Conflict layerSloj konfliktov
Humanity History · v0.16.7
Timeline
Slovenski zgoščeni pogled · SLO

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.

Prva osMajhne skupine, vasi, mesta, države, imperiji, industrija, omrežja.
Druga osNapad, obramba, plenjenje, osvajanje, totalna vojna, jedrsko odvračanje, kibernetski konflikt.
PrelomAI doba ni samodejno odrešenje. Je točka, kjer mora upravljanje dohiteti moč.
To je slovenska zgoščena plast iste strani. Za celotno izvirno besedilo preklopi nazaj na EN; sloj konfliktov spodaj je dvojezičen in se preklaplja na isti strani.
Logarithmic overview

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

01 · Deep Humanity · 14 cards02 · Last Ice Age Transition · 10 cards03 · Agriculture · 7 cards04 · Ancient World · 20 cards05 · Classical / Axial · 15 cards06 · Medieval Worlds · 10 cards07 · Early Modern · 6 cards08 · Industrial Fire · 5 cards09 · Machine Century · 10 cards10 · Digital / AI Age · 11 cards01Deep Humanity card 01Deep Humanity card 02Deep Humanity card 03Deep Humanity card 04Deep Humanity card 05Deep Humanity card 06Deep Humanity card 07Deep Humanity card 08Deep Humanity card 09Deep Humanity card 10Deep Humanity card 11Deep Humanity card 12Deep Humanity card 13Deep Humanity card 1402Last Ice Age Transition card 01Last Ice Age Transition card 02Last Ice Age Transition card 03Last Ice Age Transition card 04Last Ice Age Transition card 05Last Ice Age Transition card 06Last Ice Age Transition card 07Last Ice Age Transition card 08Last Ice Age Transition card 09Last Ice Age Transition card 1003Agriculture card 01Agriculture card 02Agriculture card 03Agriculture card 04Agriculture card 05Agriculture card 06Agriculture card 0704Ancient World card 01Ancient World card 02Ancient World card 03Ancient World card 04Ancient World card 05Ancient World card 06Ancient World card 07Ancient World card 08Ancient World card 09Ancient World card 10Ancient World card 11Ancient World card 12Ancient World card 13Ancient World card 14Ancient World card 15Ancient World card 16Ancient World card 17Ancient World card 18Ancient World card 19Ancient World card 2005Classical / Axial card 01Classical / Axial card 02Classical / Axial card 03Classical / Axial card 04Classical / Axial card 05Classical / Axial card 06Classical / Axial card 07Classical / Axial card 08Classical / Axial card 09Classical / Axial card 10Classical / Axial card 11Classical / Axial card 12Classical / Axial card 13Classical / Axial card 14Classical / Axial card 1506Medieval Worlds card 01Medieval Worlds card 02Medieval Worlds card 03Medieval Worlds card 04Medieval Worlds card 05Medieval Worlds card 06Medieval Worlds card 07Medieval Worlds card 08Medieval Worlds card 09Medieval Worlds card 1007Early Modern card 01Early Modern card 02Early Modern card 03Early Modern card 04Early Modern card 05Early Modern card 0608Industrial Fire card 01Industrial Fire card 02Industrial Fire card 03Industrial Fire card 04Industrial Fire card 0509Machine Century card 01Machine Century card 02Machine Century card 03Machine Century card 04Machine Century card 05Machine Century card 06Machine Century card 07Machine Century card 08Machine Century card 09Machine Century card 1010Digital / AI Age card 01Digital / AI Age card 02Digital / AI Age card 03Digital / AI Age card 04Digital / AI Age card 05Digital / AI Age card 06Digital / AI Age card 07Digital / AI Age card 08Digital / AI Age card 09Digital / AI Age card 10Digital / AI Age card 11300k BCE20k BCE10k BCE3000 BCE1 CE1500190020002026Adaptive frame-rate: slow deep time → dense modernityHorizontal position is logarithmic by years before 2026. Future scenario is listed separately.

Chapter map

Part 01
Deep Humanity

300,000–20,000 BCE · 14 cards · open chapter

Part 02
Last Ice Age Transition

20,000–10,000 BCE · 10 cards · open chapter

Part 03
Agriculture

10,000–3,000 BCE · 7 cards · open chapter

Part 04
Ancient World

3,000–1,000 BCE · 20 cards · open chapter

Part 05
Classical / Axial

1,000 BCE–500 CE · 15 cards · open chapter

Part 06
Medieval Worlds

500–1500 CE · 10 cards · open chapter

Part 07
Early Modern

1500–1800 CE · 6 cards · open chapter

Part 08
Industrial Fire

1800–1900 CE · 5 cards · open chapter

Part 09
Machine Century

1900–2000 CE · 10 cards · open chapter

Part 10
Digital / AI Age

2000–2026 CE · 11 cards · open chapter

Part 11
One Possible Branch

2026–2036 · 18 scenario cards · open scenario module

Conflict / War Layer · v0.17

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.

This is a compact conflict layer, not a full military history. It marks where organized violence shaped the era and why it matters for the long arc of human coordination.
To je zgoščen sloj konfliktov, ne celotna vojaška zgodovina. Označi, kje je organizirano nasilje oblikovalo dobo in zakaj je pomembno za dolg lok človeškega usklajevanja.
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