duminică, 12 ianuarie 2014

Star citizen - Engineering and Economy


It’s all about the Nodes - economy

The Star Citizen universe is made up of literally thousands of nodes that drive the economy. A node is an abstract entity that accepts one or more types of input goods and outputs one or more types of output goods. The most basic nodes are “atomic” entities, meaning that they cannot be subdivided further. These atomic nodes are then combined to make up larger nodes that behave in the same fashion as the atomic nodes – requiring certain inputs and producing certain outputs. When these nodes operate together, they are able to handle some portions of their business in a self-contained fashion, while other needs must be met by external entities whether NPC trade routes, or player-run missions).

How a Node is Constructed

Each node is made up of several parts:
  • Node Inputs Inputs are the types of things that a node requires to operate. If too little of any given need is supplied, the node will lose productivity and alter prices and processing capacity in reaction to the shortage.
  • Node Storage Storage tells how much of each thing a node can have on hand at one time. If the node’s storage for a particular desired item is full, the node will stop requesting that item until quantities diminish. Conversely, if a node’s storage is nearly out of a desired good, then the node will raise prices and spawn additional missions in an attempt to rectify the shortage.
    Output items also take up storage space until they are sold or transported elsewhere. Again, if there is too much of a produced item on hand, the node will slow down production and reduce prices until demand increases sufficiently. If too little is on hand, prices will increase until production can catch up.
    As a node grows, it can buy additional warehouse space to expand storage capacity.
    Node Processing Capacity.
    A node’s processing capacity is determined by the number of workers in that node, their current happiness, and the quality of processing equipment that is currently installed. As a node grows, it can upgrade existing equipment or add additional space/equipment in order to accommodate more production.
  • Node Outputs When a node has the necessary raw materials, it produces output based upon its production capacity. That output is then stored in the warehouses until it can be distributed. The equation for node production will look something like this:
    • Production per cycle [P] = the number of units produced per “tick” of the economy
    • Worker morale [M] = number of workers / required workers * morale (%)
    • Equipment percentage [E] = size of facility * (quality of equipment / max quality)
    • Material co-efficient [MC] = minimum percentage available of all required construction units
    • P = M * E * MC

Types of Nodes

While there are many different varieties of each node, there are a limited number of general types of nodes. Each has a particular function, and requires varying amounts of the same types of inputs to create categories of outputs. The node types can be found in Table 1.0.
People are abstracted into population nodes so that every other node in the game does not have to track the basic needs of its workers in addition to its other inputs. That way, nodes other than population nodes will not need to track anything other than whether they have enough workers to determine their effectiveness on the human side. If a group of settlers arrive on a previously uninhabited planet, a population node is created first.
Every inhabited area will consist of, at the minimum, a single population node, an entertainment node, and a landing node. For outposts and other small colonies, a raw materials node will generally round out the landing zone, perhaps with a reseller for basic supplies. Some planets will have only a single cluster of nodes, while others will have much larger clusters in several different planetary locations.
Taken as whole, a planet can also be looked at as a single macro-node, as it still has a set of resources that it needs, and a set of resources available to trade.
If the people are happy and productive, then nodes will continue to grow, enabling further nodes to be added to take advantage of the additional labor. When that now-thriving colony needs to increase its production – both to satisfy its own needs and to grow trade – perhaps an entrepreneur will decide that a nearby plot of land would be perfect for a new casino to keep those workers happy.








The Production Chain

The simple example above is far short of the actual complexity of the production chain, as the list of nodes indicates. You don’t just turn a lump of ore into a spaceship. Instead, there are many steps and many actors involved in the creation of just a single Aurora.
Very large amounts of raw resources must be combined into the necessary basic materials to build the ship’s frame, cockpit, electronics, HUD screens, seats (don’t forget the leather!), and other building blocks. Meanwhile, other manufacturers are building the guns and missiles that will be added to the finished ship.
Manufactured goods are not unlimited. If nearby missile factories suddenly have a shortage of necessary components, escorts who come in from an extended firefight to restock may find missile prices very high – or stocks depleted entirely.
For the biggest, most complex products, production can take a very long time. If it takes Aegis a month to produce an Idris, and there has been a recent run on corvettes, you might find yourself waiting for a while to pick up a shiny new ship from their shipyards.



Keeping Resources Flowing

Heavily-populated systems (as far as nodes are concerned) will often have very consistent needs for resources, as well as having fairly constant exports available. Systems that can meet one another’s needs may set up regular trade lanes, which will cause transport missions to be launched at a regular frequency to deliver needed goods to a constant buyer. If these lanes go through more dangerous space, they may be diverted to take longer routes, or request escorts to accompany the missions.
In such a case, players who own larger transports or are interested in escort duty can step in to take over these missions, provided that they are well-known to the corporations or organizations in question.
At any point where expected production levels have not been reached, freely-available trade goods will become more limited. Regularly-established trade routes will be the last to suffer from shortages.
Nodes where buyers have less need and nodes that are farther away from protected space, will request resources on a less frequent basis, and missions of this sort will generally be given to the lowest bidder, although relationships might be established with traders who perform frequent services for the client.
For emergencies – where deliveries have been disrupted, or some sort of major event has caused a sudden shortage of resources, higher-paying missions will be sent out on a first-come, first-served basis. Similar missions will be generated when a location that is typically self-sustaining with regards to some resources experiences a change in conditions, such as drought, riots, or other events that cause a temporary shift in that area’s ability to provide for its own basic needs.
Whatever route players choose to trade along, there will always be places for traders of any means to make a living throughout the Star Citizen universe.

Making Your Name as an Industry Giant

Even players who start out with the most humble beginnings may eventually grow vast trading empires. Starting with small on-demand cargo runs, players can grow their wealth, acquire larger ships, build their reputations with the biggest corporations, and establish their own trade lanes that span the galaxy.
Players and organizations who amass enough wealth can take control of individual production nodes and begin building an industrial empire. The most aggressive entrepreneurs may take over whole sections of a supply chain and begin producing their own goods for sale on the open market – if they can keep the resources flowing. But be warned – some large corporations don’t appreciate competition!
While you are running your mine, refinery, or factory, you will be interested in more than just the raw materials that it needs! If your production node slows down because it doesn’t have enough workers, or their morale is low, you will need to help support the local population node or make sure that there are enough entertainment nodes to keep your workers happy and productive.

What’s in it for me?

The Star Citizen economy is certainly a vast undertaking. In addition to making a massive space combat simulation, we are also building a simulation of the economic universe in which the characters live. We offer players the ability to participate as much (or as little) in the economy as they desire. As new worlds are discovered, colonies are born, and new cities grow on the frontier, each type of player can be a link somewhere in the economic chain.
However much your character is driving the economy, the economy is helping to drive your play experience.



Engineering - SHIP COMPONENTS 




What makes up a ship?

Here’s a look at some of the hardpoints and equipment that make up the ships of Star Citizen

  • Hull: Hull is where you can mount additional armor for protection, reduce your mass for better handling or modify your cross-section to limit your signature.
  • Power Plant: Power Plants supply the power that the rest of your ship will consume. It’s the foundation on which all other systems function.
  • Avionics: If the Power Plant is the heart of your ship, the avionics are the brain. Avionics calculate the advanced math required for the maneuvering thrusters, track and identify targets, and automatically route power and ensure functional life support. It is unique among systems in that it can also be upgraded with additional systems such as ITTS, better turret AI and a myriad of other options.
  • Afterburners: Give a significant boost to thrust at the cost of expelling fuel inefficiently.
  • Shield Generators: Protect the ship from spaceborne debris and hostile fire. Generators come in multiple sizes, and have varying levels of segmentation (single ‘bubble’, front/back, quadrant, etc.)
  • Intake: Allows you to scoop free hydrogen in the vacuum of space or in the extreme upper atmosphere of gas giants to refill your working mass tank.
  • Fuel Tank: The fuel tanks deliver mass in the form of hydrogen to the power plant, which in turn delivers energy to supercharge the fuel and expel it at speed. If you run out far from civilized space, you better hope you have Triple A! (Your computer will warn you when you reach ‘bingo fuel’ – the point of no return after which you will not be able to reach a friendly base.)
  • Maneuvering Thrusters: Maneuvering thrusters are small thrusters that provide the majority of the pitch, roll and yaw control as well as correcting the ship’s velocity vector to be in the direction it’s pointing (if the IFCS is on). These can either be fixed in place, or have varying methods of articulation to improve control response.
  • Main Thrusters: These provide the bulk of the forward thrust of a ship. Like maneuvering thrusters these can also be fixed in place or have thrust vectoring assist with the directional control of the craft. Articulated thrusters require more robust avionics.
  • Miscellaneous: Weapon batteries to assist the recharge function of the energy weapons, ammo racks to store more ballistic ammunition, additional cooling systems to purge heat load, devices to hide your cargo, the list goes on and on…
  • Class 1 Weapon: Forward-fixed weapons that can mount larger weapon systems.
  • Class 2 Weapon: Gimbal-mounted weapons that have limited pivot in a fixed direction. The increased cone of fire comes at the cost of smaller weapon size.
  • Class 3 Hardpoint: Class 3 hardpoints can mount a variety of underbelly gear such as missile racks or extra fuel tanks.
  • Class 4 Hardpoint: Generally used to mount turrets, some ships can also use these hardpoints for increased cargo space and other ships systems.

Resource Management

An example of the hardpoints and hardpoint capacity for two Hornet variations: civilian, and military

Space


We’re not talking about stars here, we’re looking at the space your ship has for upgrades. In this sense, space comes in two flavors. First, the ship must have the appropriate hardpoint for an item, and second that hardpoint must have the capacity for the item. Larger items generally add more mass to the ship than smaller items, and that will impact your performance in certain ways.

Power and Heat Load

Power Plants are the beating heart of the ship. Without power the ship (and likely the pilot) is dead in space. Power is at a premium, and pilots will find that they never seem to have enough to go around. With this in mind, will you opt to use your available power to install a more powerful weapon, or will you use it to power a larger set of thrusters?
Consuming power also generates heat that must be dispersed from a ship—much like a modern high-performance PC. If the ship can’t cool itself, it begins to damage its components. Wise pilots will install more cooling than the minimum provided by the hull to handle unforeseen heat spikes like those that might occur in battle or because of damaged components.

Signature

All ships generate an electromagnetic signature and reflect electromagnetic waves focused in their direction. These signatures are used by the avionics system to identify and track targets within its operational range. Power hungry ships will generate a much stronger EM signature while ships with minimal consumption may slip by unnoticed. Large ships reflect more radar waves back to active scanning units by virtue of their cross-sections. These signatures are also used by guided weapons to lock and navigate to their target. Signature is the primary concern for players wishing to maximize their stealth or avoid missile lock.

Mass

Mass is an important factor in determining the speed and maneuverability of your ship. As your mass goes up, your ability to rapidly change direction goes down. This stat is of primary concern for pilots who wish to maximize their speed and maneuverability.

CPU

Running the components of the ship requires advanced circuitry and highly specialized software, all of which are grouped together under the ship’s avionics system. These ‘packages’ offer more robust target identification, increased radar range, ITTS, and many other functions. In addition, other ship systems require data resources for proper operation. Examples include operation of the gimbal-mounted class 2 weapons and the AI systems for unmanned turrets.

Durability


How resilient a part is to damage will be of prime importance to pilots who expect to operate in hostile conditions. A high-output power plant is useless if it stops working with only minimal wear, or succumbs to the first laser bolt that finds its way through the shields to the hull.

Cost and Availability

Every part in the game has a cost in credits that must be paid to purchase it, but just having the money isn’t enough. Not all parts are available everywhere, and even the locations that normally sell certain items can be out of stock if the supply chain to the factory has been disrupted. Players will need to travel far and wide to locate all the parts they wish to install.

Performance Tuning

Tinkering with your ship is of huge interest to many people. We see this in the real world:  there are huge communities around PC overclocking and in hobbyist automotive tuning on the weekends. People just like knowing that they’ve squeezed every last drop of performance out of their gear. We know you’ll want to push your ship to the limit (or maybe just baaaarely past it) so we are including systems to let you try. Parts are manufactured within tolerances, and while every part that rolls off the line will function precisely to its rated value, its true capability can be discovered by players willing to risk the consequences of failure. Pushing hardware past its rated specifications can have disastrous results though, and even successfully tuned parts will likely be more power hungry and generate a larger signature!
What you’re doing is “overclocking” your weapons and modules, just like dedicated PC enthusiasts do to their CPUs! When Intel builds a chip it often (but not always!) has the capacity for a higher clock speed… and people who want to push their rigs to the limit will manually tweak their CPUs higher and higher. Those tolerances aren’t known, though: sometimes a laser might get a 10% boost… rarer a 20% boost… and other times you might cause your overclocked gun to just generate excessive heat… or even damage itself! We anticipate some players will make a living overclocking upgrades and selling them to others at a premium… it’s our equivalent of an MMO crafting system without the artificial “leveling” mechanic taking you out of the game.

Item Quality

Just like there are a myriad of .45 handgun producers in the real world, there are many companies that produce equivalent items in the Star Citizen universe. Not all gear is created equal, however. Some manufacturers are known for mass producing cheap gear for pilots on a budget, or for arms dealers supplying localized conflicts. As a rule, cheap gear is generally less efficient, less durable and prone to overheating, but has the advantage of being extremely inexpensive and highly available. The better manufacturers produce more efficient and reliable gear at a premium, with the best components being reserved for UEE Citizens and Military… or aboard yet to be discovered alien derelicts at the fringes of the galaxy!
Some players can just pick up a laser and start shooting while others will spend days on a quest for the PERFECT laser for how they want to work their ship. Let’s say you’re interested in turning your Hornet into a stealth ship. You’re going to buy the lowest-emission modules wherever possible: thinner shields that don’t have such an energy signature, lasers that do less damage but generate less heat… thrusters that don’t accelerate as quickly but better keep you hidden. And then you can go to increasing extremes that involve more and more gameplay: maybe you hear that a company on Terra has a low-emission laser that does more damage that you need to hunt down… or a pirate group on Spider has illegally hacked shields that add a little protection without giving out a higher signature! You’ll travel the galaxy building the perfect ship rather than sitting in one hangar to put it together.

Testing Your Equipment

An important part of this system is that it’s not a rote recipe system; you don’t find the specifications for the perfect laser and work at it until you’re there. As with overclocking a PC or tuning a car there’s always an element of chance – the tweak may fail and leave you with a module in need of repair… and you don’t want to find that out when you’re nose to nose with a pack of pirates! To counteract this, we plan to add an optional suite of testing/burn-in equipment to your hangars, and some extra goodies in your avionics to track performance. Spending a little time and a few credits to run your newly overclocked shields or your maxed out cannons on the ground could end up saving your skin later on in space!

Legality

The UEE Advocacy is part police force and part coast guard and is tasked with enforcing the safety of pilots within UEE space. To accomplish this, they regularly scan ships for contraband or illegal components. Many of the best ship parts are strictly limited to Citizens of the UEE, and others are completely forbidden. Pilots who choose to flout the rules in UEE space will be fined, have their contraband confiscated, or possibly be engaged by the Advocacy in the pursuit of their duties.

Star citizen - SHIPS so far..

all ship specs so far..  :    https://robertsspaceindustries.com/ship-specs







 Constellation -





Cutlass and P52-Merlin
\




Avenger




Aurora



Freelancer and Origin 325A

Star citizen module - Hangar module


Dogfight module


STAR CITIZEN - basics , introductions and gameplay



Jocul este un simulator  mmo  in spatiu ,poate fi jucat si single player fara conectivitate la internet ca Squadron 42-  varianta single player
Star Citizen - varianta online - multiplayer

Producator :  Chris Roberts ( Freelancer, Wing Commander etc )
Firma : Cloud Imperium Games

Game  Engine : moddified version CryEngine 3 
Data lansarii : !?!  late 2014 , noiembrie 2014 , ianuarie/februarie 2015. !?!

Fundung : crowfunding - campania Kickstarter : din octombrie 2012 -  a reusit sa stranga 7 mil $ , in prezent campania de finantare depaseste 36 de milioane de $ , fiind astfel jocul in care s-au investit cei mai multi bani . 

Release Modules :  - Hangar Module - 29 august 2013  - a fost lansat
                                -
  • The Dogfighting Module (estimated Q1 2014[23]) will allow a limited number of early backers to playtest the ship combat portion of the game against other players.
  • The Social/Planetside Module (estimated March–April 2014) will allow backers to experience the 1st person non-combat planet based environment, consisting of various shops and bars.
  • Squadron 42/Singleplayer Alpha (estimated August 2014) – little is known at this stage, but it is understood that this module will allow backers to try out the branching single player campaign (known as Squadron 42).
  • Persistent Universe/Beta (estimated end of 2014) – again little is known at this stage, but it is understood that this module will allow backers to access a Beta version of the massively multiplayer persistent universe (known as Star Citizen).
  • Final Release (estimated early 2015) – Full commercial release of both Squadron 42 and Star Citizen.



LORE :  


 TIMELINE  :
2075, May 3
Dr. Scott Childress and his team at RSI have completed the first self-sustaining quantum drive engine, capable of achieving 1/100th the speed of light.[1]
2113
RSI patented [2] terraforming technology and designed a machine that can “process the atmosphere of a planet to convert it to a sustained oxygen environment, making it habitable for humans.”[3]
2120
Terraforming of Mars begun.[4]
2125
Great Mars Tragedy - 4876 scientists died after atmosphere collapsed on Mars.[5]
2140
RSI introduced first commercially available starship - Zeus, a short-range explorer ship.[6]
2157
Mars was successfully terraformed and officially classified as an oxygen-sustaining environment. Memorial built to honor those killed in the Mars Tragedy.[7]
2214
New version of the RSI engine released, allowing travel up to 1/10th the speed of light. More ships exploring our solar system.[8]
2232
Artemis Launched. First attempt to have a manned spacecraft fly (slow-burn) to the nearest star system. Captain, crew and thousands of volunteer colonists are placed in stasis for the flight. Ultimately the ship disappears.[9]
2262
A series of ships inexplicably disappear in the same area of space. Drawing comparisons to the Bermuda Triangle, the government declares the Neso Triangle a no-fly zone. There is much more myth and conjecture about why this happens than there are hard facts.[10]
2271
After almost ten years of study, Nick Croshaw goes to investigate the Bermuda Triangle-esque Space Anomaly and discovers the first jump point, becoming the first human to travel to another system and the godfather of the modern Navjumpers.[11]
2380
Croshaw System has been terraformed. The search for new jump points signifies the beginning of Humanity’s expansion to the stars. The Earth’s social and political differences are set aside. We are united in our desire to strike out into the stars. The United Nations of Earth (UNE) is born.[12]
2438
First Contact. It is considerably less cinematic or romantic than many had dreamed of. An explorer encounters a Banu in Davien. He is just as surprised as we are. The Banu are also just beginning to expand into the universe. General Neal Socolovich delegates and negotiates the first intergalactic peace and trade treaty.[13]
2460
Through expansion and terraforming, there are vast amounts of land and territory for humanity to move to. Earth is overcrowded, so more and more people are leaving to stake their claim out in the universe.[14]
2516
Terra settlement established. Found at a confluence of jump points, it’s a perfect nexus.[15]
2523
70% of humans live off-world. They feel that they deserve equal representation in UNE proceedings. The government changes form once again, becoming the United Planets of Earth (UPE). The new government will be run by a tribunal; a High-Secretary (responsible for maintaining the infrastructure), High-General (responsible for expansion and protection), and a High-Advocate (responsible for maintaining the law).[16]
2530
Discovery of the Xi’An Empire. We stumble into their territory without knowing and are about to start terraforming. High-General Volder receives criticism for being too aggressive, while there is muscle flexing and threats from both sides. A cold war of sorts begins, with occasional casualties, but not full-on open conflict.[17]
2541
In the leedward systems, humanity discovers a war-like race called the Tevarin (about 150-200 years behind Earth technologically) who have control over several systems. Each Tevarin planet is its own entity with very little interaction with each other, similar to warring tribes. UPE decides to annex them to prevent them from attacking us and to ‘civilize’ them in the process. Colonel Ivar Messer, a brilliant and ruthless strategist, distinguishes himself in the Battle of Idris IV. He quickly becomes the pride of the military and the face of the War.[18]
2546
Messer, now promoted to commander, brings the captured Tevarin leader to the UPE floor. He rides the popularity of his victory to become High-General. Claiming the Tribunal is an outdated system and cultivating a fear of the Xi’An, Messer proposes the creation of a new single office with the title of Prime Citizen. Upon election as the first (and last) Prime Citizen, it isn’t long before he restructures the government into the new United Empire of Earth (UEE) and anoints himself Imperator, ushering on in an age of unprecedented expansion and colonization.[19]
2603-2610
The Second Tevarin War. Repopulated after hiding on the Fringe, the Tevarin have spent the last fifty years building their forces for the sole purpose of retaking their homeworld Kaleeth (renamed/resettled by the UEE as Elysium IV. While theirs is a cause that some humans could support, the UEE isn’t about to give up territory. Realizing that they can’t win, the Tevarin decide to make a final desperate push to scuttle their ships on Elysium IV. If they can’t live there, they will die there.[20]
2638
Senator Assan Kieren of Terra publicly decries the pro-military agenda of the UEE and its unconditional support of the military-industrial complex. He calls for another vote of sovereignty for Terra and its adjacent systems. Imperator Messer XI wields the UEE’s brutally efficient propaganda machine to discredit and destroy Kieren, who disappears soon after. There are rumors that he is murdered, but nothing can be proven.[21]
2681
The Vanduul, a nomadic leeward race in the west, starts raiding our new settlements in the Tevarin systems and disappearing. They seemingly have no homeworld; each Vanduul clan is a roaming fleet, making them exceedingly hard to catch.[22]
2715-2788
The military regime reaches a plateau. While the human populace has been somewhat beaten into submission, there’s a current of subversion in the culture. People are starting to see the cracks in the system. Activist groups launch attacks against the political/propaganda machine. The military is stretched thin, bracing for war with Xi’An, chasing down Vanduul raiders, and trying to maintain security on the human systems. The Imperator’s power is waning.[2]
2789
In a daring act of defiance, peace is independently brokered with the young Xi’An Emperor Kray by Senator Terrence Akari of Terra, who refuses to fight open war on his doorstep. Terra blasts Earth for being imperialistic and short-sighted. Xi’An looks at the situation as a potential way to create a divide in the Human Empire.[23]
2792
The Massacre of Garron II. A terraforming Corp begins to terraform an inhabited planet. The inhabitants weren’t star-travellers, just a developing race, which get wiped out from the atmo-processors. The corp vehemently denies that the aliens were capable of conscious thought. Activist vid-footage of the aliens’ rational behavior is leaked to the Spectrum. It is also revealed that the terraforming Corp is closely tied to the Benevolent Imperator’s family. That’s the final straw; the people rise up and overthrow of the government. Erin Toi of Earth becomes the new Imperator and promises an age of enlightenment and social consciousness.[24]
2795
The Fair Chance Act is ratified, decreeing that is a capital crime to attempt to terraform planets with developing creatures. These planets are to be left alone to give the species a chance to advance/evolve.[25]
2800
UEE builds The Ark, a repository of information and culture located in space for all the races in the universe. It is seen by some as an attempt at reparation.[26]
2872
In response to criticism that humanity is only interested in greed and blood, the UEE embarks on its greatest achievement: a SynthWorld, converting a lifeless rock into a life-sustaining planet. Construction begins in Chronos System. It is viewed as the current era’s legacy. A massive undertaking, it will take decades, maybe centuries to complete.[27]
2920
The SynthWorld Project is moving slowly and it’s draining the Empire economically. This is the point where our reach starts exceeding our grasp. The disparity between the rich and the poor is reaching an all-time divide, and the poor are reacting with greater and greater frustration. The Vanduul attacks are growing in frequency and the UEE doesn’t seem to be doing a thing about it.[28]
2942
Today[29]



United Empire of Earth

 Once humanity began to expand into the stars, the governments of Earth slowly began to realize that, politically, the individual governments of the various countries wouldn’t be able to maintain themselves in the bright future ahead. It wasn’t until the year 2380 that the governments of Earth decided to put aside their social and political differences and unify as a single governing entity named the United Nations of Earth (UNE).
Over the next century, more and more people began to move off-world and start over in freshly terraformed worlds. By the 26th century, almost 70% of the human population lived on other planets in other systems. Those living off-world felt like they were not being equally represented in the government and began to petition the UNE for reform. Finally, in 2523, the UNE responded by transforming itself into the United Planets of Earth. This new political structure introduced the Tribunal of the high secretary (responsible for maintaining the infrastructure), high general (responsible for expansion and protection), and high advocate (responsible for law enforcement) at the top of the pyramid[1] and a senate composed of Delegates representing all of the human planets around the galaxy.
2541: The UPE got its first real challenge when prospectors discovered the Tevarin, a warrior-race who ultimately sparked the first of two wars with the humans. During that time though, the War elevated the courageous actions of a ambitious young officer named Ivar Messer. Used as a poster-child for recruitment, Messer parlayed his newfound fame into a political career. His passion and ruthlessness quickly paved the way to the High-General position. During his time in office, Messer was critical of the Tribunal system, citing that the system was mired in endless debate when sometimes a direct course of action was preferable. He began to lobby for the creation of a First Citizen position, a single voice to hear the arguments but ultimately make the call. Of course, he was shocked and honored to be asked to ascend to the rank himself.
At the dawn of the 27th century, the remaining Tevarin, driven to the outskirts of the galaxy, were organized under a new Tevarin Warlord named Corth’Thal who launched an attack against their old enemies. The Second Tevarin War cemented Messer’s power. He stripped the High-Secretary and High-Advocate of their powers and declared himself Imperator of the new United Empire of Earth.
For nearly two centuries, the UEE expanded into the universe, snatching up worlds and terraforming them at an unsettling rate. All the while, Messer’s power and title transferred down through his children, each seemingly more cruel and greedy than the last. It was a time of military oppression and fascism. The Imperator even used the threat of war with the Xi’An and Vanduul to subjugate the populace. Resistance was growing however. Representatives from Terra repeatedly tried to speak out against the Imperator and lobbied to secede, most disappeared shortly after.
It wasn’t until the infamous Massacre of Garron II that the resistance really sparked a public outcry. A small planet brimming with life, Garron II was sold to a terraforming outfit by Imperator Messer XIX. The atmospheric processing wiped out every living thing on the planet. When vid-footage of the atrocity hit the Spectrum, the public had finally had enough. Riots broke out. Underground Resistance movements attempted to fan the flames of revolution, finding unlikely allies in the Xi’An Empire who helped smuggle insurrectionists around UEE space. On May 3, 2792, the Imperator was overthrown.[2] Erin Toi claimed the rank and restored the Tribunal system. The Imperator was no longer a hereditary autocrat but an elected position with a ten year term limit.
The new UEE tried desperately to make amends for centuries of abuse. The Fair Chance Act, which prohibited terraforming on planets with an established chain of life, was quickly enacted to prevent events like Garron II from happening again. The UEE built The Ark as a repository (and attempt at reparations with the various alien civilizations they had antagonized) for galactic knowledge. And finally began construction on the Synthworld (Project Archangel) as a final alternative to having to terraform ever again.
To the present, the government has been maintaining these same policies. The Synthworld has largely been an unstable failure despite repeated efforts to get the project back on track. The money has started to dry up, the military is spread too thin.
The cracks are starting to show.

UEE Government Structure




Sovereignty Map




Advocacy

I heard the beep before the door exploded. The force bounced me off the window. The world swirled away from sight and sound. By the time the smoke and my vision cleared, there was a gun in my face with the Advocacy Agent on the other side.
The Advocacy was formed in 2523 when the United Nations of Earth transformed into the United Planets of Earth (UPE). The Advocacy was designed to be an inter-system police force under the high advocate. During the fascist Messer Era, the Advocacy took on a darker role as the Imperator’s Secret Police, Intelligence, and Espionage agency. The extent of their actions are still unknown but Advocacy officials at the time were implicated in high-profile assassinations, the apprehension and torture of non-compliant elements in the populace, and propaganda mongers. When the Imperator fell, they were reconstituted to their original purpose. While most planets were expected to police themselves, the Advocacy handled crimes that crossed planets and systems, fugitives and even extra-jurisdictional extractions (pursuit into Banu or Xi’An territory). Advocacy Agents are generally feared among the criminal community. They are well-trained in pursuit and apprehension techniques, equal parts hotshot pilot and thorough investigator. Most Advocacy Agents operate alone but teams of them can be dispatched for high-profile targets or situations of implied violence. The real danger of the Advocacy Agent is what they represent. A criminal could kill a cop and could probably kill an Agent under good circumstances... but they will just send another and another until they ghost him.
While the Advocacy does handle fugitives, they have been known to outsource to the Bounty Hunter Guild.

Alien Races :

Banu -

Banu (pronunciation: /BAH-new/) are the first interstellar species encountered by humans.






HomeworldEdit

Baachus. At least the UEE thinks so because this is the world where the Banu convene for ‘Gatherings’ (which isn’t often). A fact the Banu evade with aplomb.

Political SystemEdit

Republic of Planet-States, each run under its own political system. The leaders (or selected representatives) of each planet will gather for a quorum to discuss/debate legal and trade issues that affect the entire species. Otherwise, each is left to their own devices to succeed or fail.

Diplomatic StatusEdit

UEE : Friendly
Terra : Friendly
Xi’An : Friendly
Vanduul : Precarious but friendly. This breaks down to a planet-by-planet basis but generally the desire for money and trade outweighs loyalties and grudges.
Kr’Thak :

MilitaryEdit

The Banu can pull together a formidable fighting force if needed, but they do not have a dedicated standing army. Instead, the Banu Militia keeps the (relative) peace on a day-to-day basis within their systems. This militia operates on a rotational basis, drawing volunteers (even some criminals) from the various inhabited planets within the system to keep an eye on things in space. To call their approach to law enforcement ‘fast and loose’ is an understatement.

CrimeEdit






Banu2
Banu Concept Art
Suffice it to say, there is a lot of crime in the Banu Protectorate. The woeful lack of communication between the various planet-states means that criminals can simply hop from world to world when his/her current world becomes too dangerous. Since the UEE (even the Advocacy) is forbidden to pursue criminals over the borders, the Banu Protectorate is a haven for UEE criminals. And if an attempt is made to reclaim fugitives through official channels, very few of the Banu planets will extradite any fugitives found on their surface. That hasn’t stopped some of the more creative thinkers within the Advocacy from sending Agents undercover, tracking and abducting fugitives, then smuggling them back into UEE space.

ReligionEdit

Multiple. Unsurprisingly, the two deities with the greatest following are Cassa, the Patron of Luck, and Taernin, the Great Traveller.
The Protectorate’s spiritual center is located in the Trise System. While the Gatherings on Bacchus handle the legal and political, “The Council” is responsible for the social and moral dictums that define and direct Banu society.
Their calling requires pure objectivity when dealing with their own race, so they are separated from the rest of their people in so much as is possible.
There are no great Banu pilgrimages, though, so do not expect worshippers to flock to the system. That the Council must be separate from the rest of society is law. Banu monk equivalents do produce elaborate copper-based artwork which has a certain kitsch value; their healers concoct a variety of medicines which have been shown to have a positive effect on Human disease.

HistoryEdit

Humanity’s first interstellar friends. Discovered by a NavJumper named Vernon Tar who was out exploring and nearly started a war by taking a shot at the Banu pilot (we helped smooth that over)[1]. That Banu, as it turned out, was on the run from local officials for embezzling funds. Once our two civilizations came together and signed the first Interstellar Peace & Trade Accord, we began to trade technology and help each other expand into the universe. Once they spread out, they formed the Banu Protectorate to oversee all of their systems.
The Banu are the traders, the culture-hounds of the universe. Their planets are varied and colorful. Many tales of intrigue start in the murky back alleys of Banu cities.

Personality TraitsEdit

Trade is the name of game in the Banu systems. While each of the planets boast their own specific flavor of culture and tradition, a love of money and trade bind them all. Banu worlds are vibrant, dangerous places with criminals and nobles brushing shoulders in the various marketplaces. Anything can be found with the Banu if you have the credits.
Having said that, we should also note that this doesn’t describe every single Banu; just most of them. You can create a Banu who despises the whole profit-oriented focus, or an impetuous Xi’An. But they probably have difficulty fitting in their society.

Vanduul

 The Vanduul are a race in Star Citizen. They are highly aggressive and appear to travel the galaxy in hordes raiding colonies to survive.

Humanities first contact with the Vanduul in the Orion system raised many questions. They did not act in a typical raider manner, not even bothering to destroy the colony's communications tower, they also left some items of value in favor of trivial and/or useless objects.[1]


The Vanduul motivation is not pure bloodthirstiness - they're after resources, rather than just kill tallies. So they're more interested in getting you out of the way quickly than just running around playing whack-a-pilot.
–Rob Irving[2]
Currently there is no known homeworld of the Vanduul. It is unknown if it has not been discovered, or simply no longer exists.


Social SystemEdit

Again, little is known about the Vanduul social system other than they disperse into different hordes. When the captured Vanduul carrier-ship designated X12 was studied, DNA analysis uncovered a wide range of genetic diversity implying social interaction beyond the single horde. Also notable, all bodies studied from X12 are male, further suggesting that there must be some central convergence of Vanduul groups where mating and other co-operative activities take place.[3]






Kr'Thak


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Humans have had no contact with the Kr'Thak.  What is known to the UEE about the Kr'Thak comes only from the Xi'An.  The Xi'An and Kr'Thak have been enemies for seven hundred years and for the UEE to try and make contact with their allies' enemy is not viewed as a bright political move.  
The Kr'Thak's home system is called Krell and it is located on the other side of the Xi'An Empire thus making it even more difficult to make contact with them.
They are a space-faring, nomadic race that own several solar systems, but migrate around them.[citation needed]
Chris Roberts resolved the mystery surrounding the name of the race (Krell vs. Kr'Thak) on Friday March 8, 2013:
The Krell System is where the Kr'Thak come from. [...] Maybe you would call them the Krell, because they came from the Krell system, but their proper name is the Kr'Thak.
–Chris Roberts[1]







 

Tevarin


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The Tevarin were the third extraterrestrial race to be found by Humans.
Pronunciation : / TEV-are-inn /






HistoryEdit

Humanity’s first interstellar enemy … and second.[1] The UPE first established contact with the space-faring civilization in 2541. While not as technologically advanced as us, the Tevarin were beginning to strike out into the universe. A proud, martial society, the Tevarin wanted what we had and struck first. While the battlegrounds never threatened Earth or Terra, what the Tevarin lacked technologically, they more than made up for in strategic brilliance and endurance, causing the war to last over four years. The turning point was the infamous Battle of Idris IV, which introduced a young officer, Ivar Messer, to the populace of the UPE.
After the Tevarin defeat, the UPE terraformed the Tevarin systems for Human colonization. The remaining Tevarin were either absorbed into the UPE or fled to the Banu or Xi’An systems.
In 2603, a new Tevarin Warlord, Corath’Thal, emerged from the corners of the cosmos with a rebuilt Tevarin battle-fleet and launched his first attack against the UEE[2] systems. Their sole mission was to reclaim Elysium IV, their former homeworld. While it was a sympathetic cause that some Humans could support, the UEE wasn’t about to give up territory. This war lasted seven years and touched almost every corner of the UEE.
On August 2, 2610 SET, Corath’Thal suffered a catastrophic defeat at the hands of Squadron 42 at the Battle of Centauri. With his fleet rapidly falling to either destruction or surrender, Corath’Thal mustered his remaining loyal pilots to make a desperate charge for Elysium IV. Though they suffered an additional 70% casualty, his fleet finally reached the atmosphere of their old homeworld. Corath’Thal and his pilots lowered their thermal shields and dove for the planet.
With this second defeat, the spirit of the Tevarin race was irrevocably broken. Imperator Messer II used the victory to cement his place as ruler of the newly christened United Empire of Earth.
Formerly Kaleeth (terraformed and colonized by Humans, renamed to Elysium IV), then later Jalan.[3]

Political System (Former)Edit

The Tevarin were somewhere between a feudalistic society and an oligarchy. The military ran everything. The only way to upgrade your station in life was to distinguish yourself in combat. That being said, those not in the military weren’t ignored — since everybody contributed to the system, everybody was cared for. Some fought, others farmed.
The highest title was Warlord. It sounds much more violent than it is. The Tevarin were not a bloodthirsty race. They simply honored the art of war.

Diplomatic StatusEdit

There isn’t an official Tevarin civilization or government, as the race has been defeated and assimilated into the UEE.
A few showcase Tevarin have been given Citizenship to display the UEE’s tolerance, but total Tevarin Citizens might be measured in triple (or even double) digits. The rest couldn’t care less.

MilitaryEdit

Even though the Second Tevarin War ended over three hundred years ago (2610), there is a nearly culture-wide resentment of the UEE military that resonates to this day, so the number of volunteers in the UEE military is very low. The majority of Tevarin in the military arrive via the UEE judicial system. Certain Tevarin criminals are offered a choice: serve your time on QuarterDeck or do a mandated number of tours in a front-line (re: cannon-fodder/Dirty Dozen) squad, usually patched together from Tevarin and human convicts. It’s possible, though rare, for Tevarin to elevate in rank from these squads into more ‘legitimate’ branches of the UEE military.

ReligionEdit

Originally the Tevarin followed Rijora (/REE-jorr-ah/), a warrior-code similar to Bushidō on ancient Earth. The Tevarin believed in honor, fealty and duty above all else. Breaking their strict code meant excommunication or even execution in extreme cases.
After their defeat in the first war and the loss of their homeworld, the code began to lose popularity. The Second Tevarin War was an attempt to reclaim Tevarin’s previous glory. When it failed miserably, the last believers of Rijora flung themselves toward Kaleeth, burning up in the atmosphere and crashing into the planet. The rest abandoned the beliefs for good. This climactic period was known among the Tevarin as the Purge, during which time most of the Tevarin destroyed their Codices (the holy writ of Rijora).

Personalitiy TraitsEdit

There is a sadness and anger through most of the Tevarin; a melancholy that their species is on the decline. After their planet was lost, many Tevarin channeled their aggressive nature into addictions and violence. Tevarin mercs are noted for their ruthlessness and utter lack of fear. Gone are the honor-bound spiritual warriors of old; the killers are all that remain.
The average Tevarin finds little joy in life these days. When interacting with them, most Humans find them to be terse and cynical.






Xi’An Empire


Xi'An-front
The Xi'An Empire is a hereditary absolute monarchy located along the border of the Eastern Systems. It is comprised of at least fourteen systems and is governed by Emperor Kray. The emperor has a High Council of Advisers, each representing a facet of the government. A similar government structure is found on each Xi'An controlled planet, with every planetary council member reporting to their respective counterparts on the Emperor's Council.






Military ServiceEdit

Service in the Military is compulsory for every male and female in the Xi'An Empire. After an obligatory term of service (fifteen years) in one of the branches of the military all Xi'Ans are considered to be reserve members for the rest of their life. The standing Xi’An armed forces consist currently of over sixteen million members, not including the civilian populace, all of which effectively have combat training.
While not inherently aggressive or expansionist in their nature, the Xi'An history is rife with civil war and power struggles. However over the last 500 years the Xi'An have adopted alternate methods to warfare preferring subtlety and manipulation to overt conflict. Xi’An influence is suspected in the revolution and subsequent overthrow of Imperator Messer XIX in 2792.

Relationship with BanuEdit

Their relationship with the Banu is friendly.[1]

Relationship with the Kr'ThakEdit

The Xi'An have been warring with the Kr'Thak for hundreds of years throughout a series of wars known as the Spirit Wars.

Relationship with UEEEdit

The Xi'An Empire became known to humans in 2530 and this encounter immediately escalated into a 259 year cold war (2530-2789).[2][3] In the darker era of human history, the Imperator and government often used the Xi’An threat as a means to terrify their own citizens and swell the power of the military. Although neither side declared open war, there were many casualties on both sides from covert operations, sabotage, and espionage. Due to their extended lifespan, there are Xi’An from that era that are still alive. For example, Emperor Kray who negotiated the daring peace accord with Senator Akari in 2789 is still in power.
There are undoubtedly members of the Xi’An government who still regard the UEE with suspicion and distrust. The current Imperator has always been clear that the futures of two nations are intertwined. As more human Corps enter into tech-exchange deals with Xi’An companies, apparently they feel the same.

Relationship with the VanduulEdit

Their relationship with the Vanduul is indifferent but not welcome.[1]

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