VoidCorp
VoidCorp
seal_voidcorp.jpg
"We are sovereign"
Founded -
Location Ur ring
Capital Catalog
Government Corporate Fascist
technocracy
Head of State MasterControl
CPU 00-0000
Legislature -
Judiciary -
Major Species Human, Sesheyan
Military -
Intelligence Services -
Language Galactic Standard

VoidCorp is a stellar nation formed from an immense corporation. It is the primary producer of computer software and hardware as well as the Grid. Order is the primary virtue of VoidCorp. Nothing can be obtained before order is established. Representing everything that is inhuman about corporations, VoidCorp is ruled by a computer. Every citizen of VoidCorp is born into a permanent employee contract, the only way out of the contract is death. All VoidCorp Employee. are born and raised in a cold and brutal corporation, seeing life as a ladder to climb for higher status.

Space is chaotic and unpredictable. Although humanity may never be able to fashion stability in the stars themselves, it can put its own house in order. Only when order is maintained is humankind free to pursue goals of profit, advancement, and societal growth. Only in the stellar nation called VoidCorp can one find such order, and it is that very order which explains the economic and political leadership of VoidCorp in the galactic community. Or so claim the corporate brochures.

Cyberware is common. On Narya, it us ubiquitous. All VoidCorp employees have a tracker implant.

Almost borg-like in their expansionism. They have no problems with forcing newly discovered species into employee contracts. They do not believe in the need for informed consent. Only death can take an employee out of their contract. Even if an employee escapes to the galactic Concorde or another Stellar Nation, void Corp will always act as if that individual is still an employee

They believe in economic conquest and imperialist colonization.

Behavior-inhibitor chips in the brain? Brain implant smart-links to the grid? Full replacement cyborgs? How do they combat cychosis?

They are definitely monitored and tracked at all times. To the point where their health and brain waves and every biological metric is monitored and recorded to ensure maximum efficiency

If you don't trade with them, tariffs and, if pushed enough, shadow wars and subterfuge and sabotage.

Floyd Corp has grown Beyond the acquisition of money. The true currency of the corporation is data. The more data they have on somebody the more control they have on that person. This brings total control. And full domination of everyone and everything is the ultimate goal of void Corp

Ethis: individual power

History


During the late 20th century, Microtel (just think Microsoft) grew to be one of Earth's most powerful corporations. With the expansion into space, Microtel formed a corporate division called VoidCorp. It's purpose was to carry the companies influence into space. It was met with great success as the corporation claimed and settled several systems with skilled employees. VoidCorp pioneered the technology of interstellar information exchange by creating the first drivesats and holding a near monopoly on it. VoidCorp wealth and influence grew exponentially. In 2274 a VoidCorp owned vessel discovered the jungle world of Sheya, and through a carefully worded contract the Sesheyans found themselves under the permanent employ of the company. Every child, human or Sesheyan, is a VoidCorp Employee from moment of birth. When the First Galactic War erupted in 2299 VoidCorp took sides with many colonies and declared independence from its parent company, Microtel. With its own nation formed it was able to dictate policies and laws unimpeded. It decreed that Employees were company property and forbidden from ever leaving the company, even death was no exception. Such aggressive inclinations led indirectly to the Second Galactic War, which went mostly in their favor except for the betrayal of their Insight division, which fed tactical information to the FreeSpace Alliance. That and the great Grid crash brought on by Insight dealt many blows to VoidCorp infrastructure. But undaunted, VoidCorp continued to survive, albeit halted progress. Even to this day, VoidCorp refuses to recognize Insight's independence.

VoidCorp traces its roots to a corporation born in the late 20th century. Originally a software company, VoidCorp's ancestor Microtel grew into Earth's largest and most powerful corporation. When the 21st-century wars between corporations, nations, and superpowers broke out, the corporation invested in dozens of industries while maintaining its supremacy in computer systems. With a virtual monopoly on the market, the transnational corporation wielded power greater than that of many nations, and attempts to break it met with violent failure. By the end of the 21st century, VoidCorp's precursor had secured a position as the most powerful corporation on the planet. It had already gained its reputation for ruthless business practices and territorialism.

With the beginning of exploration into human space, a new corporate division came into existence. The new division, VoidCorp, was stocked with the most talented Employees. Granted vast resources, the VoidCorp mission was explicit and direct: carry the stellar corporation into space. Out among the stars, VoidCorp had the opportunity to found an autonomous collective free of interfering governments. At last, the corporation could define every aspect of the new state.

The corporate plan met with great success. VoidCorp employees settled dozens of star systems, and in 2193 VoidCorp developed the first drivesats to link its star systems together. Of course, some VoidCorp Employees were shocked as the corporation took the final step: Personnel, long listed as a corporate asset, became property of the corporation. Its internal strength assured, VoidCorp grew much as any nation in space.

Humans were not the only servants of the corporation. In 2274, a VoidCorp vessel landed on Sheya, the largest moon of the system's fourth planet. There, project leader JT795 431WQ (Erim Ollander) had first contact with the alien species known as the sesheyan. JT795 431WQ negotiated a contract with the species. All sesheyans are held to the Sesheyan Com-pact: In return for the benefits of technology and the freedom to leave their own planet, the sesheyans were named VoidCorp Employees in perpetuity. In essence, they became subject to all VoidCorp corporate rules and VoidCorp authorities, and each sesheyan was assigned an Employee Identification Number.

In VoidCorp space, every child, human or sesheyan, is a VoidCorp Employee from the moment of birth. VoidCorp Employees attend corporate schools and corporate colleges, compete in corporate athletic and academic games, and take their assigned places in the corporate structure.

Within two generations, the remaining vestiges of Old Earth ties were erased. One of those ties was to VoidCorp's parent corporation. When the First Galactic War erupted in 2299, VoidCorp took up sides with many of the colonies of space against the Terran Empire and the superpowers of Earth. The VoidCorp leadership had long ago relocated itself from Earth to the planet Catalog to take a hands-on approach, and VoidCorp brought with it all of its parent's stellar assets. As a result, a civil war Was fought on economic grounds. The parent corporation bankrolled the Terrans' forays into VoidCorp space, and VoidCorp retaliated with the aid of neighboring states. The war fought between VoidCorp and its parent corporation in cyberspace was the first of its kind.

At the end of the war, VoidCorp claimed victory. Its parent had depleted its financial resources, and collapsed under the relentless attacks of its former employees. VoidCorp was named one of the 26 the stellar nations in the Treaty of Earth.

In the years after GW1, VoidCorp tightened control internally even as it expanded externally. In 2330, an official corporate memo forbade Employees from ever leaving the company. Ironically, the memo didn't mention even death as a valid form of leave-taking; the memo was eventually called the Death Oath. At the same time, the edges of VoidCorp advanced farther from Sol than those of any other stellar nation. Management demanded more and more raw resources and hoped to discover another client species.

For centuries now the standard operating procedure of VoidCorp has remain unchanged.

When the Third Galactic War erupted across the galaxy, VoidCorp suddenly found itself in a most favorable position. The Nariac Domain, previously a client-state of VoidCorp, immediately recognized their own precarious situation. With no formal ruler of Nariac Space, a strong but relatively small military force, and no real allies amongst the rest of the stellar nations, The Domain was ripe for invasion and conquering. Deciding that it was better to capitulate then to be wiped out of existence, the Domain petitioned VoidCorp for formal incorporation and was accepted almost immediately. While some provisions were set forth from the beginning to ensure an amount of autonomy, much of what the Nariac Domain was, no longer exists within the corporate structure of VoidCorp.

VoidCorp created the first drivespace communications satellite in 2193, allowing quick communication between the colonies, and enabling humanity to create truly inter-stellar societies.

The Second Galactic War

Such aggressive inclinations led directly into the second war between the stellar nations. Just before the war, VoidCorp signed alliances with two of its neighbors, the Nariac Domain and the Dreth Commonwealth. Both became client states under the leadership of the big corporation, and VoidCorp borders were secure. Although Rigunmor and Solar Union forces occasionally raided VoidCorp territories, its planets survived the first three decades of the war largely unscathed. In 2361 VoidCorp joined the Expansion Pentad. The Rigunmors shattered the Dreth Commonwealth in 2380, and VoidCorp losses rose as it took over that front of the war. Expenditures reached heights that drained even VoidCorp's immense treasury.

Unknown to most VoidCorp Employees, the worst was yet to come. Insight, a corporate division responsible for Grid and software design, had grown disillusioned with VoidCorp. For decades, Insight provided the FreeSpace Alliance with information about VoidCorp plans and battle tactics. During a Grid battle between the Orions and VoidCorp in 2433, shadows of the Inseers handed the Orions the victory. In 2460, Insight grew tired of waiting and declared its independence, claiming the area of the former Dreth Commonwealth. As VoidCorp readied its response, the rebels countered by crashing the Grid upon which VoidCorp relied. History repeated itself as a corporate division once again spun off into autonomy.

Today

Today VoidCorp remains unchanged. Its centuries old focus is on computer software, hardware, and the Grid. Its Draconian practices still form the most regimented way of life known to man. To VoidCorp management, this structure is the most advantageous avenue for profit, and VoidCorp employees raised in it accept it as a fact of life. At the lowest level, employees are little more than slaves. Over 70% of the population fits this mold. Once in a skilled or managerial position, employees grow intensely competitive. The society succeeds, evolves, and holds itself together through struggle. When a superior is gone, machinations to gain position take over. Political maneuvering, favoritism, and backstabbing are well established; informers are rewarded. Deaths of superiors that remain unexplained guarantee promotion. Officers of vice president rank and above live anonymously. As Machiavellian as it sounds, the system works. The company is still recovering from the Grid crash and rebellion of Insight but doing well in spite of it. The war with Insight still rages on but in the unseen battlefield of the Grid, but VoidCorp continues to deny being either the instigator or victim of any act of sabotage.

VoidCorp remains at heart unchanged. It has retained its centuries-old focus on computer software, hardware, and the Grid. Its draconian practices still form the most regimented way of life known to man. To VoidCorp management, this structure is the most advantageous avenue for profit. VoidCorp Employees, raised in its culture, accept it as a fact of life. Indeed, when Insight broke off, most VoidCorp dissidents left with it, and now VoidCorp homogeneity is greater than ever.

The VoidCorp corporate structure mirrors its business practices. At the lowest level, Employees are little more than slaves. Over 70% of the population fits this mold. Once in a skilled or managerial position, Employees grow intensely competitive. The society succeeds, evolves, and holds itself together through struggle. Inferiors expect denigration and abuse. Sycophancy, submission, and currying favor mark behavior to a supervisor. When the superior is gone, machinations to gain position take over. Political maneuvering, favoritism, and backstabbing are well established; informers are rewarded. Deaths of superiors that remain unexplained guarantee promotion. Officers of vice president rank and above live anonymously. As Machiavellian as it may sound, the system works.

In terms of sheer wealth, only the Rigunmor Star Consortium can boast deeper pockets than VoidCorp. Thanks to its strict hierarchy, VoidCorp can bring resources to bear more effectively than the more disorganized, if richer, Consortium. The VoidCorp military is recovering following Insight's treachery. VoidCorp commands only 10 fortress ships; eight were lost during the war -seven to Insight and another wasted in tithe to the Concord. The prodigious VoidCorp assets are rebuilding a dominant military. Only the tenacious corporate will to succeed has allowed VoidCorp to weather the ties. The VoidCorp Grid, ironically updated by Insight before its defection, has kept the stellar nation at the top.

Rule of the sesheyans continues as it has for centuries. Few sesheyans have climbed the corporate ladder; most are pawns working as specialist couriers, bounty hunters, or assassins. VoidCorp executives also retain sesheyans as bodyguards. Sesheyan attempts to win freedom are crushed whenever discovered. The native, planet-bound sesheyans can only mourn the loss of their friends who willingly serve the corporate state.

According to management, the corporate structure is the next stage in humanity's evolution. Minor setbacks such as Insight's revolt are the last throes of humans resisting their destiny. (Insight's existence is not officially acknowledged.) Unofficially, the Grid war between the corporations rages on, largely unseen. Shadow saboteurs on both sides scramble to destroy relay stations, databases, and public records. Recent years have been filled with the results: phony press releases from both companies, tampering with annual reports, as well as unexplained power and data losses. Both deny being either the instigators or victims of any act of sabotage.

VoidCorp is extremely active in the Verge, despite the distances involved. It is pursuing legal and harassment campaigns against the Grith sesheyans of the Corrivale system and is busily exploiting resources, such as its gas mines on Redcrown in the Aegis system and the refineries and strip mines of Iphus in the Corrivale system. Its exploitation teams (resource-oriented survey teams) are investigating all likely sources of raw materials in the region. Corporate strategy dictates that the Verge will be one of the corporation's next great profit centers.

Brushfire War

VoidCorp has a secret war with two other tech hypercorps that do similar things. They're often accused of engaging in acts of corporate sabotage. The full history of the conflict is largely unknown. Whatever the case, the three companies have engaged in at least one open war with each other called the Brushfire War.

Government


In it's broadest sense, VoidCorp is a corporation and every single inhabitant of VoidCorp space is the corporation's employee. Every single child, human or Sesheyan, is an employee of VoidCorp from the moment of birth.

VoidCorp is a galactic corporation and a stellar nation. Its citizens are employees, and its head of government is the MasterControl. Directly under this omnipresent computer AI is the Prime Director (whose identity is a corporate secret). Structure and order are the hallmarks of civilization, and are the most sure means to obtain profit and advancement. The system is very Machiavellian and successful. Survival of the fittest is sound business strategy. Every citizen holds a coporate rank from birth, expressed as an Employee Identification Number. VoidCorp does not permit retirement-Employees must work until death. VoidCorp has outlawed the practice of religion. All seshayans that have not escaped to other nations are employees (many would say "slaves") of the corporate state.

Holdings


Planets

Nariac

Predominant Species: Human and Dwarf, most citizens have augmentations

The Nariac Domain began as a colony founded on a marginally habitable planet. With little reserve for waste or error they were forced by circumstances to create a collectivist technocracy and a spartan lifestyle with no tolerance for dissent or corruption. To make the most of their scarce manpower they embraced cybernetic augmentation, while those able to manifest powers were inducted into civil service or placed under observation if they refused.

During the Second Galactic War, the Domain became a client state of Voidcorp and faced off against their Austrin neighbors. The Austrin-Nariac front was by far the most brutal theater of the conflict. While the Austrins remain bitterly angry with the Nariacs over the war, the Nariacs themselves reserve their wrath for Voidcorp.

Military


The VoidCorp military is recovering following Insight’s treachery. VoidCorp commands only 10 fortress ships; eight were lost during the war – seven to Insight and another wasted in tithe to the Concord. The prodigious VoidCorp assets are rebuilding a dominant military.

During the nanoswarms, Voidtech switched over to almost exclusively producing military equipment for the numerous wars. These were not profitable times for the company, however, since it lost several shipyards comparable in size or larger than Shipyard 1, running the company several million trillion in damages. Voidtech was almost destroyed as a result of the Nanoswarms, but the company consolidated itself and, after the Nanoswarms passed, quickly worked to rebuild what it had. The company erased all its debts with banks and shareholders that were no longer around, and Voidtech came roaring out of the Nanoswarm Period stronger than ever and quickly reasserted itself as a dominate power in industrial habitat design.

The former VoidCorp military was the most heavily divided, with some generals and admirals seeking their own ascendancy, while others supported other groups. While the first year of the conflict did not see heavy fighting, the second year was a blood bath. After posturing and threatening in 2506, the factions deployed their military might against each other in 2507, and several worlds were bombarded into nothing in a repeat of GW2's darkest days.

Some people suggest that the Cultural Fund might also serve as a conduit to send restricted military hardware to VoidCorp black chamber project teams. These people are clearly deeply misinformed.

Working with evil aliens

A conspiracy common on the grid networks, this one insists that the leadership of VoidCorp is actually working in conjunction with an evil alien empire or theocracy, depending on who you talk to, and they're waiting for the right moment before they can stab humanity in the back.

Economy


The centuries-old structure of VoidCorp has withstood the test of time and to this day it has become one of the most technologically advanced societies the Stellar Ring has ever known.

As Machiavellian as the corporate structure sounds, the system works extremely well. In terms of sheer wealth, VoidCorp remains behind the deep pockets of The Commonwealth Syndicate. However, thanks to it‟s strict hierarchy, VoidCorp has the ability to bring resources to bear more effectively and faster then any other stellar nation in existence.

VoidCorp also commands a significant number of fortress ships and numerous other dreadnaught size cruisers. While their size does not match the near planet-sized vessels of The Galactic Concord, nor the numbers that the Thuldan Empire posses, there are enough command to make any stellar nation think twice before invading VoidCorp space.

Technology

The corporate structure has always worked well for VoidCorp. So much so that the corporation has always enjoyed a certain amount of growth when it came to technological advancements in the galaxy. That technological prowess however received a generational leap, so to speak, when the Nariac Domain was incorporated in 2570. Despite being one of the smaller portions of independently settled space, the Nariac Domain was considered one of the most technologically advanced stellar nations. Shunning the wider view that most galactic inhabitant had towards cybernetics, the Nariac Domain embraced this technology early on and benefited greatly from it. Indeed, the only reason why cybernetics in the 27th century is now so widely accepted is because of the Nariac‟s collaboration with Aleer.

When the Domain became incorporated into VoidCorp, all of their technological and cybernetic advancements came with them along with all of their scientists and engineers. VoidCorp as a whole suddenly realized the vast potential and capitalized upon it, catapulting the corporation to the "head of the pack" in science and technology.

Without this corporate merger cybernetic advancement and it's widespread acceptance may have never happened. Once the other stellar nations realized the successes that VoidCorp was having, their leaps and bounds in technology and science, military strength, and production and manufacturing, they had to adapt in order to keep up.

Culture


Employees attend corporate schools and corporate colleges, compete in corporate athletic and academic games, and take their assigned places in the corporate structure.

Employees can be found in every corner of human space, often following orders they do not fully understand, or even orders that contradict another Employee's orders. Despite this reputation for faceless interaction, VoidCorp does not permit retirement; Employees must work until death. When found, escapees (called 'absentees' by corporate personnel) can expect harsh discipline, if not literal termination.

Corporate Rank and EIN

“Rank is everything. Stop at nothing to get it.”

It is no surprise that the company sees its Employees as nothing more than numbers. It's a testament to VoidCorp's rigid corporate structure.

VoidCorp executives have expressed their opinion on the corporation's competitive internal hierarchy: “Survival of the fittest is a sound business strategy.”

Of course, VoidCorp s vice presidents and directors rose to their positions under the same social Darwinism, so they do not encourage any change to the structure. VoidCorp is well known for its rigid corporate structure, but most rising managers and station leaders point to their own advancement as proof of VoidCorp's willingness to change.

Every citizen holds a Corporate Rank from birth, expressed in his Employee Identification Number. The EIN is a double-letter code, then an alphanumeric 8 digit code, and the Employee's actual name in parenthesis. By force of habit any Employee, no matter where they are, generally identify themselves by their full number and name. These numbers are logged in a corporate wide log called the Employee Index, or EmpIx.

Each of the 676 ranks begins with a double alphabetical code, ranging from AA, AB to ZZ. With AA being the lowest, and ZZ being the highest. Most Employees never rise above CM status, though valuable, skilled laborers reach L- ranks. At ranks of M- and above, Employees accept management positions whose exact duties vary depending on local departmental and division needs. Directors usually rate at least an S- rank, while the anonymous executive officers-vice presidents and above merit a Z-. Only the Prime Director holds a ZZ rank, but his or her identity remains a mystery. The remaining 8 letters and numbers in the identity system are separated into 3 and 5 characters. This number changes slightly depending on job description.

As an example, the Corporate Agent above may be named thusly: LF128-68VFR (Raymond Hertzfeldt). The L- rank puts him in the skilled laborers category.

Imperialism

VoidCorp is also very active within the Verge, despite the space being on the other side of the galaxy. The corporate might of VoidCorp has allowed it‟s rapid growth within the Verge, exploiting resources, exploring new ventures, and setting up remote colonies. The supreme corporate strategy of VoidCorp has allowed the Verge to become it‟s next great profit center.

Religion

Following the failure of early attempts to implement and control a state-sponsored faith, VoidCorp outlawed the practice of religion. Churches have been forced underground, and their members are severely punished when discovered. Most Employees grow up without a personal familiarity with religious practices, and VoidCorp religious education is presented as a purely historical subject. With the exception of the Insight-tainted census of 2481, every official poll shows that Employee believers represent just 1% of the population. However, representatives of several faiths have commented that religious practice is more widespread than VoidCorp would ever admit, without providing any basis for these comments.

Sesheyans

Despite having lived under the rule of VoidCorp for more than 375 years, Sesheyans as still employees of the corporation and will remain forever so. Few Sesheyans rise up the corporate ladder; most remain specialist couriers, bounty hunters, or assassins. Some are retained as corporate body guards, but most are simple employees who will never benefit from the better life of higher corporate ranking.

GridTech

You know drivesats and the Grid better than anyone. Your company invented the technology. You have decades of vocational training and service experience with drivesats all over space. Your ability to manipulate the Grid to work in your favor is unparalleled. But no matter where you go, you always work some way to impede the progress of Insight. Your deep prejudice toward Inseers shows when you hardwire and program things that make Insight programming faulty when using your hardware. But you have been called away from working at the VoidCorp/Insight border, and have been tasked to service the drivesats in the Verge, and make sure they are up to par with company standards, and to continue your Insight sabotage in the new frontier.

Corporate Agent

You have a unique set of skills and moral flexibility, which makes you an asset for VoidCorp goals. The verge has just opened up and the company has many plans. Often never seeing your superior, or who gives the orders, you follow them unquestioned as long as the proper confirmation codes are passed along. The reason for these tasks are never given, and they may range from trivial, to ridiculous, to government-shattering, and often may have no correlation with each other. Occasionally your task may bring you against other Employees, but it is not your place to question why, only carry out the command, because you know the price for failure.

Known employees


Notes


  • 90's era Microsoft in space. Enslaved the Sesheyans. The only corporate nation to treat citizens as employees who can't quit. Universally despised by the rest of humanity but they are one of the strongest nations.
  • Soviet Russia. Into cyborg modifications and social control. They're basically a client state of Voidcorp, which they resent but they have no other friends due to fielding lots of cyborg soldiers in the last war.
  • literally 1984

techno-populism has been described as a "political ideology that appeals to a group of people whom are concerned about their lack of power and interaction with their nations political and economic discourse that is presented through technological knowledge.

Techno-populism in sense of technocratic populism is sometimes termed techno-fascism, where political rights are only gained by technical expertise. Techno-fascism is a concept introduced by Janis Mimura to describe an authoritarian rule executed by technocrats.

Technological populism is diagnosed in the case of blockchain platforms, which use the narrative of empowering ordinary people through decentralized decision-making process, facilitating anonymity of transactions, enabling trust without third parties and combating the monopoly of the financial system regarding money supply. Technological populism does not separate politics and technology, denies confidence in experts and moves technological decision making into public domain. According to Marco Deseriis, techno-populism in the sense of technological populism is the belief that popular self-government is achievable by means of digital media:

Technopopulism is the belief that the "government of the people, by the people, for the people" (Lincoln 1953 [1863]) is achievable by means of information communications technology. […] Technopopulism can also be understood in Foucauldian terms as an emerging discourse (Foucault 1972), that is, as a body of knowledge, norms, attitudes, and practices that arise from the hybridization of two preexisting discourses: populism and technolibertarianism. Even though these discursive practices are historically separate, I contend that they have begun to converge after the global financial crisis of 2008 as widespread frustration at the ruling elites' mishandling of the crisis sparked international protest movements, and propelled a new generation of "technoparties" such as the Five Star Movement in Italy, Podemos in Spain, and the Pirate Party in Iceland.

Some sources use the word cyber-populism as synonym for technological populism concerning with application of information technology for government and even identify two varieties of it:

techno-plebiscitarianism as seen in the tendency to upset the principle of pluralismtechno-proceduralism as seen in the obsession with methods and the comparative neglect of substantive demands beyond the mere demand of democracy 2.0

A subculture within the industry that brought you Angry Birds is forming: the techlord. Techlords are the special subset of the nouveau riche who see themselves above the petty restrictions that apply to lesser people. They might feel that they possess an identity which is singled out for hate crimes by virtue of existing, or that government regulation is stifling innovation by their superior minds. These are the start-up monarchs/dictators-for-life who become disillusioned with democracy and, like Thiel, find it incompatible with their work. When discussing capitalistic liberalism’s inherent dilemma of balancing freedom and equality, they will solve it by doing away with equality altogether. The most accessible individualistic ideology for techlords, then, is libertarianism. Their brand of  “cyberlibertarianism” is a pervasive ideology which is flexible enough to influence even the Democratic voters of Silicon Valley. Rather than serving as an ideological end, this libertarianism opens the door to more extreme far-right thought, with which it frequently aligns strategically and fundamentally.

These technocrats would find the best way to manage the state and create new technology which makes the nation stronger. The technocrats have to be aryans and must be show interest in the  national socialist visions of the world.

Technology lies at the heart of the ideology. It loves technology and wants to use it to become the most powerful nation on earth. Space travel is also something the ideology wishes to achieve as it wants the aryan race to live amongst the stars.  Transhumanism will be used on the people of the nation to make them stonger and more loyal towards the state.

Culturally it could be considered right-wing as it supports most of the policies of  National Socialism, but with a twist. Due to its love for technology and its focus on space and the future it has to change the norms and traditions to fit that vision. Although, it differs from an ideology like  Futurism who just wants to remove traditions because it doesn't like them, Techno-Fascism only wishes to remove the traditions which stand in the way of progress.

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