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===Biological=== The Culture is a [[Posthuman (Human evolution)|posthuman]] society, which originally arose when seven or eight roughly [[humanoid]] space-faring species coalesced into a quasi-collective (a group-civilisation) ultimately consisting of approximately thirty [[1000000000000 (number)|trillion]] ([[long and short scales|short scale]]) sentient and sapient beings (this includes artificial intelligences). In Banks's universe, a good part (but by no means an overwhelming percentage) of all sentient species is of the "pan-human" type, as noted in ''[[Matter (novel)|Matter]]''. Although the Culture was originated by humanoid species, subsequent interactions with other civilisations have introduced many non-humanoid species into the Culture (including some former enemy civilisations), though the majority of the biological Culture is still pan-human. Little uniformity exists in the Culture, and its citizens are such by choice, free to change physical form and even species (though some stranger biological conversions are irreversible, and conversion from biological to artificial sentience is considered to be what is known as an Unusual Life Choice). All members are also free to join, leave, and rejoin, or indeed declare themselves to be, say, 80% Culture. Within the novels, opponents of the Culture have argued that the role of humans in the Culture is nothing more than that of pets, or parasites on Culture Minds, and that they can have nothing genuinely useful to contribute to a society where science is close to omniscient about the physical universe, where every ailment has been cured, and where every thought can be read. Many of the Culture novels in fact contain characters (from within or without the Culture) wondering how far-reaching the Minds' dominance of the Culture is, and how much of the democratic process within it might in fact be a sham: subtly but very powerfully influenced by the Minds in much the same ways Contact and Special Circumstances influence other societies. Also, except for some mentions about a vote over the Idiran-Culture War, and the existence of a very small number of "Referrers" (humans of especially acute reasoning), few biological entities are ever described as being involved in any high-level decisions. On the other hand, the Culture can be seen as fundamentally [[Hedonism|hedonistic]] (one of the main objectives for any being, including Minds, is to have fun rather than to be "useful"). Also, Minds are constructed, by convention, to care for and value human beings. While a General Contact Unit (GCU) does not strictly need a crew (and could construct artificial avatars when it did), a real human crew adds richness to its existence, and offers distraction during otherwise dull periods. In ''[[Consider Phlebas]]'' it is noted that Minds still find humans fascinating, especially their odd ability to sometimes achieve similarly advanced reasoning as their much more complex machine brains. To a large degree, the freedoms enjoyed by humans in the Culture are only available because Minds choose to provide them. The freedoms include the ability to leave the Culture when desired, often forming new associated but separate societies with Culture ships and Minds, most notably the Zetetic Elench and the ultra-pacifist and non-interventionist Peace Faction. ====Physiology==== 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),{{sfn|Banks|1988}} 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 ''[[The Player of Games]]'' as "The Culture's favourite breakfast drug". "Sharp Blue" is described as a utility drug, as opposed to a sensory enhancer or a sexual stimulant, that helps in problem solving. "Quicken", mentioned in ''[[Excession]]'', speeds up the user's neural processes so that time seems to slow down, allowing them to think and have mental conversation (for example with artificial intelligences) in far less time than it appears to take to the outside observer. "Sperk", as described in ''Matter'', is a mood- and energy-enhancing drug, while other such self-produced drugs include "Calm", "Gain", "Charge", "Recall", "Diffuse", "Somnabsolute", "Softnow", "Focal", "Edge", "Drill", "Gung", "Winnow" and "Crystal Fugue State". The glanded substances have no permanent side-effects and are non-habit-forming. ====Phenotypes==== For all their genetic improvements, the Culture is by no means [[eugenics|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: {{quote|the tenor of the time had generally turned against... outlandishness and people had mostly returned to looking more like people over the last millennium... (previously) as the fashions of the intervening times had ordained β people... had resembled birds, fish, dirigible balloons, snakes, small clouds of cohesive smoke and animated bushes.}} 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 and of great intellectual capability and learning, and possess very well{{nbh}}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 themself 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.
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