GDI Cybernetic Augmentation Alternatives, 2xxx (noncanon)
GDI Cybernetic Augmentation Alternatives, 2xxx

While the first half of the 21st Century saw slow, halting steps into the realm of cybernetics, especially after the CABAL crisis, it was actually the arrival of the Visitors (or more accurately, the aftermath and the wealth of scientific discoveries afterwards) that kickstarted the field of cybernetics into being something more than just the realm of nightmares, or crude and unwieldy devices.

Today, GDI boasts one of the highest proportions of voluntary cyborgs in the galaxy, and almost the entire military arm of the human government is augmented to some degree. Even in government, it's near-ubiquitous, just as much as their propensity for power armored bodyguards and battalions of heavy tanks on hot standby for immediate, forceful extraction of "high value soft assets". However, this does not mean the practice is truly universal.

For both the military and the diplomatic arm of the government, there are only two sets of implants that are truly considered mandatory. The first is a set of implanted medical monitoring devices; while work continues on reducing their size, the current crop of sensors can be placed with minimally-invasive outpatient procedures, and do not require extensive wiring or impede regular bodily functions in any way. For anyone but the most extremely tech-averse, they are at worse an annoyance (mostly due to the scarring); the fact that they can be removed when one retires, without any negative side effects, only enhances this fact.
The second required implant is some form of "neural interface mesh"; however, this is actually a range of implants. Many individuals choose the permanent "neurojack" format (itself an entire sub-category of implants), which allow for both wireless and wired connections for the user. However, for those who are leery of having cables buried deep in their brains and spinal columns, there are a series of "mesh" implants that go under the skin and muscle layers and utilize technology much like neurohelmets; their increased proximity to the brain allows them to pick up much more sophisticated input. Their implantation requires a few days of recovery, but as with the medical monitors, they can be removed if desired.
Both of these options, and all of the devices we will be discussing, are made possible by decades of relentless revision and improvement on isolinear computing technology. The sheer ability of quantum computing with solid-state crystalline structures continues to dazzle those familiar and unfamiliar with it alike.

The most commonly-cited areas of concern for both soldiers and diplomats, and the ones given as reasons for why artificial eyes and ears should be "required", are centered on concerns over damage from explosions, blinding from DEW devices, and other various risks to the extra-vulnerable soft tissues present in the head.

For the eyes, here is where isolinear technology is paired with the galaxy-wide utilization of Element Zero and the so-called "Mass Effect" phenomenon. The two main forms it takes are either stylish "sunglasses" (typically used by diplomats, or officers not in a line position), which rely more on small forcefields and specialized omni-forges, or more robust "goggles" (visually somewhere between more classical welding goggles and thick-framed wrap-around sunglasses), that rely on physical airtight seals and micro-resevoirs of shock-resistant eye-friendly fluid.
In either case, it's absurdly simple for the lenses to provide wide-spectrum protection against flash-blindness, and of course to provide various virtual displays (with a technique projecting them into the lenses rather than back into the eyes, thus reducing risk of long-term damage from overuse). The more complicated mechanisms inside these marvels are the ones intended to protect against shockwave damage; the military-grade goggles do a better job due to relying on physical protections, but the glasses are still resistant enough that the point where damage becomes possible is already presenting a fair bit of risk for greater damage to the rest of the head/skull anyway. After a certain point, heat-proofing these devices would be twisted comedy, as it could result in someone suffering third-degree burns everywhere except for their eyes, to the point they'd be dead anyway.

For the ears, it's actually much simpler, and was nearly a solved problem before even trying. Many old-style hearing aids and swimmer's ear plugs provided near-perfect airtight seals, with the former also providing sound amplification and nullification. Modern devices are essentially high-tech hearing aids, though with the volume typically scaled for the user's natural, non-damaged hearing. Their soft inner sections provide airtight seals, and the material can dissipated sudden shockwaves with enormous efficiency, resulting in, at worse, mild headaches and short-term ringing, instead of ruptured eardrums and powdered middle ear bones. They are also able to filter out abnormal sounds at high and low ranges, though they cannot do much for something that resonates with a person's skeleton (not that cyber-ears would really do any better on that front).

Beyond those two senses, the next main area that sees a lot of cyber-ware for work duties are various haptic feedback implants in the fingers and hands. These are easily replicated with various skin-tight gloves, which can be more easily taken off and put on outside of regular duties, as haptic feedback is not considered a major issue for day-to-day living. GDI's civilian technology production still tends to go with actual physical interfaces, or more traditional touch-screen display-controllers, with the more "exotic" holo-interfaces of the Citadel often seen as a bit wasteful and extravagant.

Things like muscular and skeletal enhancements are generally the domain of either bleeding-edge transhumanists, or bleeding-edge special operations soldiers. The former are always enthusiastically volunteering for various procedures. The latter, meanwhile, are the one real exception to allowing people to utilize external devices instead of cybernetic implants. However, these requirements are well-known, and the groups that require them are a subset of a subset of a subset of the armed forces; many of the spec ops groups get by with low-augment soldiers without issue.

All in all, GDI continues to exert considerable effort to allow the widest range of individuals possible to be contributing members of society in all capacities and at all levels. While the species-wide trauma from the CABAL conflict is gone, some families lost enough that their internal cultures have made them augmentation-averse, while other individuals find the concept of replacing so much working, vital "meatware" to be concerning for their own safety and sanctity of mind and body. All organs of GDI are aggressive in ensuring no active bias is present, in either direction; shaming and shunning someone for not having a large number of implants is just as unacceptable as shaming someone for being loaded up with cyberware. Many citizens and soldiers end up somewhere in the middle of this debate, and almost all are more than willing to extend grace and kindness to their fellow man.

Plus, as noted by more than a few low-augment aviators, the sunglasses do tend to look rather snazzy…


Author's OOC Notes:
-This is much less comprehensive than my Steel Talons writeup. It's much more of a fully-expressed brain-bug than anything.
-It's not meant to be binding on how the future looks.
-It is meant to present some ideas and options for people to be able to serve as diplomats and soldiers without cutting out their eyeballs, because that feels hella freaky and shady to me, conceptually.
-This doesn't really go into gene-modding to any extent, as I feel like we have even less of a grasp of what's possible in the future, right now.
-Between us already having isolinear tech, and the fact that, to my mind, if we can make actually-functional eyeball-sized cyber-eyes, we can strip out the "vision replication" part and put in just protective measures and a HUD, here we are.
-The diplomat glasses are sorta, in my head, based on Tony Stark's smart glasses that we see a handful of times.
-I don't have a strong mental picture of the goggles, but I do have the image of a trooper in Zone Armor popping the "lid" and then still be wearing this dark, shiny goggles as they just grin at the other person.
 
The thing is, there have been a *lot* of post by various different people pushing the vibe-based intent of "let's save more species", and from what I have seen, seeming to ignore the question of "what will result in better space stations?" (Or at least give it minimal attention.) And a lot of the other posts have been "your post is wrong because [X]", even if [X] being wrong only negates a small part of the argument.

Please be a bit kinder to people who don't have the spoons to engage with that.
You know, you're right, I'm sorry.

And to put my real views on the table here:

I don't want to sneer at people who don't write actual essays. Importantly, @MSH and @Shadows have both made quite a few cogent, concise points. A concise point is not necessarily an essay. My point wasn't intended to be "they didn't do something they should have done," since they did so much right. My point is, specifically, that no, they didn't write essays.

I also don't want to sneer at people who don't choose to participate in a long brawling debate over stuff, or who notice the thing they wish would get talked about not getting talked about, or things like that.

It's just that this vote is actually an excellent example of one that is not being won by someone who writes big hairy longposts. And insofar as there's a lot of debate going on, well... frankly, that debate is exactly the kind of thing that makes it at least conceivable for someone to win if they come in 6-12 hours after voting starts with ideas of their own. Such a person almost never has a chance unless there's a lot of ongoing conversation and they have some hope of persuading people who have already voted.

...

Now, it's fair to point out that the discussion turned so much away from "have good space stations" and towards "save lots of species." I think this reflects sensibilities among a lot of the thread participants that nothing else Shala does is really worth talking about. As I've already said, I kind of disagree with this, in that I think we very much need to make sure Shala remains viable as an agricultural research station too. But then, I think we've actually mostly got that in place, so for me the big debate point is to fight for the animal husbandry bay.
 
Yeah, but then we need lots of follow-on stations. Do we really need 6 dedicated stations just for agriculture/biology?
 
TBH, I'd love to make a duplicate Shala with Fruiticulture x2, Animal Husbandry x2, Core Crops x2 and a Habitation Bay.
The expense of doing it would tend to contraindicate that, sadly... Personally I get where you're coming from but even then I'd probably want to skip the core crops bays because they don't really contribute much to "did we learn anything" that just having two Shala cores wouldn't already do.

The way to do that... is to make this one with 1 of each, so that follow-on stations will have the preparation/existing knowledge to make what we need.
I partially agree.

On the other hand, we will absolutely know how to install extra hab modules to any station of any kind because that's Columbia's whole thing; a habitation bay on Shala isn't teaching us very much that a similar module on Columbia wouldn't.

And the core crops bay, again, is basically just "more of what is already in the station's core." It means we have more space to experiment with more varieties of root vegetable in the same growing season or something, it's not worthless, but it's mostly about actually growing 40% more food on the station, not about significantly altering what we can learn from it.
 
That's why I like the current winning plan. It does at least one of everything except habitation and core crops. And it has two of experimental crops and species restoration.

That's a very nice spread and it focuses on two areas we care about very much. So hopefully we will be able to expand on any of those 5 areas in the future.
 
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That's why I like the current winning plan. It does at least one of everything except habitation and core crops. And it has two of experimental crops and species restoration.

That's a very nice spread and it focuses on two areas we care about very much. So hopefully we will be able to expand on any of those 6 areas in the future.
Agreed. We have 7 options to choose from, and thanks to the nat 100, we have 7 Bay slots total. But the Core Crops Bay doesn't do much more than Shala does itself, and the Habitation Bay isn't part of Shala's mission. That means we can easily build each of the five Bays that fit Shala's mission, (including the already built Fruiticulture Bay,) and still have 2 extra slots to double-up with. And both the Experimental Crops Bay and the Species Restoration Bay look to gain the most from building them twice.
 
I still don't think we're going to get that much from another Experimental Crops Bay, not with the deal we worked out with Dr. Bora. If he left or was assassinated then it'd be different, but then we'd be down two dice and a not insignificant bonus.
 
I figure that there are two kinds of projects we can expect out of experimental crops - those which aren't useful on Earth, and those which are universally useful in a humanitarian sense.

Given the aid Dr. Bora has provided us, I think his commitment to the latter is genuine. It's also a good idea - the total human population is too far on the ropes to quibble about our war, at least not in every area. Reducing Nod's overall death rate is a desirable goal.

If tarberries, spider cotton, poulticeplants were all acceptable, we've got some room to work with.
 
I don't think Nod has a secret moon base, but I bet throughout the entirety of post-Abelfall history Kane has been spiriting away caches of scavenged worldship parts, losing them, forgetting them, scattering stuff everywhere.

Maybe that would have been the benefit of examining the claims of Kane's past, had we rolled better. Come to think of it...maybe we should do some digging in RZ-1 South and RZ-3 South...
 
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[X] Plan We Have Dominion Over and Stewardship Of All Living Things
-[X] Core Crops Bay
-[X] Experimental Crops Bay
-[X] Animal Husbandry Bay
-[X] Species Restoration Bay x2
-[X] High Efficiency Void Crops Bay

I like the CCB. Please do not ask me to defend this.
 
And the core crops bay, again, is basically just "more of what is already in the station's core." It means we have more space to experiment with more varieties of root vegetable in the same growing season or something, it's not worthless, but it's mostly about actually growing 40% more food on the station, not about significantly altering what we can learn from it.
Here's where we do get conflict between "make better next-gen stations" and "get other stuff", where the additional orbital food production "prepares the ground for larger scale habitation faster". (Which I interpret as "set up Gen2 stations/Lunar cities quicker".)
 
I think we're probably more behind on space housing than we are on space food. Doubly so if that radiotrophic crop project comes to fruition from the experimental crop bays.
 
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A quick question. Was there any further details given about what projects will go into the Moon Colonies, either in thread or on the Discord? I ask because I doubt it'll just be building housing, and I think there used to be a lunar project for getting water that was removed.

I'm guessing that, while Shala will be enough for initial settlement, we'll eventually have to build some lunar agriculture structures, with either extra energy production required to simulate sunlight for regular crops, and/or we'll using fungus farms and CRP for basic nutrition needs.
 
Moon and space resource trackers could return once the projects open up, requriing us to balance stuff like water/organics/metals etc for industrial and agricultural production or they were cut completly for a more free-flow system, idk.
 
I don't think Nod has a secret moon base, but I bet throughout the entirety of post-Abelfall history Kane has been spiriting away caches of scavenged worldship parts, losing them, forgetting them, scattering stuff everywhere.

Maybe that would have been the benefit of examining the claims of Kane's past, had we rolled better. Come to think of it...maybe we should do some digging in RZ-1 South and RZ-3 South...
Red Zones tend to eat everything except Visitor technology, and sometimes they even eat that.

Here's where we do get conflict between "make better next-gen stations" and "get other stuff", where the additional orbital food production "prepares the ground for larger scale habitation faster". (Which I interpret as "set up Gen2 stations/Lunar cities quicker".)
If Shala can't feed the second generation habitats up to a population of 50-100 thousand, despite its described scale and productivity and the fact that it's nominally good for +15 Food...

I think I'm just gonna go crazy.
 
Well, "future habitat space" is pretty vague. It could well refer to projects beyond the scope of our "20k population" target, in which case I don't really want to build that specific block of farming capacity into Shala.
 
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