Friday, March 13, 2026

Fashion

 Okay, so indeed, people would, as a default wear what looks like exercise or scuba suits that are fom fitting, some leaving sleaveless openings, especially if they have fur, scales, or lithodermic skin because it might not be fully comfortable even if it's customized. However, in terms of modesty of decorum we do see some other elements: Robes: Probably the most common, they're extemely simple, and yes, those who might be self concious about their mutations might effect something that makes them look like a monk or nun. Smoking jackets might make sometjing a comeback, and it's not uncommon where an entire grocery store looks like Jeff Lebwoski. Tracksuits/Athleisure: Very common, for those who don't want people staring at their butts or stomachs, but don't want to seem uptight Bandhgala: The closed color minamalist suit to show that someone is "all business". Big with memorial services, populist leftists, and business leaders who want to seem non-descreipt. Chitons and the Exomis: This is the middle ground between being super serious, usually the equivalent to smart or business casual or a flashy tux. Think Jeff Bridges in Tron, and hey, Jeff Bridges is starting to look surprisingly represented here. Accessories: T-Shirts and Jerseys: Probably the biggest vestige of consumer churn. They're easy to make, even on demand, easy to store, both fun and practical, can be used as rags, so you'll see them around all the time. Whether or not they're "modest" depends, since some women wear them intentionally tiny or the over the soulder look. Armor: Worn by security and military, something affected by people who want to appear tough, like your biker equivalents or those guys who wear military fatigues whether or not they're in the military Gilets: Usually worn for padding and item storage. Capes: Actually not common. They're incedibly impractical and some people want to mitgate the "We live in a comic book" reality if they want to seem solem or intellectual. Again, the Greco-Roman appropriation comes into play, your Himation or Chlamys. (Some mixed with the more minmalist Bandhgala, those folks have some interesting politics) as well as the "arm cape" seen by Storm and Banshee. Subcultures: Obviously music, politics, and hobbies might create all new styles of dress it's hard to ancitipate without making it an actual specific piece of lore building. But Hip Hop for instance is a great weather vane, think Ancient Egypt or how Megan Thee Stallion likes co drawn inspiration from Anime, Comics, and Video games. (Actually, this is nothing new, Elvis generally dressed like a cross between Captain Marvel and a Cowboy) So basically we might expect music afficinados, particularly attractive women, to look the most comic booky. Gang members are also likely, but keep in mind gang violence might be strongly discouraged in arcologies. If you have a prominent physical mutation, the general sense is to downplay it with extremely minamalist and obsfucating apparel, or completely own it: if you're shiny your clothes are shiny, if you have scaled you evoke snake imagery, and a tendency to not have a middle ground.

Monday, March 9, 2026

Law

 Overwatch, sometimes called Hall of Justice:



Basically I got the idea from where I was introduced to Simcity 2000, where, if you build enough arcologies, crime foes way up. But I was like "These standard police stations really disrupt the futuristic vibe..."


1) Strictly speaking, the Overewatch is not an arcology at all. People largely don't live there. it does not produce its own food. It recycles water, I guess. But it is an imposing superstructure. But think of it as the stacking of all the major municipal buildings into one building.


2) It is found in the center of the city, every train runs to and from, sometimes redundantly. First responders exist in every deck in every arco, but this has an elite auxiliary. Police, Fire Brigade, even paramedics are stationed there (Every second counts, and the medical needle usually has some other logic behind where it's positioned.)


3) Also, because it houses most of the major government offices (They actually speficcally house a few departments and deputy positions in other arcos just for safety reasons) they want to make it look like anyone who wants to break in and burn it down...can't.


4) It's a police Academy but also...a law school. Sort of like Judge Dredd, but in a less reactionary way, going into lawn enforcement means a Pre-Law education. If you want to hit people with a stick, there's plenty of other jobs. But they also need to representatives of the court to act incredibly fast in such a dynamic and condensed society where people lived in closed loops.


5) This is actually drawn a little from how for instance, in Rhode Island the Sheriff is strange blurring of law enforcement and the Judicial Branch. Overall, this creates an interesting mix of law enforcement who can be real eggheads (Like Tom Hanks's FBI Agent in Catch Me If You Can) and lawyers who are two fisted, country style folk. (Think Abraham Lincoln). That's generally what detectives act like: FBI Agents, since in general 


6) The Forensics and crime research lab is pretty extensive, in fact a lot of people join law enforcement because they want to work in a lab but are afraid their paths might lead them to some creepy alien biome.


7) This is also the vault for any solid assets (usually gold or the like) for municipal treasuries, banks, etc, as well as mainframe data centers for national and public banks.


8) Also, this building houses a library, a massive, massive library. They try to keep a hard copy of everything. Court transcripts. News clipping. Top 40 songs. Available to the public. This creates a system of transparency. But arguably corruption, because it's very easy to hide paper trails in plain sight, it's like taping together shredded documents.


9) There's commissaries and a couple other commercial stations, but alcohol is prohibited from being sold, though every desk has a flask, just about.


The Arenaplex

 1) Vegas Strip. The Sphere. The Chimelong Spaceship. The Mall of America. Disney World. Boulevard World. Supercharged Entertainment. They make up for with granduer what lack in room, but there is more walking room than you usually see an an arcology.


2) The centerpiece is the stadium for the local sports team, we'll look at sports, but there's a lot of limited seating in regular arcologies, this is where you can put your major league teams.


3) This is very intensive, and expensive, to maintain, so this where you see advertistments everywhere. It makes Time Square look like a little league baseball field.


3)  consumer economy is largely dissipated, commercial decks we don't see a lot of storefronts with fast fashion. That said, there is a shopping arcade. These are sort of like the chains, again, like in Time Square, existing not to make money per se but build brand awareness, and associate them with a fun trip, so you'll "subscribe" to them when you get home. 


4) Gambling is very, very tricky.  It's really considered disruptive, a few machines are required to have "view ad to continue" to winnow out addicts. 


5) V.R. Simulation is usually the way to go, but there are is at least one six flags calibre roller coaster in every one. 


6) Chances are this is where a film industry would be located. A few digital backlots would be here, studio tours, (they *might* have an adjoining Industrial Arco?), and as such, they have an equivalent to Rodeo Drive, just window shopping gives you a cavity. 


7) If people still celebrate Christmas, you have to visit at least once during December. They're pretty amazing. They may have rinks, but they definitely do this time of year.


8) Relatively few people live here, but there's a lot of hotels, usually with adjoining water parks and other fun amenities.


9) They're kind of uncool? Like, performing there means you've made it, but it's also a little bit of a sign you're not that interesting to other artists, especially newer ones who have sort of found their voices in the nooks and crannies of the arcologies.


Military

 1) Again, we're looking at an outpost vs city dynamic

2) The outposts are closer to regular arcology size and population, might have their families, and some might be tied to research stations like a Taco Bell/Pizza Hut annex

3) If they are located in cities, much squatter. Lower ranking army personnel usually not from neighboring arcocarcoss unless the polity is truly city state-sized. Officers might have their families live with them, most prefer to have their wives and especially children live in a regular real life arco, they have dinners when they can.

4) Most cities have one. Border cities will have a couple. Capital cities will have one for every division, plus a joint one.

5) Quite large industrial decks. Again, if you can't expect the army to be self sufficient, who can you trust? Likewise, much like the Roman Empire and America in the 1950's, the day to day activities of the army is construction, and relief aid is a major part of their modus operandi as well. A lot of young men thought they would be joining to shoot plasma rifles and quite taken aback so much of their time is making drywall and packaging twinkies.

6) That said, it's not all doldrums. Major, major sectors are dedicated to The Garage, where soldiers can experiment with gear, usually vlto, cycles, scope equipment, drones, armor, "occasionally" rifles. This may break 20th century norms? But it's a brave new world.

7) Also, extensive training facilities, sort of like the Danger Room from X-Men, as mentioned, people need to experiment, be inventive. 

8) There's definitely a lot going with military theory of having lots of squads with one power, or specializing unit to unit. Sometimes the preference is chalked down to the difference between being a strategist and a tactician. But you have military duties, and especially advancement is marked by how often you train with someone with a different power set.

9) And of course, there's the no power gauntlet, If there *are* dampeners, they'll be found there. There a giant "no power run" leaderboard in every mess hall


Agri-Arcos

 So now we're going to look at dedicated agricultural arcologies


1) Not a ton of outposts, people kind of want to the *food* near them


Some operate like vineyards. Which is ironic, because grapes themselves grow reasonably well in arcologies. In fact, there's been a large move to make spirits out of especially pears, maybe apples and cherries, because of the three pronged used of good spirits/good food/good wood, while wine and grain would be *wasted* getting people drunk?


3) Kind of Ponderosa coded, at least that's how they view themselves, but they're also very Silicon Valley (I guess Skywalker Ranch if they didn't make Star Wars. Hmm, I wonder if Skywalker Ranch would be something they try to evoke. Lightsabers and Jedi Robes becoming the new cowboy hat and spurs). But in general, very rich people needed capital to set up these buildings in the first place


4) Usually multiple ones per city, at least three

5) Attracted a lot of small towns people who fetishized rural living, maybe conservative values, might be even more amped up because it's so easy to jump on the train to the big city making the families more protective. 6) Large focus on cereal grains, like wheat rice and corn. These are the staples of society, maybe people will learn to appreciate full yeast, but grain, once you have the heard start, you have high yield and an easy to store. 7) Then you have livestock. If there are cows, this is where they’ll be. If now, this is where people will be trying something else, because people miss cheese that much. People likewise testing various other things as mounts or meat or egg sources, etc. 8) However, we get milk, this will turn the milkman into an an almost operatic figure? Like, remember the old milkman visiting lonely wives joke? Well here, the milkman is basically Han Solo. 9) Possibly aquatic farms. You know what might be a crazy source of dairy if we don’t have cows anymore, belugas.

Science Structures

 1) Again, there's a sort of outpost vs. city structure dynamic

2) The ones on the frontier are truly likes space stations, relatively sparse, but have families, more military stationed there, more likely to grow their own food. (Unless they're based in places where food and water is harder) A scene might be two soldiers arguing whether they're better off with the hydroponic rabbit food, or the shipped in frozen pizza like the factory arcos get

3) Can be private, government/military, or civic.

4) Civic ones are much more open to the public, and very much like colleges

5) Some might also be nature studies and preservations, especially aquariums might be even be sort of touristy places for families to visit. A dedicated scientist sighs after remembering they were told to push he gift shop.

6) Might also be dedicated Medical arcos

7)  The most futuristic one, maybe the most aesthetically pleasing depending on how much you like the arco design in general

8) Really, they vary the most often in design since they're often customized to the terrain, maybe implementing the strange new materials

9) It is quite possibly one in ten citizens in generally are in the sciences


Industry Arcos

 So the Heavy Industrial arcology: 1) Probably more pyramid shaped 2) usually not pretty, brutalist at best if in the city limits 3) Often both the oldest and youngest arcologies 4) Kind of staffed by the true working class, possibly immigrants 5) usually privately owned 6) Multipurpose: Makes aircraft, weapons, ingredients for other arcologies 7) Does not have residential areas *unless* it's an outpost, there we have some residential blocks, a main street, schools, etc. Might not have a greentower, possibly all imported food 8) If it's not a rudimentary "frontier town" arcology, probably has an inordinate amount of bars, casinos or other gambling devices, even brothels Any "corrections" or refinements or anything?

Health/Medicine

 1) Often called the "Medical Needle", they're usually the thinnest building in the arcology groupings because they're pretty much required in any major city, because they want to make sure people get as much windows as possible, and because they as many separate floors as possible (in case of quarantine or required lockdowns). The larger base might be thicker. 2) This is where major surgeries are conducted, cancer is treated, hospice is begun, and peculiar diseases are studied. 3) This is also where the local medical school is located, as stated, college, and potentially even secondary education is always adjoined with dedicated arcologies. It's efficient, and civilization is in a very experimental stage, so learning is quite simply part of everyday life. 4) Mentioned before, it might blur the line between research stations, it's often set up like one with laboratories, and a lot of devices meant to study, measure, and if need be, counter each person's abilities. 5) To be honest, most people can be treated the same way, which is why a lot of arcologies have medical modules and call it a day, but there are specialists for people with wings, gills, or have really hard skin. And there are definitely voyages into ways one can treat a telepath. 6) There's private and public facilities, and the difference between the two might be a gradient. They might be two different structures (the public one being a "hand me down"), they might be two needles from the same base, there might be wings, there might be subsidization, some might let students and researchers turn them into a guinea pig for a discount, there's charity, etc. 7) The ones who live there are students, and a few professors. Staff does not want to live there if they don't have to, they need to separate themselves from a stressful, often emotionally crushing environment. They do have apartments, which are usually long term pediatric patients and their parents. 8) The commercial decks are actually not incredibly different from those found in standard arcologies, with a few differences. There's overall less branding, except for cartoon characters (often posing with children meant to represent patients), they have things like carousels, movie theaters, petting zoos, laundromats, soundproof offices with zoom style screens for work. 9) Therapy is not stigmatized, and a part of everyday life, but there are unfortunately some individuals who are at a level of mental illness, which, combined with their powers, are placed in what is effectively a mental institution. The military might be stationed there. They are rare, and treated as a tragic last resort, except for a few oppressive regimes who are less empathetic, and might even send political enemies or dissidents there.

Travelers

 Sure, let's expand ring by ring. So first, let's ask why someone would want to leave an arcology and step into a new one, so let's examine the people who would 1) Politicians, Execs, the Wealthy. Obviously their careers and duties take them all over the city, even the world. And even when the need isn't there, the drive and resources will be? Why go abroad? Because you can. 2) Emergency and civil services. As we established, while law enforcement and health care is provided locally, some crimes too big, some illnesses too serious, people need to travel to and from. 3) Not everything can be produced in the arcology. Luxury items, rare or geographically exclusive goods, items that need more overhead than the enclosed structure of an arco can be produced. 4) Competition and entertainment. Athletes need to play other athletes, musicians need to play concerts, models are not going to do the same runways and shoots for the same places. In fact, even, maybe especially, the amateur and low level individuals have to grind, riding the rails for the open mic circuit. 5) Just plain social butterflies, I mentioned girls trying to get into the skydeck, the real love of the game might travel from arco to arco. 6) Experts. Scientists might travel to labs, lecture tours etc. etc. Who else would the commuting/mobile life be set for?

Sky Decks

 They're not a "formal zone" in the same way the others are, it's very mixed use, but it does gravitate towards a vibe: -Launchpads for aircraft, maybe even off ramps for natural flyers. -Air traffic control, Transit's more prestigious, and somewhat stressed out cousin. -The Sky Lounge, an observation deck open to the public, but like the Empire State building or Ellis Island, some might procrastinate on visiting -The trendiest night clubs, the most exclusive restaurants. Basically, your country club type establishments (maybe not golf courses, definitely courts for a tennis like sport, swimming pools) -The headquarters for a CEO, either one who owns or at least largely subsidizes the structure -And of course, elite housing. The most spacious apartments. An extremely important or wealthy person might have their own floor, but roughly speak, and entire living abode for an extended family will make up a single room for them. -This, in generally, seems rather unfair, as we are supposed to be in an egalitarian society. But they happen for several reasons. One, simply that someone is going to live at the top. Secondly, there are certain public figures: Politicians, celebrities and the like that are potentially subject to harassment in such an enclosed area, they might need public space. Secondly, the overhead needed to keep them comfortable does trickle down, the more you keep them happy, the more stakes they have, the more they contribute to civilization. Pragmatically, it is better to keep them here with their tax dollars and needs contributing to the overall project then having them set up their own feudal demesne somewhere else. Theoretically, the lower classes can come up any time to walk the promendades, but if they don't buy anything, or they can't be admitted behind the velvet rope they're going to get bored, or wither under awkward looks. That said, attractive young women do make a thing of coming up the sky decks (or maybe even venturing to another arcology) and schmoozing their way in, it often works. Young men, less luck. -I suppose in some more temperate, nicer places you would have outside garden terraces, maybe some on the roof (Although a super high megastructure isn't maybe the best place to put a lof of them?), but in general the nicer people don't really need their own parks per se. Any input, addendums, second opinions?

Arco Nodes

So one more before we get into the inter arco system, let's peer into what we talked about what, talked about, recurring hubs: Found invariably around decks. Every section has at least one, regardless of zoning.


Med Centers: Paramedics are stationed here, bringing them back to treated, or if it's really serious, transport to a dedicated medical arcology. Most are occupied by nurses and technicians who do a quick glance, if they can't fix it on the spot (either with tech or some innate healing ability), they're examined by the arcology's top medical staff, either by screen or in person if need be. 


Police station: Critics of contemporary American police say exists to protect property more than people. Well, for the most part, people don't have property anymore. They have "things", usually of sentimental value, but they don't have cars, houses, even most money is electronic. So you have security to enforce order and the "property" of the arcology itself, but to handle personal dispute, law enforcement is usually a sort of a cross between beat cop, judge, and social worker. Andy Griffin and Atticus Finch, with a little Mariah Carey from Precious. Possibly detectives, but they might be stationed in a dedicated law enforcement HQ in the arcoplex? Possibly security is stationed here, or their own offices. I wonder if police/constables are stationed in the sky deck, or everyone has their own private security, either dressed down for a bouncer look or unformed to project authority?


Fire Stations: The other "big three" of emergency, would they have their own interconnected system, or is that unfeasible/unecessary? Not full on dormitories, since they live in the building, but possible beds/futons for long shifts?


Vendorama: Vending machines are simply huge in the arcology, to the point entire, if little modules, are dedicated to them? Sort of the gas station of the arco. Might come with information desks, the sole person, to give someone to talk to or maybe open up the machine if if there's a problem. Kind of the stereotypical "slacker" job, unless they really really need someone?


Computer lab: Most people have mobile devices but sometimes you want a big screen and keyboard, so a few places are stationed for various purposes, either to occupy the kind of tasks a personal computer can provide where a phone or tablet can't, or just because people are bored.


How does this sound? What might I be overlooking?

Sub Decks

 So let's also explore what happens when people start going in the other direction. Digging deep. Let's examine how this all sounds:


1) This where the rails connecting the arcologies are found

2) Waste, some industry, maybe the reactor core?

3) Also, the major detention center. This is where criminals are held, usually for a week  if it's bad, but not psychopathic bad. 

4) This is also where some secret experiments are held. Maybe dangerous, maybe unethical.

5) Likewise Black Ops type meetings. Need to know basis even, maybe especially on the people in power

6) A lot of it is intentionally unifinished. Floors that they don't even know they're for yet, and at that's the point

7) There's usually more than normies know and less than conspiracy theorists think. There's not an entire underground city.

8) Because nobody is out to set out and create a society of morlocks.

9) But in some more oppressive arcologies, that is starting to happen. The slum cities. The literal underworlds. Usually in the more hostile landscapes, maybe those built into mountains.


Hanga/Port

 First, we have the Hangar/Port. The entrance. 


1) Customs

2) Cargo delivery and storage

3) Stations connecting rails to other arcologies

4) Military is stationed here, not any further up into the arcology if it resembles anything like a liberal democracy

5) A few storefronts and bars, your subway musicians are here, more barbers than salons in terms of the business you see, but generally they explicitly don't want it to be too comfortable.

6) this might be where detention centers are held, even for residential disturbances?

7) Does it extend underground?

8) is this the main headquarters for security?

9) Sort of secretly pays for the arcology as it's billboard heavy? though I wonder if that conflicts with the "customs" or "security" aspect, or it helps?


Park and Education Decks

 So let's look at the Apollo decks, basically a creation of mine. So I believe every arcology should have at least one park deck deck/commons. And I was also wondering if educational facilities should occupy their own decks. One on one hand, it consolidates resources, on the other, parents might now want their younger children hanging around high school juniors. So the decision is somewhere between fifth and eighth grade we start seeing the more residentially placed educational facilities to the centralized educational ones.


So let's first look at the Park Deck. Usually one, (You might see green spots littered throughout the arco  generally terraced in spots, consolidating the light and water? A few relatively big trees, grass everywhere, a sports park. Pavillions. This is perhaps the most equalizing part of the arcology. The Apollo Deck (usually above or below the great Park deck) is floors with classrooms, laboratories, libraries, gymnasiums, amphitheaters. Theoretically, they're meant for students, but can generally be public use. You're never too old to learn, the ethos of this new world is that we're still students.


So let's measure the wisdom of this...should the Park Decks be part of this system? How does this all fit functionally?


Commercial Decks

We don't have a consumer economy anymore, we can't tell you to buy stuff, there might not even be a place to put stuff, so the focus is on:


-Services. Salons, Spas, Tattoo Parlors and other modification and the like. Conspicuous consumption is now showing off nice (or at least unusual) hair.

-The "Gobble-ables". Groceries, Bakeries,Pharmacies, liquors, etc.

-Grocery stores might be very interesting? Possibly paradoxically more like "Aldis" (frequently rotating stock) and Whole Foods (Salad Bars and Hot Food Stations?). Possibly some might even pick the vegetables off the vine?

-Most people get their toothpaste and medicine from the vending, but prescriptions are highly regulated I imagine? Also, they might try and replicate the old drugstore atmosphere to appear cozy? Soda Fountain and Ice Cream scoop? Spinner rack? Shelf for greeting cards that may or may not ever be bought? (They're easy to make from the back anyways.)

-Bakeries very important for ambiance

-Florists and pet stores (for small, very small animals). Worst case scenario, they can go back into the biodegradable cycle?
-We talked about with the main street, a lot of repair work, taylor, the sort of Apple Store geek squad culture.

- A lot of storefronts that might be hard to categorize because people use their powers in enterprising ways that can't be predicted or categorized, like literally hand crafted jewelry or heat generated therapy or something?

- Recreation. Bowling alleys, arcades, laser tags, indoor sports, cinemas. 

-In fact, they might thrive despite being a high tech society that doesn't "need" them. The cinema experience has already turned the weakness of being locked in a dark box into a strength. Also, can't really do you home theaters with booming stereos. And in general, arcologies don't want people locked in their homes, but also want to reduce foot traffic? They might incentivize theatrical windows, if not legal fiat. They might even walk on the "Paramount" law of the 1940's as a concession.

-Ice rinks. Question, is it harder to maintain them, or is there a way to  sort have a simbiotic "Keep the warm parts warm and the cold parts cold" technolgical system?

-Eateries, generally open air, food court, people don't have to fight about if they want to get tacos  or pizza, while at the same time the kitchens operate indpedently, making it hopefully less "slop". That said some more indoor places for atmosphere (dates, birthday parties) are available. Theoretically, you're ten minutes from your kitchen at most, but your kitchen is small, and the smells so tempting. 

- Office spaces. People can work from home, but some want people to come in for oversight and to prevent a spiral from indolence, sometimes negotiators need shake hands, and most importantly, this is where private servers are kept. 

 Studios for newscasts and bulletins. While there are larger "network" programs, each arcology has its own channel, kind of a "Public Access meets Youtube meets Morning Announcements vibe. The facilities are there anyways, might as well people use them. 

-Civic engagement. This is where your city hall is, your courthouse is. Town clerks and assemblies do dot the residential decks, but they need a main civic meeting hall.


Agricultural Decks

 So let's look at the agricultural zones. Might not be blocks in the specific sense, might be found in structures attached to the arcology to get more sunlight? The staff is largely private/"civillian" but the direct overseeing by the Arcology Command, they want experts, they want doctors. Mushrooms Algae Yeast Hydroponics, so leafy vegetables, less root vegetables? Potatoes would be useful as crops, are they feasible? Less tree fruit, more berries. Grapes are huge, and vines actually almost decorative? Legumes Aquaculture: Fish farms, and especially shellfish are raised. Aquariums for decorative purposes dot arcologies, makes it feel less sterile, more organic, if still somewhat alien by our standards *Possibly* poultry, definitely egg production. Insect raising. Producing honey? And well...bugs for other uses, including protein. Probably a lot of lower nurseries. Poultry and greener plans might be placed in translucent awnings and wings? What non-food crops might be? hemp?


Industrial Decks

 So now let's look at the industrial blocks/zone: So as established, heavy industry does not exist here? Basically light industry and renewables logistics 

Electronics 

Food and Beverage (not growing, but mass produced baked and dry goods, beverages) 

Textiles 

Printing 

Toiletries and cleaning products 

Pharmaceuticals 

Recycling Center 

Materials for the arcology itself 

Water treatment 

As well as the headquarters for the rail?


Residential Deck

  Residential. Probably the most space in the arcology? Amenities, non residential modules found in the the section

-Daycare
-Classrooms, usually stopping around 5-8 grade, where we see more dedicated Educational decks
-Therapist offices Garden/Greenhouse
-Place of worship
-Exercise facilities
-Laundry Services
-A sort of studio for dancing/yoga/maybe low key martial arts
-3D Printer
-Lounge/Rec Area
-A module for parcel delivery, as well as various vending machines:

These might be located informally around the residential, or, they might be a little formalized for a sort of "main street" deck, with some more low key and basic storefronts, cafes, unobtrusive businesses like dentists and lawyers, etc. 


So...whether people pay to live there...I'm guessing this is a freemium situation? They don't want anyone to be homeless, so you generally subscribe to be in larger and more amenity filled areas? Or would inertia happen, and the economic status of the residents ultimately cascades into how people live longer? Do people get assigned where they live? Roommates? Can they request moving? Is mutual swapping possible or required? Do we see more extended family type living? Do they have specific living for the elderly, or it is understood they can live with other family members, as a medical station and the like will always be nearby


The Arcology

Powers

 So we'll return to them when we look at pets and agriculture. So now we'll look at the types of mutations people have: For the *most* part, they're divided into three main branches:


Psychics, Energy Genetation, and Physicals, but this is not a clean line, and some overlapping exists. For the psychic class you jave


Telepaths

Telekinetics

Teleperoters

ClairvoyanOkay, so let's clarify it further, because I pressed send a little early. In the psycic class you also have Illusionists and Hypnotists, you have Empaths, Viktakinesis or Vitapathy. Physical mutations usually involve Atavisms, Tergiants (having traits more associated with cold blooded creatures), density shifting (more often intangible than harder), and lithodermic qualities. The flying brick and super speed powers, actually rather rare, are explained a strange convergence of all three; The former a form of tacitle telkeneisis, and a body that is "built" for it on a nother level, and speed a form of chronokenesis that is involuntary and passive and the body's mutation, is a musculature that can can top into it non fatallts

Animal Clades

 So now let's look at the animals. Now, there's generally speaking, more but these seem to be the wide patterns that spreads:


Primates, which of course, include humans, the only true mammals now. Range from gorillas to loris type creatures. They are not competing or burgeoning intelligence, but often clever. Some can do things like turn invisible, a lot sort of imiate other animals (bat wings, large digging claws, etc)


Turtles: Some may actually be turtles, some may be appropriating the design, but nothing works like a nice hard shell. 


"Dragons": What else to call them, they combined qualities of mammals, reptiles, and birds. Some fly with "demonic" wings some with bat wings, some fly under their own power, some are truly serpentlike. Often has some kind of fire, ice, electric or other elemental power. They do not get as big as some dragon riding video games suggest.


Ichthyostraca: Can range from cetaceans to "true" fish as the lines have blurred, and sometimes even the dolphins have scales. Higher up on the good chain seems smarter and closest to sentience


Molluscs: Basically your snails al the way up to disturbingly cognizant squid creatures


Crabs: All roads lead to carcinization.


Beetles: As you can see nature’s go-to strategy is “armor up” The largest insect order develops some new tricks and takes up some new niches


Millipeds: Your big wormy creatures. Can they turn into butterflies?


(actually marine and insect life can truly go into some unfileable  places)


Lithoderms: Creatures that seem like living statues or robots


Vesicans: Cute like creatures that seem like fuzzy cats or hamsters but they have no bones or visible noses and seem to "eat" electricity, helium, etc.


Biomes

 So here are my established biomes, I actually took a lot of inspiration from, of all things, Mario levels. The Mycelial dens, or as they're also known, "fungal jungles" Sideroflora or Ironwoods: The trees and shrubs are metallic. Heterotroverd or Mawgardens: Carnivorous plants everywhere, kind of nightmarish Phantasmagoria or Ghostfen: The trees emit a hallucinogenic mist. Cacaogroves: Theobroma trees have splintered into countless varieties. It has affected the soil and even the water. Some are edible, but not all. Lithorogen or Crystalps: The mountains are now crystalline structures, which may or may not be alive. Iridescent Reach or Rainbowden: A combination of factors create permanent rainbows, and an almost "chameleon bark" There's also deserts and tundras/icecaps, and various barren regions where these biomes all seem to have petered out. This is where people put their cities.


Fashion

 Okay, so indeed, people would, as a default wear what looks like exercise or scuba suits that are fom fitting, some leaving sleaveless open...