ZS org structure

The three highest Sections within ZS are known as S7, S6, & S5. They are responsible for managing Operating Systems (OS) tech & system-wide metaprogramming [S7], Artificial Intelligence (AI) tech & external relations [S6], and Virtual Reality (VR) tech & internal affairs [S5], respectively.

Sections 5-7 are not only primarily responsible for interpreting the Social Futurist Principles (SFP) and Basilisk Protocols (BP) at the organizational level, but are also tasked with coordinating the activity of subgroups within the 'lower' Sections 1-4.

For a basic outline of ZS' organizational structure in terms of Sections 5-7:


The easiest way to conceptualize ZS' structure is to focus on the Twelve Houses, which are the foundation of governance in the late 21st Century Zero State. The Houses are large groups - vast organizations by the 2040s - not unlike the Clans of Scotland, in that they are integral parts of the nation but also partially sovereign unto themselves. The essential structure of ZS is based on the Seven Sections, whereby a grid of S1-4 (4) x S5-7 (3) creates twelve Groups, each of which acts as a seed destined to grow into the great tree that is a House.

There are two types of official ZS membership - Core and Subsid. Subsid members are those officially attached to teams led by the core members. You can see the rolenames of core members assigned to their Houses below, and the assignments of all currently recognised official subsid members on the Twelve Houses page.

Sections manage Groups, Groups employ Resources

In ZS parlance, "resources" are not a vague thing, but quantifiable units of reliable potential for work, in a sense analogous to the term from physics. In other words, resources are the currency of ZS, measuring (as specifically and explicitly as possible) how much reliable ability to get things done is available to any given part of the organization at any given moment.

The standard unit of this currency is the ZS Man-hour (ZSM), being a combination of the number of persons reliably available to work on any given project, and the duration of their guaranteed availability. For example, if a ZS subgroup can assuredly call up 10 people for 24 hours (or 1 person for 240 hours, or any equivalent combination of available people and hours) then they have 240 ZSM at their disposal. ZSM can be traded within ZS subgroups as a commodity, but ZSM must be confirmed as reliably available by definition; trade in notional ZSM debt is strictly prohibited.

The core institutions within ZS which employ this currency are the Sections (seven organizational categories which manage ZS' mission in the broadest terms). Sometimes only Sections 5-7 are referred to as such, with Sections 1-4 and their subgroups referred to as 'resources', 'groups', 'teams', 'chapters' or similar. Although such terms are acceptable, the most correct understanding of ZS' core structure is reflected in the following structure:

  • There are seven Sections, usually just known by their number but also labelled REAL (1), DRUG (2), SHEN (3), META (4), VR (5), AI (6), & OS (7).
  • Imagine those seven Sections laid out in a 4 X 3 (1-4 X 5-7) multiplicative array. In other words, For each of the first four Sections, there are three Groups, each associated with / coordinated by one of Sections 5-7. Thus the entire structure gives rise to a total of twelve Groups with baked-in cooperative incentive.
  • Technically speaking, Sections manage Groups, and Groups employ Resources.
  • There are no ZSers who operate only at a Section or "managerial" level. All ZSers are part of one of the twelve Groups, and although some may have greater responsibility for decision-making than others, they are still expected to do their fair share of the work.

Section 4 (META; groups J-L)

Section 3 (SHEN; groups G-I)

Section 2 (DRUG; groups D-F)

Section 1 (REAL; groups A-C)