Phoenix
Rules Index
Phoenix at a Glance
Forum Rules
FAQ
Changing Affiliations
Starbases
Item/Item Type Transactions
Paying to Play
How did the enemy trade with me?
What are Stellars?
Introduction
Fees
Bank Holidays
Beginner's Guide
Missions
Starships
Manifest
Movement
Transport
Scanning
Integrity
Squadrons
Exploration
Officers
Ship Classes
Starbases
Manifest
Shipbuilding
Research
Resources
Complexes
Production
Exchange
System Claims
Security
Trade
Ground Parties
Cargo Dumps
Politicals
Political Level
Game Knowledge
Pips, Medals and Ribbons
EEM Loans
Political Influence
Agents
Platforms
Orders
Items
Item Types
Antimatter
Moderation
Surface Explorations
Special Actions
Submitting Special Actions
Combat
Naval Combat
Ground Combat
Player Experience of Combat
Affiliations
Relations and System Claims
Profile Options
Flags of Convenience
Probation
The Peripheries
Star Systems
Populated Worlds
Updates
2023
2020
2019
2018
2016
2015
2013
2012
2011
Previous Updates
Pub Meet 2010
Subterfuge Upgrade
Slaves
Minor Additions
System Charter Options
Further Work
Pub Meet 2011
Characters
Species and Affiliations
Missions
Small Additions
Current state of work
The Way Forward
Pub meet 2012
Development Plan
Coreward
Pub Meet 2013
Development Plan
Governments
Pub Meet 2014
Development Plan
Agent Networks
Terraforming
Pubmeet 2015
Development
Ground Combat
Governments and Infrastructure
Pubmeet 2016
Status
Characters
Discussion, Suggestions and Voting
Pubmeet 2017
Characters
Pubmeet 2018
Mechanics Update 2018
Characters
Evolution of Ground Combat
Pubmeet 2019
Political Influence
Ship Classes
Contacts
System Raids and Security (Piracy)
Brigades
Other things
Pubmeet 2023
New Players
Skills
Character Story lines
Ship Classes
Agencies
 
Beginner's Guide

This guide is intended for the beginner. Phoenix has a steep learning curve, sometimes referred to a Learning Cliff. As a result, there are areas of the game where the new player can be left scratching their head wondering what the latest error message really means. This guide will work towards alleviating this, ironing out the learning curve to make the game more accessible for everybody.

That is not to say that there will nothing of any interest to the established players. One thing the beginner will very quickly learn is that those grizzled old veterans make just as many mistakes as everybody else, they've just had more experience at covering them up. Just ask the Detinus Republic Starcaptain who accidentally sailed his unarmed and lightly armoured freighter right past an Imperial Starbase deep inside enemy territory, but somehow escaped without a scratch.

Assuming you have read the various sections of your sign-up mission, you should have some idea of what Phoenix is all about. This is good, because it saves me having to recap for you here. Once you dig into Phoenix, you will find a deeply involving and addictive game that offers unparalleled long-term strategic opportunities. Every Ship and Starbase, Outpost and Ground Party that you encounter is being run by another human player. And it is this human element at which Phoenix excels, even though at first glance the game might initially appear to be primarily stat-driven.

Phoenix can be played for free. You can run as many ships and ground parties as you can collect in-game for absolutely nothing. However, there are practical limitations on this. You will find it very difficult to run more than seven or eight ships without a Political.

Also, many players will maintain that you won't get the most out of the game unless you have a Starbase too. Full pricing details can be found here. It is however important to note that the game as it stands can be very much catered to the individual player's wishes and wallet. You can run a handful of ships, form a trading company, or you can begin constructing your own vast stellar empire. Just don't expect to be able to do the latter for free.

As a new player, you will discover that your Affiliation considers the moment you begin paying to play very significant indeed. Once you have committed to the game, your fellow players and allies will also commit to you, and you might well find a corresponding increase in your access to in-game resources, ships and information. Unless of course you are unfortunate enough to be in one of those cheap-ass Affiliations, who will at this point remain nameless.

Tip - Always talk to your Affiliation. Besides, if you go silent on them they might start thinking that you're a spy.

Tip - Because Phoenix is so free-form and open-ended, it is a very good idea to set yourself some initial long-term goals - for example amassing 200,000 stellars, mapping 10 systems, or controlling 5 ships.

Your First Turn  [Recruit]

The new player will find that with only one ship their initial scope for involvement and activity within the game is limited. It is likely it will only take you a short while each week to issue your orders, and that often nothing particularly exciting will happen when those orders, containing your latest batch of error messages, are returned. Do not despair, there is a reason for this.

Playing Phoenix require patience and determination. Talk to the established gamers about their larger research projects, and you will find that it is not unusual to spend upwards of six months researching a new cutting-edge piece of technology.

As a new player you must remember two things. Firstly, your beginning ship is quite small, and therefore not the most practical ship in the universe. And secondly, you are controlling only one ship. Many players control 30, 40, or even more ships. Start pestering your Affiliation, display your involvement and commitment, see if they can assign you another vessel. Once they do, very quickly you will see your involvement in the game take off. Affiliations understand this, so most of them are very keen to give you ships once you have proved yourself reliable.

Of course completing the first mission also gives you access to more which in turn give you more ships. By the end of the beginning missions you can have three ships, a courier, scout and freighter.

So, by now you should be looking at your first turn, either its email or this site in your turns section. It may at first appear confusing and complicated, but really, everything is quite simple once you get the hang of it. Just to make sure however, we shall focus now on a typical first turn and go through it step by step.

Code:<div class='post_code'>Phoenix: Beyond the Stellar Empire
KJC Games
www.kjcgames.com
### SHIP YourShipName (#####) </div>
Your ship number, which appears in brackets after the name of your ship, is very important. This is the means by which other people will identify and interact with your vessel. If somebody needs to transfer you some funds, this is the number they will use. If you want to deliver goods to a Starbase, the authorisation will have to be issued by the Governor using this number.

Tip - Email turn results looking jumbled? Try viewing the email with a fixed width font such as Courier New.

Code:<div class='post_code'>Your Name
Phoenix Acc No: ###

Printed on ##
----------------------------------TURN UPDATE----------------------------------- Information
-----------

Date 50.5: Affiliation Startup Info
------------------------

Welcome to the ###
----------------------- </div>

All new players in Phoenix automatically as Trainees though your details are listed in the recruitment forum. As such even though you start unaffiliated, you will be contacted by affiliations looking to recruit you.

You can find out details about each affiliation by looking at the game>affiliation tab. Clicking on a specific affiliation will reveal their profile.

Tip - It is always very useful to say hello and introduce yourself in the pinned recruitment thread.

Code:<div class='post_code'>| -Command Report------------------------------------------------------------------------ |
| Name: YourShipName (#####) Aff: ### |
| Wealth: 500 Stellars Ownership: Player owned | </div>

Ownership will display as either Player, or Affiliation. If something belongs to you the player, then it will follow you wherever you lead. But if you have control of an Affiliation asset, should you leave your Aff that asset will not go with you. When your superiors start giving you more ships, they will all display 'Affiliation owned'. As you might guess, one of the big problems facing the leaders of the Affiliations is players unexpectedly dropping out.

Tip - Until you start a Political position, the Stellar account for each position you control is calculated individually. That is, each position carries around its own supply of currency. If you want to transfer funds, you have to arrange for the positions to physically meet, and 'hand over' the money.

Code:<div class='post_code'>| Security Code: ABCD | </div>

The Security Code is used for granting other players positions the permission to interact with your ship. For example, if you wanted another players Starbase to deliver a new piece of equipment, the Governor would need your Security Code. The Order Editor will usually handle most issues pertaining to Security Codes, automatically filling it in where necessary and possible.

Tip - Your Security Code is highly confidential. Be careful who you share it with, because it allows unscrupulous sorts the opportunity to do all manner of unspeakably evil things to your ship. There is an order you can use to change your security code if you think it has become compromised.

Code:<div class='post_code'>| Design: Courier (62) Class Scout
| Hulls: 50 (Heavy Hull) </div>

There are many different classes of ship in Phoenix. Spanning in size from tiny 5 Hull gunboats, up to Flagritz Baseships and other 200+ Hull behemoths. Currently the largest and most common ships you are likely to see are around the 100 Hull mark. Check your turn reports for a taste of the diverse vessels out there in the Peripheries. Also, note the differences between Light Hulls, Normal Hulls, and Heavy Hulls as summarised in the Ship section of the rules. This will become important when you start tweaking your ship for maximum performance.

Tip - The Class of your ship will vary depending on how you have it equipped. Install a lot of sensors into a Caravel High-G Freighter, and it will become a Caravel Class Sensor Ship.

Code:<div class='post_code'>| Integrity: 100% Hull Damage: 0/2000 |
| Integrity Mod: 1 TUs left: 300 tus |
| Efficiency: 100%</div>

Tip - High Efficiencies, above 100%, mean ships carry out their orders in fewer Time Units. A wise captain can use this to his or her advantage.

Tip - In practical terms, you should think about docking at a starbase for routine maintenance whenever its integrity drops to around 60%. Any lower and it can start to have effects on the ships space-worthiness. Remember to let your crew have some R&R at the same time.

Code:<div class='post_code'>| Position is played anonymously | </div>

Most positions in Phoenix are played anonymously. This does not mean that you cannot contact the owners of them however. The 'Message' order can be used to send a communication in-game, to any position you encounter.

Tip - Do not expect an immediate response to a message sent via the order editor. Most players will pick up all of the messages sent to all of their positions in one batch once a week, as part of their Political position report. Sometimes though it is quicker to put a message on the forum asking to speak with the owner of the position. They will normally Private Message (PM) you.

Code:<div class='post_code'>| -Navigation Report---------------------------------------------------------------- |
| LOCATION |
| Landed on An Aurum Concursus (4985) at {22,12} in Urban |
| Quadrant Gamma 6 - Agripeta System (198) |
| Sensor Rating: 35% Sensor Profile: -16% |
| Planetary Scan Rating: 5% Sector Scan Rating: 62% | </div>

Your starting location will take the form as seen above. The Star System, in this case Agripeta, is identified by its number - 198. The System Quadrant in which the world you are landed on is located - Gamma 6. The precise co-ordinates on the planet surface, in 'across then up' format are also given. There will be formatting differences depending on whether the ship is docked, orbiting or in space.


Tip - While some orders such as scan planet can be issued while in orbit, the information is generally freely available on this website under the Game tab.


Beginning players do not have to concern themselves too much with their Sensor Rating and Profile. Your ship won't be undertaking any stealth missions in the immediate future. A simple piece of maths will demonstrate how this works however. Your ship's Sensor Profile (if starting with a Courier) of -63%, this makes it difficult to spot. Imagine another Courier moving through the same Quadrant as you, it would have no chance (Sensor Rating + Sensor Profile, i.e. less than zero) of spotting your ship, the same chance you would have of spotting it.

Tip - By way of example, a large Warship might have a Sensor Profile of 99%, making it a virtual certainty that your Courier would be able to spot it. Most, but not all, Starbases have even larger Sensor Profiles.

There are other factors at work here, so spotting other ships is not quite as cut and dried as it might appear. For example, if you are in a large outer Orbital Quadrant, you are much less likely to detect other ships than if you were in a smaller inner Orbital Quadrant.

Planetary Scan and Sector Scan are more detailed breakdowns relating to your ships ability to perform those specific tasks, used primarily for mineral prospecting.

Code:<div class='post_code'>| ISR Drive Rating: 2 Jump Capability: Yes (100 tus) |
| Manoeuvre Speed: 1.7 g Orbit Time: 6 tus |
| Landing Time: 30 tus Takeoff Time: 30 tus | </div>

Tip - All of the statistics regarding the speed and manoeuvrability of your ship are determined by the equipment you have installed and the type and quantity of hulls and armour the ship is made.

Code:<div class='post_code'>| Surface Area: 63 Embarking Size: 12851 mus | </div>


Surface Area and Embarking Size give you a rough idea of how large your ship is. By way of comparison a Free Trader class transport has a Surface Area of 77, and an Embarking Size of 11450 mus. A Broadsword class Heavy Cruiser has a Surface Area of 82, and an Embarking Size of 18430 mus.

These two statistics have several functions in the game. Surface Area can be used in making stealth calculations, while Embarking Size is literally the amount of space your ship would take up were it to be fitted inside another position.

Code:<div class='post_code'>| -Crew Report---------------------------------------------------------------------- |
| 24 Human Crew (505) - 1 mus |
| Crew Factors: 96 Required: 95 | </div>

Exercise caution when transferring crew. If you do something wrong, you can end up with a ship with no crew onboard that is incapable of carrying out any of your orders until you use another position to deliver some replacements. No great harm, but it can be just a little embarrassing.

Tip - When picking up employees or crew from another position, take care not to take so many that you leave that second position short-handed.

Code:<div class='post_code'>| -Cargo Report--------------------------------------------------------------------- |
| CARGO |

| Cargo: 0/200 Life Support: 51/120 | </div>

Your cargo bay. Ships start with empty cargo bays. While some missions may give you some cargo, the alternative, once you have finished your mission it to do some trading with civilians. These can point you in the direction of worlds with people looking to sell you valuable trade goods that you can then sell on to player markets. There is always somebody looking to buy them. Details on trading with civilian markets can be found in this story and article and in this update article which simplified the mechanics.

Tip - Not all markets are safe for you to visit as a member of your Affiliation. Though you are limited to Halo and Yank while Trainee once you leave Trainee you can look at the system where you intend to train and determine if the reception is likely to be hostile. It is a very good idea to check with your Aff precisely where you can safely travel before you jump there and find out the hard way. The space-lanes are littered with the wreckage of ships which have accidentally wandered where they shouldn't.

Tip - Yank and Skord are considered neutral space. You should be able to travel safely anywhere therein. Although be aware that the larger Affiliations are constantly jockeying for position, eyeing each other suspiciously, looking for some excuse to open fire. The Halo periphery (where you start) is moderated space and gives some protection against possible threats.

Tip - Your life support rating obviously enough governs the number of lifeforms you can carry, like your ships crew. It might be worth remembering that spare lifeform capacity can be used to carry lifeform trade goods. For example, the Courier can carry 400 mus of standard trade goods, plus 16 mus of lifeform trade goods. Sure, it means your crew have to bunk with the trade lifeforms in question, but that's a small price to pay in pursuit of profit.


Code:<div class='post_code'>| -Space Combat Report------------------------------------------------------------ |
| Max Targets: 1 Scints: 0 |
| Shield Factors: 250 Shield Depth: 17.27 |
| Max Shields: 250 Shield Recharge: 0 |
| Combat Efficiency: 100% Your Target Silhouette: 1.18 |
| Targeting Bonus: 0 Sensor Power: 4.42 |
| Base Accuracy: 3 Officer Bonus: 0 |
| Flee Option: Flee Target Type: None |
| Armour: 0 Combat Speed: 1.46 |
| Dodge: 1.46 On Patrol: No | </div>

The Space Combat Report looks a complicated beast at first. However, reading it through will indicate that each item is actually quite simple. The real problem lies in recognising what sort of value might be considered to be good, bad, or flat-out ugly for each of these entries. The best way of finding out is to get a hold of the details of different ships from other players in your Aff, so that you can compare and contrast the strengths and weaknesses of various ship designs.

Three of the more important statistics here are Base Accuracy, Dodge and Combat Speed. Warships need to have these as high as possible. For example, an exceptionally effective Warship might have a Base Accuracy of 9, a Dodge of 8, and a combat speed of 5.

Tip - The faster a ship is in combat, the more problems it will have in hitting targets as it has to compensate for its own speed. Basically, shooting from a moving platform is harder than shooting from a stationary position, so a fast ship will be harder to hit itself, but needs higher accuracy and better sensors to compensate.

Tip - A great deal of fine-tuning can be done with these statistics in the ship design editor. There is much debate about what makes for the 'best' ship designs, as different design philosophies compete for supremacy. Much of this competition is done in the heat of battle, where there is little lee-way for error.


Code:<div class='post_code'>| POINT DEFENCE SYSTEMS |
| SHOTS ACC(%) DMG |
| 4 Gatling Laser (215) 10 20 1 | </div>

All ships should carry point defence systems. Missiles and Torpedoes are common weapons in the game, and they can be deadly. Gatling Lasers and Phalanx defence systems will form your main line of defence. The correct ratio is a matter for experimentation.

Tip - There is an argument that starting ships derive little real benefit from their low numbers of Gatling Lasers. You may want to consider removing the Gatling Lasers to make space for something else.

Tip - Point defence will also target incoming space fighters and bombers.


Code:<div class='post_code'>| -Boarding Defence Report--------------------------------------------------------- |
| |
| SHORT RANGE GROUND UNITS |
| PREF DMG FACTORS |
| 24 Human Crew (505) Packed 24 24 |
| -------- -------- |
| 24 24 |
| |
| Current Ground Factors: 24 Maximum Boarders: 419 Units |
| | </div>

Each type of crew provides different combat effectiveness in the event of your ship being boarded. On more valuable ships, you may want to have more and better defensive units than the standard Human Crew, such as Veterans, Marines, or even Startroopers. The size of your ship limits the number of units that can attempt a boarding action.

Tip - When a ship attempts a boarding action, it exposes itself to potentially massive damage from close-range weapons fire from the target vessel. Often the hunter will become the prey.

Tip - Close combat is heavily weighted in favour of the defender. If you are thinking about boarding a position, you will need significant numerical superiority in order to have any chance of success.


Code:<div class='post_code'>| -Enemy Report-------------------------------------------------------------------- |
| ENEMY LIST SUPPORT LIST DEFEND LIST GROUND ENEMY LIST |
| None None None None | </div>

As a new player, you do not need to be concerned with the Enemy Report section of your print-out. Ideally it should be kept blank until you begin to take command of warships, at which point this section will become an important and powerful strategic tool. Your Affiliation should be able to brief you fully on how to obtain the best performance from these settings.

Tip - Some configurations of Enemy Report settings work better in combat than others.

Code:<div class='post_code'>| -Installed Items-------------------------------------------------------------------- |
| 1 Bridge (100) - 50 mus |
| 20 Cargo Bay (134) - 25 mus |
| 4 Gatling Laser (215) - 10 mus |
| 2 ISR Type 2 Engines (145) - 40 mus |
| 1 Jump Drive (175) - 50 mus |
| 4 Quarters (131) - 25 mus |
| 3 Sensor (103) - 10 mus |
| 5 Shields (115) - 10 mus |
| 5 Thrust Engine (160) - 20 mus |
| |
| Install Space: 1000/1000 |
| ------------------------------------------------------------------------------------ | </div>

Your ships installed items list is where the work of designing and tweaking your ship comes into play. Detailed information about what each of these items are and can do, can be gained either from your Affiliation, or by issuing a 'Tech Manual' order for the item number concerned. Alternatively, simply look the items up on Nexus (the name of this online interface) in the Game tab.

Tip - Remember that a 'Tech Manual' order costs 50 tus, so looking up items in the game tab is both easier and faster.

Tip - The way installed items are listed can cause some confusion. The mass unit (mus) rating is per item. So in the case of a ship with 20 Cargo Bays for example, each of which weighs 25mus, for a total of 500mus worth, a full half of the total install space available. Therefore you could, for example, remove the 5 Shields (5 at 10mus each) and gain enough space to add another 2 Cargo Bays.

Tip - New statistics and features are occasionally added to your position reports. Full details and explanations of these as and when they happen can be found here - somewhere.

Submitting Orders  [Recruit]

In the first turns of your initial mission you got to chose options and enter data, for example, deciding which ship to start with, the species of the crew and naming the ship. These equated to a list of orders which were submitted and processed as you went through the mission. This is essentially a handholding approach to generating orders which due to the quantity of orders and their use in Phoenix can only go so far. As the missions progress instead of having easy press options you are simply given instructions such as 'Set course for {15,29} Hannahannas (5168) in Hittite (204)'. It is then up to you to create the orders and submit them. To do this you go to the Orders tab and once there select your ship (remember you may one day have hundreds) simply by clicking on it. Down the left hand side will be a list of available orders and on the right, orders ready to be processed (such as those generated by undertaking the mission). If you had other positions such as a starbase and selected this position, then the list of orders on the left will be different.

For our purposes here however, we shall contain ourselves to the basic ship orders. These provide most of what you need to get started in the game.

When issuing orders data that you have discovered or is common knowledge will automatically populate the various data fields.

Buy
This is one of the orders you will use most often, as making money will likely be high on your list of priorities. Scouring the market reports for bargains, and searching out those lucrative trade routes forms a large part of any successful trading enterprise. Though making deals as part of trading with civilians (as explained above is recommended) especially if you are looking for modules to build your first outpost.

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Tip - Learn to use the 'if an error occurs - stop turn' function. It is possible that when you issue an order to buy a trade good, somebody else might have bought it before you, which will cause the order to fail. It can be extremely infuriating to issue a buy order which is followed by a jump order, moving your ship out of the system with a cargo hold that is empty because the previous buy order failed, necessitating a sheepish return and the loss of precious time units.

Tip - The Market Report section is going to be your best friend. Bookmark it now. The Market Reports are updated daily (when Turns Uploaded has been ticked). New goods become available regularly, and prices can often change.

Tip - Starbase Governors will rarely put unique and valuable items on their open market. This often means that the best deals are not public knowledge, though it does happen from time to time. If scouring the public markets is not for you, contact specific Governors in your region of space (using the send message order) or simply put out an open question on the forum asking to arrange a trade deal. It's also handy pointing out you are a new player. Deals may be more lucrative if the governor wants to recruit you to their affiliation or just to help a new player.


Deliver / Deliver Item Type
These orders will begin to be used when you start moving items around for your Affiliation. Other players regularly require large stockpiles of various items moved around from 'a' to 'b', and this sort of mission is often offered to new players because there are comparatively few ways of triggering an accidental all-out interstellar war, which isn't to say it's impossible. Just unlikely.

Of the two - 'Deliver' and 'Deliver Item Type' - the former is most useful for keeping strict control over what is being delivered. While the latter is helpful when moving large quantities of different goods. In the below examples, Deliver is for Metals (1) while Deliver Item Type is for Ores (49). As metals are a subset of ores, if the ship only had metals, both would be viable, but if the ship had both metals and basic elements but only wanted to deliver metals, then Deliver Item Type could end in disaster.
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Tip - As a new player, you are probably best sticking to the 'Deliver' order at first, because of the greater specific control offered over your ships actions.

Tip - Remember that you need a Delivery Authorisation if you are unloading goods to another player's position. This is to stop just anyone from delivering a package containing incriminating stuff to anywhere they please.


Maintenance Complex Visit
A ship with an Integrity Mod of 1 means it loses 1 percentile point of Integrity each week. There other random events which can also reduce integrity - meteor hits, extreme manoeuvres, landing, etc. This order will return Integrity to 100%.

Tip - Your Aff will probably have one or more designated Starbases which are best set-up for this sort of ship maintenance. By the time your ship is requiring a Maintenance Complex Visit, you will probably already know where these Starbases are. But if you don't, be sure to ask. Just turning up at any Starbase is no guarantee the work can be done.

Move To Starbase
It is important to note that this order will only work if you 'know' the destination Starbase. You know a Starbase if it has been set to common knowledge by its owner; if it is a Starbase you have seen or visited before; if you have received knowledge of the Starbases location through your Political position; or finally if another player has transferred specific knowledge to you.

Because you need to know a Starbase, it is likely that you will see quite a few error messages relating to failed 'Move To Starbase' orders. Not all of the Starbases you will see on the Market Reports page for example, will have had their status set to common knowledge. This is done primarily to confuse new players, but you should try not to take it personally.

Further, the route to the starbase has to be straight forward, which means can be reached through the use of ISR and Jumping only. If there are intervening wormholes and stargates, the order will fail, returning a 'no known route'. You start the game in Halo which means to leave you need to know about the wormhole exist in Halo Express (9890) wormhole in Agipeta(198).. To use it you need to use the following orders to move into orbit of the wormhole:
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and then to enter the wormhole to Yank which can be found in the Movement set of orders:
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To get back into Halo, simply submit the enter wormhole order from the orbit of the wormhole in Yank.
There is another way out of Halo, directly into Corewards but do not to use this until you are part of an affiliation with better knowledge of the game. As such its location is not mentioned here.

Tip - Be very careful with the 'dock' checkbox in the order editor. Most, if not all non-Affiliation Starbases will consider docking attempts to be hostile actions. There have been many incidents in the game where a ship has docked with a Starbase with a very nasty Starbase-destroying surprise on board. For this reason, virtually all transactions with Starbases are carried out through Hiports (orbital lifts). Meaning you do not need to physically dock with the base itself.

Docking somewhere they are not welcome is possibly the number one mistake made by new players. If you learn one thing from this guide, learn this.

The only time you might want to dock with a Starbase would be to conduct maintenance/R&R visits, or to refit your ship. And typically this will be a Starbase belonging to your Affiliation. Otherwise, leave that dock checkbox well alone. Nobody enjoys blowing up new player ships.

Okay, almost nobody enjoys blowing them up.

Move To System Quad / Move To Planet xy / Move To Planet Orbit
When you require more control over your Starships movements than that afforded by the 'Move To Starbase' order, these are the commands to turn to. Examples of when you might to use them include:
Moving to unknown Starbases which you know are located on a particular world.
Conducting scans of particular planets.
Moving to the location of a Wormhole or Stargate in order to enter it.

Tip - Don't forget there are more specialist movement orders available outside of the 'Basic' orders.

Pickup / Pickup Item Type
These are the twins to the 'Deliver' orders discussed above.

Tip - Authorisations are available which cover a wide range of activities. From giving permission to deliver or pick-up a set quantity of a particular item, all the way up to having full authorisation to do anything. Star-captains should resist the urge to pick up the Admirals brand new MkVII Photon Battery just because they spotted it lying around, because that might just make him a little cross.

Recreation Complex Visit
Not something you will need to do all that often. But remember the efficiency boost can be very handy if you're just about to embark on a run of time-unit intensive orders.

Tip - When you have a Political position, it will list all of your ships, their current efficiency levels, locations and integrities. It will also warn you when a ship requires its 6-monthly R&R trip.

Refit Internal Items
The critical thing to be aware of with this order is the part in the Order Editor description where it says 'no integrity loss'. Usually installing/uninstalling pieces of equipment from a ship entails quite a severe integrity loss, so whenever possible, you should try and use 'refit internal items'. Note however that this will return a ship to its original design specification. Whatever that might be. This isn't an issue with your Courier, but could become a problem when you inherit ships from other players, which may have been heavily customised.

Repair Complex Visit
Putting star-ships back together once they have been damaged can be a pain. It is recommended you try and avoid chipping the paintwork on your ships. However, this is not always possible, and you will occasionally have to resort to having your ships repaired at a friendly Starbase. The price of patches will probably vary amongst your Affs Starbases, so if money is tight, check where is cheapest.

Sell
Selling things is usually more fun than buying them, particularly when you're making a nice fat profit. However, watch out for those unscrupulous Starbase governors who make a habit of changing their buying prices on a regular basis, otherwise you run the risk of selling a good for less than you were expecting. It's rare, but it can happen.

Tip - If you're selling an item, but fail to sell all of your cargo because the Starbase isn't buying all that you've got, it is worth your while contacting the governor, as he/she/it will probably arrange to take what you've got left, off your hands. Remember, Phoenix is a social game, and much of the fun comes from interacting with other players.

Tip - Once you start talking to individual Starbase governors, and arranging private trade deals, you may have to start using the 'private market' check box. This accesses a market which is not publicly available that has been set-up specially for you. A print-out of its status will appear on the Starbase turn report, but not on yours, so it will be up to you to keep note of the progress of each of your private trade deals. There is no point in checking the 'private market' box unless you have something worked out in
advance.

Special Action
The scope of the 'Special Action' order lies well beyond the boundaries of this guide, suffice as to say that if you can imagine it, you might well be able to do it with this order. It puts you in direct contact with the games-master (GM) of the game, his name is 'Mica', remember to say hello, and try to be clear and concise about what you are trying to achieve.

As a beginning player you probably won't have much need for this order initially. But there are various ways of getting the best out of it, all of which can be discovered by, yes, you guessed it, talking to your Affiliation.

Tip - Don't forget Special Actions cost £2.00 each, and require a KJC account number so that the transaction can be charged.

Tip - Particularly complex activities in the game world may require multiple Special Actions to achieve.

Tip - Much of the 'colour' in the game can be uncovered through Special Actions, this is where details of strange alien artefacts lie, interactions with alien races, the discovery of new trade goods, the exploitation of existing resources. Your Aff will maintain a list of previous Special Actions that have been carried out, and once they trust you, they will let you see them. Expect it to take quite some time for them to trust you this much however, as the results of Special Actions are closely kept secrets.


Surface Exploration
A Surface Exploration is charged for in the same way as a Special Action. If you spot an interesting looking sector on a planet (following a 'Scan Planet' order which provides you with a planetary map), you may want to take a closer look at it. In the more well travelled parts of the universe however, it is very possible that your Aff might already have done this, so you should check with them first so as not to wind up duplicating somebody else's efforts.

Tip - For the keen explorer, there are new Star-systems being discovered in the game on a fairly regular basis. So there is plenty virgin unexplored territory out there, and Affiliations are always very happy to recruit players who are wanting to go exploring. They may even equip you with the ships you need to go and do it.

Tech Manual
If you're unsure about what a piece of equipment you encounter in the game does, you can issue this order and find out.

Tip - Sometimes it will be necessary to have knowledge of something, for example a very rare ore, so that you can recognise it in the game. This works in a similar way to knowing the location of Starbases as discussed under the 'Move To Starbase' order. You can only prospect for those rare ores, if you know about them. Which means you will need to pick up a sample from somewhere, and Tech Manual it just to be on the safe side.

Tip - A Tech Manual will also contain information on what resources it takes to build a particular piece of equipment.

Tip - Another important use of the Tech Manual order is to obtain information on trade goods, particularly crucial is the Local Value of trade goods. This is a very important statistic which governs how much goods are worth in various different Peripheries. It is left to the player to work out precisely how this works in the game.

 
News
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Don't forget to include your account number in the message.
 
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*** Inter Galactic News ***

Solo claim swings back and forth

The situation in Solo appears to be getting even more heated. First the NHS dropped 600,000 troops to contest the system and then the DTR answered with enough troops of their own to trump the NHS claim. The NHS found yet more troops, taking the contesting claim up to 750,000 and once again the DTR answered, bringing Solo back under DTR control. Now the NHS have had a look down the back of the sofa and found yet more troops, taking the contesting claim to a massive 900,000 trained troops. We wait to see if the DTR have an answer to this. We can only guess where all these troops are coming from, but what is clear is that the established affiliations clearly have far larger armies than many thought.
 
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*** Inter Galactic News ***

NHS attempt to claim Solo away from DTR

In a shock move the NHS have contested the Solo claim with a huge garrison of 600,000 trained troops. In a move that nobody saw coming, especially as it was unknown the NHS had such a large force of troops to draw upon, the NHS seem to be provoking a response from the DTR. Currently there has been no word from the DTR in how they are going to deal with this claim jumping, although rumours are that they are pretending the Solo claim doesn't really matter to them and so action is unlikely. However this may be a smokescreen and we may yet see the DTR's powerful fleet cause havoc in the system of Solo, which has for a long time been an important junction and fought over by many different factions.

DNA Chairman TonTon resigns

The following communication has been leaked from the DNA to the GTT's PD.

Greetings CEO Fox.
It regrets me to have to inform to you that the DNA nation state will be renouncing its claim on Aladdin system following a ceremony planet side, shortly.
However, it gives me great pleasure to have to inform you that these ceremonies are being planned by Vladimir Tavikovitch, the South Road Traffic Coordinator. He is also responsible for all DNA and .ore. assets in the Outer Naplian (Capellan) periphery so if there are any further issues, please take it up with him.
For any and all other matters, please forward your request directly to the DNA directorate services at NexusID: DNA people.
The Foreign Ministry objects one last time to your illegal claim jump of Aladdin, but we realise it is time to de-escalate.
Normally i would sign off with Naambta, but doing so would be hypocritical. Let me say good riddance instead.
I hereby resign in protest!

Chairman TonTon,
Foreign Minister, DNA
cc: Directorate Services personnel coordinator - !urgent resignation!


DTR threaten WMB with fines for multiple breaches of DTR Law

Lady Sylvansight of the DTR has issued a fine of 1,000,000 stellars to the Wimbles for multiple breaches of DTR Penal and Territorial Law. This seems a very brave move of the DTR to risk upsetting the huge and warlike WMB when they also have the rival NHS Solo system claim to deal with. No word has been recieved yet that the Wimbles are going to pay, but if the formidable WMB warfleet is seen heading for the DTR home systems we will know what their thought are on the matter. The DTR and WMB fleets going head to head would be a sight to behold.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DWK Dewiek Packs (19) - <Unknown>
FCN Falconian Republic (70) – Graspien
FEL Felini Tyranny (49) - Kr'Shan
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
HEX Hexamon (23) - Tranquility
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Cyn
KST Kastor Kastorians (12) - Kastor
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz

* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.

NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
Inactive: ANT, COD, BHD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
 
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*** Inter Galactic News ***

DNA and GTT clash over Aladdin system claim while Pirates look on.

The GTT have this week launched an attack on the DNA outpost in Aladdin, in what appears to be little more than a turkey shoot. Around 100,000 GTT Naplian Startroopers attacked the DNA position to remove the rival system claim. Reports indicate the DNA garrison were taken by surprise and lost control of the base in the first few hours of the fighting. The base has since been reflagged from [Free Naplian Capital] Peaceful Protest to [Loyal Naplian Capital] DNA claim Ended so it's fair to say there was a clear message being sent by the GTT. We have been waiting for the DNA leadership to comment but so far they have been unusually silent. No doubt when they have crawled out from under their desks they will have something to say on the matter.

While this attack was going on several pirate ships were also seen in Aladdin, according to the GTT in what may be true or may be a diversion, with reports of a pirate GP and scout being destroyed while a 150HH pirate warship slipped away and escaped from incoming anti-pirate patrols.

Secret meeting of the EEM

A recent communication intercepted by one of our top reporters today made us aware of a meeting of the EEM. This is underway in a top secret location called Black Pool, which sounds suspiciously like the lair of a pirate band. After pulling in many favours, we were able to identify some of the attending members. On the bases that they won't be named we were able to find out some slight information of the subjects to be discussed at the meeting and one thing is for certain, there could be huge impacts to the lives of everybody living in the galaxy. Details to follow. When the shadowy figures of the EEM come together with the top political players in a pirate base the possibilities are endless!


You are never more than 6 systems from a RAT 🐀

A new saying has arisen in the bars and spaceport of starbases throughout the many peripheries; you are never more than 6 systems from a RAT.

It is understood that this saying originated in Yank and spread by trade vessels to peripheries far and wide. Many starbases have heightened their security and added additional sensors and locks to various entry points including foul and grey water outfalls. Beer and drug stocks are undergoing increased proofing to avoid the critters gaining entry and consuming the stockpiles.

Will this present as a new plague of proportions never before seen or is this some simple urban myth being spread for the amusement of some mischievous entity? Who knows, but to be certain... check the shadows.

 
This year we will again be returning to the Briardene Hotel. They were welcoming, the bar didn't run out of beer pre-covid and there was room for quiet chats. Along with Wetherspoons there is the Victoria just down the road (Sam Smiths - last time beer was around 2 shillings per pint and a full round was less than £10).

Mostly drinking beer and talking toot though we have a good few things on the agenda.

Bookings are done directly with the hotel. Book by phone and say that you are with KJC Games

Briardene Hotel
Telephone: +44(0)1253 338300
All staff should be able to deal with the booking but if there are any problems ask for Tracy (manager) as she dealt with all our foibles in previous years.
 
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*** Inter Galactic News ***

Dog days are over

With the fall of the DEN and the implosion of their home territory as the AFT, DTR and GTT moved in, it was unlikely the Dewiek would rise again. The DWP gave the species a little hope with the Dewiek Pocket Periphery kept under lock and key. But news has reached us of the AFT's penetration of this private area of space that's been locked down. With a base and claim in one of the three visible systems it seems that the end of the Dewiek is near. A once noble and aggressive race, determined to make an impact on the galaxy is now little more than a species that lives under the command of others. A sad end to a once powerful species that used to control a significant part of known space.

Pirate activity continues

Yet more reports of pirate activity have been received, one from the WMB, losing a freighter in Solo and another from the FET who reported they had engaged and hit the attacking pirate ship with several weapons before it managed to make off with it's prize. Hopefully the pirate ship took significant damage and will now be out of action for some time. The Corewards periphery seems to have been plagued with pirates recently and many travellers would welcome a break from attacks.


MEK incursion into Corewards

The FET and GTT have mounted a joint venture into Nog-Kesri to tackle a MEK force. It isn't known where they have come from, with the only other MEK ships seen so far being located in the Orion Spur. The lack of a known link between where they have appeared in Corewards and the Orion Spur has caused some concern among planetary populations as who knows where they could turn up next! Fortunately the combined FET/GTT task force dealt the MEK a heavy blow and the threat has been eradicated. But we all know this is unlikely to be the last we hear of the MEK in Corwards and we would encourage ship captains to keep a keen eye on thier sensor screens when travelling near Nog-Kesri.

 
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*** Inter Galactic News ***

  • CIA freighter fights off overwhelming pirate forces

  • Fin Saine media broadcast, What is Hot in the galaxy?!?!

  • MEKlan forces attack in Corewards Arm


  •  
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    *** Inter Galactic News ***

    Aladdin faces ongoing DNA/GTT tension

    The tensions between the DNA and GTT in the Coptuv system recently spilled over into the DNA system of Aladdin. A significant party of GTT ground troops has reinforced one of their bases in the system and claimed it, forcing the system claim into turmoil as the DNA finds itself under threat of losing the system. With the DNA chairman asking for help, several affiliations have been seen sending ships to evacuate any in the local population that want to escape the GTT. But so far not a shot has been fired and despite the AFT, FEL and DTR assistance no reisistance to the claim jump has been encountered so far. It remains to be seen if the DNA and it's friends will scatter before this hostile take over or put in a last minute counter claim to thwart GTT intentions.

    Increasing pirate activity

    Recent reports indicate a new surge in pirate attacks with the AFT and GTT reporting ships lost. Knowing how some don't like to advertise losses we wouldn't be surprised if this is the tip of the iceberg. Reports passed to us show the ship PIR Scavenger running ID 43174 and another ship of the same name running ID 68668 have both been in action with successful boarding attempts. It's unknown whether these are seperate ships or the same ship reregistered, but our information suggests that it would be hard for these pirates to cover the space where these attacks happened with just one ship. One thing is for sure, be on your guard as open space is not as safe as it once was.


    GCE ships loitering in deep space

    After the fall of the GCE and a lot of their assets being shared or purchased it was thought that the affiliation was no more. Yet deep space scans indicate that there is still a significant number of GCE warships holding station in deep space between Coptuv and Yank on the transport route into the Corwards Arm. Nobody knows what these ships are up to and why they are still flagged GCE, but our best guess is that are captains either awaiting new orders or owners after the fall of the GCE command structure.


    *** Affiliations ***

    AFT Association of Free Traders (54) - Marion Tweedy
    BLG Bolg Organisation (22) - Akhenaten
    BHD Brotherhood (63) - de Molay
    CIA Combined Intelligence Agency (64) - Laton CIA
    DNA Displaced Natives Asylum (66) - DNA people
    DTR Detinus Republic (58) - Morley Decker
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – Graspien
    FEL Felini Tyranny (49) - Kr'Shan
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GTT Galactic Trade & Transport (52) - Xavier Fox
    HEX Hexamon (23) - Tranquility
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Cyn
    KST Kastor Kastorians (12) - Kastor
    MOH Mohache (73) – Listens
    NHS Noble Houses (41) – Roy Roberts
    NLF Naplian Liberation Front (38) - NLFHQ
    SMS Stellar Mining and Smelting (53) - MikhailM
    WMB Wimble Nations (25) - zz

    * Leader MAY be inactive, affiliation may be active
    ** Only known contact, please update us if this is incorrect.

    NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
    Inactive: ANT, COD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

    *** Submissions ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
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    *** Inter Galactic News ***

    Tension in the Corewards Arm

    With the DNA obtaining several ex-GCE bases in the Coreward Arm it has found itself in the middle of an asset grab of serious proportions and aggression. Our reporters witnessed several GTT troop carriers heading for the Corewards system as the DNA published information suggesting they were accidental owners of the system and that the assets were to be moved on. As the GTT ships started to arrive the bases were quickly passed to the CIA, thus thwarting the GTT intentions as they were hardly likely to start dropping troops on their allies bases. This shrew move by the DNA seems to have calmed matters in the Coreward arm temporarily, although the shift in relations between the GTT and DNA has taken a negative turn. When asked what their next move might be the GTT refused to comment.

    GCE collapse

    The GCE are no more, save for some scattered light freighters. The affiliation which enjoyed a sharp rise and profiltable relations with many has ceased trading. Rumors point to the GTT buying up GCE assets before stripping the rival corporation of anything of value. Although our reporters at the SSS have been quick to point out that any GCE assets not in GTT systems have been taken over by both the DNA and FET. So it seems many different affiliations were able to profit from this development including a new group called the HSH who appear to have taken over the GCE war fleet. No doubt many in the peripheries will be watching with interest where these ships are used, who the HSH are and how they were able to get thier hands on so many warships so quickly.


    Secudus trials

    In the Cluster Secudus has continued his trials, claiming to root out terrorists working against the Empire. With tends of thousands of beings being sent to the camps or worse. There is no sign of these actions stopping as the NHS clamp down on the locals and bring them under the harsh control of the Empire.


    *** Affiliations ***

    AFT Association of Free Traders (54) - Marion Tweedy
    BLG Bolg Organisation (22) - Akhenaten
    BHD Brotherhood (63) - de Molay
    CIA Combined Intelligence Agency (64) - Laton CIA
    DNA Displaced Natives Asylum (66) - DNA people
    DTR Detinus Republic (58) - Morley Decker
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – <Unknown>
    FEL Felini Tyranny (49) - Juris
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GTT Galactic Trade & Transport (52) - Xavier Fox
    HEX Hexamon (23) - Tranquility
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Cyn
    KST Kastor Kastorians (12) - Kastor
    MOH Mohache (73) – Listens
    NHS Noble Houses (41) – Roy Roberts
    NLF Naplian Liberation Front (38) - NLFHQ
    SMS Stellar Mining and Smelting (53) - MikhailM
    WMB Wimble Nations (25) - zz

    * Leader MAY be inactive, affiliation may be active
    ** Only known contact, please update us if this is incorrect.

    NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
    Inactive: ANT, COD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

    *** Submissions ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
    ******Empire Syndicated News Network (ESNN) ******

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    Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite and most reliable unbiased publication in the known universe from our home in the Heartland,

    And so with the news from the last couple of weeks,


    Cluster War! DNA Gather Fruit
     

    Free Ship when you sign-up
    Complete missions for in game rewards
    Control everything, up to an entire empire
    Dedicated human moderators
    Player and Moderator driven plotlines
    Discover new worlds to explore, exploit & colonise
    Over 20 years of content development
    Persistent Browser-Based Game (PBBG)

    I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

    Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
    -Zigic