Fiction:Delpha Coalition of Planets/Technology



The Delpha Coalition of Planets is one of the strongest civilizations in the First Gigaquadrant, achieving a low Tier 1 status, higher than most other known civilizations, yet still far below the ancient First Ones, and the unspeakable power of the clades of superintelligences and of course the Transapient God-Civilizations (Tier 0), so mysterious they are barely percievable.

This page's format is based on primary technology (the big headers), which lead to secondary technology and so on (with smaller headers), rather than grouping technologies into specific classes. Most of the DCP tech is based on the production of exotic matter and tachyons, to power FTL and manipulate gravitation. Others specialize in Common types of technologies
 * The production of exotic matter and tachyons, to power FTL and manipulate gravitation.
 * Gathering superstrong and dense materials such as monopoles and neutronium to build vast megastructures.
 * Nanotechnological assemblers to mass convert, recycle or create materials, or even as "Ice-Nine" weapons.
 * Hypercomputation and postsapience
 * Stellar and geoenginnering tech
 * Gravitech - Spacetime manipulation and FTL.

= Technology and science = To the civilizations as low as the 3rd tier, the DCP's technology seems nearly omnipotent or miraculous. However, much of the DCP's technology is actually similar to much more conventional technology of lower tiers, but used in methods a postsapient, post-scarcity society would use. There is no wiring, for example in DCP technology. The DCP's most powerful technology, in some cases, can indeed warp reality, to a certain degree. Yet the Coalition is only 700 years old, however, some of its members predate it by over 10,000 years, and the DCP's quick possession of the core centuries ago increased their advancement that would otherwise have taken the DCP thousands of years to reach.

The DCP's most advanced technologies require large resovoirs of exotic matter, which are specialized quantum fields to oscillate energy densities and wap spacetime. However, the DCP must work hard to recieve its exotic matter production, and often requires massive power sources, such as entire stars. The DCP's materials must be strong and adapable, and the DCP has gone far and wide in search of materisls neccesary, including the mining of neutron degenerates...

The DCP is far from all-knowing either. Although their scientific advances are much further ahead of even a Tier 3 civilization, let alone 21st century Earth (between several centuries or several thousand years more), there is still many scientific mysteries to be solved (they are no closer to solving the mystery of dark energy than 21st century Earth science), and new discoveries are common as the DCP explores the nooks and crannies of spacetime in the worlds of the very big and small. The DCP is limited by its technology and intelligence levels.

 Sciences of investigation  These are not the only sciences of the DCP, instead these are the sciences the DCP has which are beyond the knowledge of most other civilizations in the First Gigaquadrant.
 * Planck scale dynamics - The planck scale reveals fundamental interactions between the physical constants that decided the flavour of this universe. It is also where Quantum Gravity truly arises, the point where gravity becomes digital rather than a continuum.
 * Quantum Foam - Parallels with modern day physics's String and M-theory, the DCP has actually discovered that something similar is occuring at the planck scale. The vibrating resonances of the strings gives rise to the partices of nature, but as they rap around the quantum foam, they are forced (or tuned) into certain sets of frequencies which defines this universe's sets of particles, which goes well beyond the current wildest theories beyond the standard model.  This is important, especially for the DCP's ghost phase, supersymmetry and tachyonic technologies.  The Quantum foam also leads to explanations in problems with modern day quantum mechanics, as well as revealing yet more quantum phenomena and fields.  This investigation yields importance in the understanding of exotic matter, where it is found abd so on, used for some great DCP technologies.  The DCP also uses this to produce solitons and monopoles, used for stellar manipulation, superconductors and more.
 * Subspace mechanics - Deals with the physics of the various subspatial realms such as HYPERspace, CHAOTICspace, THIRD/FLUIDICspace, SUSYspace, TACHYONspace, NULLspace the list goes on. The DCP discovered they are not seperate to universes, they are the either between them, and are stacked in layers.  Each layer defines the physics within.  This is built upon the String Landscape theory in modern physics, only much more advanced.  Subspace mechanics deals with how these layers work, what use they can be, the metrics of travelling through hyperspace, hyperspatial phenomena unknown' in realspace (such as verteryon-teteryon stars), how gravitational mass shows from real space can affect hyperspace and vise versa.

Of course, not even I the writer of this fiction knows what futuristic physics really looks like. Over 100 years ago, it was believed that getting into space would require a spaceship made of brick and fired up by a cannon ball. In 100 years, will negative mass be seen as quaint? Even if the Theory Of Everything is found, it would only be the beginning. So I go no further here.

= Industry and Power sources = Real World - Kardashav Scale The DCP use various power sources, and is not picky, using as many resources as they can muster, on some worlds even using coal, oil, natural gas and even steam (steam power is used on worlds orbiting stars with incredibly strong magnetic fields) if need be. But the DCP's advanced technology, needs power from vacuum energy (supplied by black holes), large-scale antimatter (from Q-ball condenstation), fusion reactors the size of cities and the energy from stars themselves.

In colonies electricity is transmitted not by power cables or optics but by either Tesla coils transmitting low but continious AC current through the earth or atmosphere (why there's lots of canals in DCP colonies, as water conducts electricity well) and solar mirrors (collecting beamed energy from space satellites connected to the Grid).

The Grid (galactic solar energy distribution) and stellar husbandry
The DCP's main power source is solar energy, but on a truly massive scale. In fact, the Grid, is often where all the DCP's power consuming technology begins.Dyson Shells and bubbles, form a vast web around a star, in fact most important systems have them. Much of the stellar output is recieved, along with radiation flares and plasma storms. The energy recieved each second from a G-type star (like our sun) is 80 times that of the greatest bomb detonated on Earth. Stellar Engines, are even more massive constructs, using the stars as a sort of engine, as well as a massive power assembaly.
 * Application: Powering entire sectors, supplying energy to Gravitech.
 * Set up time: Between 1 and 3 years for a small sector, can expanded, taking longer.
 * Tech'type and tier: Tier 1, Stellar Engineering

Stars, are often encased with Dyson bubbles or other star collecting megastructures, which stream the energy into Kraskinov tubes, wormhole-like phenomena that remain a stable network. The open mouths of each tube has assymetric mass distribution (complex term for in one way and out the other lol), so the matter and energy of the star is "pumped" through the spacetime "pipework" or "power grid" which fuels entire the sectors. The Stellar Engines do this on an even more massive scale. This is basically like power grids on an interstellar to even galactic scale. As the stream of energy passes through the wormhole, it must enter fields of exotic forms of matter, converting it into usable filtered energy, without the "waste products" such as alpha decay particles. Power distribution must be carefully managed however, too much that would outweigh the amount of exotic matter could destroy the network.

Black Hole Factories and kernels
The DCP first discovered the uses of black holes at the beginning of the Golden Age in which they harnessed the galactic core. To begin with the DCP used the clouds of antimatter the black hole causes, but soon found greater uses. In the modern times, the DCP use Intermediate-mass black holes in the centers of globular clusters, called Black Hole factories. In order to achieve this, the DCP must manipulate them in some way. Creating black holes from swirling clouds of gas in the same manner as stars form is impossible, because the particles of gas and dust never reach the Swartzchild radius.
 * Applications: Exotic matter extraction for advanced tech, virtual energy capture.
 * Set up time: 5 years
 * Tech'type and tier: Tier 1, gravitech
 * 1) Finding a natural black hole or collapsing a hypermassive star - The DCP must first find a natural black hole, in order to collect large mounts of exotic matter needed to warp space. Exotic matter, Zero-Point energy (energy from the vacuum), radiation jets, accreting matter and Hawkings vacuum radiation is also collected.
 * 2) Finding a globular cluster - Next the DCP must find old, but densely packed globular clusters filled with degenerate stars such as hyperdense neutron and quark stars, or, gather enough neutronium from neutron stars to have enough mass to collapse into infinity. Since such clusters are usually small, the DCP doesn't have to move them very far.
 * 3) Kerr loop - The exotic matteralready collected is then used to warp space strongly enough to move the neutron stars into a close proximity (the stars aren't moving, spacetime around them is), so closely that they fall into each others strong gravitational field, the result is a spinning Kerr loop, in which the neutron stars imploded into a ring-shaped singularity. As this happens, DCP ships must clear the area for a few years due to intense gravitational waves.  The result is a black hole that cannot really be guided.
 * 4) A structural frame is built around the black hole, which harnesses it.

Subatomic black holes
However, tiny subatomic black holes can also be created when the DCP collide massive amounts of radiation in giant particle accelerators. The result is the creation of microscopic black holes that quickly cease to exist, but last long enough to release incredible energy. If enough is created, they can form a stable black hole, which spins so quickly spacetime is dragged around it. However, these still can only be sustained as long as the DCP has the power to generate them, but unlike the artificial black hole's above, these can be portable.
 * Application: Power source
 * Set up time: Billionth's of a second
 * Tech'type and tier: Tier 2/1, Femto/Quantumtech

Manufacturing with exotic matter (Scalar Quantum fields and negative stress-energy tensor fields)
Exotic matter, is actually a loose term, it basically describes any form of matter with unusual properties, such as negative mass. However, exotic matter is not magic, so it can't break the laws of physics, however, it can distort spacetime and has a wide range of other unusual properties, with phenomena that is non-existent in normal matter. Most forms of exotic matter are in fact fields, called negative stress-energy tensor fields (resulting in negative mass). These negative fields are what the DCP use to their ways of distorting spacetime and changing the symmetries of forces and particles. Scalar quantum fields, refer to the random quantum fluctuations that exist in ever point in space and time, where two "virtual" particles, one positive and one negative are created. To prevent violation of Conservation laws, the two quickly cancel each other out, however, the DCP has found a way to separate them, and use this "zero-point energy" for their manipulation of quantum systems.
 * Applications: FTL travel, warpage of spacetime
 * Set up time:
 * Tech'type and tier: High energy physics

However, some strange states of matter exist as well. Q-balls, are stable Non-topological solitons, that are blobs of attracted bosonic particles (force mediators). Heavy Q-balls roam the universe, formed from the Big Bang, accounting for some of the dark matter in the universe but can also be created using scalar fields (φ). Kernals of Q matter can be forged by congregating these together. Q-balls have two main uses for the DCP, 1)converting matter into antimatter, 2)to infect stars, interfering with the weak nuclear force, slight changes, making it weaker or stronger could quickly kill a star, or speed up beta decay. Exotic atoms are atom-like particles not composed of normal hadrons (protons and neutrons), these include antimatter, monopole atoms, charmonium atoms, pentaquarks, dibaryons, strange matter and similar materials.

Production of Monopoles
Magnetic monoples are stable particles with only one magnetic pole. Even if someone was to break a magnet down to the sub-atomic scale, it will still have two poles. A monople only has one. They are important to the structure of the cosmos, forged during the Big Bang, but can also be produced in giant particle accelerators (or smaller laser accelerators) under enough high energy collisions by fusion reactions. Monopoles have high mass, and must be stored appropriatly, as they can consume and convert protons, another potential "Ice-Nine weapon" (see below). They have a few uses 1)extremely strong magnetic fields, 2) dissipating most forms of shields, by converting the polarity of the field in only one pole. Because only positive and negative fields attract, with only one pole the force field soon disperses, an amusing weapon captains enjoy using on their confused enemy, 3) causing stellar quakes on the surface of neutron stars for neutronium extraction and 4) the ice nine weapon. Monopoles can also be captured and contained inside the graviational field of planets and especially neutron stars (for their deep gravity wells), ready for extraction.
 * Application: Disrupting EM fields, superstrong materials, causing stellar quakes and as an "Ice Nine weapon".
 * Set up time:
 * Tech'type and tier: High energy physics

Neutronium mining
Neutronium is a superdense state of Neutron-degenerate matter. Neutronium's strengh and versatility means it is very useful for building megastcture projects, as well as protecting ships from the stresses of FTL travel or extreme gravity. Neutron-degenerate matter is also incredibly difficult to extract, as it can be found only below the surface of a neutron star. Neutron stars however, have extremely unstable surfaces that can break out as stellar quakes, allowing the matter in a liquid state to "bubble" to the surface. When it does, seismic detectors in orbit alert nearby probes, which quickly collect it. Without the pressure of the star, it will quickly dissolve, so the DCP must be quick to "crystallize it". This is one of the most dangerous jobs in the DCP, in some of the most hostile conditions known, but its workers know that they will die in service of their monumentious society.
 * Application: Super-strong and dense material
 * Set up time:
 * Tech'type and tier: Tier 2/1

Advanced Materials

 * Application:
 * Set up time:
 * Tech'type and tier: Smart-tech


 * Nanoassemblers - Can be used be to self-repair hull breaches on starships, as a Berserker weapons, terraforing and recycling technology. See Nanotechnology.
 * Smart materials - These are special materials that can adapt to the environment around them, using an AI or nanotechnology
 * Superstrong materials - Materials must be strong, yet light weight and flexible to survive the intense and harsh enviroments of outer space or extreme planetary enviroments. Materials range from hyperdense neutronium (collected from neutron stars or the planets that orbit them) and degenerate matter to carbon nanofirbre composites.
 * Superconductors - These allow levitation on vehicles, buildings and other devices. See Superconductor.

Stone
It is surpirising how strong stone structures actually are, especially as they pass the test of time. A combination with advanced technology gives rise to an interesting architecture.
 * Application:
 * Set up time:
 * Tech'type and tier: Primtech (but combined with advanced technologies)

= Spacecraft Propulsion tech =

Sublight and time dilation
The use of time dilation is rare, but sublight drives are as important as FTL ones.

"Space Drives"
Diametric drives work by combining "positive" and "negative" mass. The negative mass becomes attracted to the positive mass, while it generates negative gravity, pushing the positive mass away. This could cause the ship to accelerate forever, getting closer and closer to the speed of light, will will eventually achieve time dilation. Disjunction drives' work by displacing two fields, shifting to a point where the field slopes, producing reactive forces. Bias and Pitch drives alter the gravitational constant behind a starship, propelling it forward, however, if not done correctly, a singularity can emerge inside the starship. Differential sails require quantum fluctuations to propel the ship forward, not unlike solar and laser sails. The only space drive that can propel a ship into superliminal speed in this category is the warp drive.
 * Application: Advanced sublight
 * Set up time:
 * Tech'type and tier: Tier 2 to 1, Gravitech

Bussard Ramjets
Uses a huge ramscoop (often ehanced by a larger magnetic scoop, or the jets will be the biggest feature) so sweep up the hydrogen that lyes between the stars, fuses it and forces out the other end. These ships will eventually reach very close to the speed of light, and could navigate the universe within 100 years at 99.99% the speed of light. This is not their main use anymore however. Strong navigational deflectors are required so the crew isn't fried by incoming radiation.
 * Application: Powerful, unlimited sublight
 * Set up time:
 * Tech'type and tier: Fusiontech/space propulsion

FTL: Tachyonic Shift Drive
Real World - Tachyon, Spacecraft propulsion This method of Faster Than Light travel is slightly different to warp, hyperspace or wormhole drives. Warp works by generating a "bubble" of spacetime that surrounds the starship (spacetime itself can go much faster than light). The starship never moves, but the "bubble" does. Hyperspace involves flying a starship into a different dimension, and "skipping" the vast distances in normal space, while wormholes create a "short-cut", by bending regions of space together.
 * Application: A superior FTL drive
 * Set up time:
 * Tech'type and tier: Tier 1, Tachyontech

But this is not how a tachyonic shift drive works. Instead, it displaces the starship into a bubble of imaginary mass, which pushes it slightly out of sync with the universe. The ship turns becomes something like a tachyonic particle (a faster than light particle which gathers mass over time), however, like a tachyon, the more mass the ship aquires, the faster it moves, much unlike normal objects! This drive has allowed for intergalactic travel. If one was to watch one of these ships approaching, they wouldn't see it until it past by, in which they would see two images of the craft, one departing, the other appearing in opposite directions. The image behind would be doplar shifted. The more the ship collides with, the faster it goes as well. By inducing heavy higgs bosons in a strong higgs field, will also cause the ship to go much faster.

FTL: Artificial wormhole
Constructing Wormholes from kerr loops The DCP use inflaton fields (see below) to open up uncharged, rotating black holes. Inside these black holes, the singularity is spinning so fast, it forms a ring shape. If the DCP fire phantom energy at the black hole, and fly through its pole, they are able to pass through the Event horizon more safely. If they hit the singularity along its plane of axis, the ship would be destroyed by repulsive gravitaional forces. However, if they pass through the ring, they would transverse negative space, creating an artificial wormhole. Dynamics of wormholes The unfortunate side effect of wormholes, is that they are unstable, and so must be held open by exotic matter. Luckily, black holes generate enough exotic matter for the DCP to use. If the DCP use enough exotic matter, the wormhole's mouth will get wider, and the larger the wormhole the more stable it will become. The mouths of the wormhole can extend into infinity, however, only two wormholes mouths can be opened, unless it is a spherical wormhole, which has unstable corners (meaning it can't be held open for too long). Most wormholes are spherical though, and extend throughout points in space and time. Extradimensional gates appear non-spherical, although this is because most of it is in a higher dimension, and that only a cross-section can be viewed in the 3D universe. The DCP tried to attach monoples and other spacetime structures to the spherical wormholes but failed, however, cosmic strings may provide a solution, but even they may not be stiff enough. Finding wormholes is extremely unlikely. Most kinds are unstable, although some are "frozen" into spacetime, left from phase transitions in the early universe. These relic wormholes are not useful for travel at all. 'Wormhole ferries (Chains of Light and Black Light craft) These are strange ships that are partly composed of domain walls and exotic matter. Almost indestructable, these craft exist inside the Extra-dimensional portals, holding open the portal. Many of these ships are disconnected, but are held together by multiply connected spacetime (the DCP turn space into a cylinder to connect seperated spaces).
 * Application: Long distance travel and communication.
 * Set up time:
 * Tech'type and tier: Tier 2/1 Gravitech

Dimensional Gates (Kerr Metric)
Real World - Constructing Wormholes, Quantum foam, Inflationary Type II bubble universes
 * Application: Exploration of other Type II universes, fleeing, weapon
 * Set up time:
 * Tech'type and tier: Tier 1, Gravitech

These are portals created by twisting superstrings into a higher-dimensional brane, or more simply put, inflating already existing Quantum foam into wormholes lage enough for transporting starships into different Level II bubble universes in the 4th dimension (known as hyperspace), such as Universe 66501. The way this is done, is that the DCP fires enough directed exotic matter onto a single quantum-sized point or maybe a rotating singularity, enough to achieve absolute hot at planck tempertature. Spacetime becomes unstable and bubbles of pre-existing quantum foam inflate. The DCP doesn't create a wormhole, the DCP simply inflates one from the microscopic quantum realm. There is a great problem with interuniverse travel, however, if a traveller goes through a wormhole to get back to the original universe, the traveller would wind up in a new universe every time they went through the wormhole. To go back to the original universe, the wormhole must be programmed at a certain quantum frequency, so the traveller can go back to their home universe.

When the Nanohorde threatend the Grimbolsaurian Homeworld Mirenton, by creating a Dyson Sphere around its star Chilius, blocking out the light, The DCP moved Mirenton to the Lucara system using this technology. Of course, this is only temporary, once the Dyson Sphere is consumed by an artificial black hole, Mirenton will be moved back.

= Wartech = Many of the The DCP's members are warriors, and although the DCP are usually peaceful, but against greater threats like the Xhodocto and the Grox, the DCP will utilise its weapons capable of extreme destruction. The DCP have been working on weapons that can destroy entire systems without the need of being there. These include the Entanglement manipulator and the hyperspace missile. However, the DCP won't use these options often, they are not honourable devices, and the DCP like to fight! However, these weapons could be launched from weaker colonies, which will strengthen them greatly.

Star killers
Real World - W and Z Bosons, Star killing Q-balls
 * Application: Destroying entire star systems.
 * Set up time: Weapon takes hors to weeks based on stability of star
 * Tech'type and tier: Tier 1 (DCP version at least), Exotic matter-tech

The star-killer weapons are not actually starbusters, but they are capable of busting higher-mass stars. A ball of solitons, most usually Q-balls are teleported into the star's interior, which cause nuclear fusion within to to be altered. These are known as W/Z boson disruptors and they change their distribution within. The targetted star can either flare, produce unstable magnetic fields, heat up or cool down, these slight alterations can make star systems uninhabitable within days or hours. Only very occasionally a star is forced into a cataclysmic supernova, because stars are some of the most stable objects in the universe.

Star-killers can also be created, causing ignition in failed brown dwarfs to produce a temporary abode for a colony.

"Ice-Nine weapons"
Real World - False Vacuum, Topological Defects "Ice-Nine weapons are weapons that convert any matter it touches, making some of the most dangerous weapons devised.
 * Application: Superweapon, recyclying
 * Set up time:
 * Tech'type and tier: Tier 2
 * False Vacuum Bubble - is a region of different energy state, one of perfect symmetry.  However, they are highly unstable and can break into a lower energy state via quantum tunnelling.  Type II Bubble Universes can be created out of False Vacuums.  A False Vacuum can be created by some civilisations, by breaking the symmetries of nature or with exotic particles.  If one occurs, it can expand at the speed of light, as it decays into a true vacuum.  This bubble, could convert an entire universe, without any forewarning.  If a civilisation uses this, it will cause complete destruction of the target.  The DCP's false vacuum's usually only contain the energy to swallow up a radius of several light years, however, they are prevented from doing so by surrounding the false vacuum with domain walls, which have repulsive gravity.  The false vacuum begins to deflate and lose energy.
 * Strangelets - are composed of "strange" quarks, which have high density. They convert normal ("up" or "down") quarks, which are the building blocks of atomic nuclei, to more strange quarks. After strange matter has destroyed its target, it must be contained, or it could (in theory) consume the universe.  It is the DCP's strangest weapon, possibly one of the strongestin the universe.  The false vacuum itself may or may not be DCP technology, that is speculation.
 * Nano-burst/Berserkers (Real World - Von Neumann probes) - A cloud of microscopic, self-replicating machines that devour all life on a planets surface, turning it into black ooze. The machines use Faster Than Light travel, to quickly seek out and destroy enemy planets, consuming life and materials, or assimilating their technology to be brought back to the DCP.

Domain Walls
To stop "Ice-Nine" weapons from potentially destroying the universe, they must be contained, either by using a strong gravitational field, such as a black hole. However, there is an effective way of stopping a False Vacuum bubble from going out of control. Before such a bubble is created, the region of space it is used on would be shielded, or "walled in" by a Domain Wall, a 2 dimensional topological defect with a repulsive gravitational force. They can seperate entire universes. By doing this, without any more energy to convert, the False Vacuum collapses back into the original energy state.

Planet Buster
Real World - Planet Buster
 * Application: Destroying planets
 * Set up time:
 * Tech'type and tier: Tier 3/2

There are two methods the DCP employ to destroy planets.
 * 1) Neutronium projectiles: Exaton-range weapons can split a planet in two. The neutron-degenerate matter also sinks to the core warping the surroinding mantle.  Crust material is lifted thousands of miles into space.  This weapon is extremely rare.
 * 2) Superlasers: Using a fleet of ships to surround a planet from all sides firing a powerful beam of antiprotons will create so much pressure the crust collapses into the mantle. It is not a true planet buster, but will destroy the surface.

Stopping a planet from rotating
If the DCP fires something like a meteorite at just the right trajectory, in order to balance the planet's rotational spin to cause it to slow down or stop. Although the planet might stop, the atmosphere and everything else doesn't, and gets flung at the speed of the planets rotation.

Entanglement manipulator
Real World - Quantum Entanglement One of the greatest DCP technologies. The weapon relies on a real-life phenomenon known as Quantum Entanglement. Basically, at the quantum level every particle in the universe, no matter how far away can interact with each other. Either infomation is travelling infinitly fast, or everything is still touching since the Big Bang, and our view of seperation is really an illusion on the macro-level! Anyway, back to the DCP:The DCP have recently learned how to manipulate atoms on a large scale (we humans in real-life have created minor teleportation using particles) but the DCP's energy sources mean they can do a lot more. They can influence the movements of astronomical bodies and interfere with gravity light years away. The only draw back is that scouts must observe and chart where everything is (but using nanoscouts), and quantum computers must then calculate and predict the future movements of systems first.
 * Application:
 * Set up time:
 * Tech'type and tier: Tier 1 Quantumtech

Anti-matter weapons, planet glassers and crackers
Real World - Antimatter A 100% efficient weapon that using anti-matter, obliterates any normal matter which comes in contact, the payloads typically in range from 1 megaton to terraton levels.
 * Application: Fleet or planetary engagements
 * Set up time:
 * Tech'type and tier:

Space and vehicle weapons

 * Application:
 * Set up time:
 * Tech'type and tier:

The DCP are known for their formidible ship-to-ship weapons.

Space-based mêlée weapons (halberds and batterinfg rams)
These are spear-like weapons that don't detatch from the ship, instead, they punch enemy ships dealing a lot of kinetic energy. Despite deflector shields, the solid impact is enough to cause shock waves that rupture armour, and rip the ship apart. The Halberds are composed of Neutronium, and the energy is absorbed into generators, so the halberds don't disintergrate. The Warlord Titanozor is notable for using them on his Halberd Class warships.

Drones
Drones are a form of phased missile which is said to be half way between a kinetic and a directed energy weapon. Aquired from the First Ones, the DCP developed their own technology. The purpose of Drones is to penetrate most forms of shields and hull armour, in many cases several times, makind a Drone a very effective weapon.

Neutronium lances
Ultrarelativistic missiles are typically made of high-density materials, usually uranium and transuranic elements, occasionally monople-matter and on a few ships, pure neutron-degenerate matter. It is well known that a teaspoon of neutron-star ash weighs about 10 billion tonnes. Using similar technology to warp drives, despite the mass and weight of neutronium, it can easily be flung into ultra-relativistic speeds, such as 90% of light speed (there is nothing to stop it going over light speed, causing it to become a hyperluminal weapon). This causes the resulting impact from a neutron-degenerate matter projectile od one kilogram to be in the exaton range, basically becoming a planet killer. Due to the difficulties of extracting and containing neutron star ashes, this weapon is not very common as similar results can be created from simpler weapons.

Payload weapons
"Ion" missiles are various types of missiles that include plasma along with a nuclear warhead. The plasma makes the weapon more effective against defensive shields than other nuclear missiles, and may even be able to disable other ship systems if it doesn't completely destroy it. Typically - although not universally - ion missiles are primarily for disruption to shields and other systems, with the destructive properties simply being a bonus in combat. The DCP uses transphasic quantum torpedos. This is an extract from the Star Trek: Deep Space Nine Technical Manual - "The quantum warhead relies on rapid energy extraction from zero-point vacuum. This is established from an 11-dimensional space-time membrane, twisted into a Genus-1 topology string, housed inside the ultraclean vacuum of a 1.38 meter-long teardrop shaped zero-point field reaction chamber. The detonation of a photon torpedo warhead, enriched with fluoronetic vapor, inside the torpedo powers a continuum distortion emitter. It expands the membrane and pinches it out of the background vacuum. The membrane forms into subatomic particles accompanied by a high-explosive energy release." The DCP use a similar principle. Fires a device which contains micro-black holes, which consume the device on the target then evaporate with a considerable explosion. Useful in moving large objects.
 * Nuclear weapons
 * Antimatter weapons
 * Singularity catapult or "slinger"

Directed energy weapons
Subatomic disruptors are a staple weapon onboard DCP battleships. They are disruptor weapons that work on the sabatomic scale, and either disrupt atomic bonds or totally denature molecular structures. They usually work in two ways, either by disrupting the strong force (as a gluonic weapon) or turning the target into a cascade of supersymmetrical particles (SUSYweapon). They are transphasic charges of plasma torpedoes, torpedoes that contain the plsma by magnetic tubes. A turbolaser fires an explosive charge of positive or negative particles. Turbolasers concentrate on explosive damage while the subatomic disruptors are more accurate. Basically a hypercharged turbolaser. Basically the same technology as a SUSYdrive. Converts the target into supersymmetrical sparticles, and when they change back into particles they are dispersed in random locations. it is a new weapon, first tested on the Kraw.
 * Subatomic disruptor
 * Quantum Resonance charge
 * Turbolaser cannons
 * Superlaser
 * SUSY displacement beam

Automated drone weapons
Unmanned spherical drones use replicators to create salvos of proton missiles for over 10 minutes to fire in all directions. Missiles that are fired directly out of hyperspace to target cities. The enemy won't know where they will be hit next, and there is no defense from deflector shields, because the missiles materialise right inside the cities. These are probes which are used to defend DCP interstellar territories during invasion. If the battlefleets need support, remote controlled drones are created which are armed with subatomic disruptors and rapid-fire quantum torpedo miniguns. Each time a drone is destroyed, a new one id replicated by another Drone. Due to the dangers of such drones going out-of-control, they are not under their own volition, instead, the drones are controlled by a person. It is hard to hack the probes as well, as it is a quantum-encrypted sunspace link. An individual drove hunter is only as powerful as a starfighter, but together, Drove hunter become a formidible force. This is a versatile weapon, composed of molecular nanotechnology capable of re-arranging its structure, material and state of matter to adapt to the ever-changing face of the battlefront. The weapon cycle its structure to absorb directed energy weapons, and can calculate the point of impact from projectile weapons to create graps where the projectile will simply fly through. The amorphous weapon can easily turn into a sold-state to hide from orbital weapon sensors. The invention of utility-morphs has reduced the desire to attack DCP planets on-foot. Utility-morphs are more uncommon in ground-attacks, because certain warrior races enjoy the battlescene and view it as a weapon of cowards.
 * Torpedo platforms
 * Hyperspace missiles
 * Drover-class hunter probes
 * Nano-mimetic utility-morph

Defenses
Nearly all of the DCP's primary defense shields are non-phasic, not even transphasic weapons are any more effective. Shields are often adaptive too. Underneath the shields are layers of ablative armour, nanotech hull reapir layers and some even reinforced with neutronium. Internal dampners protect the insides of ships from external stresses on the inside.

Cloaked star systems and cloaking fields
Real World - Metamaterial cloaking The DCP has created a space-nullifying defenses system that creates and invisible region of space and can be placed around an entire starsystem (or planet or colony). This opaque region of space works in the long run, After a year, its light shadow would take one lightyear and so on. This does not stop and invasion, but instead confuses a starship's navigational charts, and the DCP ships will then pounce on the confused enemy like a pack of wolves.
 * Application: Concealment
 * Set up time:
 * Tech'type and tier: Tier 2, Smart-tech
 * A cloaking bubble is much better than a normal cloaking device. Instead of cloaking objects, it can cloak the air too.  This renders entire bases or armies invisible.  However, the downside is that cloaking bubbles use up a lot of energy, much more than normal cloaks, so a cloaking bubble cannot be sustained for more than 30 minutes at a time, with a recharge time of 3 hours.

Ghost phasing
Ghost phasing is both a tactic used in warfare and is also a method of transporting high-mass materials near the orbits of planets and artificial megastructures. It involves bringing the ship slightly out of sinc with spacetime, and thus, any weapons will just travel straight through without impact, or by dumping most of its mass somewhere else (if the cargo is ultra-dense degenerate matter, in some cases the orbital trajectories of megastructures can be altered accidently). The only downside, is that the DCP ships can't fire back, as their weapons would be out of sinc too. However, the advantage is that the ghost ships can get very close to the enemies critical systems, in which the DCP then de-ghost, and use extreme firepower to overwhelm the enemy.
 * Application: Warfare, transport.
 * Set up time:
 * Tech'type and tier: Tier 1, Femtotech

Ghost-phasing works in a similar way to the Tachyonic Shift Drives, but instead of using Imaginary mass, it uses Imaginary time. Visualise a typical, with with an extra coordinate system lying on a degree of longitude in proportion to the rest of the universe. Imaginary time gives the ship an extra degree of freedom to concentrate its mass on, the further it departs into Imaginary time, the more non-physical it becomes and less interaction it has with the usual space-like and time-like intervals matter exists in, an invasion fleet in ghost phase relative to a fortress world for example is in an imaginary realm that no longer exists relative to it, the ships literally become ghosts, undetected and unharmed by nearly all barriers (with some exceptions).

How might you expect the ship's mass to simply not suddently exist in four coordinate systems at once? One could say for the same question for time travel and hyperspace travel too. The physics for this simply do not fully lye in modern General Relativity's metric tensors, which dictates the curvature of space, and different kinds of degrees of freedom produce different effects. Of course knowledge and technology in the DCP allows for a more complete picture on spacetime. Some [naive] people upon hearing of ghost phase have developed theories that the ghost phase uses a manipulation of the Higgs field, but this does not take into account that massless particles important in the fundemental interactions of matter can still penetrate such a shield. The technology is related, but not the same, to hyperspace, although attempts to detect ghost phased craft have yielded no empirical results (but that is not to say there is none).

The Grox have also mastered ghost phase technology and so have the Apalos. There have been battles between the DCP and Grox based on constant phasing at different longitude positions along the imaginary time. It is however, important that the objects and occupants in ghost phase keep some relative connection with physical reality, for if they become truly imaginary objects they can never return to the same realspace, as it would become imaginary too in perspective. There have been several incidents of such ships losing touch with reality, but recent implements now provide a safety limit.

Phased optical holograms
The DCP can generate life-like holograms such as fleets to trick the enemy. This was famously used when the DCP attacked the Loron. They first sent a fleet of holographic ships, the Loron sent all their might to show off. However, the real fleet then massacred their planets until the Loron finally figured it out (and that was Da Loron Chikz). This technique was first deployed in the Grox Resistance Era - the Grox invaded the then much smaller DCP and almost destroyed it, however, the DCP distracted them using holograms.
 * Application: Concealment
 * Set up time:
 * Tech'type and tier: Holotech, illusions

Holograms can also be projected on the ground. During a failed Iteok attack, the Iteok wandered into a landscape that didn't actually exist and were easily counter-attacked.

Time Dilation fields
Real World - Gravitational time dilation The DCP have recently developed and successfully tested, the weapon on the Cognatus, when they attacked planet Ekravanus. The weapon was secretly being created there. What it does is amazing even for the DCP. It makes a bubble of spacetime, where time flows much more slowly. It doesn't kill the target, but allows time for reinforcements to arrive, surround and then kill the target.
 * Application: Trap
 * Set up time:
 * Tech'type and tier: Gravitech, Relatavtech

Graviton Spheres
Important locations inside DCP territories often contains Graviton spheres. Gravitons can extend over dimensions, but also disrupt warp and hyperspace travel, making it difficult for many invading races to safely navigate, without the danger of running blind into defences, going of course, warp core breaches or even chasing their own echoes in hyperspace. Graviton spheres are not a problem for the DCP's Tachyon Shift drives.
 * Application: Stopping hyperspace or warp travel
 * Set up time:
 * Tech'type and tier: Tier 2, Gravitech

= Colonization and construction =

Megascale engineering
Real World - Megastructures, Stellar Engines

Geoengineering and terraforming
The DCP has created various ways of quickly terraforming planets, using powerful energy sources and nanotechnology (similar in some ways to the "Staff of Life"). They also have created space elevators (Starships are assembled in space, and the materials are dragged up in a cost effective way using climbers on a carbon-nanofiber composite), and other megastructures on the scale of planets. Another example is that the DCP have the power to move planets and colonies if they get in danger, such as when Mirenton was temporarily moved to the Lucara system, to save it from the Nanohorde's dyson sphere. It has now been moved back, when the Dyson Sphere was consumed by an artificial black hole - this was perhaps the biggest achievement of the DCP.
 * Application: Making planets more suitable and efficient for living on.
 * Set up time:
 * Tech'type and tier: Geoengineering-tech

Megastructures and stellar engineering
One of the biggest structures the DCP ever developed was the Globus Cassus, the size of a small planet, at over 50,000 miles in diameter. It was created by excavating a planets core, pumping out its magma, and then "peeling" off the surface like an orange skin. It is a Globus Cassus. The ecosphere and hydrosphere is contained on the inside.
 * Application:
 * Set up time:
 * Tech'type and tier:Tier 2 and 1

But that is nothing compared to the Stellar engine. It is a collection of stars over 5 AU in diameter (thats 464,779,438 miles) about the distance between Jupiter and the Sun! It creates a tremendous web of energy, capable of folding, tearing and altering the fabric of spacetime. It is also a giant starship capable of harnessing the power of the stars to create a giant wormhole. This is also the DCP's greatest weapon, for if this ship is detonated, it could create unimaginable destruction (and the creation of a supermassive black hole). It was constructed by gathering a cluster of stars gravitationally. Then, dyson bubbles were used to collect the energy and project it into generators and vast beams of pure energy. It is one of the biggest known artificial structures known in existence, and contributes to the Grid.

The DCP are constantly on the look out for new things to colonize, planets, stars, megastructures but also as the DCP transitioned into Tier 1, the DCP started to colonize hyperspace. See the Space Colonization article for a more in deph look on the DCP's colonization methods.

Von Neumann probes
Similar to the Nanoburst, these devices quickly colonize planets, replicate themselves and then create colonies for the DCP colonists to later colonize To make sure another empire observing one of these premade colonies decides to try an settle there, the colony will self-destruct. Once this malfunctioned, and Admiral Horlin had to rescue a group of colonists.
 * Application:
 * Set up time:
 * Tech'type and tier: Nanotech

Replicators
Replicators take apart already existing matter and then reassemble their subatomic, atomic and molecular structures, ranging from food to other products.
 * Application:
 * Set up time:
 * Tech'type and tier: Femtotech

Homeworlds and major planets - Terrascore 3+
Although the architecture on homeworlds and older planets are more varied to either member (cities on the Jarzo homeworld are very different to those on Mirenton), typical DCP colonies have city layouts that are remarkably simple yet effective. Most of the industry is now in space, above the shround of an atmosphere. There the DCP, exposed to the elements of space, extract exotic matter, and super-dense materials such as neutron-degenerate matter, using streams of stellar plasma from hot burning stars or rotating black holes or by generating their microscopic counterparts through high energy collisions. Resources are still collected from planets, ores, spice, and other things. Food is easier to produce, even though much of it can be grown in space.

Standard colonies - Terrascore 2 to 3
The colonies, usually have low populations of a few million to two or three billion, the DCP is widespread and not concentrated. This adaption is actually better and promotes the postevolution which the DCP strives for. The cities architecture is simple. Composed of sveral giant arcolongies, huge cities are uneeded (as the arcologies replsce them), as such superstructures can usually hold millions, and are highly advanced ways of living. In the skies above, are the great floating Tensegrity spheres, giant, floating areostats. At first glance they look impossible, but in fact by slightly heating the giant spheres on the inside they levitate. Most buildings and city functions occur in the arcologies, but some things, like space ports are often a distance away. Most colonies are protected from attack by shield, and various weapon defenses.

Power in the colonies is generated inside giant pyramids (built of stone). They are in fact, huge fusion reactors. Material is fed down 2 tubes where it is heated via geothermal energy. Hydrogen is produced, which vibrates the pyramids, connected to a web of obelisks around the planet. Electricity is conducted underground or through the air via tesla towers (obelisks). The colonies get AC power because the obelisks are connected to canals. Bigger colonies also tap into energy directly off the Interstellar grids. Energy is poured out of the Krasnikov tube network, and using forcefields and mirrors, directed to great recivers on the surface.

Many cities are composed of the DCP's commoplace smart technology. These are automated blocks which can assemble to build vehicles and buildings, and can disassemble when required. Taxies are one of their many applications, as seen in the top section of the image on the right. If required, such as if a disaster occurs or resources run thin, the while city can disassemle and re-assemble elsewhere.

Harsh worlds - Terrascore 0 to 2
The standard layout above is okay for worlds with a breathable atomsphere and good living conditions. But on harsher colonies, usually with specific purposes, the colony is much smaller and has dome habitats for producing a biosphere and plantations. If the planet's condition is even worse, the food must be replicated using quantum replicators.

Autonomous colonies - Terracore 0
Usually found on Tier 0 planets, most DCP colonies are actually autonomous, controlled by machines such as AI's and nanotechnology, with resources shipped back to the Coalition. They are as fortified as major planets, attack on them would be suicide, as many Pirates discovered all to easily.

Space colonies, other habitation facilities
The DCP is experimenting with lots of ways of living. Most live in space, in megastructures or space stations. There are the Hyperspace Colonies and Stellar Engines. Some environments are so extreme, Postevolution is required for comfortable living. Finally, some live as digital transfers, and transfer their minds into machines, virtuals and ships.

= Everyday tech =
 * Application: Communications, everyday life
 * Set up time: Fast
 * Tech'type and tier: Infotech

Information technology
The DCP's definition of information extends over digital computing, genetic codes, thought processes and even matter and energy itself is thought to be computable. Use the power of Superposition in quantum mechanics (where atoms can be in many states and places at once). It means that the computer can peform unimaginable calculations. See Quantum Computer. The mind can influence technologies and vise versa. Humans in the 21st century are already developing Ultra-HD TV screens, and ultra-realistic CGI. How far is this limit of visual clarity? How far must things be updated before they can be updated no more? In the DCP, several centuries ago already, the technology was developed through cybernetics that could improve biological vision, once this was improved, new ultra-ultra TV and CGI was required, some one could immerse themselves into. However, television in the visual sense soon became boring, and entertainment shifted to new cybernetic senses such as ultraviolet-TV, Infrared-TV, Radio-vision, electro-vision, magneto-vision, gee-vision, fathometre-vision, smello-vision, pressure-hearing, colour-hearing and so on. This was the invention of new qualia and experience of reality as much as entertainment, and opened up new blistering vistas of the universe, changing the game of not only biological life, but also perception and sociocultural factors. The author of this page of course can't describe what he can't experience of the universe's new structures, so will go no further. Please note that in order to achieve these new technological "highs", the individual must go through Post-sapience using cybernetics, gene and bio-nanoengineering, and since they only form roughly a quarter of the population, most still reply on the usual forms of consensus reality and entertainment. Most digital devices now are thin, transparent pieces of material which can be peeled on or off any item, these objects act like computer monitors, television sets, phones and so forth. This technology is already considered archaic, as much of these can be now done using technological telepathy.
 * Quantum computers
 * Technological telepathy
 * Digital media, entertainment and reality tunnel breaking
 * Digital devices and holographic tattoos

It is also possible to turn tattoes into visual media devices, people can watch "TV" on the plam of their hand. Some important people are kept immortal, they have bodies recloned and "moulded" into the original size, weight and shape down to the molecular level. However, a device in the brain records all visual data and memories, which are broadcasted across a subspace channel to a transciever, which downloads them at a constant rate into a device that is implanted in the new cloned brain which then downloads infomation again. To prevent spying, each piece of infomation is broken up like an email in subspace, to be reformed on the other side using Algorithmic codes. See Digital immortality. Due to the expansive gap of knowledge, these are the only way to communicate with less advanced civilizations (civ and very early space stage). The DCP can also "program" life as if it is software, and right information into genetic codes. The DCP's version of an ID card is in fact, written on an individuals genes. Certain objects are also "grown" from synthetic life.
 * Mind transferrals
 * Monolith
 * Genetic information

Smart technology and programmable devices
Artificial Intelligence is rare in the coalition. The DCP actually find more use for lots of kinds of robots that do simple tasks that work together. Other technologies are "smart". Imagine battlearmour thats heels you, smart dust that recorgnises you an interacts with your needs everywhere. Smart foods that create the perfect taste that you could ever imagine, and tastes different for everyone. In fact, nearly all the technology in the Coalition is smart, even simple tools, as it can change and alter its utility. Intelligent "lego bricks", as they are known, are devices which can assemble together to build vehicles or temporary buildings, and disassemble when no longer needed. This means nearly everything is recycled.

Other tech
In the DCP, fast transport is necessary for their ways of living. Using smart brick's, anyone can call for a few to the persons location. The smart bricks then assemble into a re-usable vehicle. However, there are more luxary forms of transport, such as teleportation used in some applications and of course hover buses. DCP technology allows for almost any disease or injury to be cured, and is based on the principles of teleportation and replication. If a cancerous tumour is detected in an individual lock on is made using a micro-transporter, and is simply beamed out, any injured flesh is replaced with fresh cells. Due to the different bilogies of different species in the Coalition, this is the best form of medicine as it requires no biochemistry-specific cures made by specialised doctors. In fact, the concept of "hospitals" now only applies to places such as starship sickbays and battlefield medical bases, as most people can now simply treat themselves. Even on the battlefield, the best equipped soldiers have armour and clothing which practically do the same thing. Nanotechnology can increase the lifetime of an individual in the Coalition to a minimum of several hundred years, however, a rather more philosophical limitation is a debate whether the individual's personality and original form still "dies". Because of this belief, some upload themselves into virtual realities, especially in the AI Netspace. However, the warrior races of the Coalition, would rather die in battle, particularly the Grimbolsaurians. For use in medicine or war, or to create Postgrimbolsaurians. Converts water to air, so Aqua troopers and divers are not hinded by air tanks.
 * Transport
 * Medical procedures
 * Anti-aging
 * Cybernetics and genetic modification
 * Aqualung

= Emerging technologies = These technologies are recent designs.
 * Application:
 * Set up time:
 * Tech'type and tier: Tier 1

Cosmic String fragments
Cosmic strings are objects left over from the Big Bang, they are toplogical defects, from when the universe phase transitioned from one state to another. Depite being thinner than a proton, strands of cosmic string can cross the entire universe and "tie" the universe's galactic structures into knots. A one meter long strand can outweigh the entire Earth, as they have incredible mass. Their singularities are slightly different to that of black holes, and so are cone shaped. If two cosmic strings pass each other, time can form a loop. Tiny flecks of cosmic string travelling close to the speed of light have been detected by the DCP, some of which can be collected in the center of the galaxy as it gets wrapped around the central black hole (as the heaviest stuff sinks to the center), once there the string can become looped on itself triggering a domino effect of smaller cosmic string loops called a vorton. The potential applications are enormous: Research has taken 20 years to collect fragments of cosmic string. Unfortunately, the last war with the Grox has caused the DCP to lose between 40 and 60% of its vortons in warfare.
 * A much simpler method of producing negative mass.
 * Understanding the extra dimensions and early universe.
 * The possibilities of time travel.
 * Powerful weapons, as seen in this battle.

Quarkonium
Perhaps one of the strongest materials known in the the universe, Quark-degenerate matter is far tougher than either neutronium or monopole matter. The DCP is studying Quark stars to understand how to get the substance.

Dark energy and dark matter
Despite the DCP's knowledge and advancement is several thousand years ahead of 21st century Earth's, there are still many mysteries. The DCP still doesn't understand all the processes of the dark stuff of the universe, but is researching them currently for possible use in the future.

Matrioshaka/stellar brains
The DCP is interested in creating vast AI's encompassing entire stars and Grids, these are called Matrioshaka brains.

Postsapience
Various members of the population digitally, genetically and cybernetically enhance their physical bodies and intelligence, in order to keep pace with superfast technologies.

= Traded technology = These are technologies given to the DCP by allies.

A-48X7 Satellite Beam Cannon
This was created by the Xhodocto!

After the DCP-Xhodocto truce, the two powerful empires began to trade technologies. The Xhodocto have entered "The Year of The Rising Sun", and have become more peaceful. It is a satellite weapon, which has a cloaking device and powerful deflector shield. The blast radius of its beam weapon is 23ft. The beam travels at 40km a second, and can hit targets in less than 5 seconds. A maxiumum of 7 can orbit a planet (but any more would disrupt each others computer systems.) It orbits a planet 200km above its surface, so it is still within its atmosphere.

The Xhodocto have also given three upgraded cannons for free, however future ones must be bought.

Chemical Nuclear Fusion
Chemical Nuclear Fusion was invented by the Galot Republic!

The DCP showed the Galot how to travel into the extra dimsions. In return, the Galot gave its Chemical Nuclear Fusion to the DCP. It is weapon capable of destroying an entire galactic quadrant (but the Galot are extremely friendly, and will only use it has a last resort, however, the DCP will not be afraid to use this weapon, and is already picking who they will next target it with)!

Staff of Life
Created by Steve!

The Staff of Life was given to the DCP by Steve when Admiral Kilnok reached the Galactic Core. So far, the DCP has only used it 20 times (and only on special planets, or for very special reasons). The staff instantly breathes life into barren, dead planets using highly advanced nanotechnology.

Gyronic Reactor
The DCP was lucky enough to be supllied a Gyronic Reactor, a piece of Tier 0 godtech from the Vyro'Narza it was composed of 5th dimensional lattices of holographic energy rolled up into Calabi-Yau manifolds (to make it possibe to etch into the 3rd spacetime dimension), intricatly designed and a mass as heavy as Preon matter on the thresholds of being a black hole, meaning it was suspended in a field of Gyronic too so it could be handled. It had the ability of travelling back in time, replicating itself or work as a powerful energy source as well. Of course, this was a mere trinket of the true Taldar godtech but still unfathomably older than anything the DCP or their allies had in possession.

"God-hammers"
The "God-hammer" is a Taldar weapon found by the DCP, which were used in an ancient war between the Omnipotent Four. The DCP does not yet know quite how it works but it can trap the conciousness of multi-dimensional beings into three dimensional avatars, weak and mortal. It has proved an effective weapon against the so-called "descended" beings.