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
 
2013

Update 7/11/13

This update contains a number of small bug fixes and requested + 3 main changes

  • Boarding Improvement: Added auto boarding, boarding orders, boarding craft and raiding
  • Mining Improvements:Added ability to deep core mine all deposits, mining existing deposits via 4 methods and formalized improvement of deposits by burning tech
  • Notifications: The start of telling you whats happening to all your positions in one place.
  • Slavery Re-balance: Slaves will now add -ve security to bases and cost a small maintenance fee

Coming soon, ie coding done but needs a few tweeks
  • Starbase editor : (like ship editor), needs speeding up on live data
  • Notifications: The start of telling you whats happening to all your positions in one place - needs to be tested on live data before letting people crash their browsers

Boarding  [Recruit]

Boarding has been changed in a number of ways (but the core of the boarding code remains unchanged):

  • Raiding is a lower casualty version of boarding that steals the cargo rather than the ship.
  • Auto boarding has been added to board any ships that you pass on an active turn, that are on your auto board list.
  • Boarding Orders Lists have been added to transfer to a set of orders to a freshly boarded ship.
  • You can now use an installed boarding craft from a slower ship to board faster ones (added mainly to allow raiding of cargo).


Raiding

The 'raid ship' order has been added that allows you to try to steal the cargo of a boarding target rather than taking the ship. The raiding ship enters a normal boarding battle but with 50% casualties. A percentage of the cargo is stolen if over 25% control of the target ship is taken (if 100% control is taken then everything can be taken).

The maximum cargo taken is determined by the available cargo on the ship or boarding craft. A 'Raiding Craft' has 1,000mu of return cargo space. Certain item such as crew/ammo/fighters/fuel can not be looted.

Auto Boarding

Targets can now be added to an auto boarding list (like an enemy list) and if you encounter this target during an active turn you will attempt to board it. The boarding will only be attempted if you (or your raiding craft) are fast enough to catch the target and you are allowed to board the target via relations. The auto boarding is treated exactly like a standard enemy list for adding and removing targets through the orders

-Add to Auto Board
-Clear Auto Board List
-Remove From Auto Board

The 'Boarding Options' Order has been added to allow you to limit what ships are auto boarded (by hull size and hull type) and it can decide to use boarding craft or raid the target.

We will consider allowing auto boarding on passive turns (when a ship is sat at a location and something comes past) after this has been in the game for a while.

Boarding Orders

A ship can now have a set of boarding orders attached to it, that are copied over to any ship that it successfully boards. These orders are added by placing a number of orders between the 'Start Boarding Orders'/ 'End Boarding Orders' order e.g.

Start Boarding Orders {}
Jump {141}
Move to Starbase {666}
End Boarding Orders{}

To clear your ships 'boarding orders' run:
Start Boarding Orders {}
End Boarding Orders {}

(Boarding craft may be broken with transferring orders - needs sorting)

Boarding Craft

There is now an option on both the 'Raid Ship' and 'Board Position' orders to 'use boarding craft'. These boarding craft are installed in ships, to perform the active part of boarding. So a slow ship can now board a faster vessel if its installed boarding craft is fast enough. The boarding craft is only lost if it is destroyed through boarding, all damage between boardings is considered repaired. The boarding craft is considered part of the ship - they are only converted to a temporary ship for the purpose of boarding. Only 1 boarding craft will be used at a time. The first boarding craft available is used and any raided cargo that does not fit on the original ship is lost.

There are currently 3 boarding craft in the game and players should feel free to create new ones via research.

Boarding Craft (2310)- 500mus
The boarding craft is a very basic form of transport that is used to allow troops to board or raid other ships.

Approach Speed: 7.0 g
Cargo: 500mu
Troop Support: 100
Armour: 120

Heavy Boarding Craft (2315) - 1000mus
The heavy boarding craft is a very basic form of transport that is used to allow troops to board or raid other ships. The heavy craft is faster than the standard one and carries more troops but only returns the same cargo.

Approach Speed: 9 g
Cargo: 500mu
Troop Support: 200
Armour: 120

Raiding Craft (2320) - 500mus
The raiding craft is a very basic form of transport that is used to allow troops to board or raid other ships. The raiding craft is slow but carries more troops and cargo than a standard one. It is ideal for looting slow enemy freighters.

Approach Speed: 4.4 g
Cargo: 1000mu
Troop Support: 200
Armour: 120

The boarding craft use 2 items that are not useable on ships (as they are only ment for short trips.
Life support Pods (2300)
Cargo Nets (2305)

Mining  [Recruit]

Mining Types

All deposits have been changed to allow minerals to be extracted via 4 different methods. Each has its own effects:
[1] Normal: The standard methods of surface mining continues according to the deposits stats.
[2] Strip Mining: The deposit is blasted to pieces with no regard to the location. Increases yield but reduces deposit size quicker, increases base visibility, makes deep coring more difficult and has additional environmental effects.

  • +50% yield
  • +5/mine environmental effect
  • +2/mine to excavation of deep core sites
  • -25% deposit effective size (for every 100mu mined, the stockpile is reduced by 125m)
  • Mines are 100% visible rather than 10%

[3] Drift mining: The line of the deposits are carefully excavated to search for more of the ore. Increases deposit size available and reduces yield.
  • -10% Yield
  • +25% deposit effective size (for every 100mu mined, the stockpile is reduced by 80mu)

[4] Open Cast: A large but considered hole is excavated over the deposit. Increases deposit size and 10% drop but makes more visible from space,makes deep coring more difficult and has additional environmental effects.
  • +1/mines environmental effect
  • +1/mines to excavation of deepcore
  • +25% to 10% drop size
  • +25% deposit effective size (for every 100mu mined, the stockpile is reduced by 80mu)
  • Mines are 100% visible rather than 10%


Deep cored deposits can only be mined normally.

Deep Core Mining

All deposits can be investigated for the possibility of deep coring. The 'Deep Core Scan' order done from orbit gives an assessment of the how likely deep core prospecting will be. The individual sites can be checked through the prospect order and a new order called 'Deep Core Deposit'. Every deposit in the game can be tested for deep core potential. All you have to do is prospect the deposit and the feasibility of deep coring the deposit will be displayed.

There are several factors to determining how effective deep coring will be. For asteroids, moons and planets they are:
  • Officers Prospecting Skill
  • Quality of Survey Equipment
  • A random factor

In addition for moons and planets
  • Tectonic Activity of the celestial body
  • The weather conditions on the planet represented by the optical depth and gravity.

The random factor is large for asteroids, moderate for moons and reduced for planets. Basic Survey Rig (2325) have been added to the game for +1 to survey results, hitech version are open to research proposals to +4 max improvement.

Prospects Deposits

When a deposit is prospected the survey equipment is not expended and the deposit will be declared either No Sites, Unlikely, Possible, Moderate, Good, Excellent or Assured. These labels can be rescanned if the prospecting skill of the officer or equipment improve.

When a deposit is deep cored via the 'Deep Core Deposit' Order the survey equipment is expended and any subsurface deposits are discovered. If the site is resurveyed later with better skills/equipment more deposits may be found. Every deposit has a certain excavation time (in mine weeks) and assessed for instability (unstable deposits will have events associated with them later). Excavation cost 1 structural module (lowest tech used first) per mine week and is done by simply mining the deposit as normal. Deep core deposits can only be exploited at the exact location of the original deposit.

Upgrading Deposits

Mining tech can be used to upgrade any existing deposits (including deep core). The tech will be exhausted on the deposit and the type of tech will determine the effects. The following stats can be modified:
  • Yield
  • Stockpile
  • 10% Drop
  • Dispersion
  • Excavation

Individual techniques will be researched independently and will assume that with every improvement there will be a down side. So you might have (for example) +20% yield -10% stockpile as a technique. The technique will be applied via the 'Upgrade Deposit' Order

Mining Events (to be done)

All deep core deposits are assigned an instability rating. This rating will be used with mining events in the future. Events will be handled through the mission/notification system to allow random negative/positive effects to occur. Deposits that have a high instability will be buffed when the event system comes in, they are currently not effected by the instability rating.

Possible events:
[1] Injuries
[2] Loss of personnel
[3] Collapse - adding an exaction value
[4] Loss of mines
[5] Lose/gain of yield/stockpile etc for certain reqs
[6] Windfall associated ore/motherlode.

Notifications  [Recruit]

Notifications should be in soon and they work through an interface on the home page, it will currently cover the following notifications:

Turns
New Positions
Active Missions
New Missions
Battle
Boarded
Raided
Combat Transaction
Deliveries from/to
Pickups from/to
Sold from/to
Bought from/to
Adding of restricted info
Change of charters/relations (needs coding on the nexus end)

Notifications will be kept for 5 days and will allow you to click directly into turns on the main page and all items that are linked, visible by popup. The existing messages (turns and battles) will be kept until we are happy that the new system is working and until then notifications will be optional. We also need a way of copying a battle, so that it can be saved.

The idea is that notifications will be expanded to include data that players want to see on the home page directly. The framework is complete and should allow additional notes to be easily added. We need to keep the system hidden for at least a week to build up data so that we can prevent any potential browser issues before generally releasing it. It should be available for the pub meet.

Slavery  [Recruit]

Slavery has been modified to balance and improve playability. Anyone adversely affected by these changes, please make sure you are happy with any changes that we have made to your positions. The automated change is not the final word - talk to us and we will sort it out.

The following basic changes have been made to slaves:

  • The number of slaves has been increased by x2.
  • Their work hours have been halved.
  • Subsistence costs have been added.
    - 0.1 stellars per slave
    - 0.25 stellats per indentureed
  • Slaves have a negative impact on security. More slaves, the higher the impact (non linear).
  • All bases with slaves have been balanced to fit in with the new system and security complex/sentries/subsidies added to make them secure.
  • POWs added that 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
A number of governments have been added to the game with certain effects. The initial effects are relating to slaves/indentured workers and security. The status of planetary governments will be updated as we progress.

Currently Flagritz government ha been added in Flagritz (claimed) systems where they have at least 20% FLZ pop and a FLZ base.
Feudal Government has been added to Sargasso planets
House Liquan Principality to planets with indentured personnel in Liquan systems
House Vehrenberg Principality to planets with indentured in Vehrenberg systems

Other government types exist but will require the GM to manually set them to appropriate planets as we progress.

Merchandising effect

If you use slaves/indentured workers on a planet with a government that does not support their use, then your merchandising will be reduced by up to 50% depending on how many slaves/indentured you are using compared to your total workers. This will not affect you now 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 dies 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 new 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)

Governments Slave / Indentured Effects  [Recruit]

These effects are subject to change as we develop governments. Currently only a few prop slave governments have been seeded in systems that are claimed by the appropriate affiliations.

GovernmentSecurity BonusUse IndenturedUse SlavesSlaves EffectIndentured Effect
Flagritz Empire0NoYes0.51
Detinius Republic5%NoNo1.21.2
Imperial Territories5%NoNo1.11.1
Confederate Territories5%NoYes10.8
Brotherhood of the True One 10%NoYes10.8
Falconian Feudality5%NoNo11
Felini Clans5%NoNo11
Dewiek Packs 10%NoNo11
Hive World15%NoNo11
Naplian5%NoYes1.8
Mohachi Tribes5%NoNo1.11.1
Wimble Herd0NoNo1.11.1
Democracy5%NoNo1.21.2
Feudal5%YesYes0.80.85
Theocracy5%YesNo10.8
Penal Colony20%YesNo10.8
Halo Benevolent Oligarchy0%YesYes0.80.85
House Liquan Principality5%YesNo10.8
House Vehrenberg Principality5%YesNo10.8
Anarchy0%NoNo11


New and Modified Orders  [Recruit]

New Orders
Add to Auto Board
Boarding Options
Clear Auto Board List
Deep Core Deposit
Deep Core Scan
End Boarding Orders
Enslave Prisoner
Free Lifeform
Indenture Prisoners
Raid Ship
Remove From Auto Board
Start Boarding orders
Transfer Multiple Positions
Upgrade Deposit

Modified Orders
Board Position - Added boarding craft option
Hire Officer - allowed hiring anywhere for political
Make Player owned - changed from buy position from aff
Mine - change to have sub deposits for deep coring
Remove Item Group - option added to only remove items and not group
View Base Manifest - added to agents

Full Notes  [Recruit]

Phoenix Changes
[1] Fixed Subvert starbase order.
[2] Fixed WoMD order to use relations.
[3] Fixed relation changing where there is a derived relation.
[4] Fixed bug with battles that win not giving promotions.
[5] Added "Upgrade" to ships to allow other skills to be added to ships.
[6] Made upgrades additive with skills.
[7] Fixed issues when ship with no crew but full efficiency ran off from SB.
[8] Fixed bug with platforms attacking out of relations due to SB check in relations in a different system.
[9] Increased speed of orders->turns page.
[10] Fixed dumping of cargo not dump ammo.
[11] Added profile option to all FoC to use private affiliation info.
[12] Added 'Nothing Found' to probe orbit.
[13] Added scan profile to TM for orbital probe.
[14] Fixed adding item knowledge after a resource is produced.
[15] Changed Dock() order to use Move To Starbase, should if issue with multiple looping.
[16] Changed order of boarding order check - location checked first.
[17] Add () to Scan Profile for ships, GPs, platforms to show current and (raw) scan profile due to terrain effects.
[18] Can post platforms @ 100/HULL.
[19] Changed Facebook money to only go to ships.
[20] Fixed issue with tractor factors used being calculated wrong for platforms stopping freighters.
[21] Added item transfer check on jettisoning.
[22] Fixed change squadron name.
[23] Removed 1k fee on 10 Hulls or more.
[24] Altered set employee wages to use 2000 if values is higher rather than failing.
[25] Fixed 3 letter search in special actions.
[26] Fixed issue with platforms having misreporting sensor nets.
[27] Fixed issue with referencing in variable custom code.
[28] Dump excess now working for lifeforms.
[29] Stopped refit to template order if it runs out of TUs.
[30] Added auto boarding list + orders that will be transferred on boarding report.
[31] Fixed transferring squadrons.
[32] Added fix for post with odd characters in fot UTC-8.
[33] Fixed issue with Hull/Armour upgrades.
[34] Fixed issue in boarding that recreation date is reset.
[35] Fixed issue with race of all default trade goods showing as sentient.
[36] Stopped bases from stopping ships for battle when they have SB shields on.
[37] Added sub_type to item data on nexus.
[38] Removed sell to local resources from Sell All to Local Pop.
[39] Change view manifest order to work from orbit.
[40] Added view manifest to Agents.
[41] Hire officer can now be used anywhere for players with politicals and officer can be made naval.
[42] Added profile editing in affiliation page if profile already exits.
[43] Added sub type for civilians and converted them.
[44] Fixed double charging for converting from AFF = > MRC.
[45] Change 'retarget not firing' to only work on round 2 + to avoid failing to fire at all.
[46] Fixed create starbase/outpost to not crash when building space stations with invalid complex types
[47] Fixed issue with saving a position which was quick loaded and not writing wealth correctly to DB
[48] Changed build ship to template to use template hulls/armour marks if use best is not used.
[49] Fixed issue with exclusion zones.
[50] Changed 'Can use independent ships' to 'Can use free trader ships'.
[51] Fixed bug with officer exp being capped at 32
[52] Converted 'Buy position from Aff' to 'Make player owned' its still an issue but needs no money
[53] Removed 'Stellar Value' from manifests.
[54] Added Ship Security (has no effect at this stage and effects will not be same as SB ).
[55] Modified combat code to make sure that battles stop if relations change.
[56] Added 'Transfer Multiple Positions' Order.
[57] Blocked transfer of positions in combat.
[58] Corrected problem with ground bombers not launching from GPs.
[59] Bases on accounts suspended accounts will:
- After 1 month will lose their system claim,
- After 3 months become flagged as CIV and shutdown these are open to purchase by anyone or
returnable to original owner for no cost
[61] Fixed issue with fixed crew in debris .
[62] Changed new ship names to be the design name used to build it.
[63] Removed set anonymous order and flag.
[64] Added tick box to 'Remove Item Group' that only removes the items not the group.

Phoenix GM/Internal Changes
[1] Added SaveCBody / Write_CBodyCustomData / SetOrderTus / CheckTUsAvailable /Decimal and Time function to GM custom orders
[2] Added claim size/aff to data from Read_Position function
[3] Converted FindRandomPlanet to a position order
[4] Corrected custom order Print to Add format <l4> and dealt with %f
[5] Added Scan Effects to systems: quad/ring=0 means whole systems. They are additive, so -10 on system and -10 on a quad will make -20 in that quad. Nebula scan effects override a quad/ring.
[6] Added DamageItemType() + corrected armour bypass on damage Position
[7] Added cleanup admin page to delete old player data (not the account) after 6 months
[8] Fixed item selection bug in raw materials on item editor
[9] Added export/import on items on GM utils for item upgrades
[10] Added hard points / one off BPs/tech leve/security factors to item masking
[11] Floating point population on planets
[12] Added profile editing in affiliation page on poseditor if profile already exits
[13] Added editing of deep core deposits
[14] Added Info Transfer dialog for poseditor to transfer information between players on GM side
[15] Added system/cbody/squadrons drop downs on transfer positions dialog
[16] Added Write/read Account data
[17] Government types added
[18] Fixed 3 letter search in special actions.
[19] Added button to political to make player owned.
[20] Added government type to CBodies + editor

Nexus Changes
[1] Changed sa=lib on home page to go to external page.
[2] Changed back to UTF-8 may cause issues.
[3] Converted TMs to Yes/No for bools + know list on substitutes.
[4] Removes old FoC turn from nexus when ID changes.
[5] Modified Add Info to Treaty Order to use drop down in order editor.
[6] Fixed bug with ammo no known on nexus showing.
[7] Fixed reporting bug on enemy list in systems where you are on the system enemy list.
[8] Clicking title bars on most sections of the home page minimizes the sections in the page.
[9] Converted don;t send, to send on the order editor.
[10] Option to copy orders from one position to many positions on orders->turns.
[11] Added 'Update' option to Turns -> Turns page (to request update).
[12] Clicking names of positions in Political -> Positions create a popup with the turn in.
[13] Updated popup box.
[14] Added Transfer Positions in drop down on top of Political -> Positions page.
[15] Fixed issue with xml pos list.
[16] Added game_status and turn_data&tid=<number id> to XML services.
[17] Notifications are added but not active yet - need to see how they work on live data.

Boarding Additions Related
[1] Boarding list uses Alert Status .
[2] Auto Boarding only trys to board valid targets (that can be boarded due to speed) on scanning location.
[3] Raid Ship order attacks a ship with 50% losses on normal boarding and if they take over 25% control of the ship then a percentage of the cargo is stolen. Certain item such as crew/ammo/fighters/fuel can not be looted.
[4] Added raid only to auto boarding options.
[5] Added Boarding Crafts 2310/2315/2350.
[6] Made Boarding Craft more resistant to integrity breakdown.

Slaves
[1] Added wages to slaves and indentured workers.
[2] Added security effect to slaves / indentured workers that increases with quantity and reduces base security.
[3] Added fix for slaves to set government.added complexes/guards/and subsides on starbases with slaves to regular further slave use.
[4] Added code for slaves leaving and dieing.
[5] Added Enslave / Indenture / Free Orders.


Deep Core
[1] Converted prospecting skill to be used in deep coring as well (covered numbering of skill to +1-4).
[2] Added survey equipment for deep coring.
[3] Added deep core Deposit order.
[4] Added sub id to mine order and corrected alll resources to show /extraction for subsurface deposits.
[5] Added Deep Core Scan order to check possibility of deep coring on planet from orbit.


Mining
[1] Added 4 types of mining to set for deposits that are not deep cored.
[2] Added [env][mining][x:y] to custom data to record enviro dmg caused by mining.

Fixes 8/11/13  [Recruit]

[1] Added boarding category to order editor
[2] Added flag slave items so that they can be attached to a Aff and flagged as prisoners of war. These will then work under the 'can use POW' profile option while you hostile to an affiliation.
[3] Changed slave/indentured limit to 2000 and made decay only affect slave/indentured over 2000
[4] Changed slave/indentured decay rate to 0.15%
[5] Made indentured convert to employees
[6] Added profile options for slaves/indentured to system income
[7] Reset boarding options for boarding craft
[8] Made normal mining default.

Fixes 10/11/13  [Recruit]

[1] Fixed issue with notifications sizes + not loading first time in
[2] Fixed issue with officer exp
[3] Added 'Set Mining Type' order that sets all the mining types at a base to the same value
[4] Added resupply orders that create a snap shot of the items you have in your cargo (like for instance ammo) and save the current configuration so that you can load it on any of you other ships.
- 'Save Resupply Template' {template_name} {item category}
- 'Load Resupply Template' {template_name} {Position} {use best} {security_code}
- 'Remove Resupply Template' {template_name}
[5] Added some extra slave info
[6] Added starbase editor
[7] Added markers for CIV bases that have been taken over, need to make list online.

Save Resupply Template takes a snap shot of the cargo items in one of your ships and saves it as a resupply template under the name given. You can restrict what items are saved via the item category used, so you could for instance chose to only save ammo.
Load Resupply Template takes a resupply template and loads it into another ship, taking the items from the position given (not necessarily a starbase) given. Any excess items in the item category chosen will be removed. Run Load Resupply Template with template blank to print the saved templates.

Fixes 5/12/13  [Recruit]

[1] Fixed issues with ie8
[2] Fixed notes issue on boarding
[3] Fixed list (like GPI) that were not rendering well.
[3] Changed GPI page to hold open current tree config
[4] Changed GPI of planets to be in one page
[5] Added export gpi XML per planet ore + can now wipe a planets GPI for one ore
[6] Added wipe GPI data for one planet ore
([5]+[6] means you can export a planet, correct any mistakes, wipe the planet and put back the correct details)

Nexus Changes 7/12/13  [Recruit]

[1] Added tree control to ship editor based off group type at first level and hulls/armour/size or name at the second.
[2] Added ability change hull type in ship editor to platform hulls (and that switches in all platform rules for design).
[3] Changed 'Ship Editor' => 'Position Editor' as it now does platforms as well.
[4] Fixed bug in outputting of GPI data that lead to colours misrepresenting the GPI level

Update 15/1/14  [Recruit]

[1] Fixed Update deposit Nexus / Tech manual
[2] Fixed bug in pickup reporting too much avaiable for pickup
[3] Fixed Write_Pos_loc custom code
[4] Fixed bug in political page where turns did not exist (no positions would show)
[5] Items with (null) name no longer upload to nexus
[6] Fixed multiple notes for same knowledge
[7] CountItemType custom code fixed
[8] Added Scanlocation custom code
[9] Fixed notifications showing minimize if you turned them off
[10] Fixed mining applying eff x2
[11] Fixed navigational Hazard to respect known list
[12] Fixed bug with fixed item group overriding item pickups
[13] Allowed platforms to scan location for 60Tus
[14] Update armour/scints before post battle print
[15] Incorporated plasma torp damage reduction int [] for potential damage done
[16] Added mask in GM order editor for custom orders / GM only orders
[17] Added option to tie officer skills/ship upgrades to specific items (only done for weapons dmg)
[18] Fixed launchers with multiple attacks
[19] Change description of dmg on detailed scan to not register None is there is light damage
[20] Fixed deep core naming and issue with number of mines

Small Update 11/2/14  [Recruit]

Phoenix Server
[1] Fixed Deep core deposits so that you can only mine and see at the exact source
[2] Fixed some issues with skills
[3] Added restock order
[4] Fixed owners of system knowing where registered outposts are
[5] Added knowledge of wormhole/stargate you arrive at
[6] Added Buy and Sell positions orders
[7] Stopped you attacking your positions if they are in same aff
[8] Salvaged cave complexes converted to destroyed
[9] Issue fixed with end of week orders looking odd

GM
[1] Added unset command in custom order
[2] Added option to restore multiple files from a backup

Nexus
[1] Unregister outpost added to political -> Registered
[2] Fixed count of GPI/Ship
[3] Synced up nexus/phoenix server to

New Orders

Restock {Position}{Item}{Quantity}{Security}{Install}
Allows you to restock an item to a required quantity. This allows you to restock missiles, AM fuel, installed guns to the level you want. Its just a modified pickup

Sell Position {Price}
This allows you to put a ship or a starbase up for sale that is player owned. The price needs to greater than 1000 stellars.
For a registered base the buyer must not be in conflict with the system owner at the location and must abide by the system owners sale policy to buy the position. Note that anyone can buy in darkspace as it generally unclaimed or HALO. Positions that are for sale have a message when they are scanned of:
[For Sale - xxxx Stellars | xx% Integrity | xxx Stellars Bounty | xxx Stellars Debt]
(Integrity / Bounty / Debt are only should when relevant)
To stop selling a position set the sell price to less than 1000 stellars

Buy Position {Position} {Price}
You can buy any position that they can see up for sale in the game (see above) . You must have knowledge of a system to buy a position there. The price needs to be at least equal to the buy price for the position (to prevent the seller changing the price on you), however you will only pay the price the seller has set.

Update 07/05/14  [Recruit]

Phoenix
[1] Scrap Item now reports if you request zero to scrap
[2] Fixed install space issue when upgrading ship size
[3] Fixed cached politicals cash
[4] fixed <t+4> in rec complex visit
[5] Fixed issue with pickup from item group where first item was too big but space existed for other items
[6] Fixed issue with dock order getting lots of {0} when ran with squadron
[7] Removed reporting of merch cap in base update
[8] Converted buy positions to have same rules for platforms as bases
[9] Auto boarding now does not try to board anythig that is landed
[10] Added line to transactions that use posNum=0 to say which position is being dealt with
[11] Fixed bug with officer exp where any ship targeted was count as shot at even if it was not damaged
[12] Reported actual damage done in a battle
[13] Prevented jettison of an officer
[14] Made auto boarding with boarding craft be dependent of craft rather than ship
[15] Added boarding orders from ship to boarding craft so that they are transferred to boarded ship
[16] Fixed issue where boarding craft always raided
[17] Synced TU for Gps leaving a ship they are docked with after they leave
[18] Decaying agents are now killed
[19] Fixed issue with system claims bonus income + added WoMD into bonus + broke -ve in 2 parts
[20] Added order to show breakdown of system income
[21] Fixed system income capping with planetary trade
[22] Fixed bug with militia counting in system income

New Orders
[1] Reminder {text} - Send a notification with the reminder text when the order is run
[2] SystemIncome {} - Gives a break down of the system income bonus

Nexus
[1] Added a=xml&sa=pending_orders&pid=<position number> to get pending orders for a position and pos_list xml has a orders=true flag if pending orders are present
[2] Added edge rendering option for IE9+
[3] Modified XML send orders to accept <turn pos_id=''>
[4] Auto compressed any message over 5k
[5] Reinstalled security update for a number of weeks (political -> Security)
[6] Fixed external in news
[7] Fixed complex outputs not showing
[8] Added notifications and items to XML
[9] Added a=xml&sa=turn_data&type=file now returns a full list of all turns and last update
[10] Fixed 0/1 in profiles

Notifications
[1] File icon next to a notification turn now opens the turn in another window
[2] Added Update/Add turn to top of notifications turns + flagging to show it has been done
[3] Fixed notifications for missions + made first mission notify properly
[4] Added group notifications
[5] Activated the system enemy / relations notifications
[6] Financials grouped like pickups
[7] Restricted without structure - check if done
[8] Added new notifications to be activated next week.
Added notes for:

  • Planetary Sales
  • Nexus Cash (facebook+other rewards)
  • GM Notifications (global notes at locations in the game)
  • Turn Errors (no stargate key/no knowledge of base/no knowledge of system/ no knowledge of celestial body/ incorrect security clearance/ enough thrust to take off/land/failed to maintain)
  • Warnings (Complexes are not producing/Base Efficiency has dropped below 100%/Base security has dropped below 100%/Ship integrity is low (<25%)/Base scouted/Base subverted/Registration Revoked)
  • Research Finished
  • Complex Visit (visited recreation complexes/repaired/maintained/upgraded/refitted)
  • Cash transfer Out
  • Orbital drop / resupply
  • Special actions
  • Messages from other ships - via message order
  • Agent actions
  • Reminder from reminder order
  • Base Complex Changes (built/scrapped/activated/deactivated)
  • Registered base activity (attacked/bought/registered/unregistered) - aff wide if they have power
  • Opportunity fire and escaping combat

GM
[1] Defines from php files now included automatically in .js file.
[2] Added compression to DBsync
[3] Added infrastructure values to items
[4] Added system income on systems dialog

Update 11/5/14  [Recruit]

[1] Fixed compressing of big messages
[2] Fixed issue with [ pre] and [ code] tags
[3] Fixed notification double define
[4] Fixed issue with deep coring
[5] Added plurals to notifications
[6] Fixed various notification crashes
[7] Fixed <100% efficiency research

Update 02/06/14  [Recruit]

[1] Shaded file icons that have been pressed
[2] Used IE edge as default
[3] Added day to ss_turns
[4] Stopped left hand section from closing notes
[5] Fixed removal of registered positions
[6] Fixed copying of orders so that tag onto end of order already present
[7] Reporting bug defending friendly aff
[8] Added Personal -> Notes to filter all notifications + () to show how many are really present vs filtered

Update 4/6/14  [Recruit]

In theory last minor update until later in the year

[1] Fixed creation of raw turns directory
[2] Added Aff ID to notifications positions (not deployed yet) - needs to wait 5 days
[3] Added MoveStarbase function (need to add link to custom order)
[4] Added custom info check for stargate
[5] Prevented positions from taking recycled numbers for 10 days.

Update 12/6/14  [Recruit]

[1] Fixed priority not shooting at top level on note
[2] Made scout of docked GP possible while landed or docked
[3] Fixed issues with system income not including slaves outpost x1.5 cost
[4] Fixed mining order crash with deep core
[5] Fixed selling to market, so that you use the entire market value.
[6] Fixed issue with notification of a base registering
[7] Fixed issue with boarding via boarding craft not showing up in messages or notifications
[8] Added MoveStarbase custom order - used <system>,0,0,0 to pick a random planet/loc on planet
[9] Added scope to add custom functions on pre jump,post jump,on entering system quad, entering orbit and landing.

Update 12/8/14  [Recruit]

[1] Stopped fixed items being refitted out or in
[2] Lists missing items on a refit
[3] Fixed secure docking with a platform
[4] Improved platform cargo listing
[5] Fixed crash on enter stargate if at wrong position
[6] Fixed lost turn with reregister + special action
[7] Added substituteList in GM functions
[8] Added copy orders to squadron order
[9] Changed inner CNF => Caliphate periphery
[10] Locked out chnage system enemy list notification for now

Update 2/9/14  [Recruit]

[1] Fixed over use of structurals in excavation
[2] Changed officers to convert to AFF of position they are captured on (if they are not a prisonner already)
[3] Added upgrade platform order
[4] Switched back to case sensative in data blobs
[5] Added crew report to gps

Update 25/9/14  [Recruit]

[1] Added security complex to list of complexes that do not need domes
[2] Added Infrastructure Environment type
[3] Limited WoMD via profile
[4] Internal scripting improvements:
- Added ^ operator
- Added StackPrint
- Fixed issues with returned references failing
- Fixed references using isset function
- Added switch statment
- Added break; in loops switches
- Added writting of update orders and other variables for planets
- Added local and global keywords
- Associated line number to real lines in code rather than compiled operators

Update 23/1/15  [Recruit]

[1] Possible fix for -ve integrety maintenance bug
[2] Changed nexus to notificaitions by default
[3] Allowed [HTML] for missions
[4] Fixed HasItem()
[5] Added saving atmospheres for planets
[6] Added new account types
[7] Added event ['on_quad'][q][r][0....n]=funct r=1-15,q=1-4 and '_' in either means all
[8] Added ['on_orbit'] event to trigger when coming out of wormholes/stargates
[9] Added TradeValue() function
[10] Added IntegrityMod() function
[11] Added Read/WriteAccountType()
[12] Changed political creation to 10k
[13] Added troop 'free_troops' to account data reset every pol update and used on first starbases run
[14] Modified stats to use new accounts
[15] Fixed weapon upgrades for fighters
[16] Ship upgrades can now take from market if items exist.
[17] Added Debt to data
[18] Added StringToId() and IdToString() for all data types
[19] RunCustomOrders drop down added
[20] Blocked changes to pol print day more than once per week
[21] Fixed platinum level
[22] Added CreateShip()
[23] Fixit contains 100k + writes has_bonus
[24] Normal -> Free in account types
[25] returns #numbers from FindItemsOfType() for officers

 
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) ******

    user image

    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