Phoenix
Rules Index
Phoenix at a Glance
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Changing Affiliations
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How did the enemy trade with me?
What are Stellars?
Introduction
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Politicals
Political Level
Game Knowledge
Pips, Medals and Ribbons
EEM Loans
Political Influence
Agents
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Antimatter
Moderation
Surface Explorations
Special Actions
Submitting Special Actions
Combat
Naval Combat
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Player Experience of Combat
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Relations and System Claims
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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
 
Agent Networks

We are moving away from the option to spam agent orders and get the necessary effect, towards the idea that you build up an agent network in the target location and act through it. Agent networks can involve as many agents/operatives as you like as well as NPCs recruited from the local area. The network can be anywhere that there is a sentient population, either in a base, at a location on a planet and possibly on a ship. The aim is to establish a network using contacts and equipment to pull off operations though the expenditure of a pool of espionage points associated with a specific area.

A base for example has the following areas:

  • Admin
  • Starport
  • Industrial
  • Commercial
  • Technological
  • Security
  • Civilian


Through agent actions you can increase your espionage points in any of these areas. Agent actions include:
[1] Look for contacts {Area}
[2] Look for safe house
[3] Look for Op Centre location
[4] Look for Staff
[5] Expand Operations {Area} - Increases control in an area
[6] Embed Operations {Area} - hides the size of the operation
[7] Deploy equipment
[8] Develop contact - increases the rate of espionage points gained from a contact via money or equipment in a specific area
[9] Infiltrate area {Area} - allows agent to become contact in an area

Espionage Pools
This represents the investment in a specific area and equates to how much power the operative network has within the area. Points are built up through activities and time. Each area has its own pool though there is also a generic espionage pool representing the ability of the operation to give some aid to any operation irrespective of where it is being carried out.

Agents, Operatives, Staff and Contacts
Agents and operatives convert to characters. They will be given different templates based on the conversion though post conversion the name can be used interchangeably. These are the characters that can be moved around the Peripheries. Once at a target location they can become active by infiltrating an area, setting themselves up as a contact in the area. They can 'spawn' new characters (pseudo characters) in the form of contacts by looking for contacts which are effectively named members of staff at the base (or appropriate location). These pseudo characters are likely to be binned at the end of an operation or when the principle characters are removed from the location either after a successful operation or when they have made their presence felt. Pseudo characters such as spawned contacts will automatically be removed when the last character leaves the location or has been neutralised.
Staff on the other hand are simply hired help that facilitate the efficient running of operations. In game terms the size of the staff relates the quantity of espionage points that can be allocated to an operation per week. Again all staff (operations and op centres) will be deleted when the last character is removed from a location or has been neutralised.

Actions and Operations  [Recruit]

Agent networks allow you to either do direct actions that just require an espionage pool of at least a certain size in an area of the base or they require you to start an operation that will take several weeks or more to complete.

Some Operations are:
[1] Character assassinations
[2] Large scale sabotage
[3] Inciting revolts
[4] Undermining defences
[5] Counter intelligence
[6] Sabotage Research
[7] Establish escape plans
[8] Untooling items (mass production factories or even principles)
[9] Stealing items (so they can be picked up from the planet surface - can be used in combination with [8])

Each operation requires you to build an op centre and convert espionage points from your contacts into points in the operation. This conversion of points will take many weeks and some operations will require a lot of espionage points in an area to pull off. As the conversion occurs it will generate notifications to the base owner that something is going on, the likelihood of this happening will depend on how fast you choose to make the operation occur. To prevent one single ping isolating the fact that something is happening for sure at a base there will be chances of false positives being generated in all bases in the game. To prevent this resulting in data overload, the chance will commensurate with the size of a base and inversely proportional to its security level. An outpost with a few hundred personnel and 200% security for example will probably never generate a false positive. Big starbases with thousands of complexes and modest security are likely to regularly generate false positives.

Once the operation has the required amount of points it can be completed and will automatically succeed (unless there is counter intelligence involved). Some operations are automatically triggered when required, such as Establish Escape Plan (only if they will be successful). Under normal circumstances there is no chance that it will fail, thus removing the requirement to spam a target with agents/operatives. There may be in some cases better than basic results for having more espionage points than the bare minimum, i.e. a tiered result effect. Where this exists, the parameters of the tiers will be known.
Example:
Sabotage Research
Fail - No research destroyed.
Success - Research Mass Destroyed
Superior Success - Research Mass Destroyed along with 10x mass destroyed applied as damage to Research Complexes and supporting P/T/BP's
Epic Success - As above but 100x damage

When an operation is completed, the operation centre is closed down and the operation pool eliminated. Note that this does not mean that the pool in the area is lost. Only the points assigned to the operation are deleted.
Note that the points contributed to the operation pool from a specific contact remain associated with the contact. This is important for calculating success when counter intelligence is involved.
While an operation can be completed when the operation espionage pool is large enough, points can still be added to the pool. The only reason to do this is when it is suspected that a contact has been compromised through counter intelligence and the player is playing a double bluff in making the counter intelligence operator believe that they have the upper hand rather than tipping them off by burning the contact.

To keep everything user friendly there will need to be an interface to view current operations, which contacts are currently contributing and which contacts can contribute along with the current status of the operation. This need only be a simple tree and leaf structure with options to view by system etc.
There is nothing to prevent a contact from contributing to several different operations especially if the amount of espionage points they can contribute to an operation pool per week is much less than the amount of points they can generate. The only drawback to this is that if the agent is turned or eliminated, it will have an effect on multiple operations.

Actions are small things that do not require a full blown operation. They just require an espionage pool in an area to be to be above a certain level. Note that it is possible to transfer points from the Generic Espionage Pool to a specific area pool, but not the other way round.
Most actions cost espionage points, representing bribes and use of equipment.

Actions:
[1] Base information {Items, research, docked ships}
[2] Limited sabotage

Developing Contacts  [Recruit]

All contacts that you gain in area of the base can be developed every week. This requires stellars and equipment but runs the risk that their activities will be detected. All points gained in this area are associated with the contact, so if the contact is subverted, killed or removed then everything relating to the contact is lost.

The level of risk you are prepared to take while developing a contact determines how fast you can improve his contributions, however this makes his activities more likely to be discovered. If a counter intelligence operation targets your contact they might subvert him and this would mean that although you think you have a certain control in an area, went it comes to enacting the operation you actually have much less.

Additional events will be tied to the operative that allows a player to improve their contact quicker if they are prepared to micro manage their individual requests. Like providing certain luxury items on demand, or equipment.

Agent Ship Orders  [Recruit]

Agents will be able to enter locations other than bases, and here is a list of possible agent actions we are thinking of allowing on ships. The ships security maybe modified from that already showing in the game.

[1] Stowaway (ship) - Only allows silent transport
[2] Infiltrate Ship - Become part of crew, allows actions
[3] Stabotage Ship
- Glitch Systems
- Blind Sensors
- Reduce Integrity
- AI virus
[4] Claim Ship (from AI)
[5] Read Pending Orders
[6] Kill Crew

Agent Skills  [Recruit]

Additional agent skill that we are thinking of adding

Expertise
Area Specialisation [Improved point gain in one area]
Area Diversity [Gain points in multiple areas]

Stealth
Infiltration [Personal active]
Escape Planning [Active at end of missions or when necessary]
Plan Operation [Increased Conversion of operation points]
Incognito [Reduces profile of agent]
Conceal [Reduces operation profile]

Surveillance
Keen Senses
Personal Insight
Network Surveillance
Street Wise
Recon

Acquire Contacts
Clandestine Methods [Reduces exposure]
Leverage
Bribe
Xenophilia

Sabotage
Glitch System
Explosives

Counter intelligence  [Recruit]

Admittedly this is an area to flesh out but our thoughts at the moment run along these lines:

Unlike the current set up we do not want lots of operatives and agents undertaking operations also we do not want the ones that are created dropping like flies. As such we are more interested in mechanics that derail their efforts and give the opportunity to pull the characters out. Burning the contact will therefore only be possible where the person has little in the way of skill and resources at the time of discovery. This is only likely if the character is inexperienced but doing a lot of actions that are resulting in lots of security pings/checks without developing the contact in relation to the location.

It is possible to detect active contacts in a base. This is likely to be automatic based on security or a response following a positive security ping. Once detected there are four options:

  • Eliminate Contact - no need to go into much more detail. This is the simplest option and ties up all loose ends but gives no details. This though will fail if there is a sufficient escape plan operation in place (or they have a sufficient size pool themselves). Escaped Contacts have their pools/equipment eliminated but can be removed (covertly picked up) for use elsewhere. The contact is considered neutralised at this location.
  • Arrest the contact - interrogates the contact giving details on what size pool the contact has and which field and whether the contact was on an operation (but not specifics) Contact is eliminated. As with Eliminate Contact escape plans will be used if set up. Escaping arrest is much easier than escaping elimination though as above will still be considered neutralised.
  • Bug the contact - this requires creating a counter intelligence operation with the contact as a target. This will only reveal an operation in which the contact is involved. No efforts are made to interact with the contact.
  • Subvert the contact - this requires creating a counter intelligence operation with the contact as a target. This therefore needs operatives in the base to do the operation.

Derailing Operations by Bugging Contacts
Knowing a contact exists is half the battle. Rather than eliminating, arresting or subverting the contact the operation to simply bug the contact can reveal what operations the contact is involved in. The counter intelligence operation can then develop their own counter operation to the one being carried out. The points in this counter operation pool count against the specific operation but have no effect on the contact. This allows the counter operation to turn the operation into a failure but with any luck the player running the operations will not be aware which contact was bugged any may well leave them there, allowing them to be bugged in future.

Subverted Contacts
A subverted contact will for all intentional purposes look and act like a standard contact. They will produce espionage points and assign them to operations as instructed. They will develop skills again as instructed. The only difference is that the person subverting can see what operations they are contributing to and can request that they counter an operation when it is activated. When this occurs their points do not count towards the operation (will they count negatively? any other effect).
Once the subverted contact loyalties are revealed (which can also be through attempting to pick up the contact), it will revert to a character under the control of the subverting player.
Further it may be possible to reduce the security against subverted contacts, allowing them to generate espionage points faster, making them a 'better' choice for contributing to operations.


Subverting the Subverters
Here's where it gets surreal - as a counter intelligence operation requires the use of contacts, in theory an operation could be set up to subvert those running the counter intelligence operation. Subverting a counter intelligence contact would in theory give information on the operation to subvert the contacts discovered through security alerts... I am sure it will all make sense when it is implemented.

Closing Down Operations
If no active character contacts (as opposed to pseudo character contacts) exist in a location such as a base, all operations, contacts, staff and espionage pools are deleted. The infiltration has been effectively terminated. This can be achieved though arresting and eliminating contacts or simply by the player owning the contact characters picking them up (or having them board a ship). This curbs the unnecessary proliferation of pseudo characters and operations that are going nowhere. If players want to keep an infiltration active such as a sleeper cell), they must assign a basic or better character to it.

Beyond Agents  [Recruit]

This upgrade introduces two new mechanics, espionage points and operations. Together these limit the ability to achieve monumental results based on lucky chance or use of dozens to hundreds of character to increase the odds. The mechanics work on the basis of identifying a goal and working towards it while opponents if they become aware of the situation can work to thwart the action.

The mechanics however have applications beyond agents and can be applied in principle to other areas of the game, though of course will always require the use of a non-pseudo character to enact.

All these actions will require an expenditure of a pool that has been generated in a specific location which may be inside a ship or maybe in another location depending on the action being attempted. Some may require the equivalent to an operation (such as determining weaknesses of a target).

Suggestions (of which some will almost certainly not make the cut) include:

  • Combat. An operation to identify a weak point in the defences of a fixed installation such as a platform or a starbase is an obvious one. This could temporarily reduce armour or shields on the target (worked on the Death Star). So too the creation of an ambush point whereby ship get to fire in round zero.
  • Hijack. Steal a ship in the starport by bypassing base defend check when boarding.
  • Flag of convenience. Use even a flag of an enemy affiliation for a short period.
  • Expert Pilot. Move through a nebula or belt with no risk.
  • Expert Navigator. Jump from lower ring.
  • Expert Packer. Temporarily increase cargo capacity.
  • Slaver/Cruise Liner. Temporarily increase life capacity.
  • Dig in. Reduce profile of a GP or increase control factors in defence.
  • Jury Rigging. Upgrading installed items to higher mks a cost to integrity or damage. Increasing integrity at a cost of hull damage or vice-versa.
  • Training. Promoting troops to veterans.
  • Trade. Increasing amounts available through deals with civvy traders.
  • Civilians. Creating a government or changing one. Influencing system support.
  • Smuggling. Effectively cloaking either for a long period of time or temporarily decreasing the planetary trade value.
  • Hire Pirates. Spawn a quantity of NPC ships hostile to a specific affiliation.
  • Hire rogues. As above but spawns GP’s to move around a world and attack specific affiliations.
  • Special Action and Investigation Results. Allows the GM to tailor additional results or impasses to better define risk and reward.

We will undoubtedly have different pool categories to mirror espionage pools.
The upgrade package will also include events. Of course we will want some of these events to require the expenditure of pool points or require operations to complete. Things include exploring a derelict structure, salvaging debris or pinpointing an anomaly.

 
News
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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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