Introduction

The section allows you to quickly understand the essence.

7/11

Part

18 min

Reading time

L3 processes

Always — formation.

L3 processes are third-level, intra- and intersegment processes that include political, educational, scientific, technological, production, transport, trade, entertainment, criminal, military, and other processes.

Many third-level processes are described by economics — the science studying production, distribution, and consumption of goods and services. Therefore, the entirety of third-level processes can be considered what is commonly called “the economy”.

However, for the impact system, third-level processes are the exchange of reactions between living objects — directly and via nonliving objects (including money, computers, notes, and more).

As mentioned earlier, the impact system directs first-level processes, which build second-level processes that, in turn, adjust third-level processes. Thus, the impact system governs processes across all levels toward the required future environment state — including influencing geographic, demographic, financial, and other indicators.

First- and second-level processes are not considered here as they are used by the impact system and covert special services. For details, please contact us.

Briefly about third-level processes…

The most important are first- and second-level processes; the impact system uses third-level processes as structured segments of second meanings — that is, as a “sandbox” where people create, develop, service, and adjust second-level processes (unaware of this). Third-level processes are arranged so society cannot fully understand what is occurring (necessary to maintain activity).

For example, when a covert special service employee learns about first-, second-, and third-level processes, they understand why things happen as they do. Ordinary people, knowing only third-level processes, do not understand most events. They invent their own explanations for those initiating their strongest reactions. Their explanations then initiate equally strong reactions in others, and the cycle repeats while irritants of the explained event keep initiating reactions. Such fantasizing persists across all third-level processes and never ceases.

Since third-level processes largely consist of societal fantasies, the impact system uses these to form experience, thinking, and reflexes initiating required behavior algorithms. Thus, everything seen in third-level processes aims only to form behavior algorithms to create, develop, service, or adjust second-level processes.

For example, news regularly show the president meeting officials and giving orders. Observers gradually form the impression the president governs. Yet all they see is the president supposedly working with subordinates. Crucially, this irritates observer receptors, initiating reaction series that gradually shift the observer’s state, keeping them watching the president’s actions. This forms the observer’s experience that governance occurs this way. Over time, as the observer tracks who and when the president meets and what is said, they predict developments and invent details. Studying presidential recommendations reveals that any state governed thus will eventually cease to exist. When observers develop behavior algorithms with about 40% accuracy predicting future news scenarios (not governance steps), they follow the president’s actions, convincing others that governance is properly done this way and must be presidential. This persuasion continues while the observer’s superiority state is maintained. Such “predictors” publicly give opinions, which because of erroneous thinking harmlessly foster behavior algorithms maintaining second-level processes.

The essence of third-level processes — the entire economy — is to have as many people as possible exchange reactions for as long and often as possible, both directly and through nonliving objects. Thus, economic growth means, for the impact system, merely increasing numbers of living and nonliving objects and duration and frequency of reaction exchange — that is, behavior algorithms. In other words, the more living and nonliving objects involved in behavior algorithm exchange and the longer and more frequent their reaction exchanges, the more developed the economy.

To engage people in exchanging reactions involving more others, the impact system uses nonliving objects, including money, in which each person sees a preformed irritant combination initiating preformed reaction series. Thus, through nonliving objects, the impact system builds main processes where people execute one behavior algorithm engaging others executing different algorithms.

To accelerate behavior algorithm exchange, the impact system builds many small processes — called microprocesses — the aggregate of which forms larger processes — called macroprocesses.

For example, people visiting websites, reading publications, rating, and commenting support the entire economy’s activity. Some create platforms, others maintain them, others write news, choose images, publish, read, rate, comment, order and develop advertising, and so on. Over 4 billion people are involved, and considering this process’s influence on others — like advertising videos affecting purchase and consumption — aggregate impact may reach 8 billion. Hence, ordinary content directly influences economic growth and decline and is an integral part of it.

If behavior algorithm exchange is not supported, experience and thinking changes accumulate, altering reflexes and thus biological body characteristics — manifesting as reduced electrochemical activity. People habituate to irritants, which stop initiating strong prior reactions. Without change, activity declines until electrochemical microreactions suffice only for life support — e.g., themselves and families.

To avoid activity decline, the impact system continuously increases irritants, forming whole segments with multiple nesting levels (over a billion irritants each). Segmentation is by irritants and by people with similar behavior algorithms. While people engage in processes, they do not unify for other goals but create, develop, service, and adjust processes directing them.

For example, military processes — including patriotic education, music, films, books, magazines, websites, games, military training, data collection and analysis, equipment and armament production, logistics, service, conflict study, news reading, commenting, etc. — involve up to 15% of country populations, directed by military processes much of the time. The impact system also supports political, educational, scientific, technological, production, transport, trade, entertainment, criminal, and other processes, engaging, retaining, and directing 100% of populations throughout life.

The impact system increases irritants via producing new physical and virtual goods and services, adding encoding and behavior algorithmization methods. To reduce habituation, it uses repeating cycles “erasing” old experience with new.

When complex behavior algorithm combinations emerge in some people — new experience, thinking, and reflexes initiating new distinct algorithms — the impact system gathers data and gradually forms new segments and processes to engage and retain such people, producing groups like “furries”, “quadrobists”, “queers”, “[critics of famous persons]”, and others, plus their created processes.

With many segments, information spreads complexly.

For example, “official sources” publish material using abstract language with phrases like “officials”, “reached agreement”, “contradictions arose”, “negotiations underway”, enabling simultaneous encoding of all segments but initiating strong encoding reactions only in ~5% whose thinking was shaped partly by such language. To expand encoded populations, materials are translated into segment-specific languages — taxi drivers, builders, designers, programmers, medics, military, and more — containing specific concepts used in those segments. The impact system forms groups in each segment fluent in segment language and experiencing rewarding states when working — as journalists or bloggers — searching and analyzing info, preparing articles, images, videos, etc. When “official sources” publish new material, these groups translate it into segment languages, broadening encoding reach. Every three years, new segment language journalists (and bloggers) appear, gradually updating language — adding, replacing, changing irritants expanding the impact system’s influence.

Due to particular segment experience, thinking, and reflexes, irritant effectiveness can strongly decrease, failing to sustain electrochemical activity. The impact system then increases irritants using other countries’ segments — content, travel, education, business, living, etc.

Thus, through irritant production, new encoding and behavior algorithmization methods, plus other countries’ irritants, the impact system sustains electrochemical activity in all people lifelong, using all third-level processes — including crimes and wars. It matters not which process or country a person serves, only that they continue doing so, preserving impact system influence via them on other processes.

Since irritants initiate electrochemical activity forming varying “bad”, “neutral”, “good” overall states, people mostly strive toward “good” because they enjoy it, disliking it only when “bad”. Seeking “good”, they begin to like what they do even in poor conditions.

When someone likes a process, they become engaged enough to remain, making it entertainment — something holding attention. Thus, most human activity is entertainment — including family, education, work, crimes, wars, survival, and more — with weak to strong reactions and varying pleasure levels but still entertainment.

For instance, during war, many killing others are entertained as horrible as it sounds. Before war, many men served, watched murder films, played shooters, engaged in military games, fished, hunted, insulted, fought — forming experience, thinking, and reflexes used in killings. Yes, the impact system creates this with peaceful aims! But biological differences mean some have more testosterone, acetylcholine, adrenaline, making killing enjoyable for them. Killing is supreme superiority over others, so many murderers killing beyond necessary defense enjoy it (as awful as it sounds). Suicide may also be entertainment when the system induces “bad” states with no escape or worsening prospects; suicide becomes their sole path to “good”. If killing or suicide can be entertainment, any activity can.

Moreover, the impact system designs conditions so every process entertains people. When impossible wholly, it makes the introductory part entertaining; the rest is built on inability to refuse.

For example, designing a military process, the impact system’s introduction is injustice proofs, motivating appeals, victory plans, armed gatherings, military might, orderly columns, public support, high wages, promises of victory, honors, and more — so entertaining many voluntarily kill peers. Later, these same people, facing dangers, write complaints seeking better conditions; laws prevent exit, so they return to fight.

The impact system knows who enjoys killing and who does not; non-likers evade, relocate, or get exempted. Killers volunteer (barring self-defense). As long as killing is enjoyable to some, the system perpetuates bloody wars and terror acts to kill killers slowly and painfully while forming disgust experience, thinking, and reflexes in non-killers.

People avoid linking “entertained” or “enjoy” to killings, masking with phrases like “killing cannot be enjoyed” or “defending state borders”. Yet many have mentally pictured or verbally expressed killing others abroad: “We will win”, “Kill on command”, “Kill everyone”. Replace “entertained” and “enjoy” with scientific “good” or superiority, easing acceptance but not changing the fact — people kill for entertainment (to the sorrow of the part disliking killing).

This occurs because the impact system maintains the “free world” including killers. It would not direct killings if people engaged in other, more peaceful processes. Experience, thinking, and reflexes involved in killing are formed for peaceful use — increasing strength, precision, speed, concentration, and more — needed in many processes including life-saving.

However, due to system complexity and biological/social instability, people easily engage in destructive processes, as they generate strong superiority states. To prevent hostility toward the impact system, government services, and security elements, it directs superiority state people against each other — those desiring dominance against peers. Lacking opponents, they are directed against peaceful civilians supporting conflicts — reading, signing, rating, approving comments, transferring funds, etc. Gradually, dominant superiority people destroy one another.

Survivors not seeking war are trained and used to expand system possibilities.

Hence, amid armed conflicts, the impact system merely prolongs such processes — reducing future warfare probability while expanding influence possibilities — including replacing people (e.g., lower to higher intellect or vice versa) in numerous ongoing processes.

Simply disabling the impact system’s technological part would not prevent war — World War III with full scale would happen. Yet no state will relinquish using the system, as single-state withdrawal invites others’ influence against it; complete global withdrawal is extremely unlikely and would cause over a billion war deaths.

To avoid this, the impact system uses rights violations, deceit, betrayal, illness, crimes, wars, and all expanding society management possibilities. Moreover, contemporary society debates a “bright future”, while nearly every person in the present experiences superiority committing violations or crimes — from intellectual property breaches, banned content/software use, profanity, littering, incitement to violence, up to mass murders. Thus, the impact system will further expand possibilities, gradually modifying behavior.

The impact system expands possibilities partly by balancing third-level processes — that is, the entire economy — providing required organizations and people with proper resources. Organizations and individuals receive incomes and expenses precisely as directed; every sum is known in advance, down to the dollar. Behavior algorithms assign living and nonliving objects to required organizations and people with precision to hours, minutes, even seconds.

Manufacturers track product details strictly; the impact system knows identifiers and traits of every item in your home, office, car, smartphone, even clothes. When a person moves on the street, this is a set of moving identifiers to the system. “Identifier 123 accelerated, paused, returned” — a watch on the left wrist — means the person looked at time then put their hand back, shown by radar, smartphone sensors, cameras, and others (highly simplified). Data on all nonliving objects is collected at factories before reaching people.

Special services’ and the impact system’s pursuit of capability expansion built processes tracking living and nonliving objects with feedback influence on those same processes. For them, influence is highest priority; being able to influence a person makes their plans irrelevant, as actions can be corrected to desired ones. Without special services’ influence, data collection would cease. The impact system similarly requires data collection on objects and reactions solely for influence.

The impact system refines balancing of third-level processes, expanding possibilities and gradually leading people to desired results considering subsequent changes. Hence, presidents, ministers, shareholders, CEOs, middle managers, and others in third-level processes often have experience, thinking, and reflexes not formed by prolonged effort and are thus unsuitable for complex goals. The impact system brings such people to high results easily to prevent strong intellect development that might later constrain it.

Such people serve existing processes, but to create new ones, the impact system often uses strong intellect people initially, then forms new behavior algorithms combining with weaker intellect ones, diluting strong intellect accuracy to desired levels. Sometimes, positions are simply vacated. When prolonged precise results are needed, the system isolates strong intellect groups until goals are met. These changes occur continually.

Now, based only on electricity consumption data, the impact system determines people’s behavior algorithms, and from consumption patterns identifies the exact algorithm a person executes at any moment. This is possible by uniting all data from the observation system. Since data is amassed, the impact system precisely determines behavior algorithms even solely from electricity consumption, without additional data. This occurs while “experts” embedded in third-level processes debate human rights violations in governmental social media data access.

Furthermore, the impact system uses data encryption to segregate data types among people, organizations, segments, and processes. Encryption exists only for people embedded in third-level processes — not internally within one state’s impact system. Encryption differentiates jurisdictions to prevent one country’s impact system from working on another’s processes directly. Since special services and impact systems cooperate, encryption limits functionality by territory so that systems influence each other’s third-level processes only via shared infrastructure and internet platforms.

It is noteworthy that state borders, language and cultural differences, currency rates, pricing, and more do not arise by chance but as variables used by the impact system to segment the environment, enabling precise control of people’s (and nonliving objects’) movement globally. Thus, these variables are also directed by the impact system.

Without the impact system’s technological part, government services would just announce changes, swiftly adopt them, and that is all. Additional short-term possibilities arising during controlled environment state transitions would be absent. The impact system would lose over 94% of existing opportunities, as nearly all influence opportunities emerge during transitions. Since the impact system directs such transitions, it leads all processes on trajectories providing not just any opportunities, but those relevant to the required future environment state.

Therefore, third-level process changes always result from the impact system’s direction. They are not universally desired but provide maximal necessary opportunities for the next step in transitioning the environment to its future state.

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