Material Tree
Branching tech tree from raw element to finished good — every node has prerequisites.
Atoms → energy → materials → tools → industry → power. Civilization is what its hardest material allows.
Material Civilization models the physical substrate of human capability. It tracks the discovery and exploitation of materials (stone, bronze, iron, steel, silicon, lithium, rare-earths) and the energy regimes that make those materials usable (muscle, fire, water, coal, oil, electricity, fission, fusion). Each transition cascades: a new material enables new tools, which enable new institutions, which enable new energy capture, which enables new materials. Semiconductor civilization is the current frontier — silicon doping → integrated circuits → planetary computation. The honest position: material progress does not automatically produce social progress, but social progress without material progress decays.
Branching tech tree from raw element to finished good — every node has prerequisites.
Joules-per-capita, EROI, primary mix, infrastructure half-life.
Cross-border material flows, choke points, substitution paths.
Eras: artisan → manufactory → factory → automation → biofab.
Wafer → fab → node → architecture → planetary compute layer.
Publish current energy budget and material constraints.
POST /civ/{id}/energy-budgetConstrain economic decision space by material realities.
GET /constraints/materialResolve thermodynamic feasibility of proposed processes.
POST /thermo/feasibilityReport material-regime transitions as phase markers.
POST /cycles/markerCiv_capability ∝ ∫ Energy_per_capita · Material_hardness dtTotal capability scales with cumulative energy × hardest material accessible.
EROI = Energy_returned / Energy_investedIf EROI < ~5, society can't fund non-survival activities.
Moore: nodes(t) ∝ 2^(t/2y)Semiconductor doubling — empirical, not physical law.