin that shield them from gamma radiation, making them well suited for jobs that require handling of radioactive materials without having to wear any particular protective clothing. They can also be useful for their abilities to change the size of their frames over time, allowing them to mount particularly heavy and large modules used during construction. This versatility could be backed up with many more examples and makes Synths popular as a workforce.&lt;br /&gt;
&lt;br /&gt;
Synths also have, due to their [[History]], an innate urge to be helpful, making them want to be useful to the society they are part of. Having Synths as part of your workforce is a morale boost for other workers around them for that reason.&lt;br /&gt;
&lt;br /&gt;
== Leisure, Hobbies and Wellness ==&lt;br /&gt;
Synths are able to take on almost any hobby or leisure activity that [[organics]] are also capable of, with some small differences here or there. Their physical differences to organic life simply make certain things different. For example you will rarely see a Synth at a sauna, since there is no real point to such an activity, due to a Synth's lack of sweat glands. Synths would still join a sauna, if asked to join by organic friends, but would most likely spend the time worrying about overheating while wondering why organics find this sort of thing enjoyable.&lt;br /&gt;
&lt;br /&gt;
Synths do have a sense of wellness though and also partake in activities that increase their feelings of wellness, such as going to Synth spas. These spas are fashioned specifically for the needs of synthetic bodies and offer wide varieties of wellness options to help Synths relax and feel healthier. They typically offer ethanol baths, to get as clean as one could possibly get, rice baths, which pull all humidity right out of your joints, and gyms with trainers that know just how to get you to exercise to get to the sparkling, strong machine body you want.&lt;br /&gt;
&lt;br /&gt;
Exercise is a popular leisure activity, which can also be enjoyed by Synths, since it helps with keeping their [[nanites]] busy by creating microfissures in their muscles, which then need to be repaired, helping muscle and frame growth. Exercise is also very helpful for those Synths who choose a large or muscular [[blueprint]], since it helps with building up pneumatic muscles through the same process. It also is something fun to do with organic friends.&lt;br /&gt;
&lt;br /&gt;
Synths can take up a great variety of hobbies, spanning the wide range of activities that organics like to do in their spare time as well. Some Synths like to socialize and visit clubs at night, others spend their time at home, playing games, collecting things, or making NewTube™ videos. Some like to take their [[helperbots]] for a walk every day and yet others go hiking. The range of leisure activities Synths can partake in is only limited by one's imagination and the laws of physics.&lt;br /&gt;
&lt;br /&gt;
== Rest and Sleep ==&lt;br /&gt;
Synths, due to having a sapient mind, require '''rest''' from time to time. The Synth [[brain]] is very complex and functions in ways that are difficult to understand. For example it is difficult to imagine why a synthetic body would need to rest or why a synthetic mind would need to sleep from time to time. There are however multiple reasons for Synths to sleep on a nightly basis:&lt;br /&gt;
* It gives Synths a chance to recharge on a nightly basis. Synth beds typically act as [[charging points]], allowing Synths to fully recharge their batteries as they sleep.&lt;br /&gt;
* The Synth brain requires sleep as a chance to arrange memories and experiences within itself. It can be compared to a kind of &amp;quot;defragmentation&amp;quot;, that is also common in organics. This can also lead to Synths dreaming. Also no, Synths don't dream of electric sheep, but they dream of [[helperbots]].&lt;br /&gt;
&lt;br /&gt;
When not in need of sleep, but a simple recharge, Synths tend to use furniture that act as [[charging points]]. Being able to sit down for a minute to literally &amp;quot;recharge your batteries&amp;quot; feels refreshing to them.&lt;br /&gt;
&lt;br /&gt;
== Relationships and Sexuality ==&lt;br /&gt;
Synths, being synthetic, don't reproduce sexually, but still have platonic as well as sexual relationships with each other and with [[organics]]. This is mostly because Synths grew up in a culture dominated by organics and their behaviours. Synths adjust to the culture they grow up within, developing friendships and loving relationships with other Synths and organics and are able to feel pleasure from sexual interactions. This leads to relationships among Synths and between Synths and organics being common and considered normal. Same sex relationships, asexuality, bisexuality and many others are all considered normal as well. As long as consent is involved and everyone involved is of age, the culture of the [[Outer Rim]] is open to it.&lt;br /&gt;
&lt;br /&gt;
== Sex and Gender ==&lt;br /&gt;
Synths don't reproduce sexually, so the concept of differentiating between different Synth sexes does not appear to make much sense at first. Synths are, however, a product of the culture they live in. Many Synths therefor choose to identify with one sex or gender or another, since most organics around them do the same, but don't necessarily have to. The fact that they are [[modular]] makes it simple for them to change their pysical gender expressions, or to simply represent as agender, if they so choose to. Every Synth is different and has their own preferences, so they have a lot of freedom to style themselves, take different body shapes and can be attracted to many different things. The culture of the [[Outer Rim]] is fully open and accepting of any gender representation Synths or [[organics]] choose, with the transition between genders or the lack of a gender being common things that are considered normal.&lt;br /&gt;
&lt;br /&gt;
Over the course of a Synth's life, they can sometimes explore multiple different genders and the changes of gender expression that come with them. Most of them will eventually settle with whatever feels best for them and keep the body shape they feel the most comfortable in.&lt;br /&gt;
&lt;br /&gt;
== Synth Specific Fashion ==&lt;br /&gt;
[[File:Turing Monthly Text Patreon 1500.png|thumb|Synth magazine, displaying a fashion model]]&lt;br /&gt;
Synth [[fashion]] can be very different from fashion for organics, since synthetic fashion tends to revolve mostly around styling synthetic bodies rather than clothing. This happens primarily through the use of different modules, but also through colours, skin, alternative frames, glowing parts and even holographic elements. More on Synth [[fashion]] can be learned from the page specifically dedicated to it.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Synths, much like [[organics]], have to [[grow up]] through experiencing and learning many things. Every child in the [[Outer Rim]] is educated through a public school system that takes them all the way from learning about fundamentals like reading, writing, mathematics as well as several of the most important languages spoken throughout the Outer Rim to higher education at universities. Synths and organics go to the same schools and same classes and are not seperated. Growing up and going to school together is the best way to ensure understanding for each other, despite the physical differences.&lt;br /&gt;
&lt;br /&gt;
Even though Synths are not pushed in any particular direction, when they make their choice of what to focus their studies on during their time at a university, they have a tendency of choosing majors that are heavily focused on technology and science. This is a tendency and not a rule though, so you can also find many Synths in agricultural studies, economics and many others.&lt;br /&gt;
&lt;br /&gt;
All education is provided by the Outer Rim free of charge, whether a person decides to go for a PhD or not to go to a university at all. There are incentives of higher monthly income as a reward for getting a higher education though.&lt;br /&gt;
&lt;br /&gt;
== Coexistence with Organics ==&lt;br /&gt;
Throughout the history of the [[Outer Rim]] Synths have played an important role of the development of culture and society as a whole. The connection between Synths and [[organics]] has always been vital, since Synths were originally created by the organics of the Outer Rim to help out with the production of food, leading to Synths being an important part of the continued survival of all organic species. Organics and Synths both enjoy each other's mutual respect for that reason. Yet there are big differences in the way of synthetic and organic life. These differences are what makes the cultural interactions between these species interesting.&lt;br /&gt;
&lt;br /&gt;
Synths require no food to live, since they depend entirely on electrical energy to sustain themselves. Synth food merely exists for two reasons: &lt;br /&gt;
* To supply their bodies with materials they need for repairs, maintenance and change of body shape.&lt;br /&gt;
* As a way to meaningfully interact with organics and to share a common activity.&lt;br /&gt;
The second point is important for social interaction between Synths and organics. When organics consume food, this will often happen at a social setting. It is a chance to bond with people around you. Synths therefor also prefer to eat while other people around them are eating, simply because it is the social thing to do. Eating with others strenghthens relationship and furthers cultural exchange, because it involves conversation and the discovery of whatever interesting things the person you are talking to is eating.&lt;br /&gt;
&lt;br /&gt;
Since Synths don't need to eat food to supply their bodies with energy and don't need to supply their bodies with replacement materials very often, they tend to choose foods that are very light, but flavourful. Examples of food eaten around social settings are aerogel or polymer foam based foods. These can come in many interesting flavours (That is, interesting for Synths. Organics care very little for the intricacies of the difference between copper and tin flavours).&lt;br /&gt;
&lt;br /&gt;
Synths will often partake in leisure activities with organics, whether it is exercise, travel, shopping or meeting up to watch the newest, funny 5D meme videos online. Friendships between Synths and organics are just as common as friendships among Synths. There typically is not much of a difference, except that you might want to hide any tasty looking batteries before your Synth buddies come over for a visit. Relationships between Synths and organics are also fully accepted and considered normal.&lt;br /&gt;
&lt;br /&gt;
Synths often find the way organics live fascinating, since it can feel pretty foreign to them. They will often try to emulate certain things to feel more part of the same society. In theory it does not make much sense for a synthetic creature to take and enjoy [[drugs]], like alcohol or caffeine, yet Synths have developed substances they can ingest, which trigger neural responses in their bodies, which simulate these experiences. This allows them to partake in fun activities like &amp;quot;getting drunk and regretting it the day after&amp;quot; or &amp;quot;having way too much coffee and not being able to sleep&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Interaction with machines ==&lt;br /&gt;
Even though the argument could be made that Synths are just particularly intelligent and conscious machines, they do not identify themselves as machines. They recognize that they are, as a matter of fact, like machines, but if confronted with that fact, they will typically respond by pointing out that organics are basically machines too. They &amp;quot;just happen to be more squishy and less energy efficient&amp;quot;.&lt;br /&gt;
This leads to Synths treating other machines in the exact same way as organics would treat machines. Machines that are not at the cognitive level of consciousness are considered to be tools, or cute robot pets, but never living beings with minds. The deciding factor that makes a machine alive to a Synth is whether or not a conscious mind resides within it. &lt;br /&gt;
This does, however, not mean that Synths are incapable of feeling affection for machines less intelligent than them. It is popular to own small, unintelligent service robots, like [[helperbots]] (also known as owobots), which are sometimes treated as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Outer_Rim&amp;diff=380</id>
		<title>Outer Rim</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Outer_Rim&amp;diff=380"/>
		<updated>2020-08-12T19:12:59Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Outer Rim''' is an advanced civilization, which developed Synths through the course of its [[history]]. It spans over dozens of planets scattered across the outermost rim of the galaxy and includes the [[New Colonies]]. It is a post-scarcity society with a solarpunk aesthetic.&lt;br /&gt;
&lt;br /&gt;
== Culture and way of Life ==&lt;br /&gt;
The '''culture''' of the Outer Rim can be described as cooperative, science oriented, peaceful and friendly. It follows a philosophy that aims to increase the quality of life of its citizens and to explore the universe for the sake of understanding its secrets. Education is highly valued, as are honesty, peace, sustainability and cooperation. Each planet and colony within the Outer Rim brings its own flavour of local culture to the table, adding to a multicultural landscape throughout the Outer Rim. The population of the Outer Rim is made up of many different sapient species, mostly made up of organics like canines, reptiles, felines, equines, etc. The synthetic part of the population are the Synths, which are seen as a regular, respected part of society.&lt;br /&gt;
&lt;br /&gt;
Individuals living within the Outer Rim enjoy a high amount of freedom and stability. Poverty is practically non-existent, due to the Outer Rim's focus on improvement of quality of life. Every citizen of the Outer Rim receives a Basic, guaranteed income, which is more than enough to make due. Basic needs such as housing, food, energy, communications, utilities and many others are provided for free throughout the Outer Rim, due to the widespread automation of production chains and transportation. Citizens don't have to work to sustain themselves, but have the option of working, by joining worker cooperatives or working independently. Most people end up taking up hobbies that end up as their work, through which they provide services or products to others, which ends up earning them extra credits to spend on luxuries and non-essential items.&lt;br /&gt;
&lt;br /&gt;
The automation of the fulfillment of all basic needs leads to the population of the Outer Rim being able to focus on the things that interest them the most. People become scientists out of their love and interest for scientific discoveries. People who want a peaceful life in nature can become farmers on one of the [[New Colonies]] and can benefit society as a whole that way. Those who want to travel the stars can become pilots, or crew on one of the many ships in service of the Outer Rim fleet.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
The Outer Rim functions as a democracy with leadership being voted into office directly, without party affiliations. There are no political parties as such, but instead key roles in management are voted into office after being chosen from a pool of experts by an [[administrative AI]]. Government officials receive extra compensation for their administrative work, but are not permitted to have any other additional income from any source. Corruption is heavily frowned upon and leads to harsh punishment, if caught. In addition to officials being voted into office directly, they can also be recalled from their position by vote. Such a vote can be initiated at any time and are triggered at a certain number of petitions to remove an official from office.&lt;br /&gt;
&lt;br /&gt;
Every member planet of the Outer Rim has one representative within the Outer Rim Council. This council is responsible for carrying out decisions made by the populace.&lt;br /&gt;
&lt;br /&gt;
The exact nature and structure of the Outer Rim's government will be detailed at a later point.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=378</id>
		<title>Culture</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=378"/>
		<updated>2020-08-12T10:00:52Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* Rest and Sleep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Perl Patreon 1500.png|thumb]]&lt;br /&gt;
Synths, strictly speaking, do not have a culture entirely for themselves, but rather see themselves as culturally intertwined with the society that surrounds them, which is the culture of the [[Outer Rim]]. More often than not the goal of most Synths is to fit into the culture that surrounds them and to be a respected member of society, while still identifying as Synths. However, even though they blend into the society that surrounds hem, their synthetic origin and way of living differs from the [[organics]] around them in some inescapabele ways.&lt;br /&gt;
&lt;br /&gt;
== Energy Consumption ==&lt;br /&gt;
Synths are entirely synthetic and have ways of powering their bodies that differ greatly from that of [[organics]]. Organics have to consume food to gain nutrition, which their bodies convert into energy to power the body's processes, from movement to cognition. Without this energy, a body will die. &lt;br /&gt;
Synths require regular charging of their [[battery tissue]] to keep them alive. This has led to [[charging points]] being a common thing all throughout the [[Outer Rim]]. Just as organics like having sources of food around, Synths feel comfortable knowing that they can sit on a bench nearby to recharge their batteries when they feel tired. The ubiquity of charging points often leads to Synths forgetting that they require energy to live, since they so often enter places or use furniture that charges them without them even noticing. [[Battery extensions]] and [[modules]] that generate power themselves make the need to charge even less noticable.&lt;br /&gt;
&lt;br /&gt;
Energy is seen as a basic right for Synths throughout the [[Outer Rim]] and is therefor available for free. Places that don't have a ubiquitous energy supply are often considered wild or underdeveloped. One of the first things that happen when a new planet is colonized within the Outer Rim is that a charging network for Synths is set up to allow movement throughout the colony and to reduce the threat of a Synth being stranded somewhere without the chance to charge.&lt;br /&gt;
&lt;br /&gt;
It is seen as fashionable for Synths to wear [[modules]] that do the charging for them, by generating power or amplifying the power transmitted through [[charging points]]. Typical modules of that sort would be skin plating covered in solar cells, crests and fins that act as solar panels as well as, in rare cases, miniature nuclear reactor modules built into the Synth's frame. Due to the ubiquity of charging points such modules are usually not really necessary, but tend to be used as fashion items and as a display of independence and style.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
[[File:Snack Exchange Patreon 1500.png|thumb|A Synth offering Synth snacks to an organic]]&lt;br /&gt;
While Synths do not require food or drink for sustenance or to generate energy, it is instead used to provide their bodies with materials required for maintenance as well as the change of their frame size through their [[metabolism]]. Since the bodies of Synths are made of entirely different materials than those of organics, the substances they consume are also entirely different. Whereas [[organics]] will eat food based on carbohydrates, fats and protein, Synths will prefer foods heavy in carbon, minerals and metals.&lt;br /&gt;
&lt;br /&gt;
While synths can theoretically eat and digest organic food, it does not appeal to them in either taste, smell or looks. It also tends to give them slight indigestion, since organic food does not contain the nutrition they require for their internal chemical processes.&lt;br /&gt;
&lt;br /&gt;
Since the majority of a Synth's body consists of carbon based materials, the majority of their diet is also carbon. Popular carbon based food items include carbon crisps, graphite bars and graphene flakes. Carbon can come in many different shapes, including fullerene based drinks, or in form of polymers. Polymer noodles and polymüsli are popular meals.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Synths to season their food with materials that would be a bit risky for organics, such as bismuth, rust or (for those who like it very spicy) uranium. Food items that could be dangerous to organics around Synths are marked with danger indicators to remind Synths not to put others in danger and to please make sure not to leave too many uranium crumbs all over the place.&lt;br /&gt;
&lt;br /&gt;
Commercial batteries '''are not classified as Synth food items''' &amp;lt;s&amp;gt;no matter how tasty they are &amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Synths can have very varied diets, with many of them only consuming little food to begin with. Since food consumption is only necessary to maintain a Synth's body or to re-shape it and Synths generally don't use food for energy generation, they typically only eat regular meals during times of extensive physical change. A small, incomplete list of Synth foods can be found here: [[List of Synth Food Examples]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
Synths are particularly important for the filling of certain work roles that [[organics]] are not able to fill without putting themselves in a lot of danger. Due to their modular nature, Synths can change their body parts to be more suited for the task at hand. They are able to wear different types of skin that shield them from gamma radiation, making them well suited for jobs that require handling of radioactive materials without having to wear any particular protective clothing. They can also be useful for their abilities to change the size of their frames over time, allowing them to mount particularly heavy and large modules used during construction. This versatility could be backed up with many more examples and makes Synths popular as a workforce.&lt;br /&gt;
&lt;br /&gt;
Synths also have, due to their [[History]], an innate urge to be helpful, making them want to be useful to the society they are part of. Having Synths as part of your workforce is a morale boost for other workers around them for that reason.&lt;br /&gt;
&lt;br /&gt;
== Leisure, Hobbies and Wellness ==&lt;br /&gt;
Synths are able to take on almost any hobby or leisure activity that [[organics]] are also capable of, with some small differences here or there. Their physical differences to organic life simply make certain things different. For example you will rarely see a Synth at a sauna, since there is no real point to such an activity, due to a Synth's lack of sweat glands. Synths would still join a sauna, if asked to join by organic friends, but would most likely spend the time worrying about overheating while wondering why organics find this sort of thing enjoyable.&lt;br /&gt;
&lt;br /&gt;
Synths do have a sense of wellness though and also partake in activities that increase their feelings of wellness, such as going to Synth spas. These spas are fashioned specifically for the needs of synthetic bodies and offer wide varieties of wellness options to help Synths relax and feel healthier. They typically offer ethanol baths, to get as clean as one could possibly get, rice baths, which pull all humidity right out of your joints, and gyms with trainers that know just how to get you to exercise to get to the sparkling, strong machine body you want.&lt;br /&gt;
&lt;br /&gt;
Exercise is a popular leisure activity, which can also be enjoyed by Synths, since it helps with keeping their [[nanites]] busy by creating microfissures in their muscles, which then need to be repaired, helping muscle and frame growth. Exercise is also very helpful for those Synths who choose a large or muscular [[blueprint]], since it helps with building up pneumatic muscles through the same process. It also is something fun to do with organic friends.&lt;br /&gt;
&lt;br /&gt;
Synths can take up a great variety of hobbies, spanning the wide range of activities that organics like to do in their spare time as well. Some Synths like to socialize and visit clubs at night, others spend their time at home, playing games, collecting things, or making NewTube™ videos. Some like to take their [[helperbots]] for a walk every day and yet others go hiking. The range of leisure activities Synths can partake in is only limited by one's imagination and the laws of physics.&lt;br /&gt;
&lt;br /&gt;
== Rest and Sleep ==&lt;br /&gt;
Synths, due to having a sapient mind, require '''rest''' from time to time. The Synth [[brain]] is very complex and functions in ways that are difficult to understand. For example it is difficult to imagine why a synthetic body would need to rest or why a synthetic mind would need to sleep from time to time. There are however multiple reasons for Synths to sleep on a nightly basis:&lt;br /&gt;
* It gives Synths a chance to recharge on a nightly basis. Synth beds typically act as [[charging points]], allowing Synths to fully recharge their batteries as they sleep.&lt;br /&gt;
* The Synth brain requires sleep as a chance to arrange memories and experiences within itself. It can be compared to a kind of &amp;quot;defragmentation&amp;quot;, that is also common in organics. This can also lead to Synths dreaming. Also no, Synths don't dream of electric sheep, but they dream of [[helperbots]].&lt;br /&gt;
&lt;br /&gt;
When not in need of sleep, but a simple recharge, Synths tend to use furniture that act as [[charging points]]. Being able to sit down for a minute to literally &amp;quot;recharge your batteries&amp;quot; feels refreshing to them.&lt;br /&gt;
&lt;br /&gt;
== Relationships and Sexuality ==&lt;br /&gt;
Synths, being synthetic, don't reproduce sexually, but still have platonic as well as sexual relationships with each other and with [[organics]]. This is mostly because Synths grew up in a culture dominated by organics and their behaviours. Synths adjust to the culture they grow up within, developing friendships and loving relationships with other Synths and organics and are able to feel pleasure from sexual interactions. This leads to relationships among Synths and between Synths and organics being common and considered normal. Same sex relationships, asexuality, bisexuality and many others are all considered normal as well. As long as consent is involved and everyone involved is of age, the culture of the [[Outer Rim]] is open to it.&lt;br /&gt;
&lt;br /&gt;
== Sex and Gender ==&lt;br /&gt;
Synths don't reproduce sexually, so the concept of differentiating between different Synth sexes does not appear to make much sense at first. Synths are, however, a product of the culture they live in. Many Synths therefor choose to identify with one sex or gender or another, since most organics around them do the same, but don't necessarily have to. The fact that they are [[modular]] makes it simple for them to change their pysical gender expressions, or to simply represent as agender, if they so choose to. Every Synth is different and has their own preferences, so they have a lot of freedom to style themselves, take different body shapes and can be attracted to many different things. The culture of the [[Outer Rim]] is fully open and accepting of any gender representation Synths or [[organics]] choose, with the transition between genders or the lack of a gender being common things that are considered normal.&lt;br /&gt;
&lt;br /&gt;
Over the course of a Synth's life, they can sometimes explore multiple different genders and the changes of gender expression that come with them. Most of them will eventually settle with whatever feels best for them and keep the body shape they feel the most comfortable in.&lt;br /&gt;
&lt;br /&gt;
== Synth Specific Fashion ==&lt;br /&gt;
[[File:Turing Monthly Text Patreon 1500.png|thumb|Synth magazine, displaying a fashion model]]&lt;br /&gt;
Synth [[fashion]] can be very different from fashion for organics, since synthetic fashion tends to revolve mostly around styling synthetic bodies rather than clothing. This happens primarily through the use of different modules, but also through colours, skin, alternative frames, glowing parts and even holographic elements. More on Synth [[fashion]] can be learned from the page specifically dedicated to it.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Synths, much like [[organics]], have to [[grow up]] through experiencing and learning many things. Every child in the [[Outer Rim]] is educated through a public school system that takes them all the way from learning about fundamentals like reading, writing, mathematics as well as several of the most important languages spoken throughout the Outer Rim to higher education at universities. Synths and organics go to the same schools and same classes and are not seperated. Growing up and going to school together is the best way to ensure understanding for each other, despite the physical differences.&lt;br /&gt;
&lt;br /&gt;
Even though Synths are not pushed in any particular direction, when they make their choice of what to focus their studies on during their time at a university, they have a tendency of choosing majors that are heavily focused on technology and science. This is a tendency and not a rule though, so you can also find many Synths in agricultural studies, economics and many others.&lt;br /&gt;
&lt;br /&gt;
All education is provided by the Outer Rim free of charge, whether a person decides to go for a PhD or not to go to a university at all. There are incentives of higher monthly income as a reward for getting a higher education though.&lt;br /&gt;
&lt;br /&gt;
== Coexistence with Organics ==&lt;br /&gt;
Throughout the history of the [[Outer Rim]] Synths have played an important role of the development of culture and society as a whole. The connection between Synths and [[organics]] has always been vital, since Synths were originally created by the organics of the Outer Rim to help out with the production of food, leading to Synths being an important part of the continued survival of all organic species. Organics and Synths both enjoy each other's mutual respect for that reason. Yet there are big differences in the way of synthetic and organic life. These differences are what makes the cultural interactions between these species interesting.&lt;br /&gt;
&lt;br /&gt;
Synths require no food to live, since they depend entirely on electrical energy to sustain themselves. Synth food merely exists for two reasons: &lt;br /&gt;
* To supply their bodies with materials they need for repairs, maintenance and change of body shape.&lt;br /&gt;
* As a way to meaningfully interact with organics and to share a common activity.&lt;br /&gt;
The second point is important for social interaction between Synths and organics. When organics consume food, this will often happen at a social setting. It is a chance to bond with people around you. Synths therefor also prefer to eat while other people around them are eating, simply because it is the social thing to do. Eating with others strenghthens relationship and furthers cultural exchange, because it involves conversation and the discovery of whatever interesting things the person you are talking to is eating.&lt;br /&gt;
&lt;br /&gt;
Since Synths don't need to eat food to supply their bodies with energy and don't need to supply their bodies with replacement materials very often, they tend to choose foods that are very light, but flavourful. Examples of food eaten around social settings are aerogel or polymer foam based foods. These can come in many interesting flavours (That is, interesting for Synths. Organics care very little for the intricacies of the difference between copper and tin flavours).&lt;br /&gt;
&lt;br /&gt;
Synths will often partake in leisure activities with organics, whether it is exercise, travel, shopping or meeting up to watch the newest, funny 5D meme videos online. Friendships between Synths and organics are just as common as friendships among Synths. There typically is not much of a difference, except that you might want to hide any tasty looking batteries before your Synth buddies come over for a visit. Relationships between Synths and organics are also fully accepted and considered normal.&lt;br /&gt;
&lt;br /&gt;
Synths often find the way organics live fascinating, since it can feel pretty foreign to them. They will often try to emulate certain things to feel more part of the same society. In theory it does not make much sense for a synthetic creature to take and enjoy [[drugs]], like alcohol or caffeine, yet Synths have developed substances they can injest, which trigger neural responses in their bodies, which simulate these experiences. This allows them to partake in fun activities like &amp;quot;getting drunk and regretting it the day after&amp;quot; or &amp;quot;having way too much coffee and not being able to sleep&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Interaction with machines ==&lt;br /&gt;
Even though the argument could be made that Synths are just particularly intelligent and conscious machines, they do not identify themselves as machines. They recognize that they are, as a matter of fact, like machines, but if confronted with that fact, they will typically respond by pointing out that organics are basically machines too. They &amp;quot;just happen to be more squishy and less energy efficient&amp;quot;.&lt;br /&gt;
This leads to Synths treating other machines in the exact same way as organics would treat machines. Machines that are not at the cognitive level of consciousness are considered to be tools, or cute robot pets, but never living beings with minds. The deciding factor that makes a machine alive to a Synth is whether or not a conscious mind resides within it. &lt;br /&gt;
This does, however, not mean that Synths are incapable of feeling affection for machines less intelligent than them. It is popular to own small, unintelligent service robots, like [[helperbots]] (also known as owobots), which are sometimes treated as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=377</id>
		<title>Culture</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=377"/>
		<updated>2020-08-12T09:47:02Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* Sex and Gender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Perl Patreon 1500.png|thumb]]&lt;br /&gt;
Synths, strictly speaking, do not have a culture entirely for themselves, but rather see themselves as culturally intertwined with the society that surrounds them, which is the culture of the [[Outer Rim]]. More often than not the goal of most Synths is to fit into the culture that surrounds them and to be a respected member of society, while still identifying as Synths. However, even though they blend into the society that surrounds hem, their synthetic origin and way of living differs from the [[organics]] around them in some inescapabele ways.&lt;br /&gt;
&lt;br /&gt;
== Energy Consumption ==&lt;br /&gt;
Synths are entirely synthetic and have ways of powering their bodies that differ greatly from that of [[organics]]. Organics have to consume food to gain nutrition, which their bodies convert into energy to power the body's processes, from movement to cognition. Without this energy, a body will die. &lt;br /&gt;
Synths require regular charging of their [[battery tissue]] to keep them alive. This has led to [[charging points]] being a common thing all throughout the [[Outer Rim]]. Just as organics like having sources of food around, Synths feel comfortable knowing that they can sit on a bench nearby to recharge their batteries when they feel tired. The ubiquity of charging points often leads to Synths forgetting that they require energy to live, since they so often enter places or use furniture that charges them without them even noticing. [[Battery extensions]] and [[modules]] that generate power themselves make the need to charge even less noticable.&lt;br /&gt;
&lt;br /&gt;
Energy is seen as a basic right for Synths throughout the [[Outer Rim]] and is therefor available for free. Places that don't have a ubiquitous energy supply are often considered wild or underdeveloped. One of the first things that happen when a new planet is colonized within the Outer Rim is that a charging network for Synths is set up to allow movement throughout the colony and to reduce the threat of a Synth being stranded somewhere without the chance to charge.&lt;br /&gt;
&lt;br /&gt;
It is seen as fashionable for Synths to wear [[modules]] that do the charging for them, by generating power or amplifying the power transmitted through [[charging points]]. Typical modules of that sort would be skin plating covered in solar cells, crests and fins that act as solar panels as well as, in rare cases, miniature nuclear reactor modules built into the Synth's frame. Due to the ubiquity of charging points such modules are usually not really necessary, but tend to be used as fashion items and as a display of independence and style.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
[[File:Snack Exchange Patreon 1500.png|thumb|A Synth offering Synth snacks to an organic]]&lt;br /&gt;
While Synths do not require food or drink for sustenance or to generate energy, it is instead used to provide their bodies with materials required for maintenance as well as the change of their frame size through their [[metabolism]]. Since the bodies of Synths are made of entirely different materials than those of organics, the substances they consume are also entirely different. Whereas [[organics]] will eat food based on carbohydrates, fats and protein, Synths will prefer foods heavy in carbon, minerals and metals.&lt;br /&gt;
&lt;br /&gt;
While synths can theoretically eat and digest organic food, it does not appeal to them in either taste, smell or looks. It also tends to give them slight indigestion, since organic food does not contain the nutrition they require for their internal chemical processes.&lt;br /&gt;
&lt;br /&gt;
Since the majority of a Synth's body consists of carbon based materials, the majority of their diet is also carbon. Popular carbon based food items include carbon crisps, graphite bars and graphene flakes. Carbon can come in many different shapes, including fullerene based drinks, or in form of polymers. Polymer noodles and polymüsli are popular meals.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Synths to season their food with materials that would be a bit risky for organics, such as bismuth, rust or (for those who like it very spicy) uranium. Food items that could be dangerous to organics around Synths are marked with danger indicators to remind Synths not to put others in danger and to please make sure not to leave too many uranium crumbs all over the place.&lt;br /&gt;
&lt;br /&gt;
Commercial batteries '''are not classified as Synth food items''' &amp;lt;s&amp;gt;no matter how tasty they are &amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Synths can have very varied diets, with many of them only consuming little food to begin with. Since food consumption is only necessary to maintain a Synth's body or to re-shape it and Synths generally don't use food for energy generation, they typically only eat regular meals during times of extensive physical change. A small, incomplete list of Synth foods can be found here: [[List of Synth Food Examples]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
Synths are particularly important for the filling of certain work roles that [[organics]] are not able to fill without putting themselves in a lot of danger. Due to their modular nature, Synths can change their body parts to be more suited for the task at hand. They are able to wear different types of skin that shield them from gamma radiation, making them well suited for jobs that require handling of radioactive materials without having to wear any particular protective clothing. They can also be useful for their abilities to change the size of their frames over time, allowing them to mount particularly heavy and large modules used during construction. This versatility could be backed up with many more examples and makes Synths popular as a workforce.&lt;br /&gt;
&lt;br /&gt;
Synths also have, due to their [[History]], an innate urge to be helpful, making them want to be useful to the society they are part of. Having Synths as part of your workforce is a morale boost for other workers around them for that reason.&lt;br /&gt;
&lt;br /&gt;
== Leisure, Hobbies and Wellness ==&lt;br /&gt;
Synths are able to take on almost any hobby or leisure activity that [[organics]] are also capable of, with some small differences here or there. Their physical differences to organic life simply make certain things different. For example you will rarely see a Synth at a sauna, since there is no real point to such an activity, due to a Synth's lack of sweat glands. Synths would still join a sauna, if asked to join by organic friends, but would most likely spend the time worrying about overheating while wondering why organics find this sort of thing enjoyable.&lt;br /&gt;
&lt;br /&gt;
Synths do have a sense of wellness though and also partake in activities that increase their feelings of wellness, such as going to Synth spas. These spas are fashioned specifically for the needs of synthetic bodies and offer wide varieties of wellness options to help Synths relax and feel healthier. They typically offer ethanol baths, to get as clean as one could possibly get, rice baths, which pull all humidity right out of your joints, and gyms with trainers that know just how to get you to exercise to get to the sparkling, strong machine body you want.&lt;br /&gt;
&lt;br /&gt;
Exercise is a popular leisure activity, which can also be enjoyed by Synths, since it helps with keeping their [[nanites]] busy by creating microfissures in their muscles, which then need to be repaired, helping muscle and frame growth. Exercise is also very helpful for those Synths who choose a large or muscular [[blueprint]], since it helps with building up pneumatic muscles through the same process. It also is something fun to do with organic friends.&lt;br /&gt;
&lt;br /&gt;
Synths can take up a great variety of hobbies, spanning the wide range of activities that organics like to do in their spare time as well. Some Synths like to socialize and visit clubs at night, others spend their time at home, playing games, collecting things, or making NewTube™ videos. Some like to take their [[helperbots]] for a walk every day and yet others go hiking. The range of leisure activities Synths can partake in is only limited by one's imagination and the laws of physics.&lt;br /&gt;
&lt;br /&gt;
== Rest and Sleep ==&lt;br /&gt;
Synths, due to having a sapient mind, require '''rest''' from time to time. The Synth [[brain]] is very complex and functions in ways that are difficult to understand. For example it is difficult to imagine why a synthetic body would need to rest or why a synthetic mind would need to sleep from time to time. There are however multiple reasons for Synths to sleep on a nightly basis:&lt;br /&gt;
* It gives Synths a chance to recharge on a nightly basis. Synth beds typically act as [[charging points]], allowing Synths to fully recharge their batteries as they sleep.&lt;br /&gt;
* The Synth brain requires sleep as a chance to arrange memories and experiences within itself. It can be compared to a kind of &amp;quot;defragmentation&amp;quot;, that is also common in organics. This can also lead to Synths dreaming. Also no, Synths don't dream of electric sheep, but they dream of [[helperbots]].&lt;br /&gt;
&lt;br /&gt;
When not in need of sleep, but a simple recharge, Synths tend to use furniture that act as [[charging points]]. Being able to sit down for a minute to literally &amp;quot;recharge your batteries&amp;quot; feels refreshing to them.&lt;br /&gt;
&lt;br /&gt;
== Sex and Gender ==&lt;br /&gt;
Synths don't reproduce sexually, so the concept of differentiating between different Synth sexes does not appear to make much sense at first. Synths are, however, a product of the culture they live in. Many Synths therefor choose to identify with one sex or gender or another, since most organics around them do the same, but don't necessarily have to. The fact that they are [[modular]] makes it simple for them to change their pysical gender expressions, or to simply represent as agender, if they so choose to. Every Synth is different and has their own preferences, so they have a lot of freedom to style themselves, take different body shapes and can be attracted to many different things. The culture of the [[Outer Rim]] is fully open and accepting of any gender representation Synths or [[organics]] choose, with the transition between genders or the lack of a gender being common things that are considered normal.&lt;br /&gt;
&lt;br /&gt;
Over the course of a Synth's life, they can sometimes explore multiple different genders and the changes of gender expression that come with them. Most of them will eventually settle with whatever feels best for them and keep the body shape they feel the most comfortable in.&lt;br /&gt;
&lt;br /&gt;
== Synth Specific Fashion ==&lt;br /&gt;
[[File:Turing Monthly Text Patreon 1500.png|thumb|Synth magazine, displaying a fashion model]]&lt;br /&gt;
Synth [[fashion]] can be very different from fashion for organics, since synthetic fashion tends to revolve mostly around styling synthetic bodies rather than clothing. This happens primarily through the use of different modules, but also through colours, skin, alternative frames, glowing parts and even holographic elements. More on Synth [[fashion]] can be learned from the page specifically dedicated to it.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Synths, much like [[organics]], have to [[grow up]] through experiencing and learning many things. Every child in the [[Outer Rim]] is educated through a public school system that takes them all the way from learning about fundamentals like reading, writing, mathematics as well as several of the most important languages spoken throughout the Outer Rim to higher education at universities. Synths and organics go to the same schools and same classes and are not seperated. Growing up and going to school together is the best way to ensure understanding for each other, despite the physical differences.&lt;br /&gt;
&lt;br /&gt;
Even though Synths are not pushed in any particular direction, when they make their choice of what to focus their studies on during their time at a university, they have a tendency of choosing majors that are heavily focused on technology and science. This is a tendency and not a rule though, so you can also find many Synths in agricultural studies, economics and many others.&lt;br /&gt;
&lt;br /&gt;
All education is provided by the Outer Rim free of charge, whether a person decides to go for a PhD or not to go to a university at all. There are incentives of higher monthly income as a reward for getting a higher education though.&lt;br /&gt;
&lt;br /&gt;
== Coexistence with Organics ==&lt;br /&gt;
Throughout the history of the [[Outer Rim]] Synths have played an important role of the development of culture and society as a whole. The connection between Synths and [[organics]] has always been vital, since Synths were originally created by the organics of the Outer Rim to help out with the production of food, leading to Synths being an important part of the continued survival of all organic species. Organics and Synths both enjoy each other's mutual respect for that reason. Yet there are big differences in the way of synthetic and organic life. These differences are what makes the cultural interactions between these species interesting.&lt;br /&gt;
&lt;br /&gt;
Synths require no food to live, since they depend entirely on electrical energy to sustain themselves. Synth food merely exists for two reasons: &lt;br /&gt;
* To supply their bodies with materials they need for repairs, maintenance and change of body shape.&lt;br /&gt;
* As a way to meaningfully interact with organics and to share a common activity.&lt;br /&gt;
The second point is important for social interaction between Synths and organics. When organics consume food, this will often happen at a social setting. It is a chance to bond with people around you. Synths therefor also prefer to eat while other people around them are eating, simply because it is the social thing to do. Eating with others strenghthens relationship and furthers cultural exchange, because it involves conversation and the discovery of whatever interesting things the person you are talking to is eating.&lt;br /&gt;
&lt;br /&gt;
Since Synths don't need to eat food to supply their bodies with energy and don't need to supply their bodies with replacement materials very often, they tend to choose foods that are very light, but flavourful. Examples of food eaten around social settings are aerogel or polymer foam based foods. These can come in many interesting flavours (That is, interesting for Synths. Organics care very little for the intricacies of the difference between copper and tin flavours).&lt;br /&gt;
&lt;br /&gt;
Synths will often partake in leisure activities with organics, whether it is exercise, travel, shopping or meeting up to watch the newest, funny 5D meme videos online. Friendships between Synths and organics are just as common as friendships among Synths. There typically is not much of a difference, except that you might want to hide any tasty looking batteries before your Synth buddies come over for a visit. Relationships between Synths and organics are also fully accepted and considered normal.&lt;br /&gt;
&lt;br /&gt;
Synths often find the way organics live fascinating, since it can feel pretty foreign to them. They will often try to emulate certain things to feel more part of the same society. In theory it does not make much sense for a synthetic creature to take and enjoy [[drugs]], like alcohol or caffeine, yet Synths have developed substances they can injest, which trigger neural responses in their bodies, which simulate these experiences. This allows them to partake in fun activities like &amp;quot;getting drunk and regretting it the day after&amp;quot; or &amp;quot;having way too much coffee and not being able to sleep&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Interaction with machines ==&lt;br /&gt;
Even though the argument could be made that Synths are just particularly intelligent and conscious machines, they do not identify themselves as machines. They recognize that they are, as a matter of fact, like machines, but if confronted with that fact, they will typically respond by pointing out that organics are basically machines too. They &amp;quot;just happen to be more squishy and less energy efficient&amp;quot;.&lt;br /&gt;
This leads to Synths treating other machines in the exact same way as organics would treat machines. Machines that are not at the cognitive level of consciousness are considered to be tools, or cute robot pets, but never living beings with minds. The deciding factor that makes a machine alive to a Synth is whether or not a conscious mind resides within it. &lt;br /&gt;
This does, however, not mean that Synths are incapable of feeling affection for machines less intelligent than them. It is popular to own small, unintelligent service robots, like [[helperbots]] (also known as owobots), which are sometimes treated as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Modules&amp;diff=376</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Modules&amp;diff=376"/>
		<updated>2020-08-12T09:42:08Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Synth bodyparts that are exchangable are called '''modules'''. Synth modules can be anything from exchangable skin, limbs, parts of limbs or [[fashion]] items to internal parts, like organs or sensors. Since Synths are highly modular and the exchanging of modules is seen as a daily routine, modules are often handled similarly to how one would handle clothes. A Synth typically owns a multitude of modules and keeps them at their home, safely stored away in a closet and always ready to be attached or exchanged.&lt;br /&gt;
&lt;br /&gt;
External modules are typically easy to install or uninstall, which means that Synths don't need any help with attaching them to themselves in most cases. Some modules, especially internal ones, are much more difficult to exchange. This is typically done by professionals at a [[clinic]].&lt;br /&gt;
&lt;br /&gt;
While many modules serve fashion purposes, the majority of modules serve professional purposes, in that they will enable Synths to fulfill tasks they otherwise would not be able to fulfill. For example construction Synths are typically required to make use of construction tools and powerlifting modules, which they equip at the beginning of their work shift. Surgeons benefit from finely tuned surgery tools integrated into their arm modules and pilots typically have improved sensors and interfacing methods for improved control over the air or spacecraft.&lt;br /&gt;
&lt;br /&gt;
Modules are produced through private companies and have to follow rigid production standards. Interfacing methods between modules are standardized for maximized interchangability.&lt;br /&gt;
&lt;br /&gt;
Modules sold through unlicensed vendors are decriminalized throughout the [[Outer Rim]] and the [[New Colonies]], but '''pose a significant health risk''' due to a possible lack of production standards. Purchases of unlicensed modules therefore happen at one's own risk. &lt;br /&gt;
[[Category:Anatomy]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Modular&amp;diff=375</id>
		<title>Modular</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Modular&amp;diff=375"/>
		<updated>2020-08-12T09:40:53Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: Redirected page to Modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Modules]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=374</id>
		<title>Culture</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=374"/>
		<updated>2020-08-12T09:40:21Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Perl Patreon 1500.png|thumb]]&lt;br /&gt;
Synths, strictly speaking, do not have a culture entirely for themselves, but rather see themselves as culturally intertwined with the society that surrounds them, which is the culture of the [[Outer Rim]]. More often than not the goal of most Synths is to fit into the culture that surrounds them and to be a respected member of society, while still identifying as Synths. However, even though they blend into the society that surrounds hem, their synthetic origin and way of living differs from the [[organics]] around them in some inescapabele ways.&lt;br /&gt;
&lt;br /&gt;
== Energy Consumption ==&lt;br /&gt;
Synths are entirely synthetic and have ways of powering their bodies that differ greatly from that of [[organics]]. Organics have to consume food to gain nutrition, which their bodies convert into energy to power the body's processes, from movement to cognition. Without this energy, a body will die. &lt;br /&gt;
Synths require regular charging of their [[battery tissue]] to keep them alive. This has led to [[charging points]] being a common thing all throughout the [[Outer Rim]]. Just as organics like having sources of food around, Synths feel comfortable knowing that they can sit on a bench nearby to recharge their batteries when they feel tired. The ubiquity of charging points often leads to Synths forgetting that they require energy to live, since they so often enter places or use furniture that charges them without them even noticing. [[Battery extensions]] and [[modules]] that generate power themselves make the need to charge even less noticable.&lt;br /&gt;
&lt;br /&gt;
Energy is seen as a basic right for Synths throughout the [[Outer Rim]] and is therefor available for free. Places that don't have a ubiquitous energy supply are often considered wild or underdeveloped. One of the first things that happen when a new planet is colonized within the Outer Rim is that a charging network for Synths is set up to allow movement throughout the colony and to reduce the threat of a Synth being stranded somewhere without the chance to charge.&lt;br /&gt;
&lt;br /&gt;
It is seen as fashionable for Synths to wear [[modules]] that do the charging for them, by generating power or amplifying the power transmitted through [[charging points]]. Typical modules of that sort would be skin plating covered in solar cells, crests and fins that act as solar panels as well as, in rare cases, miniature nuclear reactor modules built into the Synth's frame. Due to the ubiquity of charging points such modules are usually not really necessary, but tend to be used as fashion items and as a display of independence and style.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
[[File:Snack Exchange Patreon 1500.png|thumb|A Synth offering Synth snacks to an organic]]&lt;br /&gt;
While Synths do not require food or drink for sustenance or to generate energy, it is instead used to provide their bodies with materials required for maintenance as well as the change of their frame size through their [[metabolism]]. Since the bodies of Synths are made of entirely different materials than those of organics, the substances they consume are also entirely different. Whereas [[organics]] will eat food based on carbohydrates, fats and protein, Synths will prefer foods heavy in carbon, minerals and metals.&lt;br /&gt;
&lt;br /&gt;
While synths can theoretically eat and digest organic food, it does not appeal to them in either taste, smell or looks. It also tends to give them slight indigestion, since organic food does not contain the nutrition they require for their internal chemical processes.&lt;br /&gt;
&lt;br /&gt;
Since the majority of a Synth's body consists of carbon based materials, the majority of their diet is also carbon. Popular carbon based food items include carbon crisps, graphite bars and graphene flakes. Carbon can come in many different shapes, including fullerene based drinks, or in form of polymers. Polymer noodles and polymüsli are popular meals.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Synths to season their food with materials that would be a bit risky for organics, such as bismuth, rust or (for those who like it very spicy) uranium. Food items that could be dangerous to organics around Synths are marked with danger indicators to remind Synths not to put others in danger and to please make sure not to leave too many uranium crumbs all over the place.&lt;br /&gt;
&lt;br /&gt;
Commercial batteries '''are not classified as Synth food items''' &amp;lt;s&amp;gt;no matter how tasty they are &amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Synths can have very varied diets, with many of them only consuming little food to begin with. Since food consumption is only necessary to maintain a Synth's body or to re-shape it and Synths generally don't use food for energy generation, they typically only eat regular meals during times of extensive physical change. A small, incomplete list of Synth foods can be found here: [[List of Synth Food Examples]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
Synths are particularly important for the filling of certain work roles that [[organics]] are not able to fill without putting themselves in a lot of danger. Due to their modular nature, Synths can change their body parts to be more suited for the task at hand. They are able to wear different types of skin that shield them from gamma radiation, making them well suited for jobs that require handling of radioactive materials without having to wear any particular protective clothing. They can also be useful for their abilities to change the size of their frames over time, allowing them to mount particularly heavy and large modules used during construction. This versatility could be backed up with many more examples and makes Synths popular as a workforce.&lt;br /&gt;
&lt;br /&gt;
Synths also have, due to their [[History]], an innate urge to be helpful, making them want to be useful to the society they are part of. Having Synths as part of your workforce is a morale boost for other workers around them for that reason.&lt;br /&gt;
&lt;br /&gt;
== Leisure, Hobbies and Wellness ==&lt;br /&gt;
Synths are able to take on almost any hobby or leisure activity that [[organics]] are also capable of, with some small differences here or there. Their physical differences to organic life simply make certain things different. For example you will rarely see a Synth at a sauna, since there is no real point to such an activity, due to a Synth's lack of sweat glands. Synths would still join a sauna, if asked to join by organic friends, but would most likely spend the time worrying about overheating while wondering why organics find this sort of thing enjoyable.&lt;br /&gt;
&lt;br /&gt;
Synths do have a sense of wellness though and also partake in activities that increase their feelings of wellness, such as going to Synth spas. These spas are fashioned specifically for the needs of synthetic bodies and offer wide varieties of wellness options to help Synths relax and feel healthier. They typically offer ethanol baths, to get as clean as one could possibly get, rice baths, which pull all humidity right out of your joints, and gyms with trainers that know just how to get you to exercise to get to the sparkling, strong machine body you want.&lt;br /&gt;
&lt;br /&gt;
Exercise is a popular leisure activity, which can also be enjoyed by Synths, since it helps with keeping their [[nanites]] busy by creating microfissures in their muscles, which then need to be repaired, helping muscle and frame growth. Exercise is also very helpful for those Synths who choose a large or muscular [[blueprint]], since it helps with building up pneumatic muscles through the same process. It also is something fun to do with organic friends.&lt;br /&gt;
&lt;br /&gt;
Synths can take up a great variety of hobbies, spanning the wide range of activities that organics like to do in their spare time as well. Some Synths like to socialize and visit clubs at night, others spend their time at home, playing games, collecting things, or making NewTube™ videos. Some like to take their [[helperbots]] for a walk every day and yet others go hiking. The range of leisure activities Synths can partake in is only limited by one's imagination and the laws of physics.&lt;br /&gt;
&lt;br /&gt;
== Rest and Sleep ==&lt;br /&gt;
Synths, due to having a sapient mind, require '''rest''' from time to time. The Synth [[brain]] is very complex and functions in ways that are difficult to understand. For example it is difficult to imagine why a synthetic body would need to rest or why a synthetic mind would need to sleep from time to time. There are however multiple reasons for Synths to sleep on a nightly basis:&lt;br /&gt;
* It gives Synths a chance to recharge on a nightly basis. Synth beds typically act as [[charging points]], allowing Synths to fully recharge their batteries as they sleep.&lt;br /&gt;
* The Synth brain requires sleep as a chance to arrange memories and experiences within itself. It can be compared to a kind of &amp;quot;defragmentation&amp;quot;, that is also common in organics. This can also lead to Synths dreaming. Also no, Synths don't dream of electric sheep, but they dream of [[helperbots]].&lt;br /&gt;
&lt;br /&gt;
When not in need of sleep, but a simple recharge, Synths tend to use furniture that act as [[charging points]]. Being able to sit down for a minute to literally &amp;quot;recharge your batteries&amp;quot; feels refreshing to them.&lt;br /&gt;
&lt;br /&gt;
== Sex and Gender ==&lt;br /&gt;
Synths don't reproduce sexually, so the concept of differentiating between different Synth sexes does not appear to make much sense at first. Synths are, however, a product of the culture they live in. Many Synths therefor choose to identify with one sex or gender or another, since most organics around them do the same, but don't necessarily have to. The fact that they are [[modular]] makes it simple for them to change their pysical gender expressions, or to simply represent as agender, if they so choose to. Every Synth is different and has their own preferences, so they have a lot of freedom to style themselves, take different body shapes and can be attracted to many different things. The culture of the [[Outer Rim]] is fully open and accepting of any gender representation Synths or [[organics]] choose, with the transition between genders or the lack of a gender being common things that are considered normal.&lt;br /&gt;
&lt;br /&gt;
== Synth Specific Fashion ==&lt;br /&gt;
[[File:Turing Monthly Text Patreon 1500.png|thumb|Synth magazine, displaying a fashion model]]&lt;br /&gt;
Synth [[fashion]] can be very different from fashion for organics, since synthetic fashion tends to revolve mostly around styling synthetic bodies rather than clothing. This happens primarily through the use of different modules, but also through colours, skin, alternative frames, glowing parts and even holographic elements. More on Synth [[fashion]] can be learned from the page specifically dedicated to it.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Synths, much like [[organics]], have to [[grow up]] through experiencing and learning many things. Every child in the [[Outer Rim]] is educated through a public school system that takes them all the way from learning about fundamentals like reading, writing, mathematics as well as several of the most important languages spoken throughout the Outer Rim to higher education at universities. Synths and organics go to the same schools and same classes and are not seperated. Growing up and going to school together is the best way to ensure understanding for each other, despite the physical differences.&lt;br /&gt;
&lt;br /&gt;
Even though Synths are not pushed in any particular direction, when they make their choice of what to focus their studies on during their time at a university, they have a tendency of choosing majors that are heavily focused on technology and science. This is a tendency and not a rule though, so you can also find many Synths in agricultural studies, economics and many others.&lt;br /&gt;
&lt;br /&gt;
All education is provided by the Outer Rim free of charge, whether a person decides to go for a PhD or not to go to a university at all. There are incentives of higher monthly income as a reward for getting a higher education though.&lt;br /&gt;
&lt;br /&gt;
== Coexistence with Organics ==&lt;br /&gt;
Throughout the history of the [[Outer Rim]] Synths have played an important role of the development of culture and society as a whole. The connection between Synths and [[organics]] has always been vital, since Synths were originally created by the organics of the Outer Rim to help out with the production of food, leading to Synths being an important part of the continued survival of all organic species. Organics and Synths both enjoy each other's mutual respect for that reason. Yet there are big differences in the way of synthetic and organic life. These differences are what makes the cultural interactions between these species interesting.&lt;br /&gt;
&lt;br /&gt;
Synths require no food to live, since they depend entirely on electrical energy to sustain themselves. Synth food merely exists for two reasons: &lt;br /&gt;
* To supply their bodies with materials they need for repairs, maintenance and change of body shape.&lt;br /&gt;
* As a way to meaningfully interact with organics and to share a common activity.&lt;br /&gt;
The second point is important for social interaction between Synths and organics. When organics consume food, this will often happen at a social setting. It is a chance to bond with people around you. Synths therefor also prefer to eat while other people around them are eating, simply because it is the social thing to do. Eating with others strenghthens relationship and furthers cultural exchange, because it involves conversation and the discovery of whatever interesting things the person you are talking to is eating.&lt;br /&gt;
&lt;br /&gt;
Since Synths don't need to eat food to supply their bodies with energy and don't need to supply their bodies with replacement materials very often, they tend to choose foods that are very light, but flavourful. Examples of food eaten around social settings are aerogel or polymer foam based foods. These can come in many interesting flavours (That is, interesting for Synths. Organics care very little for the intricacies of the difference between copper and tin flavours).&lt;br /&gt;
&lt;br /&gt;
Synths will often partake in leisure activities with organics, whether it is exercise, travel, shopping or meeting up to watch the newest, funny 5D meme videos online. Friendships between Synths and organics are just as common as friendships among Synths. There typically is not much of a difference, except that you might want to hide any tasty looking batteries before your Synth buddies come over for a visit. Relationships between Synths and organics are also fully accepted and considered normal.&lt;br /&gt;
&lt;br /&gt;
Synths often find the way organics live fascinating, since it can feel pretty foreign to them. They will often try to emulate certain things to feel more part of the same society. In theory it does not make much sense for a synthetic creature to take and enjoy [[drugs]], like alcohol or caffeine, yet Synths have developed substances they can injest, which trigger neural responses in their bodies, which simulate these experiences. This allows them to partake in fun activities like &amp;quot;getting drunk and regretting it the day after&amp;quot; or &amp;quot;having way too much coffee and not being able to sleep&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Interaction with machines ==&lt;br /&gt;
Even though the argument could be made that Synths are just particularly intelligent and conscious machines, they do not identify themselves as machines. They recognize that they are, as a matter of fact, like machines, but if confronted with that fact, they will typically respond by pointing out that organics are basically machines too. They &amp;quot;just happen to be more squishy and less energy efficient&amp;quot;.&lt;br /&gt;
This leads to Synths treating other machines in the exact same way as organics would treat machines. Machines that are not at the cognitive level of consciousness are considered to be tools, or cute robot pets, but never living beings with minds. The deciding factor that makes a machine alive to a Synth is whether or not a conscious mind resides within it. &lt;br /&gt;
This does, however, not mean that Synths are incapable of feeling affection for machines less intelligent than them. It is popular to own small, unintelligent service robots, like [[helperbots]] (also known as owobots), which are sometimes treated as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=History&amp;diff=373</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=History&amp;diff=373"/>
		<updated>2020-08-12T09:28:57Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* The Pioneering Period - 2404 AR to ca. 2440 (Now) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time and Setting ==&lt;br /&gt;
The happenings of this fictional universe take place within the [https://en.wikipedia.org/wiki/Milky_Way Milky Way] galaxy, in a time period roughly 100,000 years in the future. The exact timeframe is unknown. Synths were created in the [[Outer Rim]], by ancestors of the same multi-species civilization they inhabit today (with &amp;quot;today&amp;quot; being this far point in the future).&lt;br /&gt;
Time within the [[Outer Rim]] civilization is measured in standard years, which, despite the [https://en.wikipedia.org/wiki/Solar_System Sol system] not being part of the [[Outer Rim]] territory, is the amount of time it takes [https://en.wikipedia.org/wiki/Earth Earth] to orbit around its sun. It is unknown to the inhabitants of the [[Outer Rim]] whether Earth still exists, or if it was destroyed during [[History|The Great Reset]], but Earth's theoretical rotation and position around its sun are still used in form of a standardized unit in which the passage of time is measured. The calendar used is based on [[History|The Great Reset]], using the time of the Reset as year 0. Years before the Reset are referred to as BR (Before Reset), while years after are referred to as AR (After Reset). 1000 years after the Great Reset would therefor be written as &amp;quot;1000 AR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Every following section of this page is from the point of view of historians living in the Outer Rim during the Pioneering Period, ca. 2440 AR.'''&lt;br /&gt;
&lt;br /&gt;
== Before Reset ==&lt;br /&gt;
Only fragments of knowledge are left about the times before the Great Reset, due to large parts of the galaxy remaining unexplored after the collapse of civilization. The mysteries of the past are only slowly becoming unraveled, as more of the galaxy is re-explored and lost ground is examined for clues. What is known is that the majority of the galaxy had been colonized by a pan-galactic civilization originating from the Sol System. This civilization is referred to as the [[Sol civilization]]. It did not have a singular name for itself, since it consisted of a multitude of powerful factions, nations, empires and groups of interest, each of them with their own identities and names. The exact relationships between these factions and their nature are lost to time. It is to be assumed that the civilization went through times of war, times of peace and various shades of strife inbetween until the Great Reset ended it all, leading to the extinction of the vast majority of all species and much knowledge being lost forever. It is assumed that the galaxy before the Reset was a technologically highly advanced place with many trillions of sapient lifeforms inhabiting planets and even space itself. The galaxy was dotted with megastructures that dwarfed continents. Many stars were darkened from the dyson swarms that surrounded them, using the energy they emitted to the fullest. What the Sol civiliztion was capable of can only be imagined, as their many efforts were forever lost when the Great Reset struck to end it all.&lt;br /&gt;
&lt;br /&gt;
== The Great Reset - Year 0 ==&lt;br /&gt;
The Great Reset refers to a cataclysmic event that almost led to the extinction of all life in the galaxy. The exact cause of the event is unknown, as well as its exact nature. The event's epicenter was calculated to have been the Sol system. Since the strength of its destructive force seems to have tapered off around the edges of a circular zone that encompassed almost the entire galaxy. The only systems not affected were the systems on the outermost edge of the galactic disc, furthest away from the epicenter. All signs point towards an event that lasted for 2 to 3 hours. Records from the time of the Reset are scarce, due to the lack of archeological inquiry over the centuries to come and the small number of survivors of the event.&lt;br /&gt;
Not much is known about the nature of the Great Reset, aside from that it affected biological life only and seems to have been highly infectious. It is speculated that it may have been an infectious disease, although it is unknown how any disease could spread across the entire galaxy within a few hours. One hypothesis suggests that a variation of a [https://en.wikipedia.org/wiki/Gray_goo gray goo event] may be to blame.&lt;br /&gt;
The only survivors were either located on underdeveloped colonies in the outer rim of the galaxy or within colony ships on their way there. The only reason these colonies were unaffected was their distance from the epicenter, lying just outside of the circular radius within which the event unfolded.&lt;br /&gt;
&lt;br /&gt;
The Great Reset is a topic of great controversy and disagreement among historians and scientists, due to the mysterious nature of the event and the lack of any evidence to justify either of the many theories. Among the many hypotheses, there are a few that appear more likely to be true than others, even if speculation is involved.&lt;br /&gt;
&lt;br /&gt;
=== Galactic pandemic hypothesis === &lt;br /&gt;
The hypothesis that the Great Reset was a '''viral pandemic''' potent enough to kill all life within hours. A pandemic seems like a good explanation for the death of large populations, but leaves unexplained how this pandemic could have spread over almost the entire galaxy in a circular radius over the course of hours. Proponents of this hypothesis argue that it should be possible to generate viruses remotely through the use of biological replicators, like bio-3D-printers. The [[Sol civilization]] had the technology of FTL communication, letting them communicate over distances spanning the entire galaxy instantly. This could theoretically allow for the control of biological replicators across the galaxy in real-time. If all of them are given instructions to print viruses all at the same time, this could theoretically lead to the spread of viral infection among the population.&lt;br /&gt;
&lt;br /&gt;
The fear that the pandemic hypothesis may be the correct one is one of the reasons why so few expeditions to ruined planets have been undertaken thus far. There is a fear that archeologists who dig around Sol civilization ruins could bring back dangerous biological material that could cause the same extinction event to happen all over again.&lt;br /&gt;
&lt;br /&gt;
=== Grey goo event hypothesis ===&lt;br /&gt;
The hypothesis that the Great Reset was caused by a '''grey goo''' event. A grey goo event is a hypothetical event in which nanomachines keep replicating themselves infinitely and consume all matter around them, ultimately resulting in all matter being transformed into nanomachines. It is hypothesised that the [[Sol civilization]] was easily advanced enough to routinely use nanomachines in their day-to-day affairs. This makes it a possibility that they developed nanites with self-replicating capabilities, which were programmed to consume biological matter such as food waste and other materials to turn them into compost. A programming error could possibly result in nanites targeting living biological matter instead. They could also be generated through the use of replicators, allowing the spread of these nanites throughout the galaxy. This event could have happened either as an accident or through malicious actions.&lt;br /&gt;
&lt;br /&gt;
== The Dark Ages - 0 AR to ca. 600 AR ==&lt;br /&gt;
The '''Dark Ages''' refer to the centuries after the Great Reset and describe a period of struggle for survival by those who survived the events of the Great Reset and the loss of knowledge, technology and culture over this period of time. The planets within the [[Outer Rim]] are the only ones known to have been unaffected by this disaster, but since most planets in the Outer Rim were very young colonies of the [[Sol civilization]], survival on these planets was very difficult. &lt;br /&gt;
&lt;br /&gt;
Many of these colonies were underdeveloped, as they were still in the process of being colonized when the Great Reset took place. Many survivors were engineers and technicians, meaning to establish rudimentary infrastructure to allow for the arrival of more colonists. Some were farmers and labourers, meant to prepare colonies so they could later be used and inhabitated by wealthier people of higher classes or castes. A few colonists were still in transit to their colonies and had just made it outside of the radius of the Great Reset inside their colony ships, allowing them to survive and travel onwards to their destination colonies. Since these colonies were meant to receive more resources and colonists over the course of time, most of them ended up underequipped to deal with the suddenly dire situation of having to survive on a recently colonized, barely inhabitable planet that hadn't even finished the process of terraforming yet. Some colonies were luckier than others, having advanced further in their development before the event took places. These colonies would later on develop into the population centers of the [[Outer Rim]].&lt;br /&gt;
&lt;br /&gt;
The colonies remained in contact with each other, since their communication equipment and the pre-established communication networks remained intact, even though contact with the center of the galaxy had broken off. Neither of the colonies were able to get in contact with any of the developed worlds further towards the center of the galaxy, leading them to believe that something must have happened and that they were now on their own. Even though many of the colonies belonged to different factions of the [[Sol civilization]], most of them tried to cooperate in their communications with each other. Some colonies chose not to cooperate with the others, due to ideological differences and broke off all contact. These colonies were later on found not to have survived this time period.&lt;br /&gt;
&lt;br /&gt;
Many colonies never made it through this period and succumbed to starvation, political turmoil, in-fighting or the inhospitability of their planets. Hundreds of colonies died out over the course of several centuries. Less developed colonies had to find ways of generating the resources they needed for survival, or else they would simply die out and not respond to communication requests anymore. Colonies could not send resources to each other, due to the lack of spacetravel capabilities between them. Each colony had to work for their own survival. It soon turned out that those colonies who were in active communication with each other and who were willing to exchange information were the ones who did best. Information on how to find resources, generate energy, build structures and other knowledge was exchanged over these communication channels. Over time this shared survival knowledge led to a shared identity among the surviving colonies. While much knowledge about the previous world was lost with the great number of lives lost on the way, the surviving colonies aimed to preserve as much knowledge as possible, especially knowledge that was seen as essential for survival. Ideologies of the past, if they were not helpful in survival, were dropped in favour of beliefs and behaviour that increased the survivability of each colony. This group of colonies, even though they were spread many thousands of lighyears apart, slowly began to identify as one group, which led to the concept of the [[Outer Rim]] as a civilization of its own.&lt;br /&gt;
&lt;br /&gt;
The cultural impact of this period of survival was immense. Ideologies that led to lack of cooperation quickly died out with the colonies that adhered to such beliefs. The cooperation between the surviving colonies fostered a culture of cooperation and exchange of knowledge, with the understanding that, if you help a friend on the other end of the line, they will also help you at the end of the day. Skills became very important for this society, as every colonist who had skills in agriculture, medicine, engineering or one of many other fields was seen as an important, irreplaceable asset to the society around them. Money had become useless very early on, since it helps little when you are stranded on a planet where you have to worry about generating enough oxygen to survive before anything else. Society transformed into a System where the entire colony gets to enjoy the fruit of everyone's labour, or noone did. A large part of the modern, cooperative culture of the Outer Rim can be led back to this cultural shift. A lot of the old knowledge and culture was lost in exchange of new ideals and a chance to re-build a culture from the ground up.&lt;br /&gt;
&lt;br /&gt;
== Building Period - ca. 600 AR to 998 AR ==&lt;br /&gt;
The '''Building Period''' is characterized through a culture of expansion and improvement of the quality of life throughout the Outer Rim. During this time period physical labour became more automated. The colonies strived towards space travel to finally physically connect their colonies through travel and trade. The time period is also known as the birth hour of Synths. &lt;br /&gt;
&lt;br /&gt;
At roughly around 600 AR the situation of the surviving colonies had stabilized for the most part. At this point in time the majority of the basic needs of most colonists had been secured to a reasonable extent. The colonies of the Outer Rim began thinking about expanding their colonies to use more of their planets' resources and expand their populations. Raising the quality of life on each planet was a huge concern, due to many colonists living in cramped, functional conditions with few luxuries for centuries. Some basic needs were still an important concern, due to the population on most colonies beginning to grow rapidly. To cover these needs, multiple steps were taken.&lt;br /&gt;
&lt;br /&gt;
=== Automation of Labour ===&lt;br /&gt;
At the beginning of the 7th century it was still common for large numbers of agricultural workers to farm and process food themselves. Automation was a well known thing, but was only available in form of large food processing machines that had to be managed and controlled by workers. This meant that food production took up a large part of the workforse, all to feed the population each colony had at the time. As population numbers kept increasing, the number of people that needed feeding quickly outgrew food production capacities. Robotics were introduced to tackle this problem, boosting the food output of farms and hydroponics centers. Service robots had to be maintained, developed and built, which led to a shift of the workforce away from agricultural labour to the production and maintenance of robots. The need for food kept rising however and the food production was not able to keep up with the rising population numbers. Eventually this led to a food crisis, which was difficult to solve through the means of simply throwing more automation at it. If you want to grow more food, you need more robots, which need more maintenance, which needs more workers. There were more jobs than there were workers, which, at first thought, leads to the conclusion that more workers are required. More workers however also means that more food is needed. This conundrum led to an interesting development.&lt;br /&gt;
&lt;br /&gt;
=== The Creation of Synths ===&lt;br /&gt;
With the need for more helping hands in food production came the thought to use robots to fulfill the tasks at hand. Robots however can only be programmed to do a certain set of tasks. A robot can not, for example, think creatively. A robot can not design other robots, unless it has a mind of its own, which is able to make creative design decisions.&lt;br /&gt;
The colonies were lacking in food, but there were resources they had in spades, due to the pristine nature of the planets they were situated on. Carbon, precious metals and minerals were abundant resources. Thanks to the beginning of mass production of power generation equipment, energy was also available in abundance. The engineers of the Outer Rim congregated where they could, exchanged ideas and plans between the colonies and came to the conclusion that the best way of solving the issues at hand was to create androids, who were equipped with a mind of their own, able to make independent decisions, learn, gather experiences and that way becoming more and more useful to society. A workforce of thinking machines would be useful, since they can contribute to society without draining its food supplies. Machines with minds that can learn could also be used in many different fields, not only food production. A thinking mind allows for flexibility.&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence was one of the technologies that had survived the Great Reset. Specialized AI had been used in production and management roles on all colonies. None of these specialized AIs had a mind of their own however. They were complex neural neworks that fulfilled certain tasks, but nothing more. The scientists of the Outer Rim now had the task to take this technology and to refine it into know-how on how to develop a general AI that could think, learn, remember, have experiences and feel emotions. After years of development this task was successful. The first synthetic brains were developed alongside synthetic bodies for them to inhabit.&lt;br /&gt;
&lt;br /&gt;
The engineers and scientists of the Outer Rim were well aware of all the things that could go wrong. Some sceptics warned of the possibility of a machine rebellion, during which these superior robots could take over and &amp;quot;destroy all organic lifeforms&amp;quot;. Others claimed that it was immoral to create a thinking mind with emotions and to &amp;quot;simply stick it into a tin box&amp;quot;. All these concerns had to be taken into account during the development of the first prototypes.&lt;br /&gt;
&lt;br /&gt;
The result of these developments were the first Synths. The colonies were more successful than they could ever hope for, as it turned out that the life they had created had not only the potential to be helpful to them, but that they may have created something that could almost be called a species of its own. Synths would grow up with organics, form emotional bonds, work with them and became useful. It was then, when the people of the Outer Rim realized that they had created lifeforms that could be fully integrated into their existing society and accepted as yet just another, only slightly different species amongst them. Synths would help organics with their survival and, in return, Synths would get to experience life and get the same help for survival in return. You could not own a Synth, like you could with other machines, but instead Synths were first considered to be owned by society as a whole. As time went on this point of view became antiquated and was replaced by the point of view that every Synth owns themself.&lt;br /&gt;
&lt;br /&gt;
The first Synth prototypes were completed in 688 AR. The first mass produced models went into production by 698 AR. Colonies produced Synths independently from each other, with each of them sharing their know-how on how to build them and integrate them into society. The first models were not modular, meaning that the first Synths could not exchange any [[modules]] and could not adapt their bodies in any way. Over the centuries ahead, throughout the Building Period, Synths were developed further and further, with every generation becoming closer to the Synths we know today. The first Synths, including the prototypes, were originally immortal and theoretically did not have a set [[lifespan]]. The majority of them deteriorated over time and eventually requested to die, after having lived long, fulfilling lives, many of them over several centuries. At this point none of the prototype Synths are still alive. There are, however, 2 Synths of the [[first production run]] still alive to this day.&lt;br /&gt;
&lt;br /&gt;
The introduction of Synths into the workforce, and into society, was a huge success and transformed the culture of the Outer Rim even further from what it may have been before the Great Reset. Synths helped with the initial food shortage and soon found use in many other fields, developing a culture of their own that became fully integrated into the society around them.&lt;br /&gt;
&lt;br /&gt;
=== Reclamation of the Stars ===&lt;br /&gt;
With the addition of Synths to the workforce of the colonies of the [[Outer Rim]] many of the old problems were solved. The quality of life throughout the Outer Rim increased steadily. Resources were gathered and eventually each colony began thinking about space travel. Ever since the Great Reset each colony was focused on survival on their various planets and throughout all this time the colonies only ever had contact through constant communication. Neither of them were able to visit each other physically. The colony ships each of them arrived with hundreds of years prior were one-way ships that were dismantled for resources and shelter, so they could not be re-used. The colonies had to re-invent spaceflight on their own, which required a thought-out, complex infrastracture. The 9th and 10th century saw the construction of spacecraft, satellite networks, space stations, space elevators and moon colonies. Each colony proceeded in different ways, depending on the type of planet they were situated on, whether or not they had moons and many other factors. Even though at different speeds, soon every colony was able to send materials into space.&lt;br /&gt;
&lt;br /&gt;
Through combined efforts the colonies developed their first FTL engines, allowing for travel over vast distances. In 998 AR a spaceship equipped with an FTL engine travelled from [[Colonia 14]] to [[Colonia 7]], over a distance of over 400 LYs to meet with the inhabitants of another colony for the first time in almost 1000 years. This event is considered to mark the end of the Building Period and is seen as the start of the Flourishing Period.&lt;br /&gt;
&lt;br /&gt;
== The Flourishing Period - 998 AR to 2404 AR ==&lt;br /&gt;
The '''Flourishing Period''' is a long lasting period of prosperity throughout the [[Outer Rim]]. In this period the planets of the Outer Rim slowly stopped considering themselves to be colonies, but instead accepted an identity of a civilization of their own. With the problem of space travel between the former colonies being solved, trade began to happen, opening the doors for further increases in the quality of life for the inhabitants of this part of the galaxy.&lt;br /&gt;
&lt;br /&gt;
In 1012 AR all former colonies in the Outer Rim were united under a democratically elected government spread across all member planets. The government was not centered on any planet, but instead functions as a decentralized government council with each council member representing the matters of their home planets. The government was formed with the goal to increase the quality of life of the citizens of the Outer Rim as much as possible, without falling into the same traps of class or caste structures of the time before the Great Reset.&lt;br /&gt;
&lt;br /&gt;
Throughout the Flourishing Period the Outer Rim experienced peaceful relationships between member planets. Technology continued to advance with the ultimate goal of making life as comfortable and fulfilling as possible. Member planets that were previously cut off from one another became accessible, leading to exchange of goods, tourism and the intermixing of cultures and species. Communication networks of planets became merged into one, galaxy-wide web, making it possible to make friends online with people living thousands of lightyears away. Advancements in technology and automation created less need to work, meaning more free time to be devoted on more important matters, like friends, family, education, art, music or hobbies. This increasing abundance in spare time led to a golden age of culture and creative expression as well as of scientific advances. &lt;br /&gt;
&lt;br /&gt;
As the society of the Outer Rim advanced in their own ways, people began to think about the colonization of new worlds. There were many failed colonies out there, as well as an entire galaxy that must have been empty of all life, since the Great Reset. Or perhaps there were other survivors out there in the galaxy, who managed to survive and to thrive just as the Outer Rim had? With the populations of each member planet increasing steadily, things started to get slightly cramped. More living space would be necessary eventually, so in the 24th century preparations for new colonies were made.&lt;br /&gt;
&lt;br /&gt;
== The Pioneering Period - 2404 AR to ca. 2440 (Now) ==&lt;br /&gt;
In 2404 the first colony ship of the [[Outer Rim]] landed on a freshly terraformed planet and founded the first new colony. The colony was given the name &amp;quot;Renaissance&amp;quot; and has since grown into a thriving, prosperous settlement. The settlement of Renaissance marks the beginning of the '''Pioneering Period''', which we are currently in.&lt;br /&gt;
&lt;br /&gt;
Over the past 30 years dozens of planets have been colonized, each of them further towards the center of the universe than any of the other settled planets of the Outer Rim. The [[New Colonies]] have received their own seat in the governing council of the Outer Rim government and will receive full representation as member planets once their population reaches a high enough level. Most of the New Colonies function as agricultural worlds at this point, producing large amounts of food, both for themselves and for the other planets of the Outer Rim. In addition to planets being colonized, the Outer Rim has begun construction of asteroid mining facilities in newly colonized solar systems, adding the possibility of fully automated resource generation from asteroid mining in the future.&lt;br /&gt;
&lt;br /&gt;
The population of the Outer Rim has developed a thirst for new frontiers. Over the millenia since the Great Reset the mystery of the cause for the disaster could never be solved, so there is hope that further expansion inwards could surface new opportunities for archeologists to dig up clues on what really happened.&lt;br /&gt;
&lt;br /&gt;
There is still concern about exploration inwards of the galaxy stirring up dangers that led to the catastrophe in the first place, but it is slowly being outweighed by curiousity. There are ruins of an entire galactic civilization to explore. Perhaps there are even other survivors out there, who managed to hide away in some forgotten corner of the galaxy. The exploration, colonization and reclamation of the galaxy will show exactly that. Who knows, maybe we are not alone out there.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=History&amp;diff=372</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=History&amp;diff=372"/>
		<updated>2020-08-12T09:26:08Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* The Flourishing Period - 998 AR to 2404 AR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time and Setting ==&lt;br /&gt;
The happenings of this fictional universe take place within the [https://en.wikipedia.org/wiki/Milky_Way Milky Way] galaxy, in a time period roughly 100,000 years in the future. The exact timeframe is unknown. Synths were created in the [[Outer Rim]], by ancestors of the same multi-species civilization they inhabit today (with &amp;quot;today&amp;quot; being this far point in the future).&lt;br /&gt;
Time within the [[Outer Rim]] civilization is measured in standard years, which, despite the [https://en.wikipedia.org/wiki/Solar_System Sol system] not being part of the [[Outer Rim]] territory, is the amount of time it takes [https://en.wikipedia.org/wiki/Earth Earth] to orbit around its sun. It is unknown to the inhabitants of the [[Outer Rim]] whether Earth still exists, or if it was destroyed during [[History|The Great Reset]], but Earth's theoretical rotation and position around its sun are still used in form of a standardized unit in which the passage of time is measured. The calendar used is based on [[History|The Great Reset]], using the time of the Reset as year 0. Years before the Reset are referred to as BR (Before Reset), while years after are referred to as AR (After Reset). 1000 years after the Great Reset would therefor be written as &amp;quot;1000 AR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Every following section of this page is from the point of view of historians living in the Outer Rim during the Pioneering Period, ca. 2440 AR.'''&lt;br /&gt;
&lt;br /&gt;
== Before Reset ==&lt;br /&gt;
Only fragments of knowledge are left about the times before the Great Reset, due to large parts of the galaxy remaining unexplored after the collapse of civilization. The mysteries of the past are only slowly becoming unraveled, as more of the galaxy is re-explored and lost ground is examined for clues. What is known is that the majority of the galaxy had been colonized by a pan-galactic civilization originating from the Sol System. This civilization is referred to as the [[Sol civilization]]. It did not have a singular name for itself, since it consisted of a multitude of powerful factions, nations, empires and groups of interest, each of them with their own identities and names. The exact relationships between these factions and their nature are lost to time. It is to be assumed that the civilization went through times of war, times of peace and various shades of strife inbetween until the Great Reset ended it all, leading to the extinction of the vast majority of all species and much knowledge being lost forever. It is assumed that the galaxy before the Reset was a technologically highly advanced place with many trillions of sapient lifeforms inhabiting planets and even space itself. The galaxy was dotted with megastructures that dwarfed continents. Many stars were darkened from the dyson swarms that surrounded them, using the energy they emitted to the fullest. What the Sol civiliztion was capable of can only be imagined, as their many efforts were forever lost when the Great Reset struck to end it all.&lt;br /&gt;
&lt;br /&gt;
== The Great Reset - Year 0 ==&lt;br /&gt;
The Great Reset refers to a cataclysmic event that almost led to the extinction of all life in the galaxy. The exact cause of the event is unknown, as well as its exact nature. The event's epicenter was calculated to have been the Sol system. Since the strength of its destructive force seems to have tapered off around the edges of a circular zone that encompassed almost the entire galaxy. The only systems not affected were the systems on the outermost edge of the galactic disc, furthest away from the epicenter. All signs point towards an event that lasted for 2 to 3 hours. Records from the time of the Reset are scarce, due to the lack of archeological inquiry over the centuries to come and the small number of survivors of the event.&lt;br /&gt;
Not much is known about the nature of the Great Reset, aside from that it affected biological life only and seems to have been highly infectious. It is speculated that it may have been an infectious disease, although it is unknown how any disease could spread across the entire galaxy within a few hours. One hypothesis suggests that a variation of a [https://en.wikipedia.org/wiki/Gray_goo gray goo event] may be to blame.&lt;br /&gt;
The only survivors were either located on underdeveloped colonies in the outer rim of the galaxy or within colony ships on their way there. The only reason these colonies were unaffected was their distance from the epicenter, lying just outside of the circular radius within which the event unfolded.&lt;br /&gt;
&lt;br /&gt;
The Great Reset is a topic of great controversy and disagreement among historians and scientists, due to the mysterious nature of the event and the lack of any evidence to justify either of the many theories. Among the many hypotheses, there are a few that appear more likely to be true than others, even if speculation is involved.&lt;br /&gt;
&lt;br /&gt;
=== Galactic pandemic hypothesis === &lt;br /&gt;
The hypothesis that the Great Reset was a '''viral pandemic''' potent enough to kill all life within hours. A pandemic seems like a good explanation for the death of large populations, but leaves unexplained how this pandemic could have spread over almost the entire galaxy in a circular radius over the course of hours. Proponents of this hypothesis argue that it should be possible to generate viruses remotely through the use of biological replicators, like bio-3D-printers. The [[Sol civilization]] had the technology of FTL communication, letting them communicate over distances spanning the entire galaxy instantly. This could theoretically allow for the control of biological replicators across the galaxy in real-time. If all of them are given instructions to print viruses all at the same time, this could theoretically lead to the spread of viral infection among the population.&lt;br /&gt;
&lt;br /&gt;
The fear that the pandemic hypothesis may be the correct one is one of the reasons why so few expeditions to ruined planets have been undertaken thus far. There is a fear that archeologists who dig around Sol civilization ruins could bring back dangerous biological material that could cause the same extinction event to happen all over again.&lt;br /&gt;
&lt;br /&gt;
=== Grey goo event hypothesis ===&lt;br /&gt;
The hypothesis that the Great Reset was caused by a '''grey goo''' event. A grey goo event is a hypothetical event in which nanomachines keep replicating themselves infinitely and consume all matter around them, ultimately resulting in all matter being transformed into nanomachines. It is hypothesised that the [[Sol civilization]] was easily advanced enough to routinely use nanomachines in their day-to-day affairs. This makes it a possibility that they developed nanites with self-replicating capabilities, which were programmed to consume biological matter such as food waste and other materials to turn them into compost. A programming error could possibly result in nanites targeting living biological matter instead. They could also be generated through the use of replicators, allowing the spread of these nanites throughout the galaxy. This event could have happened either as an accident or through malicious actions.&lt;br /&gt;
&lt;br /&gt;
== The Dark Ages - 0 AR to ca. 600 AR ==&lt;br /&gt;
The '''Dark Ages''' refer to the centuries after the Great Reset and describe a period of struggle for survival by those who survived the events of the Great Reset and the loss of knowledge, technology and culture over this period of time. The planets within the [[Outer Rim]] are the only ones known to have been unaffected by this disaster, but since most planets in the Outer Rim were very young colonies of the [[Sol civilization]], survival on these planets was very difficult. &lt;br /&gt;
&lt;br /&gt;
Many of these colonies were underdeveloped, as they were still in the process of being colonized when the Great Reset took place. Many survivors were engineers and technicians, meaning to establish rudimentary infrastructure to allow for the arrival of more colonists. Some were farmers and labourers, meant to prepare colonies so they could later be used and inhabitated by wealthier people of higher classes or castes. A few colonists were still in transit to their colonies and had just made it outside of the radius of the Great Reset inside their colony ships, allowing them to survive and travel onwards to their destination colonies. Since these colonies were meant to receive more resources and colonists over the course of time, most of them ended up underequipped to deal with the suddenly dire situation of having to survive on a recently colonized, barely inhabitable planet that hadn't even finished the process of terraforming yet. Some colonies were luckier than others, having advanced further in their development before the event took places. These colonies would later on develop into the population centers of the [[Outer Rim]].&lt;br /&gt;
&lt;br /&gt;
The colonies remained in contact with each other, since their communication equipment and the pre-established communication networks remained intact, even though contact with the center of the galaxy had broken off. Neither of the colonies were able to get in contact with any of the developed worlds further towards the center of the galaxy, leading them to believe that something must have happened and that they were now on their own. Even though many of the colonies belonged to different factions of the [[Sol civilization]], most of them tried to cooperate in their communications with each other. Some colonies chose not to cooperate with the others, due to ideological differences and broke off all contact. These colonies were later on found not to have survived this time period.&lt;br /&gt;
&lt;br /&gt;
Many colonies never made it through this period and succumbed to starvation, political turmoil, in-fighting or the inhospitability of their planets. Hundreds of colonies died out over the course of several centuries. Less developed colonies had to find ways of generating the resources they needed for survival, or else they would simply die out and not respond to communication requests anymore. Colonies could not send resources to each other, due to the lack of spacetravel capabilities between them. Each colony had to work for their own survival. It soon turned out that those colonies who were in active communication with each other and who were willing to exchange information were the ones who did best. Information on how to find resources, generate energy, build structures and other knowledge was exchanged over these communication channels. Over time this shared survival knowledge led to a shared identity among the surviving colonies. While much knowledge about the previous world was lost with the great number of lives lost on the way, the surviving colonies aimed to preserve as much knowledge as possible, especially knowledge that was seen as essential for survival. Ideologies of the past, if they were not helpful in survival, were dropped in favour of beliefs and behaviour that increased the survivability of each colony. This group of colonies, even though they were spread many thousands of lighyears apart, slowly began to identify as one group, which led to the concept of the [[Outer Rim]] as a civilization of its own.&lt;br /&gt;
&lt;br /&gt;
The cultural impact of this period of survival was immense. Ideologies that led to lack of cooperation quickly died out with the colonies that adhered to such beliefs. The cooperation between the surviving colonies fostered a culture of cooperation and exchange of knowledge, with the understanding that, if you help a friend on the other end of the line, they will also help you at the end of the day. Skills became very important for this society, as every colonist who had skills in agriculture, medicine, engineering or one of many other fields was seen as an important, irreplaceable asset to the society around them. Money had become useless very early on, since it helps little when you are stranded on a planet where you have to worry about generating enough oxygen to survive before anything else. Society transformed into a System where the entire colony gets to enjoy the fruit of everyone's labour, or noone did. A large part of the modern, cooperative culture of the Outer Rim can be led back to this cultural shift. A lot of the old knowledge and culture was lost in exchange of new ideals and a chance to re-build a culture from the ground up.&lt;br /&gt;
&lt;br /&gt;
== Building Period - ca. 600 AR to 998 AR ==&lt;br /&gt;
The '''Building Period''' is characterized through a culture of expansion and improvement of the quality of life throughout the Outer Rim. During this time period physical labour became more automated. The colonies strived towards space travel to finally physically connect their colonies through travel and trade. The time period is also known as the birth hour of Synths. &lt;br /&gt;
&lt;br /&gt;
At roughly around 600 AR the situation of the surviving colonies had stabilized for the most part. At this point in time the majority of the basic needs of most colonists had been secured to a reasonable extent. The colonies of the Outer Rim began thinking about expanding their colonies to use more of their planets' resources and expand their populations. Raising the quality of life on each planet was a huge concern, due to many colonists living in cramped, functional conditions with few luxuries for centuries. Some basic needs were still an important concern, due to the population on most colonies beginning to grow rapidly. To cover these needs, multiple steps were taken.&lt;br /&gt;
&lt;br /&gt;
=== Automation of Labour ===&lt;br /&gt;
At the beginning of the 7th century it was still common for large numbers of agricultural workers to farm and process food themselves. Automation was a well known thing, but was only available in form of large food processing machines that had to be managed and controlled by workers. This meant that food production took up a large part of the workforse, all to feed the population each colony had at the time. As population numbers kept increasing, the number of people that needed feeding quickly outgrew food production capacities. Robotics were introduced to tackle this problem, boosting the food output of farms and hydroponics centers. Service robots had to be maintained, developed and built, which led to a shift of the workforce away from agricultural labour to the production and maintenance of robots. The need for food kept rising however and the food production was not able to keep up with the rising population numbers. Eventually this led to a food crisis, which was difficult to solve through the means of simply throwing more automation at it. If you want to grow more food, you need more robots, which need more maintenance, which needs more workers. There were more jobs than there were workers, which, at first thought, leads to the conclusion that more workers are required. More workers however also means that more food is needed. This conundrum led to an interesting development.&lt;br /&gt;
&lt;br /&gt;
=== The Creation of Synths ===&lt;br /&gt;
With the need for more helping hands in food production came the thought to use robots to fulfill the tasks at hand. Robots however can only be programmed to do a certain set of tasks. A robot can not, for example, think creatively. A robot can not design other robots, unless it has a mind of its own, which is able to make creative design decisions.&lt;br /&gt;
The colonies were lacking in food, but there were resources they had in spades, due to the pristine nature of the planets they were situated on. Carbon, precious metals and minerals were abundant resources. Thanks to the beginning of mass production of power generation equipment, energy was also available in abundance. The engineers of the Outer Rim congregated where they could, exchanged ideas and plans between the colonies and came to the conclusion that the best way of solving the issues at hand was to create androids, who were equipped with a mind of their own, able to make independent decisions, learn, gather experiences and that way becoming more and more useful to society. A workforce of thinking machines would be useful, since they can contribute to society without draining its food supplies. Machines with minds that can learn could also be used in many different fields, not only food production. A thinking mind allows for flexibility.&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence was one of the technologies that had survived the Great Reset. Specialized AI had been used in production and management roles on all colonies. None of these specialized AIs had a mind of their own however. They were complex neural neworks that fulfilled certain tasks, but nothing more. The scientists of the Outer Rim now had the task to take this technology and to refine it into know-how on how to develop a general AI that could think, learn, remember, have experiences and feel emotions. After years of development this task was successful. The first synthetic brains were developed alongside synthetic bodies for them to inhabit.&lt;br /&gt;
&lt;br /&gt;
The engineers and scientists of the Outer Rim were well aware of all the things that could go wrong. Some sceptics warned of the possibility of a machine rebellion, during which these superior robots could take over and &amp;quot;destroy all organic lifeforms&amp;quot;. Others claimed that it was immoral to create a thinking mind with emotions and to &amp;quot;simply stick it into a tin box&amp;quot;. All these concerns had to be taken into account during the development of the first prototypes.&lt;br /&gt;
&lt;br /&gt;
The result of these developments were the first Synths. The colonies were more successful than they could ever hope for, as it turned out that the life they had created had not only the potential to be helpful to them, but that they may have created something that could almost be called a species of its own. Synths would grow up with organics, form emotional bonds, work with them and became useful. It was then, when the people of the Outer Rim realized that they had created lifeforms that could be fully integrated into their existing society and accepted as yet just another, only slightly different species amongst them. Synths would help organics with their survival and, in return, Synths would get to experience life and get the same help for survival in return. You could not own a Synth, like you could with other machines, but instead Synths were first considered to be owned by society as a whole. As time went on this point of view became antiquated and was replaced by the point of view that every Synth owns themself.&lt;br /&gt;
&lt;br /&gt;
The first Synth prototypes were completed in 688 AR. The first mass produced models went into production by 698 AR. Colonies produced Synths independently from each other, with each of them sharing their know-how on how to build them and integrate them into society. The first models were not modular, meaning that the first Synths could not exchange any [[modules]] and could not adapt their bodies in any way. Over the centuries ahead, throughout the Building Period, Synths were developed further and further, with every generation becoming closer to the Synths we know today. The first Synths, including the prototypes, were originally immortal and theoretically did not have a set [[lifespan]]. The majority of them deteriorated over time and eventually requested to die, after having lived long, fulfilling lives, many of them over several centuries. At this point none of the prototype Synths are still alive. There are, however, 2 Synths of the [[first production run]] still alive to this day.&lt;br /&gt;
&lt;br /&gt;
The introduction of Synths into the workforce, and into society, was a huge success and transformed the culture of the Outer Rim even further from what it may have been before the Great Reset. Synths helped with the initial food shortage and soon found use in many other fields, developing a culture of their own that became fully integrated into the society around them.&lt;br /&gt;
&lt;br /&gt;
=== Reclamation of the Stars ===&lt;br /&gt;
With the addition of Synths to the workforce of the colonies of the [[Outer Rim]] many of the old problems were solved. The quality of life throughout the Outer Rim increased steadily. Resources were gathered and eventually each colony began thinking about space travel. Ever since the Great Reset each colony was focused on survival on their various planets and throughout all this time the colonies only ever had contact through constant communication. Neither of them were able to visit each other physically. The colony ships each of them arrived with hundreds of years prior were one-way ships that were dismantled for resources and shelter, so they could not be re-used. The colonies had to re-invent spaceflight on their own, which required a thought-out, complex infrastracture. The 9th and 10th century saw the construction of spacecraft, satellite networks, space stations, space elevators and moon colonies. Each colony proceeded in different ways, depending on the type of planet they were situated on, whether or not they had moons and many other factors. Even though at different speeds, soon every colony was able to send materials into space.&lt;br /&gt;
&lt;br /&gt;
Through combined efforts the colonies developed their first FTL engines, allowing for travel over vast distances. In 998 AR a spaceship equipped with an FTL engine travelled from [[Colonia 14]] to [[Colonia 7]], over a distance of over 400 LYs to meet with the inhabitants of another colony for the first time in almost 1000 years. This event is considered to mark the end of the Building Period and is seen as the start of the Flourishing Period.&lt;br /&gt;
&lt;br /&gt;
== The Flourishing Period - 998 AR to 2404 AR ==&lt;br /&gt;
The '''Flourishing Period''' is a long lasting period of prosperity throughout the [[Outer Rim]]. In this period the planets of the Outer Rim slowly stopped considering themselves to be colonies, but instead accepted an identity of a civilization of their own. With the problem of space travel between the former colonies being solved, trade began to happen, opening the doors for further increases in the quality of life for the inhabitants of this part of the galaxy.&lt;br /&gt;
&lt;br /&gt;
In 1012 AR all former colonies in the Outer Rim were united under a democratically elected government spread across all member planets. The government was not centered on any planet, but instead functions as a decentralized government council with each council member representing the matters of their home planets. The government was formed with the goal to increase the quality of life of the citizens of the Outer Rim as much as possible, without falling into the same traps of class or caste structures of the time before the Great Reset.&lt;br /&gt;
&lt;br /&gt;
Throughout the Flourishing Period the Outer Rim experienced peaceful relationships between member planets. Technology continued to advance with the ultimate goal of making life as comfortable and fulfilling as possible. Member planets that were previously cut off from one another became accessible, leading to exchange of goods, tourism and the intermixing of cultures and species. Communication networks of planets became merged into one, galaxy-wide web, making it possible to make friends online with people living thousands of lightyears away. Advancements in technology and automation created less need to work, meaning more free time to be devoted on more important matters, like friends, family, education, art, music or hobbies. This increasing abundance in spare time led to a golden age of culture and creative expression as well as of scientific advances. &lt;br /&gt;
&lt;br /&gt;
As the society of the Outer Rim advanced in their own ways, people began to think about the colonization of new worlds. There were many failed colonies out there, as well as an entire galaxy that must have been empty of all life, since the Great Reset. Or perhaps there were other survivors out there in the galaxy, who managed to survive and to thrive just as the Outer Rim had? With the populations of each member planet increasing steadily, things started to get slightly cramped. More living space would be necessary eventually, so in the 24th century preparations for new colonies were made.&lt;br /&gt;
&lt;br /&gt;
== The Pioneering Period - 2404 AR to ca. 2440 (Now) ==&lt;br /&gt;
In 2404 the first colony ship of the [[Outer Rim]] landed on a freshly terraformed planet and founded the first new colony. The colony was given the name &amp;quot;Renaissance&amp;quot; and has since grown into a thriving, prosperous settlement. The settlement of Renaissance marks the beginning of the '''Pioneering Period''', which we are currently in.&lt;br /&gt;
&lt;br /&gt;
Over the past 30 years dozens of planets have been colonized, each of them further towards the center of the universe than any of the other settled planets of the Outer Rim. The [[New Colonies]] have received their own seat in the governing council of the Outer Rim government and will receive full representation as member planets once their population reaches a high enough level. Most of the New Colonies function as agricultural worlds at this point, producing large amounts of food, both for themselves and for the other planets of the Outer Rim. In addition to planets being colonized, the Outer Rim has begun construction of asteroid mining facilities in newly colonized solar systems, adding the possibility of fully automated resource generation from asteroid mining in the future.&lt;br /&gt;
&lt;br /&gt;
The population of the Outer Rim has developed a thirst for new frontiers. Over the millenia since the Great Reset the mystery of the cause for the disaster could never be solved, so there is hope that further expansion inwards could surface new opportunities for archeologists to dig up clues on what really happened.&lt;br /&gt;
&lt;br /&gt;
There is still concern about exploration inwards of the galaxy stirring up dangers that led to the catastrophe in the first place, but it is slowly being outweighed by curiousity. There are ruins of an entire, galactic civilization to explore. Perhaps there are even other survivors out there, who managed to hide away in some forgotten corner ofthe galaxy. The exploration, colonization and reclamation of the galaxy will show exactly that. Who knows, maybe we are not alone out there.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=History&amp;diff=371</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=History&amp;diff=371"/>
		<updated>2020-08-12T09:21:41Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* Building Period - ca. 600 AR to 998 AR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time and Setting ==&lt;br /&gt;
The happenings of this fictional universe take place within the [https://en.wikipedia.org/wiki/Milky_Way Milky Way] galaxy, in a time period roughly 100,000 years in the future. The exact timeframe is unknown. Synths were created in the [[Outer Rim]], by ancestors of the same multi-species civilization they inhabit today (with &amp;quot;today&amp;quot; being this far point in the future).&lt;br /&gt;
Time within the [[Outer Rim]] civilization is measured in standard years, which, despite the [https://en.wikipedia.org/wiki/Solar_System Sol system] not being part of the [[Outer Rim]] territory, is the amount of time it takes [https://en.wikipedia.org/wiki/Earth Earth] to orbit around its sun. It is unknown to the inhabitants of the [[Outer Rim]] whether Earth still exists, or if it was destroyed during [[History|The Great Reset]], but Earth's theoretical rotation and position around its sun are still used in form of a standardized unit in which the passage of time is measured. The calendar used is based on [[History|The Great Reset]], using the time of the Reset as year 0. Years before the Reset are referred to as BR (Before Reset), while years after are referred to as AR (After Reset). 1000 years after the Great Reset would therefor be written as &amp;quot;1000 AR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Every following section of this page is from the point of view of historians living in the Outer Rim during the Pioneering Period, ca. 2440 AR.'''&lt;br /&gt;
&lt;br /&gt;
== Before Reset ==&lt;br /&gt;
Only fragments of knowledge are left about the times before the Great Reset, due to large parts of the galaxy remaining unexplored after the collapse of civilization. The mysteries of the past are only slowly becoming unraveled, as more of the galaxy is re-explored and lost ground is examined for clues. What is known is that the majority of the galaxy had been colonized by a pan-galactic civilization originating from the Sol System. This civilization is referred to as the [[Sol civilization]]. It did not have a singular name for itself, since it consisted of a multitude of powerful factions, nations, empires and groups of interest, each of them with their own identities and names. The exact relationships between these factions and their nature are lost to time. It is to be assumed that the civilization went through times of war, times of peace and various shades of strife inbetween until the Great Reset ended it all, leading to the extinction of the vast majority of all species and much knowledge being lost forever. It is assumed that the galaxy before the Reset was a technologically highly advanced place with many trillions of sapient lifeforms inhabiting planets and even space itself. The galaxy was dotted with megastructures that dwarfed continents. Many stars were darkened from the dyson swarms that surrounded them, using the energy they emitted to the fullest. What the Sol civiliztion was capable of can only be imagined, as their many efforts were forever lost when the Great Reset struck to end it all.&lt;br /&gt;
&lt;br /&gt;
== The Great Reset - Year 0 ==&lt;br /&gt;
The Great Reset refers to a cataclysmic event that almost led to the extinction of all life in the galaxy. The exact cause of the event is unknown, as well as its exact nature. The event's epicenter was calculated to have been the Sol system. Since the strength of its destructive force seems to have tapered off around the edges of a circular zone that encompassed almost the entire galaxy. The only systems not affected were the systems on the outermost edge of the galactic disc, furthest away from the epicenter. All signs point towards an event that lasted for 2 to 3 hours. Records from the time of the Reset are scarce, due to the lack of archeological inquiry over the centuries to come and the small number of survivors of the event.&lt;br /&gt;
Not much is known about the nature of the Great Reset, aside from that it affected biological life only and seems to have been highly infectious. It is speculated that it may have been an infectious disease, although it is unknown how any disease could spread across the entire galaxy within a few hours. One hypothesis suggests that a variation of a [https://en.wikipedia.org/wiki/Gray_goo gray goo event] may be to blame.&lt;br /&gt;
The only survivors were either located on underdeveloped colonies in the outer rim of the galaxy or within colony ships on their way there. The only reason these colonies were unaffected was their distance from the epicenter, lying just outside of the circular radius within which the event unfolded.&lt;br /&gt;
&lt;br /&gt;
The Great Reset is a topic of great controversy and disagreement among historians and scientists, due to the mysterious nature of the event and the lack of any evidence to justify either of the many theories. Among the many hypotheses, there are a few that appear more likely to be true than others, even if speculation is involved.&lt;br /&gt;
&lt;br /&gt;
=== Galactic pandemic hypothesis === &lt;br /&gt;
The hypothesis that the Great Reset was a '''viral pandemic''' potent enough to kill all life within hours. A pandemic seems like a good explanation for the death of large populations, but leaves unexplained how this pandemic could have spread over almost the entire galaxy in a circular radius over the course of hours. Proponents of this hypothesis argue that it should be possible to generate viruses remotely through the use of biological replicators, like bio-3D-printers. The [[Sol civilization]] had the technology of FTL communication, letting them communicate over distances spanning the entire galaxy instantly. This could theoretically allow for the control of biological replicators across the galaxy in real-time. If all of them are given instructions to print viruses all at the same time, this could theoretically lead to the spread of viral infection among the population.&lt;br /&gt;
&lt;br /&gt;
The fear that the pandemic hypothesis may be the correct one is one of the reasons why so few expeditions to ruined planets have been undertaken thus far. There is a fear that archeologists who dig around Sol civilization ruins could bring back dangerous biological material that could cause the same extinction event to happen all over again.&lt;br /&gt;
&lt;br /&gt;
=== Grey goo event hypothesis ===&lt;br /&gt;
The hypothesis that the Great Reset was caused by a '''grey goo''' event. A grey goo event is a hypothetical event in which nanomachines keep replicating themselves infinitely and consume all matter around them, ultimately resulting in all matter being transformed into nanomachines. It is hypothesised that the [[Sol civilization]] was easily advanced enough to routinely use nanomachines in their day-to-day affairs. This makes it a possibility that they developed nanites with self-replicating capabilities, which were programmed to consume biological matter such as food waste and other materials to turn them into compost. A programming error could possibly result in nanites targeting living biological matter instead. They could also be generated through the use of replicators, allowing the spread of these nanites throughout the galaxy. This event could have happened either as an accident or through malicious actions.&lt;br /&gt;
&lt;br /&gt;
== The Dark Ages - 0 AR to ca. 600 AR ==&lt;br /&gt;
The '''Dark Ages''' refer to the centuries after the Great Reset and describe a period of struggle for survival by those who survived the events of the Great Reset and the loss of knowledge, technology and culture over this period of time. The planets within the [[Outer Rim]] are the only ones known to have been unaffected by this disaster, but since most planets in the Outer Rim were very young colonies of the [[Sol civilization]], survival on these planets was very difficult. &lt;br /&gt;
&lt;br /&gt;
Many of these colonies were underdeveloped, as they were still in the process of being colonized when the Great Reset took place. Many survivors were engineers and technicians, meaning to establish rudimentary infrastructure to allow for the arrival of more colonists. Some were farmers and labourers, meant to prepare colonies so they could later be used and inhabitated by wealthier people of higher classes or castes. A few colonists were still in transit to their colonies and had just made it outside of the radius of the Great Reset inside their colony ships, allowing them to survive and travel onwards to their destination colonies. Since these colonies were meant to receive more resources and colonists over the course of time, most of them ended up underequipped to deal with the suddenly dire situation of having to survive on a recently colonized, barely inhabitable planet that hadn't even finished the process of terraforming yet. Some colonies were luckier than others, having advanced further in their development before the event took places. These colonies would later on develop into the population centers of the [[Outer Rim]].&lt;br /&gt;
&lt;br /&gt;
The colonies remained in contact with each other, since their communication equipment and the pre-established communication networks remained intact, even though contact with the center of the galaxy had broken off. Neither of the colonies were able to get in contact with any of the developed worlds further towards the center of the galaxy, leading them to believe that something must have happened and that they were now on their own. Even though many of the colonies belonged to different factions of the [[Sol civilization]], most of them tried to cooperate in their communications with each other. Some colonies chose not to cooperate with the others, due to ideological differences and broke off all contact. These colonies were later on found not to have survived this time period.&lt;br /&gt;
&lt;br /&gt;
Many colonies never made it through this period and succumbed to starvation, political turmoil, in-fighting or the inhospitability of their planets. Hundreds of colonies died out over the course of several centuries. Less developed colonies had to find ways of generating the resources they needed for survival, or else they would simply die out and not respond to communication requests anymore. Colonies could not send resources to each other, due to the lack of spacetravel capabilities between them. Each colony had to work for their own survival. It soon turned out that those colonies who were in active communication with each other and who were willing to exchange information were the ones who did best. Information on how to find resources, generate energy, build structures and other knowledge was exchanged over these communication channels. Over time this shared survival knowledge led to a shared identity among the surviving colonies. While much knowledge about the previous world was lost with the great number of lives lost on the way, the surviving colonies aimed to preserve as much knowledge as possible, especially knowledge that was seen as essential for survival. Ideologies of the past, if they were not helpful in survival, were dropped in favour of beliefs and behaviour that increased the survivability of each colony. This group of colonies, even though they were spread many thousands of lighyears apart, slowly began to identify as one group, which led to the concept of the [[Outer Rim]] as a civilization of its own.&lt;br /&gt;
&lt;br /&gt;
The cultural impact of this period of survival was immense. Ideologies that led to lack of cooperation quickly died out with the colonies that adhered to such beliefs. The cooperation between the surviving colonies fostered a culture of cooperation and exchange of knowledge, with the understanding that, if you help a friend on the other end of the line, they will also help you at the end of the day. Skills became very important for this society, as every colonist who had skills in agriculture, medicine, engineering or one of many other fields was seen as an important, irreplaceable asset to the society around them. Money had become useless very early on, since it helps little when you are stranded on a planet where you have to worry about generating enough oxygen to survive before anything else. Society transformed into a System where the entire colony gets to enjoy the fruit of everyone's labour, or noone did. A large part of the modern, cooperative culture of the Outer Rim can be led back to this cultural shift. A lot of the old knowledge and culture was lost in exchange of new ideals and a chance to re-build a culture from the ground up.&lt;br /&gt;
&lt;br /&gt;
== Building Period - ca. 600 AR to 998 AR ==&lt;br /&gt;
The '''Building Period''' is characterized through a culture of expansion and improvement of the quality of life throughout the Outer Rim. During this time period physical labour became more automated. The colonies strived towards space travel to finally physically connect their colonies through travel and trade. The time period is also known as the birth hour of Synths. &lt;br /&gt;
&lt;br /&gt;
At roughly around 600 AR the situation of the surviving colonies had stabilized for the most part. At this point in time the majority of the basic needs of most colonists had been secured to a reasonable extent. The colonies of the Outer Rim began thinking about expanding their colonies to use more of their planets' resources and expand their populations. Raising the quality of life on each planet was a huge concern, due to many colonists living in cramped, functional conditions with few luxuries for centuries. Some basic needs were still an important concern, due to the population on most colonies beginning to grow rapidly. To cover these needs, multiple steps were taken.&lt;br /&gt;
&lt;br /&gt;
=== Automation of Labour ===&lt;br /&gt;
At the beginning of the 7th century it was still common for large numbers of agricultural workers to farm and process food themselves. Automation was a well known thing, but was only available in form of large food processing machines that had to be managed and controlled by workers. This meant that food production took up a large part of the workforse, all to feed the population each colony had at the time. As population numbers kept increasing, the number of people that needed feeding quickly outgrew food production capacities. Robotics were introduced to tackle this problem, boosting the food output of farms and hydroponics centers. Service robots had to be maintained, developed and built, which led to a shift of the workforce away from agricultural labour to the production and maintenance of robots. The need for food kept rising however and the food production was not able to keep up with the rising population numbers. Eventually this led to a food crisis, which was difficult to solve through the means of simply throwing more automation at it. If you want to grow more food, you need more robots, which need more maintenance, which needs more workers. There were more jobs than there were workers, which, at first thought, leads to the conclusion that more workers are required. More workers however also means that more food is needed. This conundrum led to an interesting development.&lt;br /&gt;
&lt;br /&gt;
=== The Creation of Synths ===&lt;br /&gt;
With the need for more helping hands in food production came the thought to use robots to fulfill the tasks at hand. Robots however can only be programmed to do a certain set of tasks. A robot can not, for example, think creatively. A robot can not design other robots, unless it has a mind of its own, which is able to make creative design decisions.&lt;br /&gt;
The colonies were lacking in food, but there were resources they had in spades, due to the pristine nature of the planets they were situated on. Carbon, precious metals and minerals were abundant resources. Thanks to the beginning of mass production of power generation equipment, energy was also available in abundance. The engineers of the Outer Rim congregated where they could, exchanged ideas and plans between the colonies and came to the conclusion that the best way of solving the issues at hand was to create androids, who were equipped with a mind of their own, able to make independent decisions, learn, gather experiences and that way becoming more and more useful to society. A workforce of thinking machines would be useful, since they can contribute to society without draining its food supplies. Machines with minds that can learn could also be used in many different fields, not only food production. A thinking mind allows for flexibility.&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence was one of the technologies that had survived the Great Reset. Specialized AI had been used in production and management roles on all colonies. None of these specialized AIs had a mind of their own however. They were complex neural neworks that fulfilled certain tasks, but nothing more. The scientists of the Outer Rim now had the task to take this technology and to refine it into know-how on how to develop a general AI that could think, learn, remember, have experiences and feel emotions. After years of development this task was successful. The first synthetic brains were developed alongside synthetic bodies for them to inhabit.&lt;br /&gt;
&lt;br /&gt;
The engineers and scientists of the Outer Rim were well aware of all the things that could go wrong. Some sceptics warned of the possibility of a machine rebellion, during which these superior robots could take over and &amp;quot;destroy all organic lifeforms&amp;quot;. Others claimed that it was immoral to create a thinking mind with emotions and to &amp;quot;simply stick it into a tin box&amp;quot;. All these concerns had to be taken into account during the development of the first prototypes.&lt;br /&gt;
&lt;br /&gt;
The result of these developments were the first Synths. The colonies were more successful than they could ever hope for, as it turned out that the life they had created had not only the potential to be helpful to them, but that they may have created something that could almost be called a species of its own. Synths would grow up with organics, form emotional bonds, work with them and became useful. It was then, when the people of the Outer Rim realized that they had created lifeforms that could be fully integrated into their existing society and accepted as yet just another, only slightly different species amongst them. Synths would help organics with their survival and, in return, Synths would get to experience life and get the same help for survival in return. You could not own a Synth, like you could with other machines, but instead Synths were first considered to be owned by society as a whole. As time went on this point of view became antiquated and was replaced by the point of view that every Synth owns themself.&lt;br /&gt;
&lt;br /&gt;
The first Synth prototypes were completed in 688 AR. The first mass produced models went into production by 698 AR. Colonies produced Synths independently from each other, with each of them sharing their know-how on how to build them and integrate them into society. The first models were not modular, meaning that the first Synths could not exchange any [[modules]] and could not adapt their bodies in any way. Over the centuries ahead, throughout the Building Period, Synths were developed further and further, with every generation becoming closer to the Synths we know today. The first Synths, including the prototypes, were originally immortal and theoretically did not have a set [[lifespan]]. The majority of them deteriorated over time and eventually requested to die, after having lived long, fulfilling lives, many of them over several centuries. At this point none of the prototype Synths are still alive. There are, however, 2 Synths of the [[first production run]] still alive to this day.&lt;br /&gt;
&lt;br /&gt;
The introduction of Synths into the workforce, and into society, was a huge success and transformed the culture of the Outer Rim even further from what it may have been before the Great Reset. Synths helped with the initial food shortage and soon found use in many other fields, developing a culture of their own that became fully integrated into the society around them.&lt;br /&gt;
&lt;br /&gt;
=== Reclamation of the Stars ===&lt;br /&gt;
With the addition of Synths to the workforce of the colonies of the [[Outer Rim]] many of the old problems were solved. The quality of life throughout the Outer Rim increased steadily. Resources were gathered and eventually each colony began thinking about space travel. Ever since the Great Reset each colony was focused on survival on their various planets and throughout all this time the colonies only ever had contact through constant communication. Neither of them were able to visit each other physically. The colony ships each of them arrived with hundreds of years prior were one-way ships that were dismantled for resources and shelter, so they could not be re-used. The colonies had to re-invent spaceflight on their own, which required a thought-out, complex infrastracture. The 9th and 10th century saw the construction of spacecraft, satellite networks, space stations, space elevators and moon colonies. Each colony proceeded in different ways, depending on the type of planet they were situated on, whether or not they had moons and many other factors. Even though at different speeds, soon every colony was able to send materials into space.&lt;br /&gt;
&lt;br /&gt;
Through combined efforts the colonies developed their first FTL engines, allowing for travel over vast distances. In 998 AR a spaceship equipped with an FTL engine travelled from [[Colonia 14]] to [[Colonia 7]], over a distance of over 400 LYs to meet with the inhabitants of another colony for the first time in almost 1000 years. This event is considered to mark the end of the Building Period and is seen as the start of the Flourishing Period.&lt;br /&gt;
&lt;br /&gt;
== The Flourishing Period - 998 AR to 2404 AR ==&lt;br /&gt;
The '''Flourishing Period''' is a long lasting period of prosperity throughout the [[Outer Rim]]. In this period the planets of the Outer Rim slowly stopped considering themselves as colonies, but instead accepted an identity of a civilization of their own. With the problem of space travel between the former colonies being solved, trade began to happen, opening the doors for further increases in the quality of life for the inhabitants of this part of the galaxy.&lt;br /&gt;
&lt;br /&gt;
In 1012 AR all former colonies in the Outer Rim were united under a democratically elected government spread across all member planets. The government was not centered on any planet, but instead functions as a decentralized government council with each council member representing the matters of their home planets. The government was formed with the goal to increase to quality of life of the citizens of the Outer Rim as much as possible, without falling into the same traps of class or caste structures of the time before the Great Reset.&lt;br /&gt;
&lt;br /&gt;
Throughout the Flourishing Period the Outer Rim experienced peaceful relationships between member planets. Technology continued to advance with the ultimate goal of making life as comfortable and fulfilling as possible. Member planets that were previously cut off from one another becam accessible, leading to exchange of goods, tourism and the intermixing of cultures and species. Communication networks of planets became merged into one, galaxy-wide web, making it possible to make friends online with people living thousands of lightyears away. Advancements in technology and automation created less need to work, meaning more free time to be devoted on more important matters, like friends, family, education, art, music or hobbies. This increasing abundance in spare time led to a golden age of culture and creative expression. &lt;br /&gt;
&lt;br /&gt;
As the society of the Outer Rim advanced in their own ways, people began to think about the colonization of new worlds. There were many failed colonies out there, as well as an entire galaxy that must have been empty of all life, since the Great Reset. Or perhaps there were other survivors out there in the galaxy, who managed to survive and to thrive just as the Outer Rim had? With the populations of each member planet increasing steadily, things started to get slightly cramped. More living space would be necessary eventually, so in the 24th century preparations for new colonies were made.&lt;br /&gt;
&lt;br /&gt;
== The Pioneering Period - 2404 AR to ca. 2440 (Now) ==&lt;br /&gt;
In 2404 the first colony ship of the [[Outer Rim]] landed on a freshly terraformed planet and founded the first new colony. The colony was given the name &amp;quot;Renaissance&amp;quot; and has since grown into a thriving, prosperous settlement. The settlement of Renaissance marks the beginning of the '''Pioneering Period''', which we are currently in.&lt;br /&gt;
&lt;br /&gt;
Over the past 30 years dozens of planets have been colonized, each of them further towards the center of the universe than any of the other settled planets of the Outer Rim. The [[New Colonies]] have received their own seat in the governing council of the Outer Rim government and will receive full representation as member planets once their population reaches a high enough level. Most of the New Colonies function as agricultural worlds at this point, producing large amounts of food, both for themselves and for the other planets of the Outer Rim. In addition to planets being colonized, the Outer Rim has begun construction of asteroid mining facilities in newly colonized solar systems, adding the possibility of fully automated resource generation from asteroid mining in the future.&lt;br /&gt;
&lt;br /&gt;
The population of the Outer Rim has developed a thirst for new frontiers. Over the millenia since the Great Reset the mystery of the cause for the disaster could never be solved, so there is hope that further expansion inwards could surface new opportunities for archeologists to dig up clues on what really happened.&lt;br /&gt;
&lt;br /&gt;
There is still concern about exploration inwards of the galaxy stirring up dangers that led to the catastrophe in the first place, but it is slowly being outweighed by curiousity. There are ruins of an entire, galactic civilization to explore. Perhaps there are even other survivors out there, who managed to hide away in some forgotten corner ofthe galaxy. The exploration, colonization and reclamation of the galaxy will show exactly that. Who knows, maybe we are not alone out there.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=History&amp;diff=370</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=History&amp;diff=370"/>
		<updated>2020-08-12T09:07:16Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* The Dark Ages - 0 AR to ca. 600 AR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time and Setting ==&lt;br /&gt;
The happenings of this fictional universe take place within the [https://en.wikipedia.org/wiki/Milky_Way Milky Way] galaxy, in a time period roughly 100,000 years in the future. The exact timeframe is unknown. Synths were created in the [[Outer Rim]], by ancestors of the same multi-species civilization they inhabit today (with &amp;quot;today&amp;quot; being this far point in the future).&lt;br /&gt;
Time within the [[Outer Rim]] civilization is measured in standard years, which, despite the [https://en.wikipedia.org/wiki/Solar_System Sol system] not being part of the [[Outer Rim]] territory, is the amount of time it takes [https://en.wikipedia.org/wiki/Earth Earth] to orbit around its sun. It is unknown to the inhabitants of the [[Outer Rim]] whether Earth still exists, or if it was destroyed during [[History|The Great Reset]], but Earth's theoretical rotation and position around its sun are still used in form of a standardized unit in which the passage of time is measured. The calendar used is based on [[History|The Great Reset]], using the time of the Reset as year 0. Years before the Reset are referred to as BR (Before Reset), while years after are referred to as AR (After Reset). 1000 years after the Great Reset would therefor be written as &amp;quot;1000 AR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Every following section of this page is from the point of view of historians living in the Outer Rim during the Pioneering Period, ca. 2440 AR.'''&lt;br /&gt;
&lt;br /&gt;
== Before Reset ==&lt;br /&gt;
Only fragments of knowledge are left about the times before the Great Reset, due to large parts of the galaxy remaining unexplored after the collapse of civilization. The mysteries of the past are only slowly becoming unraveled, as more of the galaxy is re-explored and lost ground is examined for clues. What is known is that the majority of the galaxy had been colonized by a pan-galactic civilization originating from the Sol System. This civilization is referred to as the [[Sol civilization]]. It did not have a singular name for itself, since it consisted of a multitude of powerful factions, nations, empires and groups of interest, each of them with their own identities and names. The exact relationships between these factions and their nature are lost to time. It is to be assumed that the civilization went through times of war, times of peace and various shades of strife inbetween until the Great Reset ended it all, leading to the extinction of the vast majority of all species and much knowledge being lost forever. It is assumed that the galaxy before the Reset was a technologically highly advanced place with many trillions of sapient lifeforms inhabiting planets and even space itself. The galaxy was dotted with megastructures that dwarfed continents. Many stars were darkened from the dyson swarms that surrounded them, using the energy they emitted to the fullest. What the Sol civiliztion was capable of can only be imagined, as their many efforts were forever lost when the Great Reset struck to end it all.&lt;br /&gt;
&lt;br /&gt;
== The Great Reset - Year 0 ==&lt;br /&gt;
The Great Reset refers to a cataclysmic event that almost led to the extinction of all life in the galaxy. The exact cause of the event is unknown, as well as its exact nature. The event's epicenter was calculated to have been the Sol system. Since the strength of its destructive force seems to have tapered off around the edges of a circular zone that encompassed almost the entire galaxy. The only systems not affected were the systems on the outermost edge of the galactic disc, furthest away from the epicenter. All signs point towards an event that lasted for 2 to 3 hours. Records from the time of the Reset are scarce, due to the lack of archeological inquiry over the centuries to come and the small number of survivors of the event.&lt;br /&gt;
Not much is known about the nature of the Great Reset, aside from that it affected biological life only and seems to have been highly infectious. It is speculated that it may have been an infectious disease, although it is unknown how any disease could spread across the entire galaxy within a few hours. One hypothesis suggests that a variation of a [https://en.wikipedia.org/wiki/Gray_goo gray goo event] may be to blame.&lt;br /&gt;
The only survivors were either located on underdeveloped colonies in the outer rim of the galaxy or within colony ships on their way there. The only reason these colonies were unaffected was their distance from the epicenter, lying just outside of the circular radius within which the event unfolded.&lt;br /&gt;
&lt;br /&gt;
The Great Reset is a topic of great controversy and disagreement among historians and scientists, due to the mysterious nature of the event and the lack of any evidence to justify either of the many theories. Among the many hypotheses, there are a few that appear more likely to be true than others, even if speculation is involved.&lt;br /&gt;
&lt;br /&gt;
=== Galactic pandemic hypothesis === &lt;br /&gt;
The hypothesis that the Great Reset was a '''viral pandemic''' potent enough to kill all life within hours. A pandemic seems like a good explanation for the death of large populations, but leaves unexplained how this pandemic could have spread over almost the entire galaxy in a circular radius over the course of hours. Proponents of this hypothesis argue that it should be possible to generate viruses remotely through the use of biological replicators, like bio-3D-printers. The [[Sol civilization]] had the technology of FTL communication, letting them communicate over distances spanning the entire galaxy instantly. This could theoretically allow for the control of biological replicators across the galaxy in real-time. If all of them are given instructions to print viruses all at the same time, this could theoretically lead to the spread of viral infection among the population.&lt;br /&gt;
&lt;br /&gt;
The fear that the pandemic hypothesis may be the correct one is one of the reasons why so few expeditions to ruined planets have been undertaken thus far. There is a fear that archeologists who dig around Sol civilization ruins could bring back dangerous biological material that could cause the same extinction event to happen all over again.&lt;br /&gt;
&lt;br /&gt;
=== Grey goo event hypothesis ===&lt;br /&gt;
The hypothesis that the Great Reset was caused by a '''grey goo''' event. A grey goo event is a hypothetical event in which nanomachines keep replicating themselves infinitely and consume all matter around them, ultimately resulting in all matter being transformed into nanomachines. It is hypothesised that the [[Sol civilization]] was easily advanced enough to routinely use nanomachines in their day-to-day affairs. This makes it a possibility that they developed nanites with self-replicating capabilities, which were programmed to consume biological matter such as food waste and other materials to turn them into compost. A programming error could possibly result in nanites targeting living biological matter instead. They could also be generated through the use of replicators, allowing the spread of these nanites throughout the galaxy. This event could have happened either as an accident or through malicious actions.&lt;br /&gt;
&lt;br /&gt;
== The Dark Ages - 0 AR to ca. 600 AR ==&lt;br /&gt;
The '''Dark Ages''' refer to the centuries after the Great Reset and describe a period of struggle for survival by those who survived the events of the Great Reset and the loss of knowledge, technology and culture over this period of time. The planets within the [[Outer Rim]] are the only ones known to have been unaffected by this disaster, but since most planets in the Outer Rim were very young colonies of the [[Sol civilization]], survival on these planets was very difficult. &lt;br /&gt;
&lt;br /&gt;
Many of these colonies were underdeveloped, as they were still in the process of being colonized when the Great Reset took place. Many survivors were engineers and technicians, meaning to establish rudimentary infrastructure to allow for the arrival of more colonists. Some were farmers and labourers, meant to prepare colonies so they could later be used and inhabitated by wealthier people of higher classes or castes. A few colonists were still in transit to their colonies and had just made it outside of the radius of the Great Reset inside their colony ships, allowing them to survive and travel onwards to their destination colonies. Since these colonies were meant to receive more resources and colonists over the course of time, most of them ended up underequipped to deal with the suddenly dire situation of having to survive on a recently colonized, barely inhabitable planet that hadn't even finished the process of terraforming yet. Some colonies were luckier than others, having advanced further in their development before the event took places. These colonies would later on develop into the population centers of the [[Outer Rim]].&lt;br /&gt;
&lt;br /&gt;
The colonies remained in contact with each other, since their communication equipment and the pre-established communication networks remained intact, even though contact with the center of the galaxy had broken off. Neither of the colonies were able to get in contact with any of the developed worlds further towards the center of the galaxy, leading them to believe that something must have happened and that they were now on their own. Even though many of the colonies belonged to different factions of the [[Sol civilization]], most of them tried to cooperate in their communications with each other. Some colonies chose not to cooperate with the others, due to ideological differences and broke off all contact. These colonies were later on found not to have survived this time period.&lt;br /&gt;
&lt;br /&gt;
Many colonies never made it through this period and succumbed to starvation, political turmoil, in-fighting or the inhospitability of their planets. Hundreds of colonies died out over the course of several centuries. Less developed colonies had to find ways of generating the resources they needed for survival, or else they would simply die out and not respond to communication requests anymore. Colonies could not send resources to each other, due to the lack of spacetravel capabilities between them. Each colony had to work for their own survival. It soon turned out that those colonies who were in active communication with each other and who were willing to exchange information were the ones who did best. Information on how to find resources, generate energy, build structures and other knowledge was exchanged over these communication channels. Over time this shared survival knowledge led to a shared identity among the surviving colonies. While much knowledge about the previous world was lost with the great number of lives lost on the way, the surviving colonies aimed to preserve as much knowledge as possible, especially knowledge that was seen as essential for survival. Ideologies of the past, if they were not helpful in survival, were dropped in favour of beliefs and behaviour that increased the survivability of each colony. This group of colonies, even though they were spread many thousands of lighyears apart, slowly began to identify as one group, which led to the concept of the [[Outer Rim]] as a civilization of its own.&lt;br /&gt;
&lt;br /&gt;
The cultural impact of this period of survival was immense. Ideologies that led to lack of cooperation quickly died out with the colonies that adhered to such beliefs. The cooperation between the surviving colonies fostered a culture of cooperation and exchange of knowledge, with the understanding that, if you help a friend on the other end of the line, they will also help you at the end of the day. Skills became very important for this society, as every colonist who had skills in agriculture, medicine, engineering or one of many other fields was seen as an important, irreplaceable asset to the society around them. Money had become useless very early on, since it helps little when you are stranded on a planet where you have to worry about generating enough oxygen to survive before anything else. Society transformed into a System where the entire colony gets to enjoy the fruit of everyone's labour, or noone did. A large part of the modern, cooperative culture of the Outer Rim can be led back to this cultural shift. A lot of the old knowledge and culture was lost in exchange of new ideals and a chance to re-build a culture from the ground up.&lt;br /&gt;
&lt;br /&gt;
== Building Period - ca. 600 AR to 998 AR ==&lt;br /&gt;
The '''Building Period''' is characterized through a culture of expansion and improvement of the quality of life throughout the Outer Rim. During this time period the automation of labour ws prioritized. The colonies strived towards space travel to finally physically connect their colonies through travel and trade. The time period is also known as the birth hour of Synths. &lt;br /&gt;
&lt;br /&gt;
At roughly around 600 AR the situation of the surviving colonies had stabilized for the most part. At this point in time the majority of the basic needs of most colonists had been secured to a reasonable extent. The colonies of the Outer Rim began thinking about expanding their colonies to use more of their planets' resources and expand their populations. Raising the quality of life on each planet was a huge concern, due to many colonists living in cramped, functional conditions with few luxuries for centuries. Some basic needs were still an important concern, due to the population on most colonies beginning to grow rapidly. To cover these needs, multiple steps were taken.&lt;br /&gt;
&lt;br /&gt;
=== Automation of Labour ===&lt;br /&gt;
At the beginning of the 7th century it was still common for large numbers of agricultural workers to farm and process food themselves. Automation was a well known thing, but was only available in form of large food processing machines that had to be managed and controlled by workers. This meant that food production took up a large part of the workforse, all to feed the population each colony had at the time. As population numbers kept increasing, the number of people that needed feeding quickly outgrew food production capacities. Robotics were introduced to tackle this problem, boosting the food output of farms and hydroponics centers. Service robots had to be maintained, developed and built, which led to a shift of the workforce away from agricultural labour to the production and maintenance of robots. The need for food kept rising however and the food production was not able to keep up with the rising population numbers. Eventually this led to a food crisis, which was difficult to solve through the means of simply throwing more automation at it. If you want to grow more food, you need more robots, which need more maintenance, which needs more workers. There were more jobs to do than there were workers, which, at first thought, leads to the conclusion that more workers are required. More workers however also means that more food is needed. This conundrum led to an interesting development.&lt;br /&gt;
&lt;br /&gt;
=== The Creation of Synths ===&lt;br /&gt;
With the need for more helping hands in food production came the thought to use robots to fulfill the tasks required. Robots however can only be programmed to do a certain set of tasks. A robot can not, for example, think creatively. A robot can not design other robots, unless it has a mind of its own, which is able to make creative design decisions.&lt;br /&gt;
The colonies were lacking in food, but there were resources they had in abundance, due to the pristine nature of the planets they were situated on. Carbon, precious metals and minerals were abundant resources. Thanks to the beginning of mass production of power generation equipment, energy was also available in abundance. The engineers of the Outer Rim congregated where they could, exchanged ideas and plans among the colonies and came to the conclusion that the best way of solving the issues at hand was to create androids, who were equipped with a mind of their own, able to make independent decisions, learn, gather experiences and that way becoming more and more useful to society. A workforce of thinking machines would be useful, since they can contribute to society without draining its food supplies. Machines with minds &lt;br /&gt;
that can learn could also be used in many different fields, not only food production. A thinking mind allows for flexibility.&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence was one of the technologies that had survived the Great Reset. Specialized AI had been used in production and management roles on all colonies. None of these specialized AIs had a mind of their own however. They were complex neural neworks that fulfilled certain tasks, but nothing more. The scientists of the Outer Rim now had the task to take this technology and to refine it into the knowledge of how to develop a general AI that could think, learn, remember, have experiences and feel emotions. After years of development this task was successful. The first synthetic brains were developed alongside synthetic bodies for them to inhabit.&lt;br /&gt;
&lt;br /&gt;
The engineers and scientists of the Outer Rim were well aware of all the things that could go wrong. Some sceptics warned of the possibility of a machine rebellion, during which these superior robots could take over and &amp;quot;destroy all organic lifeforms&amp;quot;. Others claimed that it was immoral to create a thinking mind with emotions and to &amp;quot;simply stick it into a tin box&amp;quot;. All these concerns had to be taken into account during the development of the first prototypes.&lt;br /&gt;
&lt;br /&gt;
The result of these developments were the first Synths. The colonies were more successful than they could ever hope for, as it turned out that the life they had created had not only the potential to be helpful to them, but that they may have created something that could almost be called a species of its own. Synths would grow up with organics, form emotional bonds, work with them and became useful. It was then, when  society of the Outer Rim realized that they had created lifeforms that could be fully integrated into their existing society and accepted as yet just another, only slightly different species amongst them. Synths would help organics with their survival and, in return, Synths would get to experience life and get the same help for survival in return. You could not own a Synth, like you could with other machines, but instead Synths were first considered to be owned by society as a whole. As time went on this point of view became antiquated an was replaced by the point of view that every Synth owns themself.&lt;br /&gt;
&lt;br /&gt;
The first Synth prototypes were completed in 688 AR. The first mass produced models went into production by 698 AR. Colonies produced Synths independently from each other, with each of them sharing their know-how on how to build them and integrate them into society. The first models were not modular, meaning that the first Synths could not exchange any [[modules]] and could not adapt their bodies in any way. Over the centuries ahead, throughout the Building Period, Synths were developed further and further, with every generation becoming closer to the Synths we know today. The first Synths, including the prototypes were originally immortal and theoretically did not have a set [[lifespan]]. The majority of them deteriorated over time and eventually requested to die, after having lived long, fulfilling lives, many of them over several centuries. At this point none of the prototype Synths are still alive. There are, however, 2 Synths of the [[first production run]] still alive to this day.&lt;br /&gt;
&lt;br /&gt;
The introduction of Synths into the workforce, and into society, were a huge success and transformed the culture of the Outer Rim even further from what it may have been before the Great Reset. Synths helped with the initial food shortage and soon found use in many other fields, developing a culture of their own that became fully integrated into the society around them.&lt;br /&gt;
&lt;br /&gt;
=== Reclamation of the Stars ===&lt;br /&gt;
With the addition of Synths to the workforce of the colonies of the [[Outer Rim]] many of the old problems were solved. The quality of life throughout the Outer Rim increased steadily. Resources were gathered and eventually each colony began thinking about space travel. Ever since the Great Reset each colony was focused on survival on their various planets and throughout all this time the colonies only ever had contact through constant communication. Neither of them were able to visit each other physically. The colony ships each of them arrived with hundreds of years ago were one-way ships that were dismantled for resources and shelter, so they could not be re-used. The colonies had to re-invent spaceflight on their own, which required a thought-out, complex infrastracture. The 9th and 10th century saw the construction of spacecraft, satellite networks, space stations, space elevators and moon colonies. Each colony proceeded in different ways, depending on the type of planet they were situated on, whether or not they had moons and many other factors. Even though at different speeds, soon every colony was able to send materials into space.&lt;br /&gt;
&lt;br /&gt;
Through combined efforts the colonies developed their first FTL engines, allowing for travel over vast distances. In 998 AR a spaceship equipped with an FTL engine travelled from [[Colonia 14]] to [[Colonia 7]], over a distance of over 400 LYs to meet with the inhabitants of another colony for the first time in almost 1000 years. This event is considered to mark the end of the Building Period and is seen as the start of the Flourishing Period.&lt;br /&gt;
&lt;br /&gt;
== The Flourishing Period - 998 AR to 2404 AR ==&lt;br /&gt;
The '''Flourishing Period''' is a long lasting period of prosperity throughout the [[Outer Rim]]. In this period the planets of the Outer Rim slowly stopped considering themselves as colonies, but instead accepted an identity of a civilization of their own. With the problem of space travel between the former colonies being solved, trade began to happen, opening the doors for further increases in the quality of life for the inhabitants of this part of the galaxy.&lt;br /&gt;
&lt;br /&gt;
In 1012 AR all former colonies in the Outer Rim were united under a democratically elected government spread across all member planets. The government was not centered on any planet, but instead functions as a decentralized government council with each council member representing the matters of their home planets. The government was formed with the goal to increase to quality of life of the citizens of the Outer Rim as much as possible, without falling into the same traps of class or caste structures of the time before the Great Reset.&lt;br /&gt;
&lt;br /&gt;
Throughout the Flourishing Period the Outer Rim experienced peaceful relationships between member planets. Technology continued to advance with the ultimate goal of making life as comfortable and fulfilling as possible. Member planets that were previously cut off from one another becam accessible, leading to exchange of goods, tourism and the intermixing of cultures and species. Communication networks of planets became merged into one, galaxy-wide web, making it possible to make friends online with people living thousands of lightyears away. Advancements in technology and automation created less need to work, meaning more free time to be devoted on more important matters, like friends, family, education, art, music or hobbies. This increasing abundance in spare time led to a golden age of culture and creative expression. &lt;br /&gt;
&lt;br /&gt;
As the society of the Outer Rim advanced in their own ways, people began to think about the colonization of new worlds. There were many failed colonies out there, as well as an entire galaxy that must have been empty of all life, since the Great Reset. Or perhaps there were other survivors out there in the galaxy, who managed to survive and to thrive just as the Outer Rim had? With the populations of each member planet increasing steadily, things started to get slightly cramped. More living space would be necessary eventually, so in the 24th century preparations for new colonies were made.&lt;br /&gt;
&lt;br /&gt;
== The Pioneering Period - 2404 AR to ca. 2440 (Now) ==&lt;br /&gt;
In 2404 the first colony ship of the [[Outer Rim]] landed on a freshly terraformed planet and founded the first new colony. The colony was given the name &amp;quot;Renaissance&amp;quot; and has since grown into a thriving, prosperous settlement. The settlement of Renaissance marks the beginning of the '''Pioneering Period''', which we are currently in.&lt;br /&gt;
&lt;br /&gt;
Over the past 30 years dozens of planets have been colonized, each of them further towards the center of the universe than any of the other settled planets of the Outer Rim. The [[New Colonies]] have received their own seat in the governing council of the Outer Rim government and will receive full representation as member planets once their population reaches a high enough level. Most of the New Colonies function as agricultural worlds at this point, producing large amounts of food, both for themselves and for the other planets of the Outer Rim. In addition to planets being colonized, the Outer Rim has begun construction of asteroid mining facilities in newly colonized solar systems, adding the possibility of fully automated resource generation from asteroid mining in the future.&lt;br /&gt;
&lt;br /&gt;
The population of the Outer Rim has developed a thirst for new frontiers. Over the millenia since the Great Reset the mystery of the cause for the disaster could never be solved, so there is hope that further expansion inwards could surface new opportunities for archeologists to dig up clues on what really happened.&lt;br /&gt;
&lt;br /&gt;
There is still concern about exploration inwards of the galaxy stirring up dangers that led to the catastrophe in the first place, but it is slowly being outweighed by curiousity. There are ruins of an entire, galactic civilization to explore. Perhaps there are even other survivors out there, who managed to hide away in some forgotten corner ofthe galaxy. The exploration, colonization and reclamation of the galaxy will show exactly that. Who knows, maybe we are not alone out there.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=History&amp;diff=369</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=History&amp;diff=369"/>
		<updated>2020-08-12T08:57:17Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* The Great Reset - Year 0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time and Setting ==&lt;br /&gt;
The happenings of this fictional universe take place within the [https://en.wikipedia.org/wiki/Milky_Way Milky Way] galaxy, in a time period roughly 100,000 years in the future. The exact timeframe is unknown. Synths were created in the [[Outer Rim]], by ancestors of the same multi-species civilization they inhabit today (with &amp;quot;today&amp;quot; being this far point in the future).&lt;br /&gt;
Time within the [[Outer Rim]] civilization is measured in standard years, which, despite the [https://en.wikipedia.org/wiki/Solar_System Sol system] not being part of the [[Outer Rim]] territory, is the amount of time it takes [https://en.wikipedia.org/wiki/Earth Earth] to orbit around its sun. It is unknown to the inhabitants of the [[Outer Rim]] whether Earth still exists, or if it was destroyed during [[History|The Great Reset]], but Earth's theoretical rotation and position around its sun are still used in form of a standardized unit in which the passage of time is measured. The calendar used is based on [[History|The Great Reset]], using the time of the Reset as year 0. Years before the Reset are referred to as BR (Before Reset), while years after are referred to as AR (After Reset). 1000 years after the Great Reset would therefor be written as &amp;quot;1000 AR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Every following section of this page is from the point of view of historians living in the Outer Rim during the Pioneering Period, ca. 2440 AR.'''&lt;br /&gt;
&lt;br /&gt;
== Before Reset ==&lt;br /&gt;
Only fragments of knowledge are left about the times before the Great Reset, due to large parts of the galaxy remaining unexplored after the collapse of civilization. The mysteries of the past are only slowly becoming unraveled, as more of the galaxy is re-explored and lost ground is examined for clues. What is known is that the majority of the galaxy had been colonized by a pan-galactic civilization originating from the Sol System. This civilization is referred to as the [[Sol civilization]]. It did not have a singular name for itself, since it consisted of a multitude of powerful factions, nations, empires and groups of interest, each of them with their own identities and names. The exact relationships between these factions and their nature are lost to time. It is to be assumed that the civilization went through times of war, times of peace and various shades of strife inbetween until the Great Reset ended it all, leading to the extinction of the vast majority of all species and much knowledge being lost forever. It is assumed that the galaxy before the Reset was a technologically highly advanced place with many trillions of sapient lifeforms inhabiting planets and even space itself. The galaxy was dotted with megastructures that dwarfed continents. Many stars were darkened from the dyson swarms that surrounded them, using the energy they emitted to the fullest. What the Sol civiliztion was capable of can only be imagined, as their many efforts were forever lost when the Great Reset struck to end it all.&lt;br /&gt;
&lt;br /&gt;
== The Great Reset - Year 0 ==&lt;br /&gt;
The Great Reset refers to a cataclysmic event that almost led to the extinction of all life in the galaxy. The exact cause of the event is unknown, as well as its exact nature. The event's epicenter was calculated to have been the Sol system. Since the strength of its destructive force seems to have tapered off around the edges of a circular zone that encompassed almost the entire galaxy. The only systems not affected were the systems on the outermost edge of the galactic disc, furthest away from the epicenter. All signs point towards an event that lasted for 2 to 3 hours. Records from the time of the Reset are scarce, due to the lack of archeological inquiry over the centuries to come and the small number of survivors of the event.&lt;br /&gt;
Not much is known about the nature of the Great Reset, aside from that it affected biological life only and seems to have been highly infectious. It is speculated that it may have been an infectious disease, although it is unknown how any disease could spread across the entire galaxy within a few hours. One hypothesis suggests that a variation of a [https://en.wikipedia.org/wiki/Gray_goo gray goo event] may be to blame.&lt;br /&gt;
The only survivors were either located on underdeveloped colonies in the outer rim of the galaxy or within colony ships on their way there. The only reason these colonies were unaffected was their distance from the epicenter, lying just outside of the circular radius within which the event unfolded.&lt;br /&gt;
&lt;br /&gt;
The Great Reset is a topic of great controversy and disagreement among historians and scientists, due to the mysterious nature of the event and the lack of any evidence to justify either of the many theories. Among the many hypotheses, there are a few that appear more likely to be true than others, even if speculation is involved.&lt;br /&gt;
&lt;br /&gt;
=== Galactic pandemic hypothesis === &lt;br /&gt;
The hypothesis that the Great Reset was a '''viral pandemic''' potent enough to kill all life within hours. A pandemic seems like a good explanation for the death of large populations, but leaves unexplained how this pandemic could have spread over almost the entire galaxy in a circular radius over the course of hours. Proponents of this hypothesis argue that it should be possible to generate viruses remotely through the use of biological replicators, like bio-3D-printers. The [[Sol civilization]] had the technology of FTL communication, letting them communicate over distances spanning the entire galaxy instantly. This could theoretically allow for the control of biological replicators across the galaxy in real-time. If all of them are given instructions to print viruses all at the same time, this could theoretically lead to the spread of viral infection among the population.&lt;br /&gt;
&lt;br /&gt;
The fear that the pandemic hypothesis may be the correct one is one of the reasons why so few expeditions to ruined planets have been undertaken thus far. There is a fear that archeologists who dig around Sol civilization ruins could bring back dangerous biological material that could cause the same extinction event to happen all over again.&lt;br /&gt;
&lt;br /&gt;
=== Grey goo event hypothesis ===&lt;br /&gt;
The hypothesis that the Great Reset was caused by a '''grey goo''' event. A grey goo event is a hypothetical event in which nanomachines keep replicating themselves infinitely and consume all matter around them, ultimately resulting in all matter being transformed into nanomachines. It is hypothesised that the [[Sol civilization]] was easily advanced enough to routinely use nanomachines in their day-to-day affairs. This makes it a possibility that they developed nanites with self-replicating capabilities, which were programmed to consume biological matter such as food waste and other materials to turn them into compost. A programming error could possibly result in nanites targeting living biological matter instead. They could also be generated through the use of replicators, allowing the spread of these nanites throughout the galaxy. This event could have happened either as an accident or through malicious actions.&lt;br /&gt;
&lt;br /&gt;
== The Dark Ages - 0 AR to ca. 600 AR ==&lt;br /&gt;
The '''Dark Ages''' refer to the centuries after the Great Reset and describe a period of struggle for survival by those who survived the events of the Great Reset and the loss of knowledge, technology and culture over this period of time. The planets within the [[Outer Rim]] are the only ones known to have been unaffected by this disaster, but since most planets in the Outer Rim were very young colonies of the [[Sol civilization]], survival on these planets was very difficult. &lt;br /&gt;
&lt;br /&gt;
Many of these colonies were underdeveloped, as they were still in the process of being colonized when the Great Reset took place. Many survivors were engineers and technicians, meaning to establish rudimentary infrastructure to allow for the arrival of more colonists. Some were farmers and labourers, meant to prepare colonies so they could later be used and inhabitated by wealthier people of higher classes or castes. A few colonists were still in transit to their colonies and had just made it outside of the radius of the Great Reset inside their colony ships, allowing them to survive and travel onwards to their destination colonies. Since these colonies were meant to receive more resources and colonists over the course of time, most of them ended up underequipped to deal with the suddenly dire situation of having to survive on a recently colonized, barely inhabitable planet that hadn't even finished the process of terraforming yet. Some colonies were luckier than others, having advanced further in their development before the event took places. These colonies would later on develop into the population centers of the [[Outer Rim]].&lt;br /&gt;
&lt;br /&gt;
The colonies remained in contact with each other, since their communication equipment and the pre-established communication networks remained intact, even though contact with the center of the galaxy simply broke off. Neither of the colonies were able to get in contact with any of the developed worlds further towards the center of the galaxy, leading them to believe that something must have happened and that they were now on their own. Even though many of the colonies belonged to different factions of the [[Sol civilization]], most of them tried to cooperate in their communications with each other. Some colonies chose not to cooperate with the others, due to ideological differences and broke off all contact. These colonies were later on found not to have survived this time period.&lt;br /&gt;
&lt;br /&gt;
Many colonies never made it through this period and succumbed to starvation, political turmoil, in-fighting or the inhospitability of their planets. Hundreds of colonies died out over the course of several centuries. Less developed colonies had to find ways of generating the resources they needed for survival, or else they would simply die out and not respond to communication requests anymore. Colonies could not send resources to each other, due to the lack of spacetravel capabilities between them. Each colony had to work for their own survival. It soon turned out that those colonies who were in active communication with each other and who were willing to exchange information were the ones who did best. Information on how to find resources, generate energy, build structures and other knowledge was exchanged over these communication channels. Over time this shared survival knowledge led to a shared identity among the surviving colonies. While much knowledge about the previous world was lost with the great number of lives lost on the way, the surviving colonies aimed to preserve as much knowledge as possible, especially knowledge that was seen as essential for survival. This group of colonies, even though they were spread many thousands of lighyears apart, slowly began to identify as one group, which led to the concept of the [[Outer Rim]] as a civilization of its own.&lt;br /&gt;
&lt;br /&gt;
The cultural impact of this period of survival was immense. Ideologies that led to lack of cooperation quickly died out with the colonies that adhered to such beliefs. The cooperation between the surviving colonies fostered a culture of cooperation and exchange of knowledge, with the understanding that, if you help a friend on the other end of the line, they will also help you at the end of the day. Skills became very important for this society, with every colonist who had skills in agriculture, medicine, engineering or one of many other fields was seen as an important, irreplaceable asset to the society around them. Money had become useless very early on, since it is useless when you are stranded on a planet where you have to worry about generating enough oxygen to survive before anything else. Society transformed into a System where the entire colony gets to enjoy the fruit of everyone's labour, or noone did. A large part of the modern, cooperative culture of the Outer Rim can be led back to this cultural shift. A lot of the old knowledge and culture was lost in exchange of new ideals and a chance to re-build a culture from the ground up.&lt;br /&gt;
&lt;br /&gt;
== Building Period - ca. 600 AR to 998 AR ==&lt;br /&gt;
The '''Building Period''' is characterized through a culture of expansion and improvement of the quality of life throughout the Outer Rim. During this time period the automation of labour ws prioritized. The colonies strived towards space travel to finally physically connect their colonies through travel and trade. The time period is also known as the birth hour of Synths. &lt;br /&gt;
&lt;br /&gt;
At roughly around 600 AR the situation of the surviving colonies had stabilized for the most part. At this point in time the majority of the basic needs of most colonists had been secured to a reasonable extent. The colonies of the Outer Rim began thinking about expanding their colonies to use more of their planets' resources and expand their populations. Raising the quality of life on each planet was a huge concern, due to many colonists living in cramped, functional conditions with few luxuries for centuries. Some basic needs were still an important concern, due to the population on most colonies beginning to grow rapidly. To cover these needs, multiple steps were taken.&lt;br /&gt;
&lt;br /&gt;
=== Automation of Labour ===&lt;br /&gt;
At the beginning of the 7th century it was still common for large numbers of agricultural workers to farm and process food themselves. Automation was a well known thing, but was only available in form of large food processing machines that had to be managed and controlled by workers. This meant that food production took up a large part of the workforse, all to feed the population each colony had at the time. As population numbers kept increasing, the number of people that needed feeding quickly outgrew food production capacities. Robotics were introduced to tackle this problem, boosting the food output of farms and hydroponics centers. Service robots had to be maintained, developed and built, which led to a shift of the workforce away from agricultural labour to the production and maintenance of robots. The need for food kept rising however and the food production was not able to keep up with the rising population numbers. Eventually this led to a food crisis, which was difficult to solve through the means of simply throwing more automation at it. If you want to grow more food, you need more robots, which need more maintenance, which needs more workers. There were more jobs to do than there were workers, which, at first thought, leads to the conclusion that more workers are required. More workers however also means that more food is needed. This conundrum led to an interesting development.&lt;br /&gt;
&lt;br /&gt;
=== The Creation of Synths ===&lt;br /&gt;
With the need for more helping hands in food production came the thought to use robots to fulfill the tasks required. Robots however can only be programmed to do a certain set of tasks. A robot can not, for example, think creatively. A robot can not design other robots, unless it has a mind of its own, which is able to make creative design decisions.&lt;br /&gt;
The colonies were lacking in food, but there were resources they had in abundance, due to the pristine nature of the planets they were situated on. Carbon, precious metals and minerals were abundant resources. Thanks to the beginning of mass production of power generation equipment, energy was also available in abundance. The engineers of the Outer Rim congregated where they could, exchanged ideas and plans among the colonies and came to the conclusion that the best way of solving the issues at hand was to create androids, who were equipped with a mind of their own, able to make independent decisions, learn, gather experiences and that way becoming more and more useful to society. A workforce of thinking machines would be useful, since they can contribute to society without draining its food supplies. Machines with minds &lt;br /&gt;
that can learn could also be used in many different fields, not only food production. A thinking mind allows for flexibility.&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence was one of the technologies that had survived the Great Reset. Specialized AI had been used in production and management roles on all colonies. None of these specialized AIs had a mind of their own however. They were complex neural neworks that fulfilled certain tasks, but nothing more. The scientists of the Outer Rim now had the task to take this technology and to refine it into the knowledge of how to develop a general AI that could think, learn, remember, have experiences and feel emotions. After years of development this task was successful. The first synthetic brains were developed alongside synthetic bodies for them to inhabit.&lt;br /&gt;
&lt;br /&gt;
The engineers and scientists of the Outer Rim were well aware of all the things that could go wrong. Some sceptics warned of the possibility of a machine rebellion, during which these superior robots could take over and &amp;quot;destroy all organic lifeforms&amp;quot;. Others claimed that it was immoral to create a thinking mind with emotions and to &amp;quot;simply stick it into a tin box&amp;quot;. All these concerns had to be taken into account during the development of the first prototypes.&lt;br /&gt;
&lt;br /&gt;
The result of these developments were the first Synths. The colonies were more successful than they could ever hope for, as it turned out that the life they had created had not only the potential to be helpful to them, but that they may have created something that could almost be called a species of its own. Synths would grow up with organics, form emotional bonds, work with them and became useful. It was then, when  society of the Outer Rim realized that they had created lifeforms that could be fully integrated into their existing society and accepted as yet just another, only slightly different species amongst them. Synths would help organics with their survival and, in return, Synths would get to experience life and get the same help for survival in return. You could not own a Synth, like you could with other machines, but instead Synths were first considered to be owned by society as a whole. As time went on this point of view became antiquated an was replaced by the point of view that every Synth owns themself.&lt;br /&gt;
&lt;br /&gt;
The first Synth prototypes were completed in 688 AR. The first mass produced models went into production by 698 AR. Colonies produced Synths independently from each other, with each of them sharing their know-how on how to build them and integrate them into society. The first models were not modular, meaning that the first Synths could not exchange any [[modules]] and could not adapt their bodies in any way. Over the centuries ahead, throughout the Building Period, Synths were developed further and further, with every generation becoming closer to the Synths we know today. The first Synths, including the prototypes were originally immortal and theoretically did not have a set [[lifespan]]. The majority of them deteriorated over time and eventually requested to die, after having lived long, fulfilling lives, many of them over several centuries. At this point none of the prototype Synths are still alive. There are, however, 2 Synths of the [[first production run]] still alive to this day.&lt;br /&gt;
&lt;br /&gt;
The introduction of Synths into the workforce, and into society, were a huge success and transformed the culture of the Outer Rim even further from what it may have been before the Great Reset. Synths helped with the initial food shortage and soon found use in many other fields, developing a culture of their own that became fully integrated into the society around them.&lt;br /&gt;
&lt;br /&gt;
=== Reclamation of the Stars ===&lt;br /&gt;
With the addition of Synths to the workforce of the colonies of the [[Outer Rim]] many of the old problems were solved. The quality of life throughout the Outer Rim increased steadily. Resources were gathered and eventually each colony began thinking about space travel. Ever since the Great Reset each colony was focused on survival on their various planets and throughout all this time the colonies only ever had contact through constant communication. Neither of them were able to visit each other physically. The colony ships each of them arrived with hundreds of years ago were one-way ships that were dismantled for resources and shelter, so they could not be re-used. The colonies had to re-invent spaceflight on their own, which required a thought-out, complex infrastracture. The 9th and 10th century saw the construction of spacecraft, satellite networks, space stations, space elevators and moon colonies. Each colony proceeded in different ways, depending on the type of planet they were situated on, whether or not they had moons and many other factors. Even though at different speeds, soon every colony was able to send materials into space.&lt;br /&gt;
&lt;br /&gt;
Through combined efforts the colonies developed their first FTL engines, allowing for travel over vast distances. In 998 AR a spaceship equipped with an FTL engine travelled from [[Colonia 14]] to [[Colonia 7]], over a distance of over 400 LYs to meet with the inhabitants of another colony for the first time in almost 1000 years. This event is considered to mark the end of the Building Period and is seen as the start of the Flourishing Period.&lt;br /&gt;
&lt;br /&gt;
== The Flourishing Period - 998 AR to 2404 AR ==&lt;br /&gt;
The '''Flourishing Period''' is a long lasting period of prosperity throughout the [[Outer Rim]]. In this period the planets of the Outer Rim slowly stopped considering themselves as colonies, but instead accepted an identity of a civilization of their own. With the problem of space travel between the former colonies being solved, trade began to happen, opening the doors for further increases in the quality of life for the inhabitants of this part of the galaxy.&lt;br /&gt;
&lt;br /&gt;
In 1012 AR all former colonies in the Outer Rim were united under a democratically elected government spread across all member planets. The government was not centered on any planet, but instead functions as a decentralized government council with each council member representing the matters of their home planets. The government was formed with the goal to increase to quality of life of the citizens of the Outer Rim as much as possible, without falling into the same traps of class or caste structures of the time before the Great Reset.&lt;br /&gt;
&lt;br /&gt;
Throughout the Flourishing Period the Outer Rim experienced peaceful relationships between member planets. Technology continued to advance with the ultimate goal of making life as comfortable and fulfilling as possible. Member planets that were previously cut off from one another becam accessible, leading to exchange of goods, tourism and the intermixing of cultures and species. Communication networks of planets became merged into one, galaxy-wide web, making it possible to make friends online with people living thousands of lightyears away. Advancements in technology and automation created less need to work, meaning more free time to be devoted on more important matters, like friends, family, education, art, music or hobbies. This increasing abundance in spare time led to a golden age of culture and creative expression. &lt;br /&gt;
&lt;br /&gt;
As the society of the Outer Rim advanced in their own ways, people began to think about the colonization of new worlds. There were many failed colonies out there, as well as an entire galaxy that must have been empty of all life, since the Great Reset. Or perhaps there were other survivors out there in the galaxy, who managed to survive and to thrive just as the Outer Rim had? With the populations of each member planet increasing steadily, things started to get slightly cramped. More living space would be necessary eventually, so in the 24th century preparations for new colonies were made.&lt;br /&gt;
&lt;br /&gt;
== The Pioneering Period - 2404 AR to ca. 2440 (Now) ==&lt;br /&gt;
In 2404 the first colony ship of the [[Outer Rim]] landed on a freshly terraformed planet and founded the first new colony. The colony was given the name &amp;quot;Renaissance&amp;quot; and has since grown into a thriving, prosperous settlement. The settlement of Renaissance marks the beginning of the '''Pioneering Period''', which we are currently in.&lt;br /&gt;
&lt;br /&gt;
Over the past 30 years dozens of planets have been colonized, each of them further towards the center of the universe than any of the other settled planets of the Outer Rim. The [[New Colonies]] have received their own seat in the governing council of the Outer Rim government and will receive full representation as member planets once their population reaches a high enough level. Most of the New Colonies function as agricultural worlds at this point, producing large amounts of food, both for themselves and for the other planets of the Outer Rim. In addition to planets being colonized, the Outer Rim has begun construction of asteroid mining facilities in newly colonized solar systems, adding the possibility of fully automated resource generation from asteroid mining in the future.&lt;br /&gt;
&lt;br /&gt;
The population of the Outer Rim has developed a thirst for new frontiers. Over the millenia since the Great Reset the mystery of the cause for the disaster could never be solved, so there is hope that further expansion inwards could surface new opportunities for archeologists to dig up clues on what really happened.&lt;br /&gt;
&lt;br /&gt;
There is still concern about exploration inwards of the galaxy stirring up dangers that led to the catastrophe in the first place, but it is slowly being outweighed by curiousity. There are ruins of an entire, galactic civilization to explore. Perhaps there are even other survivors out there, who managed to hide away in some forgotten corner ofthe galaxy. The exploration, colonization and reclamation of the galaxy will show exactly that. Who knows, maybe we are not alone out there.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=History&amp;diff=368</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=History&amp;diff=368"/>
		<updated>2020-08-12T08:49:49Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* Before Reset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time and Setting ==&lt;br /&gt;
The happenings of this fictional universe take place within the [https://en.wikipedia.org/wiki/Milky_Way Milky Way] galaxy, in a time period roughly 100,000 years in the future. The exact timeframe is unknown. Synths were created in the [[Outer Rim]], by ancestors of the same multi-species civilization they inhabit today (with &amp;quot;today&amp;quot; being this far point in the future).&lt;br /&gt;
Time within the [[Outer Rim]] civilization is measured in standard years, which, despite the [https://en.wikipedia.org/wiki/Solar_System Sol system] not being part of the [[Outer Rim]] territory, is the amount of time it takes [https://en.wikipedia.org/wiki/Earth Earth] to orbit around its sun. It is unknown to the inhabitants of the [[Outer Rim]] whether Earth still exists, or if it was destroyed during [[History|The Great Reset]], but Earth's theoretical rotation and position around its sun are still used in form of a standardized unit in which the passage of time is measured. The calendar used is based on [[History|The Great Reset]], using the time of the Reset as year 0. Years before the Reset are referred to as BR (Before Reset), while years after are referred to as AR (After Reset). 1000 years after the Great Reset would therefor be written as &amp;quot;1000 AR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Every following section of this page is from the point of view of historians living in the Outer Rim during the Pioneering Period, ca. 2440 AR.'''&lt;br /&gt;
&lt;br /&gt;
== Before Reset ==&lt;br /&gt;
Only fragments of knowledge are left about the times before the Great Reset, due to large parts of the galaxy remaining unexplored after the collapse of civilization. The mysteries of the past are only slowly becoming unraveled, as more of the galaxy is re-explored and lost ground is examined for clues. What is known is that the majority of the galaxy had been colonized by a pan-galactic civilization originating from the Sol System. This civilization is referred to as the [[Sol civilization]]. It did not have a singular name for itself, since it consisted of a multitude of powerful factions, nations, empires and groups of interest, each of them with their own identities and names. The exact relationships between these factions and their nature are lost to time. It is to be assumed that the civilization went through times of war, times of peace and various shades of strife inbetween until the Great Reset ended it all, leading to the extinction of the vast majority of all species and much knowledge being lost forever. It is assumed that the galaxy before the Reset was a technologically highly advanced place with many trillions of sapient lifeforms inhabiting planets and even space itself. The galaxy was dotted with megastructures that dwarfed continents. Many stars were darkened from the dyson swarms that surrounded them, using the energy they emitted to the fullest. What the Sol civiliztion was capable of can only be imagined, as their many efforts were forever lost when the Great Reset struck to end it all.&lt;br /&gt;
&lt;br /&gt;
== The Great Reset - Year 0 ==&lt;br /&gt;
The Great Reset refers to a cataclysmic event that almost led to the extinction of all life in the galaxy. The exact cause of the event is unknown, as well as its exact nature. The event's epicenter was calculated to have been the Sol system. Since the strength of its destructive force seems to have tapered off around the edges of a circular zone that encompassed almost the entire galaxy. The only systems not affected were the systems on the outermost edge of the galactic disc, furthest away from the epicenter. All signs point towards an event that lasted for 2 to 3 hours.&lt;br /&gt;
Not much is known about the nature of the Great Reset, aside from that it affected biological life only and seems to have been highly infectious. It is speculated that it may have been an infectious disease, although it is unknown how any disease could spread across the entire galaxy within a few hours. One hypothesis suggests that a variation of a [https://en.wikipedia.org/wiki/Gray_goo gray goo event] may be to blame.&lt;br /&gt;
The only survivors were either located on underdeveloped colonies in the outer rim of the galaxy or within colony ships on their way to these colonies. The only reason these colonies were unaffected was their distance from the epicenter.&lt;br /&gt;
&lt;br /&gt;
The Great Reset is a topic of great controversy and disagreement among historians and scientists, due to the mysterious nature of the event and the lack of any evidence to justify either of the many theories about it. Among the many hypotheses, there are a few that appear more likely to be true than others, even if speculation is involved.&lt;br /&gt;
&lt;br /&gt;
=== Galactic pandemic hypothesis === &lt;br /&gt;
The hypothesis that the Great Reset was a '''viral pandemic''' potent enough to kill all life within hours. A pandemic seems like a good explanation for large populations dying off, but leaves unexplained how this pandemic could have spread over almost the entire galaxy in a circular radius over the course of hours. Proponents of this hypothesis argue that it should be possible to generate viruses remotely through the use of biological replicators, like bio-3D-printers. The [[Sol civilization]] had the technology of FTL communication, letting them communicate over distances spanning the entire galaxy instantly. This could theoretically allow for the control of biological replicators across the galaxy. If all of them are given the order to print viruses all at the same time, this could theoretically lead to the spread of viral infection among the population.&lt;br /&gt;
&lt;br /&gt;
The fear that the pandemic hypothesis may be the correct one is one of the reasons why so few expeditions to ruined planets have been undertaken thus far. There is a fear that archeologists who dig around Sol civilization ruins could bring back dangerous biological material that could cause the same extinction event to happen all over again.&lt;br /&gt;
&lt;br /&gt;
=== Grey goo event hypothesis ===&lt;br /&gt;
The hypothesis that the Great Reset was caused by a '''grey goo''' event. A grey goo event is a theoretical event in which nanomachines keep replicating themselves infinitely and consume all matter around them, ultimately resulting in all matter being transformed into nanomachines. It is hypothesised that the [[Sol civilization]] was easily advanced enough to routinely use nanomachines in their day-to-day affairs. This makes it a possibility that they developed nanites with self-replicating capabilities, which were programmed to consume biological matter such as food waste and other materials to turn them into compost. A programming error could possibly result in nanites targeting living biological matter instead. They could also be generated through the use of replicators, allowing the spread of these nanites throughout the galaxy. This event could have happened either as an accident or through malicious actions.&lt;br /&gt;
&lt;br /&gt;
== The Dark Ages - 0 AR to ca. 600 AR ==&lt;br /&gt;
The '''Dark Ages''' refer to the centuries after the Great Reset and describe a period of struggle for survival by those who survived the events of the Great Reset and the loss of knowledge, technology and culture over this period of time. The planets within the [[Outer Rim]] are the only ones known to have been unaffected by this disaster, but since most planets in the Outer Rim were very young colonies of the [[Sol civilization]], survival on these planets was very difficult. &lt;br /&gt;
&lt;br /&gt;
Many of these colonies were underdeveloped, as they were still in the process of being colonized when the Great Reset took place. Many survivors were engineers and technicians, meaning to establish rudimentary infrastructure to allow for the arrival of more colonists. Some were farmers and labourers, meant to prepare colonies so they could later be used and inhabitated by wealthier people of higher classes or castes. A few colonists were still in transit to their colonies and had just made it outside of the radius of the Great Reset inside their colony ships, allowing them to survive and travel onwards to their destination colonies. Since these colonies were meant to receive more resources and colonists over the course of time, most of them ended up underequipped to deal with the suddenly dire situation of having to survive on a recently colonized, barely inhabitable planet that hadn't even finished the process of terraforming yet. Some colonies were luckier than others, having advanced further in their development before the event took places. These colonies would later on develop into the population centers of the [[Outer Rim]].&lt;br /&gt;
&lt;br /&gt;
The colonies remained in contact with each other, since their communication equipment and the pre-established communication networks remained intact, even though contact with the center of the galaxy simply broke off. Neither of the colonies were able to get in contact with any of the developed worlds further towards the center of the galaxy, leading them to believe that something must have happened and that they were now on their own. Even though many of the colonies belonged to different factions of the [[Sol civilization]], most of them tried to cooperate in their communications with each other. Some colonies chose not to cooperate with the others, due to ideological differences and broke off all contact. These colonies were later on found not to have survived this time period.&lt;br /&gt;
&lt;br /&gt;
Many colonies never made it through this period and succumbed to starvation, political turmoil, in-fighting or the inhospitability of their planets. Hundreds of colonies died out over the course of several centuries. Less developed colonies had to find ways of generating the resources they needed for survival, or else they would simply die out and not respond to communication requests anymore. Colonies could not send resources to each other, due to the lack of spacetravel capabilities between them. Each colony had to work for their own survival. It soon turned out that those colonies who were in active communication with each other and who were willing to exchange information were the ones who did best. Information on how to find resources, generate energy, build structures and other knowledge was exchanged over these communication channels. Over time this shared survival knowledge led to a shared identity among the surviving colonies. While much knowledge about the previous world was lost with the great number of lives lost on the way, the surviving colonies aimed to preserve as much knowledge as possible, especially knowledge that was seen as essential for survival. This group of colonies, even though they were spread many thousands of lighyears apart, slowly began to identify as one group, which led to the concept of the [[Outer Rim]] as a civilization of its own.&lt;br /&gt;
&lt;br /&gt;
The cultural impact of this period of survival was immense. Ideologies that led to lack of cooperation quickly died out with the colonies that adhered to such beliefs. The cooperation between the surviving colonies fostered a culture of cooperation and exchange of knowledge, with the understanding that, if you help a friend on the other end of the line, they will also help you at the end of the day. Skills became very important for this society, with every colonist who had skills in agriculture, medicine, engineering or one of many other fields was seen as an important, irreplaceable asset to the society around them. Money had become useless very early on, since it is useless when you are stranded on a planet where you have to worry about generating enough oxygen to survive before anything else. Society transformed into a System where the entire colony gets to enjoy the fruit of everyone's labour, or noone did. A large part of the modern, cooperative culture of the Outer Rim can be led back to this cultural shift. A lot of the old knowledge and culture was lost in exchange of new ideals and a chance to re-build a culture from the ground up.&lt;br /&gt;
&lt;br /&gt;
== Building Period - ca. 600 AR to 998 AR ==&lt;br /&gt;
The '''Building Period''' is characterized through a culture of expansion and improvement of the quality of life throughout the Outer Rim. During this time period the automation of labour ws prioritized. The colonies strived towards space travel to finally physically connect their colonies through travel and trade. The time period is also known as the birth hour of Synths. &lt;br /&gt;
&lt;br /&gt;
At roughly around 600 AR the situation of the surviving colonies had stabilized for the most part. At this point in time the majority of the basic needs of most colonists had been secured to a reasonable extent. The colonies of the Outer Rim began thinking about expanding their colonies to use more of their planets' resources and expand their populations. Raising the quality of life on each planet was a huge concern, due to many colonists living in cramped, functional conditions with few luxuries for centuries. Some basic needs were still an important concern, due to the population on most colonies beginning to grow rapidly. To cover these needs, multiple steps were taken.&lt;br /&gt;
&lt;br /&gt;
=== Automation of Labour ===&lt;br /&gt;
At the beginning of the 7th century it was still common for large numbers of agricultural workers to farm and process food themselves. Automation was a well known thing, but was only available in form of large food processing machines that had to be managed and controlled by workers. This meant that food production took up a large part of the workforse, all to feed the population each colony had at the time. As population numbers kept increasing, the number of people that needed feeding quickly outgrew food production capacities. Robotics were introduced to tackle this problem, boosting the food output of farms and hydroponics centers. Service robots had to be maintained, developed and built, which led to a shift of the workforce away from agricultural labour to the production and maintenance of robots. The need for food kept rising however and the food production was not able to keep up with the rising population numbers. Eventually this led to a food crisis, which was difficult to solve through the means of simply throwing more automation at it. If you want to grow more food, you need more robots, which need more maintenance, which needs more workers. There were more jobs to do than there were workers, which, at first thought, leads to the conclusion that more workers are required. More workers however also means that more food is needed. This conundrum led to an interesting development.&lt;br /&gt;
&lt;br /&gt;
=== The Creation of Synths ===&lt;br /&gt;
With the need for more helping hands in food production came the thought to use robots to fulfill the tasks required. Robots however can only be programmed to do a certain set of tasks. A robot can not, for example, think creatively. A robot can not design other robots, unless it has a mind of its own, which is able to make creative design decisions.&lt;br /&gt;
The colonies were lacking in food, but there were resources they had in abundance, due to the pristine nature of the planets they were situated on. Carbon, precious metals and minerals were abundant resources. Thanks to the beginning of mass production of power generation equipment, energy was also available in abundance. The engineers of the Outer Rim congregated where they could, exchanged ideas and plans among the colonies and came to the conclusion that the best way of solving the issues at hand was to create androids, who were equipped with a mind of their own, able to make independent decisions, learn, gather experiences and that way becoming more and more useful to society. A workforce of thinking machines would be useful, since they can contribute to society without draining its food supplies. Machines with minds &lt;br /&gt;
that can learn could also be used in many different fields, not only food production. A thinking mind allows for flexibility.&lt;br /&gt;
&lt;br /&gt;
Artificial intelligence was one of the technologies that had survived the Great Reset. Specialized AI had been used in production and management roles on all colonies. None of these specialized AIs had a mind of their own however. They were complex neural neworks that fulfilled certain tasks, but nothing more. The scientists of the Outer Rim now had the task to take this technology and to refine it into the knowledge of how to develop a general AI that could think, learn, remember, have experiences and feel emotions. After years of development this task was successful. The first synthetic brains were developed alongside synthetic bodies for them to inhabit.&lt;br /&gt;
&lt;br /&gt;
The engineers and scientists of the Outer Rim were well aware of all the things that could go wrong. Some sceptics warned of the possibility of a machine rebellion, during which these superior robots could take over and &amp;quot;destroy all organic lifeforms&amp;quot;. Others claimed that it was immoral to create a thinking mind with emotions and to &amp;quot;simply stick it into a tin box&amp;quot;. All these concerns had to be taken into account during the development of the first prototypes.&lt;br /&gt;
&lt;br /&gt;
The result of these developments were the first Synths. The colonies were more successful than they could ever hope for, as it turned out that the life they had created had not only the potential to be helpful to them, but that they may have created something that could almost be called a species of its own. Synths would grow up with organics, form emotional bonds, work with them and became useful. It was then, when  society of the Outer Rim realized that they had created lifeforms that could be fully integrated into their existing society and accepted as yet just another, only slightly different species amongst them. Synths would help organics with their survival and, in return, Synths would get to experience life and get the same help for survival in return. You could not own a Synth, like you could with other machines, but instead Synths were first considered to be owned by society as a whole. As time went on this point of view became antiquated an was replaced by the point of view that every Synth owns themself.&lt;br /&gt;
&lt;br /&gt;
The first Synth prototypes were completed in 688 AR. The first mass produced models went into production by 698 AR. Colonies produced Synths independently from each other, with each of them sharing their know-how on how to build them and integrate them into society. The first models were not modular, meaning that the first Synths could not exchange any [[modules]] and could not adapt their bodies in any way. Over the centuries ahead, throughout the Building Period, Synths were developed further and further, with every generation becoming closer to the Synths we know today. The first Synths, including the prototypes were originally immortal and theoretically did not have a set [[lifespan]]. The majority of them deteriorated over time and eventually requested to die, after having lived long, fulfilling lives, many of them over several centuries. At this point none of the prototype Synths are still alive. There are, however, 2 Synths of the [[first production run]] still alive to this day.&lt;br /&gt;
&lt;br /&gt;
The introduction of Synths into the workforce, and into society, were a huge success and transformed the culture of the Outer Rim even further from what it may have been before the Great Reset. Synths helped with the initial food shortage and soon found use in many other fields, developing a culture of their own that became fully integrated into the society around them.&lt;br /&gt;
&lt;br /&gt;
=== Reclamation of the Stars ===&lt;br /&gt;
With the addition of Synths to the workforce of the colonies of the [[Outer Rim]] many of the old problems were solved. The quality of life throughout the Outer Rim increased steadily. Resources were gathered and eventually each colony began thinking about space travel. Ever since the Great Reset each colony was focused on survival on their various planets and throughout all this time the colonies only ever had contact through constant communication. Neither of them were able to visit each other physically. The colony ships each of them arrived with hundreds of years ago were one-way ships that were dismantled for resources and shelter, so they could not be re-used. The colonies had to re-invent spaceflight on their own, which required a thought-out, complex infrastracture. The 9th and 10th century saw the construction of spacecraft, satellite networks, space stations, space elevators and moon colonies. Each colony proceeded in different ways, depending on the type of planet they were situated on, whether or not they had moons and many other factors. Even though at different speeds, soon every colony was able to send materials into space.&lt;br /&gt;
&lt;br /&gt;
Through combined efforts the colonies developed their first FTL engines, allowing for travel over vast distances. In 998 AR a spaceship equipped with an FTL engine travelled from [[Colonia 14]] to [[Colonia 7]], over a distance of over 400 LYs to meet with the inhabitants of another colony for the first time in almost 1000 years. This event is considered to mark the end of the Building Period and is seen as the start of the Flourishing Period.&lt;br /&gt;
&lt;br /&gt;
== The Flourishing Period - 998 AR to 2404 AR ==&lt;br /&gt;
The '''Flourishing Period''' is a long lasting period of prosperity throughout the [[Outer Rim]]. In this period the planets of the Outer Rim slowly stopped considering themselves as colonies, but instead accepted an identity of a civilization of their own. With the problem of space travel between the former colonies being solved, trade began to happen, opening the doors for further increases in the quality of life for the inhabitants of this part of the galaxy.&lt;br /&gt;
&lt;br /&gt;
In 1012 AR all former colonies in the Outer Rim were united under a democratically elected government spread across all member planets. The government was not centered on any planet, but instead functions as a decentralized government council with each council member representing the matters of their home planets. The government was formed with the goal to increase to quality of life of the citizens of the Outer Rim as much as possible, without falling into the same traps of class or caste structures of the time before the Great Reset.&lt;br /&gt;
&lt;br /&gt;
Throughout the Flourishing Period the Outer Rim experienced peaceful relationships between member planets. Technology continued to advance with the ultimate goal of making life as comfortable and fulfilling as possible. Member planets that were previously cut off from one another becam accessible, leading to exchange of goods, tourism and the intermixing of cultures and species. Communication networks of planets became merged into one, galaxy-wide web, making it possible to make friends online with people living thousands of lightyears away. Advancements in technology and automation created less need to work, meaning more free time to be devoted on more important matters, like friends, family, education, art, music or hobbies. This increasing abundance in spare time led to a golden age of culture and creative expression. &lt;br /&gt;
&lt;br /&gt;
As the society of the Outer Rim advanced in their own ways, people began to think about the colonization of new worlds. There were many failed colonies out there, as well as an entire galaxy that must have been empty of all life, since the Great Reset. Or perhaps there were other survivors out there in the galaxy, who managed to survive and to thrive just as the Outer Rim had? With the populations of each member planet increasing steadily, things started to get slightly cramped. More living space would be necessary eventually, so in the 24th century preparations for new colonies were made.&lt;br /&gt;
&lt;br /&gt;
== The Pioneering Period - 2404 AR to ca. 2440 (Now) ==&lt;br /&gt;
In 2404 the first colony ship of the [[Outer Rim]] landed on a freshly terraformed planet and founded the first new colony. The colony was given the name &amp;quot;Renaissance&amp;quot; and has since grown into a thriving, prosperous settlement. The settlement of Renaissance marks the beginning of the '''Pioneering Period''', which we are currently in.&lt;br /&gt;
&lt;br /&gt;
Over the past 30 years dozens of planets have been colonized, each of them further towards the center of the universe than any of the other settled planets of the Outer Rim. The [[New Colonies]] have received their own seat in the governing council of the Outer Rim government and will receive full representation as member planets once their population reaches a high enough level. Most of the New Colonies function as agricultural worlds at this point, producing large amounts of food, both for themselves and for the other planets of the Outer Rim. In addition to planets being colonized, the Outer Rim has begun construction of asteroid mining facilities in newly colonized solar systems, adding the possibility of fully automated resource generation from asteroid mining in the future.&lt;br /&gt;
&lt;br /&gt;
The population of the Outer Rim has developed a thirst for new frontiers. Over the millenia since the Great Reset the mystery of the cause for the disaster could never be solved, so there is hope that further expansion inwards could surface new opportunities for archeologists to dig up clues on what really happened.&lt;br /&gt;
&lt;br /&gt;
There is still concern about exploration inwards of the galaxy stirring up dangers that led to the catastrophe in the first place, but it is slowly being outweighed by curiousity. There are ruins of an entire, galactic civilization to explore. Perhaps there are even other survivors out there, who managed to hide away in some forgotten corner ofthe galaxy. The exploration, colonization and reclamation of the galaxy will show exactly that. Who knows, maybe we are not alone out there.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Battery_extensions&amp;diff=367</id>
		<title>Battery extensions</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Battery_extensions&amp;diff=367"/>
		<updated>2020-08-12T07:55:52Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:External upgrades 1500.png|thumb|Synth patient upgrading their battery life]]&lt;br /&gt;
Synths store energy within '''batteries''' or '''battery tissue'''. To increase the amount of energy they can store, either more batteries or battery tissues must be added. Since the most common way for Synths to store energy is through the use of battery tissue, the most common method is to simply increase the size of battery tissue areas. This can be done through the use of the Synth's [[nanites]], or through the installation of modules that already have a higher amount of battery tissue on them. Battery tissue is most typically found on hips, bellies, thighs and breasts, so adding larger thighs or breasts will typically also result in an extended battery life. It is soft to the touch and based on solid state battery technology within small, soft cells.&lt;br /&gt;
&lt;br /&gt;
Battery life is something Synths are aware of, but typically don't have to spend too much time thinking about, since they are usually close to a [[charging point]]. Battery extensions are mostly used for aesthetic reasons and are a part of Synth [[fashion]], but can be useful to Synths in certain professions that require them to operate far from charging points, such as scouts or pioneers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Anatomy]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=366</id>
		<title>Culture</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=366"/>
		<updated>2020-08-12T07:42:04Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Perl Patreon 1500.png|thumb]]&lt;br /&gt;
Synths, strictly speaking, do not have a culture entirely for themselves, but rather see themselves as culturally intertwined with the society that surrounds them, which is the culture of the [[Outer Rim]]. More often than not the goal of most Synths is to fit into the culture that surrounds them and to be a respected member of society, while still identifying as Synths. However, even though they blend into the society that surrounds hem, their synthetic origin and way of living differs from the [[organics]] around them in some inescapabele ways.&lt;br /&gt;
&lt;br /&gt;
== Energy Consumption ==&lt;br /&gt;
Synths are entirely synthetic and have ways of powering their bodies that differ greatly from that of [[organics]]. Organics have to consume food to gain nutrition, which their bodies convert into energy to power the body's processes, from movement to cognition. Without this energy, a body will die. &lt;br /&gt;
Synths require regular charging of their [[battery tissue]] to keep them alive. This has led to [[charging points]] being a common thing all throughout the [[Outer Rim]]. Just as organics like having sources of food around, Synths feel comfortable knowing that they can sit on a bench nearby to recharge their batteries when they feel tired. The ubiquity of charging points often leads to Synths forgetting that they require energy to live, since they so often enter places or use furniture that charges them without them even noticing. [[Battery extensions]] and [[modules]] that generate power themselves make the need to charge even less noticable.&lt;br /&gt;
&lt;br /&gt;
Energy is seen as a basic right for Synths throughout the [[Outer Rim]] and is therefor available for free. Places that don't have a ubiquitous energy supply are often considered wild or underdeveloped. One of the first things that happen when a new planet is colonized within the Outer Rim is that a charging network for Synths is set up to allow movement throughout the colony and to reduce the threat of a Synth being stranded somewhere without the chance to charge.&lt;br /&gt;
&lt;br /&gt;
It is seen as fashionable for Synths to wear [[modules]] that do the charging for them, by generating power or amplifying the power transmitted through [[charging points]]. Typical modules of that sort would be skin plating covered in solar cells, crests and fins that act as solar panels as well as, in rare cases, miniature nuclear reactor modules built into the Synth's frame. Due to the ubiquity of charging points such modules are usually not really necessary, but tend to be used as fashion items and as a display of independence and style.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
[[File:Snack Exchange Patreon 1500.png|thumb|A Synth offering Synth snacks to an organic]]&lt;br /&gt;
While Synths do not require food or drink for sustenance or to generate energy, it is instead used to provide their bodies with materials required for maintenance as well as the change of their frame size through their [[metabolism]]. Since the bodies of Synths are made of entirely different materials than those of organics, the substances they consume are also entirely different. Whereas [[organics]] will eat food based on carbohydrates, fats and protein, Synths will prefer foods heavy in carbon, minerals and metals.&lt;br /&gt;
&lt;br /&gt;
While synths can theoretically eat and digest organic food, it does not appeal to them in either taste, smell or looks. It also tends to give them slight indigestion, since organic food does not contain the nutrition they require for their internal chemical processes.&lt;br /&gt;
&lt;br /&gt;
Since the majority of a Synth's body consists of carbon based materials, the majority of their diet is also carbon. Popular carbon based food items include carbon crisps, graphite bars and graphene flakes. Carbon can come in many different shapes, including fullerene based drinks, or in form of polymers. Polymer noodles and polymüsli are popular meals.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Synths to season their food with materials that would be a bit risky for organics, such as bismuth, rust or (for those who like it very spicy) uranium. Food items that could be dangerous to organics around Synths are marked with danger indicators to remind Synths not to put others in danger and to please make sure not to leave too many uranium crumbs all over the place.&lt;br /&gt;
&lt;br /&gt;
Commercial batteries '''are not classified as Synth food items''' &amp;lt;s&amp;gt;no matter how tasty they are &amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Synths can have very varied diets, with many of them only consuming little food to begin with. Since food consumption is only necessary to maintain a Synth's body or to re-shape it and Synths generally don't use food for energy generation, they typically only eat regular meals during times of extensive physical change. A small, incomplete list of Synth foods can be found here: [[List of Synth Food Examples]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
Synths are particularly important for the filling of certain work roles that [[organics]] are not able to fill without putting themselves in a lot of danger. Due to their modular nature, Synths can change their body parts to be more suited for the task at hand. They are able to wear different types of skin that shield them from gamma radiation, making them well suited for jobs that require handling of radioactive materials without having to wear any particular protective clothing. They can also be useful for their abilities to change the size of their frames over time, allowing them to mount particularly heavy and large modules used during construction. This versatility could be backed up with many more examples and makes Synths popular as a workforce.&lt;br /&gt;
&lt;br /&gt;
Synths also have, due to their [[History]], an innate urge to be helpful, making them want to be useful to the society they are part of. Having Synths as part of your workforce is a morale boost for other workers around them for that reason.&lt;br /&gt;
&lt;br /&gt;
== Leisure, Hobbies and Wellness ==&lt;br /&gt;
Synths are able to take on almost any hobby or leisure activity that [[organics]] are also capable of, with some small differences here or there. Their physical differences to organic life simply make certain things different. For example you will rarely see a Synth at a sauna, since there is no real point to such an activity, due to a Synth's lack of sweat glands. Synths would still join a sauna, if asked to join by organic friends, but would most likely spend the time worrying about overheating while wondering why organics find this sort of thing enjoyable.&lt;br /&gt;
&lt;br /&gt;
Synths do have a sense of wellness though and also partake in activities that increase their feelings of wellness, such as going to Synth spas. These spas are fashioned specifically for the needs of synthetic bodies and offer wide varieties of wellness options to help Synths relax and feel healthier. They typically offer ethanol baths, to get as clean as one could possibly get, rice baths, which pull all humidity right out of your joints, and gyms with trainers that know just how to get you to exercise to get to the sparkling, strong machine body you want.&lt;br /&gt;
&lt;br /&gt;
Exercise is a popular leisure activity, which can also be enjoyed by Synths, since it helps with keeping their [[nanites]] busy by creating microfissures in their muscles, which then need to be repaired, helping muscle and frame growth. Exercise is also very helpful for those Synths who choose a large or muscular [[blueprint]], since it helps with building up pneumatic muscles through the same process. It also is something fun to do with organic friends.&lt;br /&gt;
&lt;br /&gt;
Synths can take up a great variety of hobbies, spanning the wide range of activities that organics like to do in their spare time as well. Some Synths like to socialize and visit clubs at night, others spend their time at home, playing games, collecting things, or making NewTube™ videos. Some like to take their [[helperbots]] for a walk every day and yet others go hiking. The range of leisure activities Synths can partake in is only limited by one's imagination and the laws of physics.&lt;br /&gt;
&lt;br /&gt;
== Rest and Sleep ==&lt;br /&gt;
Synths, due to having a sapient mind, require '''rest''' from time to time. The Synth [[brain]] is very complex and functions in ways that are difficult to understand. For example it is difficult to imagine why a synthetic body would need to rest or why a synthetic mind would need to sleep from time to time. There are however multiple reasons for Synths to sleep on a nightly basis:&lt;br /&gt;
* It gives Synths a chance to recharge on a nightly basis. Synth beds typically act as [[charging points]], allowing Synths to fully recharge their batteries as they sleep.&lt;br /&gt;
* The Synth brain requires sleep as a chance to arrange memories and experiences within itself. It can be compared to a kind of &amp;quot;defragmentation&amp;quot;, that is also common in organics. This can also lead to Synths dreaming. Also no, Synths don't dream of electric sheep, but they dream of [[helperbots]].&lt;br /&gt;
&lt;br /&gt;
When not in need of sleep, but a simple recharge, Synths tend to use furniture that act as [[charging points]]. Being able to sit down for a minute to literally &amp;quot;recharge your batteries&amp;quot; feels refreshing to them.&lt;br /&gt;
&lt;br /&gt;
== Synth Specific Fashion ==&lt;br /&gt;
[[File:Turing Monthly Text Patreon 1500.png|thumb|Synth magazine, displaying a fashion model]]&lt;br /&gt;
Synth [[fashion]] can be very different from fashion for organics, since synthetic fashion tends to revolve mostly around styling synthetic bodies rather than clothing. This happens primarily through the use of different modules, but also through colours, skin, alternative frames, glowing parts and even holographic elements. More on Synth [[fashion]] can be learned from the page specifically dedicated to it.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Synths, much like [[organics]], have to [[grow up]] through experiencing and learning many things. Every child in the [[Outer Rim]] is educated through a public school system that takes them all the way from learning about fundamentals like reading, writing, mathematics as well as several of the most important languages spoken throughout the Outer Rim to higher education at universities. Synths and organics go to the same schools and same classes and are not seperated. Growing up and going to school together is the best way to ensure understanding for each other, despite the physical differences.&lt;br /&gt;
&lt;br /&gt;
Even though Synths are not pushed in any particular direction, when they make their choice of what to focus their studies on during their time at a university, they have a tendency of choosing majors that are heavily focused on technology and science. This is a tendency and not a rule though, so you can also find many Synths in agricultural studies, economics and many others.&lt;br /&gt;
&lt;br /&gt;
All education is provided by the Outer Rim free of charge, whether a person decides to go for a PhD or not to go to a university at all. There are incentives of higher monthly income as a reward for getting a higher education though.&lt;br /&gt;
&lt;br /&gt;
== Coexistence with Organics ==&lt;br /&gt;
Throughout the history of the [[Outer Rim]] Synths have played an important role of the development of culture and society as a whole. The connection between Synths and [[organics]] has always been vital, since Synths were originally created by the organics of the Outer Rim to help out with the production of food, leading to Synths being an important part of the continued survival of all organic species. Organics and Synths both enjoy each other's mutual respect for that reason. Yet there are big differences in the way of synthetic and organic life. These differences are what makes the cultural interactions between these species interesting.&lt;br /&gt;
&lt;br /&gt;
Synths require no food to live, since they depend entirely on electrical energy to sustain themselves. Synth food merely exists for two reasons: &lt;br /&gt;
* To supply their bodies with materials they need for repairs, maintenance and change of body shape.&lt;br /&gt;
* As a way to meaningfully interact with organics and to share a common activity.&lt;br /&gt;
The second point is important for social interaction between Synths and organics. When organics consume food, this will often happen at a social setting. It is a chance to bond with people around you. Synths therefor also prefer to eat while other people around them are eating, simply because it is the social thing to do. Eating with others strenghthens relationship and furthers cultural exchange, because it involves conversation and the discovery of whatever interesting things the person you are talking to is eating.&lt;br /&gt;
&lt;br /&gt;
Since Synths don't need to eat food to supply their bodies with energy and don't need to supply their bodies with replacement materials very often, they tend to choose foods that are very light, but flavourful. Examples of food eaten around social settings are aerogel or polymer foam based foods. These can come in many interesting flavours (That is, interesting for Synths. Organics care very little for the intricacies of the difference between copper and tin flavours).&lt;br /&gt;
&lt;br /&gt;
Synths will often partake in leisure activities with organics, whether it is exercise, travel, shopping or meeting up to watch the newest, funny 5D meme videos online. Friendships between Synths and organics are just as common as friendships among Synths. There typically is not much of a difference, except that you might want to hide any tasty looking batteries before your Synth buddies come over for a visit. Relationships between Synths and organics are also fully accepted and considered normal.&lt;br /&gt;
&lt;br /&gt;
Synths often find the way organics live fascinating, since it can feel pretty foreign to them. They will often try to emulate certain things to feel more part of the same society. In theory it does not make much sense for a synthetic creature to take and enjoy [[drugs]], like alcohol or caffeine, yet Synths have developed substances they can injest, which trigger neural responses in their bodies, which simulate these experiences. This allows them to partake in fun activities like &amp;quot;getting drunk and regretting it the day after&amp;quot; or &amp;quot;having way too much coffee and not being able to sleep&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Interaction with machines ==&lt;br /&gt;
Even though the argument could be made that Synths are just particularly intelligent and conscious machines, they do not identify themselves as machines. They recognize that they are, as a matter of fact, like machines, but if confronted with that fact, they will typically respond by pointing out that organics are basically machines too. They &amp;quot;just happen to be more squishy and less energy efficient&amp;quot;.&lt;br /&gt;
This leads to Synths treating other machines in the exact same way as organics would treat machines. Machines that are not at the cognitive level of consciousness are considered to be tools, or cute robot pets, but never living beings with minds. The deciding factor that makes a machine alive to a Synth is whether or not a conscious mind resides within it. &lt;br /&gt;
This does, however, not mean that Synths are incapable of feeling affection for machines less intelligent than them. It is popular to own small, unintelligent service robots, like [[helperbots]] (also known as owobots), which are sometimes treated as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=365</id>
		<title>Culture</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Culture&amp;diff=365"/>
		<updated>2020-08-12T07:32:48Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Perl Patreon 1500.png|thumb]]&lt;br /&gt;
Synths, strictly speaking, do not have a culture entirely for themselves, but rather see themselves as culturally intertwined with the society that surrounds them, which is the culture of the [[Outer Rim]]. More often than not the goal of most Synths is to fit into the culture that surrounds them and to be a respected member of society, while still identifying as Synths. However, even though they blend into the society that surrounds hem, their synthetic origin and way of living differs from the [[organics]] around them in some inescapabele ways.&lt;br /&gt;
&lt;br /&gt;
== Energy Consumption ==&lt;br /&gt;
Synths are entirely synthetic and have ways of powering their bodies that differ greatly from that of [[organics]]. Organics have to consume food to gain nutrition, which their bodies convert into energy to power the body's processes, from movement to cognition. Without this energy, a body will die. &lt;br /&gt;
Synths require regular charging of their [[battery tissue]] to keep them alive. This has led to [[charging points]] being a common thing all throughout the [[Outer Rim]]. Just as organics like having sources of food around, Synths feel comfortable knowing that they can sit on a bench nearby to recharge their batteries when they feel tired. The ubiquity of charging points often leads to Synths forgetting that they require energy to live, since they so often enter places or use furniture that charges them without them even noticing. [[Battery extensions]] and [[modules]] that generate power themselves make the need to charge even less noticable.&lt;br /&gt;
&lt;br /&gt;
Energy is seen as a basic right for Synths throughout the [[Outer Rim]] and is therefor available for free. Places that don't have a ubiquitous energy supply are often considered wild or underdeveloped. One of the first things that happen when a new planet is colonized within the Outer Rim is that a charging network for Synths is set up to allow movement throughout the colony and to reduce the threat of a Synth being stranded somewhere without the chance to charge.&lt;br /&gt;
&lt;br /&gt;
It is seen as fashionable for Synths to wear [[modules]] that do the charging for them, by generating power or amplifying the power transmitted through [[charging points]]. Typical modules of that sort would be skin plating covered in solar cells, crests and fins that act as solar panels as well as, in rare cases, miniature nuclear reactor modules built into the Synth's frame. Due to the ubiquity of charging points such modules are usually not really necessary, but tend to be used as fashion items and as a display of independence and style.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
[[File:Snack Exchange Patreon 1500.png|thumb|A Synth offering Synth snacks to an organic]]&lt;br /&gt;
While Synths do not require food or drink for sustenance or to generate energy, it is instead used to provide their bodies with materials required for maintenance as well as the change of their frame size through their [[metabolism]]. Since the bodies of Synths are made of entirely different materials than those of organics, the substances they consume are also entirely different. Whereas [[organics]] will eat food based on carbohydrates, fats and protein, Synths will prefer foods heavy in carbon, minerals and metals.&lt;br /&gt;
&lt;br /&gt;
While synths can theoretically eat and digest organic food, it does not appeal to them in either taste, smell or looks. It also tends to give them slight indigestion, since organic food does not contain the nutrition they require for their internal chemical processes.&lt;br /&gt;
&lt;br /&gt;
Since the majority of a Synth's body consists of carbon based materials, the majority of their diet is also carbon. Popular carbon based food items include carbon crisps, graphite bars and graphene flakes. Carbon can come in many different shapes, including fullerene based drinks, or in form of polymers. Polymer noodles and polymüsli are popular meals.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Synths to season their food with materials that would be a bit risky for organics, such as bismuth, rust or (for those who like it very spicy) uranium. Food items that could be dangerous to organics around Synths are marked with danger indicators to remind Synths not to put others in danger and to please make sure not to leave too many uranium crumbs all over the place.&lt;br /&gt;
&lt;br /&gt;
Commercial batteries '''are not classified as Synth food items''' &amp;lt;s&amp;gt;no matter how tasty they are &amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Synths can have very varied diets, with many of them only consuming little food to begin with. Since food consumption is only necessary to maintain a Synth's body or to re-shape it and Synths generally don't use food for energy generation, they typically only eat regular meals during times of extensive physical change. A small, incomplete list of Synth foods can be found here: [[List of Synth Food Examples]]&lt;br /&gt;
&lt;br /&gt;
== Work ==&lt;br /&gt;
Synths are particularly important for the filling of certain work roles that [[organics]] are not able to fill without putting themselves in a lot of danger. Due to their modular nature, Synths can change their body parts to be more suited for the task at hand. They are able to wear different types of skin that shield them from gamma radiation, making them well suited for jobs that require handling of radioactive materials without having to wear any particular protective clothing. They can also be useful for their abilities to change the size of their frames over time, allowing them to mount particularly heavy and large modules used during construction. This versatility could be backed up with many more examples and makes Synths popular as a workforce.&lt;br /&gt;
&lt;br /&gt;
Synths also have, due to their [[History]], an innate urge to be helpful, making them want to be useful to the society they are part of. Having Synths as part of your workforce is a morale boost for other workers around them for that reason.&lt;br /&gt;
&lt;br /&gt;
== Leisure, Hobbies and Wellness ==&lt;br /&gt;
Synths are able to take on almost any hobby or leisure activity that [[organics]] are also capable of, with some small differences here or there. Their physical differences to organic life simply make certain things different. For example you will rarely see a Synth at a sauna, since there is no real point to such an activity, due to a Synth's lack of sweat glands. Synths would still join a sauna, if asked to join by organic friends, but would most likely spend the time worrying about overheating while wondering why organics find this sort of thing enjoyable.&lt;br /&gt;
&lt;br /&gt;
Synths do have a sense of wellness though and also partake in activities that increase their feelings of wellness, such as going to Synth spas. These spas are fashioned specifically for the needs of synthetic bodies and offer wide varieties of wellness options to help Synths relax and feel healthier. They typically offer ethanol baths, to get as clean as one could possibly get, rice baths, which pull all humidity right out of your joints, and gyms with trainers that know just how to get you to exercise to get to the sparkling, strong machine body you want.&lt;br /&gt;
&lt;br /&gt;
Exercise is a popular leisure activity, which can also be enjoyed by Synths, since it helps with keeping their [[nanites]] busy by creating microfissures in their muscles, which then need to be repaired, helping muscle and frame growth. Exercise is also very helpful for those Synths who choose a large or muscular [[blueprint]], since it helps with building up pneumatic muscles through the same process. It also is something fun to do with organic friends.&lt;br /&gt;
&lt;br /&gt;
Synths can take up a great variety of hobbies, spanning the wide range of activities that organics like to do in their spare time as well. Some Synths like to socialize and visit clubs at night, others spend their time at home, playing games, collecting things, or making NewTube™ videos. Some like to take their [[helperbots]] for a walk every day and yet others go hiking. The range of leisure activities Synths can partake in is only limited by one's imagination and the laws of physics.&lt;br /&gt;
&lt;br /&gt;
== Synth Specific Fashion ==&lt;br /&gt;
[[File:Turing Monthly Text Patreon 1500.png|thumb|Synth magazine, displaying a fashion model]]&lt;br /&gt;
Synth [[fashion]] can be very different from fashion for organics, since synthetic fashion tends to revolve mostly around styling synthetic bodies rather than clothing. This happens primarily through the use of different modules, but also through colours, skin, alternative frames, glowing parts and even holographic elements. More on Synth [[fashion]] can be learned from the page specifically dedicated to it.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Synths, much like [[organics]], have to [[grow up]] through experiencing and learning many things. Every child in the [[Outer Rim]] is educated through a public school system that takes them all the way from learning about fundamentals like reading, writing, mathematics as well as several of the most important languages spoken throughout the Outer Rim to higher education at universities. Synths and organics go to the same schools and same classes and are not seperated. Growing up and going to school together is the best way to ensure understanding for each other, despite the physical differences.&lt;br /&gt;
&lt;br /&gt;
Even though Synths are not pushed in any particular direction, when they make their choice of what to focus their studies on during their time at a university, they have a tendency of choosing majors that are heavily focused on technology and science. This is a tendency and not a rule though, so you can also find many Synths in agricultural studies, economics and many others.&lt;br /&gt;
&lt;br /&gt;
All education is provided by the Outer Rim free of charge, whether a person decides to go for a PhD or not to go to a university at all. There are incentives of higher monthly income as a reward for getting a higher education though.&lt;br /&gt;
&lt;br /&gt;
== Coexistence with Organics ==&lt;br /&gt;
Throughout the history of the [[Outer Rim]] Synths have played an important role of the development of culture and society as a whole. The connection between Synths and [[organics]] has always been vital, since Synths were originally created by the organics of the Outer Rim to help out with the production of food, leading to Synths being an important part of the continued survival of all organic species. Organics and Synths both enjoy each other's mutual respect for that reason. Yet there are big differences in the way of synthetic and organic life. These differences are what makes the cultural interactions between these species interesting.&lt;br /&gt;
&lt;br /&gt;
Synths require no food to live, since they depend entirely on electrical energy to sustain themselves. Synth food merely exists for two reasons: &lt;br /&gt;
* To supply their bodies with materials they need for repairs, maintenance and change of body shape.&lt;br /&gt;
* As a way to meaningfully interact with organics and to share a common activity.&lt;br /&gt;
The second point is important for social interaction between Synths and organics. When organics consume food, this will often happen at a social setting. It is a chance to bond with people around you. Synths therefor also prefer to eat while other people around them are eating, simply because it is the social thing to do. Eating with others strenghthens relationship and furthers cultural exchange, because it involves conversation and the discovery of whatever interesting things the person you are talking to is eating.&lt;br /&gt;
&lt;br /&gt;
Since Synths don't need to eat food to supply their bodies with energy and don't need to supply their bodies with replacement materials very often, they tend to choose foods that are very light, but flavourful. Examples of food eaten around social settings are aerogel or polymer foam based foods. These can come in many interesting flavours (That is, interesting for Synths. Organics care very little for the intricacies of the difference between copper and tin flavours).&lt;br /&gt;
&lt;br /&gt;
Synths will often partake in leisure activities with organics, whether it is exercise, travel, shopping or meeting up to watch the newest, funny 5D meme videos online. Friendships between Synths and organics are just as common as friendships among Synths. There typically is not much of a difference, except that you might want to hide any tasty looking batteries before your Synth buddies come over for a visit. Relationships between Synths and organics are also fully accepted and considered normal.&lt;br /&gt;
&lt;br /&gt;
Synths often find the way organics live fascinating, since it can feel pretty foreign to them. They will often try to emulate certain things to feel more part of the same society. In theory it does not make much sense for a synthetic creature to take and enjoy [[drugs]], like alcohol or caffeine, yet Synths have developed substances they can injest, which trigger neural responses in their bodies, which simulate these experiences. This allows them to partake in fun activities like &amp;quot;getting drunk and regretting it the day after&amp;quot; or &amp;quot;having way too much coffee and not being able to sleep&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Interaction with machines ==&lt;br /&gt;
Even though the argument could be made that Synths are just particularly intelligent and conscious machines, they do not identify themselves as machines. They recognize that they are, as a matter of fact, like machines, but if confronted with that fact, they will typically respond by pointing out that organics are basically machines too. They &amp;quot;just happen to be more squishy and less energy efficient&amp;quot;.&lt;br /&gt;
This leads to Synths treating other machines in the exact same way as organics would treat machines. Machines that are not at the cognitive level of consciousness are considered to be tools, or cute robot pets, but never living beings with minds. The deciding factor that makes a machine alive to a Synth is whether or not a conscious mind resides within it. &lt;br /&gt;
This does, however, not mean that Synths are incapable of feeling affection for machines less intelligent than them. It is popular to own small, unintelligent service robots, like [[helperbots]] (also known as owobots), which are sometimes treated as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=364</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=364"/>
		<updated>2020-08-12T07:07:33Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Welcome to the Synth Wiki!'''&lt;br /&gt;
[[File:Synthintro.png|thumb|Examples of Synths]]&lt;br /&gt;
[[File:Synthintrobig.png|thumb|Example of a Synth]]&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
'''Synths''' are a '''fictional, synthetic species set in a science fiction universe''' and created by [[Vader-San]]. They are an '''open and free to use species''' that can be incorporated into any science fiction universe without restrictions. The goal of this wiki is to flesh out background information on the species and to provide people with a lore they can follow if they choose to. '''Following this lore is completely optional.'''&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Synths are 100% synthetic androids, each equipped with a mind of their own. They are individual minds within robotic bodies, each with their own personality, quirks, weaknesses and strengths.&lt;br /&gt;
&lt;br /&gt;
Typically Synths are humanoid, sharing a vaguely reptilian aesthetic. They are highly modular, being able to exchange parts of themselves for different ones. Most of their body, including their shape, colour, height and number of limbs is customizable.&lt;br /&gt;
&lt;br /&gt;
For a short read into the general background of Synths, you can read the [[fact sheet]]. For more in-depth lore you may browse the categories below.&lt;br /&gt;
&lt;br /&gt;
===Main Sections===&lt;br /&gt;
* [[Culture]]&lt;br /&gt;
* [[Anatomy]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
&lt;br /&gt;
=== Making Synth characters ===&lt;br /&gt;
You can make as many Synth characters as you like. '''There are no restrictions of any kind'''. You don't need to seek anyone's approval for your Synth designs. &lt;br /&gt;
This wiki exists for those who want to follow a baseline of Synth lore when creating their own characters, but it is in no way a set of rules. You can see the universe described in these pages as a set of optional guidelines, but are free to interpret them in any way you choose, or just make your own rules entirely. What really matters is that you have fun with the species.&lt;br /&gt;
&lt;br /&gt;
There are a number of Synth [[bases]] that are '''free to use'''. Please keep in mind though that these bases or Synths created from the bases are '''not to be sold'''. You can give them away for free though.&lt;br /&gt;
&lt;br /&gt;
=== WIP ===&lt;br /&gt;
This wiki is a '''work in progress''' and will be expanded further over time. If you see sections that are not fully fleshed out, or pages that still need to be created, do not be alarmed, since these pages will be filled in over time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Anatomy]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=363</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=363"/>
		<updated>2020-08-12T07:04:41Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: /* Making Synth characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Welcome to the Synth Wiki!'''&lt;br /&gt;
[[File:Synthintro.png|thumb|Examples of Synths]]&lt;br /&gt;
[[File:Synthintrobig.png|thumb|Example of a Synth]]&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
'''Synths''' are a '''fictional, synthetic species set in a science fiction universe''' and created by [[Vader-San]]. They are an '''open and free to use species''' that can be incorporated into any science fiction universe without restrictions. The goal of this wiki is to flesh out background information on the species and to provide people with a lore they can follow if they choose to. '''Following this lore is completely optional.'''&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Synths are 100% synthetic androids, each equipped with a mind of their own. They are individual minds within robotic bodies, each with their own personality, quirks, weaknesses and strengths.&lt;br /&gt;
&lt;br /&gt;
Typically Synths are humanoid, sharing a vaguely reptilian aesthetic. They are highly modular, being able to exchange parts of themselves for different ones. Most of their body, including their shape, colour, height and number of limbs is customizable.&lt;br /&gt;
&lt;br /&gt;
For a short read into the general background of Synths, you can read the [[fact sheet]]. For more in-depth lore you may browse the categories below.&lt;br /&gt;
&lt;br /&gt;
===Main Sections===&lt;br /&gt;
* [[Culture]]&lt;br /&gt;
* [[Anatomy]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
&lt;br /&gt;
=== Making Synth characters ===&lt;br /&gt;
You can make as many Synth characters as you like. '''There are no restrictions of any kind'''. You don't need to seek anyone's approval for your Synth designs. &lt;br /&gt;
This wiki exists for those who want to follow a baseline of Synth lore when creating their own characters, but it is in no way a set of rules. You can see the universe described in these pages as a set of optional guidelines, but are free to interpret them in any way you choose, or just make your own rules entirely. What really matters is that you have fun with the species.&lt;br /&gt;
&lt;br /&gt;
There are a number of Synth [[bases]] that are '''free to use'''. Please keep in mind though that these bases or Synths created from the bases are '''not to be sold'''. You can give them away for free though.&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Anatomy]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=362</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=362"/>
		<updated>2020-08-12T07:03:43Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Welcome to the Synth Wiki!'''&lt;br /&gt;
[[File:Synthintro.png|thumb|Examples of Synths]]&lt;br /&gt;
[[File:Synthintrobig.png|thumb|Example of a Synth]]&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
'''Synths''' are a '''fictional, synthetic species set in a science fiction universe''' and created by [[Vader-San]]. They are an '''open and free to use species''' that can be incorporated into any science fiction universe without restrictions. The goal of this wiki is to flesh out background information on the species and to provide people with a lore they can follow if they choose to. '''Following this lore is completely optional.'''&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Synths are 100% synthetic androids, each equipped with a mind of their own. They are individual minds within robotic bodies, each with their own personality, quirks, weaknesses and strengths.&lt;br /&gt;
&lt;br /&gt;
Typically Synths are humanoid, sharing a vaguely reptilian aesthetic. They are highly modular, being able to exchange parts of themselves for different ones. Most of their body, including their shape, colour, height and number of limbs is customizable.&lt;br /&gt;
&lt;br /&gt;
For a short read into the general background of Synths, you can read the [[fact sheet]]. For more in-depth lore you may browse the categories below.&lt;br /&gt;
&lt;br /&gt;
===Main Sections===&lt;br /&gt;
* [[Culture]]&lt;br /&gt;
* [[Anatomy]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
&lt;br /&gt;
=== Making Synth characters ===&lt;br /&gt;
You can make as many Synth characters as you like. There are no restrictions of any kind. You don't need to seek anyone's approval for your Synth designs. &lt;br /&gt;
This wiki exists for those who want to follow a baseline of Synth lore when creating their own characters, but it is in no way a set of rules. You can see the universe described in these pages as a set of optional guidelines, but are free to interpret them in any way you choose, or just make your own rules entirely. What really matters is that you have fun with the species.&lt;br /&gt;
&lt;br /&gt;
There are a number of Synth [[bases]] that are '''free to use'''. Please keep in mind though that these bases or Synths created from the bases are '''not to be sold'''. You can give them away for free though.&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Anatomy]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=361</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=361"/>
		<updated>2020-08-12T07:02:43Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Welcome to the Synth Wiki!'''&lt;br /&gt;
[[File:Synthintro.png|thumb|Examples of Synths]]&lt;br /&gt;
[[File:Synthintrobig.png|thumb|Example of a Synth]]&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
'''Synths''' are a '''fictional, synthetic species set in a science fiction universe''' and created by [[Vader-San]]. They are an '''open and free to use species''' that can be incorporated into any science fiction universe without restrictions. The goal of this wiki is to flesh out background information on the species and to provide people with a lore they can follow if they choose to. '''Following this lore is completely optional.'''&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Synths are 100% synthetic androids, each equipped with a mind of their own. They are individual minds within robotic bodies, each with their own personality, quirks, weaknesses and strengths.&lt;br /&gt;
&lt;br /&gt;
Typically Synths are humanoid, sharing a vaguely reptilian aesthetic. They are highly modular, being able to exchange parts of themselves for different ones. Most of their body, including their shape, colour, height and number of limbs is customizable.&lt;br /&gt;
&lt;br /&gt;
For a short read into the general background of Synths, you can read the [[fact sheet]]. For more in-depth lore you may browse the categories below.&lt;br /&gt;
&lt;br /&gt;
===Main Sections===&lt;br /&gt;
* [[Culture]]&lt;br /&gt;
* [[Anatomy]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Anatomy]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
&lt;br /&gt;
=== Making Synth characters ===&lt;br /&gt;
You can make as many Synth characters as you like. There are no restrictions of any kind. You don't need to seek anyone's approval for your Synth designs. &lt;br /&gt;
This wiki exists for those who want to follow a baseline of Synth lore when creating their own characters, but it is in no way a set of rules. You can see the universe described in these pages as a set of optional guidelines, but are free to interpret them in any way you choose, or just make your own rules entirely. What really matters is that you have fun with the species.&lt;br /&gt;
&lt;br /&gt;
There are a number of Synth [[bases]] that are '''free to use'''. Please keep in mind though that these bases or Synths created from the bases are '''not to be sold'''. You can give them away for free though.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=360</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Main_Page&amp;diff=360"/>
		<updated>2020-08-12T07:02:22Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Welcome to the Synth Wiki!'''&lt;br /&gt;
[[File:Synthintro.png|thumb|Examples of Synths]]&lt;br /&gt;
[[File:Synthintrobig.png|thumb|Example of a Synth]]&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
'''Synths''' are a '''fictional, synthetic species set in a science fiction universe''' and created by [[Vader-San]]. They are an '''open and free to use species''' that can be incorporated into any science fiction universe without restrictions. The goal of this wiki is to flesh out background information on the species and to provide people with a lore they can follow if they choose to. '''Following this lore is completely optional.'''&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Synths are 100% synthetic androids, each equipped with a mind of their own. They are individual minds within robotic bodies, each with their own personality, quirks, weaknesses and strengths.&lt;br /&gt;
&lt;br /&gt;
Typically Synths are humanoid, sharing a vaguely reptilian aesthetic. They are highly modular, being able to exchange parts of themselves for different ones. Most of their body, including their shape, colour, height and number of limbs is customizable.&lt;br /&gt;
&lt;br /&gt;
For a short read into the general background of Synths, you can read the [[fact sheet]]. For more in-depth lore you may browse the categories below.&lt;br /&gt;
&lt;br /&gt;
==Main Sections==&lt;br /&gt;
* [[Culture]]&lt;br /&gt;
* [[Anatomy]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Anatomy]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
&lt;br /&gt;
=== Making Synth characters ===&lt;br /&gt;
You can make as many Synth characters as you like. There are no restrictions of any kind. You don't need to seek anyone's approval for your Synth designs. &lt;br /&gt;
This wiki exists for those who want to follow a baseline of Synth lore when creating their own characters, but it is in no way a set of rules. You can see the universe described in these pages as a set of optional guidelines, but are free to interpret them in any way you choose, or just make your own rules entirely. What really matters is that you have fun with the species.&lt;br /&gt;
&lt;br /&gt;
There are a number of Synth [[bases]] that are '''free to use'''. Please keep in mind though that these bases or Synths created from the bases are '''not to be sold'''. You can give them away for free though.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Bases&amp;diff=359</id>
		<title>Bases</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Bases&amp;diff=359"/>
		<updated>2020-08-12T06:58:48Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These '''bases'' are free to use, but '''not to be re-sold'''. If you want more bases to choose from, you can find '''community produced bases''' over on our discord server. To get there, simply go to the [https://synthspecies.com/ main website] where you will find an invite link.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/sh/p4lh8xrzv8dh5a5/AAB6zgBIaBho-6vVw9L_UutCa?dl=0 Bases for download]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Bases&amp;diff=358</id>
		<title>Bases</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Bases&amp;diff=358"/>
		<updated>2020-08-12T06:56:48Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These '''bases'' are free to use, but '''not to be re-sold'''. If you want more bases to choose from, you can find '''community produced bases''' over on our discord server. To get there, simply go to the [https://synthspecies.com/ main website] where you will find an invite link.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Bases&amp;diff=357</id>
		<title>Bases</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Bases&amp;diff=357"/>
		<updated>2020-08-12T06:55:29Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: Created page with &amp;quot;These '''bases'' are free to use, but '''not to be re-sold'''. If you want more bases to choose from, you can find '''community produced bases''' over on our discord server. T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These '''bases'' are free to use, but '''not to be re-sold'''. If you want more bases to choose from, you can find '''community produced bases''' over on our discord server. To get there, simply go to the [https://synthspecies.com/ main website] where you will find an invite link.&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Fashion&amp;diff=356</id>
		<title>Fashion</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Fashion&amp;diff=356"/>
		<updated>2020-08-11T18:42:49Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Synth Boutique 1500.png|thumb|Synths shopping for fashionable items]]&lt;br /&gt;
Synths are '''fashion conscious''' in their own, synthetic way. Much like [[organics]] tend to wear clothes, style their hair, tattoo their skin and wear piercings, Synths have their own ways of expressing themselves through the modules they wear. Due to Synths being able to mount a great number of modules, they can get very creative in how they choose to style their looks. All across the [[Outer Rim]] Synths are able to browse shops of various sizes, both on location and online, offering different styles, interests and some of them even catering to special body shapes, like Synths with Taur or Naga frames.&lt;br /&gt;
&lt;br /&gt;
While Synths can have very unique looks, there are some common elements that are present in most designs, no matter how outragous and unique they are. &lt;br /&gt;
&lt;br /&gt;
=== Visors ===&lt;br /&gt;
[[File:Visor types.jpg|thumb|Examples of different synth visor arrangements]]&lt;br /&gt;
Visors are probably the most important part of a Synth's anatomy. They are what communicates emotion to others through facial expressions, acting as the Synth's face. Therefor special attention is given to the shape and style of the visor, making it the easiest way of differentiating Synths from each other.&lt;br /&gt;
&lt;br /&gt;
Synth Visors can consist of multiple &amp;quot;windows&amp;quot;, which are 3D screens that display the Synth's eyes, as well as a number of other animations. The number, shape and arrangement of these windows gives each Synth visor its own, unique look. Some Synths prefer to have one, large screen instead of multiple smaller ones, others prefer to have two or more screens on either side of the visor, with no screen in the middle. Different producers of visors also offer different styles, with some of them being unique to certain brands.&lt;br /&gt;
&lt;br /&gt;
Visors often come with a set of horns, or antennae. They are optional and come in many different shapes, but are quite popular in their default 2-horned form. They often have status lights on them, both as a functional design element and because it is considered fashionable.&lt;br /&gt;
&lt;br /&gt;
=== Colours ===&lt;br /&gt;
[[File:Colour changing synth.gif|thumb|A Synth changing colours on the fly]]&lt;br /&gt;
Synth skin has the ability to change colours depending on the blueprint the Synth has equipped. This can lead to colourful, expressive displays, with many Synths trying to stand out of the crowd through their colour choice. However, once a Synth chooses their colours, most of them tend to stick to the same theme, often matching the colour of their eyes with the main colour of their skin and extending their colour theme to any additional limb modules they may equip. &lt;br /&gt;
&lt;br /&gt;
Skin colours can be any colour on the visible spectrum of light. The Synth's skin pigments are even able to form reflective layers to appear metallic or to achieve other effects, like pearl, bismuth or gold. Pigments can also glow, which allows for glowing parts of skin.&lt;br /&gt;
&lt;br /&gt;
=== Skin plating ===&lt;br /&gt;
[[File:Synth hard neck plates.png|thumb|Example of Synth neck plating]]&lt;br /&gt;
While the majority of a Synth's body is typically soft to the touch, due to their muscle and battery tissues being soft, there are parts of a Synth's body where it is often fashionable to have hard plates installed. This is particularly often the case around the back of a Synth's neck. Synth neck plating does not have to be hard or rigid for any particular reason, but it has become a trend among Synths to install hard plates, sometimes even with spines or spikes sticking out in the back.&lt;br /&gt;
&lt;br /&gt;
Some Synths also have hard plating along their spine and all they way along their tails. This is seen as a matter of taste though, since soft, squishy tails are also popular, both among Synths and organics.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Elements ===&lt;br /&gt;
Synths typically have several glowing elements on them. Even those who prefer to go with more humble and less colourful looks will typically have at least some coloured lights on them. A Synth's eyes are the easiest example to name, but status lights in various shapes are widespread as well and have become an unmistakeable feature of Synths. The colour of glowing elements can change easily, but somehow most Synths prefer to stick to one colour through most of their lives, since it is something they can easily identify with and it helps with identifying different individuals.&lt;br /&gt;
&lt;br /&gt;
In some cases glowing elements are a very prominent feature in a Synth's design. Due to the ability of changing their skin colours, Synths are also able to wear glowing skin patterns. Pigments react to electricity led through them by glowing in various colours, allowing for very colourful, expressive displays.&lt;br /&gt;
&lt;br /&gt;
While glowing features look pretty and allow you to express yourself in a unique way, it is good to keep in mind that some organics react badly to flashing lights and colours. '''Be mindful of your organic brethren and don't give them seizures'''. Try to avoid repeating, flashing colours. Flashing elements must never flash at a frequency of 15Hz to 25Hz. Synths with flashing elements that operate within such a frequency interval can be held accountable for endangering others.&lt;br /&gt;
&lt;br /&gt;
=== Wings, Fins and other additions ===&lt;br /&gt;
Synths are not just flexible in their looks, but also in their modes of transportation. Some Synths take particular interest in the ability to fly, swim or dive. Some jobs even require such abilities as a prerequisite. It is therefor possible for Synths to mount wings, personal flight engines, propellers, fins and many other modules to allow them mobility in a multitude of heights and depths. Such modes of transportation take a lot of energy, requiring Synths to mount additional energy supplies as well as a license to operate these advanced modules. They first need to learn how to fly safely in a simulator before being allowed to take to the skies on their own. The same goes for diving, due to the risks involved.&lt;br /&gt;
&lt;br /&gt;
Wings, fins and engines are seen as slick and fashionable, adding the sense of speed to a Synth's looks. They are considered to be very attractive, leading to some Synths mounting non-functional wings to impress others for their looks alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
Synth styles 1.png&lt;br /&gt;
Synth styles 2.png&lt;br /&gt;
Synth styles 3.png&lt;br /&gt;
Synth styles 4.png&lt;br /&gt;
Synth styles 5.png&lt;br /&gt;
Synth styles 6.png&lt;br /&gt;
Synth styles 7.png&lt;br /&gt;
Synth styles 8.png&lt;br /&gt;
Synth styles 9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=Fashion&amp;diff=355</id>
		<title>Fashion</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=Fashion&amp;diff=355"/>
		<updated>2020-08-11T18:41:14Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Synth Boutique 1500.png|thumb|Synths shopping for fashionable items]]&lt;br /&gt;
Synths are '''fashion conscious''' in their own, synthetic way. Much like [[organics]] tend to wear clothes, style their hair, tattoo their skin and wear piercings, Synths have their own ways of expressing themselves through the modules they wear. Due to Synths being able to mount a great number of modules, they can get very creative in how they choose to style their looks. All across the [[Outer Rim]] Synths are able to browse shops of various sizes, both on location and online, offering different styles, interests and some of them even catering to special body shapes, like Synths with Taur or Naga frames.&lt;br /&gt;
&lt;br /&gt;
While Synths can have very unique looks, there are some common elements that are present in most designs, no matter how outragous and unique they are. &lt;br /&gt;
&lt;br /&gt;
=== Visors ===&lt;br /&gt;
[[File:Visor types.jpg|thumb|Examples of different synth visor arrangements]]&lt;br /&gt;
Visors are probably the most important part of a Synth's anatomy. They are what communicates emotion to others through facial expressions, acting as the Synth's face. Therefor special attention is given to the shape and style of the visor, making it the easiest way of differentiating Synths from each other.&lt;br /&gt;
&lt;br /&gt;
Synth Visors can consist of multiple &amp;quot;windows&amp;quot;, which are 3D screens that display the Synth's eyes, as well as a number of other animations. The number, shape and arrangement of these windows gives each Synth visor its own, unique look. Some Synths prefer to have one, large screen instead of multiple smaller ones, others prefer to have two or more screens on either side of the visor, with no screen in the middle. Different producers of visors also offer different styles, with some of them being unique to certain brands.&lt;br /&gt;
&lt;br /&gt;
Visors often come with a set of horns, or antennae. They are optional and come in many different shapes, but are quite popular in their default 2-horned form. They often have status lights on them, both as a functional design element and because it is considered fashionable.&lt;br /&gt;
&lt;br /&gt;
=== Colours ===&lt;br /&gt;
[[File:Colour changing synth.gif|thumb|A Synth changing colours on the fly]]&lt;br /&gt;
Synth skin has the ability to change colours depending on the blueprint the Synth has equipped. This can lead to colourful, expressive displays, with many Synths trying to stand out of the crowd through their colour choice. However, once a Synth chooses their colours, most of them tend to stick to the same theme, often matching the colour of their eyes with the main colour of their skin and extending their colour theme to any additional limb modules they may equip. &lt;br /&gt;
&lt;br /&gt;
Skin colours can be any colour on the visible spectrum of light. The Synth's skin pigments are even able to form reflective layers to appear metallic or to achieve other effects, like pearl, bismuth or gold. Pigments can also glow, which allows for glowing parts of skin.&lt;br /&gt;
&lt;br /&gt;
=== Skin plating ===&lt;br /&gt;
[[File:Synth hard neck plates.png|thumb|Example of Synth neck plating]]&lt;br /&gt;
While the majority of a Synth's body is typically soft to the touch, due to their muscle and battery tissues being soft, there are parts of a Synth's body where it is often fashionable to have hard plates installed. This is particularly often the case around the back of a Synth's neck. Synth neck plating does not have to be hard or rigid for any particular reason, but it has become a trend among Synths to install hard plates, sometimes even with spines or spikes sticking out in the back.&lt;br /&gt;
&lt;br /&gt;
Some Synths also have hard plating along their spine and all they way along their tails. This is seen as a matter of taste though, since soft, squishy tails are also popular, both among Synths and organics.&lt;br /&gt;
&lt;br /&gt;
=== Glowing Elements ===&lt;br /&gt;
Synths typically have several glowing elements on them. Even those who prefer to go with more humble and less colourful looks will typically have at least some coloured lights on them. A Synth's eyes are the easiest example to name, but status lights in various shapes are widespread as well and have become an unmistakeable feature of Synths. The colour of glowing elements can change easily, but somehow most Synths prefer to stick to one colour through most of their lives, since it is something they can easily identify with and it helps with identifying different individuals.&lt;br /&gt;
&lt;br /&gt;
In some cases glowing elements are a very prominent feature in a Synth's design. Due to the ability of changing their skin colours, Synths are also able to wear glowing skin patterns. Pigments react to electricity led through them by glowing in various colours, allowing for very colourful, expressive displays.&lt;br /&gt;
&lt;br /&gt;
While glowing features look pretty and allow you to express yourself in a unique way, it is good to keep in mind that some organics react badly to flashing lights and colours. '''Be mindful of your organic brethren and don't give them seizures'''. Try to avoid repeating, flashing colours. Flashing elements must never flash at a frequency of 15Hz to 25Hz. Synths with flashing elements that operate within such a frequency interval can be held accountable for endangering others.&lt;br /&gt;
&lt;br /&gt;
=== Wings, Fins and other additions ===&lt;br /&gt;
Synths are not just flexible in their looks, but also in their modes of transportation. Some Synths take particular interest in the ability to fly, swim or dive. Some jobs even require such abilities as a prerequisite. It is therefor possible for Synths to mount wings, personal flight engines, propellers, fins and many other modules to allow them mobility in a multitude of heights and depths. Such modes of transportation take a lot of energy, requiring Synths to mount additional energy supplies as well as a license to operate these advanced modules. They first need to learn how to fly safely in a simulator before being allowed to take to the skies on their own. The same goes for diving, due to the risks involved.&lt;br /&gt;
&lt;br /&gt;
Wings, fins and engines are seen as slick and fashionable, adding the sense of speed to a Synth's looks. They are considered to be very attractive, leading to some Synths mounting non-functional wings to impress others for their looks alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
Synth styles 1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
	<entry>
		<id>https://synthspecies.com/wiki/index.php?title=File:Synth_styles_9.png&amp;diff=354</id>
		<title>File:Synth styles 9.png</title>
		<link rel="alternate" type="text/html" href="https://synthspecies.com/wiki/index.php?title=File:Synth_styles_9.png&amp;diff=354"/>
		<updated>2020-08-11T18:40:35Z</updated>

		<summary type="html">&lt;p&gt;VaderSan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright-Amy}}&lt;/div&gt;</summary>
		<author><name>VaderSan</name></author>
		
	</entry>
</feed>