Forgotten Colonies - Outer Rim
|The subject of this article is from the Atlas Rises update.
The information from this article is up-to-date as of 23 July, 2018.
The information from this article is up-to-date as of 23 July, 2018.
|This section is Fan Fiction. The information found here is not an actual part of the released game, but a user-invented addition to the wiki.|
|Capital system||Alpha Polaris|
The Outer Rim is a collection of regions.
- 1 Summary
- 2 Foundation
- 3 Directive
- 4 Outer Rim
- 5 Records
- 6 Trade Routes
- 7 Naming Convention
- 8 Factions
- 9 Known Players
Summary[edit | edit source]
The Outer Rim describes the assortment of all regions bordering The Fade, the great dissolution of reality before the great void. It only considers regions above 810k ly from the center or 45-50k ly below and above it as part of the Outer Rim. Alpha Polaris serves as the initial capital due to the easy access to the northwest corner with the ninth glyph.
Foundation[edit | edit source]
In the aftermath of the Outer Rim Expedition of the Forgotten Colonies and the Portal Network Initiative, the Traveller's Guild established new outposts around the corners of the galaxy with their new ability of pinpoint speedtravel. It is yet unknown if this new discovery will lead to hegemony, peace or conflict over the resources along the galaxies eternal void, The Fade.
Directive[edit | edit source]
- Study and cartograph the area of all extreme coordinates
- Continue our own story
- Decide to explore or join the factions game on the Discord
Outer Rim[edit | edit source]
Alpha Spiral[edit | edit source]
- Vedulay Cloud - Capital Region, Capital (not chosen), Landmark Alpha Polaris - Alpha Spiral's End
- Thoslo Quadrant - Lower Pole, Capital (not chosen), Landmark Alpha Minoris - Alpha Spiral's Lower Corner
Beta Spiral[edit | edit source]
Gamma Spiral[edit | edit source]
Delta Spiral[edit | edit source]
- Sea of Onhakitc - Capital Region, Capital (not chosen), Landmark Delta Polaris - Delta Spiral's End
- The Arm of Uedennit - Upper Pole, Capital (not chosen), Landmark Delta Majoris - Delta Spiral's Upper Corner
- Rabirgi Boundary - Lower Pole, Capital (not chosen), Landmark Delta Minoris - Delta Spiral's Lower Corner
North Pole[edit | edit source]
East Pole[edit | edit source]
South Pole[edit | edit source]
West Pole[edit | edit source]
Upper Pole[edit | edit source]
Lower Pole[edit | edit source]
Records[edit | edit source]
Extremes[edit | edit source]
Systems[edit | edit source]
All achievements considering quantity will prefer a high percentage. So if two systems have four desert worlds, the one with less overall bodies wins.
- Biggest Hazard System (all extremes)
- Biggest Peaceful System (no extremes)
- Ommund - 6
- Biggest Populated System (no dead/exotic)
- Tavast - 6
- Biggest Depopulated System (only dead/exotic)
- Biggest Lifeless System (no fauna)
- Nanumas - 3
- Biggest Gaia System (only fauna)
- Lefest - 4
- The Most
Planets[edit | edit source]
The highest known radiation any human survived is 64 Sievert over their lifetime. This planet signs your death warrant in three minutes... do not visit.
Trade Routes[edit | edit source]
4-Way[edit | edit source]
- Sea of Onhakitc
Uomar (51/27) P > X > X > X
3-Way[edit | edit source]
- Sea of Onhakitc
Naming Convention[edit | edit source]
Systems[edit | edit source]
The Outer Rim has no nomenclature for system names... aside of human decency. Try to use immersive names like the X-Series or just some nice sounding names built from the original one. However, the following suggestions have merit:
- If you see a wealthy and low conflict system (3/1), please add [Capital] behind it.
- For systems with high conflict and wealth (3/3) you are free to declare it a [Pirate Base].
- Black holes and atlas station systems should have [Black Hole] or [Atlas] behind them.
- All systems that are run by Travellers can join the supragalactical [Traveller's Guild].
Planets[edit | edit source]
Any planet can be named and no one will be called out for doing so. However if the local atmosphere is extreme (red) or has a sentinel base (red), consider naming them by a general number after the system's name to highlight its hostile properties. (Example: Eurus 1 for the system Eurus and the initial planet being dead. Extreme Gaia/Verdant worlds are never named by numbers!
Please always name them by their position for uninhabited planets (Dead + Exotic). To know which number applies, fly back to the space station and check the planet's distance. The closest is 1 and counting up. If you mix up two neighbors, its fine. The distance would be close to equal anyway.
The most valuable planet should carry the system's name and the suffix Prime unless a unique name is wanted with the suffix. Normally this defaults to a Verdant/Gaia world, but feel free to chose the closest planet to entry with life on it.
A planet without life is not a true capital and is never given Prime! For systems with dead planets and only one planet, just name them for the system. Only add Prime if it is actually settled.
Moons[edit | edit source]
If a moon is not extreme or uninhabited by intelligent life, you can add a special name to it. If possible a moon should be named after its home planet to highlight its relationship and properties. A planet named Elka would thus have a moon named Elka Mater, with the moon itself being Mater. This allows for the moon name to be reused as well.
Should the planet be inhospitable or dead and the moon settled, the moon would get a unique name with the planet being the blank name and number of the system. A moon can be given the Prime!
Waypoints[edit | edit source]
If buildings are there, try to name them accordingly. Abandoned structures can be named ruins.
A station with a Landing Pad should be called a settlement and any combination of a landing pad with a more complex base structure would be an enclave.
Unclear waypoints or Drop Pods and Depots mark the area and can be named after its geography. In general any waypoint without a landing pad is free to be named, but a rough nomenclature would be appreciated, this includes just calling depots "XYZ Depot".
Factions[edit | edit source]
Just like the Forgotten Colonies the Outer Rim doesn't need to follow one narrative, but the culmination of many. Who knows who will rule The Fade in its many regions? Feel free to use any system as your factions capital, but consider the government type when doing so (for goals and roleplay). Pirates might prefer wealthy/war systems, while other factions prefer wealthy/peaceful systems. You aren't forced to use this system, but it would be appreciated when two interact with each other for a mutual settlement.
Special Rule Option[edit | edit source]
Anyone can create factions and everyone is free to propose to add systems to any (although certain rules would be appreciated). Unlike the Forgotten Colonies, the founder of the faction decides what he wants to add or their spiritual successor. It would be nice if the faction decision follows their government type. This means for more control of your faction, chose an autocratic style of government. However the ruler rights also means an abondoned faction could be "eaten" with little defense. Declare it (open) before you leave.
To consider a balance in the region, I remade the old system of basic Adm/Mil income and gave star factions proper attributes akin to legitimacy/trust and consider current wealth and public order. This will prevent big empires from quickly blobbing and gives them a natural limit unless they are lucky. In general it is still easier for Gek factions to acquire and rule Gek systems and harder in reverse. Also having systems far off has a higher risk to incur negative events.
Events can happen at anytime and be requested, but will be distributed for all in regular time! Bigger empires get more events as they grow based on systems and non-dead/non-exotic worlds.
If players seem to deliberatly damage factions with pressure to add "bad" systems, especially open factions, expect them to be shed by the faction in roleplay later on. Also unless a faction is declared (neutral) or (open), don't expect to support more than one. You can't dance at all parties.
Governments[edit | edit source]
The list of governments isn't final and new ones can be proposed. A government always has one special ability and a drawback due to their own inner weakness. The government also roughly translates to how they expand.
- Space Pirates: Intimidation mechanic replaces government acceptance. Ignores Enclave problems.
- Divide and Conquer: Weak to organized resistance and high order systems.
- All For One: All systems and gaia worlds get a free production slot without monetary cost.
- Fraternization: Traderoutes may not connect to other factions, only neutral systems if they aren't communist.
- Decentralization: Local governments absorb minor losses to faction attributes.
- Local Identity: Enclaves have a higher risk to suffer bad events.
- Shared Goals: Ignores Enclave problems.
- Loose Allegiance: Low order systems cause worse events.
- Subcontractors: A non-trading richer system can incorporate a poorer system on base of trade relations. The relation can not be broken until both are cores.
- Financial Divide: Poor systems cause worse events.
- Administrative Circuits: A bigger system has the chance to also attain a smaller system nearby during assimilation.
- Elections: Gaia world systems have a higher chance for bad events.
- Keys of Power: Can use wealth to boost legitimacy and order.
- Seeds of Revolt: Critical order thresholds at 65%/35% not 50%/25%.
- Warlords: A free fleet per system and gaia world during war (if loyal).
- Tithe: Poor systems can cause worse events.
- Natural Dependencies: Owning a [Pirate Base], [Capital] or other major systems offers the chance of 30ly neighbors naturally joining the empire.
- Supernova: Low Legitimacy has increased chances of secession. More bad events for low legitimacy.
- Hierarchy:Can use trust to boost wealth and order.
- Broken Promise: Poor or violent systems can cause worse events.
- Holy Land: Neighboring Exotic or Gaia systems have a chance to be claimed unchallenged.
- Divine Mandate:Low legitimacy increases bad events.
- Prison Colony
- Troubleshooter: Can easily takeover any disorder systems. Immune to enclave effects.
- Temporary Claim: Trust has a higher chance to erode.
Race (Less effects on public order in own race systems, higher in others.)
Equality (Less impact on trust/legitimacy during a failed event.)
- During expansion attempts a faction is confronted with a major problem of a system. If it is solved, it succeeds. This can be sentinels, inner conflicts, depression etc.
- If a faction wants to take a system by war, the locals will see it as illegal occupation, offering bad events. Assimilating a capital system (3/1) or a faction capital always brings problems and special events. The same goes for pirate bases.
- Ownership of the black hole traderoute offers enough wealth to avoid poverty events in systems. A faction needs a system producing Vortex Cube.
- The Atlas system can not be owned, but the surrounding ones can be controlled. Controlling access to the Atlas core locks legitimacy/intimidation/stability for all local system events at 100% but needs control of an Atlas Stone. It is the home to the local Sentinel faction and any hostile action in events permanently risks their attention. Prolonged or major wars also have a chance to trigger a response, for the detriment of both parties involved.
Fleets[edit | edit source]
Fleets are the backbone of a faction and are needed to enforce its ideals onto foes or to pacify and defend regions. Without a trade fleet a system can not transport its resources to other systems. Without war fleets a system can not even defend itself properly. Shuttles mark the backbone of intergalactic trade, even though they pale in comparison to the magnificent fleets used to embargo or fight. Without them most economies crumble. Depending on the inherent diversity, factions get an assortment of designs for their fleet. They begin with two for their main species on the space station of their type and one for each other species present in the control center. Korvax offer initial Explorer designs while Gek offer Hauler designs and Vy'keen offer Fighter designs. Travellers offer a free Exotic or Freighter design.
The standard limit of a system's affiliated ships is based on their settled worlds. Freighters and Battleships take up 3, but the station can always support one major ship or three fleets as a surplus by default. This can be extended by facilities aboard the space station.
Safe Gaia worlds are worth three slots for civil ships and offer two extra production. They also support a freighter or warship.
Warfleet[edit | edit source]
The Warfleet consists of Explorers/Scouts, Fighters, Exotics and Carriers (Capital Freighters).
- Scouts can reduce disadvantages in conflict events or reduce enemy bonuses in defense if they are deployed.
- Fighters hit hard and are the main fighting force.
- Exotics double as scouts and fighters and can go toe to toe with a Carrier in battle.
- A constant presence of a Carrier is needed to pacify a rebelling system to prevent secession. Otherwise a long guerillia conflict might follow. Carriers also get "damaged" in battle and can retreat if they lose to Scouts or Fighters. Exotics and other Carriers can directly destroy them if they are not ordered to disable them. If a damaged Carrier fails to retreat before the end of a battle, it gets captured by an enemy.
Tradefleet[edit | edit source]
The Tradefleet is the economic backbone of a faction and consists of Haulers and Freighters. It can transport their resources produced in the system to other nearby systems and is responsible to keep up interstellar production.
- Unused traderoutes do not help in economic events and can even lead to bad events.
- Shuttles can cheaply maintain traderoutes but are very weak to raids.
- Unlike Shuttles, Haulers are limited in size for each system and take up valuable space needed for warships. In return they are also needed to embargo systems and to disrupt enemy lines with an extension of "diplomacy" during embargos.
- A trading freighter can supply import and export, but makes a more tasty target for raids. It might be wise to still build escorts.
Civil Fleet[edit | edit source]
The Civil Fleet consists solely of Shuttles. These little bees take wares from and to planets and transport their goods to nearby partner systems.
- A Shuttle can only support one trade route, it does not occupy any supply resources of the system itself.
- A system can have as many shuttles as inhabited planets in addition to the normal shipslot. Even though they are weak in trade and combat, their huge numbers in big systems can make them a dangerous element to discount on the field of diplomacy.
Space Station[edit | edit source]
With each space station comes a unique specialization of a system. Rare trade goods offer special bonuses, but the main advantage are the local facilities. Each has its own value which is enhanced if the entire system is specialized for one.
- Recreation Room:
- 1) Sieges take longer to have negative effects on local events.
- 2) Sieges do no affect local events outside of active combat.
- Greenhouse or Botanic Garden
- 1) More fleets stationed than planetary supply causes less negative events.
- 2) More fleets than planetary supply has no negative events.
- 1) Free repair for ships.
- 2) Free repair for freighters/battleships.
- Supply Depot:
- 1) An extra wing of 3 ships can be affiliated with the system.
- 2) An extra freighter/warship can be affiliated with the system.
- Server Archive:
- 1) Due to information, crisis in 20ly systems are less likely to cause factionwide problems.
- 2) Due to massive information, crisis in 20ly systems are rarely causing factionwide problems.
- Stellar Archive:
- 1) No initiative malus for deployed ships in unknown/hostile systems.
- 2) Local ships can be redirected during war in reaction to enemy movements without delay.
- Atlas Stone: Allows the deployment of one sentinel armada inside the territory and neighboring systems. Can not be split up. Allows diplomacy with the non-rogue Sentinel faction. (Lowest S-Class: 3 Exotic STR 160 + 1 Dreadnought STR 120)
- Grahgrah: Increases the STR of nearby Vy'keen squadrons or battleships by 10.
- Korvax Casing: Reduces impact on public order in nearby owned Korvax systems.
Conflict[edit | edit source]
Factions are able to take each other's systems or embargo them. Conflicts can arise if two factions mark the same system for expansion or by direct attacks in economy or warfare. Deployment of fleets is only "free" in neighboring systems. Otherwise one pays the distance from your closest system in fuel and wealth.
Expansion Conflict[edit | edit source]
If both parties wanted to acquire the same system with wealth, a trade war happens with their tradefleets. If one wanted to use military force, the economic expansion can retreat with no loss. If both used military force, both parties use their warfleets. The winner gets the expansion. If trade vs trade or war vs war is the result, any retreat before the conflict will still result in a loss of face and a random bad event.
Trade Conflict[edit | edit source]
If a faction decides to attack the system of another in trade, it will be under embargo and generates only negative economic events until the other party counters it. If a system is successfully kept in embargo until it breaks, it can be occupied or be supported in a rebellion. Capitals can be effectively embargoed, but don't break or rebel. Pirate systems can only be embargoed by military fleets not trade. A declaration of war turns any embargo into an ongoing siege. Trade conflicts never destroy ships, any violent attempt to solve a trade conflict leads to a pre-war crisis to avoid it diplomatically.
Military Conflict[edit | edit source]
During a war systems can be occupied. If they are of the same race as the attacker, they might join them upon conquest and potential affiliated fleets might defect or remain loyal. If the attacker is of an opposing race, systems can only be annexed after the capital has been taken in a peace deal. Equality factions can integrate systems once they attempted to sway the population when it is pacified or wait for peace to do it normally. Failing to sway a system bears a risk for the war effort and should only be done for important targets. It is also viable to make a faction give up on systems in a peace deal without taking them yourself to weaken the other side. You can not liberate systems you do not occupy however unless the other side agrees to it. Previous civilized systems broken free MAY form their own faction.
Fleet Deployment[edit | edit source]
A faction can develope new ships to add to their fleet roster. Civil ships like shuttles, haulers and regular freighters are paid for with wealth. Military ships like capital freighters, fighters or scouts are paid for with trust and legitimacy. Exotics can be researched with either. A new C-Class Design costs 1 point, B-Class 3 points, A-Class 5 points and S-Class 10 points. Freighter costs are tripled, warships are five times as expensive. The ship has to be documented for the wiki on its highest researched encounter or it doesn't count! Note that freighters are unique and each type can only be purchased ONCE until destroyed! The blueprint remains available. A system can only build one fleet per week, unless the Traveller's Guild intervenes or neighbor systems chip in. To be used for attack or defense, fleets have to be deployed each time. During war both parties do so at the same time for fair strategy! This deployment doesn't cost anything inside your own territory, only outside, a cost which is based on your nearest system for fuel. Neighbour provinces do not cost deployment resources to support natural frontlines, bridgeheads however do. The nearest fleet can automatically be deployed during an expansion to support it.
Known Players[edit | edit source]
|Player Name||PC/PS4||Home System||Home Planet|