Overview
The Culture is characterized as being a post-scarcity society, having overcome most physical constraints on life and being an egalitarian, stable society without the use of any form of force or compulsion, except where necessary to protect others. That being said, some citizens and especially crafty Minds tend to enjoy manipulating others, in particular by controlling the course of alien societies, through the group known as Contact.Fictional history
In this fictional universe, the Culture exists concurrently with human society on Earth. The time frame for the published Culture stories is from 1267 to roughly 2970, with Earth being contacted around 2100, though the Culture had covertly visited the planet in the 1970s in ''Society and culture
Economy
The Culture is a symbiotic society of artificial intelligences (AIs) (Minds and drones),Language
Marain is the Culture's shared constructed language. The Culture believes theLaws
There are no laws as such in the Culture.Symbols
The Culture has no flag, symbol or logo. According to '' Consider Phlebas'', people can recognize items made by the Culture implicitly, by the way they are simple, efficient and aesthetic. The main outright symbol of the Culture, the one by which it is most explicitly and proudly recognized, is not a visual symbol, but its language, Marain, which is used far beyond the Culture itself. It is often employed in the galaxy as a de facto lingua franca among people who don't share a language. Even the main character of ''Consider Phlebas'', an enemy of the Culture, ready to die to help in its downfall, is fluent in Marain and uses it with other non-Culture characters out of sheer convenience.It would have helped if the Culture had used some sort of emblem or logo; but, pointlessly unhelpful and unrealistic to the last, the Culture refused to place its trust in symbols. It maintained that it was what it was and had no need for such outward representation. The Culture was every single individual human and machine in it, not one thing. Just as it could not imprison itself with laws, impoverish itself with money or misguide itself with leaders, so it would not misrepresent itself with signs.
Citizens
Biological
The Culture is aPhysiology
Techniques in genetics have advanced in the Culture to the point where bodies can be freed from built-in limitations. Citizens of the Culture refer to a normal human as "human-basic" and the vast majority opt for significant enhancements: severed limbs grow back, sexual physiology can be voluntarily changed from male to female and back (though the process takes time), sexual stimulation and endurance are strongly heightened in both sexes (something that is often the subject of envious debate among other species), pain can be switched off, toxins can be bypassed away from the digestive system, autonomic functions such as heart rate can be switched to conscious control, reflexes like blinking can be switched off, and bones and muscles adapt quickly to changes in gravity without the need to exercise. The degree of enhancement found in Culture individuals varies to taste, with certain of the more exotic enhancements limited to Special Circumstances personnel (for example, weapons systems embedded in various parts of the body). Most Culture individuals opt to have drug glands that allow for hormonal levels and other chemical secretions to be consciously monitored, released and controlled. These allow owners to secrete on command any of a wide selection of synthetic drugs, from the merely relaxing to the mind-altering: "Snap" is described in '' Use of Weapons'' and ''Phenotypes
For all their genetic improvements, the Culture is by no means eugenically uniform. Human members in the Culture setting vary in size, colour and shape as in reality, and with possibly even further natural differences: in the novella ''The State of the Art'', it is mentioned that a character "looks like a Yeti", and that there is variance among the Culture in minor details such as the number of toes or of joints on each finger. It is mentioned in ''Excession'' that: Some Culture citizens opt to leave the constraints of a human or even humanoid body altogether, opting to take on the appearance of one of the myriad other galactic sentients (perhaps in order to live with them) or even non-sentient objects as commented upon in ''Matter'' (though this process can be irreversible if the desired form is too removed from the structure of the human brain). Certain eccentrics have chosen to become drones or even Minds themselves, though this is considered rude and possibly even insulting by most humans and AIs alike. While the Culture is generally pan-humanoid (and tends to call itself "human"), various other species and individuals of other species have become part of the Culture. As all Culture citizens are of perfect genetic health, the very rare cases of a Culture citizen showing any physical deformity are almost certain to be a sort of fashion statement of somewhat dubious taste.Personality
Almost all Culture citizens are very sociable, of great intellectual capability and learning, and possess very well-balanced psyches. Their biological make-up and their growing up in an enlightened society make neuroses and lesser emotions like greed or (strong) jealousy practically unknown, and produce persons that, in any lesser society, appear very self-composed and charismatic. Character traits like strong shyness, while very rare, are not fully unknown, as shown in ''Excession''. As described there and in ''Player of Games'', a Culture citizen who becomes dysfunctional enough to pose a serious nuisance or threat to others would be offered (voluntary) psychological adjustment therapy and might potentially find himself under constant (non-voluntary) oversight by representatives of the local Mind. In extreme cases, as described in ''Use of Weapons'' and '' Surface Detail'', dangerous individuals have been known to be assigned a "slap-drone", a robotic follower who ensures that the person in question doesn't continue to endanger the safety of others.Artificial
As well as humans and other biological species, sentient artificial intelligences are also members of the Culture. These can be broadly categorised into drones and Minds. Also, by custom, as described in ''Excession'', any artefact (be it a tool or vessel) above a certain capability level has to be given sentience.Drones
Drones are roughly comparable in intelligence and social status to that of the Culture's biological members. Their intelligence is measured against that of an average biological member of the Culture; a so-called "1.0 value" drone would be considered the mental equal of a biological citizen, whereas lesser drones such as the menial service units of Orbitals are merely proto-sentient (capable of limited reaction to unprogrammed events, but possessing no consciousness, and thus not considered citizens; these take care of much of the menial work in the Culture). The sentience of advanced drones has various levels of redundancy, from systems similar to that of Minds (though much reduced in capability) down to electronic, to mechanical and finally biochemical back-up brains. Although drones are artificial, the parameters that prescribe their minds are not rigidly constrained, and sentient drones are full individuals, with their own personalities, opinions and quirks. Like biological citizens, Culture drones generally have lengthy names. They also have a form of sexual intercourse for pleasure, called being "in thrall", though this is an intellect-only interfacing with another sympathetic drone. While civilian drones do generally match humans in intelligence, drones built especially as Contact or Special Circumstances agents are often several times more intelligent, and imbued with extremely powerful senses, powers and armaments (usually forcefield and effector-based, though occasionally more destructive weaponry such as lasers or, exceptionally, "knife-missiles" are referred to) all powered by antimatter reactors. Despite being purpose-built, these drones are still allowed individual personalities and given a choice in lifestyle. Indeed, some are eventually deemed psychologically unsuitable as agents (for example as Mawhrin-Skel notes about itself in ''The Player of Games'') and must choose either mental reprofiling or demilitarisation and discharge from Special Circumstances. Physically, drones are floating units of various sizes and shapes, usually with no visible moving parts. Drones get around the limitations of this inanimation with the ability to project "fields": both those capable of physical force, which allow them to manipulate objects, as well as visible, coloured fields called "auras", which are used to enable the drone to express emotion. There is a complex drone code based on aura colours and patterns (which is fully understood by biological Culture citizens as well). Drones have full control of their auras and can display emotions they're not feeling or can switch their aura off. The drone, Jase, in ''Consider Phlebas'', is described as being constructed before the use of auras, and refuses to be retrofitted with them, preferring to remain inscrutable. In size drones vary substantially: the oldest still alive (eight or nine thousand years old) tend to be around the size of humans, whereas later technology allows drones to be small enough to lie in a human's cupped palm; modern drones may be any size between these extremes according to fashion and personal preference. Some drones are also designed as utility equipment with its own sentience, such as the gelfield protective suit described in ''Excession''.Minds
By contrast to drones, Minds are orders of magnitude more powerful and intelligent than the Culture's other biological and artificial citizens. Typically they inhabit and act as the controllers of large-scale Culture hardware such as ships or space-based habitats. Unsurprisingly, given their duties, Minds are tremendously powerful: capable of running all of the functions of a ship or habitat, while holding potentially billions of simultaneous conversations with the citizens that live aboard them. To allow them to perform at such a high degree, they exist partially in hyperspace to get around hindrances to computing power such as the speed of light. Some inhabited planets and all orbitals have their own Minds: sapient, hyperintelligent machines originally built by biological species, which have evolved, redesigned themselves, and become many times more intelligent than their original creators. According to ''Consider Phlebas'', a Mind is an ellipsoid object roughly the size of a bus and weighing around tons. A Mind is in fact a entity, meaning that the ellipsoid is only the protrusion of the larger four dimensional device into our 'real space'. In the Culture universe, Minds have become an indispensable part of the prevailing society, enabling much of its post-scarcity amenities byNames
Some humanoid or drone Culture citizens have long names, often with seven or more words. Some of these words specify the citizen's origin (place of birth or manufacture), some an occupation, and some may denote specific philosophical or political alignments (chosen later in life by the citizen themselves), or make other similarly personal statements. An example would be Diziet Sma, whose full name is Rasd-Coduresa Diziet Embless Sma da' Marenhide: * ''Rasd-Coduresa'' is theDeath
The Culture has a relatively relaxed attitude towards death. Genetic manipulation and the continual benevolent surveillance of the Minds make natural or accidental death almost unknown. Advanced technology allows citizens to make backup copies of their personalities, allowing them to be resurrected in case of death. The form of that resurrection can be specified by the citizen, with personalities returning either in the same biological form, in an artificial form (see below), or even just within virtual reality. Some citizens choose to go into "storage" (a form of suspended animation) for long periods of time, out of boredom or curiosity about the future. Attitudes individual citizens have towards death are varied (and have varied throughout the Culture's history). While many, if not most, citizens make some use of backup technology, many others do not, preferring instead to risk death without the possibility of recovery (for example when engaging in extreme sports). These citizens are sometimes called "disposables", and are described in ''Look to Windward''. Taking into account such accidents, voluntaryScience and technology
Anti-gravity and forcefields
The Culture (and other societies) have developed powerful anti-gravity abilities, closely related to their ability to manipulate forces themselves. In this ability they can create action-at-a-distance – including forces capable of pushing, pulling, cutting, and even fine manipulation, and forcefields for protection, visual display or plain destructive ability. Such applications still retain restrictions on range and power: while forcefields of many cubic kilometres are possible (and in fact, orbitals are held together by forcefields), even in the chronologically later novels, such as ''Look to Windward'', spaceships are still used for long-distance travel and drones for many remote activities. With the control of a Mind, fields can be manipulated over vast distances. In ''Use of Weapons'', a Culture warship uses its electromagnetic effectors to hack into a computer light years away.Artificial intelligence
Artificial intelligences (and to a lesser degree, the non-sentient computers omnipresent in all material goods), form the backbone of the technological advances of the Culture. Not only are they the most advanced scientists and designers the Culture has, their lesser functions also oversee the vast (but usually hidden) production and maintenance capabilities of the society. The Culture has achieved artificial intelligences where each Mind has thought processing capabilities many orders of magnitude beyond that of human beings, and data storage drives which, if written out on paper and stored in filing cabinets, would cover thousands of planets skyscraper high (as described by one Mind in ''Consider Phlebas''). Yet it has managed to condense these entities to a volume of several dozen cubic metres (though much of the contents and the operating structure are continually in hyperspace). Minds also demonstrate reaction times and multitasking abilities orders of magnitude greater than any sentient being; armed engagements between Culture and equivalent technological civilisations sometimes occur in timeframes as short as microseconds, and standard Orbital Minds are capable of running all of the vital systems on the Orbital while simultaneously conversing with millions of the inhabitants and observing phenomena in the surrounding regions of space. At the same time, it has achieved drone sentiences and capability of Special Circumstance proportions in forms that could fit easily within a human hand, and built extremely powerful (though not sentient) computers capable of fitting into tiny insect-like drones. Some utilitarian devices (such as spacesuits) are also provided with artificial sentience. These specific types of drones, like all other Culture AI, would also be considered citizens - though as described in the short story "Descendant", they may spend most of the time when their "body" is not in use in a form of remote-linked existence outside of it, or in a form of AI-level virtual reality.Energy manipulation
A major feature of its post-scarcity society, the Culture is obviously able to gather, manipulate, transfer and store vast amounts of energy. While not explained in detail in the novels, this involves antimatter and the "energy grid", a postulated energy field dividing the universe from neighboring anti-matter universes, and providing practically limitless energy. Transmission or storage of such energy is not explained, though these capabilities must be powerful as well, with tiny drones capable of very powerful manipulatory fields and forces. The Culture also uses various forms of energy manipulation as weapons, with "gridfire", a method of creating a dimensional rift to the energy grid, releasing astronomical amounts of energy into a region of non-hyperspace, being described as a sort of ultimate weapon more destructive than collapsed antimatter bombardment. One character in ''Consider Phlebas'' refers to gridfire as "the weaponry of the end of the universe". Gridfire resembles the zero-point energy used within many popular science fiction stories.Matter displacement
The Culture (at least by the time of ''The Player of Games'') has developed a form of teleportation capable of transporting both living and unliving matter instantaneously via wormholes. This technology has not rendered spacecraft obsolete – in ''Excession'' a barely apple-sized drone was displaced no further than a light-second at maximum range (mass being a limiting factor determining range), a tiny distance in galactic terms. The process also still has a very small chance of failing and killing living beings, but the chance is described as being so small (1 in 61 million) that it normally only becomes an issue when transporting a large number of people and is only regularly brought up due to the Culture's safety conscious nature. Displacement is an integral part of Culture technology, being widely used for a range of applications from peaceful to belligerent. Displacing warheads into or around targets is one of the main forms of attack in space warfare in the Culture universe. ''The Player of Games'' mentions that drones can be displaced to catch a person falling from a cliff before they impact the ground, as well.Brain–computer interfaces
Through "neural lace", a form of brain–computer interface that is implanted into the brains of young people and grows with them, the Culture has the capability to read and store the full sentience of any being, biological or artificial, and thus reactivate a stored being after its death. The neural lace also allows wireless communication with theStarships and warp drives
Starships are living spaces, vehicles and ambassadors of the Culture. A proper Culture starship (as defined by hyperspace capability and the presence of a Mind to inhabit it) may range from several hundreds of metres to hundreds of kilometres. The latter may be inhabited by billions of beings and are artificial worlds in their own right, including whole ecosystems, and are considered to be self-contained representations of all aspects of Culture life and capability. The Culture (and most other space-faring species in its universe) use a form of Hyperspace-drive to achieve faster-than-light speeds. Banks has evolved a (self-confessedly) technobabble system of theoretical physics to describe the ships' acceleration and travel, using such concepts as "infraspace" and "ultraspace" and an "energy grid" between universes (from which the warp engines "push off" to achieve momentum). An "induced singularity" is used to access infra or ultra space from real space; once there, "engine fields" reach down to the Grid and gain power and traction from it as they travel at high speeds. These hyperspace engines do not use reaction mass and hence do not need to be mounted on the surface of the ship. They are described as being very dense exotic matter, which only reveals its complexity under a powerful microscope. Acceleration and maximum speed depend on the ratio of the mass of the ship to its engine mass. As with any other matter aboard, ships can gradually manufacture extra engine volume or break it down as needed. In ''Excession'' one of the largest ships of the Culture redesigns itself to be mostly engine ( Even more impressively, this is later discovered to be thanks to combining the hyperspace engine fields of thousands of semi-slaved warships which have been constructed in secret, and housed within the ship itself, and out of view) - and reaches a speed of 233,000 timesNanotechnology
The Culture has highly advancedLiving space
Much of the Culture's population lives on orbitals, vast artificial worlds that can accommodate billions of people. Others travel the galaxy in huge space ships such as General Systems Vehicles (GSVs) that can accommodate hundreds of millions of people. Almost no Culture citizens are described as living on planets, except when visiting other civilisations. The reason for this is partly because the Culture believes in containing its own expansion to self-constructed habitats, instead of colonising or conquering new planets. With the resources of the universe allowing permanent expansion (at least assuming non-exponential growth), this frees them from having to compete for living space. The Culture, and other civilisations in Banks' universe, are described as living in these various, often constructed habitats:Airspheres
These are vast, brown dwarf-sized bubbles of atmosphere enclosed by force fields, and (presumably) set up by an ancient advanced race at least one and a half billion years ago (see: Look to Windward). There is only minimal gravity within an airsphere. They are illuminated by moon-sized orbiting planetoids that emit enormous light beams. Citizens of the Culture live there only very occasionally as guests, usually to study the complex ecosystem of the airspheres and the dominant life-forms: the "dirigible behemothaurs" and "gigalithine lenticular entities", which may be described as inscrutable, ancient intelligences looking similar to a cross between gigantic blimps and whales. The airspheres slowly migrate around the galaxy, taking anywhere from 50 to 100 million years to complete one circuit. In the novels no one knows who created the airspheres or why, but it is presumed that whoever did has long since sublimed but may maintain some obscure link with the behemothaurs and lenticular entities. Guests in the airspheres are not allowed to use any force-field technology, though no reason has been offered for this prohibition. The airspheres resemble in some respects the orbit-sized ring of breathable atmosphere created by Larry Niven in '' The Integral Trees'', but spherical not toroidal, require a force field to retain their integrity, and arose by artificial rather than natural processes.Orbitals
One of the main types of habitats of the Culture, an orbital is a ring structure orbiting a star as would a megastructure akin to a bigger Bishop ring. Unlike a Ringworld or a Dyson Sphere, an orbital does not enclose the star (being much too small). Like a ringworld, the orbital rotates to provide an analog of gravity on the inner surface. A Culture orbital rotates about once every 24 hours and has gravity-like effect about the same as the gravity of Earth, making the diameter of the ring about , and ensuring that the inhabitants experience night and day. Orbitals feature prominently in many Culture stories.Planets
Though many other civilisations in the Culture books live on planets, the Culture as currently developed has little direct connection to on-planet existence. Banks has written that he presumes this to be an inherent consequence of space colonisation, and a foundation of the liberal nature of the Culture. A small number of home worlds of the founding member-species of the Culture receive a mention in passing, and a few hundred human-habitable worlds were colonised (some of them terraformed) before the Culture elected to turn towards artificial habitats, preferring to keep the planets it encounters wild. Since then, the Culture has come to look down on terraforming as inelegant, ecologically problematic and possibly even immoral. Less than one percent of the population of the Culture lives on planets, and many find the very concept somewhat bizarre. This attitude is not absolute though; in ''Consider Phlebas'', some Minds suggest testing a new technology on a "spare planet" (knowing that it could be destroyed in an antimatter explosion if unsuccessful). One could assume – from Minds' usual ethics – that such a planet would have been lifeless to start with. It is also quite possible, even probable, that the suggestion was not made in complete seriousness.Rings
Ringworld-like megastructures exist in the Culture universe; the texts refer to them simply as "Rings" (with a capital ''R''). As opposed to the smaller orbitals which revolve around a star, these structures are massive and completely encircle a star. Banks does not describe these habitats in detail, but records one as having been destroyed (along with three Spheres) in the Idiran-Culture war. In ''Matter'', the Morthanveld people possesses ringworld-like structures made of innumerable various-sized tubes. Those structures, like Niven's Ringworld, encircle a star and are about the same size.Rocks
These are asteroids and other non-planetary bodies hollowed out for habitation and usually spun for centrifugal artificial gravity. Rocks (with the exception of those used for secretive purposes) are described as having faster-than-light space drives, and thus can be considered a special form of spaceship. Like Orbitals, they are usually administered by one or more Minds. Rocks do not play a large part in most of the Culture stories, though their use as storage for mothballed military ships (''Pittance'') and habitats (''Phage Rock'', one of the founding communities of the Culture) are both key plot points in ''Excession''.Shellworlds
Shellworlds are introduced in ''Matter'', and consist of multilayered levels of concentric spheres in four dimensions held up by countless titanic interior towers. Their extra dimensional characteristics render some products of Culture technology too dangerous to use and yet others ineffective, notably access to hyperspace. About 4000 were built millions of years ago as vast machines intended to cast a forcefield around the whole of the galaxy for unknown purposes; less than half of those remain at the time of ''Matter'', many having been destroyed by a departed species known as the Iln. The species that developed this technology, known as the Veil or the Involucra, are now lost, and many of the remaining shellworlds have become inhabited, often by many different species throughout their varying levels. Many still hold deadly secret defence mechanisms, often leading to great danger for their new inhabitants, giving them one of their other nicknames: Slaughter Worlds.Ships
Ships in the Culture are intelligent individuals, often of very large size, controlled by one or more Minds. The ship is considered by the Culture generally and the Mind itself to be the Mind's body (compare avatars). Some ships (GSVs, for example) are tens or even hundreds of kilometres in length and may have millions or even billions of residents who live on them full-time; together with Orbitals, such ships represent the main form of habitat for the Culture. Such large ships may temporarily contain smaller ships with their own populations, and/or manufacture such ships themselves. In ''Use of Weapons'', the protagonist Zakalwe is allowed to acclimatise himself to the Culture by wandering for days through the habitable levels of a ship (the GSV ''Size Isn't Everything'', which is described as over long), eating and sleeping at the many locations which provide food and accommodation throughout the structure and enjoying the various forms of contact possible with the friendly and accommodating inhabitants.Spheres
Dyson spheres also exist in the Culture universe but receive only passing mention as "Spheres". Three spheres are recorded as having been destroyed in the Idiran-Culture war.Interaction with other civilisations
The Culture, living mostly on massive spaceships and in artificial habitats, and also feeling no need for conquest in the typical sense of the word, possesses no borders. Its sphere of influence is better defined by the (current) concentration of Culture ships and habitats as well as the measure of effect its example and its interventions have already had on the "local" population of any galactic sector. As the Culture is also a very graduated and constantly evolving society, its societal boundaries are also constantly in flux (though they tend to be continually expanding during the novels), peacefully "absorbing" societies and individuals. While the Culture is one of the most advanced and most powerful of all galactic civilisations, it is still but one of the "high-level Involved" (called "Optimae" by some less advanced civilisations), the most powerful non-sublimed civilisations which mentor or control the others. An Involved society is a highly advanced group that has achieved galaxy-wide involvement with other cultures or societies. There are a few dozen Involved societies and hundreds or thousands of well-developed (interstellar) but insufficiently influential societies or cultures; there are also well-developed societies known as "galactically mature" which do not take a dynamic role in the galaxy as a whole. In the novels, the Culture might be considered the premier Involved society, or at least the most dynamic and energetic, especially given that the Culture itself is a growing multicultural fusion of Involved societies. The Involved are contrasted with the Sublimed, groups that have reached a high level of technical development and galactic influence but subsequently abandoned physical reality, ceasing to take serious interventionist interest in galactic civilisation. They are also contrasted with what some Culture people loosely refer to as "barbarians", societies of intelligent beings which lack the technical capacity to know about or take a serious role in their interstellar neighbourhood. There are also the elder civilisations, which are civilisations that reached the required level of technology for sublimation, but chose not to, and have retreated from the larger galactic meta-civilisation. The Involved are also contrasted withForeign policy
Although they lead a comfortable life within the Culture, many of its citizens feel a need to be useful and to belong to a society that does not merely exist for their own sake but that also helps improve the lot of sentient beings throughout the galaxy. For that reason the Culture carries out "good works", covertly or overtly interfering in the development of lesser civilisations, with the main aim to gradually guide them towards less damaging paths. As Culture citizens see it these good works provide the Culture with a "moral right to exist". A group within the Culture, known as Contact, is responsible for its interactions (diplomatic or otherwise) with other civilisations. Non-Contact citizens are apparently not prevented from travelling or interacting with other civilisations, though the effort and potential danger involved in doing so alone makes it much more commonly the case for Culture people simply to join Contact if they long to "see the world". Further within Contact, an intelligence organisation named Special Circumstances exists to deal with interventions which require more covert behaviour; the interventionist approach that the Culture takes to advancing other societies may often create resentment in the affected civilisations and thus requires a rather delicate touch (see: '' Look to Windward''). In ''Matter'', it is described that there are a number of other galactic civilisations that come close to or potentially even surpass the Culture in power and sophistication. The Culture is very careful and considerate of these groupings, and while still trying to convince them of the Culture ideal, will be much less likely to openly interfere in their activities. In ''Surface Detail'', three more branches of Contact are described: Quietus, the Quietudinal Service, whose purview is dealing with those entities who have retired from biological existence into digital form and/or those who have died and been resurrected; Numina, which is described as having the charge of contact with races that have sublimed; and Restoria, a subset of Contact which focuses on containing and negating the threat of swarms of self-replicating creatures ("hegswarms").Behaviour in war
While the Culture is normally pacifist, Contact historically acts as its military arm in times of war and Special Circumstances can be considered its secret service and its military intelligence. During war, most of the strategic and tactical decisions are taken by the Minds, with apparently only a small number of especially gifted humans, the "Referrers", being involved in the top-level decisions, though they are not shown outside ''Consider Phlebas''. It is shown in ''Consider Phlebas'' that actual decisions to go to war (as opposed to purely defensive actions) are based on a vote of all Culture citizens, presumably after vigorous discussion within the whole society. It is described in various novels that the Culture is extremely reluctant to go to war, though it may start to prepare for it long before its actual commencement. In the Idiran-Culture War (possibly one of the most hard-fought wars for the normally extremely superior Culture forces), various star systems, stellar regions and many orbital habitats were overrun by the Idirans before the Culture had converted enough of its forces to military footing. The Culture Minds had had enough foresight to evacuate almost all its affected citizens (apparently numbering in the many billions) in time before actual hostilities reached them. As shown in ''Player of Games'', this is a standard Culture tactic, with its strong emphasis on protecting its citizens rather than sacrificing some of them for short-term goals. War within the Culture is mostly fought by the Culture's sentient warships, the most powerful of these being war-converted GSVs, which are described as powerful enough to oppose whole enemy fleets. The Culture has little use for conventional ground forces (as it rarely occupies enemy territory); combat drones equipped with knife missiles do appear in ''Descendant'' and "terror weapons" (basically intelligent, nano-form assassins) are mentioned in ''Look to Windward'', while infantry combat suits of great power (also usable as capable combat drones when without living occupants) are used in ''Matter''.Relevance to real-world politics
The inner workings of The Culture are not especially described in detail though it is shown that the society is populated by an empowered, educated and augmented citizenry in a direct democracy or highly democratic and transparent system of self-governance. In comparisons to the real world, intended or not, the Culture could resemble various posited egalitarian societies including in the writings of Karl Marx, the end condition of communism after a withering away of the state, the anarchism of Bakunin and Fourier et al., libertarian socialism, council communism and anarcho-communism. Other characteristics of The Culture that are recognisable in real world politics include pacifism, post-capitalism, and transhumanism. Banks deliberately portrayed an imperfect utopia whose imperfection or weakness is related to its interaction with the 'other', that is, exterior civilisations and species that are sometimes variously warred with or mishandled through the Culture's Contact section which cannot always control its intrigues and the individuals it either 'employs' or interacts with. This 'dark side' of The Culture also alludes to or echoes mistakes and tragedies in 20th century Marxist–Leninist countries, although the Culture is generally portrayed as far more 'humane' and just.Utopia
Comparisons are often made between the Culture and twentieth and twenty first century Western civilisation and nation-states, particularly their interventions in less-developed societies. These are often confused with regard to the author's assumed politics. Ben Collier has said that the Culture is a utopia carrying significantly greater moral legitimacy than the West's, by comparison, proto-democracies. While Culture interventions can seem similar at first to Western interventions, especially when considered with their democratising rhetoric, the argument is that the Culture operates completely without material need, and therefore without the possibility of baser motives. This is not to say that the Culture's motives are purely altruistic; a peaceful, enlightened universe full of good neighbours lacking ethnic, religious, and sexual chauvinisms is in the Culture's interest as well. Furthermore, the Culture's ideals, in many ways similar to those of the liberal perspective today, are to a much larger extent realised internally in comparison to the West.Criticism
Examples are the use of mercenaries to perform the work that the Culture does not want to get their hands dirty with, and even outright threats of invasion (the Culture has issued ultimatums to other civilisations before). Some commentators have also argued that those Special Circumstances agents tasked with civilising foreign cultures (and thus potentially also changing them into a blander, more Culture-like state) are also those most likely to regret these changes, with parallels drawn to real-world special forces trained to operate within the cultural mindsets of foreign nations. The events of ''Use of Weapons'' are an example of just how dirty Special Circumstances will play in order to get their way and the conspiracy at the heart of the plot of ''Excession'' demonstrates how at least some Minds are prepared to risk killing sentient beings when they conclude that these actions are beneficial for the long term good. Special Circumstances represents a very small fraction of Contact, which itself is only a small fraction of the entire Culture, making it comparable again to size and influence of modern intelligence agencies.Issues raised
The Culture stories are largely about problems and paradoxes that confront liberal societies. The Culture itself is an "ideal-typical" liberal society; that is, as pure an example as one can reasonably imagine. It is highly egalitarian; the liberty of the individual is its most important value; and all actions and decisions are expected to be determined according to a standard of reasonability and sociability inculcated into all people through a progressive system of education. It is a society so beyond material scarcity that for almost all practical purposes its people can have and do what they want. If they do not like the behaviour or opinions of others, they can easily move to a more congenial Culture population centre (or Culture subgroup), and hence there is little need to enforce codes of behaviour. Even the Culture has to compromise its ideals where diplomacy and its own security are concerned. Contact, the group that handles these issues, and Special Circumstances, its secret service division, can employ only those on whose talents and emotional stability it can rely, and may even reject self-aware drones built for its purposes that fail to meet its requirements. Hence these divisions are regarded as the Culture's elite and membership is widely regarded as a prize; yet also something that can be shameful as it contradicts many of the Culture's moral codes. Within Contact and Special Circumstances, there are also inner circles that can take control in crises, somewhat contradictory to the ideal notions of democratic and open process the Culture espouses. Contact and Special Circumstances may suppress or delay the release of information, for example to avoid creating public pressure for actions they consider imprudent or to prevent other civilisations from exploiting certain situations. In dealing with less powerful regressive civilisations, the Culture usually intervenes discreetly, for example by protecting and discreetly supporting the more liberal elements, or subverting illiberal institutions. For instance, in ''Use of Weapons'', the Culture operates within a less advanced illiberal society through control of a business cartel which is known for its humanitarian and social development investments, as well as generic good Samaritanism. In ''Excession'', a sub-group of Minds conspires to provoke a war with the extremely sadistic Affront, although the conspiracy is foiled by a GSV that is a deep cover Special Circumstances agent. Only one story, ''Consider Phlebas'', pits the Culture against a highly illiberal society of approximately equal power: the aggressive, theocratic Idirans. Though they posed no immediate, direct threat to the Culture, the Culture declared war because it would have felt useless if it allowed the Idirans' ruthless expansion to continue. The Culture's decision was a value-judgement rather than a utilitarian calculation, and the "Peace Faction" within the Culture seceded. Later in the timeline of the Culture's universe, the Culture has reached a technological level at which most past civilisations have Sublimed, in other words disengaged from Galactic politics and from most physical interaction with other civilisations. The Culture continues to behave "like an idealistic adolescent". As of 2008, three stories force the Culture to consider its approach to more powerful civilisations. In one incident during the Culture-Idiran War, they strive to avoid offending a civilisation so advanced that it has disengaged from Galactic politics, and note that this hyper-advanced society is not a threat to either the welfare or the values of the Culture. In ''Excession'', an overwhelmingly more powerful individual from an extremely advanced civilisation is simply passing through on its way from one plane of the physical Reality to another, and there is no real interaction. In the third case it sets up teams to study a civilisation that is not threatening but is thought to have eliminated aggressors in the past.List of books describing the Culture
Banks on the Culture
When asked in ''Wired'' magazine (June 1996) whether mankind's fate depends on having intelligent machines running things, as in the Culture, Banks replied: In a 2002 interview with '' Science Fiction Weekly'' magazine, when asked: Banks replied:Notes
References
Bibliography
Primary Sources
* . * . * . * . * . * . * . * . * . * . * .Secondary Sources
* * . * . * . * . * . * . *Interviews and Reviews
* . * . * .News Sources
* * . * .Further reading
* {{DEFAULTSORT:Culture, The Anarchist fiction Communism in fiction Artificial intelligence in fiction Artificial wormholes in fiction Cyborgs in fiction Fiction about robots Genetic engineering in fiction Fiction about consciousness transfer Nanotechnology in fiction Fictional civilizations Science fiction literature Series of books Space opera Utopian fiction