Phoenix
Rules Index
Phoenix at a Glance
Forum Rules
FAQ
Changing Affiliations
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How did the enemy trade with me?
What are Stellars?
Introduction
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Beginner's Guide
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Manifest
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Research
Resources
Complexes
Production
Exchange
System Claims
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Trade
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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
 
Characters

The mythical character upgrade, that thing that will never be completed. Everything mentioned here is relating to the test code - not the live game.

The basics of the character code in place - agents/politicals/officers have all been converted to characters. Scientist will also most likely be converted but there is no rush to that (converted + general research skill). The basics of learning skills etc is sorted, and everything is being aimed to use custom code so that we can quickly change anything we like.

The agent design is in place and once we are sure we know what we want to do the implementation will not be too long as it is relatively straight forward. The mechanic can then be transferred over into emissary style characters (religion could be made to work in a similar way)

The biggest hurdle is converting the nexus so that we can use the characters meaningfully and without overburdening everyone. The general plan is to make sure that you can completely ignore the characters if you chose to. Caveat: Just because you ignore them, it does not follow that you can't be affected by them, in the same way ignoring combat does not prevent you getting a good kicking.

Skills  [Recruit]

Basics [done]
All the basics of skills are complete and they are not much different to those already in the game. (Check that skill points converts to free training and all skilled maintained on existing characters).

  • All skills have 0-4 levels - each of these levels have a fixed linear effect (Level 4 is x4 effect of level 1)
  • All skills have a base cost for training and this is modded up per level at x1 x2 x4 x8 (So if Dodge has a base price of 500 stellars, it would cost (1+2+4+8)*500=7500 to train it to lvl 4).
  • If you have the exp and the stellars you can train the skill anywhere.
  • Skills generally have a 'Skill Effect' that is converted into an in game effect. So you might have 3 skills contributing the the 'Seduction' Skill effect. All old skills will be kept with a skill effect the same as their name - they may not have additive skills in this case.
  • There are no prerequisites skills, all skill with the same effect type just add together with diminishing returns. When a skill effect is tested the skills are added together in order of size divided by their position in the list Skill. {Skill 1}/1 + {Skill 2}/2 + {Skill 3}/3 + {Skill 4}/4 ...


Skill Variants
Some skills will have variants (not all) and all the existing skills will be standard. So certain new combat skill may have combat readiness attached to them but not all.
  • Aff only skills: are fixed to an affiliation, and if the character is outside the aff then the skill will no longer be active or trainable.
  • Combat Readiness Skills: Will be based on combat readiness - the skill be will reduced based on this percentage. A character's combat readiness is set to 100% after being in combat vs another player/aff. The combat readiness will decrease every week that a character is not in combat. It will bottom out at 50% on a ship/platform and 0% in a base. There will be an order to increase it for stellars but not to 100%.
  • All skills are by default allowed on all position types but this can be limited (e.g Dodge might only be allowed on ships).
  • No exp skills: Will not require experience to train (just stellars).
  • Locked skills : These are only trainable when you have them - from a GM or in game action.
  • Special skills : These are not trainable but a assigned by the GM or game action. A political's generation of funds and free exp will be handled this way - it may also be linked to the RL cost of a position.
  • Could be prerequisite Skill


Experience
All experience is measured in the amount of stellars it cost to train/use that experience. So when a political gains free experience of 1000, it would take 1000 stellars to convert that experience into a trained skill of that value. Free experience is stored in a central pool and can be used on any character. All skills train from standard exp first but can use free exp first via ticky box.

Political:
  • Free experience from political per week (dependent on lvl) [done] - Is not cumlative (free exp is reset every week not added to)
  • Lump of free exp [pre-payed] when you go to pol level [not coded]
  • Any character over a certain amount of political exp becomes non transferable[not sure]

Experience on ships:
  • Experience based on crew available on a ship (limited by max crew) [not sure]
  • Multiple officers share exp in similar way to current [done]
  • Experience from explorations, investigations and appropriate special actions (drop down to add exp in specials) [not coded]
  • Space battle experience in similar way to existing [done]
  • Space battles give ship exp that improves ship overall [not coded]
  • Integrity checks give exp[not coded]


Skill Templates
The eventual plan is to create a editor online to allow character templates to be created. This will contain a set of skills and the order in which they will be trained. This template can then be applied to any character and every maintenance they will try to train to their next skill. It will allow the option to use free exp or only exp created by the character.

Movement  [Recruit]

Movement/Invisibilty

  • Can enter bases on their own by moving there [not coded]
  • Be delivered with the Drop operative order [not updated]
  • Agents can issue an order to go invisible [not coded]

Personal Combat Skills  [Recruit]

Skills will cover effects from items, upgrades and actual skills on a character. To get the benefit of the item skills you will have to give the in game item to the character and the skill level given will depend on the tech of the item.

Rather than giving skills multiple effect, you will be able to buy the parts you want individually. So for instance if we had the pilot skill (only example) it might be broken down into: Piloting - Weapons, Piloting - Dodge, Piloting - Defence etc

This is represented below by Piloting -{ Weapons [+dmg], Dodge [+dodge], Defence [+defence] }

Skills

  • Situational Awareness [Personal Dodge]
  • Advanced Tactics - { Damage [+SR dmg], Dodge [+Personal Dodge] }
  • Small Arms Training [+ SR dmg]
  • Basic Training [+SR dmg]
  • Combat Training - { Damage [+SR dmg], Dodge [+Personal Dodge], Defence [+defence] }
  • Melee Combat [+SR dmg]


Items
Better items give better levels in the skill.
  • Personal Armour [+DR]
  • Battle Armour - Only applies in ground combat [+DR]
  • Personal Weapons [+ SR dmg]
  • Heavy Weapons [+ LR dmg]
  • Advanced Sensors [+ Control]



Tech Unlocks
Tech unlocks will require the exhausting of a 100mu+ research tech (not necessarily 1000mus) to acquire the skill at a certain level depending on the techs.
  • Subdermal Armour [+DR]
  • Backups + Cloned - Can not die , but jumps to old save [assumed to be current backup]
  • Cybernetic Enhancement - { Reflexes [+Personal Dodge], Organs [+defence], Senses [+Control]}
  • Organic Enhancement - { Reflexes [+Personal Dodge], Organs [+defence], Senses [+Control]}
  • Personal Shields [+DR]
  • AI Battle Computer - { Prediction [+Personal Dodge], Threat [+Control]}
  • Nanite Cloud [+DR]
  • Subdermal Weapons [+SR dmg]

Combat and Tactical Squads  [Recruit]

This is how I see the group upgrades working
Skills and techs allow a character to upgrade other items within their position. While these upgrades are in effect the character is locked in the position (loss or deactivation of the character undoes the upgrades). These are generally designed as short-term benefits.

This is about making a position unique or at least interesting. As such these abilities and limits will enter the game pre-nerfed and then only after some serious consultation.
It is not about adding a bucket load of perks to a single position to further increase overkill. Further, the quantity of upgraded troops should not make a significant difference to a standard battle GP but they can have their uses in dealing with small lightly defended outposts. Consider these analogous to the Dirty Dozen. Rather it is the abilities of these upgrades that can make a meaningful difference or achieve a specific goal that is parallel to the actions of the primary battle force GP.
As such only one character can be locked into a position. This prevents the mega-GP having all the characters of the affiliation and allies present. Also each account will be limited in the quantity of these characters they can have - initially 1.

Troops upgraded to elite have higher wages commensurate with their abilities (offset so you are paying slightly more wages for a more manageable group). The premise is that you can have the equivalent cost and effectiveness of a modest GP without needing dozens of ships.

How Many?
The amount of elite must not be ridiculous - this should be something where you go in with a few - maybe the equivalent to a hundred to a few thousand troops at level 4. The exact quantity will be dependant on the troops, their base combat ability and the para-combat role they serve.
There has been no definitive power ratio of elite:veteran, but somewhere in the region of 10 seems reasonable, i.e. 1 elite = 10 veterans.
As to how many upgrades at each rank; again we have not decided.
There are two options - increasing up to the ceiling or diminishing returns.
10 > 30 > 60 > 100 - makes level 1 almost not worth it but makes people grumble it should go up to rank 5 and beyond.
40 > 70 > 90 > 100 - favoured choice as it means you do not feel you have to max out before doing anything.
Obviously the above numbers are scaled in line with the maximum quantity of upgrades per troop type.


Combat Skills
These are skills that can only be used when the position is flagged as in a battle. This means that they can only be used after the first day of combat. This is the primary purpose of the elite troops. It is what makes them interesting as opposed to simply boosting an already bloated GP. The idea is that with these acting alongside a GP or even as the assaulting GP, the goal need not simply be capture of the target base.
Example: A GP assaults a base and has the first day of battle. If it survives it can submit orders to Sabotage the Shield Complexes to be processed on the next day. Another GP also assaulting will attempt to capture the base's Naplian Training tech (will check untooled then tooled). The also both submit the order to secret route out as the fleet is entering orbit.
Multiple uses of skills on a base suffer from diminishing returns mechanics for the duration of the battle (full first attempt, half second attempt, a third on the third attempt, quarter on fourth) or possibly reset daily?

Demolitions
Destroy items in a base currently under player control. Used in conjunction with upgraded troops. Destroying stuff before the enemy captures the base is a perennial SA that is routinely denied. This orders allows the skilled character to destroy some of their own stuff.

Capture Stuff
Takes an amount of a specified item (non-combat) and adds it to the GP. Used in conjunction with elite troops.

Secret Route
Used to move out of a base to beyond the sector. Skill level is GP size covered. This bypasses the kicking you get when fleeing the base. Handy when used in conjunction with Capture Stuff.

Sabotage Shields
Destroy a mass of shield complexes on enemy base (so have to survive at least one day of battle) and if successful prevents new ones being constructed for the duration of the battle. Used in conjunction with elite troops.

Suicide Assault
Exhausts elite to do lots of damage to enemy troops.

Ramming Speed
Destroys ship to inflict mass x g x (elite crew factors/required crew factors rating) in damage on target.

Counter Intelligence
Allows you to swap a quantity of items in the position for items of the same size and type located at any starbase you control.

Impersonator
Immediately move your character to any base you control and downgrade all elite troops.

Secret Reinforcements
Relocate a quantity of troops from a position within the system to this position.

Dig In
Add a quantity of civvy bunkers (large mass, no movement, high defence, high area) to the position.

Concentrate Fire
Delivers a salvo against a specific item type in a specific target (characters/officers are classed as troops).

Board Ship
Allows a boarding action without retaliation by the base/other GP's/fleet present.

Subvert Mercenaries
Poaches mercs (inc veterans) from the enemy position and adds them to your position.

Test Loyalty
Poaches troops (not veterans) of the same species as the character from the enemy position and adds them to your position.

Test Resolve
Causes mercs/troops (not veterans) not of the primary species of the enemy position to quit (removed from the position or converted to prisoners on ships).

Other Suggestions
Keeping in mind that the GP must be in combat and therefore second day - feel free to suggest away. We have thought and rejected quite a few ideas (detonating the massive stockpile of nukes to wipe everyone and everything out - hence the toned down demolitions).




Troop Types
We have quite a bit of play with this. We possibly allow affiliations to suggest their own, tie them in with specific species or just to be absolutely draconian, make them exactly the same for each aff/species. Personally I prefer a bit of flavour.

Heavy Assault
Skill allows the ground party to upgrade a quantity of veteran soldiers (based on skill level) to Heavy Assault Soldiers. Use the Upgrade Troop Order to upgrade as many of your species of Veteran Soldiers as possible. I see these as the forlorn hope, soaking damage and getting a good kicking but gaining control. These are probably going to be the most upgrades at each level. Probably good at suicide assaults.
Heavy Assault Soldiers are significantly more powerful than standard veteran soldier.
Greater area, DR and Defence - these soak damage, taking the brunt of the fire.
If any are killed, they can be replaced simply by running the order again (subject to the presence of appropriate veteran soliders).
Affiliations may have variations on the Heavy Assault stats.

Deathtrooper
Similar to heavy assault but startroopers.
Variants - personal lifters - have cargo capacity (for orbital assault or escape) - these are unlikely to require veterans for upgrade.

Snipers
As above but scouts. These do massive damage e.g. rendering tanks inoperative with a precise hit.
Variant - rapid fire - lower damage but lots of hits. Variants may be specialists at secret routes.

Commandos
As above but marines. These have huge control factors. Useful for boarding ships or capturing stuff.

Crack Pilots
As above but crew - anti-boarding - more control but boarding defence only. Knowing engineering would also make them good at demolitions and sabotaging shields.


Tech
Presuming that we opt for flavour rather than draconian everyone gets the same, we are included to allow the development of specific aff/race tech as part of the variants in the types of elite.
Tech should include things like personal power armour and other one-man vehicles that will effectively increase the mass of each troop. Where the tech increases the mass of the individual troop they will of course prevent the upgraded troops from being involved in boarding actions.
Examples include heavy jump suits, personal attack craft, scooter bikes, amour mounted rocket packs, fluorescent tubes that cut through metal.
Why don't they use these when the upgrading character is not around? Chain of command/activation and deactivation codes/game mechanics - it is what it is.

 
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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