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
 
Starbases

Starbases are fixed installations constructed to withstand the harshest environments from the colds of space to the eruptions of molten rock on an unstable moon.

They are established by either a ship or ground party issuing the Create Outpost order in the appropriate location. While this is generally in a sector known to contain an ore deposit, it may be in orbit or even in space. The Create Outpost order also requires a complex to be built. The creating position needs to have the appropriate modules within its cargo. All bases are established as outposts. They can be converted to starbases at any time in the future.

The position creating the outpost will also be relocated into the starport of the newly established outpost as part of the process.

Certain locations will prohibit either the creation of an outpost (such as when docked in another location) or the creation of the outpost due to a prohibition on the choice of establishing complex.

The structure of the starbase consists of a mixture of complexes, each designed to fulfil a specific purpose. These complexes are constructed from generic modules. Once constructed they become fixed as a specific complex type and cannot be moved, only demolished. Along with complexes, a starbase requires personnel to man the complexes and it is desirable to have some form of defence should a starbase be threatened.

Starbases have a fee associated with them which is charged on maintenance day. A turn report is also auto-generated on this day though updates on other days can be requested free of charge.

Outposts  [Recruit]

These are secluded installations that have restricted interaction with the outside universe. As a consequence, compared to starbases they have improved security but are limited to the types of complexes they can support.

Outposts cannot have active factory or merchandising complexes.

Troops and employees demand a standard wage of 1.5 stellars per week. Unlike starbases outposts do not auto-generate a report (turn) on maintenance day. Reports are only generated using request update. A fee may be charged depending on the political upgrade level selected (see fees). For all other intentional purposes they can be thought of as a starbase.

As starbases and outposts are often dealt with in the same way, they are collectively referred to as Bases.

Bases created in space are normally referred to as Space Stations. Normally there is no benefit for building in space though many drawbacks such as lack of minerals and other resources. The one benefit is the exploitation of a stellar corona for the purposes of producing antiparticles. See Antimatter.

Basic Requirements  [Recruit]

  • Command Complex- All starbases should have 1 command complex per 100 total complexes (including command complexes and rounding up). Failing to have this will result in a drop in efficiency.
  • Personnel - It normally requires 10 personnel to run a complex. This is based on the requirement of 500 work hours to run each complex at maximum efficiency. Each standard employee will produce 50 work hours per week, i.e. the standard requirement of 10 employees per complex.

There are other tasks that require work-hours. These include closing down complexes and demolishing them.

There are also other sources that provide work hours beyond employees. Certain robotic devices and slaves also provide labour. These alternative sources usually either have drawbacks to their use or are restricted technology and difficult to obtain.

Work Hours
Virtually all complexes require personnel to run them. There are a few exceptions (see appendix for complex descriptions) but for the most part this is 500 work hours per week. Since time within the game is standardised, each standard employee will produce 50 work hours per week. As such it is generally the case that a starbase will require 10 employees per active complex.

Each week, the total work hours for the starbase are calculated. This is compared to the total requirements for the starbase. If there are excess work-hours, the starbase will run at 100% efficiency. If there is a deficit the starbase will work at the appropriate efficiency percentage, i.e. only having 75% of the required work-hours will mean that the starbase runs at 75% efficiency.

Some orders require the use of work hours. Closing and activating complexes is a good example. The amount of work hours used is stored and applied against the work hours of the next maintenance. This can result in a drop in efficiency of the base if this then means that there is insufficient work hours to run the complexes. Where the deficit is greater than the amount of work hours generated, the balance will be carried over until it has been reduced to zero.

Active/Closed Complexes
Complexes are active immediately upon construction. There may come times however when the complex is required to be closed. It may be the case that there is a personnel shortage, or that the complex is temporarily not required - such as a recruitment complex. Using the 'activate complex' order, indicating the total number of active complexes required (and not the change in number) will close the remaining complexes. Closed complexes still need to be maintained which requires 50 work hours per week - a single 'caretaker' employee.

A more drastic measure is to salvage a complex. The 'salvage complex' order salvages 60% of the modules from a complexes at the base. It requires 250 work hours per complex salvaged. Note that this order cannot be run if the base is currently in combat.

Wages
One of the single most important aspects of running an outpost is the weekly wage bill. In this instance, starbases and outposts are treated differently as employees have to be paid more to work in an outpost. The standard wage for a starbase is 1 stellar per troop and 1 stellar per employee. An outpost has to pay 1.5 stellars per troop and 1.5 stellars per employee each week. Standard complex costs are therefore 10 stellars/week in a starbase or 15 stellars/week in outposts. Research complexes however require 2500 work hours equating to 50 stellars per complex per week in a starbase or 75 stellars in an outpost. This is why, though possible, research is generally the domain of starbases.

Command Complexes
These are generally one of the first complexes to be built. They are the operational brain of the starbase and have a number of basic roles. They have a very limited production capability, which is presumed to be used completely, to churn out low-key peripheral items, such as environmental suits, some food and provide some living facilities for personnel.

A command complex performs two important roles. The primary one is that it co-ordinates operations within the starbase. As long as there is a minimum requirement of 1 complex per 100 other complexes, in which case the starbase will run at normal efficiency providing all other parameters are met. Excess work-hours may be used to accommodate any efficiency drop from lack of command complexes (or any other reason).

The second role of a command (and also security) complex is to dampen nuclear weaponry. The command complex emits a very low strength ISR field. The gravity well of the world on which the starbase is constructed means that this ISR field cannot hope to perform its normal function of transportation, but it does interfere with atoms at a nuclear level. When there is a high-energy nuclear reaction (fission or fusion) the produced particles have enough energy to push them over the quantum threshold for ISR field formation. The result is that the particles (even gamma particles, due to the energy/matter duality already known to 20th century scientists) perform jumps in random directions. This effectively disperses the initial energy of the reaction over the local region of space, effectively ending the nuclear explosion almost as soon as it began. As this needs only be a very weak field, a single command complex will cover an entire planet and it is even hypothesised to eventually lead to core cooling which would be detectable over a period of a few hundred thousand years.

This use of ISR fields to dampen nuclear weapons, including fusion (as they include initial fission) means that attacking starships with nuclear weaponry will only work if a ship has neither jump nor ISR drives installed.

One final point is that as this field is detected by planetary scans it will announce the probable presence of a base if not its actual location. Where the base is a secret facility on an asteroid, this can be a give-away, leading to attempts to locate the base. As such it is possible to deactivate an ISR field using the 'activate ISR field'. The order either actives or turns off the generation of an ISR field by command and security complexes. If there is no ISR field present on a planet any nuclear, antimatter or other high energy particle device is detonated it will explode for its full damage (which is often 1000 times more devastating).

Enclosed Bases
Bases constructed on an unbreathable world or in space need to be enclosed. When this is the case, two numbers may appear on the manifest, generally 'Enclosed' and 'Required'. This can be achieved through the construction of Dome complexes which have enclosed factors.
Certain complexes are designed for hostile environments and as such these do not require enclosed factors. These include:
  • Command
  • Mine
  • Security
  • Bunker
  • Dome
  • Hiport
  • Terraforming
  • Cave
  • Orbital Dock
  • Dummy
  • Rubble
  • Ruin
  • Planetary Antimatter Collector
  • Stellar Corona Collector

Underground factors such as those produced by the presence of cave complexes also contribute to enclosed factors when determining if the base meets requirements.
Failure to have enclosed requirement will result in a loss of efficiency.

Recruitment and Training of Personnel  [Recruit]

If a planet has a population, recruitment complexes can be built. There are two types of recruitment complex; these are designed to recruit either mercenaries or employees.

Mercenaries
Mercenaries are basic troops that will work for anyone - as long as there is a wage at the end of the week. They have their own weapons and some basic combat skills. They have little loyalty to the starbase that has recruited them and will therefore swap sides if the starbase ever surrenders.

Employees
These work for a wage and like mercenaries have little loyalty to the starbase. They have absolutely no combat training and will surrender in combat immediately.

Slaves and Indentured Workers
These will work for a starbase without having to be paid (though they do have a minimal upkeep fee). They do however have to be supervised by troops at all times although security complexes will reduce the amount of control factors required. Bases have a slave capacity. This is the amount of slaves it can safely handle.

The following basic changes have been made to slaves:

  • Subsistence costs have been added.
    - 0.1 stellars per slave
    - 0.25 stellats per indentured
  • Slaves have a negative impact on security. More slaves, the higher the impact (non linear).
  • Prisoners of War (POWs) are a special item associated with the profile option - can use PoW workers. These only work while you are hostile to the affiliation that the POWs are tagged to.


Governments
The government of a world can affect the use of slaves (etc). Some are pro-slave use while others are against.

Merchandising effect
If you use slaves/indentured workers on a planet with a government that does not support their use, merchandising will be reduced by up to 50% depending on how many slaves/indentured are used compared to total workers. This will not affect you now (as of Nov 2013) as only pro slave governments have been added. Governments types are going to be slowly rolled out and so if you have slaves in DTR space (for instance) you might want to remove them.

Slave/Indentured Loses
Slaves die at a 0.15% rate per week in any slave population greater than 2000. Indentured workers are converted to employees at a rate of 0.15% per week in any slave population greater than 2000. If you have less than 100% security up to 1% of the slave/Indentured population will leave per week. If you have less than 50% security up to 5% of the slave/Indentured population will leave per week.

Profile
If your affiliation profile does not allow the use of slaves they will not contribute work hours, they still cost maintenance but do not have negative security impact.

Slave Negative Security Effect
Slaves have a negative impact on security factors (lists in each item type) usually -0.25 each, having more slaves in the same place may make the effect significant. We spent some time predicting the costs of using slaves vs not using them so that they are now a choice rather than de facto the best.

slaves=|sum(slave security factors)|*Government Slave Security Factor;
negative slave factors=(slaves*slaves)/100000.0 + slaves;

indentured=|sum(indentured security factors)|*Government indentured Security Factor;
negative indentured factors=(indentured*indentured)/100000.0 + indentured;

These negative factors are removed from the security factors produced by a starbases current troops/complexes. The factors are removed after the base factors have been increased due to outpost / security complex effects.

Orders
There are 3 orders to create new slaves / Indentured workers and to Free slaves.
Free Slaves/Indentured Order
Enslave Order - (converts prisoners to slaves)
Indenture Order - (converts prisoners to indentured)

Robots
Certain automated machines exist which will contribute work-hours each week. As they do not need paying, they are most suited to working in outposts due to the wage demand of employees.

Training
Mercenaries can be trained into specific troop types. This requires training complexes. These complexes are both training camps and hi-tech surgeries. Each complex has a limit of 10 training programmes per week. This is set during weekly maintenance. The training program combines physical training, neural grafting of knowledge and even some augmentation surgery in order to impart years of training and 'false' experience within a week.

Each training program, e.g. 'Human Marines', has a specific tooled blueprint. To perform a training program, the starbase requires a blueprint of the technology to be used. Each blueprint allows the starbase to train up to 10 mercenaries of the specified race to the specified troop, e.g. the blueprint Human Marine can only be used to train human mercenaries into human marines, it cannot be used to train dewiek mercenaries nor can it be used to train human mercenaries into human soldiers.

The total number of troops that can be trained is limited by the quantity of blueprints, the quantity of training complexes and obviously the quantity of mercenaries of the appropriate race.

Each mercenary costs 10 stellars to train, although after being trained the troop is still only paid the standard weekly wage. Each type of troop is proficient in a certain field.

Soldiers
The basic trained troop, these ground-pounders are ideal for planetary defence forces. They are the most proficient troops when it comes to mid range combat manoeuvres such as urban defence and assault.

Startroopers
These are trained in personal shuttle suits that are capable of reaching orbit. They can therefore assault a ground-based installation without the need of personnel carriers. They can also move from one side of the planet directly to the other without the need to move over land or use personnel carriers.

Crew
Crew are trained in the use of vehicles, large weaponry and all manner of ordnance and electronics, including security. This makes them ideal for running space weaponry as well as remote controlling tanks and mechanised infantry such as warbots. They have never been trained in the use of personal weaponry, so are only as good as basic marines in open conflict.

Marines
These specialise in close quarters combat such as within the hold of a ship or on an orbital platform. They are the most proficient at short range/hand-to-hand confrontations. They are also only second to crew when it comes to control of ordnance and space weaponry.

Scouts
The job of the scout is to evaluate the military capabilities of other positions. This could be to done on positions in the starport although it is more usual for the scouts to be placed into ground-parties in order to perform the mission at another location.
Scouts also reduce the sensor profile of a ground party.

Guards
Guards are similar to crew but provide better crew-factors for security purposes only. This makes them ideal for taking care of slaves and other unsavoury jobs.

Veterans
Each time troops are involved in conflict, depending on the severity of the action, a number of troops will gain experience. Those that do will be converted into veterans of the same troop type as before. Veterans are effectively superior versions of the basic troop type. Veteran mercenaries however have become unsuitable for specialised training, and as such cannot be trained into a specific troop type (this prevents players engaging in 'friendly' battles using mercenaries as cannon fodder in order to train the resulting veterans).

Defence  [Recruit]

A base can be defended through two normal means, through secrecy or shields.

The former relies on the construction of cave complexes and other complexes that can reduce the sensor profile of the base.
The typical normal minimum profile is -99%. This means that a scanning position requires at least 100% even to have a 1% chance of scanning the base.

Starbase Shields
Starbase shield complexes on the other hand boost the shield factors and generators of the base and increase the shield depth.
The maximum bonus is +200 shield depth and x5 shield factors and generator factors.
This is achieved when the base has at least 1 starbase shield per 10 complexes (including the starbase shields).
Charging starbase shields required 4 weeks to achieve maximum bonus.
Starbase shields cannot be switched off if the base is involved in ground combat. They can be switched off if the base is only involved in space combat (this will be changed so that starbase shields will not be able to be turned off without a special action. The special action will require a very good reason for making the base vulnerable).

Planetary Shields
Planetary shields prevent anyone from landing* (and building hiports) unless they are on the Landing List** of the 'gate' platform. The planetary shields are only active when:

  • Planetary Shields [Infrastructure] is installed on the planet.
  • At least 1 starbase with starbases shield on the planet of the same AFF as the gate and controls the gate platform (see Platforms).
  • An active gate platform is in orbit, with active deflector arrays at the start of the day (Any such platform will have a [Gate 3/4] designation).
*including orbital drop or shuttle port in/out
**Landing List: A list that either the gate platform or controlling starbase sets up to give access to planet


All positions on planets surface have at least 300 shield depth while the platform is in place. Every starbase (after the first) on a planet (with active starbase shields) will add up to +50 to the shield depth. While planetary shields are active nothing on the surface can fire an anything in orbit.

Nexus will show [Affs able to land + Planetary shield]
Planetary Shields (Only available on stage 3+ planets): 60k Advanced 20k Basic 80k Military 40k Structural + tech [1000 mus] (see Infrastructure)

Quick overview of establishing Planetary Shields
First your planet needs to have Planetary Shields infrastructure integrated.

In a starbase report on the planet, look under the "Infrastructure Report" section. Does it list "Planetary Shields" there? If so, you're off to a good start. If not then if it is at stage 3 or above, you need to integrate it (see Infrastructure).

Then you need to have a 3000+ hull platform in orbit. It needs to be linked to a starbase on the planet below using the Uplink Platform Control order. Your platform needs to be the biggest candidate platform in orbit in order to become the gate platform.

Once these two are in place the shields will come up and your platform will be in control of them. It may take up to a week to happen due to the platform's weekly update.

Planetary Shield Technology
Planetary shields are formed from overlapping fields that are relayed from the gate platform through many emitters that form part of the planetary infrastructure. It is therefore conceivable that there are routes involving many course changes and holding periods through the fields that small individual craft or shuttles can navigate. This is how smugglers and civilian traders are able to by-pass the shields and operatives are able to infiltrate a planet. The wake of the passing vehicle will cause feedback sealing the route but potentially opening another elsewhere preventing repeat use of a path within a short time frame.

They also suffer from infrastructure decay which means that every week some of the supporting infrastructure will be destroyed. When the amount of infrastructure points remaining drops below 50% of the required amount (accounting for world infrastructure penalties), the technology will be reflagged as incomplete and the planetary shields will stop functioning. When this happens the infrastructure will have to be returned to at least 100% before it is starts functioning again.

GM Note – due to the imperfect fields a special action will allow a ship or small GP with a negative profile to pass through the shields as the shields are not meant to be a barrier to fun and games but attempting to land a squadron or more than a few hundred troops through the use of a special action will fail and probably reflag the position with an appropriate flag of convenience. Planetary shields are not an excuse to neglect security on outposts.
Civilian population - as the relays are within the domain of the civilian population they do have some say in the upkeep of the planetary shields. Where government and the capital are distinctly at odds with each other the decay of the tech may be increased. In cases where the capital has been captured by a faction and the government is opposed to the faction (a good reason to avoid establishing the generic governments) this may be quite extreme, into the thousands reflecting civilian forces actually destroying efforts to keep the planetary shields active.



Hazardous Environments  [Recruit]

While bases are pretty robust, being able to be constructed in nearly all environments, some environments may cause damage to a base during maintenance.
The amount of damage is often trivial (zero to a few mu's) but for a base that is being run to the very edge of efficiency, even the loss of a single employee to corrosive gases can cause issues.

Risk Typical Weekly Damage
Minor < 10
Moderate < 50
Severe <200
Critical >200


Where there is a hazard, the type will normally be indicated in the orbital message.
Some hazards can be ignored if a specified tech is tooled into the base.

Types of Hazard
Corrosive Atmosphere Tooled Atmospheric Resistance (8710)
Radiation Standard shields
Tectonic Quakes Tooled Localised Seismic Dampening (8622)

 
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
     

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