User:Vivaporius/Sandbox/League of Civilized Worlds/III: Difference between revisions

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Of course, this means that only the upper classes of the population seeking to flaunt their social status are drawn to the procurement of such materials for their own wear. The wealthy and affluent tend to lean toward clothing styles which set them apart from their middle-class counterparts, with clothing possessing all-natural fibers and vibrant colors universally popular among the League's elite circles. Leather is also an expensive product, as the majority of League worlds tend to be heavily-urbanized, meaning that land that would be used for pasturing livestock is instead converted into housing, industrial centers, commercial spaces, or greenhouse complexes, limiting the number of livestock available on a given planet. As with cash crops used for the production of luxury goods and clothing, livestock not being used for food production will often been sourced from less developed worlds in the League, meaning that the cost of shipping items procured from livestock such as leather, are extraordinarily expensive to purchase within the League.
Of course, this means that only the upper classes of the population seeking to flaunt their social status are drawn to the procurement of such materials for their own wear. The wealthy and affluent tend to lean toward clothing styles which set them apart from their middle-class counterparts, with clothing possessing all-natural fibers and vibrant colors universally popular among the League's elite circles. Leather is also an expensive product, as the majority of League worlds tend to be heavily-urbanized, meaning that land that would be used for pasturing livestock is instead converted into housing, industrial centers, commercial spaces, or greenhouse complexes, limiting the number of livestock available on a given planet. As with cash crops used for the production of luxury goods and clothing, livestock not being used for food production will often been sourced from less developed worlds in the League, meaning that the cost of shipping items procured from livestock such as leather, are extraordinarily expensive to purchase within the League.
====Virtual reality====
Virtual reality sessions are very popular throughout the League, and tens of billions of League citizens utilize the technology recreationally as a part of the nation's arts and media culture. While personal VR headsets and accessories are readily-available throughout stores across the League, more specialized systems that can provide a completely immersive experience are generally out of reach for most people, and they must visit a VR center to utilize the technology. To that end, many worlds are home to established franchises that specialize in catering to specific VR hobbies and settings that customers may wish to experience. Like most goods and services, the cost of a VR session varies greatly based on the equipment, services, and experiences offered. Though generally, most companies will utilize VR stations produced by TBD and TBD, the two largest virtual reality equipment producers in the League. Most of the mainstream VR stations sell for anywhere between 12,000 cr and 25,000 cr, while high-end full-fidelity stations can cost as much as 300,000 cr, and are generally found in the most expensive and exclusive entertainment centers in League space.

A single VR session on the low-end stations can cost as little as 5 cr/hour for children and 20 cr/hour for adults, while the higher end stations can cost as little as 100 cr/hour to as much as 1,000 cr/hour. The higher end systems generally provide a complete experience that can be difficult to distinguish from reality, and provide full touch, taste, and smell experiences for their users. Naturally, these permits more intimate experiences for those who can afford to use them, though more and more of the lower-end models are providing system experiences with more limited capabilities. VR booths designed for more "adult" recreation generally have a going rate of about 50 cr/hour, and provide exclusive access for groups or escorts with white-glove service and security. Overall, most planets will have a range of VR systems available for the population of all ages to enjoy, while the most popular and high-end of systems will generally be located in the major cities where such facilities can be afforded and made available for the equipment necessary to support them.

One of the long-standing cultural and societal issues ready-access to high-fidelity simulations raises is addiction to VR gaming and the escapism it provides, with many League citizens overutilizing the services offered by these VR stations and requiring medical or even psychological intervention by local authorities. At least 22% of all League citizens who have used a VR station at least once a week have reported dealing with personal addiction issues that nearly resulted in an intervention by authorities, while 7% admit to visiting the VR booths more than eight hours a day on their days off. To that end, most locations which cater to VR recreation have an upper-limit on the amount of time any of their customers may use a VR booth. However, there exist many locations that have no such limitations or moral compunction toward those willing to pay for their services. Many high-income worlds are notorious for their overuse of VR systems, typically due to their abundance of free time and disposable income, as well as the high-density of ultra high-end VR stations. This has resulted in some segments of League society to view these systems as a moral sin and cultural crisis, though their calls to ban or regulate the industry have largely fallen on deaf ears. Most League citizens have paid for at least one VR session in their lives, either as children or adults, and upwards of half of the population visit the VR booths once or twice a month with friends or family.

===Technology===
===Technology===
====Cybernetics====
====Cybernetics====
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*'''Classes'''
*'''Classes'''
*'''Variants'''
*'''Variants'''

====Virtual reality====
====Virtual reality====
Virtual reality sessions are very popular throughout the League, and tens of billions of League citizens utilize the technology recreationally as a part of the nation's arts and media culture. While personal VR headsets and accessories are readily-available throughout stores across the League, more specialized systems that can provide a completely immersive experience are generally out of reach for most people, and they must visit a VR center to utilize the technology. To that end, many worlds are home to established franchises that specialize in catering to specific VR hobbies and settings that customers may wish to experience. Like most goods and services, the cost of a VR session varies greatly based on the equipment, services, and experiences offered. Though generally, most companies will utilize VR stations produced by TBD and TBD, the two largest virtual reality equipment producers in the League. Most of the mainstream VR stations sell for anywhere between 12,000 cr and 25,000 cr, while high-end full-fidelity stations can cost as much as 300,000 cr, and are generally found in the most expensive and exclusive entertainment centers in League space.

A single VR session on the low-end stations can cost as little as 5 cr/hour for children and 20 cr/hour for adults, while the higher end stations can cost as little as 100 cr/hour to as much as 1,000 cr/hour. The higher end systems generally provide a complete experience that can be difficult to distinguish from reality, and provide full touch, taste, and smell experiences for their users. Naturally, these permits more intimate experiences for those who can afford to use them, though more and more of the lower-end models are providing system experiences with more limited capabilities. VR booths designed for more "adult" recreation generally have a going rate of about 50 cr/hour, and provide exclusive access for groups or escorts with white-glove service and security. Overall, most planets will have a range of VR systems available for the population of all ages to enjoy, while the most popular and high-end of systems will generally be located in the major cities where such facilities can be afforded and made available for the equipment necessary to support them.

One of the long-standing cultural and societal issues ready-access to high-fidelity simulations raises is addiction to VR gaming and the escapism it provides, with many League citizens overutilizing the services offered by these VR stations and requiring medical or even psychological intervention by local authorities. At least 22% of all League citizens who have used a VR station at least once a week have reported dealing with personal addiction issues that nearly resulted in an intervention by authorities, while 7% admit to visiting the VR booths more than eight hours a day on their days off. To that end, most locations which cater to VR recreation have an upper-limit on the amount of time any of their customers may use a VR booth. However, there exist many locations that have no such limitations or moral compunction toward those willing to pay for their services. Many high-income worlds are notorious for their overuse of VR systems, typically due to their abundance of free time and disposable income, as well as the high-density of ultra high-end VR stations. This has resulted in some segments of League society to view these systems as a moral sin and cultural crisis, though their calls to ban or regulate the industry have largely fallen on deaf ears. Most League citizens have paid for at least one VR session in their lives, either as children or adults, and upwards of half of the population visit the VR booths once or twice a month with friends or family.
===Trade and logistics===
===Trade and logistics===
The League of Civilized Worlds is a vast collection of some one thousand celestial bodies with colonies, outposts, and military installations, and a population of nearly half a trillion sentient beings spread across a total of sixty star systems. Logistically speaking, the survival of the League is tethered to its ability to maintain the vast trade routes which make the sustainability of some worlds viable. Arid and barren worlds with little to no accessible water on the surface or in the system, major starports home to hundreds of thousands of residents reliant on imports, ecumenopolises lacking any remaining arable land to provide food for the population, vast mineral resources needing to be move to refineries in other systems for processing, and vast military campaigns requiring a steady supply of advanced weapons and equipment not available in the system due to a lack of factory vessels,
The League of Civilized Worlds is a vast collection of some one thousand celestial bodies with colonies, outposts, and military installations, and a population of nearly half a trillion sentient beings spread across a total of sixty star systems. Logistically speaking, the survival of the League is tethered to its ability to maintain the vast trade routes which make the sustainability of some worlds viable. Arid and barren worlds with little to no accessible water on the surface or in the system, major starports home to hundreds of thousands of residents reliant on imports, ecumenopolises lacking any remaining arable land to provide food for the population, vast mineral resources needing to be move to refineries in other systems for processing, and vast military campaigns requiring a steady supply of advanced weapons and equipment not available in the system due to a lack of factory vessels,