Cyberpunk 2077 Night City Youth, Welfare & Cyberware

Cyberpunk 2077 Night City Youth, Welfare & Cyberware

Welcome back Choomba for another Cyberpunk
2077 lore discussion. Today we are looking at the youth and welfare of Night City. Many
states were home to large numbers of non-productive citizens at the beginning of the Collapse.
The welfare system quickly reached a state of attrition. States that instituted stringent
controls in the beginning, like California were much more prepared to deal with an extended
crisis. Nonetheless by the year 2000 over 150,000,000 were disenfranchised. Many of
those died. The Collapse also resulted in the destruction
of the family unit; essentially the basis for all forms of civilization since Homo sapiens
first walked erect. By the 1980’s the family unit had already fragmented and then shattered,
to be replaced in part by the Neo-tribal, Booster, and Metafamily structures. These
units were a suitable replacement for a family after the base socialization skills were in
place. But in the early childhood stages of development, the lack of a cohesive and demonstrative
family structure only crippled the youth of post-collapse America.
To understand the real magnitude of the problem in Night City, it’s important to put the youth
problem into context. In the last 60 years the number of Americans in a nuclear, or classic
two parent, family had gone from 80 percent to approximately 2 percent. During the Collapse
the population of America was decreased by about 100 million. One in three of these deaths
was a parent. Almost half of the families were sole-parent families. With the other
socioeconomic factors in sync this effectively orphaned some thirty million children in the
space of eighteen months. Ten million of these children were completely unable to support
themselves in any way; they simply died or were killed in the Collapse. Another ten million
were killed trying to survive under martial law. This left ten million people loose in
society without even the socialization skills of an adolescent. The violence of the martial
law period added another ten million to this figure. By 2020, fully eleven percent of the
population of America had grown up with no family structure. This segment of the population
also reproduced at twice the rate of other Americans. This begs the question, with a
huge section of the population having neither a frame of reference for parenting, or any
parenting skills, who raises the next generation in Night City?
The smallest group involved in this task, and in many ways the best educated are the
“Corporate Children.” They are divided into the Metafamily at the technician and clerical
level, and a return to upper middle-class child-rearing methods at the executive level.
A child who is taught in the Corporate Metafamily is properly supervised and disciplined in
corporate daycare and preschools. Regardless of the number of parents in the family, the
opportunity for individual attention is encouraged. At an early age, all instruction is basic
communications and computation skills. At age eight the children are assigned to cells
of about six to twenty members. The cell is analogous to the Spartan fraternities, and
will affect the child for the rest of their corporate life. All eligible children regardless
of status, or ability are assigned to cells. The base idea is to train all of the members
in team work, hence all members live, eat, and sleep together. They participate in team
sports and projects. In the Cyberpunk era, hesitation is death; delegation and accountability
are the rule of the day. Students are taught most facets of the business, but proprietary
information is withheld. A more advanced curriculum in communications and computation is also
included, along with a second language and higher mathematics. Aptitude testing and more
specialized training is begun after age twelve. At age fourteen the students are given a test
examination, and the final curriculum for each student is decided upon. At age fifteen,
the student is given a final examination. This examination will determine where the
student will begin their career within the Corporation.
There are several obvious faults to the cell system. Though supervision is good, the students
lack a large selection of role-models. The cell also mirrors several of the elements
of gang culture. As members move up in the company, they usually try to promote and assist
other members of the same cell. This can lead to cronyism and bullying. The second major
flaw is the great amount of self-guided study. Dropouts and defection are also met with a
negative reaction, as are the occasional newcomer replacements. The system also does not prepare
the students for radical change outside of the direct working situation.
In the upper corporate levels, child-rearing has again become much more personalized. A
child growing up in this environment will have a strong sense of elitism, matched only
by the most exclusive of their peers. This is fostered by Upper Management in order to
refine and strengthen the inherent class structure of the Corporation. Among the parents, there
is a constant current of vicarious competition, as the triumphs of their children allow them
to score social points against other corporate parents. Such success is supportive of the
prevailing notion that these offspring will be the rightful inheritors of the mother’s
and father’s company positions. Street children make up the vast majority
of youth in Night City; this is thanks to minimum supervision due to the increasing
workloads, and the lack of an adequate public schooling system. By age six, most are unsupervised
for up to six hours a day. By age twelve this figure rises to sixteen hours a day. By the
age of ten, almost 90 percent of street kids are involved in some type of youth gang; either
simplistic and feral child-families, or possibly a block gang, or as a junior affiliate to
a larger Booster gang. Whatever the modus operandi, the street kid is well on their
way to death in their teenage years. Most gangs are fairly simplistic at the early age
levels. These Feral Families are a common sight in post-Collapse America; groups of
children living in a morass of garbage. Powerful Booster gangs always look for replacements
and new members. Attrition and the police are a constant toll on their numbers. Many
allow very young “sets” to form. There is a slightly adversarial relationship between
the affiliates and the block gangs. As the kids get older, the affiliates are given higher
and higher profile crimes to commit. The local Block Gangs don’t appreciate this attention;
both sides are also wary of the other going to the police. An uneasy compromise, punctuated
by violence from both sides, usually wins out. By age fourteen the affiliates are usually
either full members, or dead. One interesting point on the issue of affiliates.
It is not uncommon for a Patron to give an execution over to a group of twelve-year-old
kids. Even in the Cyberpunk era, a murder conviction is difficult to obtain with a juvenile.
The most logical explanation of this is the generational gap; most judges grew up in the
more liberal times before the Collapse and there is still a prejudice against executing
children. Usually, if any vague pretence of self-defence can be alleged, the kid will
get off with a few years. The Neotribalism method of raising children
effectively represents honour in the Nomad system. Some consider nomad children to be
amongst the luckiest of Cyberpunk America. They have a very close community to grow up
in. These children have the most opportunity for creative play. They are taught value systems,
cultural identity, respect and discipline. Contrary to the Corporate system, these things
are not taught in an artificial setting, and they are not forced. Young Nomads are also
taught reading, writing, math, mechanics and electronics; all the skills necessary to survive
in the Cyberpunk age. The internal respect that is so prevalent in Nomad culture is a
crucial factor in its success. The families have a very high percentage of teachers; not
just literate people trying to teach, but real, academic teachers.
The final topic I am going to cover is the relationship between children and cyberware,
as several choombas have asked me about this. The effects of cyberware are problematic in
young people, especially in children who are going through the changes of puberty. Because
of this, most licensed cyberware dealers will not even talk to a preteen. The majority of
Nanotech, Optics, Audio and neuralware has no adverse effect after age 10. Any type of
reflex boost for example will cause debilitating growth pains. Muscle and Bone Lace stops all
skeletal development. Furthermore, Grafted Muscle does not grow properly. However, children
can also assimilate cyberware with little humanity cost, in contrast to adults, albeit
the cyberware must be constantly changed to adapt with the growing body to minimize issues,
which might not be worth the effort. Hey Choomba, I am Kazuliski and I hope you
found this Cyberpunk 2077 Lore discussion to be informative. Are you interested in more
Cyberpunk 2077 content? Then be sure to hit that subscribe button. If you have any questions
or feedback, please let me know in the comment section. Thank you for Chippin’In!

21 thoughts on “Cyberpunk 2077 Night City Youth, Welfare & Cyberware

  1. Welcome Back Choomba! Many thanks for watching! Remember to hit that LIKE button & leave your comment! Your feedback is always appreciated!

  2. What kind of content are you gonna make when the game comes out? A playthrough maybe? Good video as always

  3. so in other words you have gangs of kids willing to kill for some eddiys or lets say you want some thing delivered with little to no trace wounder if they will let us train a bunch of street kids into hardened military soldiers and they have no way to stop you from doing this if i rent a warehouse and house cloths and feed them bet they grow up being some of the best teams around

  4. Since we saw a tyke in the trailer, do you think there will be children in-game? If so, I'm not sure how I feel about that….

  5. 18 days/432 hours/25920 minutes/1555200 seconds until E3 2019, the Holy Grail for us Cyberpunk fans!!!

  6. Been playing The Surge.They keeps using terms like ‘implant’, ‘ware’, other tech savvy terms. It’s really hyping me up for 2077

  7. Tribal group as a family structure can be observed in primitive human populations with high mortality, thus no wonder it can be seen in the world of Cyberpunk. It is a downgrade from nuclear family, for certain, but at least there is something.
    Edit: Damn, this video is interesting! The very topic of post-colapse "normal life" is fascinating.

  8. Hey Kaz i just wanted to say i have kepy up to date and enjoying how many videos you have been putting out.

  9. is there the competition between nomads?

    and what about a "bad nomads", they exist?

  10. Hehe no offense mate, but I'd so very much prefer to be playing the game 😃
    BUT in the meantime, you throw out a ton of info that keeps me occupied in the cyberpunk universe until then. Thanks for posting all of this stuff 😃

  11. I can't wait to play this game my friend already created a club Called Cyberpunk 2077 Night City Club for this amazing game😁 keep up the great work👍

  12. The real question is, how do people in 2077 still manage to get as fat as the guy in the background of 2:52?

    I mean, with nanomachines and bioware, you'd expect that there would be a sortof biomod that adjusts your metabolism so that you burn fat faster, or burn it more efficiently anyway… SCOP and Kibble must have WAY more calories or taste way better than their lore would make you believe…

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