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
 
Movement

Ships and Ground Parties are the only positions in the game that can move under their own power. Other positions such as politicals, operatives and platforms can be moved but only when embarked on ships or ground parties.

Ground Parties are restricted to movement around planetary bodies. This includes surface, air and shuttle movement. Shuttle movement can move you to/ from moons in orbit of the same planet - but there are a few quads in the game with more than one planetary system and shuttles can't interact across that gap between planetary systems.

Ships can also move through space, both interplanetary and inter-system.

Issuing a move order will automatically use the fastest route and perform the various individual manoeuvres such as taking off, leaving orbit and traversing space.
It is possible however to issue each manoeuvre individually if desired. This is sometimes necessary is a specific route is required.
Note though that where the route to the destination requires the use of Wormholes or Stargates (see below), the move order will fail. Orders need to be issued to move to the appropriate wormhole or stargate, enter the phenomena and then continue with orders to move to the intended destination.

Stellar Navigation
Within the galaxy are millions of stars. A star is a huge ball of burning gas. It is generally the case that a star has a number of celestial bodies orbiting around it. These celestial bodies could be planets like our own or swirling spheres of cold gas like Jupiter. There could be asteroids or in some circumstances even another star present. Together these are known as a star system, or more commonly just system.

A primary star always exists at the centre of the system. Around this, the system is broken down into 4 quadrants and 15 rings known as orbitals. This map is not a map representing true location, but closer to a map used in the real world by underground tube trains. It represents relative location not physical distance. In Phoenix, relative location is based on iso-gravitational regions. These are effectively relative travel times for ships moving from one location to another.

Each star system is separated from other systems by phenomenal distances - so huge that it takes light produced by one star many years to reach another. Under normal circumstances travelling from one star to another would be impossible. Scientists however discovered something called Inverse Spatial Resonance (ISR). This showed how one region of space could be uniquely connected to another through the dimensions known colloquially as subspace. The application of this at a macro level meant that with the correct navigational knowledge a space ship could create a sphere around itself and be effectively catapulted instantaneously from one region of space to another.

There are two uses for ISR fields. The first use is to move from orbit around one star to orbiting around another star. This is known as 'jumping' from one system to another. Drives designed specifically for this use as known as Jump Drives.

The second use of ISR fields is to move through space within a system. This interplanetary travel requires faster formation of ISR fields and many micro-jumps. The speed at which the field surrounding the ship forms is related to the relative volume of the ship compared to its integrity. As such ships that are relatively small compared to their mass such as those constructed out of heavy hulls are able to utilise smaller fields. This means that they can use drives that are able to create fields faster, thus allowing them to travel through interplanetary space much faster than ships that are built from xlight hulls.

It is therefore more sensible to create maps of systems based on the use of ISR fields rather than actual distances. This allows the star system to be neatly cut up into regions of relative iso-gravitation known as orbitals. As all worlds have a direct impact on iso-gravitational regions within a system, in some systems it may be the case that some worlds in a low orbital are icy while other worlds in the same system at a higher orbital are in fact warmer. These though are quite unusual and it is generally the case that increasing orbital means decreasing world temperature. As such most habitable worlds are generally within orbitals 2-5 around typical G class stars.

Jumps  [Recruit]

Only ships can move between star systems. They can however transport other positions within their cargo section.

Moving to a new star system (Jumping) requires a jump drive. As long as the destination system is less than 4 jump links away, a single jump can be used. If it is further than 4 jump links, multiple jumps (into intermediate systems) will be necessary. In order to jump successfully, a ship needs to be in at least the 10th Orbital Ring. If the ship is not, it will move out automatically before jumping.

Knowledge
In order to jump to a system the navigation knowledge of the system and intervening systems is required where a direct link between the systems does not exist. Remember the minimum ring number to jump from, almost always Ring 10. Any attempts to jump from within the minimum ring number will cause your ship to move to the appropriate ring before it performs a jump. So be aware if you are tight on TUs.

Example:
Asgard and Persia are known systems; they are two jump distance apart and not directly linked, though both are connected to Hyperborea. Unless Hyperborea is known, ships cannot traverse directly from Asgard to Persia. This is true even though jumping from Asgard to Persia does not move through the ship into Hyperborea during the jump.


The reason for this is that navigating checks all known direct links in order to determine routes, as no connection can be made through Hyperborea, it will never be able to plot a route between Asgard and Hyperborea.

This situation only normally arises when information is transferred between positions. Standard research invariably discovers systems sequentially.

Time
The jump engine installed determines the time required to make a jump. This is shown on a manifest. Where multiple jump engines are installed, the fastest will always be used.

Some rare systems have a jump modifier. This will become obvious when attempting to jump.

Technology
Both jump and system movement depend on a technology known as Interspatial Resonance (ISR). Effectively the ship leaps from one location to another without passing through intervening space. This process is not perfectly accurate but makes travel that would take years or even centuries by conventional reaction drives possible.
More about the underlying technology of the game can be found in the General Library.

System Location and System Navigation Knowledge
System location knowledge is granted where a player has at some point gained control of a position within a restricted knowledge system. This is generally the case of the transfer of a position within the system to the player. Location knowledge allows the player to view the system on Nexus. Where the player only has location knowledge, the system will not be shown in its true location on Nexus. It will normally be shown at the bottom of the periphery map - possibly showing unconnected links to known systems.
Location knowledge alone does not allow a ship to jump to the system though ships within the system can jump out to systems for which they have navigation knowledge.
Where a system is not a public (common knowledge ) system, jumping into the system requires navigation knowledge.
Ways of obtaining navigation knowledge:

  • Joining an affiliation that has navigation knowledge at affiliation level.
  • Completing appropriate level of stellar cartography from a nearby system.
  • Affiliation treaty with an affiliation that has knowledge.
  • Direct transfer to your political from another political.

NB - Navigation knowledge allows some degree of control over how access to the restricted system is disseminated by players and affiliations.

Inter-Planetary Movement  [Recruit]

Moving directly in or out (across orbital rings) requires time equal to the rating of the ship's ISR drive (1 being the fastest, 4 the slowest).
Crossing quadrants requires this rating multiplied by the orbital number the ship is in. The ship will automatically take the route that costs the least TU's overall. If a different route is desired, two or more movement orders need to be used, to fix waypoints.

Where route involves a jump as well as system movement a predetermined route will be followed.
Learning how this works is important for plotting routes that account for hazards.

There is a normal requirement of 1 ISR drive per 10 hulls. A ship however can utilise less. This will place greater strain on the ISR drives and can lead to overload. If the drives overload, one will be destroyed and the remaining drives have to be reset. This is done automatically but takes time. After they have been reset another attempt will be made at creating a field.

Drive Requirement
The ISR drive rating effectively limits the size of the field and formation time. As such the faster drives (lower ratings) can only be utilised by certain hull types.
Hull Type ISR Drives that can be used
Heavy 1,2,3,4
Normal 2,3,4
Light 3,4
Xtra Light 4
A ship with ISR 1 Drives will move 4 times faster through interplanetary space than one with ISR 4 Drives. It is normally the case that escort ships (those that accompany freighter convoys) constructed out of heavy hulls will still install ISR 3 Drives, in order to avoid leaving the light hulled freighters behind on long hauls.

Asteroid Fields
As ISR drives use a similar principle to jump drives, moving the ship a short distance through the system without entering the intervening space, they are not perfectly accurate.
A micro-jump may be out by a few thousand kilometres. This is fine for moving through the voids of interplanetary space where such discrepancies are negligible but can prove hazardous when attempting to move through asteroid fields.
The first rule therefore is to simply avoid them.
NB - for an asteroid field to be even charted on a system map it has to be considered a navigational hazard, i.e. fairly densely populated (unlike the one in the Solar System).
It is possible to determine means of safely crossing asteroid fields providing that there is not an accompanying nebula (see Asteroids)

Thrust Movement  [Recruit]

As a ship cannot use ISR or jump drives while in orbit, it has to rely on more conventional means of propulsion. Reaction drives are therefore used in situations where ISR fields cannot be generated. This includes manoeuvring around planetary bodies, which can be broken down into landing, taking off, entering orbit and leaving orbit. They are also used in combat.

Each engine produces a standard amount of thrust. It is the total thrust against the total mass of the ship that determines its manoeuvrability. This in turn determines the maximum gravitational field that can be entered. A ship with a manoeuvre ability lower than the gravity of a world will be unable to land on the world, or if constructed on the world, unable to take-off un-aided.

The Navigation Report lists the TU's required for landing and taking off from worlds. Leaving orbit costs the same as entering orbit. The ship can only land on worlds if the Manoeuvre Speed is equal to or larger than the world gravity rating (but see Docking).

Combat Speed
As well as for manoeuvring within a gravitational field, thrust is used in combat. A ship with a higher combat speed has the upper hand in combat. It is capable of leaving combat when it so desires and is also capable of preventing a single slower vessel from leaving combat.

As combat speed is based on manoeuvrability and modified by the integrity multiplier for the type of hulls used in the ship construction, heavy hull ships often have greater combat speeds than lighter hull ships. Current integrity also applies as a direct modifier to combat speed:


Example:
Integrity: 100%
Code:


|-Space Combat Report------------------------------------------------------
|
| Combat Efficiency: 100% Your Target Silhouette: 2.92
| Combat Speed: 4.33 g Hard Points: 50 / 199
|
| DEFENCE
| Armour: 80 Scints: 15.04
| Dodge: 4.33 g Manoeuvring Dodge: 6.53 g
| Shields: None

Integrity: 20%
Code:

|-Space Combat Report-------------------------------------------------------
|
| Combat Efficiency: 100% Your Target Silhouette: 2.92
| Combat Speed: 0.87 g Hard Points: 50 / 199
|
| DEFENCE
| Armour: 80 Scints: 15.04
| Dodge: 0.87 g Manoeuvring Dodge: 1.73 g
| Shields: None


Engines
Standard thrust engines have a range of boosters from small manoeuvring thrusters used for quick bursts to flip and spin the ship, through to larger continuous boosters to accelerate and decelerate the ship.

Combat engines have sacrificed long burn boosters in favour of small high intensity ones. As such they give much greater performance than standard engines but only count for combat speed.

Landing engines on the other hand are primarily long steady burst boosters that are suitable only for non-combat operations.

Ground Movement
If a ship is landed and an order is given to move to another planetary sector, the ship will remain on the ground, moving through the intervening sectors rather than taking off into orbit.

Planetary Maps
Maps wrap east to west. They do not wrap north to south. This means that if a world is actually inclined such that one pole points towards the star, this will still be shown at the top of bottom of the map. Maps with ice at either the top or bottom generally reflect this angle of inclination. This may be an extended seasonal variance or due to being tide-locked.
A tide-locked world is one that presents the same face to the celestial body it is tide-locked to. The Moon is tide-locked to Earth, we always see the same face. The Earth however is not tide-locked to the Moon - if looking at the Earth from the Moon it will be seen to be rotating.

Docking  [Recruit]

Docking means landing in the starport of a starbase or outpost. While in a base the position is offered some protection in so much as boarders have to enter the starport prior to engaging the ship.

Orbital Docks
Normally a ship will land in a starport and take off under its own power. Should the starbase/outpost have orbital docks, these will be automatically used if they will prove to be beneficial. This may be because it is faster to do so or the manoeuvre rating of the ship is lower than the gravity of the world.

Maximum ship size (No. hulls) that can be orbitally docked is equal to quantity of orbital docks multiplied by 25. Therefore 4 orbital docks can move ships of up to 100 hulls. It normally requires 40TU's to use orbital docks to either land or take off. There is no limit to the number of positions that can use the orbital docks in a single week.

Dock at Hiport
Rather than landing in a starport, a ship can dock with a base's hiport. When docked at the hiport the ship does not benefit from the planetary shields of the base but can access base facilities for refitting, maintenance and recreation.
The quantity of complexes accessible while docked at hiport is limited to the quantity of orbital docks.

Embarking
Providing cargo space is at least equal to the embarkation size of another position (ship, ground party, debris or platform), it can be transported by the ship.
The position doing the transporting initiates the procedure through the embark order.
The embarked position can leave of its own accord through any movement order or can be disembarked.

Phenomena  [Recruit]

As well as the standard move orders, there are two more special commands dealing with Stargates and Wormholes.
Startgates are unnatural structures left behind by an unknown race. The structures reside in subspace but can be accessed through the use an installed stargate key. When activated they will relocate the ship to another connected gate as per the instructions in the order.
Wormholes are similar to stargates in that they relocate a vessel to the other end of the wormhole in another system. Unlike a stargate they do not require a key. Most wormholes are unstable. This will result in integrity losses to the traversing vessel. In some very unstable wormholes this can cause integrity breakdown in weaker ships.

Hazards
Phenomena such as asteroid belts and nebulas pose a threat to ships travelling using ISR. This is because movement is not precise and each micro-jump can be off by a few kilometres - not normally a problem in the interplanetary space. Asteroid belts however can be problem if they are heavily populated with rocks and dust while nebulas will destabilise the fields and send shock waves through the ship.

Wormholes
Certain regions of space contain peculiar phenomena in which the normal physics of the universe is twisted. These are known as wormholes. They are effectively rifts in space where one part of the universe is connected to another. A ship can journey through one of these wormholes in order to vastly reduce what could have been many jumps. Wormholes can however pummel a ship reducing integrity. The likely level of integrity loss is related to the instability of the wormhole. An xtra light hulled ship passing though a very unstable wormhole may not come out in one piece and the resulting debris will be scattered around the opening at the intended destination.

As well as being unstable, wormholes may also be transitional. This means that they may connect to different locations at different times. Some are cyclic, in that they have predictable connections are different times of the year, others may well be random, possibly even connecting one part of the system to another.

Stargates
Stargates are artificial rifts in the subspace fabric of the universe. They cannot be seen, but show up on sensors as a localised distortion of space. The ones in existence are very ancient, the creators of which have long since left the Peripheries. It is understood that they anchor a point in space and use some advanced form of Inter Spatial Resonance to temporarily connect with another stargate. The use of the stargate requires a key to have been installed in the ship. This key activates the gate, causing it to resonate at the specific frequency of another gate that is attuned to the one being opened. The two gates then form a node long enough for an object in the well of the distortion to be transported through space to the location of the other stargate.

Each key is specific to a stargate within a designated system. So using a key to pass through a stargate will not allow the ship to come back the other way.

Stargates do not connect to all other stargates, they only connect to specific ones. Some may form a ring, while others may be connected to a single part of the ring. Some may be closed. If a stargate is closed it cannot be used even if the key is installed within a ship. Ships entering other stargates cannot exit through a closed stargate even if they would normally be connected. Failed stargate entries will leave the ship in the location of the stargate it attempted to enter.

Using a stargate can also cause integrity losses, although these are much less severe than using wormholes.

Asteroid Belts (Also see inter-planetary movement above)
Certain regions of space can contain tiny rocks and ice pieces left over from the formation of planetary bodies during the planetary accretion phase of a star system's evolution. These tend to be cold inert rocks that are very difficult to scan. Many are uncharted or follow chaotic orbital paths (see asteroids for ways to navigate them). As such a ship moving though an asteroid belt has a chance of colliding with rocks. The chance is dependent on the field density (some are worse than others) though the experience of the captain and the dodge of the ship (based on thrust and combat engines) aids in avoiding damage. Should a collision occur however, damage is inflicted to the hulls though can spill over into the interior of the ship. This can be very dangerous for an xtra light hulled ship of small size (see section of ship construction for damage capabilities of hull types).

Nebula
Along with rocks there are regions of space that contain nebulae. The term nebula covers many types of clouds. These could be a band of gas left by a comet, outgassing emissions from a proto-planet with a low gravity, cold molecular clouds on the edge of a star system with a dim dwarf star, or even a planetary nebula formed by a super nova. Stellar flare residue and emissions from red giants are also responsible for the formation of nebulae. These gaseous particles are too small to physically damage the hulls of the ship - their effects are more insidious. They can freeze to the hull and then often burn off or become ignited around the ship. The general effect is to therefore to reduce the integrity of the ship.

Inter-Spatial Resonance  [Recruit]

(this is technical information and should only be read for interest. Knowing this is certainly not needed to play the game)

Many stars are surrounded by an exotic subspace field. This extends out from the star in the plane of the ecliptic and encompasses the vast majority of the planets. Technology has been able to tap into this field and use it in order to move faster than the speed of light across the system. This allows journeys that would take weeks or even months through traditional reaction drives to be completed in a matter of hours and days. These drives use the theory of Inverse Spatial Resonance (ISR).

Movement consists of projecting a field around the vessel and then adjusting the potential and resonance so that it matches that of a region of similar spatial resonance. Complicated subspace mechanics are used which eliminate the distance factor - i.e. distance becomes zero and the ship effectively jumps through space. Using a series of these micro jumps allows a ship to move through a system along regions of iso-linear fields.

Moving within an iso-linear field is not much use in itself, a ship also needs to move across these fields into regions of differing potential (closer and further away from a star). This can also be achieved through the use of the ISR drive.

Maps
As ships do not move through conventional space, producing maps based on conventional space is a bit pointless. Maps are therefore drawn as a series of concentric circles with each circle representing a different region of potential. Even systems that do not have a star still have variance within the field and can therefore be shown in the same manner. These maps, like real-world maps of underground metro systems are not based on Cartesian co-ordinates or distance, simply relative location. Therefore a system map for a dwarf star will be divided in the same manner as one for a giant star and even a binary system.

user image

The numbers represent the regions of iso-linear fields. These are more commonly termed orbitals. They are also split into four quadrants. Together these give the series of 60 specific orbital quadrants; 15 orbital distances in each quadrant. In the above diagram it can be seen that some of orbitals such as 1, 2 and 3 are actually separated and at some points further away from the stars than orbitals 7, 8 and 9. This explains why some stars have planets in low orbital quadrants that are actually at a lower temperature than ones in a higher orbital quadrant, e.g. a system could have a desert world in Orbital Quadrant (OQ) Beta 7 but an ice world in OQ Alpha 2.

The Skye system is a binary system. The map for it however does not appear to be any different from the rest. This makes navigation around a system very easy, it has however led to some strange planets.

Travel Between Stars
Moving from one star system to another uses exactly the same mechanics, just on a much bigger scale. The ship used formulas unique to each star in order to create an ISR field around the ship that eliminates the distance factor. This pushes the ship through subspace and the ship appears in the destination system in the resonating location. As the resonance has to overcome the background noise of the current system, the jump to a new star system is normally only possible in the outer edges of a system. The standard orbital quadrant is ring 10.

 
News
PayPal.Me/creditKJCaccount
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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