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Editing 40d:Dwarven physics

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'''''E''''' {{Dwarf|7:1|10px}} '''''mc<sup>2</sup>'''''
 
'''''E''''' {{Dwarf|7:1|10px}} '''''mc<sup>2</sup>'''''
  
From left to right, it says: "Energy may or may not equal mass times the speed of light squared." Needless to say, there is a small amount of ambiguity when dealing with Dwarven physics. It should also be noted that this can also be read as "Elephant dwarf marmot cat remains."<br />
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From left to right, it says: "Energy may or may not equal mass times the speed of light squared." Needless to say, there is a small amount of ambiguity when dealing with Dwarven physics.<br />
  
 
== The Dwarven method ==
 
== The Dwarven method ==
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Note that a graph of the Dwarven factor may, and often will, asymptote. Vertical asymptotes are often seen when the D-factor of one experiment is just greater than that of another experiment.
 
Note that a graph of the Dwarven factor may, and often will, asymptote. Vertical asymptotes are often seen when the D-factor of one experiment is just greater than that of another experiment.
  
Let us say that a hypothetical Player A constructed a catapult that hurls legendary Hammerdwarves at invaders, but Player B constructed a nearly identical catapult, except that it throws Zombie carp at invaders. Let us also say that the Zombie carp catapult has an assigned D-factor of 1,500. Both catapults ultimately accomplish the same task, (in this case, the complete annihilation of the invaders) but due to the inherent superiority of Zombie carp to hammerdwarves, (and everything else except Ironblood himself, booze, and magma) the Zombie carp catapult must have a higher D-factor than the other one. In this case, the D-factor graph of Catapult A will likely have an asymptote at 1,500. For those of you who aren't so calculus-savvy, this means that the D-factor of the "A" catapult will be approximately equal to 1,499.999999999, but will never reach 1,500.
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Let us say that a hypothetical Player A constructed a catapult that hurls legendary Hammerdwarves at invaders, but Player B constructed a nearly identical catapult, except that it throws Zombie carp at invaders. Let us also say that the Zombie carp catapult has an assigned D-factor of 1,500. Both catapults ultimately accomplish the same task, (in this case, the complete annihilation of the invaders) but due to the inherent superiority of Zombie carp to hammerdwarves, (and everything else except Ironblood himself, booze, and magma) the Zombie carp catapult must have a higher D-factor than the other one. In this case, the D-factor graph of Catapult A will likely have an asymptote at 1,500. For those of you who aren't so calculus-savvy, this means that the D-factor of the "A" catapult will be approxamitely equal to 1,499.999999999, but will never reach 1,500.
  
Lastly, there is a direct correlation between the Dwarven factor and Sample size. Simply put, the bigger, the more Dwarvenly, ironic because the dwarves themselves are...<s>small</s> short statured powerhouses.
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Lastly, there is a direct correlation between the Dwarven factor and Sample size. Simply put, the bigger, the more Dwarvenly, ironic because the dwarves themselves are...small.
  
 
== The Dwarven status quo ==
 
== The Dwarven status quo ==
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=== Box of Everlasting Fire ===
 
=== Box of Everlasting Fire ===
Throughout man's history, fire has been used as a super-weapon (Greek fire, flamethrowers, napalm).  For the dwarves, this has manifested itself most notably with magma, and though fire typically consumes oxygen, [[Bin#Thermonuclear_Reaction|if contained within a magma-safe bin]], combustible materials immersed in magma become an infinitely-fueled source of [[fun]].
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Throughout man's history, fire has been used a super-weapon (Greek fire, flamethrowers, napalm).  For the dwarves, this has manifested itself most notably with magma, and though fire typically consumes oxygen, [[Bin#Thermonuclear_Reaction|if contained within a magma-safe bin]], combustible materials immersed in magma become an infinitely-fueled source of [[fun]].
  
 
=== Super-Deadly Projectiles ===
 
=== Super-Deadly Projectiles ===
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All modern Dwarvish construction is based upon the principles of making materials indestructible. Dwarvish masons and carpenters are trained to make walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventional means. Such technology has allowed incredible feats such as magma reservoirs made of ice, or 1x1 [[soap]] pillars that can hold up an entire metropolis without additional support. This phenomenon has also been observed in the other races (but to a much lesser extent.) Humans have a very primitive understanding of it, making little wood huts, but these are dwarfed in comparison to the various megaconstructs built by the dwarves. The Elves have an irrational moral code which prohibits them from altering the quantum state of wood (they say it's inhumane.) Even goblins have utilized this construction method. Ever since the beginning of Dwarven construction, sieging parties have tried to find ways of countering dwarven constructions, with little success. However, through trial and error, it has been found that if the construct does not have a direct physical link to the Earth in its current state, it becomes very unstable and reacts violently with the force of gravity, then it hurdles itself towards the ground with enough force to obliterate anything underneath it.
 
All modern Dwarvish construction is based upon the principles of making materials indestructible. Dwarvish masons and carpenters are trained to make walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventional means. Such technology has allowed incredible feats such as magma reservoirs made of ice, or 1x1 [[soap]] pillars that can hold up an entire metropolis without additional support. This phenomenon has also been observed in the other races (but to a much lesser extent.) Humans have a very primitive understanding of it, making little wood huts, but these are dwarfed in comparison to the various megaconstructs built by the dwarves. The Elves have an irrational moral code which prohibits them from altering the quantum state of wood (they say it's inhumane.) Even goblins have utilized this construction method. Ever since the beginning of Dwarven construction, sieging parties have tried to find ways of countering dwarven constructions, with little success. However, through trial and error, it has been found that if the construct does not have a direct physical link to the Earth in its current state, it becomes very unstable and reacts violently with the force of gravity, then it hurdles itself towards the ground with enough force to obliterate anything underneath it.
  
=== Urist McPauli's Conditional Inclusion Principle ===
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=== Urist McPauli's Conditionnal Inclusion Principle ===
  
The pauli exclusion principle of Normal Quantum Physics (roughly) states that two elementary particles cannot occupy the same quantum state simultaneously. This prevents you from placing two objects at exactly the same place and holds your beer inside the barrel. The McPauli Conditional Inclusion Principle of Dwarven Quantum Physics however states that two particles may occupy exactly the same spot without any interaction, depending on the final object they compose. For instance, it is possible to stack an unlimited amount of Wooden Short Swords in a one-cubic-meter space, but it is impossible to place two assembled wooden beds in that same space, even though they are composed of a small fraction of the same wood. This is an interesting example of Dwarven recursive logic where consequences lead to causes.
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The pauli exclusion principle of Normal Quantum Physics (roughly) states that two elementary particles cannot occupy the same quantum state simultaneously. This prevents you from placing two objects at the exact same place and holds your beer inside the barrel. The McPauli Conditionnal Inclusion Principle of Dwarven Quantum Physics however states that two particles May occupy the exact same spot without any interaction, depending on the final object they compose. For instance, it is possible to stack an unlimited amount of Wooden Short Swords in a one-cubic-meter space, but it is impossible to place two assembled wooden beds in that same space, even though they are composed of a small fraction of the same wood. This is an interesting example of Dwarven recursive logic where consequences lead to causes.
  
 
What about a workshop that makes beds nobody will haul?
 
What about a workshop that makes beds nobody will haul?
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== Dwarven Physics Mimetism ==
 
== Dwarven Physics Mimetism ==
Physics Mimetism refers to the ability of dwarves to mimic real-world physical phenomena. The most well-known example of physics mimetism is the [[tantrum]] spiraling, which is almost identical in principle to a nuclear chain reaction, with only a slight difference: although the reaction is extremely exothermic, you cannot use this energy to power screw pumps. Yet.
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Physics Mimetism refers to the ability of dwarves to mimic real-world physical phenomena. The most well-known example of physics mimetism is the [[tantrum]] spiraling, which is almost identical in principle to a nuclear chain reaction, with only a slight difference : although the reaction is extremely exothermic, you cannot use this energy to power screw pumps. Yet.
  
Besides this difference, nuclear chain reactions and tantrum chain reactions behave in a similar way: Dwarves take the role of nuclear fuel nuclei, unhappy thoughts are similar to neutrons (with properties actually close to neutrinos, even lead doors won't stop them) and various devices like awesome rooms, lavish meals and booze serving as neutron moderators. When a dwarf-nucleus undergoes nuclear fission, it sends high-energy unhappy thoughts through the reaction chamber (the fortress). These unhappy thoughts interact with other dwarf-nuclei and may cause more fission events, leading to a chain reaction where more and more dwarves are tantruming. Fortunately, it is possible to moderate the effects of unhappy-thought-carrying-neutrinos by giving good, happy thoughts. The most common moderator is booze, but others exist, although less efficient. Taking joy in slaughter was once a popular unhappy-thought moderator, but is very dangerous to use, as it can ''accelerate'' neutrons instead of slowing them when overheated. This was a prime cause of the catastrophic meltdown of Dwarfnobyl which scattered deadly Elf settlements over a wide area (cleanup operations in progress).  
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Besides this difference, nuclear chain reactions and tantrum chain reactions behave in a similar way : Dwarves take the role of nuclear fuel nuclei, unhappy thoughts are similar to neutrons (with properties actually close to neutrinos, even lead doors won't stop them) and various devices like awesome rooms, lavish meals and Booze serving as neutron moderators. When a dwarf nucleus undergoes nuclear fission, it sends high-energy unhappy thoughts through the reaction chamber (the fortress). These unhappy thoughts interact with other dwarf nuclei and may cause more nuclear fissions, leading to a chain reaction where more and more Dwarves are tantruming. Fortunately, it is possible to moderate the effects of unhappy-thought-carrying-neutrinos by giving good, happy thoughts. The most common moderator is booze, but others exist, although less efficient. Taking joy in slaughter was once a popular unhappy-thought moderator but is very dangerous to use as it can ''accelerate'' neutrons instead of slowing them when overheated. This was a prime cause of the catastrophic reaction of Dwarfnobyl which scattered deadly Elf settlements over a wide area (cleanup operations in progress).  
  
 
{{Category|Physics}}
 
{{Category|Physics}}
 
{{Category|Constructions}}
 
{{Category|Constructions}}

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