HACKER SOCIETY Information Economy Programs, especially systems software, are free, and freely passed around. Data on the other hand may be either public or private. Information which promotes the general welfare is public. Personal data is private, including personality profiles and personal images. And data (including animations, images, sounds, and the like) intended for entertainment is usually traded for more of the same. The existance of OtherWorld leads to a data-space tourist economy, whereby outsiders are permitted to visit in exchange for a "toll" of information. Design work is a source of trade income. This includes the design of information systems, games, as well as physical objects. HackTown can compete in this market because of its enormous computer resources and the presence of intelligent software to do the detail work. Physical Economy Internally, HackTown has a post-scarcity economy with raw food, air, compute power, and lunar rock being "free natural resources" provided by automated systems. The whole thing works because of the pervasive philosophy that the physical world is of no importance. Physical necessities, therefore, are supplied "by magic"; luxuries, on the other hand, are hand-made and either given as gifts or bartered. Think of it as a big co-op. Legally on Earth, it's a corporation with all inhabitants being shareholders. The automated factory that constructs electronic components is the heart of HackTown; its surplus output provides a major source of trade income. HackTown hardware has the following advantages: It is small and light, being made using zero-G techniques. It is cheap, the product of the first and most advanced self-aware automated factory system. It comes with Hacker software installed, including NetHelp and Otherworld. It is capable of hosting, and friendly to, Free Programs. Food and air come from the communal farms, mainly worked by robots with volunteer supervision. Living space is constructed in orbit from moon-dust shipped up automatically. The refining and exterior construction are also automatic, but people are expected to do their own designing. The mining, refining, and physical construction operations are totally automated. Inhabitants can essentially have anything they can design and schedule factory time for. The "price" is that the design and any necessary tools and techniques then become public property. [Note: a possible variant of this would be a small set of "artificial plants" -- automated self-reproducing systems which produce useful products. E.g. a corridor tree, a computer tree, and so on. The difference between these and general-purpose automatic factories is that they are _not general-purpose, but highly specialized. The idea here is to build a hunter-gatherer type of society. ] One consequence of this is that the more innovative something is, the easier it is to schedule resources and time to build it. Notwithstanding, there are standards. Corridor segments and connection locks are absolutely standardized, as are solar-grid segments. Farming disks are pretty cut and dried, as is the basic personal life-support module. Aluminum alloy sheet and tubing are available in standard sizes (tubing up to 4m or so at least), as are fused silica and fused slag in several grades. Physical labor mainly goes into constructing and improving one's living space, preparing food (restaurants are popular), and handcrafting various items (e.g. furniture). External Economy Major exports are electric power (to Spaceport 1) design expertise (mostly to Earth) surplus manufacturing capacity lunar resources grid units (see Geography) tourism Major imports are: scarce materials (organics and hydrogen) high-tech items other than computer equipment luxury items (e.g. coffee, chocolate) information (both entertainment and technology) Physical Geography The whole colony rotates slowly, to keep one face pointed toward the Sun. [Note: 2 meters of rock shielding are required around living areas. This would seem to favor large spheres, for minimum surface area. Note, though, that sandwiching corridors and living modules between two thick plates works, too. On the other hand, doing _that means you may as well leave out the corridors and just use the space between the plates. On the whole I think I like the sphere better, but it's harder to light. Can be done, though. ] Personal living modules (mods) are (at least potentially) independent spacecraft connected to public corridors. All have airlocks and life support systems; most have ion manoevering engines. The typical mod is a 4m (5?)i.d. tube of random length with a lock at one end. The original mods were based on 2-tonne launch- laser capsules, using their lock and life-support. The corridors are 4m reinforced fused moonrock tubes. They contain distribution cables for comm, and power, and pipes for clean and waste water and pressurized clean air. Fast transportation is via personal scooters or jet-packs, powered either by compressed air rockets or electric ducted fans. There are three main areas: the Grid, G-town, and the Blob. The Grid is a large rectangular oc-tet space truss. On the sun-side of the Grid is the colony's solar-power array; behind that is a rectangular net of corridors with attached living modules, which are individually shielded. The darkside of the Grid is effectively one huge docking area. Locks for living modules generally replace one arm of a +-intersection. [Note: I'm beginning to have doubts about the Grid--it seems wasteful of materials, esp. when you consider shielding the corridors. ] To sunside of the Grid is G-town, a small toroid spun to provide .25g at the rim. [Note: this makes it 450m dia. at 1rpm. That's a 1.5km circ.] Sunlight is reflected in through the "roof" otherwise surrounded by bulk shielding. The interior is in two levels: the top is for farming, the bottom is living space for those who want or need gravity (including couples with children). [Note: toroids could be built out of cylindrical modules stacked parallel to the spin axis. They would not give as great a feeling of space, but would be simple and cheap. Possibly the first few could be built this way. On the other hand, given automatic tube-makers, why bother? ] Let us say that at the time of Demon there are two Wheels, the first being of modular construction (10m tubes, say), and almost entirely agricultural. In the center of the Grid is the Blob, a large mass of lunar material, automated factories, debris, and assorted junk. This is the core of HackTown. To darkward of the Blob is the Bubble, the original living area, now containing mostly public space. This is a non-spinning 100m dia. sphere with 2m walls of crushed moonrock with fused inner and outer shells. As people moved out of the Bubble into G-town or the Grid, the resulting space was filled with shops, restaurants, and other such enterprises. Most of the outer 15m is partitioned into rooms and cubicles, leaving an inner sphere of 40m dia. mostly empty. This is used for transit from one side to the other, as a "hanging around" space, and occasionally for public performances. Let's consider automatic tube-makers for a moment. I suspect that the way to do it is with a machine that rides on the _rim of the growing tube, adding material in a helical pattern. Reinforcement could be done by extruding a fiber down the middle of the added material, and by adding another layer (or three) with alternating sense and possibly different pitch. Thus, arbitrary size and cross-section can be achieved. Information Space OtherWorld is a distributed world-building system. It is capable of supporting different world models, including strange physics, non-Euclidean geometry, and extra dimensions. It contains both a model of the Real World, and various fantasy worlds; some private and some shared. Game Worlds are shared worlds in which the major activity is conflict or puzzle-solving. The major activity, though is _building worlds, then inviting visitors in to show them off. This is, essentially, a tourist industry. People can view OtherWorld via screens (especially wall screens and room screens), holos, and helms (sensory helmets). Neural taps are under development. A few people have begun "crossing over" by building personality simulators in OtherWorld. Memory transfer requires hypnosis and is highly experimental. Programs live mainly in OtherWorld; they can project images into RealWorld via screens, holos, and helms, and can control robots as well. The Grand Hack The Grand Hack was the founding of HackTown. It involved the construction of HackTown's automated factories: the electronics factory (Tinker), the moon miner (Miner), and the machine shop (Builder). Tinker was used to generate income, which was funnelled into the construction and launch of Miner and Builder. The construction of HackTown was motivated by a desire to escape from a world which was rapidly becoming less pleasant to live in, and more prejudiced against technologists, hackers in particular. The latter was due to their association with the Net Wars. There were, for example, proposals to limit or license personal ownership of computers and access to data communications. The Grand Hack was a joint product of two movements: Free Data and Free Space. The human migration of the Grand Hack was made possible by the 1-tonne launch laser, which boosted the personal capsules into LEO. Computations required: Orbits Wheel sizes and spin rates Approximate total mass of lunar and terrestrial components Approximate cost and time-to-complete, from mass.