Haven Republic

## Stellar Classification

* Star System - Rulikan (catno 4492047-F9)
* Spectral Class - F9V
* Type: Main Sequence, Dwarf
* Mass: 1.13 Sol
* Radius: 1.167 Sol
* Luminosity: 1.66 Sol
* Effective Temperature (K): 6,050
* Color Index (B-V): 0.56
* Hab zone 2.16 AU - 1.21 AU

## Planetary Classification

* Capital World - Haven (Rulikan-V)
* Orbital distance (mean) - 1.265 AU
* Mean Surface Temperature - 284 K (52.2F)
* Planetary Radius 1.12 Earth
* Planetary Gravity 1.022 Earth
* Orbital Period: 420 days 20 hours 45 minutes
* Ocean:Land Ratio - 3.625:1
* Atmospheric Composition
	+ Nitrogen 78.08&
	+ Oxygen 20.95%
	+ Argon 0.93%
	+ Carbon Dioxide 0.04%
	+ Water Vapor ~1%

## History

In early 2033, at the height of the Third World War, yet prior to the wide-spread deployment of nuclear weapons, a number of scientists from multiple agencies were targeted by the general populace for killing as being responsible for the creation and use of Augments, which they (correctly) saw as the underlying, root beginnings of the current conflict (the after-effects of various Augments' rule over the population and the later uprisings and their overthrow, repercussions of which led to the events and unrest of the Second Civil War and subsequent World War). At some point prior, information had been publicly released tying these scientists into both the Cold War Era Eugenics / Augment program and current deployment and use of Augments.

In 2034, these various "rogue scientists" realized their only hope for survival lay in fleeing the current planet-wide conflict. With help from individuals in what remained of the various national governments, they gathered significant genetic information, stored on non-volatile memory, for a wide swath of Earth foliage and fauna, from large to small, in total several dozen exabytes of data, along with 24 gene forges, 3d printers for genetic engineering use. Along with this genetic information for thousands if not millions of species, a comprehensive genetic data copy was made from the Reproductive Freedom Database, an international genetic database of human reproductive genomes, meant to be used in the (now shunned) science of creating tailored children (although the gene data therein was originally meant to serve a more important purpose - that of allowing a wide variety of ethnic stock to be "re-seeded" in the case of mass genocide). They then proceeded to leave the planet using over a dozen refurbished leftover DY-245 ships configured as improved sleeper ships. The initial idea was to perform long cometary orbits which would take the craft out past the end of the Oort cloud and Kuiper Belt before falling inwards again, a journey of decades. The scientists would be in suspended animation during this time.

This plan worked well until 2057, when the group of ships, now deep into the Kuiper Belt and still outbound, collectively woke their passengers on automatic. Via communications and large deployed telescopes, the scientists watched as Earth collectively fell to nuclear Armageddon. This prompted an immediate discussion over laser communications between the ships as to what course of action, if any, should be pursued. The decision, reached by near-unanimous consensus, was that Earth was no longer likely to be ecologically viable for their cometary return, and that the group needed to strike outwards across interstellar space.

As the ships were equipped with early gravity plating technology, it was decided to resurrect the ideas of the late 20th Century scientist Miguel Alcubierre, and his contemporaries White and Lenz. Using onboard-manufactured arrays of gravity plates, the group would deploy primitive Alcubierre drives, and aim outbound. From their position in the solar system at the time, the only viable interstellar ballistic course possible lay rimwards, towards the edge of the Orion Spur, or further on in the nearest parts of the Perseus Arm. All agreed that maintaining communication silence was of vital survival importance, as they did not know if whatever may remain in orbit all the way back on Earth could launch a high-boost unmanned weapons platform for interception. The primitive drives worked as intended, providing gravity-based though very low (Three times the speed of light) Faster Than Light propulsion, cutting a transit time of centuries down to a survivable number of decades with the use of both stop-overs in near systems considered unsuitable for colonization to mine and refine resources and full use of the ships' functioning cryogenic sleeper systems.

In 2087, out past Sol and coasting into one of the various catalog-numbered star systems targeted for resource extraction, the small fleet of ships discovered a single alien ship adrift on a ballistic low-relativistic (under .01c) course through the system. Contained therein were advanced Alcubierre drive mathematics and the technology for Casimir Reactors (quantum vacuum power systems), Weylforge equations (the ability to make and stabilize wormholes), and Quantum Transposition Engines (so-called "Jump Drives" able to use macro-scale quantum tunneling / teleportation to displace a vessel dozens or hundreds of light years instantly). The alien vessel had been destroyed by weapons fire from an unknown alien race using hypometric weapons (strong force suppressant, akin to later phasers), for unknown reasons. Understanding the equations took five more years, pioneered by Amanda Ohadi, astrophysicist from Kenya. The so-called Ohadi Equations formed the basis for the Alcubierre White Lentz Ohadi drive, what would become the primary means of FTL transit. While remaining in the system for those years as repairs and fabrication of new components proceeded apace, the ships were retrofitted with improved FTL drives.

Ten years later, De Los Santos and Cuthbert, two other astrophysicists cracked the alien equations needed to develop the Quantum Transposition Engine, a system allowing two known, mapped coordinates to be transposed instantaneously. The Transposition Engine required a ship to go somewhere it or another had been prior, at amazingly low energy cost, but tremendous computational effort. An early realization was made that while the hardware wasn't classified, the database absolutely needed to be. This cracking of the equations happened during these two scientists' time awake and monitoring the systems, acting as overwatch for the computers.

In 2120, the small fleet made their final starfall in the Orion Spur, with five more years' time spent to overhaul the six ships, restock, refuel. Salvaged comms from the alien ship showed multiple starflight-capable civilizations in the area and that the ships were likely in someone's backyard. It's here that the first Weylforge is built and set up, along with outfitting of all ships with Casimir Reactors (allowing the fusion systems a much needed service/replacement downtime). Obeying a near-total comms blackout, limiting comms to confirmed laser only or fiber-optic hardline, and minimizing all radio frequency transmissions, the ships spend a full year in refit.

In 2126, a wormhole jump takes the fourteen ships through their first artificially-generated, transit-stable wormhole, planting them squarely at the rimward edge of the Perseus Arm, well beyond any previously existing polities. This is followed by a three month long optical and radio frequency stellar cartography pause. It is during this pause that several systems are noted to have habitable exoplanets within relatively easy FTL range. A small group of five star systems in a nearby (within 12 light years of one another) cluster are all found to have Earthlike habitable exoplanets (as determined by spectroscopy and optical long baseline array surveys). These systems become the target point for the science fleet.

By 2128, the fleet makes starfall around an F-8 star with a habitable fifth planet, which also has two large, relatively close-proximity moons. Naming the star Refuge and its' habitable planet Haven, they rapidly survey and lay out a colony. Through the use of advanced 3D printers, the bioforges, and advanced genetics, within only six more years the world is brought up to the level of a full colony, and plans are drawn up for rapidly populating the world as a new home for humanity. It is, for them, still unknown whether there is anyone left alive inside Sol system.

Via the use of the geneforges and bioprinters, plus early artificial wombs, the population blossoms. Along the way, the scientists introduce the concept of "Rianth", Recombinant Intelligent ANTHropomorph, created through the blending of human and animal DNA. Without the preconceptions and issues of Terran society, the new beings are treated with respect and as equals, as opposed to anything bad, and they are raised to stand side by side with the burgeoning human population, becoming in under a decade fully integrated. Artificial Intelligence and cybernetics are also pioneered, and AI is, like the Rianths, given immediate recognition as an emergent life form and afforded the rights, protections, and responsibilities thereof. Within another two decades, Ai is not merely inherently stable but also both capable and integrated, given their own choice of how and where to live.

By the end of this first expansion period, Haven extends itself to the other nearby star systems, becoming a small interstellar polity.

By 2170, early and well-stealthed survey and reconnaissance ships were making jumps into Sol system, discovering the United Federation of Planets in its' early stages. Among the notable information brought back are the prohibitions upon cybertech, genetic engineering, and sapient-grade artificial intelligence. This information leads to the introduction of what is later known as Clause 19 of the Haven Compact, the founding government document of the Republic. Clause 19 states that if Earth is found to be in imminent danger and can not be saved through its' own means or those of its' current allies (the at the time fledgeling Federation), any Havenite captain operating in that region can call for the abandonment of secrecy and open aid and support.

While not (yet) officially called, several ship crews and captains have chosen on their own accord to violate the Secrecy Act, operating much like Federation agents do when making contact with FTL-capable civilizations - no real information about where Haven is, or their full technological capabilities, but offering aid nonetheless.

## Government

The Havenite government is a representative bicameral democracy making heavy use of electronic plebescite, the ability for all citizens to place an immediate, on the spot vote, have them tallied in realtime, and relayed to the voted-in representatives to inform them of the people's popular opinion. The vote, however, is not "free" - one must, prior to voting, successfully answer five questions about the subject being voted upon to show that the citizen voting understands enough of the basics of the issue to make informed decisions upon it. This does mean, however, that the voting block on different subjects shifts in composition and number as different individuals have varying degrees of both knowledge of and interest in subjects being voted upon. Representatives in both the House and Senate are expected to vote as the popular vote demands, or, when they do not, must publicly show a reason why their vote did not represent the majority of their region's population. In the case of an elsewise unanimous decision, one representative, chosen at random, must act as what is referred to as "The tenth person" and show a dissenting vote. This is not to force imperfection, it is done to discourage "groupthink" and minimize confirmation bias.

The House of Representatives is populated based upon the size of the population of the various cities, regions, and indeed sub-polities of Haven and its' attendant worlds, while the Senate has three representatives per region regardless of the population amount. It is nominal for members of the Senate to vote in the same direction on issues as the House, though this is not always the case. As with many things, if there is dissent from the popular vote, this must be shown, or, in rare cases, that evidence will be given a definitive, finite time stamp before release not to exceed two decades' time (this in cases of classified operations and information that might prove uneqivocally dangerous to the Republic if immediately released).

The judicial system is built upon the premise of innocent until proven guilty under a trial judged by ones' peers, but criminal and civil proceedings are also brought to public sight with a "dead time" of two weeks. Jury by a selection of 15 peers is standard, and during the trial these jurors are kept in the courthouse in an information blackout to avoid any media contamination (a serious issue in the Republic as the mesh there is a highly active, indeed hotly debated, discussion and debate environment, and public coverage and transparency is enforced at nearly every level). Trial representatives for both plaintiff and defendant are required to draw only from a pool of evidence, and emotive swaying of the jury is frowned upon (though not explicitly limited or prevented). While lawyer is a viable employment position in the Republic, it does not have the prestige late 21st century Earth put on the position, and it is not glorified (although it is often admired for the rigors of logic it requires). Lawyers are required to re-test their competency every five years, or when a major change to judicial statutes are published. Sitting judges must be capable of passing these same tests.

There is a High Court whose sole job it is to rule upon the terms and clauses of the Compact and advise when laws passed might or have contravened the ideals and words of the Compact, and in what manner. These decisions are matters of public notice and are in the public domain automatically, and advise lawmakers in the House and Senate. A panel of ten judges are convened for this court, and it is the requirement of the tenth to vote opposing should the other nine be unanimous, again a tradition carried over from the early days of colony administration to prevent groupthink and confirmation bias. High Court judges are appointed for locked-in three-year terms and may not stand for nomination for a span of no less than one decade after serving.

The executive branch for the Republic is not a solo position as is true in most representative democracies, instead being handled by three people chosen from among the populace, known as the Triumvirate. The position of Triumvir is considered to be extremely high-stress and difficult, and is subject to stringent scrutiny at every possible level. Deeply in place are controls to prevent misuse of executive power, and removal from the position of Triumvir, in addition to the need for majority (and again highly public and visible) vote between the Triumvirs to execute an action or decision. The position of Triumvir is a three-year position, as with sitting the High Court, and, also as in the High Court, an individual may not place themselves back into the voting pool for the position for a full decade after the end of their term. Elections are staggered, so that each year one of the three must change out. These considerations were put into place originally as a means of preventing cronyism, corruption, and to guarantee that any Triumvir must maintain a flexibility of thought and response, as it is not guaranteed that a year later they will know anyone whom they are serving alongside. The prevention of reelection is present in order to prevent a single Triumvir from wielding too much influence, instead forcing them to concentrate on making good decisions for the whole of the Republic.

## Military

The Havenite military began as a self defense force intended to prevent alien aggression against the small and burgeoning Republic. Despite having been founded by scientists and researchers, these same individuals understood from the start that there would come a period of time in the future where military force would become an unquestioned necessity. With this in mind, and with ample history to draw upon, the Haven Republic Navy was instituted.

Unlike Starfleet, which was a fusion between exploration agencies and military force and drawing from both, the Navy was meant from the outset as a military arm, fully separate from law enforcement (the Customs Agency) and from civilian research roles (including the Mapping and Exploration Agency (frequently shortened to Map-and-Ex), a research branch dedicated to exactly what its' name implies). History and disparity of mission were the defining underlying reasons for this separation.

While having significant space and naval history and tradition to draw upon, the Navy instead decided to take a path less followed. As large crews necessitated both large vessels and attendant probable loss of life, whether to incident or hostile act, the Navy decided immediately to work on a minimal personnel scheme, relying heavily upon automation, artificial intelligence, and the now well-developed and ubiquitous ability for shops to fabricate their own repair components via molecular-resolution 3D printers (aka makertables). In reducing the crew count to the barest minimum needed and maximizing these individuals' chances of survival (this includes the near-ubiquitous ship AI, whom is considered a crew member), the use of these vessels could be maximized. With the only major cost being not in training large numbers of crew but instead a small number of highly-trained crew, plus the cost of the vehicle itself, the Navy could prosper as an entity and serve to protect the maximum number of people.

This small-crew, large vessel count approach had an attendant effect - most prior navies held rank as the defining relationship amongst crew, this almost impossible to avoid due to the sheer number required, the Republic Navy, although using this approach in the first three generations, quickly transitioned to a tight-knit almost familial style of running things aboard. While position mattered, so did personal interaction, a style which also resonated heavily with those few remaining researchers whom had fled Earth, and which reminded others of how the early colony itself was run. In short order, ranks were often dropped in favor of names, often these easy to remember when your average frigate had a dozen or so people aboard, and of these often only four were on duty at a given moment. The minimum-crew concept also meant that each person often specialized in more than one role or position.

Unlike military ships in Earth-based governments commonly, within the first century Haven's democratic ideals not merely crept in but indeed leapt in to the military. With small, tightly-knit crew and near-family-level interactions, many Haven naval ships voted upon their captain or their successor, and new crew coming in would often be voted in or out after a period of vetting and seeing if they fit in with the existing family.

In contrast to this, rigorous attention was paid and remains being paid to the level of competency of each crew member on a Haven ship, with frequent re-testing and a strong (indeed in some cases almost overwhelming) culture pushing crew members to "strike for" (learn, test, and qualify for) new ratings and skills above and beyond their primary and an almost equally strong pressure to continue to excel and indeed exceed their current expertise in their primary field. This "culture of excellence" extends to behavior and "family spirit", as well as to being the best crew possible to best help the extended family that is the Navy.

While the Republic has an army, they serve mostly civil defense positions and dedicated disaster relief, as well as operating as a ground-based corps of engineers. Although trained, indeed rigorously, in how to take and hold ground in both conventional and counter-insurgent operations, they have rarely been put to the test in these fields (although the various strategy-oriented AIs and generals do their best to throw new and in some cases highly improbable scenarios at the Army in order to push them to be highly adaptable in the possible event of a foe with very alien psychology).

Army personnel with three or more years of experience specializing in counter-insurgency tactics and possessed of not less than an 80% rating in their specialty are invited cordially to join the Republic Marines, a role many accept and few successfully pass. The Republic Marines were founded on the idea that boarding parties and forward operations specialists with both highly technical skill sets and arms skill would be needed in space-based operations. To this end, and drawing from manuals and data of various marine groups on Earth, not the least of which was the Royal Marines of the United Kingdom, the SAS also of the United Kingdom, and the United States Marine Corps all prior to World War Three, the Republic Marines were developed. Specializing in fast-moving, hard-hitting tactics and expected to be equipped with top of the line powered armor, and supported in their role with both specialized equipment and dedicated AI assist and hardware, these soldiers would be quartered on Naval vessels of Destroyer and Cruiser classes, as well as the far rarer Assault Ship class (of which there are only a dozen in the fleet, as opposed to over a hundred cruisers and close to a thousand frigates and the same in destroyers). Republic Marines are expected to hold rigorously to every Havenite standard - excellence of service, ongoing education and self-improvement, and courtesy and sense of family. Unlike other Marine groups from other polities, raw aggression is not favored, nor is any form of contempt or hatred of opposing polities (indeed these traits can get one politely requested to retire or seek counseling and aid). Instead it is expected of a Marine that careful, thoughtful contemplation of an enemy is paramount, clarity of thought defines this, and thus gives rise to clarity of purpose and how to best execute it.

## Technology

Due to the Haven Republic making very heavy use of alternate technologies not commonly seen in the United Federation of Planets, Klingon Empire, Romulan Star Empire, or indeed almost all other major powers, it is of importance to cover the details below. While this cannot be as extensive as a dedicated technological analysis, the overview will serve. It is a very reasonable generalization to say that if the technology can be extrapolated from those of the 20th and 21st Centuries on Earth, then it is likely the route Haven has gone, with some exceptions - the technologies found aboard The Derelict, the drifting alien spacecraft found wrecked in an unnamed star system along the Havenite's exodus route.

### Power Generation

Instead of matter-antimatter reactors, Haven uses Casimir Reactors, drawing energy from the very quantum vacuum of spacetime (the advantage is they cannot explode at all) and conventional multi-stage fusion (magnetohydrodynamic plasma electrical induction, plus multiple-stage heat exchange for both thermocouples and conventional steam turbines). This means that the ships do carry a significant water reserve, which serves as reaction mass when needed for conventional thrust systems as well as life support.

### Faster Than Light Drives

The Republic makes use of Alcubierre drives, gravity-based "warp" drives. They both acknowledge and indeed use the other calculations and changes provided by the physicists Erik Lentz, Harold White, and Amanda Ohadi. Because of this, they do not use the Warp Factor system (as it has not had a reason to be developed) for defining faster than light "velocities" (they use the term "displacement" instead, and measure it in multiples of light, often shortening it to terms such as "kilo-c" (representing 1,000 times the speed of light) etc.)

Visually, this has a vessel seem to just "pop in" at the location, trailing a visible distortion behind it.

In addition to this, the Haven Republic has access to, and, among its' five star systems makes use of, stable, traversible wormhole technologies. Unlike the Deep Space Nine cyclic wormhole, these are smaller (on the order of under two kilometers diameter) and are "locked", connected to slender frameworks of exotic matter. Where natural wormholes develop accretion effects near the edges (again see the DS9 wormhole), these do not have such, instead appearing as a round "plane" through which can be seen the destination clearly. Stations and equipment surrounding the frame highlight it and have it clearly marked to prevent contact with the edges, and transit through these wormhole gates is effectively instantaneous. Each of the Haven worlds has a pentagonal set, networking their orbital space to those of their sister planets.

Lastly is Quantum Transposition Engines, colloquiolly known as Jump Drives, also called Transposition Drives. All three terms are considered completely interchangable and it is understood to mean the same thing. This technology requires immense computational power and a highly detailed mapping of the target area to be jumped to. Thus, the jump drive has its' own highly secure (indeed often black boxed and ultra-secret) stellar database (any ship with a jump drive has a system with multiple levels of electronic and manual backup meant to destroy this database in the event of imminent enemy capture). The system uses a form of macro-scale quantum tunneling, also referred to as quantum teleportation, to transpose the contents of two areas of spacetime. While the system has a low-energy useage (indeed can be run from drastically small power sources), it does produce a visually notable effect in the form of a bright light and a "singing" noise audible to gravity-wave communications (the "sound" is the rippling effect of the transposition itself and the sudden "deletion" of a mass from local spacetime). Initial jump calculations are run usually by the ship's onboard Artificial Intelligence, shortened where possible by a Navigator (who can also perform the calculations needed by instinct). Without aid, though, most AI require between three and five minutes to set up a jump to a known coordinate, and have lockouts preventing a so-called "blind jump" to unknown / speculated-upon coordinates. It must be noted that ships that miss a jump may emerge unpredictably elsewhere, and some have simply never emerged at all. While this is an incredibly rare occurance, it makes legend and tale swiftly, and the Havenites have plenty of ghost ship tales.

### Slower-Than-Light Propulsion and technologies

For sublight maneuvering in the near-light-speed regime, Haven ships make use of their Alcubierre drives, just not "displacing" at full light speed velocities. This allows for unprecedented, indeed unlimited maneuvering producing no stress upon the hull or structure of a ship.
For maneuvering at or below fractional c, conventional drives are used (MHD/Fusion plasma, primarily) and for extremely low speed and precision maneuvering, RCS (Reaction Control System) thrusters are used. Unlike Federation ships which use particle-beam thrusters (which are classed by the Havenites as being weapons), instead conventional cold-gas (nitrogen) thrusters are used. RCS clusters are always clearly marked in high-visibility markings on hulls (military ships often do not, however).

### Starship Technologies

Haven starships do not make use of many of the ultra-high atomic weight elements that see use in Federation and other major-power hulls, structures, etc. Instead, as the third most abundant element in existence, they make full use of carbon in all of its' various forms. This ranges from diamondoid (near-diamond or highly similar to diamond molecular structures), to various other forms of carbon (fibrous, graphene, graphite, reinforced carbon-carbon, etc.), plus aerogels of such, plus boron as neutron mitigation and radiation shielding, again in all of the various forms such as borophene, aerogel, etc.). Other materials include aluminum in multiple alloys and forms, including vacuum-densified, as well as transparent aluminum oxide (ALOX) as glazing for ports, etc., sapphiroid and corundumoid, also in multiple forms. This has a knock-on effect that Haven ships are EXTREMELY light, adding to their maneuverability in realspace.
Gravity control is ubiquitous and extremely well developed, operating where needed as its' own form of inertial dampening. As Alcubierre drives do not generate "thrust", ships rarely need to compensate for maneuvers except when operating in sublight and realspace (thrust-based) drive modes.

### Communications

Slower-than-light communications are still common in the Republic. Traditional, classic radio is in use, though it is usually, even on civilian models, designed for both encryption and burst transmission across a spread spectrum, meant to minimize it as a coherent signal, a remnant of the original scientists "tiptoeing" through the relative backyards of alien, potentially hostile polities and powers. This and their own awareness of vulnerabilities has kept their culture security-conscious, aware that their transmissions can be traced. Planetary comms are often laser run through fiber-optic cable as part of an integrated digital infrastructure, including common, ubiquitous wide area networks and publicly available wireless internet (known to them as The Mesh).
For longer-range FTL communications, gravity wave communications are used for civilian and "open" lower-priority military transmissions, while for truly secure, impossible-to-intercept transmissions a network of quantum entanglement communications are used.

### Ship-to-surface and Intership Transportation

All Republic ships are required to have and keep in safe operating condition both life pods and shuttles sufficient for the full evacuation of all crew and the ships' maximum capacity of passengers. Havenites prefer to use shuttles if it is feasible and there is sufficient time. For smaller ships such as frigates and destroyers, planetary landings are not merely possible but preferred, with all designs capable of making safe landings both ground and in water of sufficient depth (although it should be noted that landing a ship in a salt-water environment created wear and potential for corrosion on the hull (salt water is often called "liquid hate" by Haven ship crews), and will necessitate extensive and thorough cleaning of said hull after later ascent and'or land-based docking.)
For instantaneous or priority intership and ship-to-surface transport, small point-to-point wormholes are used. These are usually in the form of vertical "plane gates" operating like doorways, or are steered by the ship's AI as a horizontal drop-down (for which it is strongly recommended that the intended target remain still for). Unlike Starfleet transporters, there is no disintegration, etc., nor do they require a dedicated "transporter room", instead being point-to-point within the various areas of the ship. Thus, one might choose to go directly to the bridge (a massive security risk), direct to sickbay, or to isolation (used for decontamination or biohazardous situations, as well as for hostile-environment exfiltration / escape). Wormhole gate transportation has the added advantage that objects and materials unable to use a Federation-style transporter can go through the wormhole, allowing them to be safely and efficiently transported, and that "transporter-proof" shielding isn't against a wormhole.

### Manufacturing

Haven never developed the use of energy-to-matter conversion. Instead, they use a system of advanced, rapid molecular-resolution 3D printers known colloquiolly as "makertables". These units construct materials from the basic elements, and are provided with a "feedstock" slurry of ammonia-water slush and cold methanated carbon dioxide, providing carbon, hydrogen, oxygen, and nitrogen to the printer, and a smaller feedstock or organic oils carrying various metals and boron in suspension. Specialized versions are used for food, with other elements added in place of metals and boron, while yet further specialized versions are used for medical purposes, these known as bioprinters, which produce biological materials directly built upon the patient's own genetic code.
These systems see extensive and widespread use in everything from the manufacture of housing, infrastructure, etc., all the way to the everyday kitchen counter. It must be noted that there IS extensive (highly sustainable and low-waste) farming and cultivation on the Haven Republic worlds, as while everyone has had, often, "fast food" made by a makertable, most find pleasure and expression in actually cooking, traditionally, meals proper.

### Medical and attendant personal tech

Unlike the Federation, Haven technology never had taboos placed upon it. Thus, they make full, indeed heavy and comprehensive use of genetic engineering in nearly everything, including the existence of Rianths, anthropomorphic, fully-sapient human-animal hybrids who can trace their genetic lineages to Earth. Medical regeneration is common, including full-body regeneration in cases of catastrophic damage, and supplemented by bioprinting.

In addition, cybernetics is a mature, well-understood science, up to and including seamless meshing with the biological, near-perfect to perfect sensory capability, and the use of person-to-machine interface, extensive virtual space and augmented reality, neural networks, and even the recording of sensory information in a common, tradeable, non-intrusive format, allowing one to share recorded experiences (and indeed even learn from them). Cybernetics are extremely common to the point of near-ubiquity, and are considered "personal enhancements". Most common is the neural net and attendant interface (plus the use of Muse software, extremely-advanced expert systems running on the cybernetics to be a nearly sapient personal assistant). Despite this, it must be noted that combat cyborgs and combat cybernetics, while they have been developed, are not in common use, despite being known. It also must be noted that human-to-machine interfaces, especially sensory ones, are carefully tuned to not be disruptive to the mind and perceptions. You cannot, indeed will never, suffer sensory overload through a Haven-made interface. New data does not take the form of readouts, instead one simply remembers it as if one always knew the information (and indeed, one can learn the information and retain it easily afterwards).

### Artificial Intelligence

The Haven Republic makes heavy use of artificial intelligence. Sapient-grade AI is considered automatically to be a person, subject to all the rights, privileges, and responsibilities thereof. They can be (and indeed there have been) criminal, though this is exceedingly rare. AI exhibits the same range of personalities as a human or near-human / Rianth might, including emotions. There remains arguments to the current day as to whether all AI behavior is merely imitation of their human and near-human sapients, though there has been equal counter-arguments that humans and their ilk never cease to be, themselves, imitators. AI expresses however as much creativity as any biological, and connections to created items thereof.
By being considered to be a sapient, AI are subject also to all the same laws and expectations given to sapients in the Republic, and can have crimes perpetrated against them, for which the full strength of the law can be applied in the same way as it is when persecuting any crime against a biological. At no time has there ever been, however, a question of AI personhood, a matter which is unusual in sapient groups.

## Notes and Miscellany

Haven is an alternate version of a post-scarcity society, comparable in availability of items to the mature United Federation of Planets. It is common to simply have something "fabbed up", and, for larger items, to have them made in parts at municipal fabrication facilities and assemble them ones' self at home or on the site they're intended to occupy.

Housing, education, medical care, basic food, and all utilities are provided for and administered by the government. A citizen can work for enhanced priveleges should one choose to, and once established these enhanced priveleges (such as a larger domicile, etc) are considered the person's to be held, owned, gifted and/or traded.

While currently spread out among five habitable worlds in five different star systems, Haven has actively avoided the risks of becoming a monoculture. Instead, it has purposely diversified, drawing from a salad-bar of Earth cultures prior to the Third World War, indeed in many cases prior to the forced unification of the Eugenics Wars themselves. There are regional cultures, accents, traditions, beliefs, etc., some of which are unique to Haven. Heavily drawn upon were the positive aspects of each culture, though basic education also shows the original cultures as objectively as possible, thus letting people know where the traditions came from.

This means that the various Haven worlds are split into multiple nations and cultures, and express a love, indeed fierce devotion to the cultural diversity of having such. One of the things absent of these cultures, due to there being ample living space and little need for competition, is any real enmity. With rare exception, most Havenites will staunchly and firmly defend the ideals of diversity and uniqueness, and even the most contentious of them whom might normally be in opposition will stand in solidarity on this one point. It is viewed as giving their society the flexibility needed to survive against unforseeable pressures, and the creative drive to overcome new challenges by having multiple viewpoints to approach a problem from.