Negative Energy Technology

Negative Energy is a natural phenomenon linked to gravity and the curvature of space.  It has a number of practical uses, from creating artificial gravity fields, to hyper-efficient refrigeration and noise-cancellation systems, to some of the most powerful weaponry in the galaxy.  It is also the key to spatial compression, the primary FTL (faster than light) technology in human-controlled space.  It even impacts the world of communications with spatial compression radio technology.

The generation of negative energy is generally accomplished through the use of Casimir Stacks (a device that operates on the Casimir effect ), or through the squeezed light technique. 

Manipulation of negative energy often requires the use of time crystals, exotic objects that never reach thermal equilibrium, as well as nega-conductors, special materials that can transmit negative energy.

Negative energy can also be stored in an anticapacitor.  When charging, anticapacitors are said to "charge down", rather than charging up, as one might think of a normal energy storage device.

Negative Energy Hazards

A negative energy field counteracts positive energy that it comes into contact with, so a common injury from exposure to excessive negative energy is frostbite, as it absorbs the heat in the environment.  An environment rich in negative energy is one with dim light or darkness, little or no sound, and cold temperatures.  All movement slows down in its presence.  Electronics often fail in such environments as well.

This feature also makes negative energy based weapons the preferred armament of assassins and spies.  Where a conventional weapon would give away its presence with emitted light and sound, a negative energy blaster or blade blocks out light and sound, making its use harder to detect.  

Negative energy systems have to be carefully shielded and insulated. If they aren't, the area around the equipment can quickly become hazardously cold.

Entanglement Device

The Entanglement device is a means of faster-than-light communication that is instantaneous, but only works at very low bandwidths.  First invented by the legendary engineer, Kroah Dashan, the entanglement device works on the same principal as the star-gate, but at much smaller scales.

Few Entanglement Devices are made, because they have a mass and a cost approaching that of a star-gate, while only allowing a very limited amount of information to pass through.  Like star-gates, entanglement devices operate only in pairs constructed together, and then separated after activation. 

The Empire of 1,000,000 Suns only made limited use of entanglement devices, using them mainly for large-scale coordination of naval fleets.  The Planetary League made more extensive use of them, typically placing a small number per colony as part of a communication network.  Even with the instant speed of the entanglement device, communications were still slow due to the low bandwidth.  Because of this, Gazillion, inc.  made a lot of money with its own parallel network of entanglement devices built in corporate outposts near Planetary League colonies.  The Holy Empire of Man largely abandoned this technology because of its anti-intellectual culture.  In Era-3, the Galactic Republic improved the design, allowing for higher bandwidth, smaller size, and lower cost.  Consequently,  Entanglement devices became much more widely used during Era-3.

Clock Pulsers

A special application of entanglement device technology is the Clock Pulser which was invented during Era-1 in the Gazillion Corporate State.  The only information this device can receive is a single bit that pulses at a regular rate, connected to a remote timing device.  Because the clock pulser operates through the action of a fluctuating quantum field, it allows for the synchronization of timepieces, even in places with intense gravitational fields, or on high-speed spacecraft (where the pulsers appear to change speed, but are able to maintain synchronization).  Clock pulsers are all cubes, one meter on a side, weighing about twenty metric tons, because of the unique physics, and exotic matter needed to make them work.  The Planetary League operated a galaxy-spanning network of these devices synchronized to a hyper-accurate atomic clock on Earth.  This was the basis of the Galactic Standard Calendar, the standard time-keeping scheme of the League.  All colonies of the Planetary League, and most capital ships had at least one of these devices in order to maintain proper timekeeping.

Clock pulsers do not work in hyperspace; however, and when a ship with a spatial compression device emerges from higher dimensions, it needs to re-synchronize its clock with a local timekeeping source.  Occasionally, especially if the ship has been through a hyperspace storm, the ship will arrive at a point in time that was unexpected at the outset of the journey.  This seems to be related to the phenomenon of cosmic drift.

Star-gates

Description

Star-gates are ring-shaped machines that directly connect two locations in space.  All star-gates are constructed in pairs that connect to one another.  They are huge and very expensive to create.  The two halves are built together, and then, after the gate has been activated, the two pieces are separated, one going to either location that is to be connected.  Once activated, there is no way known to shut down a star-gate.  The construction of star-gates requires large amounts of exotic, and hard to obtain substances.  The absolute minimum size a star-gate can be is about 500 Meters in diameter.  If one half of a star-gate is destroyed, both halves will explode with a colossal amount of energy. 

History

In the Empire of 1,000,000 Suns, the star-gate was invented well before the 1,000 Years War.  The legendary engineer, Kroah Dashan, oversaw the creation of a dense network of star-gates that protected imperial shipping routes from piracy, but also helped keep the Empire provincial.

Within the E1MS, and in a few other places, there are some ancient, dormant star-gates, known as the Zanathian Gates.  They are rumored to have been built by a civilization even older than the E1MS.

In human space, Star-gates were invented midway through Era-1, but the Planetary League only ever built a handful connecting a few major systems and regional capitols.  The Holy Empire of Man built a few more during Era-2.  Era-3 saw a dramatic rise in the use of star-gates, after the Galactic Republic discovered a more economical means of production.

Spatial Compression Radio

Description

Spatial compression radio uses negative energy technology to transmit radio signals through hyperspace.  In addition to a frequency setting, Spatial Compression radios have a compression setting, and can only fully receive signals sent at the same compression level (partial reception is possible if the receiver's compression ratio resonates with the signal's).  The greater the compression, the longer the antenna has to be.  Maximum compression levels for radio keep pace with the maximum compression levels for star-ships.  Since radio waves travel at the speed of light, they take full advantage of the compression, and a radio with a compression ratio of 100:1 can transmit a signal to a distance of 100Ly in one year.

So widely used was spatial-compression radio that regular radio came to be known as S.O.L. (speed of light) radio.  This designation also fit with the traditional meaning of the abbreviation SOL, as in, "You don't even have enough money to buy the most basic Spatial Compression radio set?  I guess you're just S.O.L."

Spatial Compression Device

Description

Commonly known as hyperdrives, spatial compression devices compress space, allowing for faster than light travel but don't actually move the ship.  The ship's engines propel it through hyperspace, so ships with more powerful engines also traverse hyperspace faster.  A spatial compression device alters the geometry of space through the use of Negative Energy technology to create an Alcubierre field.  Space is made of discrete units, and the spatial compression device allows some fraction of these to be skipped over while traveling. The fraction of space skipped over while traveling FTL  is known as the compression ratio.  The higher the compression ratio, the farther into hyperspace the ship travels, and the higher the speed it can attain.

A spatial compression device has a maximum range proportional to the amount of negative energy stored in its anticapacitors.  Since the ship is traveling quite fast, any impact is dangerous, and star-ships have to be well armored and/or carry heavy deflector shields. Most ships also mount an array of point-defense weapons as a means of removing obstacles ahead.  

The Empire of 1,000,000 Suns had this technology for a long time, but didn’t achieve compression ratios much over 1,000:1 until after contact with the Planetary League.  

The Planetary League didn’t have this tech until Era-1 was in full swing, owing to early contacts with the Convergence, particularly the first Convergence War.  In a short time after developing the technology, scientists in the Planetary League designed a spatial compression hyperdrive with a compression ratio of 10,000:1, giving a clear speed advantage to anyone using that design.  Development of spatial compression technology continued apace, and at the end of Era-1, the fastest ships had compression ratios on the order of 100,000:1.  As the technology continued to improve ships kept getting faster, and by the end of Era-2, the fastest ships had compression ratios around 10,000,000:1.  Speeds kept increasing through Era-3, as well. 

Vital Components

Spatial compression requires the generation of negative energy.  Most early models of hyperdrive used Casimir-plates to achieve this.  Later models more often used squeezed light, and a few high end models even used the Hawking Radiation of a small black hole.

A spatial compression device requires an anticapacitor to operate.  The anticapacitor is used to store negative energy to generate the Alcubierre field.  Over time, as the drive operates, the anticapacitors discharge, and when they are empty the Alcubierre field collapses and the ship returns to normal space. A ship can also exit hyperspace at any point along its journey by directly discharging the anticapacitors.

A large coil of negaconductive wire (many types of normal wire have negaconductive properties, but the best negaconductors are rare and made of exotic matter) is needed to generate the Alcubierre field.

Note on Compression Ratios

A spatial compression ratio of 100:1 means that a ship could travel 100Ly in one year, if it could accelerate to the speed of light without compression (which doesn't work because of relativity).  In practice, most ships travel at about 1/10c without compression, so a typical ship with 100:1 compression would travel 10Ly per year.

Cosmic drift

When traveling through hyperspace, a ship is partially detached from the space-time continuum where it originated, and when it returns to ordinary space, it doesn't return to exactly the universe it originated from.  This phenomenon is known as cosmic drift, and over repeated voyages, a traveler might wind up in a universe quite different from their original one.  Cosmic drift rarely affects a traveler or ship directly, anything directly tied to the traveling entities tends to be the same in the destination universe as it is at the point of departure.  Cosmic drift usually only affects details of reality beyond the light cone of the ship's departure into hyperspace, although under extreme circumstances such as a hyperspace storm, this is not always the case. On rare occasions, a traveler will exit hyperspace into a universe vastly different from their origin point.

Cosmic drift detectors are devices tied via quantum entanglement to a particular space-time continuum, and can measure how far they have drifted from their originating spacetime. Most spacecraft with spatial compression technology have such a detector, and handheld units are carried by many travelers.