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Warhammer 40K and The Culture: Post- and Neo-Malthusianism in the Far Future
On a long timeframe, there are three coherent views of where history is going: we might escape Malthus forever, and our wealth and happiness compounds ever faster above subsistence; we might be locked around new Malthusian barriers, with higher low-hanging fruit that’s all been picked nonetheless; or history might end. You can write a story about the end of the world, but you can’t make it a franchise: either the world ends or it doesn’t, so eventually you have to stop writing.
The two fictional universes the best exemplify the two visions of the future are Warhammer 40,000 and the Culture series. Like all far-future science fiction, they both start in the present, pick a few technological and social trends, and apply several millennia of compound interest to see what happens next.
In the Culture novels, improvements in physical and software technology reach the point that all essential work can be done by robots, whether they’re hyperadvanced Roombas, tiny Predator Drones, or superhumanly smart ship-based Minds. There’s no need for laws or conflict; when everything is free, there’s nothing to fight over. The Culture has conflicts with other societies, but given their immense productive capacity, victory is inevitable. In The Player of Games, for example, The Culture wants to absorb the…