2001 military SF, third in the Jump Universe series. At the same time
as the events of The Price of Peace, Ray Longknife's exploration
ship has comprehensively misjumped to where a much earlier lost ship
founded a colony. But they aren't the only things on the planet.
There's a fair bit of stuff going on here. The politics and
factions of the planet might have been enough for some authors: the
founders were clearly argumentative libertarians and have set up a
system without governmental coercion, which stops it from reacting
effectively to a crisis, but that hasn't prevented rich individuals
from setting up their own power bases and being just as nasty as a
government could have been.
At the same time, there's a gradual revelation of ancient super-tech
on the planet, which has its own view of how humans should comport
themselves, and potentially the power to enforce it. This leads into
the finale, which is a war of humans and super-tech AIs against other
humans and super-tech AIs: the battle lines aren't as simplistically
drawn as one might have feared.
There do seem to be structural problems. One of the AIs can in theory
rearrange molecules of all sorts, which one would think could be a bit
overpowering; this shifts without comment to "scrambling human DNA"
and then doesn't get used. The ending is very abrupt, and wraps things
up not only over-neatly but in ways that haven't been foreshadowed.
The main human villain is just ignored.
I don't get such a feeling of enthusiasm here as I did with the
previous two books. It's not bad, and there's some excellent character
development, but it feels like a side story modelled after a sort of
book Poul Anderson liked to write, where a bunch of unlikely heroes
are marooned on an alien puzzle-world and have to solve it to get
away.
Followed, some years later once the Kris Longknife series had taken
off, by To Do or Die.
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