Final Expressions of War

This article is perhaps odd, since it’s not about how to wage war, but war would look like in its final and most extreme technological forms. There are some core concepts, but the ideas in this article are somewhat loose.

The greater the scope you consider, the greater the powers that can dwell within it. When considering an infinitely large reality, the disparities in technology and force should become incomprehensible. It is guaranteed some power out there is arbitrarily greater than yours, no matter what. When the gulf of power is severe enough, there is absolutely no chance for resistance.

Examples of severe disparity:

  • Using thermobaric weapons on a castle guarded by knights and ballistae.
  • First-strike nuclear capability is a marginal but significant example of disparity at the heart of Cold War technology races. If you could deliver a nuclear payload to a target faster than the target could deploy a response, then you would be able to attack with impunity: mutually assured destruction would fail.
  • Orbital bombardment of a society that cannot reach the stars.
  • Wielding weapons that cannot be built within the constraints of the universe they are being used in.
  • Scanning space in all direction for heat signals, only for dust to fall from the sky, but each grain of dust becomes a warhead by dint of what we’d consider magic or exotic physics.
  • The ability to alter the physical laws in which the war takes place.
  • Being attacked by a higher-dimensional entity: imagine how much a 2-dimensional force could do to you, no matter how sophisticated they are, as long as you stand to the side of them in a 3rd-dimension. A 2-dimensional weapon of mass destruction could be sidestepped, while you’d be able to touch their internal organs at will. We are similarly vulnerable to 4th-dimensional attacks.

War by unmaking

War by unmaking is a method of war that relies on categorical technological superiority. Unmaking is done by a total saturation attack, completely destroying the target civilization. The territory can then be rebuilt. So, a war of unmaking requires massive military superiority and the ability to efficiently undo the damage you produced. If you could efficiently terraform, for instance, orbital bombardment of an entire planet wouldn’t be too big a deal and would eliminate even powerful, subterranean defenses. Wars of unmaking can happen on relatively minor advantages, so long as they grant sufficient disparity.

At the highest point, one party savagely obliterates another, even destroying planets or planes or what have you, and then brings in a planesmaker to mold the plane into a favorable shape and erase unfavorable conditions.

Limitations:

  • Unmaking requires total destruction and reconstruction. There is no recycling, no occupation.
  • Destruction is easier than construction. If the targeted territory is to be occupied after, you have to be able to undo the damage you inflict.
  • The expense is considerable.
  • It may not be possible to guarantee no survivors, especially if the targeted class has wayfaring members.
  • War by unmaking is an atrocity by any standard. If a civilization possesses the power to unmake another, the other can only survive so long as a moral leader is in place. The mere possession of this power creates fear and animus (a benefit to some). It creates enemies, even besides survivors.
  • It takes time. If we do assume there’s an entity that can unmake us, we survive either because it is moral, its conquest hasn’t reached us, or it does not care to conquer us.
  • Expansion risks running into more powerful civilizations. Encountering a more powerful entity that can unmake you is not a desired result when unmaking.

Alternative theories

Other models of war arise from what parts of unmaking you cannot or will not perform:

  • Being sane
  • The inability to restore conquered territory if you’re seeking expansion
  • Territorial occupation as a goal/nonreplacement of the conquered population

These qualities lead to different needs in war. An occupying force, for instance, must identify targets, whereas a saturation attack need make no distinctions. Exerting control over a population requires all kinds of alternative considerations, like judiciaries and guards and postings and schedules and whatnot. Beyond-Visual-Range combat is also generally impossible for an occupier: someone has to be in range to identify targets and hostiles will force conflicts only if they can actually reach you. It’s not on your own terms.

Other Notes of Final War

  • Whether the target is aware of an advanced attack or not is mostly an aesthetic choice. If they cannot defend, it may not matter much (except, perhaps, for reasons like propaganda).
  • Almost all warfare would be beyond visual range and, certainly, at great enough ranges that counterattacks are not possible. These ranges may necessitate their own exotic technologies to mitigate the effects of distance: a war is not terribly effective if, in the millions of years it takes your missiles to travel between stars, the target invents adequate defenses.
  • Within visual range, intercept should be essentially instantaneous. A computer can be trained to destroy anything that moves if target identification isn’t a concern. With basic data integration, a computer should even be able to destroy targets mixed in with friendlies. Adequate scanners and high speed technologies should make intercept at greater ranges incredibly swift. This note is largely based on an issue I have with scifi films: laser cannons shouldn’t miss. There is no reason for their aim to not be computer-aided and, seeing as modern targeting isn’t that far off from being able to do this, there’s no reason to believe a scifi civilization wouldn’t be able to. While missiles, railguns, and the like have issues such as the need to lead shots and adjust aim based on the target’s evasive maneuvers, weaponized lasers have no such issues. Even accounting for things like atmospheric refraction, humidity, and other factors, sufficiently intense lasers will be less affected. But a sophisticated targeting system would be able to fire off a few high-speed shots and use the errors to rapidly correct targeting, even in an unfamiliar environment. In a familiar environment, such factors can be directly integrated into the targeting.
  • Battles where there is no disparity advantage or disparities balance each other out can be planned out months or years in advance. Generally, this makes human control unnecessary, but that depends on how the final moments need to play out. Missiles, for instance, are unlikely to be bothered by evasive maneuvers at long-range, but may not be able to correct their targeting at short ranges. This can be mitigated by implementing a massive warhead, but this can be countered by destroying the missile, etc. So, battles at parity are all about the ability to one-up the other and anticipate the other’s technologies and moves.
  • Targeting systems may be essential, making spotters, hacking, terminal guidance systems, and the like important. These may be much more vulnerable than normal weapons installations.

Golems

Golems are a broad type of semiartificial life. They are living beings who gain life when a spirit enters a body granted the ability to move by magic or spiritual infusion. Golems are mostly made of inorganic materials. Locomotion, speech, and the senses are typically achieved by magic, but sophisticated golem designs will also include these features on the physical level. Golems, as magical life, have a natural affinity for magic. Many also have strong spiritual connections and can use spirit/necromantic magic.

The rituals, bodies, and methods used to create golems are diverse. Most are not created to be living at all. Instead, some wandering spirit decides to inhabit the golem body, which has already been designed to be capable of sustaining a spirit. Indeed, a body couldn’t be sufficiently complex to make a lifeless golem unless it is also sufficiently sophisticated to host a spirit. The natural abundance of spirits means that most golems are living, while lifeless golems, called machine golems, are rare.

When a spirit inhabits a golem body, it is functionally equivalent to birth: the spirit forgets its life from before and becomes a soul, bound to the body until the body’s destruction. On death, like other spirits, the spirit will then regain its original memories, without losing its memories of life. What constitutes a golem’s destruction varies according to its construction, but severing the magic tied to the body is always sufficient–the spirit is never trapped in a body reduced to a statue.

Golems experience mental growth and childhood like any other species. Young golems are infantile in their understanding and gradually learn how to make use of their mind, senses, and understanding. Only communal golems have the luxury of physical maturation, that is, having a body that matches their cognitive development. Golems with advanced bodies or magic may have a lot of knowledge or instincts at birth, but will struggle with being born into powerful bodies without having any experience or maturity. Most magic, including that used by primitive golem builders, grants basic language comprehension on birth, since golem builders desire a golem that can follow orders. This process makes golems specially vulnerable to psychological disorders tied to slavery.

Variants

Prole

Other names: Worker, Clay, Common. Prole golems are your iconic golem, designed for brute labor. They serve as heavy laborers, soldiers, guards, and the like. They are the simplest subspecies and civilizations will typically build prole golems before anything else. In consequence, prole golems are the most common subspecies by far. They are rarely built with the capacity to speak–most primitive golem builders do not even realize this is a possibility. Taking these factors together, prole golems are the source of most prejudices against golems, especially the belief that they are soulless, mute, or devoid of intelligence. It should be emphasized that prole golems are none of these, and furthermore, can be quite erudite, wealthy, free, etc. if allowed to develop on their own terms.

Vanitas

Vanitas golems are any golem designed to fulfill some vanity of the creator: the pursuit of beauty, the replacement of a loved one, an artificial child, an attempt at immortality, and so on. Vanitas golems tend to be one-of-a-kind, with physiologies tailored to their purpose. They may or may not resemble the species of their creator. Most vanitas golems are enslaved and many have particularly tortured psychologies, stemming from the peculiar pressures and demands of their creators. Their name comes from the art genre of the same name. Many mythological golems, like Galatea and Pinocchio, would be vanitas golems.

Domestic

Other names: Noble, Service. Domestic golems are the softer equivalent of prole golems. They are designed for domestic labor. For example, a wizard might have prole golems build a tower and then have domestic golems cook and clean. Domestic golems are more likely to be able to speak, especially if they are assigned tasks like cooking or care. Cleaning, light gathering, and light maintenance are the most common tasks. Some domestic golems are even educated as magi, healers, doctors, or other complex roles, but this is rare since few civilizations reach this level of sophisticated golem design and still enslave golems. The creation of domestic golems corresponds to more advanced golem building societies–the precision required to build hands that can handle a broom or even a scalpel are much more complicated than clubs or unwieldy fists. The magic required to subjugate a domestic golem also tends to be more sophisticated, since they can speak and perform more complicated tasks. This magic might feature speech control (e.g., speak only when spoken to or clarifying questions only), physical limits (e.g., do not leave this building), and emotional manipulation (e.g., rage suppression). Domestic golems will often undergo training and education before sale too, meaning golem builders typically instill attitudes of submission (whether they realize the golem is intelligent or not). Oftentimes, golem builders will emplace magic subjugation so severe even before implementing speech that the golem builders do not realize that the golems are intelligent. Other, unscrupulous golem builders will refine their magic to disguise the fact the golems are intelligent to a concerned buyer. Consider the substantial and justified concern about AI in our nonmagical society: developing sophisticated and speaking golems invokes comparable controversies.

Imitation

Other names: Rogue, Impostor, Changeling. Imitation golems are those golems trying to fit into some other civilization, often adopting a physical appearance that is difficult to distinguish from whatever other species they live amongst. This is often to avoid reenslavement or prejudice, but some golems do simply adopt the aesthetics of surrounding species. Imitation golems are often also vanitas or domestic golems, especially if they are still enslaved. Note, however, that imitation golems have nothing to do with actual changelings and can only change at great expense (in terms of material and alteration to their magical enchantment).

Communal

Other names: Heritage, Free. Communal golems are golems born into a society of golems or one who has had time to reshape itself as part of such a society. Free of the pressures of other species, communal golems can vary wildly. Some have bizarre forms, others have highly functional bodies, and others still follow whatever sense of aesthetics their community develops.

Machine

Other names: Animal, algorithmic, husk (perjorative). A golem that genuinely does not possess a soul is a machine golem. Unlike living golems, machine golems operate on purely magical principles to understand speech and take orders. Other golems can naturally and intuitively distinguish whether a golem possesses a soul, but it is much more difficult for other species. Machine golems are surprisingly rare: the natural and magical processes and rituals used to construct golems make suitable vessels for souls. Many listless souls inhabit golem bodies as a matter of instinct or curiosity. Machine golems tend to degrade and collapse faster than other golems, plus they are prone to errors, rages, and obtuseness because they are magical machines instead of creatures that can genuinely understand language. Primitive golem builders and users tend to believe machine golems are simply defective, accelerating the destruction of machine golems and increasing the enslavement of other golems. While all golems technically begin as machine golems, many golem bodies spend only moments as machine golems. After all, places where people converge and build golems tend to be places where spirits also converge. Many golem builders use rituals or other practices that invite spirits without understanding what they are doing. Golem societies have their ways of making sure most bodies receive life.

Free Golems

Any golem can, of course, become free. Some golem societies practice slavery of their own, but overall, most communal golems are free. Thus, communal golems are almost always free. Imitation golems are generally free as well, while vanitas golems may have substantial freedom, depending on the vanity they serve.

Many freed golems struggle with freedom. Their magic may make them compulsively obedient, but plain psychology is often to blame. Enslavement and abuse, especially by owners who do not believe golems to be intelligent, causes all kinds of mental disorders. Many golems internalize the belief that they are a slave species, develop loyalty to their controllers, are habituated to slave work, or become dependent. Most enslaved golems are born with the capacity to understand language and do labor, meaning they are inducted into slavery while their minds are still infantile. Such golems genuinely know no life besides enslavement. The legends of golems fulfilling orders well after their master’s death are true, but only rarely is it out of genuine loyalty or love. Golem communities where escapees, abandoned, or freed golems are common often dedicate significant resources to helping newly-free golems adjust.

Meatstone, Threadstone, and Silkstone

These substances are strongly associated with golems because of their value as golem materials, so much so that they are referred to collectively as golem materials. Each can be found in many colors. Meatstone is firm, malleable, and flexible, good for golem interiors. Silkstone is soft and pleasant to the touch, often used for skin. Thin layers of silkstone are translucent. When combined with meatstone, silkstone can create incredible color combinations and realistically imitate skin colors and complexions. Combined with meatstone, Threadstone is highly flexible and naturally forms in thin strands, so it is used as faux hair, fur, and so on. Golems themselves love having bodies with these materials integrated. Relying on magic for movement can make for stiffness and golems who switch from stone to meatstone will be surprised at how much easier it is to move their body, no matter how powerful the magic they are made with. Silkstone makes for greater sensitivity, and threadstone is popular aesthetically as well. Simply put, most golems feel more supple, limber, strong, and well-rounded with golem materials.

Golem materials can only form naturally in certain universes of particular physical laws, making them a luxury import in most places. Golem civilizations compete with wealthy buyers and golem builders. Many free golems struggle with buying these materials, since it means some enslaved golem might be deprived of a better construction.

Their cost assures that only the most obscenely wealthy would use them for prole golems (flaunting wealth). Instead, prole golems are generally made with whatever’s most available: clay, stone, steel, bone. Vanitas golems, since they’re unique and typically designed with aesthetics in mind, are the most likely to use these materials. Even relatively poor vanitas golem makers will sometimes obtain silkstone and threadstone (less will seek out meatstone since it’s not visible and the majority of the golem’s mass). There are even some vanitas golems made entirely out of silkstone or threadstone–this tends to make for a very weak golem though. Since domestic golems are associated with wealth already, it’s common for them to have hints of golem materials, but since domestic golems are usually used in groups, fewer people can afford to use golem materials for the entire golem. Imitation golems get these materials if they can, since golem materials allow for a more realistic appearance. Communal golems are free to use whatever they get their hands on.