Časovni zemljevid
Časovnica zdaj omogoča dvojno branje: rast človeške koordinacije in rast konfliktnega merila. Isto orodje, ki ustvari večji red, pogosto najprej ustvari tudi večjo nevarnost.
Timeline map:
the accelerating frame-rate
This page makes the core method visible. Deep time is vast and evidence-thin; modernity is short and evidence-dense. The map is logarithmic, so the shrinking intervals become visible rather than merely described.
Visual log-scale card map
Chapter map
Deep Humanity
300,000–20,000 BCE · 14 cards · open chapter
Last Ice Age Transition
20,000–10,000 BCE · 10 cards · open chapter
Agriculture
10,000–3,000 BCE · 7 cards · open chapter
Ancient World
3,000–1,000 BCE · 20 cards · open chapter
Classical / Axial
1,000 BCE–500 CE · 15 cards · open chapter
Medieval Worlds
500–1500 CE · 10 cards · open chapter
Early Modern
1500–1800 CE · 6 cards · open chapter
Industrial Fire
1800–1900 CE · 5 cards · open chapter
Machine Century
1900–2000 CE · 10 cards · open chapter
Digital / AI Age
2000–2026 CE · 11 cards · open chapter
One Possible Branch
2026–2036 · 18 scenario cards · open scenario module
Conflict axis: how the form of war changes
The timeline now has a second reading: not only what humans build, but how conflict scales with each new coordination technology.
Os konflikta: kako se oblika vojne spreminja
Časovnica ima zdaj drugo branje: ne samo, kaj ljudje gradijo, ampak kako se konflikt širi z vsako novo tehnologijo koordinacije.
Small bands → villages
Conflict begins local: raids, revenge, territory, food, and status. Agriculture fixes people in place and creates defendable stores.
Majhne skupine → vasi
Konflikt se začne lokalno: napadi, maščevanje, ozemlje, hrana in status. Kmetijstvo ljudi priveže na prostor in ustvari branljive zaloge.
Cities → empires
Writing, taxation, roads, bronze, cavalry, ships, and administrative memory make conquest repeatable. War becomes a system.
Mesta → imperiji
Pisava, davki, ceste, bron, konjenica, ladje in upravni spomin naredijo osvajanje ponovljivo. Vojna postane sistem.
Industry → total war
Railways, factories, nationalism, mass media, aircraft, and nuclear physics push war to planetary risk. Governance finally becomes existential.
Industrija → totalna vojna
Železnice, tovarne, nacionalizem, množični mediji, letala in jedrska fizika potisnejo vojno v planetarno tveganje. Upravljanje končno postane eksistencialno.
Networks → AI hinge
The battlefield enters attention, infrastructure, software, and autonomy. The next fork is escalation automation or de-escalation governance.
Omrežja → AI prelom
Bojišče vstopi v pozornost, infrastrukturo, programsko opremo in avtonomijo. Naslednji razcep je avtomatizacija eskalacije ali upravljanje deeskalacije.