Editing
Arcology
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Non-Warhammer shit=== '''Multiple Media''': * Both [[Cyberpunk 2020]] and [[Cyberpunk 2077]] have multiple examples of Arcologies, although the megabuildings of 2077 are certainly more [[Grimdark]] than the Pacifica Arcology and the New Harbor Mallplex from 2020. * [[Judge Dredd]] of course has it's Mega-Blocks, home to the bored, stupid, unemployed masses of the mega cities. Said blocks have pretty much everything it's inhabitants could ever need and want, from shopping malls, to parks, to food growth labs, basically allowing them to live their entire lives in a single block. Generally, Blocks are also capable of withstanding nuclear attacks. In comparison to Hive cities, one might even dare call them pleasant, (Block Wars notwithstanding). Crime rates are absolutely abysmal though, and corruption is through the roof. * [[Star Wars]] of course has quite a few examples of Arcologies, with on being the bio cubes and domes of mandalore. There is also the world of Plazir-15, which also utilizes bio domes along with automated labour. * [[Star Trek]] itself of course has arcologies in the setting. Multiple biome modules connected to the web of worlds contain arcologies, and many urban centers on earth are made up of arcologies. * [[Shadowrun]] has a very notable example, being the the Renraku arcology. The setting also has multiple offshore types of arcologies, including the Yamatetsu Saotome AquaDomes, and the Proteus AG arkoblocks. * [[BattleTech]] has them as well on many worlds. You can even smash some with your mech in the 2018 video game (so long as you have the urban warfare dlc). '''Vidya''': * The Vaults from [[Fallout]] would qualify as Arcologies, as would the Silos in Hugh Howey's Silo books. Both are Self Contained structures designed to accommodate large numbers of people internally for decades or centuries. Or at least that's what they're advertised as. In actuality, only around less than a dozen of these were control vaults, which served their intended purpose. The rest were experimental vaults, which were mostly used to conduct experiments for the creation of an enclave generation (although there were vaults created just for the evulz thanks to the evil bastards at Vault-Tec). Some of these experimental vaults weren't even close to the adverts, as for example vault 111 could be considered more of a cryogenic storage facility than a actual arcology. For many vault inhabitants, they met grisly and horrible ends, and their vaults either laid abandoned, or turned into habitats for terrible abominations. Only a few of these experimentation vaults came close to the results of the control vaults (and a demonstration vault), and often not without at least a couple of drawbacks. * [[Stellaris]] also contains Arcologies on Ecumenopolis planets, along with self contained space habitats, Organic Sanctuaries and Organic Paradises for rogue servitors, and fallen empire Sky Domes. * Theoretically, you could make a arcology in [[Dwarf Fortress]]. * The factions of [[Alpha Centauri]] have enclosed colonies and bases, with a multitude of facilities for production, entertainment, and defense. And for good reasons besides not being able to breath, as the planet is a death world, the ecology itself wishes to end your existence for trespassing, and your rival factions are cooking up all kinds of weapons of mass destruction and techno abominations. * [[Wolfenstein]] has the self sufficient Mondbasis Eins and the Venus habitats. *SimCity 2000 famously had four kinds of them. May have spread the word "arcology" into popular consciousness. *Thanks to the shit state of the world in [[Armored Core]], humanity was forced into the underground versions of these, under the mercy of corporations. *[[Final Fantasy]] has a example, being the corporate dystopian city of Midgard, owned by Shinra Electric Power Company (who plans to build another more cleaner yet similar city called Neo Midgard). The city, however, shares a similar trait with the Hive city in that it can't help but pollute everything outside its walls. * In [[Bioware|Mass Effect]], Arcologies are a common site despite many populations on earth remaining impoverished. The world of Junthor had also contained arcologies created by an ancient civilization. *[[Setting:Halo|Halo]] has some, although they aren't exactly one of the more prominent parts of the setting. There is the Haven Arcology though, which was struck by a commercial nuclear bomb by terrorists. '''TG Settings that aren't Warhammer''': *The Coalition States in [[RIFTS]] has control over multiple arcology fortress cities, including its prominent capital hub of Chi-town (formerly Chicago). *[[CthulhuTech]] and [[Cthulhu Void Tech]] have them in the Fortress variety thanks to the The First Arcanotech War. They come in two types, massive fortress-like buildings, with expansive levels and massive arterial transit systems to link them, and armored domes placed onto one or more support arcologies to enclose an existing city and the replacement of surface streets with always-on public transit hubs. Destroyed cities were rebuilt as modern fortresses, and existing cities were domed over, with huge central arcology spires to hold the dome. Each arcology is crowned with a military base, fully prepared to repel an assault from the land or air. **Life in the arcologies are pretty familiar to anyone who’s ever lived in a densely-populated major city, to the point that living in them is nearly indistinguishable from living in a “real” city. Most people in the arcology live and work in relatively modest multi-tenant buildings. A arcology’s levels in the setting will usually follow a layout common to that arcology, taking advantage of modular design and reducing maintenance. The public transit systems in these arcologies also operate in all three dimensions, and their parks are manicured by magic and autonomous drones. The arcologies also make use holographic skies and internal weather. In comparison to regular cities, they have a small ecological footprint and consume far fewer resources. Use of flying vehicles is strictly confined to the spaces outside of arcologies, and few residents own vehicles. Those who do are usually also rich enough to own hangar space near the top of the arcology. Residents would also require a visa application and the filing of a travel plan, as well as a customs inspection and security screening when entering. Travel into, out of, and between arcologies is relatively rare, thanks to the dangers outside the arcologies, along with the nation like status of said arcologies. Mortal (that is, Human, Nazzadi, and Xenomix) Tagers can get through a arcology body scan with no trouble. The Stranger races however can’t, as they are too inhuman to pass. This does not however stop them from finding other more sneaky ways in. ***Not everyone lives in an arcology, of course. Some folks object to the constant governmental intrusion living in an arcology requires, some literally get “sick building syndrome” and leave, and some prefer a less artificial environment. Despite all the chaos in the world, there are still local governments outside the arcologies, and the New Earth Government still has pull outside its cities, helping lower cults and the Migou activity some areas outside the arcologies. But danger of cults and the Migou is still higher, and the NSC doesn’t provide emergency services outside the arcologies. Local governments may end up picking up the slack, and some are much worse at it than others. Overall, life in the arcologies of CthulhuTech is surprisingly just below average, factoring in the intrusive big brother nature of the New Earth Government, the threatening cults and Migou outside the city walls, and the under regulated corporations that certainly put a damper on living conditions. * [[Transhuman Space]] has quite a bit of information on the arcologies. So much so, that it would be really unreasonable to put it all here, and it would basically need it's own page. Transhuman is very meaty with its details, detailing the types of arcologies, their cultures, how they came to be, their infrastructure, etc. Point is, if you really want a truckload of information about the settings Arcologies and cities, go read cities on the edge. * The [[PROMOTIONS]] filled setting of [[Carbon Pink]] has them under the name of hive cities. They're somewhat similar to ones in 40k, except they're less gothic, more corporate, more prone to [[Slaanesh|Slaaneshi]] cult infiltration, and their residents are more keen on [[NSFW]] entertainment. They also occasionally lose them for a variety of reasons. A lot more could be said about these "Hive-cities", but then again, a lot more could also not be said. So, it suggested that you, the reader, go to the other page to learn more if you are interested. * Alpha Complex from [[Paranoia]] certainly rises to the tenets of what a arcology is, despite it being a dementia riddled clusterfuck where entire sections of it go missing, whether by it being walled off by accident, or faulty paper work. * The Technocracy and other mages of science from [[Mage: The Ascension]] sure as shit have them, along with a slew of space colonies and space station communities. In [[Changeling: The Dreaming]], Capecia, the City of Clocks has them on its streets. And in [[Mage: The Awakening]], there is Metropolis of Astral space, which contains every type of city, including arcologies. * The majority of arcologies In [[Traveller]] share quite a few traits with the blocks of Judge Dredd. Most Arcologies in Traveller are not extravagant mega structures, but rather have more in common with city blocks (although there are megascrapers), and take on a more utilitarian appearance. Facilities and other things that other societies would make more private also become shared in these Arcologies. Unlike the Blocks of Judge Dredd however, the arcologies actually do strive for minimal social stratification, a responsive government, equitable (but not fully equal) access, and general efforts to create stable societies, leading to much lower crime rates than mega blocks. * Quite a few space habitats and stations in [[Eclipse Phase]] contain Arcologies. *[[Trinity]] has it's own brand of arcologies. '''Literature: * Biospheres are depicted in [[The Culture]] along with the prominnent self sufficient systems vehicles that often sport high population counts into the billions, and are capable of rebuilding the culture civilization from the ground up. * [[Xeelee Sequence]] does in fact have arcologies, including the many arcologies covering Mars, built by humanity during the first expansion. * The Night Land by William Hope Hodgson (1912) * The Caves of Steel by [[Isaac Asimov]] '''Cursed Settings''': * [[Chakat|Chakona Space]] and [[Hc Svnt Dracones]]...hav'em. The other pages will do more than enough to steer you clear to other, more brighter horizons. {{Stub}} [[Category:Under Development]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information