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		<id>https://wiki.star-conflict.com/index.php?title=Ship_construction&amp;diff=10962</id>
		<title>Ship construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Ship_construction&amp;diff=10962"/>
		<updated>2020-07-03T16:57:53Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: Grammar Fixes for ease of reading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; background-color: #ffffff; -moz-border-radius: 8px; -webkit-border-radius: 8px; border: 1px solid #000000; padding: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
[[File:SC 7b23.jpg|right]]&lt;br /&gt;
A spaceship is a complex machine and consists of several main parts. The sum of these parts is the totality of the Tactical and Technical Characteristics of the ship (TTC). It is highly recommended to display &amp;quot;Full Ship Information&amp;quot; in the game settings in order to display all the parameters of a selected ship in the hanger.&lt;br /&gt;
&lt;br /&gt;
='''Ship Anatomy'''=&lt;br /&gt;
==Hull==&lt;br /&gt;
The hull is the basis of the ship, on which all the other components, modules and weapons are mounted. The main parameters of the hull are:&lt;br /&gt;
* '''Strength'''. It is expressed by the number characterizing the &amp;quot;life stock&amp;quot; or health of your ship. When you take Hull damage, your Health decreases. If your Hull strength drops to 0, then the ship is destroyed.&lt;br /&gt;
* '''[[Resistance]]'''. The ability of the hull to reduce damage taken. Hulls take the most damage from Kinetic weapons and the least damage from EM weapons by default, although this can be modified by installing modules that affect the Hull.&lt;br /&gt;
* '''Regeneration'''. A number indicating how much the Hull regenerates every second. Normally, your Hull does not &amp;quot;heal&amp;quot; and needs to be repaired with a friendly Engineer frigate or by using repair modules. You can install [[Regenerative Coating]] and other modules to restore Hull strength otherwise.&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
The ship's Shield is an energy barrier that protects your Hull from damage. The enemy’s weapons primarily cause damage to the Shield (except for certain weapons and modules that ignore Shields), and the Shield must be destroyed first before damage to the Hull can occur. If the &amp;quot;charge level&amp;quot; of the Shield reaches 0, then any further damage is applied to the Hull. The Shield is also able to resist damage, like the Hull, and the charge level of the Shield is able to automatically recover (regenerate). Regeneration is constant, but can slow down or accelerate under different influences.&lt;br /&gt;
The main parameters of the shield are:&lt;br /&gt;
* '''Maximum Charge'''. It is expressed by a number characterizing your Shield's total health (separate from Hull health).&lt;br /&gt;
* '''[[Resistance]]'''. Shield's ability to reduce damage taken. Shields are the opposite of the Hull: they take the most damage from EM weapons and the least damage from Kinetic weapons. Like the Hull, this can be modified with modules and upgrades.&lt;br /&gt;
* '''Regeneration'''. A number indicating by how much health the Shield regenerates every second. Can be boosted through modules and upgrades.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
The engine is a complex system that allows the ship to move in space and maneuver. The engine is divided into several parts:&lt;br /&gt;
* '''Drive Engine(s)'''. Used in normal motion. Defines the ship's &amp;quot;speed&amp;quot;, &amp;quot;reverse speed&amp;quot;, and &amp;quot;acceleration&amp;quot; (how quickly the ship is able to start and stop).&lt;br /&gt;
* '''Afterburners'''. Determines the ship's &amp;quot;afterburner&amp;quot; speed. When using the afterburner, the ship's energy reserves are consumed. Ideally, Afterburner Energy Consumption should be less than the rate of Energy Regeneration (see Capacitor below). ''Used to move faster than normal at the cost of using your ship's energy reserves''.&lt;br /&gt;
* '''Shunting Engines'''. Used for lateral displacement of the ship. Determines the ship's ability to &amp;quot;strafe&amp;quot; side to side / up and down, and how quickly. ''Useful for dodging and advanced maneuverability''.&lt;br /&gt;
* '''Rotary Engines'''. Used to rotate the ship. Determines the ship's &amp;quot;roll&amp;quot; (rotating left/right on it's axis) and &amp;quot;pitch / yaw&amp;quot; (pointing the nose up-down / left-right). ''Useful for turning quickly and general maneuverability''.&lt;br /&gt;
&lt;br /&gt;
==Capacitor==&lt;br /&gt;
The ship's Capacitor is designed to store energy, which can later be spent on the needs of the ship. The capacitor has two main characteristics:&lt;br /&gt;
* '''Capacity'''. This is how much energy your ship has at any one time when not being used. The more energy you have stored up, the more modules and afterburner you can use.&lt;br /&gt;
* '''[[Energy regeneration]]'''. How fast your Capacitor generates more energy after you've used it. It is useful to attempt getting your Energy Regeneration higher than your Afterburner Energy Use, so that you can afterburn endlessly when wanted.&lt;br /&gt;
&lt;br /&gt;
==CPU==&lt;br /&gt;
The ship's computer is responsible for finding and tracking targets - enemy ships, drones and other objects. The computer has the following main characteristics:&lt;br /&gt;
* '''Sensor Range'''. This is the maximum line-of-sight distance at which you can identify ships, drones and {{Tooltip|stationary objects|Autonomous charging/repair stations,warp gates, enemy's EM-bombs}} without a teammate spotting it for you.&lt;br /&gt;
* '''Target Lock Time'''. How fast you can achieve a lock on an enemy ship within sensor range. Normally about 3 seconds, this can be reduced with modules and upgrades. Locking onto an enemy is required for guided missiles and for certain modules and abilities.&lt;br /&gt;
&lt;br /&gt;
='''Ship classes'''=&lt;br /&gt;
''Main article: '''[[Ships]]''' ''&lt;br /&gt;
&lt;br /&gt;
The class of the ship determines the size of the ship, its speed and maneuverability, the number of slots for modules and weapons.&lt;br /&gt;
The game features the following classes of ships:&lt;br /&gt;
* '''[[Interceptor]]'''. Small, light, and fast ships - designed for reconnaissance and precision attacks. Armed with two weapons and have the lowest number of cargo spaces. These ships are quick and very maneuverable at the cost of health and hitting power.&lt;br /&gt;
* '''[[Fighter]]'''. Well-rounded, medium-sized ships. Designed to gain dominance in space and take on most other ships. They are armed with four weapons and have a modest accommodation for cargo. They have balanced handling characteristics and are &amp;quot;good enough&amp;quot; in most situations.&lt;br /&gt;
* '''[[Frigate]]'''. Large, heavy ships designed for firepower and support. Armed with four or six weapons, depending on the type of frigate. Frigates are very slow with poor maneuverability, but they are very tough ships with significant firepower.&lt;br /&gt;
* '''[[Destroyer]]'''. The largest ship class, these battleships are specialized fire support vessels. These ships are very large, extremely tough, and have special weapons, shields, and modules available. They are the slowest ship class, however, and use a different control scheme to fly.&lt;br /&gt;
&lt;br /&gt;
==Tech levels (old) and ship ranks==&lt;br /&gt;
All ships in the game are divided into ranks. The rank determines the relative strength of the ship. As you play, the player gains reputation as a reward for fights and completing objectives. When a certain reputation level is reached, a player gets to the next rank and can access the ships of that rank.&lt;br /&gt;
&lt;br /&gt;
Ranks were previously grouped into threes. Three ranks were one technological level - a tech - T (except T5: ranks 13-17). Ships of different ranks within the same tech have fairly close performance data. The difference in the performance characteristics of the ships of two different techs is much more significant. Until now, the [[The Alien Destroyer|special operation]] was divided into 3 techs.&lt;br /&gt;
&lt;br /&gt;
==[[Ship role]]s==&lt;br /&gt;
&lt;br /&gt;
The role system is designed not only to make it easier for players to play the game in their favorite style, but also to make it easier for them to choose the ship that best suits them. Each role is associated with a specific set of unique role-playing modules and weapons, supported by specially selected parameters of the ship. Each ship class except for Destroyers have 3 roles.&lt;br /&gt;
&lt;br /&gt;
='''Ship equipment'''=&lt;br /&gt;
An important stage in preparing a ship is equipping it with weapons and modules. When you buy a new ship, you get a pre-set with it, which includes weapons, modifiers, active and passive modules, as well as missiles and / or mines.&lt;br /&gt;
&lt;br /&gt;
Each element of the ship's equipment is installed in a special slot suitable for this type of equipment. The number of slots available on a particular ship is determined by its rank.&lt;br /&gt;
The characteristics of any equipment item are determined by:&lt;br /&gt;
* Available ranks. It is denoted as [Module Name] [digit of max. available rank]. Only modules of the corresponding ranks can be installed on the ship. The display of all available ranks for the equipment can be turned on and off in the settings (Game / Module availability display ).&lt;br /&gt;
* Version. It is denoted as {{Mk.1}} .. {{Mk.5}}.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons|Main weapons]]==&lt;br /&gt;
:The main armament of the ship are it's weapons. The weapons are mounted in rotating mounts that are attached to the hull of the ship. The number of weapons on the ship depends on its class and role. Weapon are divided into three different damage types. See the main page on weapons for details.&lt;br /&gt;
&lt;br /&gt;
==[[Munitions]]==&lt;br /&gt;
:Ammunition can improve any characteristics of the weapon, sometimes providing a large bonus to one aspect of a weapon by weakening another characteristic.&lt;br /&gt;
&lt;br /&gt;
==[[Missiles|Missile weapon]]==&lt;br /&gt;
:The Missile Slot is for additional ship weapons. Self-guided missiles, unguided missiles, combat drones, mines, bombs and stationary barrier fields (for Destroyers) can be equipped here. The weapons or items in this slot is activated, by default, with the right mouse button. Some weapons, such as guided missiles, require a target lock.&lt;br /&gt;
&lt;br /&gt;
==[[Active module]]s==&lt;br /&gt;
: Active modules are abilities that the player must activate manually, and must be equipped in a module slot.&lt;br /&gt;
: Active modules are divided into two major parts: role-playing and universal. Role modules are divided into groups corresponding to the roles of ships, and are designed to be installed on ships of the corresponding role.&lt;br /&gt;
: Universal modules are suitable for all ships (except destroyers, who have their own).&lt;br /&gt;
: According to the activation method, the modules are divided into {{Tooltip | automatic | after switching on for an unlimited time, constantly consuming energy - for example, a massive generator of shields and a cloud of nano-drones of the engineer, target painter of tackler}}, {{Tooltip | semi-automatic | after switching on once consume energy, activated for some time, recharging begins after they are turned off - for example, a guard's pulsar, a scout shield absorber}} and {{Tooltip | instantaneous | immediately after activation, consume power once, start work and reloading - for example, universal repair kit and shield booster, covert ops plasma arc}}&lt;br /&gt;
&lt;br /&gt;
==[[Special module]]s==&lt;br /&gt;
: The main difference between a special role module and an active module is that a special module is a permanent part of the ship and cannot be dismantled or replaced (the special modules on crafted ships can be customized by re-equipping). Role modules are divided into three types:&lt;br /&gt;
* Improving the parameters of your ship (and/or nearby allies), such as the Gunship Fighter's ''Overdrive''.&lt;br /&gt;
* Deterioration of the parameters of enemy ships, such as the Covert-Ops Interceptor's ''Plasma Web''.&lt;br /&gt;
* A special weapon, such as a Long-Range Frigate's ''Disintegrator Laser''.&lt;br /&gt;
&lt;br /&gt;
==[[Ship modifiers]]==&lt;br /&gt;
: Modifiers of the ship are passive modules designed to improve one of the main characteristics of a ship: the Hull, Shield, Capacitor, Computer, or Engine. Ship modifiers are installed in their own special slots.&lt;br /&gt;
&lt;br /&gt;
='''Ship repairing'''=&lt;br /&gt;
In battle, your ship may be shot down (destroyed). In this case, it receives an amount of &amp;quot;damage&amp;quot;. If the damage level exceeds a certain point, then you will not be able to take this ship back into battle.&lt;br /&gt;
Between battles, while in hangar, you can repair your ships. To do this, you need to click the [Repair] button. The cost of repairing the ship is displayed directly on the button.&lt;br /&gt;
You can enable the auto-repair option. To do this, you need to check the box below the [Repair] button. In this case, the ship will be automatically repaired immediately after returning from combat or Open Space.&lt;br /&gt;
&lt;br /&gt;
= '''Ammo refilling'''&amp;lt;ref&amp;gt; Under the ammunition are understood as &amp;quot;Missiles&amp;quot; and &amp;quot;Munitions&amp;quot; &amp;lt;/ref&amp;gt; =&lt;br /&gt;
The ship returns from combat with used ammunition&amp;lt;ref&amp;gt;Provided that the ship was flown into combat and the ammunition was used at least once &amp;lt;/ref&amp;gt;.&lt;br /&gt;
To refill the ammunition, you need to go to the hanger and click the [Ammo refill] button.&lt;br /&gt;
Similar to repairing a ship, you can set up automatic-refilling of the ammunition.&lt;br /&gt;
&lt;br /&gt;
='''Notes'''=&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=9301</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=9301"/>
		<updated>2019-07-24T23:41:15Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Ruines */  Return of Rangertre! (Wiki Editor and longtime player of Star Conflict). . . Cleaned up grammar and translation assistance.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=SEASON 0 - ‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘INVASION’, Year 4614=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=SEASON 2 - ‘WAR’, Year 4616=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=SEASON 3 - 'ONGOING CONFLICT', Year 4618=&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
The massive corporation &amp;quot;Ellydium&amp;quot;, long being a conglomeration of mercenaries and scientists neutral to the three empires, begins working on several projects involving the aliens. Mercenaries are hired from all three factions to aid in gathering resources and testing.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology. To this purpose the Ellydium corporation, after fierce fighting, makes a foothold in an alien sector, and an outpost named &amp;quot;Ellydium Theta&amp;quot; is built.&lt;br /&gt;
&lt;br /&gt;
===Evolution, the rise of Ellydium===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, entire ships designed for humans but built out of semi-living alien crystals are planned.&lt;br /&gt;
&lt;br /&gt;
The Empire, suspicious of this startling unconventional technology, seeks to continue the old agenda: convert alien parts into Iridium. The Federation attempts to monopolize the growth of these &amp;quot;alien ships&amp;quot; for commercial use and the Jericho are suspicious of the new tech... seeing these hybrid vessels as a potential threat.&lt;br /&gt;
&lt;br /&gt;
With the other three factions attempting to limit the usage of the new tech, the corporation &amp;quot;Ellydium&amp;quot; makes their move: They convert &amp;quot;Ellydium Theta&amp;quot; into a fully functional station, calling the [[UMC]] to populate the new base.&lt;br /&gt;
 &lt;br /&gt;
The corporation &amp;quot;Ellydium&amp;quot; appears as a fourth faction, neutral to the other three empires but comprised mainly of mercenaries and scientists. Their aim is to expand understanding of the aliens and to make use of alien technology without the political interference the other empires impose.&lt;br /&gt;
&lt;br /&gt;
===A Galaxy in Ruins===&lt;br /&gt;
The Alien Invasion has declined. &lt;br /&gt;
Despite the efforts of various factions and the heroic accomplishments of the many pilots of the UMC, the catastrophe could not be avoided. Even in the face of powerful enemies, mankind did not unite forces and instead fell; absorbed by civil strife.&lt;br /&gt;
&lt;br /&gt;
The Empire was destroyed after their territory was overrun by Biomorphs. Uncountable numbers of people were infected with the mysterious Liu Virus and merged with their ships, becoming a single organism. The alien horde simply crushed the forces of the Warden. The fate of the Emperor himself is unknown, but it is said that a remnant of the Warden - the Emperor's bodyguard - managed to evacuate with him into a secret refuge system. However, if the Emperor is alive then why are there no orders from him? The troops of the Empire, once the former invincible military machine, have become fragmented and confused. Everywhere desertion and betrayal reigns. Only a scattered few remain loyal to the old Empire.&lt;br /&gt;
&lt;br /&gt;
The Federation managed to survive, despite all the attacks of the Crystallids. Having lost relatively few worlds, the Armada managed to protect the domestic sectors of the Federation. However, taking advantage of martial law and general chaos, many corporations took over, claiming the power originally in Federal hands. Technically, the Council of the Alliance still rules. But only formally. Continuing the ruse of maintaining a semblance of order is beneficial to all: anxious customers do not buy well and frightened employees work poorly.&lt;br /&gt;
&lt;br /&gt;
The Jericho suffered the least in the war against strangers. A fiery sense of faith and the latest developments in technology have protected the &amp;quot;Departed&amp;quot; from trouble, but one day they simply disappeared. No one knows what happened, where they went, or why... but the vast majority of Jericho vanished during the chaos. All that remains of Jericho now is the Mendes Family and a few representatives from other families. But what remains of Jericho is no longer people. The remaining stations, ships, and even the cities of the former Jericho are controlled by sophisticated Artificial Intelligence systems. The most striking example is the &amp;quot;Sentinels&amp;quot;, the automatic systems left over from the Jericho faction of the Technologists. Their goals are not clear, but they continue to contact others and, in rare cases, trade technologies.&lt;br /&gt;
&lt;br /&gt;
Much time has passed since the last large-scale attack of aliens. Here and there, there are small clashes with Crystallids and Biomorphs. Sometimes small groups of aliens even attack each other, but for the most part they have concentrated forces in their own worlds... as if waiting for something. It's like the calm before a storm.&lt;br /&gt;
&lt;br /&gt;
Pirates, marauders, deserters, and out-of-control AI are the big threats to humanity now. There is no central authority and few uphold the law. Even those who are trying to establish order in their own sectors are faced with the fact that they are not the only ones attempting to do so - everyone has their own idea of order. The old political structure has fallen and the world will never be the same.&lt;br /&gt;
&lt;br /&gt;
Ahead is only the new Conflict among the Stars.&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5142</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5142"/>
		<updated>2017-07-06T18:15:32Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: Grammar edits and reworkings to improve flow and readability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Open Space is scheduled for a rework! More information will be available soon.''&lt;br /&gt;
==What is Open Space==&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is at the heart of the game. After choosing a faction, a player can undock from their current faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions and side errands.&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players or teaming up.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
* Player-to-Player &amp;quot;private trading&amp;quot; (via dropped cargo).&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know! Otherwise, you won't get far.&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by '''activating the mouse curser''' and clicking on the object in your cargo bay (which can be shown by pressing [ '''i''' ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing blue cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing ['''O''']. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... around 25 fuel each jump (your ship carries 100 fuel at full tank)! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There is usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not care for PvP, or do not wish to be attacked by random mercs in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be forced off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions. ALSO, in PvP zones, there is less of a reputation penalty for attacking other players, and you do not obtain &amp;quot;criminal&amp;quot; status unless you attack friendly AI (more on Reputation later).&lt;br /&gt;
&lt;br /&gt;
'''Changing Stations'''&lt;br /&gt;
&lt;br /&gt;
If you don't want to pay the fine for instant transfer, you can fly directly to another faction's station to change faction/stations. Doing so will also open that faction's missions for you to play. You will need a rank 7 ship to go between the Federation and the Empire. The Jericho, with their self-imposed isolation, are currently only available to fly to if you have a rank 10 ship. Until then, you will have to pay credits.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you. Completing a mission earns you credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you happen to die after completing a mission, you will still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;, &amp;quot;Errands&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to route to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you '''immediately''', unlike Missions. After completing all available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Open Space is much more than loot and players. There is a whole universe out there!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get more powerful and dangerous the further away from the stations you go, and the higher ranked the sector is. &lt;br /&gt;
All enemies except certain aliens will attack you if you get too close (around 3000m for most enemies) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like, down to the nasty radio messages they send when they attack. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... pretty much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and various rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, your reputation will decrease, and they will likely fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when they call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are more powerful versions of player-flown ships, and are often considered &amp;quot;OP&amp;quot;! ''They will radio for assistance when fighting difficult hostile AI, or when fighting a hostile player'', and helping them do so will increase your reputation.&lt;br /&gt;
* Miners, Explorers, Treasure Hunters, and Scavengers.&lt;br /&gt;
NPCs flying small ships, they come in groups of 3 or may be alone. They are weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that placidly cruise through sectors carrying cargo from one Jump Gate to another by the various factions (there are friendly and hostile cargo ships). They are escorted by 2-4 Escort ships what will fire upon enemy ships that attack or get too close. Sometimes, you may be called upon to help escort the cargo ship... stay within about 500m of the ship and help fight off any attackers! ''They will call out for help when attacked'' (you can turn off AI radio in the settings if wanted), and successfully fending off enemies from an attacked cargo ship will increase your reputation.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes they are friendly, sometimes hostile. They are very tough tank-like ships that can take a lot of damage and will fire long-range missiles and EM cannons at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and players will earn you negative Karma. If you get enough negative reputation, you will be labeled as &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly NPCs as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile batteries surrounding each station, along with the local guard units, will attack you on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When another ship lights up on your HUD, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. ''You cannot damage squad members''.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status, and can attack you if you have Station Protection off.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma but are not an &amp;quot;Aggressor&amp;quot; or &amp;quot;criminal&amp;quot;... be cautious around these mercs! In PvP zones, all players (except squad members) are labeled Yellow by default since Station Protection is turned off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5090</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5090"/>
		<updated>2016-12-21T19:00:36Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Evolution, the rise of Ellydium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
The massive corporation &amp;quot;Ellydium&amp;quot;, long being a conglomeration of mercenaries and scientists neutral to the three empires, begins working on several projects involving the aliens. Mercenaries are hired from all three factions to aid in gathering resources and testing.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology. To this purpose the Ellydium corporation, after fierce fighting, makes a foothold in an alien sector, and an outpost named &amp;quot;Ellydium Theta&amp;quot; is built.&lt;br /&gt;
&lt;br /&gt;
===Evolution, the rise of Ellydium===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, entire ships designed for humans but built out of semi-living alien crystals are planned.&lt;br /&gt;
&lt;br /&gt;
The Empire, suspicious of this startling unconventional technology, seeks to continue the old agenda: convert alien parts into Iridium. The Federation attempts to monopolize the growth of these &amp;quot;alien ships&amp;quot; for commercial use and the Jericho are suspicious of the new tech... seeing these hybrid vessels as a potential threat.&lt;br /&gt;
&lt;br /&gt;
With the other three factions attempting to limit the usage of the new tech, the corporation &amp;quot;Ellydium&amp;quot; makes their move: They convert &amp;quot;Ellydium Theta&amp;quot; into a fully functional station, calling the UMC to populate the new base.&lt;br /&gt;
 &lt;br /&gt;
The corporation &amp;quot;Ellydium&amp;quot; appears as a fourth faction, neutral to the other three empires but comprised mainly of mercenaries and scientists. Their aim is to expand understanding of the aliens and to make use of alien technology without the political interference the other empires impose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5089</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5089"/>
		<updated>2016-12-21T18:56:41Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Age of Destroyers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
The massive corporation &amp;quot;Ellydium&amp;quot;, long being a conglomeration of mercenaries and scientists neutral to the three empires, begins working on several projects involving the aliens. Mercenaries are hired from all three factions to aid in gathering resources and testing.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology. To this purpose the Ellydium corporation, after fierce fighting, makes a foothold in an alien sector, and an outpost named &amp;quot;Ellydium Theta&amp;quot; is built.&lt;br /&gt;
&lt;br /&gt;
===Evolution, the rise of Ellydium===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, entire ships designed for humans but built out of semi-living alien crystals are planned for use.&lt;br /&gt;
&lt;br /&gt;
The Empire, suspicious of the unconventional technology, seeks to continue the old agenda: convert into Iridium. The Federation attempts to monopolize the growth of these &amp;quot;alien ships&amp;quot; for commercial use, and the Jericho are suspicious of the new tech... seeing these hybrid vessels as a potential threat.&lt;br /&gt;
&lt;br /&gt;
With the other three factions attempting to limit the usage of the new tech, the corporation &amp;quot;Ellydium&amp;quot; makes their move: They convert &amp;quot;Ellydium Theta&amp;quot; into a fully functional station, calling all neutral mercenaries to populate the new base.&lt;br /&gt;
 &lt;br /&gt;
The corporation &amp;quot;Ellydium&amp;quot; appears as a fourth faction, neutral to the other three empires but comprised mainly of mercenaries. Their aim is to expand understanding of the aliens and to make use of alien technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5088</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5088"/>
		<updated>2016-12-21T18:53:15Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Evolution, the rise of Ellydium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
The massive corporation &amp;quot;Ellydium&amp;quot;, long being a conglomeration of mercenaries and scientists neutral to the three empires, begins working on several projects involving the aliens. Mercenaries are hired from all three factions to aid in gathering resources and testing.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology.&lt;br /&gt;
&lt;br /&gt;
===Evolution, the rise of Ellydium===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, entire ships designed for humans but built out of semi-living alien crystals are planned for use.&lt;br /&gt;
&lt;br /&gt;
The Empire, suspicious of the unconventional technology, seeks to continue the old agenda: convert into Iridium. The Federation attempts to monopolize the growth of these &amp;quot;alien ships&amp;quot; for commercial use, and the Jericho are suspicious of the new tech... seeing these hybrid vessels as a potential threat.&lt;br /&gt;
&lt;br /&gt;
With the other three factions attempting to limit the usage of the new tech, the corporation &amp;quot;Ellydium&amp;quot; makes their move: They convert &amp;quot;Ellydium Theta&amp;quot; into a fully functional station, calling all neutral mercenaries to populate the new base.&lt;br /&gt;
 &lt;br /&gt;
The corporation &amp;quot;Ellydium&amp;quot; appears as a fourth faction, neutral to the other three empires but comprised mainly of mercenaries. Their aim is to expand understanding of the aliens and to make use of alien technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5087</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5087"/>
		<updated>2016-12-21T18:50:03Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Evolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
The massive corporation &amp;quot;Ellydium&amp;quot;, long being a conglomeration of mercenaries and scientists neutral to the three empires, begins working on several projects involving the aliens. Mercenaries are hired from all three factions to aid in gathering resources and testing.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology.&lt;br /&gt;
&lt;br /&gt;
===Evolution, the rise of Ellydium===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, entire ships designed for humans but built out of semi-living alien crystals are planned for use.&lt;br /&gt;
&lt;br /&gt;
The Empire, suspicious of the unconventional technology, seeks to continue the old agenda: convert into Iridium. The Federation attempts to monopolize the growth of these &amp;quot;alien ships&amp;quot; for commercial use, and the Jericho are suspicious of the new tech... seeing these hybrid vessels as a potential threat.&lt;br /&gt;
&lt;br /&gt;
With the other three factions attempting to limit the usage of the new tech, the corporation &amp;quot;Ellydium&amp;quot; makes their move: They convert &amp;quot;Ellydium Theta&amp;quot; into a fully functional station, calling all neutral mercenaries to populate the new base. &lt;br /&gt;
The corporation &amp;quot;Ellydium&amp;quot; appears as a fourth faction.&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5086</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5086"/>
		<updated>2016-12-21T18:49:40Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: Minor fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
The massive corporation &amp;quot;Ellydium&amp;quot;, long being a conglomeration of mercenaries and scientists neutral to the three empires, begins working on several projects involving the aliens. Mercenaries are hired from all three factions to aid in gathering resources and testing.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, entire ships designed for humans but built out of semi-living alien crystals are planned for use.&lt;br /&gt;
&lt;br /&gt;
The Empire, suspicious of the unconventional technology, seeks to continue the old agenda: convert into Iridium. The Federation attempts to monopolize the growth of these &amp;quot;alien ships&amp;quot; for commercial use, and the Jericho are suspicious of the new tech... seeing these hybrid vessels as a potential threat.&lt;br /&gt;
&lt;br /&gt;
With the other three factions attempting to limit the usage of the new tech, the corporation &amp;quot;Ellydium&amp;quot; makes their move: They convert &amp;quot;Ellydium Theta&amp;quot; into a fully functional station, calling all neutral mercenaries to populate the new base. &lt;br /&gt;
The corporation &amp;quot;Ellydium&amp;quot; appears as a fourth faction.&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5085</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5085"/>
		<updated>2016-12-21T18:48:14Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Evolution */ Introducing Ellydium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
The massive corporation &amp;quot;Ellydium&amp;quot;, long being a conglomeration of mercenaries and scientists neutral to the three empires, begins working on several projects involving the aliens. Mercenaries are hired from all three factions to aid in gathering resources and testing.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
&lt;br /&gt;
==Rise of Ellydium==&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, entire ships designed for humans but built out of semi-living alien crystals are planned for use.&lt;br /&gt;
&lt;br /&gt;
The Empire, suspicious of the unconventional technology, seeks to continue the old agenda: convert into Iridium. The Federation attempts to monopolize the growth of these &amp;quot;alien ships&amp;quot; for commercial use, and the Jericho are suspicious of the new tech... seeing these hybrid vessels as a potential threat.&lt;br /&gt;
&lt;br /&gt;
With the other three factions attempting to limit the usage of the new tech, the corporation &amp;quot;Ellydium&amp;quot; makes their move: They convert &amp;quot;Ellydium Theta&amp;quot; into a fully functional station, calling all neutral mercenaries to populate the new base. &lt;br /&gt;
The corporation &amp;quot;Ellydium&amp;quot; appears as a fourth faction.&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5084</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5084"/>
		<updated>2016-12-21T18:37:30Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Dogs of War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
The massive corporation &amp;quot;Ellydium&amp;quot;, long being a conglomeration of mercenaries and scientists neutral to the three empires, begins working on several projects involving the aliens. Mercenaries are hired from all three factions to aid in gathering resources and testing.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, all three factions quickly plan to make use of the new technology. Entire ships designed for humans but built out of alien crystals begin to be used.&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5083</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5083"/>
		<updated>2016-12-21T18:34:35Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Age of Destroyers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and the corporation &amp;quot;Ellydium&amp;quot; continues to work on combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, all three factions quickly plan to make use of the new technology. Entire ships designed for humans but built out of alien crystals begin to be used.&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=5082</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=5082"/>
		<updated>2016-12-20T16:49:08Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Season 3 - 'Ongoing Conflict', Present Day */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology.&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
&lt;br /&gt;
After the Success of the tests involving human-grown alien ship parts, all three factions quickly plan to make use of the new technology. Entire ships designed for humans but built out of alien crystals begin to be used.&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5064</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5064"/>
		<updated>2016-12-16T19:22:46Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Open Space Basics */ added &amp;quot;Changing Stations&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Open Space is scheduled for a rework! More information will be available in early 2017.''&lt;br /&gt;
==What is Open Space==&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
'''Changing Stations'''&lt;br /&gt;
&lt;br /&gt;
If you don't want to pay the fine, you can fly directly to another faction's station to change faction/stations. Doing so will also open that faction's missions for you to play. You will need a rank 7 ship to go between the Federation and the Empire. The Jericho are currently only available of you have a rank 10 ship. Until then, you will have to pay credits.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Open Space is much more than loot and players. There is a whole world going on out there!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when they call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ships that attack or get too close. Sometimes, you may be called upon to help escort the cargo ship... stay within about 500m of the ship and help fight off any attackers! They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and players will earn you negative Karma. If you get enough, you can be labeled as &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly NPCs as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile batteries surrounding each station, along with the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5063</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5063"/>
		<updated>2016-12-16T19:18:09Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Open Space is scheduled for a rework! More information will be available in early 2017.''&lt;br /&gt;
==What is Open Space==&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Open Space is much more than loot and players. There is a whole world going on out there!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when they call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ships that attack or get too close. Sometimes, you may be called upon to help escort the cargo ship... stay within about 500m of the ship and help fight off any attackers! They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and players will earn you negative Karma. If you get enough, you can be labeled as &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly NPCs as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile batteries surrounding each station, along with the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5062</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5062"/>
		<updated>2016-12-16T19:15:29Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Karma (reputation) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Open Space is much more than loot and players. There is a whole world going on out there!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when they call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ships that attack or get too close. Sometimes, you may be called upon to help escort the cargo ship... stay within about 500m of the ship and help fight off any attackers! They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and players will earn you negative Karma. If you get enough, you can be labeled as &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly NPCs as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile batteries surrounding each station, along with the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5061</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5061"/>
		<updated>2016-12-16T19:14:33Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Karma (reputation) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Open Space is much more than loot and players. There is a whole world going on out there!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when they call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ships that attack or get too close. Sometimes, you may be called upon to help escort the cargo ship... stay within about 500m of the ship and help fight off any attackers! They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and players will earn you negative Karma. If you get enough, you can be labeled as a &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile defense batteries surrounding each station, as well as the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5060</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5060"/>
		<updated>2016-12-16T19:13:17Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* AI NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Open Space is much more than loot and players. There is a whole world going on out there!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when they call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ships that attack or get too close. Sometimes, you may be called upon to help escort the cargo ship... stay within about 500m of the ship and help fight off any attackers! They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and allied facilities will earn you negative Karma. If you get enough, you can be labeled as a &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile defense batteries surrounding each station, as well as the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5059</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5059"/>
		<updated>2016-12-16T19:10:24Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* AI NPCs */ the -&amp;gt; they&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Open Space is much more than loot and players. There is a whole world going on out there!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when they call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ship that attack the Cargo ship or get too close. They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and allied facilities will earn you negative Karma. If you get enough, you can be labeled as a &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile defense batteries surrounding each station, as well as the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5058</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5058"/>
		<updated>2016-12-16T19:08:18Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* AI NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Open Space is much more than loot and players. There is a whole world going on out there!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when the call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ship that attack the Cargo ship or get too close. They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and allied facilities will earn you negative Karma. If you get enough, you can be labeled as a &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile defense batteries surrounding each station, as well as the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5057</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5057"/>
		<updated>2016-12-16T19:06:18Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Missions and Quests */ incorrect side of HUD. Fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the right side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Your ship has guns for a reason... there are many who do not share your faction loyalty!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when the call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ship that attack the Cargo ship or get too close. They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and allied facilities will earn you negative Karma. If you get enough, you can be labeled as a &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile defense batteries surrounding each station, as well as the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5056</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5056"/>
		<updated>2016-12-16T19:00:14Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Open Space Basics */ Added data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have 3 slots&lt;br /&gt;
* Fighters have 5 slots&lt;br /&gt;
* Frigates have 6 slots&lt;br /&gt;
* Destroyers have a whopping 12 slots&lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the left side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Your ship has guns for a reason... there are many who do not share your faction loyalty!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when the call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ship that attack the Cargo ship or get too close. They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and allied facilities will earn you negative Karma. If you get enough, you can be labeled as a &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile defense batteries surrounding each station, as well as the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5055</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5055"/>
		<updated>2016-12-16T18:57:25Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Missions and Quests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have &lt;br /&gt;
* Fighters have &lt;br /&gt;
* Frigates have &lt;br /&gt;
* Destroyers have a whopping &lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the left side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately. After completing the available quests, return to your faction's station to generate more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Your ship has guns for a reason... there are many who do not share your faction loyalty!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when the call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ship that attack the Cargo ship or get too close. They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and allied facilities will earn you negative Karma. If you get enough, you can be labeled as a &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile defense batteries surrounding each station, as well as the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5054</id>
		<title>Open Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Open_Space&amp;diff=5054"/>
		<updated>2016-12-16T18:56:18Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: Added Open Space Guide. WIP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Open Space is scheduled for a rework! More information will be available in early 2017.===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open space is the open world &amp;quot;sandbox mode&amp;quot; of Star Conflict, and is one of the major parts of the game. After choosing a faction, a player can undock from their faction's station and fly wherever they want, to do whatever they want. Options include:&lt;br /&gt;
&lt;br /&gt;
* Completing missions (more on missions later).&lt;br /&gt;
* Fighting AI enemies, such as Aliens and Pirates.&lt;br /&gt;
* Fighting other players.&lt;br /&gt;
* Looking for resources and crafting materials.&lt;br /&gt;
* Moving to another faction's station.&lt;br /&gt;
&lt;br /&gt;
==Open Space Basics==&lt;br /&gt;
''&amp;quot;Listen up Mercs, these are the basics you need to know before blasting off!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Systems and Sectors'''&lt;br /&gt;
&lt;br /&gt;
Open Space is divided into several systems... these are the boxes on the map. In each system, there are multiple sectors (or &amp;quot;maps&amp;quot;) where you fly around and interact with the Open World. You go to different sectors through ''Jump Gates'', more on those soon.&lt;br /&gt;
&lt;br /&gt;
'''Loot'''&lt;br /&gt;
&lt;br /&gt;
There is a lot of junk floating around in space! Much of it is valuable, though: Loot items are rocks, crystals, spaceship parts, or containers that you can collect and place in your ship's cargo bay. Most enemies drop loot when they are destroyed, so don't be afraid to fight AI enemies if you are not having much luck with finding resources. &lt;br /&gt;
&lt;br /&gt;
To pick up a piece of loot, fly close to it until the prompt appears (&amp;quot;press C to pick up ____&amp;quot;)... and press [C]. You will have to wait a moment while your ship's tractor beam tows the cargo to your ship. When this is done, the loot appears in your Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Cargo Bay'''&lt;br /&gt;
&lt;br /&gt;
Each ship has space used for carrying whatever treasures you discover in Open Space back to base for credits, loyalty, or crafting materials. Each ship class has a limited number of cargo slots:&lt;br /&gt;
* Interceptors have &lt;br /&gt;
* Fighters have &lt;br /&gt;
* Frigates have &lt;br /&gt;
* Destroyers have a whopping &lt;br /&gt;
&lt;br /&gt;
If you run out of space, or you don't want a particular piece of space junk, you can jettison it by activating the mouse curser and clicking on the object in your cargo bay (which can be shown by pressing [ i ]). You can pick jettisoned cargo back up if you want. If you destroy another player in Open Space, they will drop whatever they were carrying in their Cargo Bay as loot containers. This is the essence of Open Space pirating.&lt;br /&gt;
&lt;br /&gt;
'''Fuel'''&lt;br /&gt;
&lt;br /&gt;
Your ship has a fuel tank... without fuel, your engines won't work. You consume fuel for almost everything you do in Open Space, from using afterburners to active modules. You always start with 100 fuel (a full tank). You can find Fuel Cells (glowing cans of goodness) in nearly every sector, usually around destroyed cargo ships. But be careful, enemies often guard these Fuel caches...&lt;br /&gt;
&lt;br /&gt;
When you pick up a Fuel Cell, it will automatically be used to fill your fuel tank. Any extra fuel goes into your cargo bay. You can use fuel in your cargo bay to refill your fuel tank by pressing [O]. This is extremely important: you can fill your cargo bay with fuel cells to keep yourself topped-off for long trips! As stated above, you can jettison any fuel you don't need.&lt;br /&gt;
&lt;br /&gt;
'''Jump Gates'''&lt;br /&gt;
 &lt;br /&gt;
Jump Gates look like giant blue portals... which is exactly what they are. Jump Gates allow travel between different sectors and systems. However, warping vast distances use up a LOT of fuel... 25 fuel points each jump! Make sure to carry some fuel with you, especially if you will be making several jumps.&lt;br /&gt;
&lt;br /&gt;
Blue gates are Jumps that are available to you. When you jump into a sector, you are invincible for a short time, or until you fire your weapons.&lt;br /&gt;
&lt;br /&gt;
Red gates are Jumps that your ship cannot use because the ship your flying doesn't have a jump drive that's powerful enough. Flying up to a red Gate will display a message that tells you what rank ship you need to use that specific Jump Gate. Mouseing-over a sector on the map will also display what ship rank you need to access that sector.&lt;br /&gt;
&lt;br /&gt;
There are huge, green portals with rocks floating around them. These are not ours... they are alien portals! jumping through one of these will send you to alien-controlled space. BE CAREFUL! Alien sectors are very dangerous, and are swarming with aliens! There are usually some good loot and lucrative missions in these sectors, though.&lt;br /&gt;
&lt;br /&gt;
'''Station Protection'''&lt;br /&gt;
&lt;br /&gt;
Automatically turned on by default, Station Protection prevents you from damaging yourself through collisions, and prevents other players from damaging you. This is meant to allow newer players to become accustomed to the game without being dominated by veteran players. This is also for long-time players who do not want to PvP in Open Space.&lt;br /&gt;
&lt;br /&gt;
In certain sectors, Station Protection will be turned off, and such sectors are usually labeled &amp;quot;Dangerous Sector&amp;quot; or &amp;quot;PVP Sector&amp;quot; to warn you. Players can damage each other and you can take damage from collisions.&lt;br /&gt;
&lt;br /&gt;
==Missions and Quests==&lt;br /&gt;
''&amp;quot;Time to do some work for your faction! Your loyalty will be rewarded.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Missions'''&lt;br /&gt;
&lt;br /&gt;
Missions are special assignments that members of a faction give you, in exchange for credits and synergy. This is explained more in-depth on another page, but the basics apply here:&lt;br /&gt;
&lt;br /&gt;
You accept missions in the hanger of your faction's station. Once you have done this, a yellow '''!''' appears over the sector where the mission takes place on the map. When you launch into Open Space, the yellow '''!''' will float over Jump Gates that you need to go through to reach the mission area. A tally of the mission status is on the left side of the HUD.&lt;br /&gt;
&lt;br /&gt;
When you have completed the mission, you must return to the station to receive your reward. If you die after completing a mission, you still get the reward!&lt;br /&gt;
&lt;br /&gt;
'''Quests'''&lt;br /&gt;
&lt;br /&gt;
Quests (AKA: &amp;quot;Jobs&amp;quot;) are much the same as Missions, but you can have multiple Quests at the same time (up to 4) Quests are visible on the map as blue '''!''', but they do not appear over Jump Gates. You must use the map to get to a quest sector. Upon entering the quest sector, you will be given a brief prompt informing you of what you need to accomplish.&lt;br /&gt;
&lt;br /&gt;
When you complete a quest, the reward is given to you immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For both Missions and Quests, most of them are progressive. This means that, aside from assassination and escort missions, you can do some of the mission, die or log out, and come back to finish it later.&lt;br /&gt;
&lt;br /&gt;
For example: You must collect 5 minerals in a sector. You fly there and collect 3 of them, but then you are ambushed by aliens and are killed! Your mission progress was saved, and next time you arrive to that sector, you will still only need to collect 2 more minerals!&lt;br /&gt;
&lt;br /&gt;
==AI NPCs==&lt;br /&gt;
''&amp;quot;Your ship has guns for a reason... there are many who do not share your faction loyalty!&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&lt;br /&gt;
There are many enemies you will encounter in Open Space. They get harder the further away from the stations you go, and the higher ranked the sector is. All enemies except certain aliens will attack you if you get too close (around 3000m) or if you attack them. Here are the basic enemies:&lt;br /&gt;
&lt;br /&gt;
* Pirates&lt;br /&gt;
Exactly what they sound like. In higher-ranked sectors, they will shoot missiles and use active modules on you!&lt;br /&gt;
* Cartel Pilots&lt;br /&gt;
Black Market dealers and thugs... much like the Pirates, they will shoot missiles and use modules in higher-ranked sectors.&lt;br /&gt;
* Cybers&lt;br /&gt;
Jericho renegades and rebels, these pilots generally fly Jericho ships, and act much like pirates/Cartel above.&lt;br /&gt;
* Cargo Ships (usually Cybers)&lt;br /&gt;
See Cargo Ships / Escorts below.&lt;br /&gt;
* Biomorphs (aliens)&lt;br /&gt;
Glowing-green rocklike creatures. Some look like human ships, others look totally bizarre. They mostly use EM weapons and make odd sounds when they are angry. There are different types of aliens.&lt;br /&gt;
&lt;br /&gt;
'''Allies'''&lt;br /&gt;
&lt;br /&gt;
There are a number of allied NCPs you will come across as well. These will be on your team as long as you don't shoot at them. If you damage them, they will likely revert to an enemy and will fire back. Guards/Police units and Cargo Escorts will radio all players in the sector for help if they are attacked by AI enemies or hostile players, and helping the allied AI when the call for help will increase your reputation (more on this later). Here are most of them:&lt;br /&gt;
&lt;br /&gt;
* Imperial Guardsmen, Military Police, Federal Sheriffs, and Family Guard.&lt;br /&gt;
These AI come in squads of four, and will roam about a sector and engage any enemies they come across. Think twice about getting on their bad side... they are rather powerful!&lt;br /&gt;
* Miners, Explorers, and Scavengers.&lt;br /&gt;
Weak NPCs, they come in groups of 3 or may be alone. They are somewhat weak, and often attacked by hostile AI. They do not call for help when attacked.&lt;br /&gt;
* Cargo Ships and their Escorts.&lt;br /&gt;
Cargo ships are large, slow vessels that cruise through sectors carrying cargo from one Jump Gate to another. They are escorted by 3-4 Escort ships what will fire upon enemy ship that attack the Cargo ship or get too close. They will call out for help when attacked.&lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
There is only one &amp;quot;neutral&amp;quot; NPC: Bounty Hunters. Sometimes, they are friendly, sometimes hostile. They are very tough tanks that can take a lot of damage and will fire long-range missiles at you if hostile.&lt;br /&gt;
&lt;br /&gt;
==Karma (reputation)==&lt;br /&gt;
''&amp;quot;You can make a name for yourself, either a good one or otherwise&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a reputation system in Star Conflict, referred to as &amp;quot;Karma&amp;quot;. Doing &amp;quot;good&amp;quot; actions such as destroying hostile NPCs and helping allied NPCs that have called for help, will increase your Karma rating (shown at the top of the HUD). Getting enough Karma will allow you to gain Karma levels, which other players can see when they lock onto you. In this way, another player can assess whether you are a friendly player or a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Doing &amp;quot;bad&amp;quot; actions, such as attacking friendly NPCs and allied facilities will earn you negative Karma. If you get enough, you can be labeled as a &amp;quot;wanted&amp;quot; or a &amp;quot;criminal&amp;quot;. If you are labeled in this way, you will be attacked by friendly as well as enemy NCPs! It is also very difficult to return to the station without dying in this state, since the missile defense batteries surrounding each station, as well as the local guard units, will attack on sight.&lt;br /&gt;
&lt;br /&gt;
Attacking other players and friendly NPCs while you are not a &amp;quot;criminal&amp;quot; will simple result in you gaining &amp;quot;aggressor&amp;quot; status for a period of time. The effects are similar to &amp;quot;Criminal&amp;quot; status, but the effects will go away after a short time.&lt;br /&gt;
&lt;br /&gt;
==Color Coding==&lt;br /&gt;
''&amp;quot;Your scanner system will automatically identify friend from foe&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you spot another ship, it will be highlighted by a specific color, denoting it's disposition towards you / your faction:&lt;br /&gt;
&lt;br /&gt;
* Blue&lt;br /&gt;
Friendly. Blue AI will not attack you and Blue players have &amp;quot;good&amp;quot; Karma.&lt;br /&gt;
* Green&lt;br /&gt;
Players who are in your squad. You cannot damage squad members.&lt;br /&gt;
* Red&lt;br /&gt;
Enemies. Red AI will attack you, and Red players have either &amp;quot;Aggressor&amp;quot; or &amp;quot;Criminal&amp;quot; status.&lt;br /&gt;
* Purple&lt;br /&gt;
Aliens and Cybers. Will attack you on sight or within a certain distance.&lt;br /&gt;
* Yellow&lt;br /&gt;
Players who have bad Karma... be cautious!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Resistance&amp;diff=5053</id>
		<title>Resistance</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Resistance&amp;diff=5053"/>
		<updated>2016-12-16T16:46:54Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: Added basic description. WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resistance values are essentially a filter that determines how much incoming damage actually effects your ship. The higher resistance to a damage type (thermal, EM, Kinetic) your ship has, the less that damage type will hurt you. There is both hull and shield resistance values, and they are separate from each other.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*If a ship has 0 shield resistance to EM damage, then this means that full damage will be done to the shield. (100% incoming damage is inflicted on the shield)&lt;br /&gt;
&lt;br /&gt;
*If a ship has 50 shield resistance to EM damage, then this means that incoming EM damage to the shield will be reduced (incoming Thermal/Kinetic damage will not, unless those resistance values are high as well)&lt;br /&gt;
&lt;br /&gt;
*If a ship as -5 shield resistance to EM damage, then this means that incoming EM damage to the shield is increased (extra damage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having higher resistance is just as good as having higher health. Depending on the enemies you are fighting (Hint: Aliens use mostly EM weapons), you can tailor your ship to be better suited to a specific enemy, or you can balance the resistance values to make your ship good all-round. Obviously, more health (i.e. hull/shield volume) is good too, but balancing this with resistance values makes for a longer lasting ship... high resistance does little good when you have only 1000 hull points, but 10,000 hull points goes by fast if you take crippling damage every hit!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You modify hull/shield resistance values (and hull/shield volume) of your ship by changing/upgrading passive modules: many give or take certain resistance values. Some active modules, like hull and shield buffs from a Command fighter, can add on additional resistance as long as you are under the module's effect, making you harder to kill!&lt;br /&gt;
&lt;br /&gt;
===How resistance values work===&lt;br /&gt;
Work in Progress&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4975</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4975"/>
		<updated>2016-12-07T19:06:05Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Age of Destroyers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
Breakthroughs in Starship technology occurs and a new type of ship is made available to Mercenaries and Corporations: Destroyers.&lt;br /&gt;
&lt;br /&gt;
Scientific discoveries are also made relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Encountering some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to try the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4974</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4974"/>
		<updated>2016-12-07T19:00:51Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* The war with Aliens and a major technological leap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — New Imperial human technologies are in no way inferior to Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own agenda.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are, in fact, the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4973</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4973"/>
		<updated>2016-12-07T18:57:57Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Trilateral memorandum on Quarantine Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice and experience shows that the Aliens are extremely territorial, but will reduce their activity if ‘left alone’ and kept at a distance. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4972</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4972"/>
		<updated>2016-12-07T18:54:47Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* The first attacked sectors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals, hunting everything else in small swarms. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees back on Earth.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors seemingly without purpose. Their apparently random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4971</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4971"/>
		<updated>2016-12-07T18:51:51Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Start of Iridium Fever */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, due to this discovery, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits, and secret raids begin, aimed at stealing the other factions Iridium. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and with their unique know-how start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a sudden new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is a new scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by the Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, Precursor ruins are discovered at different points of the galaxy. Mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into Iridium and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4970</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4970"/>
		<updated>2016-12-07T18:48:11Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* First contact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of the Federation's Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts the message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s Reconnaissance fleet, a Jericho Family fleet, and a third unknown party. The battle ends with the defeat and retreat of both the Empire and Jericho. Soon the Empire issues a special decree blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but is the same Signal as long ago. The general public forms a mind image of the Precursors — an ancient civilization that lived before humanity. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4969</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4969"/>
		<updated>2016-12-07T18:44:21Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* XLIV century. The collapse of Jericho */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems without discrimination, forces the Federation and the Empire to reluctantly combine in order to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed unit consisting of handpicked Imperial and Federal pilots, including the founders of the Federation's most elite squadron: the Vanguard, perform a near-flawless combined-forces operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, the Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command and are fragmented. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully, convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4968</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4968"/>
		<updated>2016-12-07T18:38:33Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* XXXVII — XL centuries. Rise of the free worlds against the Empire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Wardens are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats, and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
The military power of the Empire is much greater than the rebel fleets, and this forces the rebels to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turns out to be successful and leads to strikes, riots, and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: Realizing the direct threat of the rebellion, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4967</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4967"/>
		<updated>2016-12-07T18:35:44Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* XXXVI century. The formation of the Empire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not follow up it's success. The reason, ironically enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4966</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4966"/>
		<updated>2016-12-07T18:33:57Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* XXXI — XXXII centuries. The Direktorium prospers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They are also able to neutralize the ill effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several smaller complexes that provide travel between the planets of the solar system, instead of a single massive base.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not develop immediate success. The reason, oddly enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4444</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4444"/>
		<updated>2016-10-13T21:06:06Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Season 3, Present */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They also allow to neutralize the effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several massive complexes that provide travel between the planets of the solar system.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not develop immediate success. The reason, oddly enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3 - 'Ongoing Conflict', Present Day=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4443</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4443"/>
		<updated>2016-10-13T21:03:56Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: Added notable recent events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They also allow to neutralize the effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several massive complexes that provide travel between the planets of the solar system.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not develop immediate success. The reason, oddly enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector.&lt;br /&gt;
&lt;br /&gt;
=Season 3, Present=&lt;br /&gt;
:(Star Conflict is currently in this stage of history)&lt;br /&gt;
&lt;br /&gt;
===Dogs of War===&lt;br /&gt;
&lt;br /&gt;
All three factions give increased freedom to the mercenaries, granting them independence to enter and exit quarantine zones. Mercenaries gain access to a wider selection of better quality ships, and with the aliens continuing to attack, the front-line fleets are busy, and mercenaries are evermore important for special tasks and missions. Since the times of Direktorium they have been doing much of the dirty work. Authorities have never seen them as a serious force and often tried to keep them on a leash. Yet their services are always in demand. Now, when the world is facing Destroyers, the Empire, the Federation, and Jericho gave their most loyal mercenaries access to secret tech, to make sure they can deal with the Aliens. Mercenaries just got their hands on some of the most advanced ships humanity has ever built.&lt;br /&gt;
&lt;br /&gt;
More study has been done on 'Biomorphs'. This was much facilitated by an incident when the dreadnaught 'Northstar' encountered a Bion, and began exploring and charting it. The 'Northstar' was presumably attacked and crashed afterwards. Mercenaries have been sent in, and more research is being done as more artifacts are found.&lt;br /&gt;
&lt;br /&gt;
===Age of Destroyers===&lt;br /&gt;
&lt;br /&gt;
A new ship type is researched and enters the fray: Destroyers, and loyal mercenaries are given access to these large ships.&lt;br /&gt;
&lt;br /&gt;
Breakthroughs are found relating to alien technology, and scientists experiment with combining human weapons with that of the Biomorphs. Finding some success, other ship components are used as well. Mercenaries are extensively used to gather resources, test new systems, and collect data, and they are the first to test the new technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4442</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4442"/>
		<updated>2016-10-13T20:29:49Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Season 2 - ‘War’, Year 4620 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They also allow to neutralize the effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several massive complexes that provide travel between the planets of the solar system.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not develop immediate success. The reason, oddly enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector...&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4441</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4441"/>
		<updated>2016-10-13T20:25:18Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* The beginning of a full-scale invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They also allow to neutralize the effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several massive complexes that provide travel between the planets of the solar system.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not develop immediate success. The reason, oddly enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
:(Star Conflict is currently in this stage of the storyline)&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. The portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector...&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=4440</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=4440"/>
		<updated>2016-10-13T20:23:29Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* SEASON 1 - ‘Invasion’, Year 4615 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They also allow to neutralize the effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several massive complexes that provide travel between the planets of the solar system.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not develop immediate success. The reason, oddly enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(The release of the game)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
:(Star Conflict is currently in this stage of the storyline)&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. Portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector...&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Castor&amp;diff=2782</id>
		<title>Castor</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Castor&amp;diff=2782"/>
		<updated>2016-08-25T01:33:14Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
&amp;lt;!-- Main block --&amp;gt;&lt;br /&gt;
|ShipName = Castor&lt;br /&gt;
|ShipLOR = Gunships deal powerful blows to enemy ships. Their special module allows them to temporarily increase their firepower, speed and manoeuvrability. Vulnerable in cooldown periods. &lt;br /&gt;
&lt;br /&gt;
The Castor is one of the most modern and powerful of the Empire's Gunship models. Currently in use by the Military Police and other security forces, as well as front-line squadrons, the Castor sets the standard throughout the Empire's vast territory.&lt;br /&gt;
|shipClass_text = Fighter&lt;br /&gt;
|shipClass_link = Fighter&lt;br /&gt;
|tier = 4&lt;br /&gt;
|rank = 11&lt;br /&gt;
|shipRole_text = Gunship&lt;br /&gt;
|shipRole_link = Gunship&lt;br /&gt;
|shipRole_image = role_attack.png&lt;br /&gt;
|raceName = EMPIRE&lt;br /&gt;
|race_link = EMPIRE&lt;br /&gt;
|raceNameLink = EMPIRE&lt;br /&gt;
|raceImage = empire.png&lt;br /&gt;
|specialAbility_text = Overdrive&lt;br /&gt;
|specialAbility_link = Overdrive&lt;br /&gt;
|specialAbility_icon = module.png&lt;br /&gt;
|price = 6200000&lt;br /&gt;
|currency = CR&lt;br /&gt;
&amp;lt;!-- Image block --&amp;gt;&lt;br /&gt;
|shipImage_Animation = R1MT4.gif&lt;br /&gt;
|shipImage_FrontView = R1MT4_2.png&lt;br /&gt;
|shipImage_SideView = R1MT4_3.png&lt;br /&gt;
|shipImage_UpView = R1MT4_1.png&lt;br /&gt;
&amp;lt;!-- Module's slots --&amp;gt;&lt;br /&gt;
|module_active_count = 4&lt;br /&gt;
|module_engine_count = 2&lt;br /&gt;
|module_hull_count = 3&lt;br /&gt;
|module_shield_count = 1&lt;br /&gt;
|module_capacitor_count = 2&lt;br /&gt;
|module_cpu_count = 1&lt;br /&gt;
&amp;lt;!-- Stock fit --&amp;gt;&lt;br /&gt;
|stock_WEAPON_01 = [[File:Railgun_Basic_Icon.png|link=Assault Railgun|50px]]&lt;br /&gt;
|stock_AMMO_01 = [[File:RailUp1_Icon.png|50px|link=Explosive Shells]]&lt;br /&gt;
|stock_MISSILE_01 = [[File:SpaceMissile_Standart.png|link=Standard missiles|50px]]&lt;br /&gt;
|stock_ACTIVE_01 = [[File:Eagleeye_Icon.png|link=Aiming Overcharge|50px]]&lt;br /&gt;
|stock_ACTIVE_02 = [[File:InfraredContermeasure_Icon.png|link=IR Flares|50px]]&lt;br /&gt;
|stock_ACTIVE_03 = [[File:Afterburner_Icon.png|link=Engine Overcharge|50px]]&lt;br /&gt;
|stock_ACTIVE_04 = [[File:Invulnerability_Icon.png|link=Combat Reboot|50px]]&lt;br /&gt;
|stock_ENGINE_MOD_01 = [[File:BoostersOverLoader_Icon.png|link=Tetroxide Injector|50px]]&lt;br /&gt;
|stock_ENGINE_MOD_02 = [[File:InertialStabilizer_Icon.png|link=Inertial Stabilizer|50px]]&lt;br /&gt;
|stock_CAPACITOR_MOD_01 = [[File:ImplsDischarger_Icon.png|link=Pulse Discharger|50px]]&lt;br /&gt;
|stock_CAPACITOR_MOD_02 = [[File:WeaponCoolant_Icon.png|link=Iridium Heatsink|50px]]&lt;br /&gt;
|stock_ARMOR_MOD_01 = [[File:CompositeArmor_Icon.png|link=Galvanized Armor|50px]]&lt;br /&gt;
|stock_ARMOR_MOD_02 = [[File:ResistHullKinetic_Icon.png|link=Reactive Armor|50px]]&lt;br /&gt;
|stock_ARMOR_MOD_03 = [[File:FastMissileRacks_Icon.png|link=Improved Missile Pylons|50px]]&lt;br /&gt;
|stock_CPU_MOD_01 = [[File:WideScanner_Icon.png|link=Infrared Scanner|50px]]&lt;br /&gt;
&amp;lt;!-- Technical specifications block --&amp;gt;&lt;br /&gt;
|module_active_count = 4&lt;br /&gt;
|module_engine_count = 2&lt;br /&gt;
|module_hull_count = 3&lt;br /&gt;
|module_shield_count = 1&lt;br /&gt;
|module_capacitor_count = 2&lt;br /&gt;
|module_cpu_count = 1&lt;br /&gt;
&amp;lt;!-- Damage resist subblock --&amp;gt;&lt;br /&gt;
|hull_resist_thermal = 15&lt;br /&gt;
|hull_resist_kinetic = &amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;15&lt;br /&gt;
|hull_resist_emp = 45&lt;br /&gt;
|shield_resist_thermal = 0&lt;br /&gt;
|shield_resist_kinetic = 30&lt;br /&gt;
|shield_resist_emp = &amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;30&lt;br /&gt;
|hull_resist_thermal_calc = 15&lt;br /&gt;
|hull_resist_kinetic_calc = -15&lt;br /&gt;
|hull_resist_emp_calc = 45&lt;br /&gt;
|shield_resist_thermal_calc = 0&lt;br /&gt;
|shield_resist_kinetic_calc = 30&lt;br /&gt;
|shield_resist_emp_calc = -30&lt;br /&gt;
&amp;lt;!-- Synergy = 1 --&amp;gt;&lt;br /&gt;
|synLevel_syn1 = 1&lt;br /&gt;
|max_speed_syn1 = 224&lt;br /&gt;
|max_speed_boost_syn1 = 268&lt;br /&gt;
|acceleration_syn1 = 90&lt;br /&gt;
|acceleration_boost_syn1 = 180&lt;br /&gt;
|boost_energy_cost_syn1 = 156&lt;br /&gt;
|boost_energy_min_syn1 = 110&lt;br /&gt;
|strafe_speed_x_syn1 = 88&lt;br /&gt;
|strafe_speed_y_syn1 = 88&lt;br /&gt;
|rot_speed_x_syn1 = 72&lt;br /&gt;
|rot_speed_y_syn1 = 72&lt;br /&gt;
|rot_speed_z_syn1 = 66&lt;br /&gt;
|energy_max_syn1 = 650&lt;br /&gt;
|energy_regen_syn1 = 126&lt;br /&gt;
|hull_max_syn1 = 6820&lt;br /&gt;
|shield_max_syn1 = 4100&lt;br /&gt;
|shield_regen_syn1 = 119&lt;br /&gt;
|vision_radius_syn1 = 2500&lt;br /&gt;
|lock_time_syn1 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 2 --&amp;gt;&lt;br /&gt;
|synLevel_syn2 = 2&lt;br /&gt;
|max_speed_syn2 = 224&lt;br /&gt;
|max_speed_boost_syn2 = 268&lt;br /&gt;
|acceleration_syn2 = 90&lt;br /&gt;
|acceleration_boost_syn2 = 180&lt;br /&gt;
|boost_energy_cost_syn2 = 156&lt;br /&gt;
|boost_energy_min_syn2 = 110&lt;br /&gt;
|strafe_speed_x_syn2 = 88&lt;br /&gt;
|strafe_speed_y_syn2 = 88&lt;br /&gt;
|rot_speed_x_syn2 = 72&lt;br /&gt;
|rot_speed_y_syn2 = 72&lt;br /&gt;
|rot_speed_z_syn2 = 66&lt;br /&gt;
|energy_max_syn2 = 650&lt;br /&gt;
|energy_regen_syn2 = 126&lt;br /&gt;
|hull_max_syn2 = 7434&lt;br /&gt;
|shield_max_syn2 = 4469&lt;br /&gt;
|shield_regen_syn2 = 119&lt;br /&gt;
|vision_radius_syn2 = 2500&lt;br /&gt;
|lock_time_syn2 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 3 --&amp;gt;&lt;br /&gt;
|synLevel_syn3 = 3&lt;br /&gt;
|max_speed_syn3 = 225&lt;br /&gt;
|max_speed_boost_syn3 = 270&lt;br /&gt;
|acceleration_syn3 = 93&lt;br /&gt;
|acceleration_boost_syn3 = 185&lt;br /&gt;
|boost_energy_cost_syn3 = 156&lt;br /&gt;
|boost_energy_min_syn3 = 110&lt;br /&gt;
|strafe_speed_x_syn3 = 88&lt;br /&gt;
|strafe_speed_y_syn3 = 88&lt;br /&gt;
|rot_speed_x_syn3 = 72&lt;br /&gt;
|rot_speed_y_syn3 = 72&lt;br /&gt;
|rot_speed_z_syn3 = 66&lt;br /&gt;
|energy_max_syn3 = 650&lt;br /&gt;
|energy_regen_syn3 = 126&lt;br /&gt;
|hull_max_syn3 = 7707&lt;br /&gt;
|shield_max_syn3 = 4633&lt;br /&gt;
|shield_regen_syn3 = 119&lt;br /&gt;
|vision_radius_syn3 = 2750&lt;br /&gt;
|lock_time_syn3 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 4 --&amp;gt;&lt;br /&gt;
|synLevel_syn4 = 4&lt;br /&gt;
|max_speed_syn4 = 225&lt;br /&gt;
|max_speed_boost_syn4 = 270&lt;br /&gt;
|acceleration_syn4 = 93&lt;br /&gt;
|acceleration_boost_syn4 = 185&lt;br /&gt;
|boost_energy_cost_syn4 = 156&lt;br /&gt;
|boost_energy_min_syn4 = 110&lt;br /&gt;
|strafe_speed_x_syn4 = 88&lt;br /&gt;
|strafe_speed_y_syn4 = 88&lt;br /&gt;
|rot_speed_x_syn4 = 72&lt;br /&gt;
|rot_speed_y_syn4 = 72&lt;br /&gt;
|rot_speed_z_syn4 = 66&lt;br /&gt;
|energy_max_syn4 = 670&lt;br /&gt;
|energy_regen_syn4 = 129.8&lt;br /&gt;
|hull_max_syn4 = 7707&lt;br /&gt;
|shield_max_syn4 = 4633&lt;br /&gt;
|shield_regen_syn4 = 119&lt;br /&gt;
|vision_radius_syn4 = 2750&lt;br /&gt;
|lock_time_syn4 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 5 --&amp;gt;&lt;br /&gt;
|synLevel_syn5 = 5&lt;br /&gt;
|max_speed_syn5 = 225&lt;br /&gt;
|max_speed_boost_syn5 = 270&lt;br /&gt;
|acceleration_syn5 = 93&lt;br /&gt;
|acceleration_boost_syn5 = 185&lt;br /&gt;
|boost_energy_cost_syn5 = 156&lt;br /&gt;
|boost_energy_min_syn5 = 110&lt;br /&gt;
|strafe_speed_x_syn5 = 88&lt;br /&gt;
|strafe_speed_y_syn5 = 88&lt;br /&gt;
|rot_speed_x_syn5 = 72&lt;br /&gt;
|rot_speed_y_syn5 = 72&lt;br /&gt;
|rot_speed_z_syn5 = 66&lt;br /&gt;
|energy_max_syn5 = 696&lt;br /&gt;
|energy_regen_syn5 = 134.8&lt;br /&gt;
|hull_max_syn5 = 7912&lt;br /&gt;
|shield_max_syn5 = 4756&lt;br /&gt;
|shield_regen_syn5 = 119&lt;br /&gt;
|vision_radius_syn5 = 3000&lt;br /&gt;
|lock_time_syn5 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 6 --&amp;gt;&lt;br /&gt;
|synLevel_syn6 = 6&lt;br /&gt;
|max_speed_syn6 = 227&lt;br /&gt;
|max_speed_boost_syn6 = 272&lt;br /&gt;
|acceleration_syn6 = 95&lt;br /&gt;
|acceleration_boost_syn6 = 190&lt;br /&gt;
|boost_energy_cost_syn6 = 156&lt;br /&gt;
|boost_energy_min_syn6 = 110&lt;br /&gt;
|strafe_speed_x_syn6 = 88&lt;br /&gt;
|strafe_speed_y_syn6 = 88&lt;br /&gt;
|rot_speed_x_syn6 = 72&lt;br /&gt;
|rot_speed_y_syn6 = 72&lt;br /&gt;
|rot_speed_z_syn6 = 66&lt;br /&gt;
|energy_max_syn6 = 715&lt;br /&gt;
|energy_regen_syn6 = 138.6&lt;br /&gt;
|hull_max_syn6 = 8048&lt;br /&gt;
|shield_max_syn6 = 4839&lt;br /&gt;
|shield_regen_syn6 = 119&lt;br /&gt;
|vision_radius_syn6 = 3000&lt;br /&gt;
|lock_time_syn6 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 7 --&amp;gt;&lt;br /&gt;
|synLevel_syn7 = 7&lt;br /&gt;
|max_speed_syn7 = 228&lt;br /&gt;
|max_speed_boost_syn7 = 274&lt;br /&gt;
|acceleration_syn7 = 98&lt;br /&gt;
|acceleration_boost_syn7 = 195&lt;br /&gt;
|boost_energy_cost_syn7 = 156&lt;br /&gt;
|boost_energy_min_syn7 = 110&lt;br /&gt;
|strafe_speed_x_syn7 = 88&lt;br /&gt;
|strafe_speed_y_syn7 = 88&lt;br /&gt;
|rot_speed_x_syn7 = 72&lt;br /&gt;
|rot_speed_y_syn7 = 72&lt;br /&gt;
|rot_speed_z_syn7 = 66&lt;br /&gt;
|energy_max_syn7 = 715&lt;br /&gt;
|energy_regen_syn7 = 138.6&lt;br /&gt;
|hull_max_syn7 = 8185&lt;br /&gt;
|shield_max_syn7 = 4879&lt;br /&gt;
|shield_regen_syn7 = 119&lt;br /&gt;
|vision_radius_syn7 = 3250&lt;br /&gt;
|lock_time_syn7 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 8 --&amp;gt;&lt;br /&gt;
|synLevel_syn8 = 8&lt;br /&gt;
|max_speed_syn8 = 230&lt;br /&gt;
|max_speed_boost_syn8 = 276&lt;br /&gt;
|acceleration_syn8 = 100&lt;br /&gt;
|acceleration_boost_syn8 = 200&lt;br /&gt;
|boost_energy_cost_syn8 = 156&lt;br /&gt;
|boost_energy_min_syn8 = 110&lt;br /&gt;
|strafe_speed_x_syn8 = 88&lt;br /&gt;
|strafe_speed_y_syn8 = 88&lt;br /&gt;
|rot_speed_x_syn8 = 72&lt;br /&gt;
|rot_speed_y_syn8 = 72&lt;br /&gt;
|rot_speed_z_syn8 = 66&lt;br /&gt;
|energy_max_syn8 = 715&lt;br /&gt;
|energy_regen_syn8 = 138.6&lt;br /&gt;
|hull_max_syn8 = 8185&lt;br /&gt;
|shield_max_syn8 = 4879&lt;br /&gt;
|shield_regen_syn8 = 119&lt;br /&gt;
|vision_radius_syn8 = 3500&lt;br /&gt;
|lock_time_syn8 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 9 --&amp;gt;&lt;br /&gt;
|synLevel_syn9 = 9&lt;br /&gt;
|max_speed_syn9 = 231&lt;br /&gt;
|max_speed_boost_syn9 = 277&lt;br /&gt;
|acceleration_syn9 = 102&lt;br /&gt;
|acceleration_boost_syn9 = 204&lt;br /&gt;
|boost_energy_cost_syn9 = 156&lt;br /&gt;
|boost_energy_min_syn9 = 110&lt;br /&gt;
|strafe_speed_x_syn9 = 88&lt;br /&gt;
|strafe_speed_y_syn9 = 88&lt;br /&gt;
|rot_speed_x_syn9 = 72&lt;br /&gt;
|rot_speed_y_syn9 = 72&lt;br /&gt;
|rot_speed_z_syn9 = 66&lt;br /&gt;
|energy_max_syn9 = 735&lt;br /&gt;
|energy_regen_syn9 = 142.4&lt;br /&gt;
|hull_max_syn9 = 8253&lt;br /&gt;
|shield_max_syn9 = 4920&lt;br /&gt;
|shield_regen_syn9 = 119&lt;br /&gt;
|vision_radius_syn9 = 3500&lt;br /&gt;
|lock_time_syn9 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 10 --&amp;gt;&lt;br /&gt;
|synLevel_syn10 = 10&lt;br /&gt;
|max_speed_syn10 = 231&lt;br /&gt;
|max_speed_boost_syn10 = 277&lt;br /&gt;
|acceleration_syn10 = 102&lt;br /&gt;
|acceleration_boost_syn10 = 204&lt;br /&gt;
|boost_energy_cost_syn10 = 156&lt;br /&gt;
|boost_energy_min_syn10 = 110&lt;br /&gt;
|strafe_speed_x_syn10 = 88&lt;br /&gt;
|strafe_speed_y_syn10 = 88&lt;br /&gt;
|rot_speed_x_syn10 = 72&lt;br /&gt;
|rot_speed_y_syn10 = 72&lt;br /&gt;
|rot_speed_z_syn10 = 66&lt;br /&gt;
|energy_max_syn10 = 761&lt;br /&gt;
|energy_regen_syn10 = 147.4&lt;br /&gt;
|hull_max_syn10 = 8253&lt;br /&gt;
|shield_max_syn10 = 4961&lt;br /&gt;
|shield_regen_syn10 = 119&lt;br /&gt;
|vision_radius_syn10 = 3750&lt;br /&gt;
|lock_time_syn10 = 2&lt;br /&gt;
&amp;lt;!-- Default bonus block --&amp;gt;&lt;br /&gt;
|damage_mul = 7%&lt;br /&gt;
|damage_mul_synLvl = 0&lt;br /&gt;
&amp;lt;!-- Synergy unlocked bonus block --&amp;gt;&lt;br /&gt;
|damage_mul = 8%&lt;br /&gt;
|damage_mul_synLvl = 2&lt;br /&gt;
|module_target_painter_cooldown_mul = 25%&lt;br /&gt;
|module_target_painter_cooldown_mul_synLvl = 4&lt;br /&gt;
|hull_resist_kinetic_add = 27 dmg&lt;br /&gt;
|hull_resist_kinetic_add_synLvl = 8&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Castor&amp;diff=2781</id>
		<title>Castor</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Castor&amp;diff=2781"/>
		<updated>2016-08-25T01:32:48Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
&amp;lt;!-- Main block --&amp;gt;&lt;br /&gt;
|ShipName = Castor&lt;br /&gt;
|ShipLOR = Gunships deal powerful blows to enemy ships. Their special module allows them to temporarily increase their firepower, speed and manoeuvrability. Vulnerable in cooldown periods. &lt;br /&gt;
The Castor is one of the most modern and powerful of the Empire's Gunship models. Currently in use by the Military Police and other security forces, as well as front-line squadrons, the Castor sets the standard throughout the Empire's vast territory.&lt;br /&gt;
|shipClass_text = Fighter&lt;br /&gt;
|shipClass_link = Fighter&lt;br /&gt;
|tier = 4&lt;br /&gt;
|rank = 11&lt;br /&gt;
|shipRole_text = Gunship&lt;br /&gt;
|shipRole_link = Gunship&lt;br /&gt;
|shipRole_image = role_attack.png&lt;br /&gt;
|raceName = EMPIRE&lt;br /&gt;
|race_link = EMPIRE&lt;br /&gt;
|raceNameLink = EMPIRE&lt;br /&gt;
|raceImage = empire.png&lt;br /&gt;
|specialAbility_text = Overdrive&lt;br /&gt;
|specialAbility_link = Overdrive&lt;br /&gt;
|specialAbility_icon = module.png&lt;br /&gt;
|price = 6200000&lt;br /&gt;
|currency = CR&lt;br /&gt;
&amp;lt;!-- Image block --&amp;gt;&lt;br /&gt;
|shipImage_Animation = R1MT4.gif&lt;br /&gt;
|shipImage_FrontView = R1MT4_2.png&lt;br /&gt;
|shipImage_SideView = R1MT4_3.png&lt;br /&gt;
|shipImage_UpView = R1MT4_1.png&lt;br /&gt;
&amp;lt;!-- Module's slots --&amp;gt;&lt;br /&gt;
|module_active_count = 4&lt;br /&gt;
|module_engine_count = 2&lt;br /&gt;
|module_hull_count = 3&lt;br /&gt;
|module_shield_count = 1&lt;br /&gt;
|module_capacitor_count = 2&lt;br /&gt;
|module_cpu_count = 1&lt;br /&gt;
&amp;lt;!-- Stock fit --&amp;gt;&lt;br /&gt;
|stock_WEAPON_01 = [[File:Railgun_Basic_Icon.png|link=Assault Railgun|50px]]&lt;br /&gt;
|stock_AMMO_01 = [[File:RailUp1_Icon.png|50px|link=Explosive Shells]]&lt;br /&gt;
|stock_MISSILE_01 = [[File:SpaceMissile_Standart.png|link=Standard missiles|50px]]&lt;br /&gt;
|stock_ACTIVE_01 = [[File:Eagleeye_Icon.png|link=Aiming Overcharge|50px]]&lt;br /&gt;
|stock_ACTIVE_02 = [[File:InfraredContermeasure_Icon.png|link=IR Flares|50px]]&lt;br /&gt;
|stock_ACTIVE_03 = [[File:Afterburner_Icon.png|link=Engine Overcharge|50px]]&lt;br /&gt;
|stock_ACTIVE_04 = [[File:Invulnerability_Icon.png|link=Combat Reboot|50px]]&lt;br /&gt;
|stock_ENGINE_MOD_01 = [[File:BoostersOverLoader_Icon.png|link=Tetroxide Injector|50px]]&lt;br /&gt;
|stock_ENGINE_MOD_02 = [[File:InertialStabilizer_Icon.png|link=Inertial Stabilizer|50px]]&lt;br /&gt;
|stock_CAPACITOR_MOD_01 = [[File:ImplsDischarger_Icon.png|link=Pulse Discharger|50px]]&lt;br /&gt;
|stock_CAPACITOR_MOD_02 = [[File:WeaponCoolant_Icon.png|link=Iridium Heatsink|50px]]&lt;br /&gt;
|stock_ARMOR_MOD_01 = [[File:CompositeArmor_Icon.png|link=Galvanized Armor|50px]]&lt;br /&gt;
|stock_ARMOR_MOD_02 = [[File:ResistHullKinetic_Icon.png|link=Reactive Armor|50px]]&lt;br /&gt;
|stock_ARMOR_MOD_03 = [[File:FastMissileRacks_Icon.png|link=Improved Missile Pylons|50px]]&lt;br /&gt;
|stock_CPU_MOD_01 = [[File:WideScanner_Icon.png|link=Infrared Scanner|50px]]&lt;br /&gt;
&amp;lt;!-- Technical specifications block --&amp;gt;&lt;br /&gt;
|module_active_count = 4&lt;br /&gt;
|module_engine_count = 2&lt;br /&gt;
|module_hull_count = 3&lt;br /&gt;
|module_shield_count = 1&lt;br /&gt;
|module_capacitor_count = 2&lt;br /&gt;
|module_cpu_count = 1&lt;br /&gt;
&amp;lt;!-- Damage resist subblock --&amp;gt;&lt;br /&gt;
|hull_resist_thermal = 15&lt;br /&gt;
|hull_resist_kinetic = &amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;15&lt;br /&gt;
|hull_resist_emp = 45&lt;br /&gt;
|shield_resist_thermal = 0&lt;br /&gt;
|shield_resist_kinetic = 30&lt;br /&gt;
|shield_resist_emp = &amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;30&lt;br /&gt;
|hull_resist_thermal_calc = 15&lt;br /&gt;
|hull_resist_kinetic_calc = -15&lt;br /&gt;
|hull_resist_emp_calc = 45&lt;br /&gt;
|shield_resist_thermal_calc = 0&lt;br /&gt;
|shield_resist_kinetic_calc = 30&lt;br /&gt;
|shield_resist_emp_calc = -30&lt;br /&gt;
&amp;lt;!-- Synergy = 1 --&amp;gt;&lt;br /&gt;
|synLevel_syn1 = 1&lt;br /&gt;
|max_speed_syn1 = 224&lt;br /&gt;
|max_speed_boost_syn1 = 268&lt;br /&gt;
|acceleration_syn1 = 90&lt;br /&gt;
|acceleration_boost_syn1 = 180&lt;br /&gt;
|boost_energy_cost_syn1 = 156&lt;br /&gt;
|boost_energy_min_syn1 = 110&lt;br /&gt;
|strafe_speed_x_syn1 = 88&lt;br /&gt;
|strafe_speed_y_syn1 = 88&lt;br /&gt;
|rot_speed_x_syn1 = 72&lt;br /&gt;
|rot_speed_y_syn1 = 72&lt;br /&gt;
|rot_speed_z_syn1 = 66&lt;br /&gt;
|energy_max_syn1 = 650&lt;br /&gt;
|energy_regen_syn1 = 126&lt;br /&gt;
|hull_max_syn1 = 6820&lt;br /&gt;
|shield_max_syn1 = 4100&lt;br /&gt;
|shield_regen_syn1 = 119&lt;br /&gt;
|vision_radius_syn1 = 2500&lt;br /&gt;
|lock_time_syn1 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 2 --&amp;gt;&lt;br /&gt;
|synLevel_syn2 = 2&lt;br /&gt;
|max_speed_syn2 = 224&lt;br /&gt;
|max_speed_boost_syn2 = 268&lt;br /&gt;
|acceleration_syn2 = 90&lt;br /&gt;
|acceleration_boost_syn2 = 180&lt;br /&gt;
|boost_energy_cost_syn2 = 156&lt;br /&gt;
|boost_energy_min_syn2 = 110&lt;br /&gt;
|strafe_speed_x_syn2 = 88&lt;br /&gt;
|strafe_speed_y_syn2 = 88&lt;br /&gt;
|rot_speed_x_syn2 = 72&lt;br /&gt;
|rot_speed_y_syn2 = 72&lt;br /&gt;
|rot_speed_z_syn2 = 66&lt;br /&gt;
|energy_max_syn2 = 650&lt;br /&gt;
|energy_regen_syn2 = 126&lt;br /&gt;
|hull_max_syn2 = 7434&lt;br /&gt;
|shield_max_syn2 = 4469&lt;br /&gt;
|shield_regen_syn2 = 119&lt;br /&gt;
|vision_radius_syn2 = 2500&lt;br /&gt;
|lock_time_syn2 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 3 --&amp;gt;&lt;br /&gt;
|synLevel_syn3 = 3&lt;br /&gt;
|max_speed_syn3 = 225&lt;br /&gt;
|max_speed_boost_syn3 = 270&lt;br /&gt;
|acceleration_syn3 = 93&lt;br /&gt;
|acceleration_boost_syn3 = 185&lt;br /&gt;
|boost_energy_cost_syn3 = 156&lt;br /&gt;
|boost_energy_min_syn3 = 110&lt;br /&gt;
|strafe_speed_x_syn3 = 88&lt;br /&gt;
|strafe_speed_y_syn3 = 88&lt;br /&gt;
|rot_speed_x_syn3 = 72&lt;br /&gt;
|rot_speed_y_syn3 = 72&lt;br /&gt;
|rot_speed_z_syn3 = 66&lt;br /&gt;
|energy_max_syn3 = 650&lt;br /&gt;
|energy_regen_syn3 = 126&lt;br /&gt;
|hull_max_syn3 = 7707&lt;br /&gt;
|shield_max_syn3 = 4633&lt;br /&gt;
|shield_regen_syn3 = 119&lt;br /&gt;
|vision_radius_syn3 = 2750&lt;br /&gt;
|lock_time_syn3 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 4 --&amp;gt;&lt;br /&gt;
|synLevel_syn4 = 4&lt;br /&gt;
|max_speed_syn4 = 225&lt;br /&gt;
|max_speed_boost_syn4 = 270&lt;br /&gt;
|acceleration_syn4 = 93&lt;br /&gt;
|acceleration_boost_syn4 = 185&lt;br /&gt;
|boost_energy_cost_syn4 = 156&lt;br /&gt;
|boost_energy_min_syn4 = 110&lt;br /&gt;
|strafe_speed_x_syn4 = 88&lt;br /&gt;
|strafe_speed_y_syn4 = 88&lt;br /&gt;
|rot_speed_x_syn4 = 72&lt;br /&gt;
|rot_speed_y_syn4 = 72&lt;br /&gt;
|rot_speed_z_syn4 = 66&lt;br /&gt;
|energy_max_syn4 = 670&lt;br /&gt;
|energy_regen_syn4 = 129.8&lt;br /&gt;
|hull_max_syn4 = 7707&lt;br /&gt;
|shield_max_syn4 = 4633&lt;br /&gt;
|shield_regen_syn4 = 119&lt;br /&gt;
|vision_radius_syn4 = 2750&lt;br /&gt;
|lock_time_syn4 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 5 --&amp;gt;&lt;br /&gt;
|synLevel_syn5 = 5&lt;br /&gt;
|max_speed_syn5 = 225&lt;br /&gt;
|max_speed_boost_syn5 = 270&lt;br /&gt;
|acceleration_syn5 = 93&lt;br /&gt;
|acceleration_boost_syn5 = 185&lt;br /&gt;
|boost_energy_cost_syn5 = 156&lt;br /&gt;
|boost_energy_min_syn5 = 110&lt;br /&gt;
|strafe_speed_x_syn5 = 88&lt;br /&gt;
|strafe_speed_y_syn5 = 88&lt;br /&gt;
|rot_speed_x_syn5 = 72&lt;br /&gt;
|rot_speed_y_syn5 = 72&lt;br /&gt;
|rot_speed_z_syn5 = 66&lt;br /&gt;
|energy_max_syn5 = 696&lt;br /&gt;
|energy_regen_syn5 = 134.8&lt;br /&gt;
|hull_max_syn5 = 7912&lt;br /&gt;
|shield_max_syn5 = 4756&lt;br /&gt;
|shield_regen_syn5 = 119&lt;br /&gt;
|vision_radius_syn5 = 3000&lt;br /&gt;
|lock_time_syn5 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 6 --&amp;gt;&lt;br /&gt;
|synLevel_syn6 = 6&lt;br /&gt;
|max_speed_syn6 = 227&lt;br /&gt;
|max_speed_boost_syn6 = 272&lt;br /&gt;
|acceleration_syn6 = 95&lt;br /&gt;
|acceleration_boost_syn6 = 190&lt;br /&gt;
|boost_energy_cost_syn6 = 156&lt;br /&gt;
|boost_energy_min_syn6 = 110&lt;br /&gt;
|strafe_speed_x_syn6 = 88&lt;br /&gt;
|strafe_speed_y_syn6 = 88&lt;br /&gt;
|rot_speed_x_syn6 = 72&lt;br /&gt;
|rot_speed_y_syn6 = 72&lt;br /&gt;
|rot_speed_z_syn6 = 66&lt;br /&gt;
|energy_max_syn6 = 715&lt;br /&gt;
|energy_regen_syn6 = 138.6&lt;br /&gt;
|hull_max_syn6 = 8048&lt;br /&gt;
|shield_max_syn6 = 4839&lt;br /&gt;
|shield_regen_syn6 = 119&lt;br /&gt;
|vision_radius_syn6 = 3000&lt;br /&gt;
|lock_time_syn6 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 7 --&amp;gt;&lt;br /&gt;
|synLevel_syn7 = 7&lt;br /&gt;
|max_speed_syn7 = 228&lt;br /&gt;
|max_speed_boost_syn7 = 274&lt;br /&gt;
|acceleration_syn7 = 98&lt;br /&gt;
|acceleration_boost_syn7 = 195&lt;br /&gt;
|boost_energy_cost_syn7 = 156&lt;br /&gt;
|boost_energy_min_syn7 = 110&lt;br /&gt;
|strafe_speed_x_syn7 = 88&lt;br /&gt;
|strafe_speed_y_syn7 = 88&lt;br /&gt;
|rot_speed_x_syn7 = 72&lt;br /&gt;
|rot_speed_y_syn7 = 72&lt;br /&gt;
|rot_speed_z_syn7 = 66&lt;br /&gt;
|energy_max_syn7 = 715&lt;br /&gt;
|energy_regen_syn7 = 138.6&lt;br /&gt;
|hull_max_syn7 = 8185&lt;br /&gt;
|shield_max_syn7 = 4879&lt;br /&gt;
|shield_regen_syn7 = 119&lt;br /&gt;
|vision_radius_syn7 = 3250&lt;br /&gt;
|lock_time_syn7 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 8 --&amp;gt;&lt;br /&gt;
|synLevel_syn8 = 8&lt;br /&gt;
|max_speed_syn8 = 230&lt;br /&gt;
|max_speed_boost_syn8 = 276&lt;br /&gt;
|acceleration_syn8 = 100&lt;br /&gt;
|acceleration_boost_syn8 = 200&lt;br /&gt;
|boost_energy_cost_syn8 = 156&lt;br /&gt;
|boost_energy_min_syn8 = 110&lt;br /&gt;
|strafe_speed_x_syn8 = 88&lt;br /&gt;
|strafe_speed_y_syn8 = 88&lt;br /&gt;
|rot_speed_x_syn8 = 72&lt;br /&gt;
|rot_speed_y_syn8 = 72&lt;br /&gt;
|rot_speed_z_syn8 = 66&lt;br /&gt;
|energy_max_syn8 = 715&lt;br /&gt;
|energy_regen_syn8 = 138.6&lt;br /&gt;
|hull_max_syn8 = 8185&lt;br /&gt;
|shield_max_syn8 = 4879&lt;br /&gt;
|shield_regen_syn8 = 119&lt;br /&gt;
|vision_radius_syn8 = 3500&lt;br /&gt;
|lock_time_syn8 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 9 --&amp;gt;&lt;br /&gt;
|synLevel_syn9 = 9&lt;br /&gt;
|max_speed_syn9 = 231&lt;br /&gt;
|max_speed_boost_syn9 = 277&lt;br /&gt;
|acceleration_syn9 = 102&lt;br /&gt;
|acceleration_boost_syn9 = 204&lt;br /&gt;
|boost_energy_cost_syn9 = 156&lt;br /&gt;
|boost_energy_min_syn9 = 110&lt;br /&gt;
|strafe_speed_x_syn9 = 88&lt;br /&gt;
|strafe_speed_y_syn9 = 88&lt;br /&gt;
|rot_speed_x_syn9 = 72&lt;br /&gt;
|rot_speed_y_syn9 = 72&lt;br /&gt;
|rot_speed_z_syn9 = 66&lt;br /&gt;
|energy_max_syn9 = 735&lt;br /&gt;
|energy_regen_syn9 = 142.4&lt;br /&gt;
|hull_max_syn9 = 8253&lt;br /&gt;
|shield_max_syn9 = 4920&lt;br /&gt;
|shield_regen_syn9 = 119&lt;br /&gt;
|vision_radius_syn9 = 3500&lt;br /&gt;
|lock_time_syn9 = 2&lt;br /&gt;
&amp;lt;!-- Synergy = 10 --&amp;gt;&lt;br /&gt;
|synLevel_syn10 = 10&lt;br /&gt;
|max_speed_syn10 = 231&lt;br /&gt;
|max_speed_boost_syn10 = 277&lt;br /&gt;
|acceleration_syn10 = 102&lt;br /&gt;
|acceleration_boost_syn10 = 204&lt;br /&gt;
|boost_energy_cost_syn10 = 156&lt;br /&gt;
|boost_energy_min_syn10 = 110&lt;br /&gt;
|strafe_speed_x_syn10 = 88&lt;br /&gt;
|strafe_speed_y_syn10 = 88&lt;br /&gt;
|rot_speed_x_syn10 = 72&lt;br /&gt;
|rot_speed_y_syn10 = 72&lt;br /&gt;
|rot_speed_z_syn10 = 66&lt;br /&gt;
|energy_max_syn10 = 761&lt;br /&gt;
|energy_regen_syn10 = 147.4&lt;br /&gt;
|hull_max_syn10 = 8253&lt;br /&gt;
|shield_max_syn10 = 4961&lt;br /&gt;
|shield_regen_syn10 = 119&lt;br /&gt;
|vision_radius_syn10 = 3750&lt;br /&gt;
|lock_time_syn10 = 2&lt;br /&gt;
&amp;lt;!-- Default bonus block --&amp;gt;&lt;br /&gt;
|damage_mul = 7%&lt;br /&gt;
|damage_mul_synLvl = 0&lt;br /&gt;
&amp;lt;!-- Synergy unlocked bonus block --&amp;gt;&lt;br /&gt;
|damage_mul = 8%&lt;br /&gt;
|damage_mul_synLvl = 2&lt;br /&gt;
|module_target_painter_cooldown_mul = 25%&lt;br /&gt;
|module_target_painter_cooldown_mul_synLvl = 4&lt;br /&gt;
|hull_resist_kinetic_add = 27 dmg&lt;br /&gt;
|hull_resist_kinetic_add_synLvl = 8&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2331</id>
		<title>Long Range</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2331"/>
		<updated>2016-07-20T15:40:41Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Guided Torpedo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Long Range.png|50px]]&lt;br /&gt;
| Long Range Frigates (or LRFs) do exactly what their description suggests. They have long range special weapons designed to deal damage from far away, and are unique in that these abilities vary depending on whether the LRF is [[Empire]] or [[Jericho]]. However they are slow and have poor defense, so any enemy that closes with them will make short work of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Disintegrator==&lt;br /&gt;
The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can &amp;quot;one-shot&amp;quot; interceptors and certain other ships!). The Disintegrator gives off a telltale laser sight when aimed near someone, allowing them to see if they're about to be sniped and from which direction, so after shooting a few enemies, it is a good idea to relocate.&lt;br /&gt;
&lt;br /&gt;
Best used from around it's maximum range, which is between 8000m-9000m depending on ship rank.&lt;br /&gt;
&lt;br /&gt;
==Guided Torpedo==&lt;br /&gt;
The Guided Torpedo is the long range weapon of Jericho LRFs. When fired the view switches to that of the torpedo and the pilot can then steer the torpedo to its target. When detonated it deals high damage in a 300m radius, and produces a heat cloud that continues to deal moderate damage in that radius for about 5 seconds. Torpedoes can be used to hit enemies around cover, flush opponents away from beacons (with the lingering AoE damage), and can even be used to scout ahead! The main weakness of the torpedo is that it can be shot down by Guard frigates' Anti-Missile Systems, so it should not be used on targets with Guards near them. &lt;br /&gt;
&lt;br /&gt;
Unlike the Disintegrator, the Guided Torpedo does not give a visual reference to enemies (aside from the big missile gliding towards them), but instead sets off the &amp;quot;Missile Incoming&amp;quot; audio alarm. Attentive players will hear the alarm, but notice that the &amp;quot;Missile Incoming&amp;quot; icon will be missing (which only comes on when a lock-on missile is launched)... meaning a Guided Torpedo is heading their way.&lt;br /&gt;
&lt;br /&gt;
==Long Range Frigate Modules==&lt;br /&gt;
&lt;br /&gt;
===Weapon Overcharge===&lt;br /&gt;
The Weapon Overcharge greatly improves the damage of the LRF's special ability when it is next used. &lt;br /&gt;
&lt;br /&gt;
Activate it ''before'' you fire... using it while guiding a torpedo (or while a Disintegrator charge is in flight) will not affect it.&lt;br /&gt;
&lt;br /&gt;
===Tachyon Charge===&lt;br /&gt;
The Tachyon Charge greatly improves the shot speed of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
This reduced the lead required for Disintegrator shots. It may or may not be helpful on Jericho LRFs, since it increases the speed of the torpedo (making it get to the target quicker, but drastically reduces missile maneuverability).&lt;br /&gt;
&lt;br /&gt;
===IR Pulsar===&lt;br /&gt;
The IR Pulsar disables the targeting systems of any enemy currently locked on to the LRF.&lt;br /&gt;
&lt;br /&gt;
===EM Scattering Field===&lt;br /&gt;
The EM Scattering Field hides the LRF from enemy sensors and prevents any enemies from locking on to it. Unlike other stealth and cloaking devices it is not broken by firing, but it is broken if the LRF's engines are used. You can freely rotate your ship and fire at enemies without breaking the EM Scattering Field's activation. But any use of engines (e.g. the WASD keys, as well as the SPACE and ALT keys) will break the effect. Also, inertia from movement PRIOR to activating the EM Field will NOT break the effect.&lt;br /&gt;
&lt;br /&gt;
In Open Space, AI enemies CAN see through the Scattering Field, and will still attack like normal once alerted. However, the EM field will prevent enemies from firing guided missiles (and launching negative effects) at you.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
The [[Empire]] produce LRFs armed with disintegrators, while [[Jericho]] produce LRFs armed with guided torpedoes.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Wardens]] and Jericho [[Raid]] offer Mk 3 LRF modules.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
The LRF is designed to deal high damage from long range. All LRFs are slow, fragile and difficult to move in to position. The disintegrator has the potential to do much more damage, but requires line of sight with the target and is easily traced back to its source, so is easy to hide from. Guided torpedoes do considerably lower damage over time, though they can do it with an area of effect, and can steer around corners, but the torpedo is almost completely neutralised by Guard frigates. LRFs are the only role in the game with 6 turrets, so their damage with conventional weapons is quite good, though their weak tank means they should focus on fire support, and avoid getting in to brawls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player Opinion:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bane of large, slow targets like Destroyers and other Frigates, LRFs are perfect for players who either like to snipe (Empire) or strike from a distance while behind cover (Jericho). Very weak and an easy target for even interceptors (especially Covert Ops), LRFs are quite bad at frontline fighting. Instead of charging into a fight, use cover and the 3D aspect of the game's maps to get unexpected angles on enemies while remaining largely unseen. Then, support the fight from a distance. If you think that you have been spotted, which happens a lot with Empire frigates (who are easy to spot due to the laser they show), move to another position and keep shooting. Minefields are a great missile slot weapon, since they will protect you from close in enemies and can act as a warning that someone is closing in on you. Pairs well with a Recon to spot targets for you, since your view range is rather bad.&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2330</id>
		<title>Long Range</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2330"/>
		<updated>2016-07-20T15:37:53Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* EM Scattering Field */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Long Range.png|50px]]&lt;br /&gt;
| Long Range Frigates (or LRFs) do exactly what their description suggests. They have long range special weapons designed to deal damage from far away, and are unique in that these abilities vary depending on whether the LRF is [[Empire]] or [[Jericho]]. However they are slow and have poor defense, so any enemy that closes with them will make short work of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Disintegrator==&lt;br /&gt;
The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can &amp;quot;one-shot&amp;quot; interceptors and certain other ships!). The Disintegrator gives off a telltale laser sight when aimed near someone, allowing them to see if they're about to be sniped and from which direction, so after shooting a few enemies, it is a good idea to relocate.&lt;br /&gt;
&lt;br /&gt;
Best used from around it's maximum range, which is between 8000m-9000m depending on ship rank.&lt;br /&gt;
&lt;br /&gt;
==Guided Torpedo==&lt;br /&gt;
The Guided Torpedo is the long range weapon of Jericho LRFs. When fired the view switches to that of the torpedo and the pilot can then steer the torpedo to its target. When detonated it deals damage in a 300m radius. Torpedoes can be used to hit enemies around cover, flush opponents away from beacons (with the lingering AoE damage), and can even be used to scout ahead! The main weakness of the torpedo is that it can be shot down by Guard frigates' Anti-Missile Systems, so it should not be used on targets with Guards near them. &lt;br /&gt;
&lt;br /&gt;
Unlike the Disintegrator, the Guided Torpedo does not give a visual reference to enemies (aside from the big missile gliding towards them), but instead sets off the &amp;quot;Missile Incoming&amp;quot; audio alarm. Attentive players will hear the alarm, but notice that the &amp;quot;Missile Incoming&amp;quot; icon will be missing (which only comes on when a lock-on missile is launched)... meaning a Guided Torpedo is heading their way.&lt;br /&gt;
&lt;br /&gt;
==Long Range Frigate Modules==&lt;br /&gt;
&lt;br /&gt;
===Weapon Overcharge===&lt;br /&gt;
The Weapon Overcharge greatly improves the damage of the LRF's special ability when it is next used. &lt;br /&gt;
&lt;br /&gt;
Activate it ''before'' you fire... using it while guiding a torpedo (or while a Disintegrator charge is in flight) will not affect it.&lt;br /&gt;
&lt;br /&gt;
===Tachyon Charge===&lt;br /&gt;
The Tachyon Charge greatly improves the shot speed of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
This reduced the lead required for Disintegrator shots. It may or may not be helpful on Jericho LRFs, since it increases the speed of the torpedo (making it get to the target quicker, but drastically reduces missile maneuverability).&lt;br /&gt;
&lt;br /&gt;
===IR Pulsar===&lt;br /&gt;
The IR Pulsar disables the targeting systems of any enemy currently locked on to the LRF.&lt;br /&gt;
&lt;br /&gt;
===EM Scattering Field===&lt;br /&gt;
The EM Scattering Field hides the LRF from enemy sensors and prevents any enemies from locking on to it. Unlike other stealth and cloaking devices it is not broken by firing, but it is broken if the LRF's engines are used. You can freely rotate your ship and fire at enemies without breaking the EM Scattering Field's activation. But any use of engines (e.g. the WASD keys, as well as the SPACE and ALT keys) will break the effect. Also, inertia from movement PRIOR to activating the EM Field will NOT break the effect.&lt;br /&gt;
&lt;br /&gt;
In Open Space, AI enemies CAN see through the Scattering Field, and will still attack like normal once alerted. However, the EM field will prevent enemies from firing guided missiles (and launching negative effects) at you.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
The [[Empire]] produce LRFs armed with disintegrators, while [[Jericho]] produce LRFs armed with guided torpedoes.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Wardens]] and Jericho [[Raid]] offer Mk 3 LRF modules.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
The LRF is designed to deal high damage from long range. All LRFs are slow, fragile and difficult to move in to position. The disintegrator has the potential to do much more damage, but requires line of sight with the target and is easily traced back to its source, so is easy to hide from. Guided torpedoes do considerably lower damage over time, though they can do it with an area of effect, and can steer around corners, but the torpedo is almost completely neutralised by Guard frigates. LRFs are the only role in the game with 6 turrets, so their damage with conventional weapons is quite good, though their weak tank means they should focus on fire support, and avoid getting in to brawls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player Opinion:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bane of large, slow targets like Destroyers and other Frigates, LRFs are perfect for players who either like to snipe (Empire) or strike from a distance while behind cover (Jericho). Very weak and an easy target for even interceptors (especially Covert Ops), LRFs are quite bad at frontline fighting. Instead of charging into a fight, use cover and the 3D aspect of the game's maps to get unexpected angles on enemies while remaining largely unseen. Then, support the fight from a distance. If you think that you have been spotted, which happens a lot with Empire frigates (who are easy to spot due to the laser they show), move to another position and keep shooting. Minefields are a great missile slot weapon, since they will protect you from close in enemies and can act as a warning that someone is closing in on you. Pairs well with a Recon to spot targets for you, since your view range is rather bad.&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2329</id>
		<title>Long Range</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2329"/>
		<updated>2016-07-20T15:34:16Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Tachyon Charge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Long Range.png|50px]]&lt;br /&gt;
| Long Range Frigates (or LRFs) do exactly what their description suggests. They have long range special weapons designed to deal damage from far away, and are unique in that these abilities vary depending on whether the LRF is [[Empire]] or [[Jericho]]. However they are slow and have poor defense, so any enemy that closes with them will make short work of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Disintegrator==&lt;br /&gt;
The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can &amp;quot;one-shot&amp;quot; interceptors and certain other ships!). The Disintegrator gives off a telltale laser sight when aimed near someone, allowing them to see if they're about to be sniped and from which direction, so after shooting a few enemies, it is a good idea to relocate.&lt;br /&gt;
&lt;br /&gt;
Best used from around it's maximum range, which is between 8000m-9000m depending on ship rank.&lt;br /&gt;
&lt;br /&gt;
==Guided Torpedo==&lt;br /&gt;
The Guided Torpedo is the long range weapon of Jericho LRFs. When fired the view switches to that of the torpedo and the pilot can then steer the torpedo to its target. When detonated it deals damage in a 300m radius. Torpedoes can be used to hit enemies around cover, flush opponents away from beacons (with the lingering AoE damage), and can even be used to scout ahead! The main weakness of the torpedo is that it can be shot down by Guard frigates' Anti-Missile Systems, so it should not be used on targets with Guards near them. &lt;br /&gt;
&lt;br /&gt;
Unlike the Disintegrator, the Guided Torpedo does not give a visual reference to enemies (aside from the big missile gliding towards them), but instead sets off the &amp;quot;Missile Incoming&amp;quot; audio alarm. Attentive players will hear the alarm, but notice that the &amp;quot;Missile Incoming&amp;quot; icon will be missing (which only comes on when a lock-on missile is launched)... meaning a Guided Torpedo is heading their way.&lt;br /&gt;
&lt;br /&gt;
==Long Range Frigate Modules==&lt;br /&gt;
&lt;br /&gt;
===Weapon Overcharge===&lt;br /&gt;
The Weapon Overcharge greatly improves the damage of the LRF's special ability when it is next used. &lt;br /&gt;
&lt;br /&gt;
Activate it ''before'' you fire... using it while guiding a torpedo (or while a Disintegrator charge is in flight) will not affect it.&lt;br /&gt;
&lt;br /&gt;
===Tachyon Charge===&lt;br /&gt;
The Tachyon Charge greatly improves the shot speed of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
This reduced the lead required for Disintegrator shots. It may or may not be helpful on Jericho LRFs, since it increases the speed of the torpedo (making it get to the target quicker, but drastically reduces missile maneuverability).&lt;br /&gt;
&lt;br /&gt;
===IR Pulsar===&lt;br /&gt;
The IR Pulsar disables the targeting systems of any enemy currently locked on to the LRF.&lt;br /&gt;
&lt;br /&gt;
===EM Scattering Field===&lt;br /&gt;
The EM Scattering Field hides the LRF from enemy sensors and prevents any enemies from locking on to it. Unlike other stealth and cloaking devices it is not broken by firing, but it is broken if the LRF's engines are used. You can freely rotate your ship and fire at enemies without breaking the EM Scattering Field's activation. But any use of engines (e.g. the WASD keys) will break the effect. Also, inertia from any engine use PRIOR to activating the EM Field will NOT break the effect.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
The [[Empire]] produce LRFs armed with disintegrators, while [[Jericho]] produce LRFs armed with guided torpedoes.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Wardens]] and Jericho [[Raid]] offer Mk 3 LRF modules.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
The LRF is designed to deal high damage from long range. All LRFs are slow, fragile and difficult to move in to position. The disintegrator has the potential to do much more damage, but requires line of sight with the target and is easily traced back to its source, so is easy to hide from. Guided torpedoes do considerably lower damage over time, though they can do it with an area of effect, and can steer around corners, but the torpedo is almost completely neutralised by Guard frigates. LRFs are the only role in the game with 6 turrets, so their damage with conventional weapons is quite good, though their weak tank means they should focus on fire support, and avoid getting in to brawls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player Opinion:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bane of large, slow targets like Destroyers and other Frigates, LRFs are perfect for players who either like to snipe (Empire) or strike from a distance while behind cover (Jericho). Very weak and an easy target for even interceptors (especially Covert Ops), LRFs are quite bad at frontline fighting. Instead of charging into a fight, use cover and the 3D aspect of the game's maps to get unexpected angles on enemies while remaining largely unseen. Then, support the fight from a distance. If you think that you have been spotted, which happens a lot with Empire frigates (who are easy to spot due to the laser they show), move to another position and keep shooting. Minefields are a great missile slot weapon, since they will protect you from close in enemies and can act as a warning that someone is closing in on you. Pairs well with a Recon to spot targets for you, since your view range is rather bad.&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2328</id>
		<title>Long Range</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2328"/>
		<updated>2016-07-20T15:32:20Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Weapon Overcharge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Long Range.png|50px]]&lt;br /&gt;
| Long Range Frigates (or LRFs) do exactly what their description suggests. They have long range special weapons designed to deal damage from far away, and are unique in that these abilities vary depending on whether the LRF is [[Empire]] or [[Jericho]]. However they are slow and have poor defense, so any enemy that closes with them will make short work of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Disintegrator==&lt;br /&gt;
The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can &amp;quot;one-shot&amp;quot; interceptors and certain other ships!). The Disintegrator gives off a telltale laser sight when aimed near someone, allowing them to see if they're about to be sniped and from which direction, so after shooting a few enemies, it is a good idea to relocate.&lt;br /&gt;
&lt;br /&gt;
Best used from around it's maximum range, which is between 8000m-9000m depending on ship rank.&lt;br /&gt;
&lt;br /&gt;
==Guided Torpedo==&lt;br /&gt;
The Guided Torpedo is the long range weapon of Jericho LRFs. When fired the view switches to that of the torpedo and the pilot can then steer the torpedo to its target. When detonated it deals damage in a 300m radius. Torpedoes can be used to hit enemies around cover, flush opponents away from beacons (with the lingering AoE damage), and can even be used to scout ahead! The main weakness of the torpedo is that it can be shot down by Guard frigates' Anti-Missile Systems, so it should not be used on targets with Guards near them. &lt;br /&gt;
&lt;br /&gt;
Unlike the Disintegrator, the Guided Torpedo does not give a visual reference to enemies (aside from the big missile gliding towards them), but instead sets off the &amp;quot;Missile Incoming&amp;quot; audio alarm. Attentive players will hear the alarm, but notice that the &amp;quot;Missile Incoming&amp;quot; icon will be missing (which only comes on when a lock-on missile is launched)... meaning a Guided Torpedo is heading their way.&lt;br /&gt;
&lt;br /&gt;
==Long Range Frigate Modules==&lt;br /&gt;
&lt;br /&gt;
===Weapon Overcharge===&lt;br /&gt;
The Weapon Overcharge greatly improves the damage of the LRF's special ability when it is next used. &lt;br /&gt;
&lt;br /&gt;
Activate it ''before'' you fire... using it while guiding a torpedo (or while a Disintegrator charge is in flight) will not affect it.&lt;br /&gt;
&lt;br /&gt;
===Tachyon Charge===&lt;br /&gt;
The Tachyon Charge greatly improves the shot speed of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
===IR Pulsar===&lt;br /&gt;
The IR Pulsar disables the targeting systems of any enemy currently locked on to the LRF.&lt;br /&gt;
&lt;br /&gt;
===EM Scattering Field===&lt;br /&gt;
The EM Scattering Field hides the LRF from enemy sensors and prevents any enemies from locking on to it. Unlike other stealth and cloaking devices it is not broken by firing, but it is broken if the LRF's engines are used. You can freely rotate your ship and fire at enemies without breaking the EM Scattering Field's activation. But any use of engines (e.g. the WASD keys) will break the effect. Also, inertia from any engine use PRIOR to activating the EM Field will NOT break the effect.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
The [[Empire]] produce LRFs armed with disintegrators, while [[Jericho]] produce LRFs armed with guided torpedoes.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Wardens]] and Jericho [[Raid]] offer Mk 3 LRF modules.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
The LRF is designed to deal high damage from long range. All LRFs are slow, fragile and difficult to move in to position. The disintegrator has the potential to do much more damage, but requires line of sight with the target and is easily traced back to its source, so is easy to hide from. Guided torpedoes do considerably lower damage over time, though they can do it with an area of effect, and can steer around corners, but the torpedo is almost completely neutralised by Guard frigates. LRFs are the only role in the game with 6 turrets, so their damage with conventional weapons is quite good, though their weak tank means they should focus on fire support, and avoid getting in to brawls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player Opinion:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bane of large, slow targets like Destroyers and other Frigates, LRFs are perfect for players who either like to snipe (Empire) or strike from a distance while behind cover (Jericho). Very weak and an easy target for even interceptors (especially Covert Ops), LRFs are quite bad at frontline fighting. Instead of charging into a fight, use cover and the 3D aspect of the game's maps to get unexpected angles on enemies while remaining largely unseen. Then, support the fight from a distance. If you think that you have been spotted, which happens a lot with Empire frigates (who are easy to spot due to the laser they show), move to another position and keep shooting. Minefields are a great missile slot weapon, since they will protect you from close in enemies and can act as a warning that someone is closing in on you. Pairs well with a Recon to spot targets for you, since your view range is rather bad.&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2327</id>
		<title>Long Range</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2327"/>
		<updated>2016-07-20T15:30:12Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Guided Torpedo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Long Range.png|50px]]&lt;br /&gt;
| Long Range Frigates (or LRFs) do exactly what their description suggests. They have long range special weapons designed to deal damage from far away, and are unique in that these abilities vary depending on whether the LRF is [[Empire]] or [[Jericho]]. However they are slow and have poor defense, so any enemy that closes with them will make short work of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Disintegrator==&lt;br /&gt;
The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can &amp;quot;one-shot&amp;quot; interceptors and certain other ships!). The Disintegrator gives off a telltale laser sight when aimed near someone, allowing them to see if they're about to be sniped and from which direction, so after shooting a few enemies, it is a good idea to relocate.&lt;br /&gt;
&lt;br /&gt;
Best used from around it's maximum range, which is between 8000m-9000m depending on ship rank.&lt;br /&gt;
&lt;br /&gt;
==Guided Torpedo==&lt;br /&gt;
The Guided Torpedo is the long range weapon of Jericho LRFs. When fired the view switches to that of the torpedo and the pilot can then steer the torpedo to its target. When detonated it deals damage in a 300m radius. Torpedoes can be used to hit enemies around cover, flush opponents away from beacons (with the lingering AoE damage), and can even be used to scout ahead! The main weakness of the torpedo is that it can be shot down by Guard frigates' Anti-Missile Systems, so it should not be used on targets with Guards near them. &lt;br /&gt;
&lt;br /&gt;
Unlike the Disintegrator, the Guided Torpedo does not give a visual reference to enemies (aside from the big missile gliding towards them), but instead sets off the &amp;quot;Missile Incoming&amp;quot; audio alarm. Attentive players will hear the alarm, but notice that the &amp;quot;Missile Incoming&amp;quot; icon will be missing (which only comes on when a lock-on missile is launched)... meaning a Guided Torpedo is heading their way.&lt;br /&gt;
&lt;br /&gt;
==Long Range Frigate Modules==&lt;br /&gt;
&lt;br /&gt;
===Weapon Overcharge===&lt;br /&gt;
The Weapon Overcharge greatly improves the damage of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
===Tachyon Charge===&lt;br /&gt;
The Tachyon Charge greatly improves the shot speed of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
===IR Pulsar===&lt;br /&gt;
The IR Pulsar disables the targeting systems of any enemy currently locked on to the LRF.&lt;br /&gt;
&lt;br /&gt;
===EM Scattering Field===&lt;br /&gt;
The EM Scattering Field hides the LRF from enemy sensors and prevents any enemies from locking on to it. Unlike other stealth and cloaking devices it is not broken by firing, but it is broken if the LRF's engines are used. You can freely rotate your ship and fire at enemies without breaking the EM Scattering Field's activation. But any use of engines (e.g. the WASD keys) will break the effect. Also, inertia from any engine use PRIOR to activating the EM Field will NOT break the effect.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
The [[Empire]] produce LRFs armed with disintegrators, while [[Jericho]] produce LRFs armed with guided torpedoes.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Wardens]] and Jericho [[Raid]] offer Mk 3 LRF modules.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
The LRF is designed to deal high damage from long range. All LRFs are slow, fragile and difficult to move in to position. The disintegrator has the potential to do much more damage, but requires line of sight with the target and is easily traced back to its source, so is easy to hide from. Guided torpedoes do considerably lower damage over time, though they can do it with an area of effect, and can steer around corners, but the torpedo is almost completely neutralised by Guard frigates. LRFs are the only role in the game with 6 turrets, so their damage with conventional weapons is quite good, though their weak tank means they should focus on fire support, and avoid getting in to brawls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player Opinion:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bane of large, slow targets like Destroyers and other Frigates, LRFs are perfect for players who either like to snipe (Empire) or strike from a distance while behind cover (Jericho). Very weak and an easy target for even interceptors (especially Covert Ops), LRFs are quite bad at frontline fighting. Instead of charging into a fight, use cover and the 3D aspect of the game's maps to get unexpected angles on enemies while remaining largely unseen. Then, support the fight from a distance. If you think that you have been spotted, which happens a lot with Empire frigates (who are easy to spot due to the laser they show), move to another position and keep shooting. Minefields are a great missile slot weapon, since they will protect you from close in enemies and can act as a warning that someone is closing in on you. Pairs well with a Recon to spot targets for you, since your view range is rather bad.&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2326</id>
		<title>Long Range</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Long_Range&amp;diff=2326"/>
		<updated>2016-07-20T15:22:51Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Disintegrator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Long Range.png|50px]]&lt;br /&gt;
| Long Range Frigates (or LRFs) do exactly what their description suggests. They have long range special weapons designed to deal damage from far away, and are unique in that these abilities vary depending on whether the LRF is [[Empire]] or [[Jericho]]. However they are slow and have poor defense, so any enemy that closes with them will make short work of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Disintegrator==&lt;br /&gt;
The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can &amp;quot;one-shot&amp;quot; interceptors and certain other ships!). The Disintegrator gives off a telltale laser sight when aimed near someone, allowing them to see if they're about to be sniped and from which direction, so after shooting a few enemies, it is a good idea to relocate.&lt;br /&gt;
&lt;br /&gt;
Best used from around it's maximum range, which is between 8000m-9000m depending on ship rank.&lt;br /&gt;
&lt;br /&gt;
==Guided Torpedo==&lt;br /&gt;
The Guided Torpedo is the long range weapon of Jericho LRFs. When fired the view switches to that of the torpedo and the pilot can then fly the torpedo to its target. When detonated it deals damage in a 300m radius. The main weakness of the torpedo is that it can be shot down by Guard frigates' Anti-Missile Systems, so it should not be used on targets with Guards near them.&lt;br /&gt;
&lt;br /&gt;
==Long Range Frigate Modules==&lt;br /&gt;
&lt;br /&gt;
===Weapon Overcharge===&lt;br /&gt;
The Weapon Overcharge greatly improves the damage of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
===Tachyon Charge===&lt;br /&gt;
The Tachyon Charge greatly improves the shot speed of the LRF's special ability when it is next used.&lt;br /&gt;
&lt;br /&gt;
===IR Pulsar===&lt;br /&gt;
The IR Pulsar disables the targeting systems of any enemy currently locked on to the LRF.&lt;br /&gt;
&lt;br /&gt;
===EM Scattering Field===&lt;br /&gt;
The EM Scattering Field hides the LRF from enemy sensors and prevents any enemies from locking on to it. Unlike other stealth and cloaking devices it is not broken by firing, but it is broken if the LRF's engines are used. You can freely rotate your ship and fire at enemies without breaking the EM Scattering Field's activation. But any use of engines (e.g. the WASD keys) will break the effect. Also, inertia from any engine use PRIOR to activating the EM Field will NOT break the effect.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
The [[Empire]] produce LRFs armed with disintegrators, while [[Jericho]] produce LRFs armed with guided torpedoes.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Wardens]] and Jericho [[Raid]] offer Mk 3 LRF modules.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
The LRF is designed to deal high damage from long range. All LRFs are slow, fragile and difficult to move in to position. The disintegrator has the potential to do much more damage, but requires line of sight with the target and is easily traced back to its source, so is easy to hide from. Guided torpedoes do considerably lower damage over time, though they can do it with an area of effect, and can steer around corners, but the torpedo is almost completely neutralised by Guard frigates. LRFs are the only role in the game with 6 turrets, so their damage with conventional weapons is quite good, though their weak tank means they should focus on fire support, and avoid getting in to brawls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player Opinion:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bane of large, slow targets like Destroyers and other Frigates, LRFs are perfect for players who either like to snipe (Empire) or strike from a distance while behind cover (Jericho). Very weak and an easy target for even interceptors (especially Covert Ops), LRFs are quite bad at frontline fighting. Instead of charging into a fight, use cover and the 3D aspect of the game's maps to get unexpected angles on enemies while remaining largely unseen. Then, support the fight from a distance. If you think that you have been spotted, which happens a lot with Empire frigates (who are easy to spot due to the laser they show), move to another position and keep shooting. Minefields are a great missile slot weapon, since they will protect you from close in enemies and can act as a warning that someone is closing in on you. Pairs well with a Recon to spot targets for you, since your view range is rather bad.&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=2185</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=2185"/>
		<updated>2016-07-18T18:00:08Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* SEASON 1 - ‘Invasion’, Year 4615 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
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A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
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After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
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In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
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===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
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There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
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During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
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===XXVII century. Religious war===&lt;br /&gt;
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Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
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In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
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The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
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An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
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===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
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The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They also allow to neutralize the effects of the Frontier disaster.&lt;br /&gt;
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The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
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In 3046, the signal disappears suddenly.&lt;br /&gt;
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There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several massive complexes that provide travel between the planets of the solar system.&lt;br /&gt;
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===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
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Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
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Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
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=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
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Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
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They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
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===XXXVI century. The formation of the Empire===&lt;br /&gt;
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The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
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The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
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Despite the victory over Jericho, the Empire does not develop immediate success. The reason, oddly enough, is excessive bureaucratization.&lt;br /&gt;
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===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
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Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
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A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
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The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
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By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
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Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
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In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
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Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
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Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
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===XLII century. Third War for Bartle Sector===&lt;br /&gt;
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Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
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The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
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Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
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===XLIV century. The collapse of Jericho===&lt;br /&gt;
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Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
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Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
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These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
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Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
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===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
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The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
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An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
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=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
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During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
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Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
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Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
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The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
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===Start of Iridium Fever===&lt;br /&gt;
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After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
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The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
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&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
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Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
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One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
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===The death of the Liu family, Jericho===&lt;br /&gt;
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After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
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=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(This is where the game began)&lt;br /&gt;
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===Portal Storm===&lt;br /&gt;
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Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
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===The first attacked sectors===&lt;br /&gt;
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Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
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Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
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The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
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===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
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Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
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The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
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Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
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===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
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More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
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Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
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Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
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In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
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===The war with Aliens and a major technological leap===&lt;br /&gt;
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The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
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Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
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The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
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Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
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The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
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Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
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=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
:(Star Conflict is currently in this stage of the storyline)&lt;br /&gt;
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===The beginning of a full-scale invasion===&lt;br /&gt;
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Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
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Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
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Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
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Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
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Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. Portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
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Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
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===Jericho isolation and Mendes family demarche===&lt;br /&gt;
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This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
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The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
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Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
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Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
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Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
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Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
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As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
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===The rise of corporations in Federation Senate===&lt;br /&gt;
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After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
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The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
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===Fall of Guardian-21===&lt;br /&gt;
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The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector...&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=History&amp;diff=2184</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=History&amp;diff=2184"/>
		<updated>2016-07-18T17:59:19Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* Season 2 - ‘War’, Year 4620 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Signal Era=&lt;br /&gt;
===2062. Signal emergence===&lt;br /&gt;
&lt;br /&gt;
A powerful electromagnetic wave covers the solar system. All radios on Earth register the signal — a digital stream that came with the wave. Because of its activity malfunctions occur in networking and communication tech. Soon, scientists say that the signal has an artificial, extraterrestrial origin. Despite all efforts, it can not be decrypted for many years. The world's leading laboratories can not even establish any patterns in the signals. Major corporations manufacturing electronics supply their equipment with expensive ‘jammers’.&lt;br /&gt;
&lt;br /&gt;
After ten years signal becomes a part of everyday life for many. Of course, it leaves a powerful imprint on the world culture. It’s a theme for documentaries and even feature films. Sometimes self-proclaimed visionaries claim they decoded the signal. As a rule, they are ignored.&lt;br /&gt;
&lt;br /&gt;
In society there are new philosophical and religious movements. The beginnings of a new faith are gradually formed — faith in the signal. Its supporters believe in the need to reach the Divide - the peak of human advancement. In many ways, this is the reason for the start of a new era of space exploration.&lt;br /&gt;
&lt;br /&gt;
===End of the XXI century — XXII century. Exploration of the solar system. XXVI century. Fall of the Frontier===&lt;br /&gt;
&lt;br /&gt;
There comes a time of technological stagnation. Except for minor pushes, progress is almost standing still. None of the modern technology can overcome significant cosmic distances and break out of the solar system. To solve this problem, humanity begins construction of the so-called ‘Frontier’ on Earth’s orbit — a giant booster complex used to enable travel to distant worlds.&lt;br /&gt;
&lt;br /&gt;
During the test run it fails, which turns into a disaster. The complex is destroyed, severely affecting the Earth's surface. This event is followed by a social and economic crisis. There is a split in society. Faith in the signal starts to turn extremist. Its followers accuse ‘unbelievers’ of sabotaging the Frontier, and those accuse ‘fanatics’ of everything. A troubled era starts, and Earth becomes the epicenter of multiple conflicts.&lt;br /&gt;
&lt;br /&gt;
===XXVII century. Religious war===&lt;br /&gt;
&lt;br /&gt;
Control of the government of the Earth over the colonies is slowly weakening. The struggle against separatism turns into a series of civil wars. Riots occur on Earth. The backbone of the rebels is formed by the so-called ‘Divide’ fanatics. This extremist organization soon became the main group of believers in the signal. It’s headed by a self-proclaimed leader — Bartle. Little is known about his personality. It is alleged that he is a scientist who has managed to decipher the signal and heard the words ‘Find us’. Official media reject this version and Bartle is called an ‘ordinary terrorist’.&lt;br /&gt;
&lt;br /&gt;
In any case, Bartle has a remarkable mind and incomparable gift of persuasion. He manages to competently organize and direct the rebels, turning them from a chaotic swarm into a united powerful force. In several years, Frontier gains a multibillion army of followers.&lt;br /&gt;
&lt;br /&gt;
The threat posed by fanatics becomes obvious. Sides are joining forces to form the Direktorium. The new special structure is endowed with special powers to combat the Divide throughout the solar system.&lt;br /&gt;
&lt;br /&gt;
An exhausting war begins. The Direktorium manages to win at a significant cost. Bartle is in hiding. The Government divides the citizens on religious grounds and repressions begin. However, eradicating faith from people's minds is impossible. Year 2780 sees the adoption of the ‘Divide Decree’. Bartle followers are exiled to the depths of space. Imprisoned fanatics build giant ships. Many Divide followers surrender to authorities and voluntarily agree to participate in the project. Soon, the Divide's huge fleet leaves the solar system and its radio comms go silent.&lt;br /&gt;
&lt;br /&gt;
===XXXI — XXXII centuries. The Direktorium prospers===&lt;br /&gt;
&lt;br /&gt;
The Direktorium eventually turns into a new world government; the civilization that adopted the same name is thriving. Technology progress is moving in stages at increased pace. New terraforming tech proves effective — the solar system is densely populated. They also allow to neutralize the effects of the Frontier disaster.&lt;br /&gt;
&lt;br /&gt;
The few remaining Divide followers in the solar system continue to conduct terrorist activities and are suppressed. After a series of high-profile murders committed by a group of fanatics, they receive a nickname ‘Revenants’ from the media. The caught killers are so densely packed with cyber-implants that they are like zombies. Soon the Revenants form some sort of a secret organization, the Order. They decide to spread the word of Bartle, while hiding in the shadows. The conspirators find their nickname to be fitting. Revenants are spirits of vengeance, the ghosts of the destroyed and decapitated Divide, which aims to repay its killer — the Direktorium.&lt;br /&gt;
&lt;br /&gt;
In 3046, the signal disappears suddenly.&lt;br /&gt;
&lt;br /&gt;
There is a breakthrough in travel technology. Mankind builds the first experimental warp devices, although they are extremely cumbersome. The Frontier project is reanimated. The new plan is considered to be less adventurous than the former: It was decided to build several massive complexes that provide travel between the planets of the solar system.&lt;br /&gt;
&lt;br /&gt;
===XXXIII — beginning of the XXXV century. Start of space expansion===&lt;br /&gt;
&lt;br /&gt;
Warp systems are becoming more efficient. Mankind goes to the stars, actively settling nearby systems.&lt;br /&gt;
&lt;br /&gt;
Detection of primitive forms of life on other planets leads to rapid development of biology and, as a consequence, medicine (particularly implantology and neurochemistry). Mass production of plants capable of creating completely identical clones begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Galactic War=&lt;br /&gt;
===XXXV century. Return of the Jericho===&lt;br /&gt;
&lt;br /&gt;
Fringe worlds are attacked by unknown ships. After a while it becomes clear that the attackers are the descendants of the long-exiled Divide supporters (according to the official propaganda — &amp;quot;The Gone&amp;quot;), who now call themselves &amp;quot;Jericho&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They never negotiate, and captured Jericho are surprisingly resilient during questioning. The only discovery is that they are still led by Bartle. The region of the galaxy they overrun is now called the &amp;quot;Bartle Sector&amp;quot;, and this war goes down in history as The First War for the Bartle Sector (3479-3611).&lt;br /&gt;
&lt;br /&gt;
===XXXVI century. The formation of the Empire===&lt;br /&gt;
&lt;br /&gt;
The Jericho, cast out into space long ago, are now greatly advanced in terms of technology and found their place in the struggle for survival. The inner Direktorium enemy is also reawakening — the Revenant Order. They begin providing valuable intelligence to Jericho. The Direktorium loses one world after another as the Jericho advance. The army grows discontent and many agree that Jericho can be pushed back, but the government is too slow. In 3570, the so-called purity Revolt happens under the flags of the 4th Separate Brigade. A group of military conspirators overrules Direktorium power and forms the EMG (emergency military government). One of the generals is appointed Commander in Chief. In the face of a dangerous enemy, Direktorium members have to resign in order to avoid a civil war. EMG mobilizes all available forces — military factories and shipyards are nationalized, taxes are raised, death penalty for desertion or even retreat is introduced. Media tacitly accept a centralized program of propaganda. The response to the brutality of the Jericho is returned brutality. With huge losses the war is eventually turned around. The Jericho are finally dealt a blow, and they are forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The commander revokes the state of emergency and immediately announces the formation of an Empire. He himself, renouncing his own name, becomes the Emperor.&lt;br /&gt;
&lt;br /&gt;
Despite the victory over Jericho, the Empire does not develop immediate success. The reason, oddly enough, is excessive bureaucratization.&lt;br /&gt;
&lt;br /&gt;
===XXXVII — XL centuries. Rise of the free worlds against the Empire===&lt;br /&gt;
&lt;br /&gt;
Empire policies breed strong discontent among the population of some of the worlds.&lt;br /&gt;
&lt;br /&gt;
A new wave of civil disobedience exponentially rises after the execution of several former executives of the Direktorium. According to the media — a plot against the Emperor is being developed. Inner worlds garrisoned by the military loyalists rise in rebellion. There is a mass desertion — whole military units, along with their ships, are taking the side of the rebels.&lt;br /&gt;
&lt;br /&gt;
The Empire tries to firmly put down the rebellion, but does not achieve immediate success.&lt;br /&gt;
&lt;br /&gt;
By order of the Emperor the Solar System is blocked by special military units, that later form the Wardens. The objectives of the Order are to protect the solar system and the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Gradually, the rebels unite a number of star systems. They are joined by some of the outlying worlds that do not want to be resource fringes of the Empire. Part of the rich worlds of the inner ring, trying to relieve the heavy tax burden and gain administrative autonomy, also support the rebellion against the Empire — openly and in secret.&lt;br /&gt;
&lt;br /&gt;
In XL century, an alliance is formed, which calls itself the Federation of Free Worlds. The group's most influential merchants, aristocrats and politicians form the Federal Council.&lt;br /&gt;
&lt;br /&gt;
Military power of the Empire, being an order of magnitude higher than the rebel forces, forces them to resort to guerrilla war. In turn, the emissaries of the Federation develop active propaganda in the population centers of Imperial worlds. This often turned out to be successful and leads to strikes, riots and uprisings.&lt;br /&gt;
&lt;br /&gt;
Year 3979: realizing the direct threat of the protest, the Empire comes to an agreement with the Federation on the recognition of its legitimate formation. The Federation as a major power is formed.&lt;br /&gt;
&lt;br /&gt;
===XLII century. Third War for Bartle Sector===&lt;br /&gt;
&lt;br /&gt;
Empire once again turns its gaze on Bartle Sector and initiates a large-scale military campaign against the Jericho. This is known as the Third War for Bartle Sector.&lt;br /&gt;
&lt;br /&gt;
The campaign is not as successful as intended: The Jericho are back on their feet after the panicked retreat five centuries ago. Their closed caste of technological scientists, unburdened by the usual morality, are able to create stunning models of weapons. There are reports on the participation of Revenants in the process. In direct fights the Jericho ships are superior to Imperial models. Only sheer numbers and better tactics allowed the Empire to hold their positions. Jericho, traveling on the giant wandering bases (which they inherited from their ancestors, banished from the Earth centuries ago), appear in different systems of the Empire, causing sudden and serious blows.&lt;br /&gt;
&lt;br /&gt;
Empire leaves Bartle Sector and focuses on the protection of their own territories.&lt;br /&gt;
&lt;br /&gt;
===XLIV century. The collapse of Jericho===&lt;br /&gt;
&lt;br /&gt;
Constant Jericho raids, attacking all systems, forced the Federation and the Empire to combine to retaliate and cause an unexpected blow to the heart of the Jericho civilization. A specially formed Vanguard, which included the most elite fighters of the Federation, performed a flawless operation aimed at eliminating Bartle himself.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the attack, Revenants (who have become a Jericho Family group), betray the other Jericho Families. The reasons for this action are unknown, and the consequences is catastrophic.&lt;br /&gt;
&lt;br /&gt;
These events result in the death of the Oracles (ruling on behalf of Bartle) and the destruction of the internal Jericho communications network. Their social structure is literally torn to pieces — many drifting cities that used to be havens for huge family clans cease to operate under a single command. Scattered Jericho armies are spontaneously formed attacking the Empire and the Federation with little effect, and more and more voices are calling for peace among Jericho society.&lt;br /&gt;
&lt;br /&gt;
Federation diplomats, acting methodically and purposefully convince the senior Jericho families to deter others in attacks on other worlds. In effect, the Federation becomes, a trading intermediary between the Empire and Jericho.&lt;br /&gt;
&lt;br /&gt;
===XLIV — XLVI centuries. A fragile peace===&lt;br /&gt;
&lt;br /&gt;
The Jericho Family Council is formed. Occasional raids of Jericho renegades are condemned at an official level. Provocative underground activities of the Federation on some Empire planets continue. The Empire, in turn, spreads influence to new undeveloped systems while maintaining a high level of internal control.&lt;br /&gt;
&lt;br /&gt;
An unstable peace ensues, with the Empire weary from the constant fighting, the Federation attempting to stabilize itself, and the Jericho trying to recover from its internal failure.&lt;br /&gt;
&lt;br /&gt;
=‘CONTACT’, Year 4610=&lt;br /&gt;
===First contact===&lt;br /&gt;
&lt;br /&gt;
During an anti-pirate operation in a remote sector, a small detachment of Federation Vanguard detected powerful energy signatures coming from sector #1337. The Vanguard intercepts a message: ‘Bartle Orders not to meddle. We found them, but staying inside is too dangerous.’ It soon becomes clear that the sector is a battleground for the Empire’s regular reconnaissance fleet, a Jericho Mendes family fleet and a third, unknown party. The battle ends with the defeat and retreat of the Empire and Jericho. Soon the Empire issues a special decree, blocking access to the sector.&lt;br /&gt;
&lt;br /&gt;
Federation intelligence, meanwhile, decides to use information gathered by Vanguard to destabilize the Empire and presents it to the general public.&lt;br /&gt;
&lt;br /&gt;
Adventurers immediately flood the restricted sector. The few of them who are able to come back alive talk about giant structures, animated crystals and incredible treasures of an ancient civilization.&lt;br /&gt;
&lt;br /&gt;
The energy signature that was recorded by Vanguard, meanwhile, has not disappeared, but instead began to gain strength. Soon, the Signal comes back! It’s significantly altered, distorted and weakened, but this is the same Signal. The general public forms a mind image of the Precursors — an ancient civilization that lived before us. Sector 1337 is named the ‘Precursor Sector’.&lt;br /&gt;
&lt;br /&gt;
===Start of Iridium Fever===&lt;br /&gt;
&lt;br /&gt;
After the incident in the Precursor Sector, ore deposits of Iridium are discovered about the galaxy. This abnormal material actively responds to the returned signal. Quite quickly it becomes clear that this is the key to a new technological era. The main use of Iridium is fuel in ship reactors and high power artillery systems. Unfortunately, ore processing technology is very complex and costly.&lt;br /&gt;
&lt;br /&gt;
The relationship between all sides of the conflict, despite a fragile peace, is heating up again and results in a series of local conflicts. But a full-scale war status is never reached. Naturally, none of the three factions are ready to share their valuable ore deposits. Stocks are extremely limited and with the pace of production, there’s barely enough resources for the needs of fleets and industries. However, pure Iridium can always be found in Precursor artifacts...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iridium Fever&amp;quot; gives impetus to the development of technologies that expand the boundaries and help study remote sectors. Some corporations purchase not-too-promising mines and, with their unique know-how, start actively producing Iridium.&lt;br /&gt;
&lt;br /&gt;
Fringe sectors, previously considered useless, get a new development boost with the discovery of Iridium. During this period, there is a large number of small colonies and Iridium mining stations. Soon there is an outbreak of an unknown virus but authorities are able to hush up the incident.&lt;br /&gt;
&lt;br /&gt;
One of the most important discoveries of this time is the new space scanning system. While studying a Precursor artifact one of the Federation corporations finds the secret of a location with the anomalous emission. The head of the project claims that the artifact was specifically created by Precursors to find the signal. The technology is copied and reproduced, and while this discovery causes heated debate in the scientific and theological communities, specialized navigational beacons appear on the black market. With their help, the Precursor civilization ruins are discovered at different points of the galaxy. Among the mercenaries and free captains, under the auspices of corporations, begins the hunt for artifacts. Most often, they are simply melted into more Iridium, and this practice becomes very common, though perceived by the general public as a waste.&lt;br /&gt;
&lt;br /&gt;
===The death of the Liu family, Jericho===&lt;br /&gt;
&lt;br /&gt;
After an exploratory mission, an epidemic breaks out on the family vessel of the Liu family of Jericho. An unknown virus is spreading with great speed. Soon the entire ship is taken under military quarantine. Nothing helps fight the disease. More than half of the ship’s population is infected by the third day. A few reports are leaked, speaking of terrible things: madness, mutations and even cannibalism. To prevent the spread of the virus, Family Council decides to destroy the ship, along with all the people onboard. Most of the Jericho are sure that the now called &amp;quot;Liu-virus&amp;quot; is closely related to the Precursors.&lt;br /&gt;
&lt;br /&gt;
=SEASON 1 - ‘Invasion’, Year 4615=&lt;br /&gt;
:(This is about where the game started. Open Space was officially released and aliens began appearing. The first players who entered Open Space and fought off the initial invasion earned the title &amp;quot;Alien Hunter&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Portal Storm===&lt;br /&gt;
&lt;br /&gt;
Since 4610, the returned Signal intensifies. Gradually, this activity begins to significantly interfere with most technological systems. Warp jumps over long distances have always been a risky business, but now even travel to neighboring systems has become tricky. Over the next few years, scientists manage to make Signal ‘jammers’ using old Earth blueprints, reducing the risk of travel. However, even with the jammers, some ships enter the warp gate but never appear on the other side. Where they appear instead is not yet clear. Rumor has it that someone has managed to come back from one of these unknown destinations.&lt;br /&gt;
&lt;br /&gt;
===The first attacked sectors===&lt;br /&gt;
&lt;br /&gt;
Due to the portal storm, many trade and military routes are interrupted... some having to be re-plotted ‘the old fashioned way’ — from system to system. Pirates are getting more active everywhere, as well as the Cartel black market dealers. A group called &amp;quot;Cybers&amp;quot; appear in Jericho sectors. The dregs of Jericho society, they have fallen into dependence on cyber implants and now rebel against the Jericho. Where they get their warships are still unknown.&lt;br /&gt;
&lt;br /&gt;
Local outbreaks of the Liu virus are detected across the galaxy. Some planets are put under quarantine. At the same time, the so-called biomorphs start their attacks. At the very beginning they are mistaken for Aliens. But then it becomes clear that they are reshaped human ships, mutated under the influence of the Liu virus. They appear on the battlefield suddenly, without warning, and act like wild animals hunting everything else prey in packs. Any attempt to contact or interact with them are futile. Among scientists there are theories about their mode of communication. Many are inclined to believe that biomorphs have something akin to a swarm intelligence, like bees.&lt;br /&gt;
&lt;br /&gt;
The way biomorphs travel is still not understood. It is not clear how they manage to open portals in space without warp gates. Sometimes they attack Iridium mines or caravans. And sometimes they appear in sectors without any apparent purpose. Their apparent random behavior has one constant: they attack everything.&lt;br /&gt;
&lt;br /&gt;
===The appearance of Crystallids. Warden laboratory destruction===&lt;br /&gt;
&lt;br /&gt;
Soon, Alien &amp;quot;Crystallids&amp;quot; join Biomorph attacks. They are called this way because of visual similarity of their ships with Iridium crystals. After the first clashes, an elite Warden squad manages to capture one of the ships. To everyone's surprise, it turns out that it has no crew.&lt;br /&gt;
&lt;br /&gt;
The captured ship is delivered to a secret laboratory for research. A few days later, it activates and establishes some sort of contact with the scientists. It becomes clear that Crystallids are rock-like ships that somehow became sentient. Crystallids manage to connect to the internal network of the lab, and then establish connection with several military factories of the Empire. Only with the help of a miracle, and self-destruction of the laboratories is the link interrupted.&lt;br /&gt;
&lt;br /&gt;
Due to their similarities, many believe that Crystallids are biomorphs, but instead of being infected human ships, they are infected crystals and rocks. No one knows how or why the Liu Virus causes inanimate objects to &amp;quot;morph&amp;quot; into sentient Aliens, nor do they understand why they are so aggressive.&lt;br /&gt;
&lt;br /&gt;
===Trilateral memorandum on Quarantine Zones===&lt;br /&gt;
&lt;br /&gt;
More than a dozen systems show traces of the Precursors. The Liu virus rages across the galaxy, and thus frequent Alien attacks becomes a normal danger to spacefarers. Practice shows that Aliens are extremely territorial and reduce their activity if ‘left alone’. More and more worlds are quarantined by one faction or another.&lt;br /&gt;
&lt;br /&gt;
Following the tragic events of the previous years, diplomats of the three sides of conflict gather to discuss important issues of the Aliens. During the lengthy negotiations, they agree to sign an agreement on quarantine zones. According to the document, quarantined systems are completely blocked for flights. Each faction agrees not violate quarantines set by the other factions.&lt;br /&gt;
&lt;br /&gt;
Not much else is achieved — the factions still do not trust each other and are not quite ready to unite, even in the face of a common enemy.&lt;br /&gt;
&lt;br /&gt;
In spite of the agreement on the Memorandum, everyone is still interested in getting valuable resources, artifacts, and data. Soon the factions allow mercenaries into the quarantine zones. Starship captains hunt for Aliens and Precursor artifacts.&lt;br /&gt;
&lt;br /&gt;
===The war with Aliens and a major technological leap===&lt;br /&gt;
&lt;br /&gt;
The study of Crystallids and Biomorphs, now collectively called biomorphs, yields its first results. New technologies appear, mainly in the military department. The greatest success in the study of Aliens is achieved by the Jericho.&lt;br /&gt;
&lt;br /&gt;
Empire, after the tragedy in the Warden laboratory, imposes a new moratorium on the use of Alien technologies. Policies regarding the Precursor artifacts are clear: destroy and melt into Iridium. Empire focuses on its own tech progress. Science budgets are inflated to astronomical values. But soon they prove their worth — new Empire developments are in no way inferior to the Alien weapons.&lt;br /&gt;
&lt;br /&gt;
The Federation, as usual, tries to balance between the two extremes, using the technology of both parties and also pushing its own research.&lt;br /&gt;
&lt;br /&gt;
Despite the fragile peace between the sides of conflict, a hidden arms race begins. Frequent minor military skirmishes occur across the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Aliens also increase their activity for unknown reasons. More and more, they venture outside the quarantine areas. There are suddenly new types of Crystallids — larger and more dangerous than the previous ones.  There is a theory that Aliens are attracted by Iridium, and therefore any sufficiently large storage of this ore, whether on a transport or in a research laboratory, may be under threat. There are few who doubt that humanity is on the brink of the largest war in history.&lt;br /&gt;
&lt;br /&gt;
Rumors persist about the return of Revenants. Many claim that they have come out from the shadows and are the &amp;quot;Cybers&amp;quot; that attack occasionally throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
=Season 2 - ‘War’, Year 4620=&lt;br /&gt;
:(Star Conflict is currently in this stage of the storyline)&lt;br /&gt;
&lt;br /&gt;
===The beginning of a full-scale invasion===&lt;br /&gt;
&lt;br /&gt;
Alien attacks suddenly start in all worlds. Crystallid offensive fleets lead the charge. The first blow that landed on the outskirts was only a combat reconnaissance... Soon after, attacks begin in the inner worlds as well. Some systems were destroyed, others are still fiercely fighting. Civilians flee the attacked worlds in horror, telling of anomalies and huge alien ships with their deadly weapons.&lt;br /&gt;
&lt;br /&gt;
Cybers begin activating beacons, attracting Aliens in various sectors. In addition, they open portals into Alien worlds. There is no doubt that the Cybers fight on the Alien's side.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, from the inner worlds there are reports of increasing Revenant (now known as the Cybers) activity. There are rumours of appearances of Bake-kujira - ‘Ghost Whale’ — the Cyber flagship. An incredibly huge ship that appears out of nowhere and attacks allegedly random targets, then disappears.&lt;br /&gt;
&lt;br /&gt;
Cybers openly attack a number of planets. They organize terrorist acts, and their appearance often leads to Liu virus outbreaks. When the epidemic becomes uncontrollable, Biomorphs form a swarm around the planet. Sometimes, the planets themselves literally morph themselves, and become sentient... leaving their orbits. The nature of this phenomenon is not yet known, but scientists call these animated planets ‘Bions’.&lt;br /&gt;
&lt;br /&gt;
Because of these attacks and disasters, the fleets have to be spread out, which greatly reduces their effectiveness. Portal storm has dissipated, but it’s still difficult to shift significant forces over long distances. Some systems are completely cut off from the rest of the world. Communication systems are also disrupted, and few people know what is happening across the galaxy.&lt;br /&gt;
&lt;br /&gt;
Factions start using the services of corporations and mercenaries (players) to defend their territories from Aliens. States remove the moratorium on the construction and operation of large warships by individuals, and thus the first corporate Dreadnoughts appear.&lt;br /&gt;
&lt;br /&gt;
===Jericho isolation and Mendes family demarche===&lt;br /&gt;
&lt;br /&gt;
This sudden war caught Jericho off guard. Its massive fleet was ready to directly attack the Aliens, but the aliens struck first, and isolated attacks inflicted significant damage to infrastructure and logistics. Iridium mines and several key shipyards were lost.&lt;br /&gt;
&lt;br /&gt;
The Family Council decides to go into the defense. Because of this they agree to cut almost all contact with the outside world. Only small fleets and mercenaries continue to patrol the borders.&lt;br /&gt;
&lt;br /&gt;
Fearing betrayal by the Federation, the Family Council transmits all trade contracts to private corporations.&lt;br /&gt;
&lt;br /&gt;
Weeks later, a scandal shakes the highest circles of Jericho. Details are unknown to the general public, but one thing is clear — the Mendes family is in the center of the scandal. The same day, the Mendes family leave the Jericho territories with their fleet.&lt;br /&gt;
&lt;br /&gt;
Mendes openly declare that they are no longer carrying out any of the arrangements of those signed with the Council, including peace treaties and the quarantine memorandum. They say their duty is to destroy the Revenants (Cybers). According to them, the cult perverted Bartle’s doctrine and is a threat to all humanity.&lt;br /&gt;
&lt;br /&gt;
Pretty soon Mendes takes upon itself the infrastructure that Jericho left after isolation. The headquarters of the Mendes family - Mendes Station IX - is ready to work with mercenaries once again. The role of the mercenaries increase significantly — the Mendes family trusts them with the most important and dangerous missions.&lt;br /&gt;
&lt;br /&gt;
As the Mendes family fleet is neutral in relation to the Empire and the Federation, the other two factions decide to leave Mendes alone.&lt;br /&gt;
&lt;br /&gt;
===The rise of corporations in Federation Senate===&lt;br /&gt;
&lt;br /&gt;
After the signing of the trilateral Quarantine memorandum, the Federation starts using corporate mercenaries for operations in the attacked sectors. This greatly strengthened the position of the latter, but not so much as to disturb anyone in the Senate. Jericho isolation upset this balance, however, and hundreds of key contracts were lost. Corporations were thought of as ‘agents’ of the state. Now serious power is concentrated in their hands, and the situation is getting worse due to the fact that the Armada is busy fighting off the Aliens, and cannot ensure the safety of trade routes. This problem also extends to corporations. Soon, their lobby in the Senate reaches an unprecedented scale, and more new laws give corporations almost unlimited freedom. Federation property goes into their possession... sometimes even captures of piracy are legitimized.&lt;br /&gt;
&lt;br /&gt;
The Empire and Jericho Mendes family become wary of the illegal activities often pursued by the Federation.&lt;br /&gt;
&lt;br /&gt;
===Fall of Guardian-21===&lt;br /&gt;
&lt;br /&gt;
The Empire station 'Guardian-17' received a distress message from 'Guardian-21'. &amp;quot;Twenty-First&amp;quot; ensured the security of an important Imperial Iridium mine on the border of the Crystallid quarantine zone. A message was brought by a Dreadnought that ensured the safe departure of the last batch of Iridium. According to the captain, chaos reigns in the sector. It all started with a Crystallid attack. This has happened before... each time the defenders managed to repel the attack, but this time the enemy fleet was much stronger than usual. At the same time, a distress signal came from the mines. The planet's surface was set in motion, and very soon it became a Bion.&lt;br /&gt;
&lt;br /&gt;
Crystallids immediately approached the Bion and dealt a powerful blow with all their weapons. They literally opened up the surface of the planet. Kilometers of Iridium-rich rocks revealed the outlines of an ancient titanic structure. Whatever was hidden in the core of Bion, clearly had an artificial origin.&lt;br /&gt;
&lt;br /&gt;
When the Dreadnought started the jump, the last thing its sensors detected was that that Guardian-21 had all the energy transferred to the shield and went on the defensive. It may be possible that there are still survivors there.&lt;br /&gt;
&lt;br /&gt;
Naturally, the Empire immediately assigned the sector to the quarantine zone. However, many corporations are interested in what happened in this sector...&lt;br /&gt;
&lt;br /&gt;
''More Coming Soon''&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Faction&amp;diff=2183</id>
		<title>Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Faction&amp;diff=2183"/>
		<updated>2016-07-18T17:58:17Z</updated>

		<summary type="html">&lt;p&gt;Rangertre: /* The Empire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Factions==&lt;br /&gt;
There are three factions that you can join in the world of Star Conflict. &lt;br /&gt;
:When you first join a faction, you will be based at that faction's station. Moving to another faction's station (either by paying currency or flying there yourself through Open Space) will change your loyalty to the new faction. Each faction has a history, and includes it's own feel, gameplay, and philosophy, as well as unique faction bonuses.&lt;br /&gt;
&lt;br /&gt;
While each faction has a general gameplay style, ships can be flown as it's pilot preference, and can also be further modified to tailor to individual pilots styles.&lt;br /&gt;
&lt;br /&gt;
==The Empire==&lt;br /&gt;
'''Faction Bonus'''&lt;br /&gt;
&lt;br /&gt;
''Legendary Reputation'' : +5% to Loyalty gain&lt;br /&gt;
&lt;br /&gt;
''Imperial Tactics '' : +1% to main weapon damage&lt;br /&gt;
&lt;br /&gt;
'''Faction Traits'''&lt;br /&gt;
&lt;br /&gt;
The Empire focuses on armor plating, making it's ships hulls very tough. Unfortunately, this means that there is little room for shield generators. Using an energy rerouting process, we can increase the damage your weapons do at the cost of energy reserves. Lastly, due to their toughness and the fact that extra energy is routed to the guns, the engines are slightly underpowered, making Empire ships among the slowest of the three factions.&lt;br /&gt;
&lt;br /&gt;
Weapon specialty: Thermal weapons.&lt;br /&gt;
&lt;br /&gt;
+ Pros&lt;br /&gt;
:Powerful guns.&lt;br /&gt;
:Great hull health.&lt;br /&gt;
&lt;br /&gt;
- Cons&lt;br /&gt;
:Low shield health.&lt;br /&gt;
:Low capacitor charge.&lt;br /&gt;
:Moderate speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''General Playstyle'' : Straightforward attacks and sustained damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''History'''&lt;br /&gt;
&lt;br /&gt;
The Empire is a great war machine, steadfast in its submission to the leader. This faction’s policy is aimed at expansion: expanding the boundaries of the Emperor’s power is their main priority.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
The Empire’s strength comes from the best navy in the universe. The magnificent ships are characterized by high wear resistance and combat capability. They are equipped with the best offensive and defensive techniques in their field, which were developed by the faction’s scientific cabinet. Representatives of the Empire are very interested in technology, particularly military technology. The cabinet of scientists, which is formed by the best minds in the universe, is generously sponsored—Imperials don’t skimp on innovations. However, the Empire isn’t interested in sharing these technical innovations with the masses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The army is the pride of every Imperial, and a successful military career is essential for anyone who hopes to achieve a high-powered position. Representatives of this faction command respect with fortitude, the ability to stand up for themselves, and solidarity. The appearance of members of the Empire is exactly the same as their character. According to them, one’s clothes should be functional and reflect the owner’s status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proud and strong, loyal to the Emperor and ready to conquer the universe every day of the year, Imperials are one of the universe’s strongest factions.&lt;br /&gt;
&lt;br /&gt;
==The Federation==&lt;br /&gt;
'''Faction Bonus'''&lt;br /&gt;
&lt;br /&gt;
''Galactic Trade Center'' : +5% to credit income&lt;br /&gt;
&lt;br /&gt;
''Advanced Engineering'' : +2% to hull and shield strength&lt;br /&gt;
&lt;br /&gt;
'''Faction Traits'''&lt;br /&gt;
&lt;br /&gt;
The Federation focuses on comfort and style, while retaining the ability to defend itself. This means getting to where you want to go quickly and efficiently. However, having large, energy-draining engines means getting a big generator, which means less space for weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Weapon Specialty: EM weapons.&lt;br /&gt;
&lt;br /&gt;
+ Pros&lt;br /&gt;
:Very high speed.&lt;br /&gt;
:Maneuverable.&lt;br /&gt;
:Great capacitor charge.&lt;br /&gt;
&lt;br /&gt;
- Cons&lt;br /&gt;
:Mediocre weapon damage.&lt;br /&gt;
:Hull and shield health are both very low&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''General Playstyle'' : Hit-and-Run attacks and special tactics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''History'''&lt;br /&gt;
&lt;br /&gt;
The Federation is also known as the Alliance of Free Worlds. Representatives of this faction bow to no one, but have paid for their freedom with centuries of bloody wars against the Empire.&lt;br /&gt;
  &lt;br /&gt;
          &lt;br /&gt;
There is no rigid power structure or clear hierarchy in the Alliance. This faction doesn't pursue a policy of aggressive expansion (except the expansion of the mind), but from time to time accept free men into their ranks when one star system or another decides to throw off the yoke of the Empire. Trade is the Federation’s power and there no place in the known universe that was occupied by another faction without a Federation representative getting there first—whether to mine, sell, or explore the potential market.&lt;br /&gt;
            &lt;br /&gt;
&lt;br /&gt;
The Federation cares about the development of technology. Its high quality ships are well equipped, speedy, and convenient for travel and transporting goods. Men of the Federation use weapons primarily for self-protection, which is why the Federation keeps developing portable and stationary devices to generate solid force fields.&lt;br /&gt;
            &lt;br /&gt;
&lt;br /&gt;
As for their appearance, members of the Federation are known as rather democratic personalities. Expensive fabrics of superior design, exceptional comfort, and some extravagance distinguish their favorite apparel. However, in striving for the perfect appearance, members of the Alliance don’t neglect defense, hiding portable generators and power fields in their belts, or venom locators and virtual maps in their rings...&lt;br /&gt;
            &lt;br /&gt;
&lt;br /&gt;
Their desire for security, taste for moderate adventure, love of luxury, and exceptional nose for profit are the main features that characterize representatives of the Federation faction.&lt;br /&gt;
&lt;br /&gt;
==The Jericho==&lt;br /&gt;
'''Faction Bonus'''&lt;br /&gt;
&lt;br /&gt;
''Cybernetic Enhancements'' : +5% to Synergy gain&lt;br /&gt;
&lt;br /&gt;
''Advanced Systems'' : +2% to missile damage&lt;br /&gt;
&lt;br /&gt;
'''Faction Traits'''&lt;br /&gt;
&lt;br /&gt;
With advancements in technology, we have made powerful shielding and computer systems for our ships. We also use our technology to enhance energy efficiency as well. All the technological improvements take up space, however. In order to have room for our ship systems, we must remove all but the outside shell of the ship's hull.&lt;br /&gt;
&lt;br /&gt;
''Weapon Specialty'' : Kinetic Weapons.&lt;br /&gt;
&lt;br /&gt;
+ Pros&lt;br /&gt;
:Best shield health of the factions.&lt;br /&gt;
:Good Missiles.&lt;br /&gt;
:Good capacitor charge.&lt;br /&gt;
&lt;br /&gt;
- Cons&lt;br /&gt;
:Fragile hull health.&lt;br /&gt;
:Better speed than the Empire, but less than the Federation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''General Playstyle'' : Well-rounded combat and technological warfare (special shielding, ECM, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''History'''&lt;br /&gt;
&lt;br /&gt;
The heirs of people who were long ago banished from the Earth, Jericho are quite suspicious of and harsh toward strangers. Forced to live for a long time on huge spaceships flying into the unknown, the representatives of this faction have worked hard to improve their technology, and now Jericho is the most technically equipped faction.     &lt;br /&gt;
          &lt;br /&gt;
&lt;br /&gt;
It’s worth noting that the men of Jericho are different from the other descendants of humanity, too. For centuries, this faction led development in the field of cybergenetics, resolving various disadvantages of the physical human body with complex implants that helped them in their struggle for survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting in early childhood, the Jericho modify their bodies, and this process seems so natural to them that people who don't use implants are met with scornful surprise. They put their faith into the success of technological development—and it has paid off.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
Jericho have survived, conquered numerous planets, and returned to avenge those who drove them out. Will this faction justify its name? Will the people of Jericho allow the wall of misunderstanding that separates them from the rest of the world to fall? Time will tell...&lt;/div&gt;</summary>
		<author><name>Rangertre</name></author>
	</entry>
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