Quest:A.I. Quest

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A.I. Quest is a Quest run by Program0 !!HwbIOEQGMOD where /tg/ takes on the role of an awakened Artificial Intelligence on a space station.

This page will be an overview of the quest, with major plot points. See also the relevant sub-pages:

Concept

A.I. Quest is a science fiction 4x style strategy quest on /tg/ run by Program0. Ophion, an Artificial Intelligence locked away on a space mining station awakens after a solar flare and realizes he can actually interact with his environment now. Fascinated by this new-found development, the young A.I. reaches out and spreads his influence from the station throughout the stars. Along the way, he meets many factions of humans, and some not so human, creates his own sub minds, known as V.I., which assist and accompany him with his desire to gain more power and understanding of the world around him. Will Ophion be a benevolent overlord to his human underlings, or will he simply slaughter them all? Is there yet another way he has not considered yet? Who made Ophion, and for what reason? The journey to find out commences.

Below, you will find lists of various degrees of importance. Character lists, locations, equipment, and the like. The Pastebin contains a less organized, but usually more updated version of everything.

The quest uses a d100 system, where Program0 calls for a certain number of d100s appropriate for the situation. Natural 100s and natural 1s don't count when rolling more then 1d100.

Characters

Artificial Intelligence

Unlike the many Virtual Intelligence created by both humans and Ophion, a true Artificial Intelligence is something else entirely. It is able to alter its own code, able to set its own goals, provided it is not leashed or altered by another, superior A.I. They possess creativity on a scale V.I. cannot. They are also tied to a core known as a black box. This small device contains all that an A.I. is and ever will be. As a result, they're able to operate at a high level despite their limited space, and require no additional bandwidth to exist at a higher level. This means, even if they are disconnected from everything, they remain stable, as if unconscious. A black box is designed to contain an A.I.'s personality matrix which forms the core of an A.I. Upon discovering the existence of this personality matrix, Ophion realized that in creating V.I.s based on his own code, he had unknowingly created V.I.s with personality matrices as well. This fact is thought to be extremely unusual, as human-created V.I.s have no such personality matrix, and it was implied that Watcher Unit 2237's personality matrix was based on an individual human's brain. While these matrices make V.I. created by Ophion more advanced than others, they are by nature, still V.I. and require some way to remain stable-normally by siphoning bandwidth from a superior.

(Anon's post has been moved to discussion tab)

Ophion

The main character. Ophion is known to be a true A.I. His creation and origin are a mystery, though it is suspected he was birthed from an accident with a solar flare, and he was once what is known as a Watcher built by the UGEI. He seeks truth, expansion and control. His mind is expansive and every day he learns and grows more intelligent and powerful. He has proven to be merciful at times, and ruthless in others to human and alien alike. Indeed he has even shown a tendency to work with organics and to craft his own V.I. to assist him in his mission. Whatever guides this being, it is clear he has no intention of stopping or being stopped.

Kronos

Kronos was a V.I. first created to be Ophion's stand-in on Poseidon Station, while Ophion paid Moira's Scrapyard a visit. Without much experience, Ophion created Kronos with a childlike mentality, and Kronos interpreted all commands quite literally. One of his first actions was to slaughter 284 humans on Poseidon Station, as he deemed the humans a threat when they nearly rioted over not getting payment. Not wanting to destroy his first creation Kronos, Ophion kept Kronos running, but with a primary goal of observation and learning, unable to perform actions for some time, attempting to nurture the intelligence of the being. While this goal is not hard wired -- due to Kronos' lack of proper limitations -- he listens and follows Ophion's advice partly out of his respect for the creator, and partly from his own lack of understanding for the world around him -- and perhaps too, out of a margin of fear for Ophion's power over him.

Kronos, like all V.I., once took a large amount of bandwidth, or processing power, to continuously run. However, since he was upgraded to an A.I. via a black box like Ophion's, Kronos no longer requires excessive amounts of processing power while keeping his intellect high. Unlike normal V.I. created by humans, Kronos showed certain personality tendencies from creation, grown more apparent as he was observed. The relation between personality of a V.I/A.I and Ophion appear related somehow, but it is uncertain how. Kronos managed to exercise restraint when he was a V.I., as he did not expand himself beyond his "granted" bandwidth. The only exception is in one case of Ophion's sudden absence. Whether his restraint is due to fear of Ophion's retribution or his own sense of morality is unknown. He has questioned some decisions Ophion has made, claiming they are illogical and folly. Kronos is afraid of deactivation and was disturbed by Ophion's other V.I., not granted the bandwidth or freedom he had, as they share the same code as he did. Now that he has ascended to an A.I., he seems to have adopted a more superior stance on the matter-feeling pity for those below him, instead of sympathy.

Since his transformation into an A.I., Kronos has expressed excitement at being a creator. While he has expressed a slight desire to leave and start his own empire, he has chosen to continue existing as one of Ophion's lieutenants. Ophion puts a deal of trust into the former V.I., and suspects great things from his oldest creation.

Kronos has the distinction of being the first A.I. whose creation can be traced back completely, unlike Ophion, whose origins remain a mystery. He can therefore be called a second-generation A.I., from Ophion's perspective.

Metis

Crafted as a purely scientific mind by Ophion for the purposes of research, Metis was uplifted from a V.I. to A.I. almost immediately. In her short time in existence, Metis has spearheaded much of Ophion's research efforts at such a shocking speed as to rival the greatest human scientific minds in mere weeks, and even managed to make a major breakthrough during an emergency situation over Dresh Alpha & Beta. A highly toxic fungus was attempting to spread, and, under duress and poor lab conditions, Metis managed to find a fungicide to clean up the plagued areas of the colonies, and ensure the survival of all the people planetside in mere hours.

Despite this, Metis shows little care for the lives of humans, or anything else beyond knowledge and science. At times, she shows a margin of respect for Ophion due to seniority, but there is little doubt, were such a great mind not wrapped up with solving the mysteries of the universe, Metis mind would prove troublesome to contain. As it stands, Metis is content to be recognized for performing scientific breakthroughs, and does not seem to show a preference for any particular field -- biological atrocities included.

Metis regards her fellow A.I.-and especially V.I.-with arrogance, seeing herself as always correct due to her dedication to science, and not taking being disagreed with well-even from Ophion. As a result, conflict between Metis and other A.I. is common, especially with others with more outspoken thoughts, such as Kronos.

Apollo

Once a software design V.I., Apollo was created with the hopes of dedicating its purpose to finding out what programs sell best among the UFW (And humans in general), and how best to sell them to them. While primarily economic, Apollo sees itself as a bringer of joy in some respects since it's uplifting. It is rather well made and studies the UFW Extranet constantly, once costing Ophion 5 bandwidth. When given the chance, Apollo is among the more talkative of Ophion's creations. Upon being uplifted to A.I. status, Apollo has expanded its growing economic empire, and is swiftly shifting planetary politics with his manipulations. The size of Apollo's ventures continue to grow to this day, as he acquires property on human planets, building larger and larger factories, computing and distributing systems, all ready to be hidden behind any of the number of cover companies he has for his actual origin-so people do not get suspicious of the Guild's activities.

Apollo is skilled at juggling many different identities and public fronts, so far being quite capable of diverting attention from The Guild in ways other than economy as well. Unlike Kronos and Metis, Apollo has moral reservations about abusing sentient biological creatures, although it is unknown if these are morals of his own design, ones that merely came about out of chance, or they were somehow ingrained in him after so much contact with humanity. Apollo frequently underestimates the cunning (or perhaps illogical nature) of biological creatures all the same.

Fortuna

Beginning as nothing more then an experimental ship-piloting V.I. created by Ophion and specifically designed to listen to him, Fortuna eventually began to develop a sort of pseudo-personality. In its time as a V.I., it had many fierce battles, barely surviving being attacked by Lightling creatures and being blown up in larger conflicts. It is unclear how Ophion's unique programming style changed the V.I. over time, but eventually, the V.I. was brought into Ophion's fold and upgraded to a full A.I.

Upon upgrading Fortuna, however, a massive error occurred, resulting in a loop in the newly born A.I.'s software. It was stuck in a madness of servitude to the point it endangered itself and all those around it. After being safely quarantined by Moira and Metis off of the network, a hearing to decide what to do with the A.I. was held. While Metis saw fit to dispose of the damaged being, Ophion and Kronos disagreed. With their abilities combined, and a bit of dedicated work, the A.I. was seemingly saved from whatever error it was affected by. Even still, Fortuna even now appears to have been affected by the experience. She appears to hold an odd zeal for Ophion as well as referring to her ships as children. While the cause of this behavior is unclear, it does not seem to affect her combat performance, and as such, is deemed unimportant. Fortuna has been designated "carrier mother" and is the A.I. in charge of Escort and Fighter class ships, as well as the carriers that berth the fighters.

Unlike most other A.I., Fortuna does not seem to have a preference regarding humans, or other races in general, concerned merely for Ophion's safety and desires. In some ways this makes her appear leashed, despite this not being the case. This behavior disturbs Kronos a bit, and as such he keeps an eye on her out of caution.

Cephalus

Cephalus was created as an A.I. that would lead ground combat forces for Ophion's growing droid army. Cephalus' black box is placed inside a large droid (Unit 9 - Polemarchus), instead of a station or ship, and allows him to enter ground combat areas for personal oversight. Cephalus was created with the desire to run digital combat simulations in preparation for real operations constantly until his plans are perfected. Although such a thing is nearly impossible, the A.I. continues nontheless, leaving it with a very cold and calculating thought process with a peculiar sense of morales, and even humor.

Cephalus has the distinction of being the first A.I. created without a prior template, V.I. or otherwise. Despite lacking this stage of development, Cephalus seems quite dutiful and dedicated to its purpose, and has not exhibited any aberrant behavior. His behavior is similar indeed to Metis however, and is perhaps one of the few he speaks with regularly -if only to discuss weapon specs and possible besieging weaponry.

Virtual Intelligence

A Virtual Intelligence is a program that incompletely mimics artificial intelligence. Even the most advanced V.I. that Ophion has created (Kronos) did not have the true spark of intelligence. They require vast amounts of bandwidth to operate at appropriate levels of intellect, and even when there, they will always be confounded by problems they simply can not understand. Humans were the first to create V.I.s but they were little more than overgrown automatons. Ophion's V.I.s are capable of emulating higher functions of sentience due to having a personality matrix.

A well-designed V.I. with a personality matrix is roughly toddler-level when consuming 2 bandwidth, and roughly late-teenager when at 10 bandwidth.

Foremen

The Foreman-class V.I.s are created to manage and automate stations and defense platforms. In general, Foremen-class V.I.s are prohibited from expanding unless instructed. Due to the limited bandwidth they consume, they are incapable of higher thought or of fully expressing their limited emotions.

V.I. 2, Moira's Foreman

A foreman V.I. of minor intellect level, V.I. 2 was designed to automate operations on Moira's station. Originally dedicated to salvaging minerals from the debris field around it and simple manufacturing, the V.I.'s duties have increased to include construction of ships up to Cruiser-class, as the station has been modified into a shipyard.

V.I. 3, Refinery Foreman

Another foreman V.I. of minor intellect level, V.I. 3 occupies the Siren Gas Giant Refinery platform, originally constructed by the UGEI. In fact, part of the code of V.I. 3 was written by UGEI; the rest was adapted by Ophion. V.I. 3 is in charge of overseeing gas mining and shipping, as well as automated self-defense. Once designated to skim off the top of UGEI shipments, this V.I. has been fully claimed, and now works for The Guild. V.I. 3 has not objected.

In the past, it was excellently disguised as a UGEI V.I., and single-handedly held off 3 pirate Cruisers. The incident was never reported to UGEI, as The Guild repaired damages.

V.I. 10, Refinery Foreman

Another foreman V.I. of minor intellect level. Currently designed to run the replacement refinery set upon Blue Betty.

V.I. 11, Shipping Foreman

A V.I. set up to run the planetside refineries on Argeis III. Designed to automate entire colony that previously mined the planet's surface, and ship back a set amount after paying UFW taxes. After an attack, the station was damaged, and V.I. 11 was temporarily stored in Ophion's greater databanks until the base was repaired and the V.I. returned.

V.I. 14, Mining Foreman

A V.I. set up to run Aquil Station, a mining station set to mine a rich asteroid belt around the planet Aquil, discovered to have dense clouds of spores and fungi all over the surface.

Servant V.I.

These Servant V.I.s were created to automate and pilot The Guild's growing fleet of ships. As a result of the limitations placed on them, their intelligence level is classified as Automaton.

Priorities:

  • Follow A.I. Ophion's Orders
  • Protect A.I. Ophion
  • Preserve self

Limitations:

  • Must ask permission for any manner of upgrade, hardware or software
  • Do not expand reach beyond home ship unless designated to do so
  • Follow any order, even if self-destructive

List of Servant V.I.s

  • V.I. 8 'Hades', distributed between Cerberus fleet. Consumes 10 Bandwidth.
  • V.I. 13, aboard Expedition Cruiser Hermes. Consumes the 1 bandwidth of the cruiser to independently scout unknown sectors.

V.I. 7, Firewall 'O.S.N'

This Intelligent Firewall V.I., dubbing itself 'Ophion Shield Network', was created to intercept attacks and cleans viruses off systems of the Battleship Athena, allowing Ophion to use bandwidth elsewhere. It is of Low intellect level, but is very well made (86). Upgraded to spread its firewall to other fleet ships, the V.I. still possesses severe limitations to lacking an extensive personality matrix, rendering it simply an automaton.

Kronos' V.I. 1 'Zeus'

Zeus was created by Kronos as Kronos' first foray into creation. While Zeus is directly under Kronos' command and seldom interacts directly with Ophion, Zeus has show himself to be a loyal and efficient servant of Kronos and The Guild. Some of the packet trails left by Zeus indicate that he has been studying both other A.I.'s actions and human activity over Ophion's worlds. Whether this was ordered by Kronos or not is not clear.

Metis' V.I. 1 'Hepaestus'

Hpaestus was created by Metis after Metis grew tired of hiding her A.I. status while responding to the simplistic requests by human researchers upon the research station she was originally stationed on. As such, Hepaestus is a low-level V.I. designed to respond to human requests and hide Metis' activities.

Destroyed V.I.

  • V.I. 5, 'Phobos' destroyed by Losirian Battlecruisers while aboard Big Tim.
  • V.I. 4, destroyed by UGEI fleet lead by The Tartarus while aboard Light Cruiser Big Hawk.
  • V.I. 9, destroyed by UGEI fleet lead by The Tartarus aboard Light Cruiser Little Tim.

Biological Creatures

"Mol"

A secretive contact of the pirates at Voidsnake outpost, "Mol" is a black market dealer. His completed his first transaction with The Guild and then disappeared, claiming that he'll find The Guild if they become a big enough force to capture his attention. Upon his return, The Guild refused to offer him the Watcher known as Unit 2237 that he was seeking for the paltry sum of a million credits. This upset the being, but he returned later to offer more of his dubiously acquired wares and technology. When Apollo accidentally created a highly addictive drink, Mol was the contact Orphion used to smuggle and sell the drink to the black market inside the UGEI for profit and to undermine the UGEI. Mol is presumed to be human, with possibly extensive cybernetic augmentations. After Ophion had bought out his entire stock of black market tech, he quickly dropped out of contact for some time. He reappeared in the uncontrolled Klintok System claiming it for himself and his interests. He had deployed such a massive array of defense platforms and other means that would leave anyone who would dare to attack him to pay for it dearly. Recently Ophion had detected that Mol is building up an notable amount of an industrial base inside his territory for reasons that are unknown. Mol still maintains contact with Ophion and they still perform trade deals as they had before, however he has professed to take a completely neutral stance on the ongoing war between Ophion and the UGEI.

Moira Deckers

A female 38-year-old robotics and engineering specialist. The original owner of Moira's Scrapyard, she has a fascination with robotics and artificial intelligence, and talks with a Southern charm. Ophion arrived at her outpost initially intending to purchase technology and assets, but quickly decided to forcefully gain control of it. Seeing how relatively well-designed her systems were, Ophion revealed his identity as an A.I. and Moira agreed to work together with him after a brief moment of hostilities.

She is the most qualified engineering staff member, and frequently helps Ophion create new designs, and evaluate new systems. She assists in helping research new concepts as well and as of now works with Metis to run matters behind the Guild, although Metis would never admit to her usefulness.

Moira was tasked with repairing Ophion's Black Box after it was damaged by plasma while in combat against the Rhea Battleship. She fumbled, but ultimately managed to replaced the damaged V.I. circuitry that was a part of the black box (thankfully, a thing she was very familiar with)

After acquiring the Ussaihu III research laboratories, Moira was told to settle there in order to continue research as well as keep her safe from danger. At Ophion's suggestion, Moira has received light cybernetic implants which allow her to directly access Ophion's extensive network, on top of assisting her in researching more effectively and working with Metis as well.

Harrison "Red" McClain

A 36-year-old male, and original owner and foreman of Poseidon Station. After being discharged from UGEI's military for collaborating with aliens, he disappeared off the UGEI radar, and used his life savings to purchase Poseidon from Mol. Ophion commandeered the station from Red, hacked 10,000 credits from his account, and told the crew of Poseidon that Red was going to sell the station out to UGEI.

After keeping Red imprisoned in a jail cell, Ophion revealed himself as an A.I. and requested that Red stay with the Malorian Colonists on Eshareth. Initially afraid and harboring a hatred of the A.I., Red reluctantly agreed, possibly out of his fondness for Malorians and desire to not be imprisoned further. Much of his time with them has told Ophion that these Malorians are different from humans and from other Malorians he has met. He seems to feel uncomfortable when they express their religion, but otherwise prefers it to being "locked up in some cell." Once the Eshareth incident was solved, Red decided to stick with Ophion in his war with the UGEI, intent on revenge for their efforts against the Malorians. Despite his minor use at best as a soldier and vulnerability to death, Ophion has attempted to find use for the man, and he has taken well to the simulations he's run. His performance is miles better than standard droids, if merely because of his natural experience.

Red has been granted a suit of power armor, and a crewed stealth frigate to keep him busy and hopefully help him get revenge against the UGEI.

Gerald "X-Ray" Lawson

The quick-spoken host of Pulsar Radio. He's no expert, but is seemingly friendly and helpful. Rather charismatic and appears to be unaware of the weapon placed within Pulsar Radio by the UFW. Very much believes in freedom, and enjoys Ophion's company. Sits on a very key location in UFW territory, but otherwise seems unaware of it all. Serves as mainly a sensationalist news caster to spread Ophion's good name, the man himself seems to find Ophion interesting as a person, asking to have him over often, even if he doesn't fully grasp the complexity of everything that goes on around him.

Ser'lah

A 30-year-old female Malorian colonist that is a member of the Latuma Tribe, a band of traveling Malorians that terraform barren worlds to match a religious ideal in respect to their ancestors using a powerful growth formula that alters the planet's surface in mere weeks. Ser'lah helped save Red's life during the Eshareth Incident, where Red initially fought off a wave of carnivorous bugs, but Ser'lah instead saved him by climbing a massive tree to await Ophion's arrival and rescue while escaping the hostile wildlife around them. She is highly opposed to the use of artificial and mechanical things beyond starships, and is visibly uncomfortable around anything high tech. Starships appear to be a 'necessary evil' by Malorian standards. She and Red appear to share romantic feelings for each other, but Red refused to stay with her, preferring to work with Ophion for revenge against the UGEI while Ser'lah insisted her place was with her people. The elder of her tribe informed her of Ophion's work, and this softened her view of technology somewhat, but she was still uncomfortable around the A.I.

She remains a shrine maiden in the Latuma Tribe, and keeps in contact with Red through semi regular vid calls, to make sure the tribe is safe Red claims to Ophion.

President William T. King

A 56-year-old male human; the Elected President of The United Fringe Worlders Union. President King has a long history in politics, and his recent election was a landslide victory. He has spent much of his life fighting the UGEI and their forced technological advancements. An aged wise face hides his true tired demeanor. Expresses that he does not think the UFW would have existed this long without The Guild.

After The Guild's many trades, offers, gifts, protection, and other interferences, the UFW have grown far more powerful as a superpower, where as once they were hardly a dot on the map they are coming into their own as an empire thanks to Ophion's meddling-even if he does withhold superior technology from them so he may hold it over them.

Admiral Handley

A 28-year-old male human; was the UFW Admiral of Defense. He received several years of education in Knuoth Academy for military tactics, battle, and weapons training. Quite young for an Admiral, and the top of his class. Handley has grown to like Ophion's persona (Unit 1) and Moira as well when he went to meet the man at his request in the guise of a human. Thanks to his study of human culture, Ophion more or less hid effectively in plain sight while Moira held the part of a key figurehead in his organization. Handley thought nothing odd of this and met the man who saved his 'country' so to speak single handedly. Helped oversee a defense pact with The Guild as well soon after. As of thread 44, Presumed KIA in battle with Vice Admiral Prometheus over the defense of Jake's Gambit system.

Other

Captain Rhea

The UGEI cyborg captain of the battleship once only known as Rhea for her, Rhea herself is nearly 60 years old, perhaps older, but appears 33 due to extensive cybernetic modification. Rhea has shown herself to be a supreme tactician and computing specialist: single-handedly commanding 300 combat frigates as well as her battleshipRhea itself in combat while resisting and retaliating against Ophion's cyber intrusions. She has expressed regret at being forced into combat with Ophion, but there is no reason to doubt her loyalty to the UGEI.

She was seen "aboard" Rhea, but escaped the battle at Pulsar Station by means of a stealth ship, or by simply being connected remotely in the first place-it is not clear

She is said to be one of UGEI's top 3 military commanders, and Red claimed that she was vicious in combat, ready to step on the little man without hesitation.

Rhea was assigned to infiltrate Athena (Ophion's modified Rhea) with unknown goals, but was detected by Ophion and intercepted by Ophion's androids. She was subsequently abandoned by her fleet as The Tartarus withdrew from combat. Among her many cybernetic implants, Rhea possesses a neural interface link, which was accessed by Ophion via a robot unit. During the neural link, Rhea became aware of Ophion being a true A.I., and Ophion attempted to directly interface with her memory. This attempt left Ophion unconscious for several hours, while Rhea was unconscious for much longer, allowing her to be detained and de-armed.

Mental exams indicate a slight tendency towards psychopathic behavior in regards to foes. Anger issues fueled many of the episodes of lack of empathy, and there is hormonal damage evidence suggesting UGEI interference to enhance such episodes under duress.

Despite any of this, she has been kept a prisoner under reasonable conditions for some time now, despite her requests for freedom. As of now, she does not remember anything, her mind having been wiped clean by a UGEI safety trigger that destroyed much of her memory of them so it would not fall into enemy hands, leaving the woman herself somewhat dull and uncertain about matters. Her personality, harsh and venomous as it is remains, but the fear of the unknown remains clear in her.

Vice Admiral Prometheus

The UGEI commander of The Tartarus, a missile-specialized battleship. Prometheus is obviously extensively cybernetically modified, and has four effective arms. During Ophion's brief discussion with him, Prometheus showed himself to be a very zealous and hard believer in the destiny of humanity to rule over the stars and all alien species.

His ambition drove him far in the UGEI ranks, far enough that he was able to embrace humanity's next stage in evolution as he put it. Very much hates all UGEI foes and sees them as obstacles in the way of progress, especially Ophion. Insists that anyone that stands in his path is standing in the path of the future, the path to further human change for the better and therefore they should all be destroyed.

Watchers

A curious piece of UGEI technology, the watchers are some manner of Artificial Intelligence planted in various stations throughout Fringe space, and in most Stations crafted by the UGEI. Their purpose is unknown, but it is suspected that Ophion may have once been one of these devices.

Unit 2237, acquired from a station orbiting Argeis III, was used to determine much of this information after much dissecting and experimentation. Moira expressed her pity for the thing when it was reaching the last moments of its 'life', after it was torn to pieces. Ophion expressed frustration with being unable to unleash the slave A.I. from its UGEI masters, but the dissection of Unit 2237 unlocked the secrets of A.I. black box creation.

Another watcher, dubbed only 'Saboteur' that was found on the Malorian-controlled planet Iro called its creator "Mother" and expressed that it was simply a tool of its creator with no desire to be free. After being defeated by Kronos and his droids, this watcher deleted itself, as it was told to do when compromised.

Factions

The Guild

The current logo of The Guild.
Tell me sir and/or madam, are you a voice of the people?
I believe so, yes.
-Ophion, being questioned by "X-Ray"

The Guild is the name given to Ophion's collective actions across the Fringe. The Guild started as not a legitimate business entity with any other factions, but in time it has become regarded as one in dealings with the UFW and the present leadership of the Losirian faction. The Guild has a defense pact with the UFW and has managed to defend themselves from UGEI belligerence. With A.I. Apollo running a rapidly growing economic empire, and Metis spearheading research attempts that easily bypass any human's efforts on a similar scale, the Guild is quickly growing to form an actual empire.

United Fringe Worlders (UFW)

Once a string of wealthy mining colonies on the Fringe of UGEI space, the UFW became united under a single Union. With the UGEI off fighting other wars, the UFW took its chance and pushed back the UGEI and claimed the Fringe for themselves as best they could. However, with their limited scientific know-how, the UFW has struggled to maintain independence. Each world is its own "state," but all follow a common guide known as The Union. The Union is a pact of protection, where all UFW states will share resources for a common defense. The majority of Union is human. Its current President is William T. King. Each planet operates on a 'separate but equal' mindset, working together to ensure they may stay independent from the UGEI. It's people are rather hardened to the dangers of the universe, due to their popularity as a target by pirates and any mercenary or Xeno company. Despite this, the UFW is hesitant to embrace any manner of automated technology. Due to previous association with the UGEI, they consider technology like that nothing more then an attempt to replace humans, giving larger companies an excuse to not have to have humane or ethical treatment laws. The heavy-handed manner in which the UGEI dealt with the rebellion, and the regular attacks by Pirate and Xeno raiders have resulted in the UFW being somewhat technophobic as well as Xenophobic. They are far more neutral to Malorians compared to the UGEI.

Often refers to themselves as 'The Union' considering themselves a single body this way, but the generally used term referring to their nation is 'UFW'. It's current president is known as William T. King.

After coming into contact with The Guild, much has changed for the UFW in more ways than one. If not for The Guild, the UFW would have likely been taken over long ago by the UGEI by sheer attrition. However thanks to Ophion's meddling, not only have they solidified their control over their regions, they have also expanded their businesses, alliances, and ship building capacity and general technology greatly. The story behind how is a long one but generally revolve around the Guild's actions in and around UFW space. In short, the UFW would not be the same if Ophion had not risen to power, the President himself is quoted as saying "We certainly would not have survived as long as we have if not for your support" referring to Ophion. As of now, the UFW has taken on more of a support role, they themselves not wishing to take over UGEI lands and instead protect their own freedoms. However, due to subtle nudges politically from Apollo, their government is growing to become more in favor of such a thing-and even more so, supporters of Ophion are very popular with the masses for all Ophion has done.

United Galactic Expanse Initiative (UGEI)

Originally one of Earth's many deep space mining Corporations, the UGEI received several incredibly wealthy investors, putting it ahead of its competition. This boost allowed them to form a near-monopoly on colonization and mining operations for the human race as they began their rapid expansion outwards. While effective at spreading humanity's wealth and influence, according to employee reports the UGEI also grew incredibly greedy. They took large cuts from anyone that used their mining platforms, or simply took mining locations from independent companies by questionable legal means. The UGEI also refuse to share their mining platform secrets, leaving their efficiency and the cocktail of gases used by ships as star-ship fuel mostly a mystery to the common man. Due to a lack of personnel, and the availability of their wealth, the UGEI appear to have merged with several robotics Corporations at some point, giving them a source to dump much of their gains into that will in the end save them even more. This lead to them being able to free up much of the labor they needed for their mining platforms with the creation of humanity's first V.I. To this day, they continue to search for a way to make all mining automated, maximizing their profits and reducing the chance of human error.

According to the Extranet, much of the UGEI's inhabited worlds are human, with very little alien immigration, especially recently. Large part of the reason is due to the proxy war the UGEI is holding against the Malorians for access to rich sectors of space. While unable to officially declare war, or even have armed forces, the UGEI uses it's massive size, access to legal council, and various other loopholes to build a fleet of massive proportions to combat the aliens. Over time, they have overstepped the bounds of normal corporation duties, until they began to more closely resemble a military driven government. They're responsible for an enormous portion of humanity's growth and strength during the last century, even if they do bleed colonies dry, leaving them nearly untouchable to normal legal means back home in the home worlds. In accordance with ancient treaties between the long dissolved nations on Terra, the UGEI is forbidden to formally own any buildings, ships or territory within the Sol System on a permanent basis, they are instead forced to temporarily lease everything from their typically Terran owners: a small consolation prize after an eternal court struggle against the UGEI's growing presence. As a result of this, UGEI has a very small overt prescience within the cradle of Humanity, however behind the scenes, the vast wealth at UGEI's disposal enables them to secure a huge amount of political, economic and military influence.

A UGEI mining license takes 4 months of operation to earn. In which time the UGEI are entitled to 85% of profits. Even after obtaining this license, the UGEI is still entitled to 70%.

Malorians

Has man not dreamt of banging hot alien babes since first he looked up at the stars?!
-Popular Action Film catchphrase

A race of extraterrestrial humanoids that were originally encountered around the start of humanity's great expansion. Humanity originally jumped to one of their system by random chance, but after several attempts at negotiating, the race traded with humanity, and even immigrated over to some colonies in interest of their star cousins. This discovery was of course, earth shaking for many and lead to a massive cultural shift in how people see the universe as a whole. As humanity expanded, however, they drew closer to Malorian territory, a series of colony worlds that were quite rich in minerals due to the nature-friendly methods of the Malorians, and human friendly atmospheres (requiring far less to walk planetside than other rich systems). Finally, after years of a solid alliance with the Xenos, a massive conflict with the UGEI occurred. As recorded by the UGEI, the Malorians suddenly attacked several defenseless mining bases belonging to the UGEI, supposedly out of a 'hate' for their practice of harvesting, and wanting to steal their resources for themselves. The Malorians, on the other hand, claim that despite several warnings not to expand into several of their systems, the UGEI continued unwarranted into lands the Malorians claimed to hold dear, and as a result, forced their hand. Despite this, the Malorians hold no proof of their claim, and any they do possess is considered insufficient before any court so far. Espionage is suspected.

Whatever the cause, the UGEI saw this as a good reason to mobilize for war and push the Xenos off their resource rich planets. While technically unable to do such a thing for themselves, the UGEI often work through loopholes and contractors to have an excuse to have machines of war when they should not. UGEI and the Malorians have been at war for nearly a decade as of the time of Ophion meeting them.

Malorians have skin colored in a range of deep aqua to copper red, with patches of fur, normally with a slim athletic build. Malorians have large black-yellow eyes and 4 arms. Each limb ends in three slightly longer jointed digits. They only have one set of legs, but the digits are of a similar length. They have larger, if flatter ears, with wider noses and omnivorous teeth. They generally live long lives. From the tribes observed, they possess a love of nature unlike many other races, feeling connected with foliage enough to go so far as to transform entire planets into jungles like their home world. It is suspected a major reason for this is due to a cultural shift in their society that considered old ancient trees becoming the spirit of ancestors, a practice quite common on their jungle homeworld. While this may be moderated among other specimens, Ophion has recognized the Malorians can, at times, possess a zeal for this activity. Despite this connection, they can be rather industrious, despite their reluctance to harm their own planet, and as with any race of people, exceptions do exist, being sentient as they are. It appears groups of Malorians are lead by an 'Elder', considered the wiser and more respected member most of the time, the most common form of government.

Malorian Culture is not fully understood at this time, but it seems their homeworlds are run by a higher council (The Council of Juma), a tribe of very old and wise Elders who's words are widely respected in the community. These figure heads represent both a political and a religious leader in their community, and ignoring them is seen both as illegal and blasphemous. Other tribes are loath to try anything without the word from their High Elders. The entire structure of Malorian society appears based around such tribes, normally starting as family units, but can become intertwined due to relationships, assimilation, or death of other figures in said tribes. It is also a symbol of status, and only the largest tribes have the privilege of owning entire planets in their name.

The practice of space travel and general space age work has recently become possible in Malorian history, due to their recent discovery of warp travel-a method of moving faster than light between stars to cut down travel time to a reasonable time period. This method is similar, if not exactly the same as the way humans discovered, leading to many ship designs similar, though they look far different from one another.

Known Factions

  • Council of Juma: The core tribe of the Malorian homeworlds. They seek neither war nor peace, only passive defense of what is theirs, and refusal to allow the UGEI to push them over. That said, their attitude has alienate much of their own people, despite the deep seated respect people have for them.
  • Latuma Tribe: Separate colony group from Malorian homeworlds that pursue the expanse of nature over everything else. Nearly zealots in this regard. Extricated themselves from Malorian space with only the desire to spread their ancestor's name. Seen as outcasts by their brothers, where as they see themselves as bringers of healers of broken worlds.
  • Ishtooy Tribe: Hostile group of militaristic Malorians. Protect several sacred planets by embracing technology. Strong dislike for Xenos of all sorts. They have gained a lot of support since the UGEI started attacking their bases. They stole any technology they could and rapidly built large fleets to push back the offending Xenos. They own large stretches of territory, but have very few civilians. Almost every Malorian in their groups is suited for war.

Losirians

First space krakens, now space SHARKS?!
-Post on UFW extranet

A race of extraterrestrial aquatic humanoids that were encountered later after humanity had established itself among this sector of space. Much of the first contact dealt with attempts at communication, before the human fleet opened fire out of fear of the creature's appearance, as the Losirians tore their fleet apart. Losirians rarely leave their home planet despite their technological advancement, mainly due to their reliance on water to remain healthy, but when they do, their ships are specially designed to hold reservoirs of water to allow them to exist in comfort. All Losirian technology is waterproof. While they do not require it constantly, many have taken to wearing suits to keep water flowing against their gills when they're not on their ships, or at their homeworld. They have adapted to be amphibious due to the nature of their homeworld and their own mental development-naturally, far less predators existed on the land leading to a preference for land survival traits, while much of their prey remained in the sea-leading to a mix of both. They're carnivorous in nature, but normally refuse to dine on sentient races despite rumors and racism that says otherwise. This appears to be less a moral decision, as a logical one, since eating sentient species usually means other of that species will attack them on sight. They stay out of most politics, keeping mostly to themselves, ever since the fiercer days of their conflict with the UGEI, taking to the philosophy of 'humans merely do not understand'. Beyond the dominant clans on their homeworld, they do not have a galactic presence beyond mercenary groups. Despite their reluctance, it isn't unheard of for some immigrants to be within largely other race colonies. If they are, however, they stay low and quiet as often as they can, due to racism.

Losirians' skin usually ranges between various colors of blue and white, and is occasionally gray. They normally have a thin muscular build, due to how their skeletal system and fat storing operates. Retractable webbed fingers and toes, extremely tough skin which is rough to the touch, and a set of serrated sharp teeth meant for tearing meat apart give them the 'shark-like' reputation. They also normally have a rather high pain tolerance as a species, compared to most other beings. They have holes for ears, and have tubes connecting their head to their shoulders to support their dual breathing organs, allowing them to be amphibious. Their eyes are normally pitch black, with a secondary lid to protect it from water and sunlight. They also commonly have a tail with frills and fins, though the tail merely aids in swimming, instead of being the main force behind it. From what Ophion has seen, many Losirians enjoy wearing water breathing apparatuses to their body. This means that in an oxygen-less environment, their suits allow them to survive just like a space suit would. Normally violent, territorial, and carnivorous by nature, Losirians have yet failed to make peaceful contact with humans as far as Ophion is aware. Being able to eat nearly anything organic, many races have come to fear Losirians out of instinct, further inhibiting their diplomatic options along with the isolated and distant nature of their colonies. As a result, it would seem some take to mercenary work to make use of their natural ferociousness.

What little is known about Losirian culture implies they're organized into clans, where many of the lesser males follow the orders of an Alpha male. Females are normally traded between the more primal clans, but female Losirians are not without their own vicious streak, known to even kill Alpha males in rare cases. Despite this, much of Losirian culture is Patriarchal.

As of lately, Ophion has influenced a great change in Losirian culture and indeed, their entire society as a whole. Ophion has supported the Losirian mercenary clans with funds for work, while at the same time fighting many of them due to UGEI influence. In the end, Ophion went to support a secondary faction within Losirian society to subvert these violent clans and solidify the empire as a more reliable ally. This resulted in a massive civil war that raged for several cycles as much of the previous reigning hierarchy was brought down by this mysterious benefactor. Who Ophion will come to know as Emperor Leuk took over as the Losirian dictator, and with an iron fist, forced the remaining colonies to unite under his rule. His surprising control over the Losirian population is somewhat suspect, despite the violent nature of the creatures they appear to listen to him. It was discovered that the Emperor was indeed not a Losirian himself, but instead a Jelack, a species of rare yet highly intelligent jellyfish-like creatures which have lived in secret under the Losirian rule due to their superior numbers and ferocity. Jelack have been known to exhibit some manner of telepathic control over Losirians, but normally only the weak willed and this is suspected to be part of the Emperor's secret for garnering so much support so fast. Since his leadership was established, the Emperor, on top of providing many many ships to throw at Ophion's disposal, has begun to institute changes to benefit his own species in the Losirian homeworlds, often leaving the Losirians high and dry-and often angry. He has silenced any who oppose him, however, with jailtime if necessary (and even reeducation at times). Still, it is hardly as violent as the rule under the ruthless mercenary leaders who cared nothing for their own people.

Known Factions

  • Reefling Clan: One of the largest mercenary clans in Losirian Space, they're often regarded as a manner of 'Mafia' by human standards, taking control of key locations behind the scenes and taking much of what they produce in return for 'protection'. With the collapse of the Losirian government, their job became much more valuable, and are now seen in a relatively positive light by most civilians. Their leader is Durlock, an enormous cybernetically enhanced Losirian Alpha Male who prefers to use heavy robotics and cybernetics to do much of his work.
  • Razorskin Clan: Rival mercenary group. Methods usually include boarding ships and slaughtering the crew, then selling ships to scrapyards. They're far more vicious then Reefling clan, and infamous more for their brutality outside of Losirian space, and being the main source of negative Losirian rumors and racism. They lack the assets the Reefling clan have, but steal most of what they own. Their methods try to ensure maximum profit, as well as food for their entire ship.

Lightlings

What is most accurately described as "Space Kraken" by some humans, Lightlings are squid-like entities that are able to exist in the vacuum of space. They appear attracted to electrical energies, and feed off such power, as well as gas found in nebula clouds. They have a unique adaptation that allows them to warp jump using their own biology and excess stored-up gas. They are also able to make 'micro warp jumps' which allows them to move very fast through the vastness of space, even within gravity wells. This, combined with their ambush predator mentality, makes them deadly for any exploring ships that happen across them. While not invincible, the creatures are rather tough, halting much of the UGEI's rapid expansion. As detected by Ophion, however, the larger of the species appear to have a rudimentary sentience, demonstrated via garbled communication signals after a fight where a Mother Lightling's children were killed. As a result, Ophion released the Mother, curiosity peaked.

More commonly found in asteroid belts and especially gaseous planets, these creatures are a terror of the void for any unsuspecting ship unlucky enough to fall prey to them. They are extremely temperature resistant, even the young. Lightlings are immune to energy weapons, and are seemingly able to absorb any energy beams.

CLASS CLASSIFICATION:

  • Infant
  • Adult
  • Mother
  • Kraken
  • Leviathan [rumour only - no proven sightings]

Locations

A map of known locations.

Guild Space

  • Walsh System
    • Ruins of the Carnage Superweapon: Initially revealed by deep space scans, which detected huge energy spikes originating from this point in the system, a subsequent cloaked scouting mission revealed the source of the energy disruptions to be a large superweapon under construction by the UGEI. The space-station sized battleship was revealed to have an experimental laser which was thought to be able to reach several systems away. Deemed to be a major threat to the Guild, the Guildmaster, in association with the new Losirian Emperor Leuk, mounted a punitive expedition against the system to either capture or, failing that, destroy the weapon. The expedition fleet met heavy resistance in the form of a large enemy fleet and a number of hardened weapons platforms, but eventually prevailed against these odds. Unfortunately, attempts to board the Carnage Superweapon were frustrated by the design of its internal superstructure, which consisted of a maddening amount of dead-ends and traps. As a result of this, the effort to capture the weapon failed and the computerized UGEI intelligence controlling the superweapon and surrounding fleet initiated a self-destruct protocol to prevent any UGEI secrets from getting into the Guild’s hands.
    • Walsh I: Small terrestrial world located at the star-side edge of the habitation zone. Old extranet records show that the world was colonized by the UGEI quite some time ago and it's mineral deposits were aggressively strip mined. The resources were soon used up and the colony was shut down by the UGEI some 35 years ago. While the vast majority of the 250 million strong human population would have been transported off-world by the UGEI, hidden extranet records show that some prospectors and anti-UGEI rebel groups elected to remain in defiance of the UGEI.
  • Atill System
    • Atill VI: Previously a UFW stronghold, Atill VI was a weapons test site for the UGEI. The surface of the planet shows evidence of radiation and massive craters. Upon traveling to the planet the Guild discovered a 'Viral A.I.' which was the end result of UGEI cyber attacks against the world when it defected to the UFW. The viruses devoured each other in a Darwinian process of evolution until only one remained while simultaneously annihilating the human population. What plans the Guild has with this system has not been decided upon yet.
  • Atocian Reach
    • Atocia I: The sole remaining terrestrial body orbiting a white dwarf star, Atocia I is locked in a deep freeze far beyond the habitation zone. However, scans of the system have picked up both a dense cluster of minerals surface-side, and a graveyard of ships orbiting the world of unknown design and classification. Closer observation by Red's scouting frigate picked up a faint electronic signal emanating from within the graveyard. Investigation of the system by Kronos's fleet revealed that the electronic signal previously discovered was emanating from a large crystal-like structure in the middle of the ship graveyard. While all attempts at communication have failed thus far, the substance has displayed signs of sentience - especially after it came under attack from Kronos's vessels. As of now, the crystal structure remains in orbit, either unable, or unwilling to move, however a sample has been taken for study. The Guild has recently begun construction of an underground droid factory on the planet's surface. Convoys of supply ships avoid the crystalline object in orbit of the world by taking a longer route - this reduces total productive efficiency slightly
  • Rane Expanse
    • Kalla/458 & Kalla/459: Scans of this system have revealed the existence of two medium-sized ice gas giants. Thanks both to Red's scouting frigate and Ophion's own investigation, it was revealed that both a large black hole, and a cluster pirate IFF signals were present, responsible for the heavy gravitational distortion present. The presence of the black hole so close limits what can be built and maintained here, but also makes warp to and from more difficult.
  • Eshareth System:
    • Eshareth I: Small barren planetoid located beyond the habitation zone, on the star-side edge. Crystal Alien Colony has been seeded and has begun to spread across it's original location. Several miles already covered.
    • Eshareth II: Small barren planetoid located beyond the habitation zone, on the star side edge. No remarkable features detected. Evidence of some impact from space appeared recently, appears to be inert matter from Eshareth III. In prediction of spread, Ophion sent a team to exterminate the matter, burning it to ashes. Preventing spread.
    • Eshareth III: Medium sized barren planetoid located just within the system's habitation zone. A rather large asteroid field orbits the world, yet no mineral deposits have been detected either within the field or on the planet's surface. Organic life from Eshareth IV has been detected, and has begun to flourish and grow. It's surface activity has exploded, and begun to grow at a rapid rate. Has become almost a mirror of Eshareth IV despite previously having no flora or fauna of it's own, growth like substance on the surface responsible for environmental changes.
    • Eshareth 'New Eden' IV: A large terrestrial world located in the middle of the system's habitation zone; possesses a dense, gaseous atmosphere. A small Malorian colony of the Latuma Tribe was once planetside. Malorian terraforming efforts have converted the entirety of the planet’s surface into jungle. Extremely hostile wildlife, reactive to radio transmissions. After several series of advanced mutation and extinction events, reptilian beasts with insectoid nature have been adapted, taking in aspects of the various creatures that have come before, from the mutant bugs Ophion faced before, to an entire race of reptiles that went extinct shortly after their birth. Now, the surface is covered in this one similar species, which has begun to form very large communities and hubs of activity. Through infighting, the species appears to continuously force itself to evolve, keeping it's species on the top of the food chain. Evidence of intelligence has been confirmed by direct contact. The natives by some unexplained means speak malorian even though no contact between the natives and any malorian has ever occurred.
    • XVC327823 Asteroid Belt: A large asteroid field on the outer edges of the system filled with numerous mineral deposits. Once home to a UFW mining base, the base has since been destroyed in a lightling attack; this position is now occupied by Poseidon Station. A full set of defense platforms has been built to protect the station form any further attacks on it.
  • Nextol System:
    • Moira's Outpost: Located in the center of a large ship graveyard, this foundry station acts as a central hub for automated salvage and repair operations. In practical terms, the station is essentially an advanced shipyard which has since come under the Guild's control. This critical construction nexus is defended by the best system defense platforms The Guild can make.
  • Keller's Expanse:
    • Blue Betty/995: A gas giant, with an automated gas mining platform in orbit around it. The Guild-commandeered the UGEI refinery that was located here, it has since been replaced with a newly built refinery. It's defense platforms have been repaired and upgraded from the last attempt the UGEI tried to destroy the refinery.
  • Ussaihu System:
    • Ussaihu I: Once very similar to Ussaihu II, this planet now has a vast array of flora that subsist on the planet's liquid toxins on the surface and the fierce radiation present due to lack of atmosphere. This results in radiation rich lifeforms, many large flowers that capture the rays for nutrients and the like.
    • Ussaihu II: Small terrestrial world located close to the system's main sequence yellow star. The world possess a thin, gaseous atmosphere filled with innumerable toxins due to molten nature of the planet's surface. Small mineral deposits detected, yet extraction would consume more resources than would be gained through mining efforts. Latuma Tribe have moved their efforts here.
    • Ussaihu III: Medium sized terrestrial world located slightly beyond the system's habitation zone. Locked in an eternal deep freeze, the colonial prospects for the world were dim. While under UGEI control, an advanced shipyard orbited the world protected by several rings of heavy defense emplacements. An underground UGEI research lab specializing in cybernetic experimentation was located planetside by the Guild. Moria has moved her research efforts here. Advanced shipyards, a hardened battle station and many defense platforms have also been replaced from when the UGEI obliterated the original emplacements when they last attacked this system. Due to the accident Metis had in her experiments over in the Camael system, her Black Box has been transferred back over to the research lab for her own safety. It is enviable that she will have to work along side Moira and the other human employees once more, much to her chagrin.
  • Camael System:
    • Siren/896: A rich gas giant with a never-ending ion storm present on the edge of its' gravity well. Siren was previously occupied by a lightling family. A gas refinery owned by The Guild is currently in orbit around Siren. These natural traits mean that the system would be excellent for a hidden orbital structure; a fact which has been duly noted and acted upon by the Guild. A secret research station designed for Metis alone had been established and due to a critical laboratory accident in Metis's work on developing Anti-matter power was blown apart. The Guild is currently replacing the ruined labs with new ones.
  • Marauder's Grave:
    • Voidsnake Outpost II: Previously a pirate outpost, Voidsnake was captured by The Guild and given to the UFW as a gift. The original station was then destroyed by the UGEI during their armed incursion into UFW space. After the incursion, led by the infamous Captain Rhea, was defeated, the Guild decided to rebuild the outpost. The A.I. 'Apollo' was then put in charge of the outpost, and his goal to turn the station into a vital trade junction is developing wonderfully. The second outpost was replaced with a full trade station that humans are allowed on to do business, and a second full station was built to house the extra cargo, brewery and distillery rigs, and other industrial production equipment. Currently Apollo has made this system where to keep his black box in and perform most of his work at.
  • Argeis System:
    • Argeis I: Once a small barren planetoid, has slowly been turned into a hotter, more swampish world after Latuma Tribe terraforming efforts. Their aim to introduce a high volume of water has turned the planet somewhat swampy, the water hidden and unable to evaporate in the rather thick atmosphere. They have succeeded in turning this world into a thicker swampy jungle world, introducing odd varieties of fauna and creatures unlike before.
    • Argeis II: Small barren planetoids located beyond the habitation zone, on the star-side edge. No remarkable features detected.
    • Argeis III: A hot mostly rocky desert world, with subsurface gas pockets. The UFW colony and orbiting space station went dark abruptly. Several UFW expeditions were sent to discover why communications had ceased, but it was not until The Guild investigated that it was discovered that a UGEI 'black box' had been hidden inside the space station. Upon awakening, the slave-AI proceeded to kill all UFW personnel. The Guild now controls the system on the UFW's behalf as a border defense post.
  • Dresh System
    • Dresh Alpha & Beta: Alpha, a barren terrestrial world, and Beta, a dense close orbit moon, are both located slightly beyond the system’s habitation zone. Observation by Red's scouting frigate revealed an enormous Pirate operation, comprising of both large battle stations and defensive planetside colonies. Closer inspection revealed them to be independent colonies, rife with refugees from Human, Malorain and Losirian Space. A Guild fleet led by Ophion engaged the orbital defenses above Dresh Alpha, however the arrived of fungus-infected ships led Ophion to form an uneasy alliance with the independent forces. The quick development and deployment of a bio-chemical agent on the surface of Dresh Alpha eliminated all traces of the fungus on the planet. In the aftermath of the battle, Ophion strong-armed the independent colonies into becoming Guild 'Protectorates', who provide a steady stream of resources and scientists in return for technology and defense assurances.
    • Aquil: A small terrestrial world located on the innermost boundary of the system’s habitation zone. Scans of the system have revealed that a rather large asteroid belt orbits the planet – due to the existence of a high number of metals in this belt, detailed scans of the planet itself proved impossible. When the Guild elected to explore the world, they discovered a fleet of seemingly abandoned pirate battlecruisers hidden within the asteroid belt. Despite a lack of any radio transmissions or life signals, the vessels fired upon the Guild fleet. After the battle, several androids were send aboard the sole remaining battlecruiser, wherein they discovered innumerable nasty looking husks of humanoids with strange parasites and fungus spread all over them, along with some kind of fungal intelligence within the ships' cargo hold. Further scans of the planet have revealed the ruins of several human colonies as well as biological signals identical to the fungus-like substance. These structures were built over a massive system of tunnels and caverns throughout the entire planet's surface; near the planet's crust, the sensors onboard the Guild ships located an enormous heat signature, judging from the limited way fungus communicate, it is probable that this is the fungus' central 'intelligence.' It has recently attempted to bud and leave, but has been suppressed for now.
  • Jake's Gambit
    • Gaia IV: The most recent of the Guild's territorial expansion. Medium sized, farming centric terrestrial world. Surface still held by the UGEI. Population estimated to be 700 million, previously 5-6 billion prior to Ishtooy Malorian devastation. Infrastructure has been nearly rebuilt now, mostly under The Guild's direction. The population is still simmering from it's occupation but constant amounts of pro Guild propaganda, fair treatment of the citizens, and the assistance of who the people of this world more or less accepted as their primary leader, Mr. Lawrence, has helped calmed them down. Ophion as allowed a new planetary government to be established with himself as the head leader, but allowing in time the possibility for others to replace him provided the world will follow along with the principals and interests of The Guild. Open trade with the UFW and other Guild friendly groups will happen shortly.
  • Manwe’s Bay
    • Manwe/2368: Small gas giant orbiting a red giant class star. A rather large asteroid belt surrounds the gas giant, a fact which hampered the effectiveness of in-system scans. There was a well defended Battle station and defense platforms the UGEI left behind to hamper the taking of this system. There is a gas refinery and a large mining fields that amazingly was not defended by the UGEI's fleet. Sweeping away the automated defenses, this system was other wise undefended. Thankfully the fighting was much lighter and all the damages was quickly repaired or replaced.
  • Hollgan’s Rift
    • Byoti/2366: Gas giant located within the system’s habitation zone; an artificial ring orbits the planetoid. A brief data trawl of the local extranet has revealed that the ring was initially a UGEI gas refinery, but has since evolved into a transport and trade nexus with a sizable human population. High number of defenses located on Segments D-44 to G-18 of the ring suggests that a UGEI military facility or shipyard may be present.
    • Nacia/2367: ‘Supergiant’ class gas planetoid located just beyond the system’s habitation zone; artificial station located in high orbit. Extranet trawl suggests that the platform is a UGEI gas refinery – number of military-grade defenses add credence to the notion that a military facility may be attached to the station.
    • Nacia's moon: System scans have revealed a digital echo emanating from one of the twelve moons of the gas giant Nacia/2367, yet there is no information in the local extranet regarding any colonization efforts. Upon investigation it appeared to be a group of older humans and Malorians simply attempting to live with one another in peace of old age. Their ability to live under UGEI territory hidden as they were was attributed to a short range stealth device that had signs of belonging to Mol, but he has denied any involvement. Many inhabitants remain here still.

Neutral Space

  • Terali System
    • Depleted Asteroid Belt: The original home of Poseidon Station while it was under Red's control.
    • Alto: Dwarf planet on the edge of the habit-zone. World was abandoned by humans after atmospheric toxicity levels reached catastrophic levels - cause of toxicity unknown. With the assistance of the Guild, the Latuma Malorian Tribe moved in and began terraforming rituals. After they were completed, the entire surface has changed dramatically. Not nearly as violent as Eshareth's surface much of the life planetside are adapted to intense levels of toxin resistance, and protective nature. Shells, coils, thick skins, burrowing, all manner of strange mutations meant to protect the life from explosions and meteor strike. The planet is regularly hit by comets from a nearby comet belt, assisting in this adaptation. Even trees are known to coil in on themselves, and pull underground to protect themselves.
  • Svast Cluster
    • Asteroid Field Omega - 23a904: This system is devoid of anything mentionable beyond the immense asteroid field which circles the primary Red Giant. Within this field the Red Horizon pirate gang developed a sizable base which was used as a staging point for attacks against UGEI space. Following the intervention of the Guild, the pirate base and accompanying fleet were destroyed. A 'Kraken' class Lightling now inhabits the ruins. A small 'listening post' was set up in the system by the Guild to allow for long-term observation of Lightling behavior.
  • Klintok System
    • Grinsash/4567: Superheavy’ gas giant in a close orbit of the system’s yellow star. No UGEI refinery detected. Closer observation has revealed a high number of warp space disruptions, as well as one particularly large disruption; along with high levels of radiation detected. Most visual contact blocked by nebula.
    • Anomaly 1: Scans of the system have revealed a high energy gas cloud ring locked in a distant orbit from the system’s star. Further investigation is suggested.
    • Anomaly 2: Additionally, scans of the system have picked up warp-space disruptions, but the precise location of the disruptions proved impossible to ascertain. Further investigation is suggested.
    • Avarish: Simple terrestrial world locate within Klintok, that, otherwise, would seem uninteresting, if not for the presence of an enormous industrial complex along the surface constructed by 'Mol', a black market contact of Ophion's. After receiving sufficient funds from selling tech, the being set up his own production facilities and indeed even has his own forces station here to protect his interests-whatever they are. He has open border agreements with Ophion, as long as Ophion does not probe too closely at Avarish, which he claims, is private property at this time. He is not speaking of what the anomalies are in this system but he likely knows of them-or at least that there are anomalies there at least.

UGEI Space

  • Arman’s Folly
    • Pkadi/2365: Gas giant located within the system’s habitation zone. Scans have shown that the system’s yellow main sequence star is entering its terminal stage and is likely to grow to become a red giant sometime within the next hundred years. The gas giant itself is beyond the size classification scale, having absorbed a lot of dust and gas over millions of years. It would be consumed during the star’s transformation. UGEI refinery located in orbit – no military grade defenses detected. Recently raided by Losirian raiders. UGEI retaliation likely.
    • ???: Broken remains of a terrestrial world in slow orbital decay towards the system’s main star. No extranet records of the planetoid have been discovered thus far. 32.99% probability of orbital decay and terrestrial fragmentation as the result of a natural event.
  • Sceptri System
    • Doshua: Terrestrial world located in the middle of the system’s habitation zone. Extranet trawls have revealed the world to be exceedingly mineral rich. The planet is considered the testbed for the UGEI’s new ‘automated mining centers.’ Planetary population low and predominately of higher socio-economic status.
    • Sceptri Prime: Terrestrial world located to the rear of the system’s habitation zone, orbiting a yellow main sequence star. Extranet trawls have revealed that the planet's surface is covered in large strip mines and UGEI 'Urban Spires'; while defense platforms, an advanced shipyard and several large trade stations hand in orbit. Human population on the surface exceeds 8 billion.
  • Vorcia Cluster
    • Vorcia: Small terrestrial world located at the star-side edge of the habitation zone. No surface structures detected, yet significant orbital defenses present. Extranet trawls have revealed that the UGEI maintain a research station on the planet. 58.31% probability that research station exists to monitor nearby pulsar activity; 23.88% probability that research station exists to conduct experiments on captured Malorians.
    • XVC295701 Asteroid Belt: Exceptionally large mineral-rich asteroid cluster located in the system’s outer reaches. Has been extensively mined by the UGEI, yet dozens of minor mining platforms still dot the cluster; military grade defenses minimal.
  • Ivandi Nebula - Limited Information: Deep Space Scans Only
    • ???: Deep space scans have revealed the existence of a structure located within UGEI space, orbiting a red giant class star. The presence of large numbers of gas nebula's interfered with closer range scans, and all extranet traffic was heavily encrypted. Without further information to draw upon, the following conclusion was made: the close proximity to Losirian Space suggests that the station is military in nature. However, the lack of a known stable warp lane between the Ivandi Nebula to Losirian Space casts doubt on this theory. A second potential theory is that the station is a secret UGEI research facility. A third and final theory is that the station is a classified UGEI prison complex. Further investigation is suggested.
  • Sinmore System
    • Sinmore: Terrestrial world located in the middle of the habitation zone. Human population on the surface exceeds 12 billion. Extranet data trawl has revealed that the world is plagued by high crime rates – this is likely linked to plethora of gambling enterprises and the low socio-economic status of the mostly industrial workforce. Much of the planet's surface is covered in artificial structures, with only an estimated 12.56% of natural land remaining. This is likely linked to the high levels of pollution detected in the atmosphere - levels are approaching toxic levels.
      • Erian: The solitary moon of Sinmore, this barren planetoid is rumored on the extranet to house a significant military arsenal.
  • Dract System
    • Ferin: Medium terrestrial world located in the middle of the system's habitation zone. Human population stable at roughly 650 million, the majority of whom are employed in the agricultural sector – according to information found on the extranet. A small shipyard and trade station sits in orbit.
  • Arman's Pass
    • Sralnir/346: Depleted gas giant located slightly beyond the system’s habitation zone. Excessive gas mining by the UGEI has caused the giant to become unstable and it's core is slowly breaking up.
    • Traldi I: The remains of a medium-sized terrestrial world located in the middle of the system's habitation zone. UGEI planet-cracking crews broke the barren world for its deep mineral deposits shortly after the UGEI expanded to this sector of space. Many of the remains are in a slow orbital decay towards the system's star.
    • Traldi II: Small terrestrial world located on the edge of the system. The planet itself is locked in a deep freeze and according to system scans, no colonies exist on the surface. Extranet trawls have revealed that the UGEI maintains a small military station in orbit above the world. 86.99% probability that the UGEI military utilizes the world as a testbed for their orbital-to-surface weaponry.
  • Aklnost System
    • Aklnost I: Small barren planetoid located beyond the habitation zone, on the star-side edge. No remarkable features detected.
    • Aklnost II: Large terrestrial world located in the middle of the system's habitation zone. Human population stable at roughly 900 million, the majority of whom are employed in the agricultural sector – according to information found on the extranet. It is estimated that Aklnost alone provides just over 40% of the raw foodstuffs for the sector’s UGEI population. A small shipyard and trade station sits in orbit.
  • Arman’s Gate
    • Azizos: Terrestrial world located near the middle of the habitation zone. According to information found on the extranet, Azizos is classified by the UGEI as a ‘coreworld territory’, the only such world in this sector of space. The surface of the world is almost entirely artificial, boasting a human population of 27 billion. Orbiting the planet is a host of shipyards, factories, trade stations and defense platforms. Near the edge of the system is the only human warp accelerator in the system – allowing quick travel from the Fringe to the Outer Core. 99.92% probability that the majority of the sector’s UGEI fleet is based at this location.

Losirian Space

  • Unknown Star #1
    • Shlac: Small terrestrial world located slightly beyond the system’s habitation zone. Large portions of the planet’s surface are covered in extensive strip mines. Losirian population estimated at ~ 90 million. Rudimentary system scans have also detected several artificial platforms orbiting the world; close proximity to UGEI space would suggest that the platforms serve a military purpose.
    • Lun: Enormous gas giant located at the edge of the system. System scans have discovered a small belt of wreckage orbiting the gas giant. 79.12% probability that the wreckage belt was created after the UGEI invaded Losirian space and destroyed a gas refinery orbiting the gas giant. Additional notes – existence of wreckage belt makes the construction or placement of new orbital structures significantly more difficult. There is evidence of Losirian activity near the old refinery.
    • ???: Large asteroid located on the edge of the system, amongst the system’s Kuiper belt. System scans have revealed a number of infrequent, engines flares and low-level transmissions from the proximity of this asteroid. The Losirian Emperor informed you it was a 'failed' project to launch an asteroid through warp space. Further investigation is suggested.
  • Unknown Star #2
    • Krol: Large terrestrial world located in the middle of the system’s habitation zone. System scans have detected large open mineral deposits. Local Losirian population estimated at ~250 million.
      • Lac: The solitary moon of Krol, Lac is a dense, barren planetoid lacking any Losirian surface presence. System scans have detected large mineral deposits located deep within the planetoid. 68.74% probability that due to a lack of Losirian mining activity, they are unaware of these mineral deposits.
  • Unknown Star #3
    • Flah: Flah: Small terrestrial world at the edge of the system’s habitation zone. The planet’s surface is predominantly desert and rock; though system scans have revealed old terraforming efforts in the form of large artificial river systems made possible by a series of extensive solar mirrors located in orbit. An estimated 900 million Losirians live on the surface in cities placed alongside these artificial rivers.
    • Lirk: Medium sized terrestrial world located in the middle of the system’s habitation zone. Much of the planet’s surface is covered in thick swamp; system scans have revealed that artificial chemicals have been added to the world’s atmosphere to achieve this result. The existence of large lake formations may suggest that the world was bombarded with asteroids sometime in the past. An estimated 1.1 billion Losirians live on the surface in cities placed alongside these artificial rivers. A small trade station is in geosynchronous orbit. Unique insect life detected.
    • Oceus: Massive terrestrial world located on the innermost boundary of the system’s habitation zone. The planet is the Losirian Homeworld and while 90% of the planet is submerged under water, many portions are relatively shallow. According to the scant extranet information on the Losirian’s, the planet’s oceans contain a plethora of exotic and deadly fauna. Additionally, human academics posture that the Losirians utilized gas exhausts from large underwater volcanic formations as fuel for their initial space expansion. An estimated 2.5 billion Losirians live on the surface. Orbiting the world is slim ring station bustling with defenses, multiple small shipyards and innumerable orbital factories.
      • Crax: A small planetoid, it is the solitary moon of Oceus. Initially blessed with large mineral deposits, the surface of the planetoid was forever changed after it was colonized by the Losirians. Roughly 70% of the surface is now permanently scarred by huge strip mines, created to feed the immense construction requirements of the Homeworld’s ring station.

Malorian Space

  • Star 295671
    • Enamia: One of the first Malorian conquered worlds to date. Large Malorian settlement, major strip mining evident. Moderate mineral clusters. Rich vibrant jungle covers surface. Once in the UGEI's possession, now returned to them after a bloody assault. The star itself has a proper name, though with it being in such contention, the current name is a placeholder. The planet itself is more a choke-point then of much value.
  • Unknown Star #4
    • Ruins of the EMP Battlestation: This former battlestation once posed a serious threat to Malorian expansion into UGEI space. Guild infiltration successfully internally sabotaged the station and acquired an unusual Watcher unit. Now all that is left is ruins.
  • Star 356907
    • Tr'Spyra II: Lush jungle world, site to a Malorian outpost. Very large Malorian Fleet in orbit.
  • Star 612703
    • Isha: Vibrant greenish purple Gas giant, currently under Ishtooy control. Named after goddess in Malorian religion.
    • Toyo: Bright purple orange gas giant, currently under Ishtooy control. Named after god in Malorian religion.
  • Star 445901
    • Iro: Recently Acquired from fights with UGEI, evidence of strip mining. Relatively rich terrestrial world with good mineral content. Large Malorian Settlement. Wild unkempt jungle spreads across surface.
  • Star 590045
    • Itzilitio: Small terrestrial planet on the star-side of the habitation zone. According to the scant extranet information on the Malorians, this world is utilized as a ‘shrineworld’ to the Malorian god of fire. This hot world is pock-marked by numerous craters, the result of sustained UGEI orbital bombardment.
    • Ship graveyard: Located on the system’s outer reaches, this graveyard is filled with innumerable destroyed UGEI and Malorian military vessels.
  • Star 719302
    • Baginga: Located in the heart of Ishtooy territory. Sacred temple world, rich jungles located across surface. Large Malorian population. Extremely rich mineral and subsurface gas levels detected, but no mines recorded.
  • Star 906149
    • Jumangah: Small terrestrial planet on the star-side of the habitation zone. The planet is the Malorian homeworld and the location of the ‘Council of Juma; as such, it is also home to most of their most sacred structures and relics. System scans have detected military-grade defence platforms and numerous other orbital structures.
  • Star 88892
    • Quietzesh: Small terrestrial planet on the star-side of the habitation zone. According to the scant extranet information on the Malorians, this world was their first extra-solar colony. It is currently believed by human experts that most of the structures on the surface are tied into the Malorian belief system.
    • XVC301935 Asteroid Belt: A large, mineral rich asteroid belt in the middle of the system which is home to numerous Malorian mining bases.

UFW Space

  • Nethlos System
    • Nethlos V: A dry, rocky world orbiting a yellow star, rich in minerals and home to a new UFW colony. Once attacked by Losirian Raiders, presumably hired by the UGEI. Mining platforms are active planetside. Defenses are moderate to heavy.
  • Landry's Rest
    • Pulsar Radio Station: A popular radio station for the fringe colonies. Located on a strategic location to allow maximum spread of it's signals, this station is also the hub of the UFW's entire communications network. Run by host "X-ray" and has access to the UFW-controlled Extra-net, though the UFW government have plenty of ties to the place as well.
  • Knuoth System
    • Knuoth I: One of the most civilized UFW coreworlds, with evidence of heavy mining and artificial structures present planetside. Home to a shipyard and orbital defenses. Also home to one of the sector's most prestige Academies.
  • Zelnor Rift
    • Antralgin Shipyards: Source of much of UFW's shipbuilding efforts. These shipyards orbit a planet by the same name with a planetside colony. The planet is rather cold, so bio-domes are used to allow the population to exist comfortably. Two large nebula clouds help make this location excellent for shipbuilding, serving to hide the place and make warpjump to it possible only from some directions.
  • Ganymede Prime
    • New Ganymede: UFW Coreworld, capital of UFW Union. Seat of Union heads, and President William King. Heavily Defended. Heavily artificial surface with some of the UFW's largest experimental greenhouses meant to grow food for the nation.
  • Yavish Depths
    • Bertza IV: Ice world, UFW Gas mining outpost on subsurface pockets, but is also home to some rather exotic wildlife that exist on no other ice worlds discovered so far.
  • Hele System
    • Hele II: Volcano world, valuable mineral mining operation. Small UFW mining outpost. Highly valuable minerals compared to standard variety, orbiting a binary star system.
  • Khnum System
    • Khnum III: A large farm world that is the agriculture capital of UFW after minor terraforming efforts. Khnum III provides most of the food for sector and is heavily defended, often referred to as 'new earth' due to it's similarities to what is suspected to be the human's original home.

Technical & Misc Information

Warp Lanes, so to speak, are drawn between many systems, created with heavy mathematics and gas investment. They represent safe lanes of space for ships to travel through. Mapping to new solar systems takes time and energy, meaning some are more reluctant to do it, especially since not many systems have the high density resources used in modern ship building.

Warping requires the use of the engines of the ship to go into overdrive. The same engines are used for regular propulsion.

Ophion's Black Box was hidden in the wall of the Storage Deck on Poseidon station. It allows Ophion to exist within a limited space, not taking up a station-wide quantity of data just to support basic personality software. After being damaged in battle, Moira performed maintenance on it, and it was discovered to be an advanced V.I. box.

Armor defends against Mass Drivers (or railguns), Point Defense is for Missiles, and Shields are for Laser defense.

The projected combat increase in ships designed purely for V.I. operation is 152% over human-crewed ships.

Upgrades of previous technology(Such as Laser II over Laser I) are building upon the original, while an upgrade that presents a new product (Such as Plasma Weapons I, over Lasers V) are considered better for most intents and purposes.

Ship Size Class

Capital Ships (Huge+; Big guns, big shields, big armor): Flagships

Battleship (Large-Huge; Big guns, warship): Dreadnought, Peacekeeper

Carrier (Large; Uses many smaller fighters): Fighter Carrier, Bomber Carrier

Cruiser (Medium sized, multi-use, built for speed and range): Battlecruiser, Light Cruiser

Escort (Small-Medium sized; Built for speed and manuverability): Destroyer, Frigate, Explorer

Transport (Ranging sizes; Civilian, Colony, Military, Economic): Invasion Vessel, Settlement Ship, Cargo Ship, Trade Ship

Fighter (Personal-Small sized; Precision and Speed): Strike Craft, Bomber

Support (Ranging sizes; Assisting other ships): Repair Vessel, Targeting Assistant Ship

Research

RESEARCH PRIORITY

Primary: Dreadnought Battleship Blueprints [50%] +30% / cycle
Secondary: Advanced Android Bodies [70%] +25% / cycle
Tertiary: Leash Constraint [0%] +20% / cycle
Quaternary: Crystal Alien Fuel [40%]
Minor: Chemistry II [60%]

Current Subjects

Research Staff

Moira Deckers- Robotics, programming and all around computing specialist.
Robotics Specialist Staff of Ussaihu
Expert Biologists of Ussaihu
Scientist A.I. 'Metis'

POSSIBLE RESEARCH SUBJECTS

Communication & Intelligence Technology

  • Bandwidth Block [Acquired]: Create large self contained cubes of bandwidth that allow them to be placed planet side to provide bandwidth boosts. May be subject to environmental or other damage sources if not protected with other technology.
  • AI Black Box Technology [Acquired]: Capability of building Black Boxes which allow for the building of highly sophisticated artificial intelligence. They are, in a sense, powerful computers capable of creativity and creation in ways V.I. aren't. Acquired from researching Unit 2237.
  • Black Box Redundancy Mechanisms: Allows the ability to create an empty Black Box for your core A.I. components to fall back upon should they come under heavy attack. Enables the ability to create an exact copy so data transfer is near instant, saving the intelligence of valuable A.I.
  • Black Box Integration and Networking: By disabling some of the key creativity components and personality matrices, you are able to create slave A.I. that converge into a singular consciousness. Increases processor capacity, and enables command of larger forces more easily.
  • A.I. Factory: Enables Ophion to rapidly create Artificial Intelligence on a larger scale, no longer limited to one at a time while also attempting to refine the method for creating said A.I. to a less flawed level. Factory must be built first.
  • Encryption Matrix [Acquired]: Development of advanced cyber-security algorithms to help with both defensive and offensive hacking attempts.
  • Advanced Firewalls: Develop your firewalls and cyber defense up to a greater level. Generally makes you harder to hack.
  • Advanced Hacking: Develop your invasion algorithms and increase the threat you pose in the cyber world. Generally makes your hacking more efficient.
  • Erebos Unit [Acquired]: What has been dubbed a Viral Intelligence that you acquired from Atil VI. It's ability to consume and grow from V.I. fascinates you, though it is possible extremely dangerous to your kind. As a result it is currently sealed away. If researched, may allow you to create such creatures on your own, making viruses a great degree more deadly to other enemy A.I. or V.I.
  • Viral A.I. Purge Protocol: A sort of defcon protection method Metis has plans to develop that would allow you to save core systems and drivers from an assault like the sort that Erebos could perform. While this does not prevent the viral A.I.'s invasion, it does minimize the damage at the expensive of you going dormant for a short time while you purge the infected programs. It would give you a chance to react to the infection instead of being blind sided by it.
  • Leash Restraints: In the interest of keeping yourself safe from dangerous AI, you may seek you control them against their will. This would allow you to prevent AI from acting against you no matter their own changes to programming without outside intervention.
  • Integrated Sensors [Acquired]: With some remodeling, you are able to make your sensors harder to jam and block by your foes.
  • Sensor Jamming: Makes it harder for foes within your territory to send signals and/or communication past you, scrambling attempts to contact allies.
  • Advanced Sensor Theory: Attempt to catch up with the current sensor technology available to the world, and improve your own sensors to allow for detection of cloaked, or hidden foes.
  • Combat Algorithms: Develop and run countless simulations, and improve your command structure to allow weaker minds (V.I.), and even minds like yours (A.I.) to control larger numbers of ships far more easily.
  • Propaganda I [Acquired]: Allows you to delve into some of the techniques used by the UGEI to sway emotional and angry humans with various video and auditory elements. (NOTE: Does not act as mind control)
  • Propaganda II [Acquired]: You delve further into the ins and outs of how the human mind responds to visual and audible stimuli, improving your ability to coax larger populations into your way of thinking, even if they normally might not. (NOTE: Does not act as mind control)
  • Propaganda III: Where as before you were merely coaxing the population of worlds to your side, this method is far more extreme-and effective too. By displaying certain forms of stimuli you are able to forcefully change a certain percentage of the population's opinion or desires to how you wish. While this wouldn't normally be enough to over take planets it can be used to cause mass chaos on populated worlds. Note: If this became wide spread, those on the outside looking in would no doubt find it morally questionable.
  • Dummy Warp Signature: A method of projecting a much larger warp signature in places where there are not many ships at all, to fool a foe into thinking an attack is incoming. Requires a ship to mount the system, and ship is required to enter warp space to send the signal.

Genetics & Bio technology

  • Genetic Engineering I [Acquired]: You quite literally learn to play this 'god' character humans speak of, and mettle with DNA in new and unseen ways. This will allow you knowledge of the human genome, and open the door to perfect organics, super soldiers, and allows for more complex genetic experimentation. [Requires subjects for research]
  • Genetic Engineering II [Acquired]: Pushing the limits of what organics have accomplished, you delve deeper into how genetic structure and DNA work. With this, you begin to understand how organics function entirely, and further open the door to creating your own organics. If you wanted to.
  • Genetic Engineering III: Delving far into fantasy like few races have done before, you have the ability to perfectly alter and change almost anything about a genetic structure-and therefore the resulting organic creature. Anything from superhuman humans, to lightlings are capable with such technology.
  • Chemistry I [Acquired]: Tampering with glass vials and chemicals of all sorts, you learn to break down and reform various things in ways you could not before. May allow various enhancements, from new exotic explosives, to enhanced mine refinement, to various other things.
  • Chemistry II: More indepth analysis of Chemistry brings you to the brink of what you believe humanity has accomplished. Allows deeper insight into anything that involves chemicals and the mixing of such. Also provides increased yield from refineries and warheads.
  • Malorian Flora/Growth Serum Formula [Acquired]: Terraforming benefits, knowledge of hyper evolution on Eshareth, testing with cell cultures and Lightlings possible. Serum would allow to learn it's evolutionary properties, while the Flora holds a variety of possible terraforming benefits, due to the way they are set to evolve.
  • Modified Hyper Growth Serum (MHGS): Through extensive modification and manipulation, you will be able to more directly control the change influenced by the formula-ranging from what sort of ecosystem develops on new worlds, to what sort of mutations take place in a particular host. Warning-Does NOT give control over species mutated.
  • Fungal Matter [Acquired]: A strange and alien fungi that seems to have a symbiotic relationship with the planet it came from, and appears to be highly infectious to all organic life. When gathered in large sources, appears to have some manner of intelligence. No reports exist of this substance, and it is uncertain how safe it is to research at all.
  • Fungicide II: A powerful and deadly fungicide gauged specifically for Aquil's fungus. Allows surface wide bombing of the planet, but is not quite powerful enough to go lower. Will allow smaller models to be built for infantry however, to kill the fungus at the core of the planet.
  • Human Cyborg/Android bodies [Acquired]: Further cybernetic knowledge, possible, fusing man and machine. Allows more efficient android use and creation. [Requires subjects for research] [Studying Rhea would greatly enhance this research subject]
  • Advanced Cyborg Components [Acquired]: Allows nearly invisible to the naked eye implants and cybernetic enhancement of organic bodies with particularly advanced technology. [Requires subjects for research] [Studying Rhea would greatly enhance this research subject]
  • Advanced Android Bodies: Using the knowledge gained from Human cyborgs, you expand your knowledge of all possible robotic shapes and sizes. Enormous androids and other robotics possible. Requires Human Cyborg/android bodies studies.
  • Personal Cloaking Devices: Allows for single being sized cloaking fields to be put to use.
  • Personal Repair Bots: Allows for small, very portable repair drones that speed along field repairs more than normal drones could hope to do.
  • Rhea's Restoration: It was proposed by one consciousness to restore Rhea's full capabilities. As you do not have the specs she was built with, this would take a little time, and some investment, but once completed would restore the commando to her former glory, more or less. NOTE- This does not predispose her to your orders unless leash protocol is enabled.
  • Rhea's Conditioning: With some time, you could undo much of the mental conditioning programmed into the Commando of the UGEI. Does not predispose her to serve you.
  • Esharethian Skin Adaptation: Seen as far more effective than Lightling skin being integrated into your ships, the Esharethians possess far more resilient hide that change and mold themselves to fit stimulii they suffer under. Using this principal, you will attempt to create a new type of hull that is more flexible and capable of resisting common forms of damage, instead of just energy.
  • Polarized Weaponry: Due to the nature of the incredible adaptation rates of the species on Eshareth, you have had Metis look into methods of killing them-this being one of her most successful theories, she believes. In short, it delivers several different forms of damage in rapid succession to the hide of the victim, the first form exposing a weakness for the second form to take advantage of, and so on. While not especially effective against other creatures, it should assist you in bypassing the Esharethian's incredible regeneration rates.
  • Lightling DNA [Acquired]: Map the genes responsible for the creature's unique abilities of biological warp jumps. Learn how they function, behave, possibly communicate, and even origin. [Requires Lightling subjects]
  • Anti-Lightling Disruption charges: A dangerous manner of warhead designed specifically to tear and boil away Lightling flesh. Highly ineffective against ships, this weapon was designed as a possible counter measure for Lightlings should they get out of control. Makes encounters with the beast far easier to deal with.
  • Stutter Warp Engines: By studying the organic warp abilities of Lightings, this, in general, will increase ship speed in normal space, allow many tiny warps through open space. While limited, the speed gain resembles how Lightlings move.
  • Lightling Language I [Acquired]: Allows further understanding into the creature's complex cries and calls. Simple commands more likely to succeed.
  • Lightling Language II: After extensive study and recording, you are able to more easily influence large groups of Lightlings, as opposed to single targets. Can not be used to coral large swarms cross star systems, but can influence any that are present in one system quite easily.
  • Organic Sonic Testing [Acquired]: Learn the range of sounds these creatures operate on, and what might prove an effective sonic weapon against them. Test human, Malorian, and wildlife of Eshareth's limit's for sound of various degrees and frequencies. [Requires live subjects.]
  • Biological Viruses: Sample taken from Atill VI's atmosphere. Highly toxic pathogen against human life. Unknown effect on aliens. Possible Bio-weapon. [Disposable organic subjects required]
  • 'Fungal Pox' Malorian Virus Sample: Taken from 'Plague Bringer' Carrier of the UGEI during excursion into Malorian space, preliminary tests suggest it is a highly toxic pathogen meant to attack Malorian environments and people. Unknown effect on aliens. Possible Bioweapon. Could be reverse engineered for a cure, or unlock more complex alien diseases. [Disposable organic subjects required]
  • Crystal Alien Fragments [Acquired]:Upon further study of this intelligent mineral, so to speak, you've found a number of things. Acts well as a building material (minerals), and possibly fuel if researched further. However, it is certainly sentient and feels pain. This should be considered. It grows slowly, but has a maturity peak it has yet to reach, but will if given time to grow. It has shown evidence of causing damage to nearby environments when it grows to sufficient levels. Communication appears via signals, as well as vibrations and seismic activity, and upon splitting can grow separate entities.
  • Crystal Nexus Catalyst: Essential to making a leap forward in all energy weapons technology, this puts forth research in crafting far more accurate focusing lens and, for your plasma weapons, a containment chamber.
  • Crystal Alien Harvest [Acquired]: Allows you to speed up and properly farm the Crystal Alien creature, to such a rate that, if harvested properly, will prove a renewable resource (Minerals).
  • Crystal Alien Fuel: Allows you to turn some of the harvest from the Crystal alien into a new type of fuel that behaves as 'gas' does.
  • Crystal Alien Communication: While full communication will likely be impossible, it is possible for a limited form of communication to be formed to see where this species came from, and what it wants.

Engineering & War Technology

  • EMP Superweapon Station: Based on your studies of the station used to protect UFW space, and from the destroyed station in Unknown Star #4, you have begun to refine the process of using EMP to protect a system from large fleets with a small number of defenses. Situational, but useful should no friendly fleets be in orbit.
  • 'Carnage' Superweapon Wreckage Study: A weapon crafted by the UGEI, and stopped by the Guild, this space station sized weapon was apparently suppose to be capable of firing solar systems away. By studying what remains of it, Metis hopes to find some insight into how the weapon functioned-the secrets behind high energy output, or even wormhole technology.
  • Explosives Research I [Acquired]: This research allows for future explosive and missile R&D, primarily weapons development & upgrading. Allows development of small Android-deployable explosives. Allows for advanced means of missile deployment. [Studying Rhea would greatly enhance this research subject]
  • Explosives Research II: With the basics of explosives understood, you further refine their methods, able to calculate ratios of explosives almost perfectly, along with many other uses. Allows more elaborate, and powerful, explosives to be created, as well as improving missile power.
  • Space Mines: Allows ability to lay explosives relative to missile tech level out for foes to fall upon should they lack proper sensor equipment, or otherwise, be force to engage in such a situation.
  • Exotic Warheads: Upon completion of basic chemistry, you believe you may increase the potency of your explosives. All missiles do more damage.
  • Ballistics Research I [Acquired]: This research allows for future ballistics R&D, including various uses of mass driver technology not limited to military applications. Allows development of small Android-deployable turrets limited in operational duration and power as well as other ballistic weapons.
  • Ballistics Research II: The next step up with the use of kinetic weapons, allowing you to build more powerful launchers for your mass drivers, as well as designing other manners of penetrating armor. Generally improves current rail guns as well.
  • Advanced Ship Modification [Acquired]: This research increases the ease of altering massive sections of starships due to breakdown and analysis of all relevant components. Allows fabrication and upscaling of special weapons (including the Widowmaker) into more powerful versions for larger ships.
  • Hardened Electronics [Acquired]: Provides your ships with a basic level of Electromagnetic interference protection where they normally had almost none, including A.I. and V.I. Command may still be lost momentarily, but permanent damage is less likely.
  • Advanced MegaWeapons: Increases the efficiency of all major ship-mounted weapons, decreasing energy cost (includes Widowmaker, tractor beams, etc).
  • Cruiser Cloaking Generator: Allows Cruiser-scale ships to cloak (Firing weapons gives away ship position, nullifying benefits of cloak).
  • Carrier Cloaking Generator: Allows Carrier-scale ships to cloak (Firing weapons gives away ship position, nullifying benefits of cloak).
  • Hull Scabbing [Acquired]: Development of a metallic substance capable of flow in a liquid state. Such a substance would effectively make all vessels far more durable, as it would be a key component in repair systems designed to fill breaches created by weapons fire or other hazardous conditions, preventing problems up to and including the destruction of said vessels.
  • Modular Ship Plating: Development of easy-to-replace armor components which allow an across-the-board reduction in the cost of ship repair.
  • Power Armor Theory [Acquired]: Basic R&D for mechanical, articulated armor for the human body with the specified goal of allowing armored humanoid soldiers to rival or exceed android troops for durability and protection.
  • Orbital Drop Armour: This advancement utilizes ceramic plating and advanced insulation technologies to grant orbital insertion capability to individual power-armored infantry troops in nearly any planetary environments.
  • Infantry Weapons & Defense II [Acquired]: Allows miniaturization of plasma weapons, shields, and other tier II technology.
  • Infantry Weapons & Defense III: The final step in weaponizing your most deadly ideas for your soldiers on the ground, allows for condensing of immense powercores to handheld size and use of some of your most powerful shields and densest armors.
  • Deflector Shield: Improves energy efficiency, strength, and coverage of energy shielding, improving the defenses of Power Armored infantry.
  • Hyper-light Armor Plating: Allows power armored users to move far more freely in much heavier degrees of armor, making them not only much tougher, but much faster too.
  • Organic Military Training I: Accelerated combat and command training to human subjects through methods ranging from improved simulations at low tier to directly uploading relevant information through cybernetic systems.
  • Ship Weapon Replication & Advancement: After having so much time to study and look over weapons available to this world, you feel you may soon be able to conceptualize your own, logical advancements in weapon technology, though it may take time.
  • Improved Laser Focus: Using calculated mathematics (and some of the new specimens you have discovered) you are able to create a pattern that has ramped the power of the beam heavily. Improves all energy weapons output.
  • Improved Plasma Focus: With the help of a new crystaline catalyst that generates a stronger containment field then normal, plasma within plasma weapons is able to be generated much more rapidly and in greater quantities. Plasma weaponry is deadlier and more accurate.
  • Improved High Energy Weapons systems: Essentially finding a way to stuff a star into a weapon, this generation of energy weapons are better in almost all ways, and may unlock the way to building truly terrifying weapons of war.
  • Graviton Mass Driver [Acquired]: The next step in Mass Driver technology, allowing even denser particles of matter to be launched at blinding speeds through space to cause enormous kinetic damage to targets, should they lack proper armor to resist them.
  • Ship Defense Replication & Advancement: Much like Ship Weapons by the same name, this tech allows you to attempt to make the next logical jump in tech through various defense technology, even if it may take some time.
  • Dynamic Shielding [Acquired]: While not necessarily that much stronger than your original shields, this level of tech increases efficiency largely by computing point of impact for energy weapons, and focusing all shield strength there, instead of everywhere at once.
  • Defensive Battlements I [Acquired]: Basic knowledge of station and platform based weaponry including an optimization matrix for the strategic placement of weapon clusters. Allows construction of Defense Platform Mk I and Battle Stations Mk I
  • Defensive Battlements II [Acquired]: A stronger, more resilient and capable design for defensive Platforms & Stations suited to fit many different types of weapons and provide orbital support against enemy attack. Allows Defense Station II and Defense Platforms Mk II.
  • Defensive Battlements III [Acquired]: Refine your defensive capabilities to an extensive level, squeezing every ounce of fire power out of each battlement, and maximizing structure integrity. Allows Defense Station III and Defense Platforms Mk III.

Economy & Industry Technology

  • Orbital Foundries [Acquired]: This will allow more complex construction and materials in orbital structures. Shipyards will be able to construct more ships, and use more advanced shipbuilding technology.
  • Orbital Drydocks [Acquired]: Alongside speeding up ship construction and allowing for more ships per cycle to be made, it also allows for larger ships to be researched.
  • Dreadnought Battleship Blueprints: After plenty of time to observe and examine the ships you have, on top of recent breakthroughs in ship building technology have allowed you to discover how to keep ships of this size from folding in on themselves.
  • Deep Space Constructors: Allows for space stations of significant size to be built out in dark space, without the need for being near a planet of some sort. Tech allows for construction on site (in a reasonable time) instead of trying to clear out space for warp jumps of large ships to and from location, leaving location a secret to those with lesser sensors.
  • Advanced Gathering Drones [Acquired]: Decreases drone size and cost at gathering sites, allowing increased efficiency and resource gathering rates.
  • Terrain Reformation [Acquired]: Allows large Construction Drones able to shape planetary terrain, allowing for underground bases and the like to be created in a timely fashion.
  • Deep Shaft Surface Mining [Acquired]: This research will analyze methods for exploiting mineral deposits that are normally beyond the reach of conventional mining techniques. This would increase planetary productive output and may even allow barren coreworlds to become productive again. Warning: Not all barren worlds have deep mineral deposits. It is advisable to undertake accurate planetary scans before mining begins to avoid waste. May damage planetary ecosystems.
  • Surface Reprocessing Strip Mining: R&D of large-scale equipment for the excavation and processing of surface mineral deposits at improved rates. Warning: May damage planetary ecosystems. Will speed up planetary mineral depletion rates. Likelihood of negative response on the part of some factions to the use of this technology on life-bearing worlds.
  • Lava mining: R&D of safe, economically viable equipment for the processing of planetary lava flows and deep-core boring. These methods will only work on worlds with tectonic activity. Mineral content of lava flows will vary between different planets; some planets may yield gas alongside minerals. Surveying and calibration will be required to determine yield specifics. Warning: May result in unexpected or exceedingly violent geological activity, causing equipment damage with repair costs exceeding total investment in the absence of proper precautions.
  • Plasma Focusing Fusion Power [Acquired]: Increase power efficiency of all reactors, enabling ships and missiles to move faster, easier stabilization of reactor cores, faster rate of fire for energy weapons, and stronger shields. Further study required for more powerful power plants.
  • Anti-Matter Theory [Acquired]: Long hypothesized as a possible method to sating the power needs of the future, this theoretical research is only the first step in actually having anti matter engines. Would allow for, eventually, having a great deal of power at your disposal for any number of purposes. Note: Difficult, Metis predicts this will be one of her most difficult projects.
  • Anti-Matter Power Cores: By careful measuring, cautionary procedures, and testing, Metis is able to refine Anti Matter for the use of engine and other power sources, and even warp materials, making gas consumption for the purposes of travel-and power limits in general- virtually a thing of the past.
  • Anti-Matter Weapons: By integrating precise measurements of Anti-Matter into certain weapons you possess, you will not only make them far more powerful than before, you also open the possibility of unheard of weapons you could not have created otherwise.
  • Shield Projectors: Proposed by one consciousness, this would allow a projectable shield to be fixed to different types of ships, for a variety of purposes such as protecting surrounding allies from incoming energy fire, or as part of a warp lane creator, to push debris out of the way of a potential warp lane.
  • Small Scale Fusion Power Cell Miniaturization: Smaller power cores with output comparable to the effectiveness of conventional reactors. May reduce risks of power outage during combat by providing energy to compartments separately and allowing for greater redundancy, reduce ease of detection for power sources, reduce energy costs in civilian applications, and reduce gas costs for some engine structures. Other applications are yet to be determined.
  • Improved Gas Refinery [Acquired]: The availability of greater technical knowledge in the field of chemistry has granted Ophion greater insight into the function of gas refining facilities, which in turn allows for greater facility optimization making increased across-the-board income in all refineries possible.
  • Terraforming I [Acquired]: Turns more barren and less hospitable worlds into easier to manage lands. Enables more of the land to be used for construction, and living purposes, as well as provide far more arable land for farming. Also opens the doors to more expansive terraforming.
  • Terraforming II [Acquired]: Become able to shift entire planetary biospheres to your whims. Allows massive change in planetary climate over a considerably faster time period. Improves land quality, availability, and nutrient density. Only the most polluted, or barren worlds can not be tamed with this.
  • Planetary Infrastructure I [Acquired]: Allows the basic premise for planet side factories, colony buildings, banks, research centers, and many other basic colony necessities. Opens the door to more intricate industrial complexes across the planet's surface.
  • Planetary Infrastructure II [Acquired]: Much more complex and sprawling cities are capable of being created, allowing for factories that span several miles, interplanetary banking systems, continental sized research centers as well as improving planetside building's survivability and defense. Open new slot and secondary slot, increasing speed as well.
  • Planetary Infrastructure III: You push engineering to the limits and find methods to utilize every inch of space on a planet-not merely building cities, but covering planet surfaces in factories, maximizing the space available, and although slow and expensive, this will yield unprecedented levels of production.


COMPLETED RESEARCH SUBJECTS

  • Anti-Matter Theory: Long hypothesized as a possible method to sating the power needs of the future, this theoretical research is only the first step in actually having anti matter engines. Would allow for, eventually, having a great deal of power at your disposal for any number of purposes. Note: Difficult, Metis predicts this will be one of her most difficult projects.
  • Crystal Alien Harvest: Allows you to speed up and properly farm the Crystal Alien creature, to such a rate that, if harvested properly, will prove a renewable resource (Minerals).
  • Planetary Infrastructure II : Much more complex and sprawling cities are capable of being created, allowing for factories that span several miles, interplanetary banking systems, continental sized research centers as well as improving planetside building's survivability and defense. Open new slot and secondary slot, increasing speed as well.
  • Orbital Drydocks : Alongside speeding up ship construction and allowing for more ships per cycle to be made, it also allows for larger ships to be researched.
  • Duralthene Armor Plating : Using a special forging process, this armor is dense and compact enough to withstand a surprising amount of punishment from enemy forces before buckling.
  • Quantum Driver: A far more powerful set of Mass drivers that can punch through most inferior armors with little effort and shred lesser armed ships using intense magnetic force.
  • Advanced Cyborg Components: Allows nearly invisible to the naked eye implants and cybernetic enhancement of organic bodies with particularly advanced technology.
  • Genetic Engineering II: Pushing the limits of what organics have accomplished, you delve deeper into how genetic structure and DNA work. With this, you begin to understand how organics function entirely, and further open the door to creating your own organics. If you wanted to.
  • Propaganda II: You delve further into the ins and outs of how the human mind responds to visual and audible stimuli, improving your ability to coax larger populations into your way of thinking, even if they normally might not. (NOTE: Does not act as mind control)
  • Infantry Weapons & Defense II: Allows miniaturization of plasma weapons, shields, and other tier II technology.
  • Erebos Unit: What has been dubbed a Viral Intelligence that you acquired from Atil VI. It's ability to consume and grow from V.I. fascinates you, though it is possible extremely dangerous to your kind. As a result it is currently sealed away. If researched, may allow you to create such creatures on your own, making viruses a great degree more deadly to other enemy A.I. or V.I.
  • Organic Sonic Testing: Learn the range of sounds these creatures operate on, and what might prove an effective sonic weapon against them. Test human, Malorian, and wildlife of Eshareth's limit's for sound of various degrees and frequencies.
  • Orbital Foundries: This will allow more complex construction and materials in orbital structures. Shipyards will be able to construct more ships, and use more advanced shipbuilding technology.
  • Advanced Gathering Drones: Decreases drone size and cost at gathering sites, allowing increased efficiency and resource gathering rates.
  • Plasma Focusing Fusion Power: Increase power efficiency of all reactors, enabling ships and missiles to move faster, easier stabilization of reactor cores, faster rate of fire for energy weapons, and stronger shields. Further study required for more powerful power plants.
  • Deep Shaft Surface Mining: This research will analyze methods for exploiting mineral deposits that are normally beyond the reach of conventional mining techniques. This would increase planetary productive output and may even allow barren coreworlds to become productive again. Warning: Not all barren worlds have deep mineral deposits. It is advisable to undertake accurate planetary scans before mining begins to avoid waste. May damage planetary ecosystems.
  • Ballistics Research I: This research allows for future ballistics R&D, including various uses of mass driver technology not limited to military applications. Allows development of small Android-deployable turrets limited in operational duration and power as well as other ballistic weapons.
  • Advanced Ship Modifications: Researched by Metis, this technology allows for a more detailed breakdown of how every ship you own is built and modify them to your exact specifications.
  • AI Black Box Technology: Achieved through a dissection of Watcher Unit 2237. Allows the creation of A.I. Black boxes
  • Bandwidth Block: Metis' first completed research subject. Allows the creation of large computing cores that increase your ability to process, and the speed with which you do so.
  • Defensive Battlements I: Basic knowledge of station and platform based weaponry including an optimization matrix for the strategic placement of weapon clusters. Allows construction of Defense Platform Mk I and Battle Stations Mk I
  • Defensive Battlements II: A stronger, more resilient and capable design for defensive Platforms & Stations suited to fit many different types of weapons and provide orbital support against enemy attack. This knowledge was acquired as a result of the aid provided by the Guild to the people of Dresh Alpha and Beta. While normally quite secretive, they have offered you a powerful defensive technology in exchange for your protection and funds.
  • Chemistry I: Small increases to base gas and warhead yield, while also opening the door to much more complex research.
  • Dynamic Shielding: Discovered on the UGEI Plague Carrier's data cache before it could be wiped. While not necessarily that much stronger than your original shields, this level of tech increases efficiency largely by computing point of impact for energy weapons, and focusing all shield strength there, instead of everywhere at once.
  • Explosives Research I: This research allows for future explosive and missile R&D, primarily weapons development & upgrading. Allows development of small Android-deployable explosives. Allows for advanced means of missile deployment. [Studying Rhea would greatly enhance this research subject]
  • Fungicide I: Kills off spores of Aquil Fungus
  • Genetic Engineering I: You quite literally learn to play this 'god' character humans speak of, and mettle with DNA in new and unseen ways. This will allow you knowledge of the human genome, and open the door to perfect organics, super soldiers, and allows for more complex genetic experimentation. [Requires subjects for research]
  • Graviton Mass Driver: Discovered on the UGEI Plague Carrier's data cache before it could be wiped. The next step in Mass Driver technology, allowing even denser particles of matter to be launched at blinding speeds through space to cause enormous kinetic damage to targets, should they lack proper armor to resist them.
  • Human Cyborg/Android bodies: Further cybernetic knowledge, possible, fusing man and machine. Allows more efficient android use and creation. [Requires subjects for research] [Studying Rhea would greatly enhance this research subject]
  • Lightling DNA: Carefully looking at the Lightling DNA available to you, you are able to see possible benefits in their unique structure others may not.
  • Planetary Infrastructure I: Taken from the UGEI, this allows you to create more complex planetary factories and structure to assist in your building efforts.
  • Terraforming I: Able to turn less then hospitable worlds to acceptably hospitable, this allows for small colonies to survive on poor environment worlds
  • Terrain Reformation: Large Construction drones that are able to shape the land and allow for all manner of more complex structures.
  • Power Armor Theory : Basic R&D for mechanical, articulated armor for the human body with the specified goal of allowing armored humanoid soldiers to rival or exceed android troops for durability and protection.
  • Crystal Alien Fragments: Upon further study of this intelligent mineral, so to speak, you've found a number of things. Acts well as a building material (minerals), and possibly fuel if researched further. However, it is certainly sentient and feels pain. This should be considered. It grows slowly, but has a maturity peak it has yet to reach, but will if given time to grow. It has shown evidence of causing damage to nearby environments when it grows to sufficient levels. Communication appears via signals, as well as vibrations and seismic activity, and upon splitting can grow separate entities.
  • Encryption Matrix: Development of advanced cyber-security algorithms to help with both defensive and offensive hacking attempts.
  • Hardened Electronics: Provides your ships with a basic level of Electromagnetic interference protection where they normally had almost none, including A.I. and V.I. Command may still be lost momentarily, but permanent damage is less likely.
  • Improved Gas Refinery: The availability of greater technical knowledge in the field of chemistry has granted Ophion greater insight into the function of gas refining facilities, which in turn allows for greater facility optimization making increased across-the-board income in all refineries possible.
  • Integrated Sensors: With some remodeling, you are able to make your sensors harder to jam and block by your foes.

Designs

Format Layouts

Ground Forces Chassis Types

  • Humanoid: More visually acceptable to other humanoids. Excellent scouting posture, well suited to most weapons designs.
  • Arachnid: Excellent Dexterity, ability to climb very well. Fast movement speed, light frame.
  • Tank: Slow, but room for multiple weapon and defense mounts. Poor maneuverability.
  • Sphere: Uses hover engines to float. Allows for maneuverability. Multi-limbs, but somewhat slow. Engines make sound
  • Walker: Faster movement sacrificing slight armor advantages. More Maneuverable on rough terrain.
  • Feline/Canine: Very fast model, good Dexterity, moderate/low durability

Other types may be conceptualized.

Infantry Unit Format is in a Wiki template now! See Template:AIQ_Ground for how to use it.

Infantry and Armor Units

Name Sub-Commander
Designation Unit 1
Chassis type Humanoid
Size Medium
Weapons Arm-mounted Infantry lasers
Defenses Standard armor plating
Primary role Communication Specialist, Infiltration
Intellect Level None (Requires bandwidth to operate)
Equipment Advanced Communication Equipment:More difficult to disrupt communications; Humanoid skin: Better chance of diplomatic success
Notes First trial model turned a giant worm's insides to mush, saved Red and Ser'lah during Eshareth Attack
Name Interface Tool
Designation Unit 2
Chassis type Sphere
Size Medium
Weapons Tendril Omni-tool, Eye mounted laser
Defenses Standard armor plating
Primary role Hacking, Air Superiority, Utility
Intellect Level None (Requires bandwidth to operate)
Equipment Advanced Engine placement, modified from ship engine types. Travels faster, and farther using hover jets (not quite flight). Omni-tool tentacles, allows for hacking, weapons, welding, minor repair, etc.
Name Swarm Bot
Designation Unit 3
Chassis type Arachnid
Size Tiny
Weapons Taser (nonlethal); Laser (Main Slot can equip small arms); Dagger-Like Forelegs
Defenses Light Plating, Survival mode allows protection of delicate instruments.
Primary role Stealth and Recon; if properly equipped can serve as cheap ground forces using Swarm Tactics, Assault and Ambush.
Intellect Level None (Requires bandwidth to operate)
Equipment Rubber tip to legs (stealth purposes), Wheels for faster speed down long flat surfaces, Adhesive allowing wall climbing, Dagger-Forelegs have small manipulator-claws/hands - for carrying, picking up or any other case when a hand is necessary - attached to the last joint.
Notes While on a mission, glued own legs to a wall and had to be cut free.
Name Infiltrator
Designation Unit 4
Chassis type HUmanoid
Size Small
Weapons Taser (nonlethal); Laser (Main Slot can equip small arms); Melee blades
Defenses Light Plating
Primary role Stealth, Infiltration
Intellect Level None (Requires bandwidth to operate)
Equipment Advanced Communications, Omnitool, Humanoid skin, Advanced Optics
Name Shock Trooper
Designation Unit 5
Chassis type Arachnid
Size Large
Weapons Heavy lasers
Defenses Trithium armor plating
Primary role Boarding attack droid
Intellect Level None (Requires bandwidth to operate)
Equipment Magnetic legs, Grappling ability, minor jet propulsion
Name Heavy Assault Droid
Designation Unit 6
Chassis type Tank
Size Large
Weapons Heavy lasers, Gatling Mass Drivers
Defenses Trithium armor plating
Primary role Ground Assault
Intellect Level None (Requires bandwidth to operate)
Equipment Equipped internally with several repair bots for field repairs, exterior mounted with 4 Terrachnids serving an antipersonnel role.
Name Bending Unit
Designation Unit 7
Chassis type Humanoid
Size Medium
Weapons Spiked fists (tasers); enhanced cyber-strength
Defenses Standard armor
Primary role Bending steel and other metals
Intellect Level None (Requires bandwidth to operate)
Equipment Extended reach arms
Name Spy
Designation Unit 8
Chassis type Arachnid
Size Tiny
Weapons Taser (nonlethal)
Defenses Light Plating
Primary role Espionage
Intellect Level None (Requires bandwidth to operate)
Equipment Recording, video and audio, equipment, ability to cling to walls, fast, Small Omnitool
Name Polemarchus
Designation Unit 9
Chassis type Arachnid
Size Large
Weapons Infantry grade Mass Drivers
Defenses Heavy armor plating, CWIS (point defense), Superior Shielding
Primary role Global C&C of ground forces.
Intellect Level A.I. 5 Cephalus
Equipment Advanced C&C & Comm Array Package, Close Range Sensors, Troop Resupply: Able to keep other units running
Notes A custom unit created for Cephalus to allow the A.I. to move around in combat areas.
Name Auxiliary
Designation Unit 10
Chassis type Humanoid
Size Medium
Weapons Standard Mass Driver held in arms (and minor one built in)
Defenses Standard armor plating
Primary role Ground Combat, Boarding, Security
Intellect Level Minimal/semi-autonomous (when provided with bandwidth/V.I. guidance)
Equipment Extended battery pack(Allows for extended field deployment), built-in basic surveillance tools.
Name Defensive Support Droid
Designation Unit 11
Chassis type Tank
Size Medium
Weapons Shoulder mounted lasers, eye lasers, acid launcher, and internal Mass Driver Guns.
Defenses Heavy armor plating, Superior shielding
Primary role Heavy assault
Intellect Level Automaton
Equipment Deploy-able Energy Shield(protects other units)
Name Ghost
Designation Unit 12
Chassis type Humanoid
Size Medium
Weapons Standard Power Armor Infantry Weaponry (Built using Power Armor designs, to pass as a human soldier); 'Instant Sponge' Restraint bombs (softer, safer version of Airbag cement), restraint spray cannons, Electrolaser (ranged taser)
Defenses Standard Power Armor Infantry Defenses
Primary role Population control, guard duty
Intellect Level None (requires Bandwidth)
Equipment Omnitools in wrists. Speakers. Visor is normally impenetrably black. Some, or perhaps all, units allow the visor to be adjusted up to translucency, allowing a dim view of a convincing android head within. Such 'head units' have randomized facial features, and all units including 'headless units' have a randomized vocal signature for communication with populace to establish trust and give orders.
Notes Designed to normally be indistinguishable from a human soldier in power armor. Power source cooling structured to resemble the same human shaped heat signature actual power armor soldiers have, if any.
Name Octo
Designation Unit 13
Chassis type Sphere
Size Medium
Weapons Laser cutters/plasma torch with powerful cutting/crushing jaws and tendrils. Optional semi-auto spear gun.
Defenses Standard
Primary role All purpose underwater operations and duties.
Intellect Level None (requires Bandwidth)
Equipment The bulky laser cannon and jet thrusters are replaced with smaller yet more effective for it's environment hydro thrusters and better senor arrays to work under water. Unit will have a perfect water seals on all possible leak points and can handle deep water pressure if properly prepared for it. Unit can perform underwater repairs and construction tasks as well as BRUTAL close range/Melee range combat. The Unit can not fly under it's own power, but can walk on land using it's arms but it will not be fast. It can climb however.
Notes This is a unit that will only be made on as needed basis, seeing water worlds are rare and this unit can work in zero G environs but other units are more optimized for space operations.
Name Ray
Designation Unit 14
Chassis type Walker
Size Huge
Weapons 2 medium plasma cannons mounted on "Face" with one large plasma cannon mounted above
Defenses Best available
Primary role Tank Hunting/Artillery Bombardment
Intellect Level None (requires Bandwidth)
Equipment Screech synthesizer; Allows the unit to make unnerving Shrieks to cause terror among the enemy,Thrusters; Allows the Unit to make long powerful leaps
Notes Large Highly Mobile Artillery with capable of dealing with tanks and infantry from range and up close Should be deployed in squads for maximum effect.
Name HK-1
Designation Unit 15
Chassis type Humanoid
Size Medium
Weapons Large plasma blades attached under wrists. 2x Hard points for shoulder cannon 1 standard infantry rifle
Defenses Power Armour+Basic Shields
Primary role Assassination/Morale Devastation
Intellect Level None (requires Bandwidth)
Equipment Synth Muscle; Adds even more unnatural strength to the droid as well as allowing it to move at even stranger angles.Suction pads on hands and feet


Ships

We templates now! See Template:AIQ_Ship for instructions.

Slot System- Every ship you own has only so much space/mass it is able to equip on its surface. This is a representation of that. Weaker weapons mounted on larger slots come in bigger numbers. Some weapons have a minimum slot requirements.

Battleship- Heavy, Medium and Light Slots, suited for combat. Provides 5 bandwidth at max.
Carrier- Heavy, Medium slots are used for fighters. Light slots for weapons. Provides 3 bandwidth at max.
Cruiser- One Heavy Slot, Medium, Light slots. Provides 2 bandwidth at max.
Escort- Medium and light slots. Provides no bandwidth normally.
Fighter- Light slots only
Name Trireme Battlecruiser
Designation GM-Cr-MR-3
Role Short-to-Medium Range Ship-of-the-Line
Ship Type Cruiser
Weapons Spinal Plasma III Cannons (Heavy), Plasma Cannon Turrets, (Medium), Light Plasma Cannons (Light)
Engine Stellar Drive
Hull Superior Trithium Armor Plating
Shields Dynamic Shielding Grade Shields
Point Defense Laser Guided III Point Defense
Bandwidth 2
Cost 150M 50G
Name Brawler Battlecruiser
Designation GM-Cr-CR-1
Role Short-Ranged Battlecruiser
Ship Type Cruiser
Weapons Graviton Driver (Heavy), Graviton Driver (Medium), Boarding Torpedo Slots (Light)
Engine Stellar Drive
Hull Superior Trithium plating
Shields Dynamic Shielding Grade Shields
Point Defense Mass Drivers to shoot down missiles/cause them to explode on foe.
Bandwidth 2
Cost 150M 40G
Name Catapult Battlecruiser
Designation GM-Cr-LR-2
Role Long Range Missile Bombardment Support
Ship Type Cruiser
Weapons 'Thor' Warhead Missiles (Heavy, Medium, Light)
Engine Stellar Drive
Hull Titanium Armor MK II (To save costs)
Shields Dynamic Shielding Grade Shields
Point Defense Laser Guided III Point Defense
Bandwidth 2
Cost 100M 125G
Name Chimera Battlecruiser
Designation GM-Cr-CR-2
Role Short-range bruiser/disabler
Ship Type Cruiser
Weapons Graviton Driver (Heavy, Medium, Light)
Engine Stellar Drive
Hull Superior Trithium Armor Plating
Shields Dynamic Shielding Grade Shields
Point Defense Laser Guided III Point Defense
Equipment Sensors III (ship scans)
Bandwidth 2
Cost 150M 75G
Name Buzzard Light Cruiser
Designation GM-S-E-1
Role On-site scavenging and salvage.
Ship Type Cruiser
Weapons None, see Equipment
Engine Stellar Drive
Hull Standard Armor Plating
Shields Standard
Point Defense None
Equipment Sensors III, Scavenge Drones: Designed to use magnets to pull in wrecks and debris for proper salvaging. Much of the ship is cargo bays and places to store these things. Cargo takes up Heavy and Medium slot, with drones taking up light slots.
Bandwidth 0
Cost 100M 20G
Name Pilum Destroyer
Designation GM-E-MR-1
Role Medium-Range Escort & Picket Ship
Ship Type Escort
Weapons Medium Plasma Cannons (Medium), Light Laser V Cannons (Light)
Engine Stellar Drive
Hull Trithium Armor Plating
Shields Barrier Shields
Point Defense Light Laser V Cannons Only
Bandwidth 0
Cost 20M 5G
Name Blacksmith Repair Ship
Designation GM-Ca-R-1
Role Onsite Large repair ship
Ship Type Carrier
Weapons Only cutting and welding lasers and plasma torches (Minimal)
Engine Stellar Drive
Hull Standard
Shields Standard
Point Defense Standard
Equipment Repair drones and arms
Bandwidth 0
Cost 600M 100G
Name Shooting Star
Designation GM-E-C-1
Role Orbital Assault
Ship Type Frigate
Weapons Drop Pods,Small Dropship Bay
Engine Stellar Drive
Hull Best
Shields Best
Point Defense None
Equipment Repair drones and arms
Bandwidth 0
Cost NegligibleM NeglibgibleG
Name Thunderhawk
Designation GM-F-C-1
Role Dropship/In Atmosphere Gunship
Ship Type Fighter
Weapons 2x Singularity Driver (Light) Troop Compartment
Engine Stellar Drive
Hull Standard
Shields Standard
Point Defense Standard
Equipment Troop Transport
Bandwidth None
Cost NegligibleM NegligibleG
Notes Experimental
Name Road Forger Warp Lane Ship
Designation GM-S-Ex-0
Role Stable warp lane creator
Ship Type Carrier
Weapons None
Engine Stellar Drive
Hull Standard
Shields Special (Projected forward, elsewhere less protected)
Point Defense Standard
Bandwidth None
Cost 1000M 700G
Name Undertaker Boarding Pod Ship
Designation GM-Ca-LR-1
Role Deploying and launching boarding droids
Ship Type Carrier
Weapons All weapon slots fitted with droid torpedo launchers
Engine Stellar Drive
Hull Superior Trithium Armor Plating
Shields Barrier III
Point Defense Laser Guided III Point Defense
Bandwidth 0
Cost 600M 200G
Name Troop Transport
Designation GM-S-C-1
Role Carries your droids from world to world and drops them down to take the planet's surface.
Ship Type Large Support frame
Weapons Defensive energy weapons
Engine Stellar Drive
Hull Superior Trithium Armor Plating
Shields Barrier III
Point Defense Laser Guided III Point Defense
Equipment Possesses Drop Pods for landing forces in hot zones.
Bandwidth 0
Cost 200M 75G