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endless-sky-0.8.11/ 0000775 0000000 0000000 00000000000 12651565120 0014045 5 ustar 00root root 0000000 0000000 endless-sky-0.8.11/.gitignore 0000664 0000000 0000000 00000000177 12651565120 0016042 0 ustar 00root root 0000000 0000000 /endless-sky
/build/
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.DS_Store
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endless-sky-0.8.11/CONTRIBUTING.md 0000664 0000000 0000000 00000004111 12651565120 0016273 0 ustar 00root root 0000000 0000000 If you are contributing a pull request to change the game's C++ code, please review the [style guide](http://endless-sky.github.io/styleguide/styleguide.xml) and try to mimic the style that the existing code uses.
The [issues page](https://github.com/endless-sky/endless-sky/issues) here on GitHub is for tracking bugs and feature requests. When posting a new issue, please:
* Check to make sure it's not a duplicate of an existing issue.
* Create a separate "issue" for each bug you are reporting and each feature you are requesting.
* Do not use the issues page for things other than bug reports and feature requests.
Once you've posted an issue, I'll assign it a label. GitHub does not allow anyone who does not have commit access to the repository to assign labels.
If you believe your issue has been resolved, you can close the issue yourself. I won't close an issue unless it has been idle for a few weeks, to avoid having me mark something as fixed when the original poster does not think their request has been fully addressed.
If an issue is a bug and it has been fixed in the code, it may be helpful to leave it "open" until an official release that fixes the bug has been made, so that other people encountering the same bug will see that it has already been reported.
The labels I assign to issues are:
* bug: Anything where the game is not behaving as intended.
* documentation: Something missing or incorrect in the game documentation.
* balance: A ship or weapon that seems too powerful or useless, or a mission that seems to easy or hard.
* mechanics: A question of whether the game mechanics should be altered.
* enhancement: A request for new functionality in the game engine itself.
* content: A suggestion for new content that could be created without changing the game code.
* question: A question of how something works, or a support question.
* unlikely: An enhancement or other change that I consider lowest priority or too large or difficult.
* unconfirmed: More information is needed to be sure this bug is really a bug.
* wontfix: A change that I definitely do not think should be made.
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endless-sky-0.8.11/README.md 0000664 0000000 0000000 00000002466 12651565120 0015334 0 ustar 00root root 0000000 0000000 # endless-sky
Explore other star systems. Earn money by trading, carrying passengers, or completing missions. Use your earnings to buy a better ship or to upgrade the weapons and engines on your current one. Blow up pirates. Take sides in a civil war. Or leave human space behind and hope to find some friendly aliens whose culture is more civilized than your own...
Endless Sky is a sandbox-style space exploration game similar to Elite, Escape Velocity, or Star Control. You start out as the captain of a tiny space ship and can choose what to do from there. The game includes a major plot line and many minor missions, but you can choose whether you want to play through the plot or strike out on your own as a merchant or bounty hunter or explorer.
See the [player's manual](https://github.com/endless-sky/endless-sky/wiki/PlayersManual) for more information, or the [home page](https://endless-sky.github.io/) for screenshots.
Endless Sky is a free, open source game. The [source code](https://github.com/endless-sky/endless-sky/) is available under the GPL 3 license, and all the artwork is either public domain or release under a variety of Creative Commons licenses. (To determine the copyright status of any of the artwork, consult the [copyright file](https://github.com/endless-sky/endless-sky/blob/master/copyright).)
endless-sky-0.8.11/SConstruct 0000664 0000000 0000000 00000006246 12651565120 0016107 0 ustar 00root root 0000000 0000000 import os
# Load any environment variables that alter the build.
env = Environment()
if 'CCFLAGS' in os.environ:
env.Append(CCFLAGS = os.environ['CCFLAGS'])
if 'CXXFLAGS' in os.environ:
env.Append(CCFLAGS = os.environ['CXXFLAGS'])
if 'LDFLAGS' in os.environ:
env.Append(LINKFLAGS = os.environ['LDFLAGS'])
# The Steam runtime has an out-of-date libstdc++, so link it in statically:
if 'SCHROOT_CHROOT_NAME' in os.environ and 'steamrt' in os.environ['SCHROOT_CHROOT_NAME']:
env.Append(LINKFLAGS = ["-static-libstdc++"])
# Required build flags. If you want to use SSE optimization, you can turn on
# -msse3 or (if just building for your own computer) -march=native.
env.Append(CCFLAGS = ["-std=c++0x", "-O3", "-Wall"])
env.Append(LIBS = [
"SDL2",
"png",
"jpeg",
"GL",
"GLEW",
"openal",
"pthread"
]);
# Work with clang's static analyzer:
env["CC"] = os.getenv("CC") or env["CC"]
env["CXX"] = os.getenv("CXX") or env["CXX"]
env["ENV"].update(x for x in os.environ.items() if x[0].startswith("CCC_"))
opts = Variables()
opts.Add(PathVariable("PREFIX", "Directory to install under", "/usr/local", PathVariable.PathIsDirCreate))
opts.Add(PathVariable("DESTDIR", "Destination root directory", "", PathVariable.PathAccept))
opts.Update(env)
Help(opts.GenerateHelpText(env))
VariantDir("build", "source", duplicate = 0)
sky = env.Program("endless-sky", Glob("build/*.cpp"))
# Install the binary:
env.Install("$DESTDIR$PREFIX/games", sky)
# Install the desktop file:
env.Install("$DESTDIR$PREFIX/share/applications", "endless-sky.desktop")
# Install icons, keeping track of all the paths.
# Most Ubuntu apps supply 16, 22, 24, 32, 48, and 256, and sometimes others.
sizes = ["16x16", "22x22", "24x24", "32x32", "48x48", "256x256"]
icons = []
for size in sizes:
destination = "$DESTDIR$PREFIX/share/icons/hicolor/" + size + "/apps/endless-sky.png"
icons.append(destination)
env.InstallAs(destination, "endless-sky.iconset/icon_" + size + ".png")
# If any of those icons changed, also update the cache.
# Do not update the cache if we're not installing into "usr".
# (For example, this "install" may actually be creating a Debian package.)
if env.get("PREFIX").startswith("/usr/"):
env.Command(
[],
icons,
"gtk-update-icon-cache -t $DESTDIR$PREFIX/share/icons/hicolor/")
# Install the man page.
env.Command(
"$DESTDIR$PREFIX/share/man/man6/endless-sky.6.gz",
"endless-sky.6",
"gzip -c $SOURCE > $TARGET")
# Install the data files.
def RecursiveInstall(env, target, source):
rootIndex = len(env.Dir(source).abspath) + 1
for node in env.Glob(os.path.join(source, '*')):
if node.isdir():
name = node.abspath[rootIndex:]
RecursiveInstall(env, os.path.join(target, name), node.abspath)
else:
env.Install(target, node)
RecursiveInstall(env, "$DESTDIR$PREFIX/share/games/endless-sky/data", "data")
RecursiveInstall(env, "$DESTDIR$PREFIX/share/games/endless-sky/images", "images")
RecursiveInstall(env, "$DESTDIR$PREFIX/share/games/endless-sky/sounds", "sounds")
env.Install("$DESTDIR$PREFIX/share/games/endless-sky", "credits.txt")
env.Install("$DESTDIR$PREFIX/share/games/endless-sky", "keys.txt")
# Make the word "install" in the command line do an installation.
env.Alias("install", "$DESTDIR$PREFIX")
endless-sky-0.8.11/XCode/ 0000775 0000000 0000000 00000000000 12651565120 0015047 5 ustar 00root root 0000000 0000000 endless-sky-0.8.11/XCode/EndlessSky-Info.plist 0000664 0000000 0000000 00000002102 12651565120 0021074 0 ustar 00root root 0000000 0000000
CFBundleDevelopmentRegionenCFBundleExecutable${EXECUTABLE_NAME}CFBundleIconFileendless-skyCFBundleIdentifier${PRODUCT_NAME:rfc1034identifier}CFBundleInfoDictionaryVersion6.0CFBundleName${PRODUCT_NAME}CFBundlePackageTypeAPPLCFBundleShortVersionString0.8.11CFBundleSignature????CFBundleVersion1LSApplicationCategoryTypepublic.app-category.role-playing-gamesLSMinimumSystemVersion${MACOSX_DEPLOYMENT_TARGET}NSMainNibFileMainMenuNSPrincipalClassNSApplication
endless-sky-0.8.11/XCode/Images.xcassets/ 0000775 0000000 0000000 00000000000 12651565120 0020110 5 ustar 00root root 0000000 0000000 endless-sky-0.8.11/XCode/Images.xcassets/AppIcon.appiconset/ 0000775 0000000 0000000 00000000000 12651565120 0023605 5 ustar 00root root 0000000 0000000 endless-sky-0.8.11/XCode/Images.xcassets/AppIcon.appiconset/Contents.json 0000664 0000000 0000000 00000001607 12651565120 0026301 0 ustar 00root root 0000000 0000000 {
"images" : [
{
"idiom" : "mac",
"size" : "16x16",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "16x16",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "32x32",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "32x32",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "128x128",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "128x128",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "256x256",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "256x256",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "512x512",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "512x512",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
} endless-sky-0.8.11/XCode/en.lproj/ 0000775 0000000 0000000 00000000000 12651565120 0016576 5 ustar 00root root 0000000 0000000 endless-sky-0.8.11/XCode/en.lproj/InfoPlist.strings 0000664 0000000 0000000 00000000055 12651565120 0022120 0 ustar 00root root 0000000 0000000 /* Localized versions of Info.plist keys */
endless-sky-0.8.11/changelog 0000664 0000000 0000000 00000051245 12651565120 0015726 0 ustar 00root root 0000000 0000000 Version 0.8.11:
* Bug fixes:
* The new Pug mission is now offered on the proper planet.
* Typo fixes. (@Pointedstick, @zwparchman)
* Missions that take away one outfit and give another now always work properly.
* Fixed a bug where escorts in mid-jump when you land end up far from the system center.
* The game no longer hangs in the map if you shift-click an unreachable system.
* Fixed a bug where you retain control of your flagship after it is captured.
* If a target NPC dies, turrets no longer continue to fire in its direction.
* Fixed a bug where reordering your ships was not changing your flagship.
* If you land while an escort is your target, then park it, your target is now cleared.
* Fixed the system coloring when you pop up the map from a conversation panel.
* Main menu no longer freezes if you "enter ship" just as it finishes loading.
* Planets with no star system defined for them will no longer crash the game.
* Game content:
* Added a mission string that gives you permission to buy most Wanderer ships.
* Fixed an incorrect mass for the White Sun Reactor.
* Fixed the price of the Wanderer Type 4 Thruster.
* Alexandria Station can now be bribed, for players without a good Republic reputation.
* More ship names (@Pointedstick).
* The Wanderers now sell local maps.
* Fixed some inaccurate ship descriptions.
* Gave the Wanderer "Summer Leaf" ship a bit more cargo and outfit space.
* Made the Southern Mutual Defense Pact missions get offered a bit more often.
* Made Korath raids more frequent in one system so you can hunt them without save-scumming.
* Fixed some jobs that had no maximum distance specified.
* Fixed an annoying click in the jump drive sound effect.
* Game mechanics:
* Plundered ammo now reloads your weapons if you have the proper launcher.
* Ships now recharge / refuel when you buy or sell outfits (e.g. fuel pods).
* Ships with nowhere to flee to will now fight to the death instead of giving up.
* Ships now clear their "ship to assist" order if they are captured.
* User interface:
* A system is now shown as dominated only if every inhabited planet is dominated.
* The "fight current target" key can now order escorts to kill a disabled ship.
* The data parser now reports unmatched quotation marks.
Version 0.8.10:
* Bug fixes:
* Mouse clicks on the map are now correctly handled at all zoom levels.
* Escorts now once again jump simultaneously with your ship.
* Net worth is no longer clipped to the +-2 billion range in saved games.
* Escorts that cannot jump will now ignore jump commands instead of lining up to jump.
* Fixed a bug where the Water Bug had the wrong anti-missiles linked to its hardpoints.
* Fixed some ship variants that had negative space available.
* You can now bribe planets even if you have also provoked their government.
* The outfitter panel's drawing code has been optimized to no longer max out the CPU.
* The mission panel map is now colored by reputation by default, rather than uncolored.
* Distances in the mission panel now show number of jumps, not amount of fuel.
* In the outfitter, outfits are now shown if any selected ship has one, not just the first.
* Human pirate "raids" no longer appear in alien star systems if you have many freighters.
* Game content:
* New species, the Wanderers (4 ship types, 18 outfits, 17 planets).
* New missions involving the Hai and the Wanderers.
* Increased the range of the small anti-missile by 50%.
* Water cooling is now available in more places.
* New hail messages. (@ph2000bis, @Pointedstick, @Thunderforge)
* New commodity names. (@lehgogh, @Pointedstick)
* New ship names. (@lehgogh)
* Typo fixes. (@Pointedstick, @Wrzlprnft)
* New job types. (@Pointedstick)
* Game mechanics:
* Projectiles now clear their target if that target is captured.
* Governments now only scan you once per day, instead of once per ship.
* Jobs are now allowed to have "on accept" dialogs or conversations.
* Deadlines can now be specified in (base + multiplier * jumps) format.
* Weapons can now specify that they split into submunitions when close to their target.
* Shield and hull generators can now specify an extra energy cost per unit recharged.
* Non-heroic ships no longer attack far away groups of ships that have them outgunned.
* You can no longer hail other ships while you are entering hyperspace.
* Surveillance ships no longer get "stuck" once they run out of fuel.
* Missions can now specify "stopover" planets that you must visit.
* Missions can have "on stopover" actions to perform when the last stopover is visited.
* A government can now be marked as speaking a language that you may or may not know.
* The hail panel commands now only work if you speak the language of a ship or planet.
* Added support for "=" and ">?=" (min and max) condition operators.
* Support for large stations / ringworlds with several different places you can land.
* Warning messages are now printed for all unexpected values found in the game data.
* Warning messages are now saved to "errors.txt" in the config / preferences folder.
* Added support for "special" commodity classes, to provide varied names for missions.
* New "coward" NPC personality that flees once its shields are down.
* User interface:
* If you accept a job, the next available job in the same system (if any) is selected.
* The "ports" map page now shows whether each planet has been visited.
* In the "ports" map, planet descriptions are now only shown for visited planets.
* The targeting display now shows what direction the target ship is facing in.
* Caps lock now works properly when entering text.
* Automatic firing is now entirely disabled if your target is friendly.
* Thruster noise from other ships is now audible.
* If a new ship's name is left blank, it is now called "'s ."
Version 0.8.9:
* Bugs fixes:
* Typo fixes. (@anonybosch, @dplepage, @guillochon, @Wrzlprnft)
* Fixed a bug where Earth would not let you land in a "safe passage" Free Worlds mission.
* The hiring panel no longer lists crew from parked ships.
* Auto-aim no longer points you at where a destroyed target used to be.
* The fullscreen toggle key now works regardless of what GUI panel is active.
* Derelicts will no longer converse with you if you hail them. (@ItsNickBarry)
* Fixed a shop panel crash when a ship has no sprite defined.
* Escorts no longer get stuck trying to refuel on a planet that will not let them land.
* Escorts will now leave your fleet to refuel if the alternative is ending up stranded.
* When dominating a planet, capturing a defender now counts as destroying it.
* Fixed the graphics flicker when taking off.
* Game content:
* Caph now uses Syndicate defense fleets, since it is a Syndicate system.
* Many new names for mission cargoes. (@Pointedstick, @anonybosch)
* New names for civilian and pirate ships. (@Pointedstick)
* New hail messages, especially for civilians and the Syndicate. (@Pointedstick)
* Tiny escort missions, available to new pilots. (@Pointedstick)
* Added a "Medium Warship" category.
* Price increases for the Headhunter and Bactrian.
* Made the Falcon faster compared to the Leviathan.
* Reduced the bonuses for the new jumbo missions.
* Changed the world-ship sprite to something less tacky, with three variants.
* The intro interceptor missions no longer create an autosave.
* Added more clarification in the Free Worlds drone salvage mission.
* Changed the Reverse Thruster name to "AR120 Reverse Thruster."
* Added a new Syndicate ship, the Vanguard. (@Pointedstick)
* Game mechanics:
* Planets you have dominated will no longer fine you for illegal items.
* Flagships now take last priority for cargo but first priority for passengers.
* Adding or removing outfits that require crew automatically hires or fires crew.
* Added a "self destruct" attribute for ships that explode if boarded.
* Tweaked the AI behavior when near the "invisible fence" on the outskirts of the system.
* If you hail a disabled enemy, they now insult you instead of demanding a bribe.
* It's now possible for an event to "clear" a planet's spaceport (making it uninhabited).
* Ship variants can now inherit descriptions and outfit lists.
* Firing normal thrusters after using the afterburner no longer slows you down.
* All pathfinding now includes wormhole travel.
* You can now dump cargo in the info panel to make room for plunder.
* The player’s flagship is now always displayed on top of all other ships.
* Missions can now specify a custom payment multiplier as well as a custom base payment.
* Other ships no longer interfere when you are fighting a bounty - you must fight alone.
* User interface:
* Added messages when changing landing targets. (@guillochon)
* Button names now have underlined letters as hints of the key shortcut. (@guillochon)
* Underlines for key shortcut hints are shown only when Alt / Option is held.
* Moons, stations, etc. are no longer called "planets." (@guillochon)
* The game no longer pauses when the window is minimized.
* In the map, clicking the system you are in will now clear the jump route.
* If you cannot sell an outfit, a helpful message is now shown explaining why.
* The outfit list in the boarding panel now supports arrow keys and page up / down.
* In the outfitter and shipyard maps you can now shift-click to compare items.
* Added support for zooming in the map views. (@guillochon)
* Wormhole paths now shown on the map once traversed. (@guillochon)
* Loading a snapshot now displays a warning that it will overwrite your main game.
* You can now double click a ship to board it or a planet to land.
* Added a key to each of the map panels.
* Shift + Board will now select any of your escorts that are disabled.
* Added a preference for whether escorts expend ammo always, frugally, or never.
* Audio:
* Redid all the sound effects, striving for better volume balance.
* Added sounds for landing and takeoff and for many weapons that previously had none.
* Looping sounds now fade smoothly when they stop instead of continuing to the end of the loop.
* Large numbers of overlapping sounds no longer cause phasing / grinding noise.
* All audio parameters are set on startup to make sure they are the same on every OS.
* Improved the math for combining multiple instances of the same sound.
Version 0.8.8:
* Bug fixes:
* Fixed various bugs with how the game determines which ship is your "flagship."
* The "Uninhabited" government on Ruin will no longer fine the player for illegal outfits.
* Fixed a crash that could happen while taking off if missions failed due to lack of space.
* Typo fixes (@naehc, @kkuchta, @luiges90, @fcfort, @maxrd2)
* New content:
* Added two new ships, the Headhunter and the Modified Argosy.
* Game mechanics:
* The AI will now use reverse thrusters for landing, boarding, and jumping.
* Added a "frugal" personality that expends ammo only if outgunned (and applied it to your escorts).
* Added a "net worth" condition variable for mission creators to use.
* User interface:
* Added a "buy all" button in the trading panel.
* Made mouse click targeting more accurate when ships are overlapping.
* Other:
* Tweaked the audio balance for a less abrupt left / right transition.
* Fresh installs now default to 50% volume instead of 100%.
* Animations can now have randomized frame rates so they aren't perfectly synchronized.
* Plugins can now override the existing commodities.
Version 0.8.7:
* Bug fixes:
* Fixed a bug in the info panel scrolling.
* Fixed a crash when you lose your flagship through hand to hand combat.
* Game mechanics:
* Pirates no longer plunder outfits, because that is way too confusing for new players.
* Load cargo onto escorts when taking off to leave the flagship free for plunder.
Version 0.8.6:
* Bug fixes:
* Fixed a bug that makes fighter bays stop working in the previous release.
* Fixed a crash in the map panel if the player has no flagship.
* Missions:
* Added some large cargo and passenger missions, for bigger ships and fleets.
Version 0.8.5:
* Bug fixes:
* Pops and crackles with looping sounds like thrusters should now be fixed.
* File paths with non-ASCII characters are now supported even on Windows.
* The Outfitter no longer offers to reload ammo on ships that are parked or absent.
* You no longer retain control of your ship if it is captured in ship to ship combat.
* Fighters you cannot carry are now sold off properly when you leave the planet.
* Fixed a bug where escorts try to refuel on an uninhabited planet.
* Better handling of selling your flagship when you have other ships that are parked or absent.
* Bringing up the menu while in a mission conversation no longer declines that mission.
* Fixed a bug on Windows where you lose money if loading a pilot with over two billion credits.
* Being plundered now takes effect immediately instead of waiting until the game is reloaded.
* If audio initialization fails, the game will now start with no sound instead of quitting.
* Game mechanics:
* Pirate raid strength no longer takes your parked ships into account.
* It is no longer possible to "park" a disabled ship.
* If you need help and hail a ship that is disabled, it will now say that it cannot help you.
* Pirates will no longer steal your hyperdrive, but may still steal your engines or power.
* User interface changes:
* Made the name entry in the New Pilot dialog clearer.
* The Escape key now means "back one level" instead of "toggle main menu."
* Made it possible to scroll the list of ships in the player info panel.
* The "Land" key now only toggles between landing options if pressed more than once per second.
* Escort icons turn green when they are ready to hyperjump. (@rlane)
* Game snapshots can now be given a name instead of just being identified by date.
* Escorts can no longer be ordered to attack themselves.
* Renamed "Enter Ship" to "Load Game" in the Load / Save panel.
* If you get plundered, added messages informing you of what was stolen.
* The multiplier keys no longer apply to selling a ship.
* Your jump path is now colored based on how much fuel you and your escorts have. (@hexarobi)
* Selected target is now white on the radar. (@hexarobi)
* Missions:
* Added warning dialogs if you fail any critical Free Worlds missions.
* Fixed a few inaccurate messages shown when an NPC condition is not yet met.
Version 0.8.4:
* Bug fixes:
* You can no longer end up with extra crew members on ships other than your flagship.
* If you tell your fleet to fight a target and then capture it, they no longer fire on it.
* Fixed a bug where mission conditions inside an "and" or "or" might not be saved.
* You can no longer depart a planet with a fighter as your flagship (which could crash the game).
* Fixed a bug where reassigning weapons to different slots in the info panel was not working.
* Fixed a bug where a weapon's "shield damage" was being applied instead of its "heat damage."
* The cargo and bunk space numbers in the job panel no longer include your parked or absent escorts.
* Fixed a bug where outfit "gifts" were not received if the player had no outfit or cargo space.
* Changes to game mechanics:
* Any weapon that has an icon is now secondary, rather than any weapon that uses ammo or fuel.
* The long-range missile boat AI now stops running away once it is out of ammunition.
* Added a 500x multiplier key (Alt / Option) for players with huge cargo fleets.
* Made it possible to board a stranded, out-of-fuel escort to share fuel with it.
* The AI no longer fires turrets at fast-moving ships entering or leaving hyperspace.
* User interface changes:
* Heads-up display:
* Added a pointer to the target info to show what direction the target is in.
* If you have a jump drive, the radar now includes pointers to "neighbor" systems.
* Main map panel ("Ports"):
* The map now shows commodity prices relative to the current system, rather than absolute price.
* Unexplored systems are now a dimmer grey than uninhabited ones.
* Jobs / missions panel:
* Unique missions are now shown at the start of your mission list instead of the end.
* Mission lists now support the scroll wheel in addition to click and drag.
* Selecting a different mission in the jobs map no longer changes your travel plan.
* Maps of shipyards and outfitters:
* Show the attributes of the currently selected item.
* Grey out items that are not for sale in the selected system.
* Distinguish between systems with nothing for sale vs. systems with other items but not the selected one.
* Outfitter panel:
* Attributes are now always shown in units per second instead of units per frame.
* Porting:
* 32-bit Windows is now supported.
* The Mac OS X version can now read data from outside the .app bundle.
* To support Steam, libstdc++ is static linked if doing a Steam build.
* Story changes:
* Added a fourth "intro" Free Worlds thread in case you fail one of the other three.
Version 0.8.3:
* Bug fixes:
* Fines are now correctly applied to the player.
* A possible out-of-bounds memory access when cleaning up cargo from failed missions is fixed.
* Outfits that increase your maximum hull no longer cause the ship to become disabled.
* The Hire panel now correctly handles cases where you have more crew than you can hold.
* Fixed "out of fuel" handling for ships with both a hyperdrive and a jump drive.
* The "hull repair rate" attribute now works correctly.
* Ships with zero cargo space are no longer treated as if they have infinite space.
* Radar now displays correctly when the game is first loaded.
* Ion sparks are no longer displayed from ships in other systems.
* Changes to game mechanics:
* You can now demand tribute from planets.
* Added a "require " mission action.
* Reduced the Bactrian's speed and engine space to balance it with the other large warships.
* Quarg power generators are no longer a separate outfit that you can steal.
Version 0.8.2:
* Bug fixes:
* Fixed the crash when you depart a planet with a fighter as an escort or NPC.
* Fixed the bug of paying crew salaries for ships that have been destroyed.
* Added safeguards against the AI firing on a ship it is boarding to assist it.
* Fixed improper hardpoint placement in ship variants.
* Fixed sounds from plugins not being loaded.
* Fixed the bug where selling plundered outfits in the outfitter pays you nothing.
* Possibly fixed the window maximizing bug on Windows.
* Changes to game mechanics:
* Added support for "persons" - unique ships with custom hail messages, e.g Cap'n Pester.
Version 0.8.1:
* Bug fixes:
* Fixed a bug that made it impossible to select a secondary weapon that is your very first outfit.
* Made the scroll wheel affect the column the mouse is hovering over in the load / save panel.
* Fixed the Windows random number generator to not produce the same fleets every time you visit a given system.
* Fixed a bug where paying a bribe could result in negative credits.
* Additive blending now works correctly for @2x (high resolution) sprites.
* Changes to game mechanics:
* Disabled escorts are no longer lost if you land; instead they just remain where they are, disabled.
* Missions that can't be completed yet due to an NPC requirement or waypoint are now "dimmed out."
* Added the ability to mark missions as "minor" so they will not interrupt story line missions.
* Modified the AI to leave disabled ships alone (unless it plunders them).
* Improved graphics:
* Replaced some landscape images with higher-resolution ones.
* Replaced most of the space station landscape images with NASA images.
* Modified some projectile sprites to be more detailed.
* Switched the colors of the mission pointers to be easier for color blind people to distinguish.
* Toned down the brightness of the galaxy backdrop image in the map.
* Development:
* Added a debug mode (-d / --debug).
* Made the slow-motion key (caps lock) and pause key (backtick) only work in debug mode.
* Optimization:
* Added a limit of 20 landscapes loaded at once, to reduce memory usage.
Version 0.8.0:
* First stable release.
endless-sky-0.8.11/copyright 0000664 0000000 0000000 00000116522 12651565120 0016007 0 ustar 00root root 0000000 0000000 Format: https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/
Upstream-Name: endless-sky
Upstream-Contact: Michael Zahniser
Source: https://github.com/endless-sky/endless-sky
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endless-sky-0.8.11/credits.txt 0000664 0000000 0000000 00000001370 12651565120 0016244 0 ustar 00root root 0000000 0000000 Welcome to Endless Sky!
version 0.8.11
Programming
Michael Zahniser
Photos from Wikimedia Commons
Berthold Werner (CC-BY-SA 3.0)
Dmitry A. Mottl (CC-BY-SA 3.0)
Myrabella (CC-BY-SA 3.0)
Matthew Field (CC-BY-SA 3.0)
and from public domain sources
NASA
US Geological Survey
Library of Congress
US Army
morguefile.com
unsplash.com
Other Artwork
Michael Zahniser (CC-BY-SA 4.0)
Sounds from public domain sources
freesound.org
For a full list of attributions,
see the "copyright" file.
Beta Testers
Remi Verschelde
Adam Borowski
Greg Pettigrew
Russell Zahniser
John Harvey
Sean Fahey
Mauricio Gomes
This game is open source.
To contribute to story writing,
artwork, or programming, visit:
https://endless-sky.github.io
endless-sky-0.8.11/data/ 0000775 0000000 0000000 00000000000 12651565120 0014756 5 ustar 00root root 0000000 0000000 endless-sky-0.8.11/data/alien effects.txt 0000664 0000000 0000000 00000003007 12651565120 0020207 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
effect "quarg anti-missile"
sprite "effect/quarg anti missile"
"no repeat"
"frame rate" 3
sound "quarg anti-missile"
"lifetime" 21
"velocity scale" 1
effect "skylance impact"
sprite "effect/skylance impact"
"no repeat"
"frame rate" 12
"lifetime" 10
"random angle" 180
"velocity scale" 0.
effect "jump drive"
sprite "effect/jump drive"
"no repeat"
"frame rate" 12
"lifetime" 10
"random angle" 180
"velocity scale" 0.
effect "banisher impact"
sprite "effect/banisher impact"
"random start frame"
"frame rate" 60
"lifetime" 2
"velocity scale" 0.
effect "grab-strike impact"
sprite "effect/grab-strike impact"
"no repeat"
"frame rate" 20
"lifetime" 15
"random angle" 360
"velocity scale" -.1
effect "korath warder"
sprite "effect/warder"
"no repeat"
"frame rate" 6
sound "warder"
"lifetime" 11
"velocity scale" 1
effect "fire-lance impact"
sprite "effect/fire-lance impact"
"no repeat"
"frame rate" 20
"lifetime" 10
"random angle" 360
"velocity scale" 0.
endless-sky-0.8.11/data/alien outfits.txt 0000664 0000000 0000000 00000017027 12651565120 0020274 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
outfit "Nanotech Battery"
category "Power"
cost 3000000
thumbnail "outfit/unknown"
"mass" 50
"outfit space" -50
"energy capacity" 30000
outfit "Antimatter Core"
category "Power"
cost 100000000
thumbnail "outfit/unknown"
"mass" 80
"outfit space" -80
"energy generation" 80
"heat generation" 20
outfit "Quarg Skylance"
category "Turrets"
cost 18000000
thumbnail "outfit/unknown"
"mass" 60
"outfit space" -60
"weapon capacity" -60
"turret mounts" -1
"required crew" 1
weapon
sprite "projectile/skylance"
"frame rate" 1
sound "skylance"
"hit effect" "skylance impact"
"inaccuracy" .4
"velocity" 500
"lifetime" 1
"reload" 1
"firing energy" 30
"firing heat" 10
"shield damage" 50
"hull damage" 60
"ion damage" .1
outfit "Quarg Anti-Missile"
category "Turrets"
cost 6000000
thumbnail "outfit/unknown"
"mass" 40
"outfit space" -40
"weapon capacity" -40
"turret mounts" -1
weapon
"hit effect" "quarg anti-missile"
"anti-missile" 25
"velocity" 500
"lifetime" 1
"reload" 10
"firing energy" 50
outfit "Intrusion Countermeasures"
category "Hand to Hand"
thumbnail "outfit/unknown"
"capture defense" 60
description "Quarg ships are outfitted with special systems for repelling boarders. Because no one wants to be caught by the Quarg with stolen technology, these systems are pretty much worthless on the open market."
outfit "Medium Graviton Thruster"
category "Engines"
"cost" 20000000
thumbnail "outfit/unknown"
"mass" 70
"outfit space" -70
"engine capacity" -70
"thrust" 80
"thrusting energy" 20
"thrusting heat" 10
"flare sprite" "effect/medium graviton flare"
outfit "Medium Graviton Steering"
category "Engines"
"cost" 16000000
thumbnail "outfit/unknown"
"mass" 50
"outfit space" -50
"engine capacity" -50
"turn" 1600
"turning energy" 10
"turning heat" 5
outfit "Quantum Shield Generator"
category "Systems"
cost 30000000
thumbnail "outfit/unknown"
"mass" 120
"outfit space" -120
"shield generation" 10
outfit "Jump Drive"
category "Systems"
cost 1000000
thumbnail "outfit/jump drive"
"mass" 20
"outfit space" -20
"jump speed" .3
"jump drive" 1
description "The workings of the Jump Drive are a total mystery. The best that human scientists have been able to find out is that this device is a containment field for matter in a state that cannot normally exist in this universe; if the drive is opened up, the field collapses and its contents disappear. Therefore, even though a few jump drives have been captured over the years, it has so far proved impossible to reverse engineer them."
outfit "Korath Grab-Strike"
category "Turrets"
cost 820000
thumbnail "outfit/unknown"
"mass" 52
"outfit space" -52
"weapon capacity" -52
"energy capacity" 50
"turret mounts" -1
"required crew" 1
weapon
sprite "projectile/grab-strike"
"frame rate" 25
"random start frame"
sound "grab-strike"
"hit effect" "grab-strike impact"
"die effect" "grab-strike impact"
"inaccuracy" 1
"velocity" 10
"lifetime" 100
"reload" 20
"firing energy" 50
"firing heat" 150
"acceleration" 1
"drag" .1
"turn" .2
"homing" 4
"shield damage" 90
"hull damage" 40
"hit force" -120
description "Korath Grab-Strike projectiles are designed to pull a target closer to the Korath ship, to keep it from escaping."
outfit "Korath Banisher"
category "Turrets"
cost 480000
thumbnail "outfit/unknown"
"mass" 41
"outfit space" -41
"weapon capacity" -41
"turret mounts" -1
"required crew" 1
weapon
sprite "projectile/banisher"
"frame rate" 60
sound "banisher"
"hit effect" "banisher impact"
"inaccuracy" .4
"velocity" 590
"lifetime" 1
"reload" 1
"firing energy" 2.8
"firing heat" 4.9
"shield damage" 2.8
"hull damage" 1.3
"hit force" 40
description "The Korath like to keep their enemies close... but not too close."
outfit "Korath Warder"
category "Turrets"
cost 250000
thumbnail "outfit/unknown"
"mass" 28
"outfit space" -28
"weapon capacity" -28
"energy capacity" 20
"turret mounts" -1
weapon
"hit effect" "korath warder"
"anti-missile" 10
"velocity" 350
"lifetime" 1
"reload" 5
"firing energy" 20
"firing heat" 10
description "This anti-missile system helps defend Korath warships from long-range attacks."
outfit "Korath Fire-Lance"
category "Guns"
cost 600000
thumbnail "outfit/unknown"
"mass" 22
"outfit space" -22
"weapon capacity" -22
"gun ports" -1
weapon
sprite "projectile/fire-lance"
"frame rate" 12
"random start frame"
sound "fire-lance"
"hit effect" "fire-lance impact"
"inaccuracy" .4
"velocity" 350
"lifetime" 1
"reload" 1
"firing energy" 2.1
"firing heat" 1.7
"shield damage" 3.5
"hull damage" 2.2
description "The Korath Fire-Lance is a medium-range beam weapon designed to be used by their fighters."
outfit "Korath Tek'far Reactor"
category "Power"
cost 1200000
thumbnail "outfit/unknown"
"mass" 25
"outfit space" -25
"energy generation" 3.9
"heat generation" 7.3
description "This is a miniature nuclear reactor, used by the Korath to power their fighters."
outfit "Korath Tek'nel Reactor"
category "Power"
cost 14000000
thumbnail "outfit/unknown"
"mass" 140
"outfit space" -140
"energy generation" 27.1
"heat generation" 80
description "This massive reactor was designed by the Korath to meet the power needs of their largest ships."
outfit "Korath Shield Generator"
category "Systems"
cost 1700000
thumbnail "outfit/unknown"
"mass" 52
"outfit space" -52
"shield generation" 2.4
description "Korath fighters are not able to recharge their shields, but their larger ships are equipped with one of these."
outfit "Korath Heat Shunt"
category "Systems"
cost 450000
thumbnail "outfit/unknown"
"mass" 34
"outfit space" -34
"cooling" 78
description "Korath weapons generate extreme amounts of heat, and the cooling systems they require are massive."
outfit "Korath Ark'torbal Thruster"
category "Engines"
"cost" 40000
thumbnail "outfit/unknown"
"mass" 17
"outfit space" -17
"engine capacity" -17
"thrust" 8.9
"thrusting energy" 1.1
"thrusting heat" 1.0
"flare sprite" "effect/plasma flare/tiny"
"frame rate" 5
"flare sound" "plasma tiny"
description "This engine is used by Korath fighters."
outfit "Korath Ark'parat Steering"
category "Engines"
"cost" 36000
thumbnail "outfit/unknown"
"mass" 12
"outfit space" -12
"engine capacity" -12
"turn" 240
"turning energy" .6
"turning heat" .7
description "This engine is used by Korath fighters."
outfit "Korath Jak'torbal Thruster"
category "Engines"
"cost" 317000
thumbnail "outfit/unknown"
"mass" 89
"outfit space" -89
"engine capacity" -89
"thrust" 63.1
"thrusting energy" 5.9
"thrusting heat" 14.3
"flare sprite" "effect/plasma flare/big"
"frame rate" 8
"flare sound" "plasma large"
description "This engine is used in the Korath capital ships."
outfit "Korath Jak'parat Steering"
category "Engines"
"cost" 2740000
thumbnail "outfit/unknown"
"mass" 67
"outfit space" -67
"engine capacity" -67
"turn" 1680
"turning energy" 3.1
"turning heat" 7.9
description "This engine is used in the Korath capital ships."
endless-sky-0.8.11/data/alien ships.txt 0000664 0000000 0000000 00000014506 12651565120 0017724 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
ship "Quarg Skylark"
sprite "ship/skylark"
attributes
category "Heavy Warship"
"cost" 5900000
"shields" 120000
"hull" 12000
"required crew" 120
"bunks" 210
"mass" 460
"drag" 12.3
"heat dissipation" .7
"fuel capacity" 1000
"cargo space" 200
"outfit space" 600
"weapon capacity" 200
"engine capacity" 120
"energy generation" 80
weapon
"blast radius" 250
"shield damage" 1000
"hull damage" 500
"hit force" 1500
outfits
"Quarg Skylance" 2
"Quarg Anti-Missile" 2
"Nanotech Battery"
"Quantum Shield Generator"
"Intrusion Countermeasures" 120
"Medium Graviton Thruster"
"Medium Graviton Steering"
"Jump Drive"
engine -15 117
engine 15 117
turret -12 -80 "Quarg Skylance"
turret 12 -80 "Quarg Skylance"
turret -12 -80 "Quarg Anti-Missile"
turret 12 -80 "Quarg Anti-Missile"
explode "tiny explosion" 12
explode "small explosion" 16
explode "medium explosion" 30
explode "big explosion" 40
explode "huge explosion" 20
description "The Skylark is used by the Quarg as a freighter and warship."
ship "Quarg Wardragon"
sprite "ship/wardragon"
attributes
category "Heavy Warship"
"cost" 5900000
"shields" 160000
"hull" 8000
"required crew" 160
"bunks" 185
"mass" 360
"drag" 9.3
"heat dissipation" .5
"fuel capacity" 800
"cargo space" 50
"outfit space" 600
"weapon capacity" 200
"engine capacity" 120
"energy generation" 80
weapon
"blast radius" 250
"shield damage" 1000
"hull damage" 500
"hit force" 1500
outfits
"Quarg Skylance" 2
"Quarg Anti-Missile" 2
"Nanotech Battery"
"Quantum Shield Generator"
"Intrusion Countermeasures" 160
"Medium Graviton Thruster"
"Medium Graviton Steering"
"Jump Drive"
engine -14 47
engine 14 47
turret -29 6 "Quarg Skylance"
turret 29 6 "Quarg Skylance"
turret -29 6 "Quarg Anti-Missile"
turret 29 6 "Quarg Anti-Missile"
explode "tiny explosion" 12
explode "small explosion" 16
explode "medium explosion" 30
explode "big explosion" 40
explode "huge explosion" 20
description "The Skylark is used by the Quarg as a light warship."
ship "Korath Raider"
sprite "ship/raider"
attributes
category "Heavy Warship"
"cost" 10000000
"shields" 19000
"hull" 7000
"required crew" 145
"bunks" 250
"mass" 720
"drag" 12
"heat dissipation" .5
"fuel capacity" 600
"cargo space" 143
"outfit space" 721
"weapon capacity" 284
"engine capacity" 159
weapon
"blast radius" 500
"shield damage" 2000
"hull damage" 1000
"hit force" 3000
outfits
"Korath Grab-Strike" 4
"Korath Banisher"
"Korath Warder"
"Korath Tek'nel Reactor"
"Korath Shield Generator"
"Korath Heat Shunt"
"Ramscoop"
"Intrusion Countermeasures" 4
"Korath Jak'torbal Thruster"
"Korath Jak'parat Steering"
"Jump Drive"
engine -20 130
engine 20 130
turret -34 -143 "Korath Grab-Strike"
turret 34 -143 "Korath Grab-Strike"
turret -8 -145 "Korath Grab-Strike"
turret 8 -145 "Korath Grab-Strike"
turret 0 35 "Korath Banisher"
turret 0 90 "Korath Warder"
fighter -75 100
fighter 75 100
explode "tiny explosion" 20
explode "small explosion" 45
explode "medium explosion" 50
explode "big explosion" 40
explode "huge explosion" 10
description "The Korath Raider is their warship of choice for plundering neighboring species."
ship "Korath Chaser"
sprite "ship/chaser"
attributes
category "Fighter"
"cost" 221000
"shields" 1400
"hull" 500
"required crew" 1
"bunks" 1
"mass" 40
"drag" .7
"heat dissipation" .9
"outfit space" 90
"weapon capacity" 25
"engine capacity" 30
weapon
"blast radius" 30
"shield damage" 160
"hull damage" 80
"hit force" 240
outfits
"Korath Fire-Lance"
"Korath Tek'far Reactor"
"Korath Ark'torbal Thruster"
"Korath Ark'parat Steering"
engine -7 23
engine 7 23
gun 0 -28 "Korath Fire-Lance"
explode "tiny explosion" 20
description "The Korath Chaser is a fighter carried by most of their capital ships."
ship "Korath World-Ship"
sprite "ship/world-ship a"
attributes
category "Heavy Freighter"
cost 8000000
shields 47000
hull 34000
"required crew" 794
"bunks" 1492
"mass" 1735
"drag" 21
"heat dissipation" .4
"fuel capacity" 600
"cargo space" 734
"outfit space" 728
"weapon capacity" 314
"engine capacity" 165
weapon
"blast radius" 800
"shield damage" 8000
"hull damage" 4000
"hit force" 12000
outfits
"Korath Grab-Strike" 2
"Korath Banisher" 3
"Korath Warder" 3
"Korath Tek'nel Reactor"
"Korath Shield Generator"
"Korath Heat Shunt"
"Ramscoop"
"Intrusion Countermeasures" 6
"Korath Jak'torbal Thruster"
"Korath Jak'parat Steering"
"Hyperdrive"
engine -37 343
engine 0 343
engine 37 343
turret -76 -157 "Korath Grab-Strike"
turret 76 -157 "Korath Banisher"
turret -59 -135 "Korath Warder"
turret 59 -135 "Korath Grab-Strike"
turret -61 -6 "Korath Banisher"
turret 61 -6 "Korath Warder"
turret -66 210 "Korath Warder"
turret 66 210 "Korath Banisher"
explode "tiny explosion" 30
explode "small explosion" 45
explode "medium explosion" 50
explode "big explosion" 40
explode "huge explosion" 50
description "Korath World-Ships are massive nomadic habitats that hold all that is left of their people."
ship "Korath World-Ship" "Korath World-Ship B"
sprite "ship/world-ship b"
turret -76 -219 "Korath Grab-Strike"
turret 76 -219 "Korath Grab-Strike"
turret -75 -112 "Korath Banisher"
turret 0 -92 "Korath Warder"
turret 75 -112 "Korath Banisher"
turret -83 165 "Korath Warder"
turret 83 165 "Korath Warder"
turret 0 277 "Korath Banisher"
ship "Korath World-Ship" "Korath World-Ship C"
sprite "ship/world-ship c"
turret -45 -247 "Korath Warder"
turret 45 -247 "Korath Grab-Strike"
turret -47 -140 "Korath Grab-Strike"
turret 47 -140 "Korath Banisher"
turret -70 53 "Korath Warder"
turret 70 53 "Korath Banisher"
turret -91 286 "Korath Banisher"
turret 91 286 "Korath Warder"
endless-sky-0.8.11/data/boarding missions.txt 0000664 0000000 0000000 00000001657 12651565120 0021142 0 ustar 00root root 0000000 0000000 # Copyright (c) 2015 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
mission "Assisting"
assisting
repeat
to offer
random < 10
source
government Merchant
on offer
payment 10000
conversation
`When you repair the , the pilot thanks you for your assistance and pays you .`
decline
# A mission with no destination will not be offered, so give it one.
# What the destination is doesn't matter, because you always 'decline' this.
destination Earth
endless-sky-0.8.11/data/commodities.txt 0000664 0000000 0000000 00000021504 12651565120 0020035 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
trade
commodity "Food" 100 600
"animal feed"
"apples"
"applesauce"
"avocados"
"bananas"
"barley"
"black beans"
"bread"
"brownie mix"
"canned anchovies"
"canned artichokes"
"canned beans"
"canned chestnuts"
"canned fruit"
"canned olives"
"cattle"
"cheese"
"chocolate"
"cloned meat"
"coffee beans"
"cookies"
"corn oil"
"corn"
"crackers"
"cured meat"
"dried apples"
"dried apricots"
"dried meat"
"dumplings"
"eggs"
"evaporated milk"
"fertilizer"
"frozen fish"
"frozen meat"
"frozen pizzas"
"frozen vegetables"
"garlic"
"grain"
"honey"
"hops"
"jerky"
"lard"
"molasses"
"oats"
"olive oil"
"onions"
"peanut oil"
"pepper"
"pickles"
"pineapples"
"pinto beans"
"potatoes"
"pretzels"
"prunes"
"pumpkins"
"purified water"
"quinoa"
"raisins"
"ready-to-eat meals"
"rice"
"salt"
"seaweed"
"sheep"
"shiitake mushrooms"
"snack cakes"
"soy products"
"spices"
"split peas"
"sugar"
"tea"
"tortillas"
"vanilla"
"vinegar"
"wheat"
"yams"
commodity "Clothing" 140 440
"beach towels"
"blankets"
"body armor"
"bolts of cloth"
"bolts of tweed"
"burlap sacks"
"canvas"
"carpeting"
"children's clothing"
"coats"
"cotton sheets"
"cotton thread"
"diapers"
"denim"
"fabric"
"flame-retardant fiber"
"hats"
"helmets"
"insulated fabric"
"linen sheets"
"mannequins"
"men's shoes"
"protective clothing"
"rayon"
"running shoes"
"sailcloth"
"socks"
"surgical scrubs"
"textiles"
"umbrellas"
"underwear"
"uniforms"
"winter coats"
"women's shoes"
"wool"
"work boots"
commodity "Metal" 190 590
"aluminized steel"
"aluminum"
"brass fittings"
"bulk metallic glasses"
"cast iron"
"chromium"
"copper pipes"
"copper wire"
"copper"
"cupronickel"
"galvanized steel"
"manganese"
"metallic foam"
"molybdenum"
"monel"
"nickel"
"niobium"
"ore"
"pig iron"
"platinum wool"
"platinum"
"rebar"
"sheet metal"
"silicon bronze"
"silver ingots"
"silver"
"sintered bronze"
"stainless steel"
"steel bars"
"steel cable"
"steel girders"
"steel plating"
"tin"
"titanium"
"tool steel blanks"
"vanadium"
"zinc"
commodity "Plastic" 240 540
"acetone"
"asphalt"
"bakelite"
"barrels"
"carbon nanotubing"
"crude oil"
"dacron"
"diesel oil"
"epoxy resin"
"gasoline"
"high-tensile fibers"
"jet fuel"
"lacquer"
"laquer thinner"
"methanal formaldehyde"
"mylar"
"nylon fiber"
"organic polymers"
"paint"
"petrochemicals"
"petroleum"
"plastic wrap"
"plumber's pipe"
"polyethylene"
"polymerizing agents"
"polystyrene foam"
"recycled plastic"
"resin"
"resorcinol glue"
"rubber"
"storage tanks"
"unplasticized PVC"
"vinylesters"
"xylene"
commodity "Equipment" 330 730
"3D printers"
"CNC machines"
"air conditioners"
"aircraft hulls"
"alarm systems"
"bicycles"
"breadmaking machines"
"cameras"
"cargo containers"
"cement mixers"
"collimators"
"combustion engines"
"dehumidifiers"
"electric motors"
"exhaust fans"
"extension ladders"
"fasteners"
"fencing"
"floodlights"
"flow meters"
"freezers"
"fuel tanks"
"harvesters"
"hoverskates"
"humidifiers"
"hydraulic pumps"
"industrial lasers"
"injection molds"
"jet engines"
"kilns"
"lapidary saws"
"mass spectrometers"
"mowers"
"ovens"
"pallets"
"particle analyzers"
"power tools"
"radar arrays"
"refrigerators"
"scaffolding"
"scales"
"sonar arrays"
"sonic chainsaws"
"space heaters"
"spacecraft hulls"
"steam engines"
"sump pumps"
"tavern fixtures"
"theatrical props"
"toilets"
"tools"
"tractor parts"
"transits"
"turbines"
"valves"
"vehicle chassis"
"vehicles"
"ventilators"
"water heaters"
"water purifiers"
"water tanks"
"welding robots"
"welding torches"
"wheelbarrows"
"whiskey barrels"
commodity "Medical" 430 930
"antibacterials"
"antibiotics"
"antivirals"
"artificial blood"
"artificial organs"
"autoclaves"
"bandages"
"battlefield trauma kits"
"bedpans"
"cough drops"
"diagnostic devices"
"disposable gloves"
"disposable syringes"
"empty syringes"
"first aid kits"
"gauze pads"
"hospital beds"
"hydrogen peroxide"
"intravenous fluids"
"medical implants"
"medical supplies"
"medicine"
"microscopes"
"nutritional supplements"
"ointment"
"painkillers"
"prosthetic limbs"
"rubbing alcohol"
"scanners"
"arm slings"
"surgical equipment"
"tourniquets"
"tranquilizers"
"tweezers"
commodity "Industrial" 520 920
"aniline dyes"
"assorted shimstock"
"battery acid"
"blast furnaces"
"blast shields"
"bleach"
"boilers"
"catalytic converters"
"caustic alkalis"
"cement mix"
"ceramics"
"clay"
"coolant"
"degreaser fluid"
"diamond grit"
"drive shafts"
"electrical wire"
"elevator modules"
"enamel ovens"
"fiberglass"
"gravel"
"heat exchangers"
"industrial catalysts"
"industrial solvents"
"insecticides"
"insulation"
"lathes"
"light bulbs"
"liquid nitrogen"
"liquid oxygen"
"lubricants"
"lumber"
"microfluidics"
"milling machines"
"molly bolts"
"nails"
"optical lenses"
"paint remover"
"paint"
"parts tumblers"
"pesticides"
"pickling vats"
"plasma cutters"
"polishing machines"
"prefab structures"
"quicklime"
"refractory bricks"
"sand"
"screws"
"safety equipment"
"semiconductors"
"stainless tubing"
"staples"
"stem bolts"
"surface planers"
"telescopes"
"testing equipment"
"thruster assemblies"
"timber"
"turret lathes"
"vacuum cleaners"
"varnish"
commodity "Electronics" 590 890
"accelerometers"
"amplifiers"
"batteries"
"capacitors"
"circuit boards"
"cloud chambers"
"cooling fans"
"data storage modules"
"de-ionizers"
"diodes"
"display screens"
"electrical transformers"
"fiber optic cable"
"framulators"
"fuel cells"
"haptic materials"
"heat sinks"
"hygrometers"
"integrated circuits"
"inverters"
"ionizers"
"light emitting diodes"
"memory modules"
"microchips"
"microswitches"
"microtransistors"
"microwave emitters"
"monitors"
"motherboards"
"nichrome wire"
"optical drives"
"optocouplers"
"piezoelectrics"
"potentiometers"
"power supplies"
"processing units"
"quantum resonators"
"resistors"
"rod logic modules"
"semiconductors"
"sensors"
"silicon wafers"
"solar panels"
"soldering irons"
"solid-state relays"
"speaker modules"
"supercapacitive fiber"
"supercapacitors"
"supercomputers"
"tactile switches"
"thermal paste"
"thermoelectrics"
"vacuum tubes"
"voltage converters"
"wireless receivers"
commodity "Heavy Metals" 610 1310
"actinide metals"
"barium"
"bismuth"
"depleted uranium"
"fuel rods"
"gold sheets"
"gold wire"
"gold"
"lanthanide metals"
"lead"
"mercury"
"neodymium"
"neptunium"
"plutonium"
"polonium"
"raw pitchblende"
"reactor grade plutonium"
"reactor grade uranium"
"thorium"
"tungsten"
commodity "Luxury Goods" 920 1520
"antique swords"
"brandy"
"champagne"
"cocktail dresses"
"cognac"
"companion robots"
"cosmetic implants"
"cosmetics"
"custom pens"
"designer clothing"
"designer suits"
"exotic carpets"
"exotic hardwoods"
"fine art"
"fine furniture"
"fur coats"
"golf clubs"
"grandfather clocks"
"handbags"
"high-performance automobiles"
"hoverskis"
"jewelry"
"lawn furniture"
"leather"
"liqueurs"
"live lobsters"
"marble"
"mineral water"
"monogrammed handkerchiefs"
"numismatic folders"
"orchids"
"paintings"
"paragliders"
"perfume"
"pleasure craft"
"pocket watches"
"porcelain"
"replica Ming vases"
"replica tribal masks"
"saffron"
"sculptures"
"silk"
"silver spoons"
"surfboards"
"tobacco"
"Venetian blinds"
"vodka"
"whiskey"
"wine"
"yachts"
commodity "Garbage"
"trash"
"garbage"
"rubbish"
"junk"
"household waste"
"construction debris"
"industrial waste"
"broken appliances"
"rotten vegetables"
"rotten fruit"
"diseased meat"
"outdated computers"
"medical waste"
"biological waste"
"processed sewage"
"mine waste"
"mine tailings"
"slag"
"sludge"
"spent nuclear fuel"
"radioactive waste"
"contaminated water"
"thermoset polymer waste"
"combustion ash"
"dead batteries"
"slaughterhouse waste"
"scrap electronics" endless-sky-0.8.11/data/conversations.txt 0000664 0000000 0000000 00000014173 12651565120 0020422 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
conversation "intro"
scene "scene/lobby"
`The bank's architecture is what you would have called "futuristic" back when you dreamed that the future would be less squalid than the present: story above story of curves and spires and balconies, all in gleaming metal. A doorman stands by each of the heavy glass doors. You are wearing your very best clothes, but you feel shabby next to them.`
` The loan broker's office is equally intimidating. Large computer monitors fill the walls, with stock quotes and other information spilling down them almost too fast to read. You occasionally glimpse the names of places that you have only seen in movies: Aldebaran. Tarazed. Earth.`
` The pen is heavy as lead but glides almost without friction as you print your initials on the bottom of page after page of ominous legal documents and sign several dozen statements, notices, and agreements. The banker, a balding middle-aged man in a suit that you suspect costs more than the spaceship you are about to purchase, flips the pages past you quickly, uttering a curt, "Sign here. Now here," as he points to each page. He moves swiftly, mechanically.`
` The only moment when he becomes truly animated is when explaining the Truth in Lending statement to you. "You are borrowing 480,000 credits," he says, "to be repaid over the course of one year. Your daily interest rate is 0.4%, which means that your daily payments are 2503 credits, and by the end of the year you will have paid... 434,000 credits in interest. Sign here." He grins.`
` You sign your name one final time:`
name
` The elevator is so well-tuned that you do not even realize it is moving until it has deposited you back in the lobby. But as you leave the bank, you are smiling. This crazy adventure suddenly feels real to you. You are going to do it. You are finally going to get off this planet.`
` Compared to the bank, you feel much more at home in the shipyard, walking among the rusted out hulks and newer ships that gleam in the sunlight. You smell grease and dirt and rocket fuel; wonderful smells. There are three ship models within your price range. Which one you choose will determine your future...`
conversation "flight check: no thrusters"
scene "scene/engine2"
"You've heard enough horror stories about the sort of accidents that happen when starship systems malfunction to be completely convinced of the necessity of a pre-flight safety check. As you listen to the complex symphony of hums, rattles, and clicks of your ship warming up, you run through a mental checklist. Computers: check. Life support: check."
" It is all going smoothly until it comes time to fire up the thrusters for a test run... and you realize, much to your embarrassment, that you do not have any thrusters installed. Time to head back to the outfitter and fix that!"
conversation "flight check: no thruster energy"
scene "scene/engine2"
"You've heard enough horror stories about the sort of accidents that happen when starship systems malfunction to be completely convinced of the necessity of a pre-flight safety check. As you listen to the complex symphony of hums, rattles, and clicks of your ship warming up, you run through a mental checklist. Computers: check. Life support: check."
" It is all going smoothly until it comes time to fire up the thrusters for a test run... and you discover that your generator does not produce enough power to drive them. You'll have to either install some batteries, or switch to a more powerful generator."
conversation "flight check: no steering"
scene "scene/engine"
"You've heard enough horror stories about the sort of accidents that happen when starship systems malfunction to be completely convinced of the necessity of a pre-flight safety check. As you listen to the complex symphony of hums, rattles, and clicks of your ship warming up, you run through a mental checklist. Computers: check. Life support: check."
" It is all going smoothly until it comes time to fire up the steering engines for a test run... and you realize, much to your embarrassment, that you do not have any steering installed. Time to head back to the outfitter and fix that!"
conversation "flight check: no steering energy"
scene "scene/engine"
"You've heard enough horror stories about the sort of accidents that happen when starship systems malfunction to be completely convinced of the necessity of a pre-flight safety check. As you listen to the complex symphony of hums, rattles, and clicks of your ship warming up, you run through a mental checklist. Computers: check. Life support: check."
" It is all going smoothly until it comes time to fire up the steering engines for a test run... and you discover that your generator does not produce enough power to drive them. You'll have to either install some batteries, or switch to a more powerful generator."
conversation "flight check: overheating"
scene "scene/engine"
"You've heard enough horror stories about the sort of accidents that happen when starship systems malfunction to be completely convinced of the necessity of a pre-flight safety check. As you listen to the complex symphony of hums, rattles, and clicks of your ship warming up, you run through a mental checklist. Computers: check. Life support: check."
" By the time you reach the end of the checklist, it has grown uncomfortably warm. The air smells like ozone and hot metal, and your cameras are showing a plume of steam or smoke escaping from the hull near the engines. If your systems are running this hot while still in the atmosphere, they're likely to overheat the moment you hit hard vacuum. You are going to have to either install cooling systems, or trade out some components for lower-heat alternatives."
endless-sky-0.8.11/data/effects.txt 0000664 0000000 0000000 00000015220 12651565120 0017136 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
effect "afterburner"
sprite "effect/afterburner"
"no repeat"
"frame rate" 30
sound "afterburner"
"lifetime" 10
"velocity scale" 1.
"random velocity" 1.
"random angle" 30
"random spin" 10
effect "ionic afterburner"
sprite "effect/ionic afterburner"
"no repeat"
"frame rate" 30
sound "ionic afterburner"
"lifetime" 12
"velocity scale" 1.
"random velocity" 1.
"random angle" 360
"random spin" 30
effect "beam laser impact"
sprite "effect/laser impact"
"no repeat"
"frame rate" 30
"lifetime" 5
"random angle" 2
"random spin" 1
"velocity scale" -.005
effect "heavy laser impact"
sprite "effect/heavy laser impact"
"no repeat"
"frame rate" 30
"lifetime" 5
"random angle" 2
"random spin" 1
"random velocity" 1
"velocity scale" -.007
effect "electron impact"
sprite "effect/electron impact"
"no repeat"
"frame rate" 30
"lifetime" 5
"random angle" 2
"random spin" 1
"velocity scale" -.003
effect "blaster impact"
sprite "effect/blaster impact"
"no repeat"
"frame rate" 30
"lifetime" 7
"random angle" 40
"velocity scale" -.05
effect "particle impact"
sprite "effect/particle impact"
"no repeat"
"frame rate" 30
sound "explosion small"
"lifetime" 35
"random angle" 2
"velocity scale" -.05
"random spin" 10
effect "ion impact"
sprite "effect/ion impact"
"no repeat"
"frame rate" 30
sound "ion impact"
"lifetime" 9
"random angle" 360
"velocity scale" -.05
"random spin" 30
"random velocity" 2
effect "plasma explosion"
sprite "effect/plasma explosion"
"no repeat"
"frame rate" 20
sound "explosion tiny"
"lifetime" 21
"random angle" 360
"random velocity" .1
"random spin" 4
"velocity scale" -.05
effect "pulse impact"
sprite "effect/pulse impact"
"no repeat"
"frame rate" 10
"lifetime" 20
"random angle" 360
"random velocity" .6
"random spin" 4
"velocity scale" -.1
effect "tracker impact"
sprite "effect/tracker impact"
"no repeat"
"frame rate" 20
sound "explosion medium"
"lifetime" 16
"random angle" 360
"random velocity" .2
"random spin" 10
"velocity scale" -.05
effect "tracker cloud"
sprite "effect/tracker cloud"
"no repeat"
"frame rate" 4
"lifetime" 60
"random angle" 360
"random velocity" 1
"random spin" 4
"velocity scale" -.1
effect "tracker fire"
sprite "effect/tracker fire"
"no repeat"
"frame rate" 8
"lifetime" 30
"random angle" 5
"random spin" 4
"random velocity" 10
effect "proton impact"
sprite "effect/proton impact"
"no repeat"
"frame rate" 30
"lifetime" 20
"random angle" 2
"velocity scale" -.005
effect "flamethrower die"
sprite "effect/explosion/small"
"no repeat"
"frame rate" 15
"random start frame"
"lifetime" 24
"random angle" 360
"random velocity" .4
"random spin" 2
"random frame rate" 5
"velocity scale" .4
effect "flamethrower hit"
sprite "effect/explosion/medium"
"no repeat"
"frame rate" 15
"random start frame"
"lifetime" 28
"random angle" 360
"random velocity" .6
"random spin" 3
"random frame rate" 5
"velocity scale" .4
effect "tiny explosion"
sprite "effect/explosion/tiny"
"no repeat"
"frame rate" 15
sound "explosion tiny"
"lifetime" 20
"random angle" 360
"random velocity" .2
"random spin" 1
"random frame rate" 5
"velocity scale" .4
effect "small explosion"
sprite "effect/explosion/small"
"no repeat"
"frame rate" 15
sound "explosion small"
"lifetime" 24
"random angle" 360
"random velocity" .4
"random spin" 2
"random frame rate" 5
"velocity scale" .4
effect "medium explosion"
sprite "effect/explosion/medium"
"no repeat"
"frame rate" 15
sound "explosion medium"
"lifetime" 28
"random angle" 360
"random velocity" .6
"random spin" 3
"random frame rate" 5
"velocity scale" .4
effect "big explosion"
sprite "effect/explosion/big"
"no repeat"
"frame rate" 15
sound "explosion large"
"lifetime" 32
"random angle" 360
"random velocity" .8
"random spin" 4
"random frame rate" 5
"velocity scale" .4
effect "huge explosion"
sprite "effect/explosion/huge"
"no repeat"
"frame rate" 15
sound "explosion huge"
"lifetime" 36
"random angle" 360
"random velocity" 1
"random spin" 5
"random frame rate" 5
"velocity scale" .4
effect "smoke"
sprite "effect/smoke"
"no repeat"
"random start frame"
"frame rate" 8
"lifetime" 60
"random angle" 360
"random spin" 5
effect "missile death"
sprite "effect/missile death"
"no repeat"
"frame rate" 20
"lifetime" 10
"velocity scale" .8
effect "small anti-missile"
sprite "effect/small anti missile"
"no repeat"
"frame rate" 3
sound "anti-missile"
"lifetime" 21
"velocity scale" 1
effect "large anti-missile"
sprite "effect/large anti missile"
"no repeat"
"frame rate" 2
sound "heavy anti-missile"
"lifetime" 31
"velocity scale" 1
effect "pug anti-missile"
sprite "effect/large anti missile"
"no repeat"
"frame rate" 6
sound "pug anti-missile"
"lifetime" 11
"velocity scale" 1
effect "nuke explosion"
sprite "effect/explosion/nuke"
"no repeat"
"frame rate" 30
sound "explosion nuke"
"lifetime" 15
"random angle" 360
"random velocity" 1
"random spin" 5
"velocity scale" .4
effect "nuke residue fast"
sprite "effect/explosion/huge"
"no repeat"
"frame rate" 15
"lifetime" 36
"random angle" 360
"random velocity" 8
"random spin" 5
"velocity scale" 0.1
effect "nuke residue slow"
sprite "effect/explosion/huge"
"no repeat"
"frame rate" 10
"lifetime" 60
"random angle" 360
"random velocity" 5
"random spin" 5
"velocity scale" 0.1
effect "torpedo fire"
sprite "effect/torpedo fire"
"no repeat"
"frame rate" 10
"lifetime" 15
effect "typhoon fire"
sprite "effect/typhoon fire"
"no repeat"
"frame rate" 10
"lifetime" 15
effect "meteor fire"
sprite "effect/meteor fire"
"no repeat"
"frame rate" 30
"lifetime" 12
"random velocity" 10
effect "sidewinder fire"
sprite "effect/sidewinder fire"
"no repeat"
"frame rate" 30
"lifetime" 9
"random velocity" 2
effect "ion spark"
sprite "effect/spark"
"no repeat"
"frame rate" 30
"lifetime" 9
"random angle" 360
"random spin" 10
"random velocity" 1
effect "box"
sprite "effect/box"
"frame rate" 6
"random start frame"
"random frame rate" 12
"lifetime" 60000
"random angle" 30
"random spin" 10
"random velocity" -1
endless-sky-0.8.11/data/engines.txt 0000664 0000000 0000000 00000046320 12651565120 0017154 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
outfit "Afterburner"
category "Engines"
"cost" 70000
thumbnail "outfit/afterburner"
"mass" 15
"outfit space" -15
"engine capacity" -15
"afterburner thrust" 25.0
"afterburner fuel" .5
"afterburner heat" 10.0
"afterburner effect" "afterburner"
description "An afterburner works by dumping hyperspace fuel into your engines and igniting it, producing a large amount of thrust. This can be very useful for dodging missiles or briefly escaping from faster opponents, but you must be careful to avoid using up so much fuel that you do not have enough left for hyperspace travel."
outfit "Ionic Afterburner"
category "Engines"
"cost" 340000
thumbnail "outfit/ionic afterburner"
"mass" 24
"outfit space" -24
"engine capacity" -24
"afterburner thrust" 29.0
"afterburner fuel" .1
"afterburner energy" 5.1
"afterburner heat" 12.0
"afterburner effect" "ionic afterburner"
description "The ionic afterburner was designed by the Syndicate to compensate for the primary weakness of an ordinary afterburner: namely, that it consumes hyperspace fuel at a prodigious rate. Ionic afterburners instead use a small amount of fuel combined with a large burst of energy from your ships batteries to achieve the same effect."
outfit "X1700 Ion Thruster"
category "Engines"
"cost" 12000
thumbnail "outfit/tiny ion thruster"
"mass" 16
"outfit space" -16
"engine capacity" -16
"thrust" 6.0
"thrusting energy" .6
"thrusting heat" .9
"flare sprite" "effect/ion flare/tiny"
"frame rate" 1.2
"flare sound" "ion tiny"
description "This is the smallest thruster that you can buy, so weak that anything larger than a drone will accelerate quite slowly when using this engine. On the other hand, it is also very energy-efficient."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X2700 Ion Thruster"
category "Engines"
"cost" 26000
thumbnail "outfit/small ion thruster"
"mass" 27
"outfit space" -27
"engine capacity" -27
"thrust" 11.5
"thrusting energy" 1.1
"thrusting heat" 1.7
"flare sprite" "effect/ion flare/small"
"frame rate" 1.1
"flare sound" "ion small"
description "The X2700 ion thruster is intended mostly for use in small, single-person or two-person ships, as well as in fighters. It is also used in larger ships, such as freighters, that have very little space for propulsion systems or energy to drive them. But these larger ships move unbearably slowly as a result."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X3700 Ion Thruster"
category "Engines"
"cost" 58000
thumbnail "outfit/medium ion thruster"
"mass" 46
"outfit space" -46
"engine capacity" -46
"thrust" 22.1
"thrusting energy" 1.9
"thrusting heat" 3.2
"flare sprite" "effect/ion flare/medium"
"frame rate" 1.0
"flare sound" "ion medium"
description "The X3700 ion thruster is designed for heavy freighters and small capital ships. In theory, it could be installed in smaller ships too, if they have enough engine space, to attain almost ridiculous speeds."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X4700 Ion Thruster"
category "Engines"
"cost" 128000
thumbnail "outfit/large ion thruster"
"mass" 79
"outfit space" -79
"engine capacity" -79
"thrust" 42.5
"thrusting energy" 3.5
"thrusting heat" 6.2
"flare sprite" "effect/ion flare/big"
"frame rate" 0.9
"flare sound" "ion large"
description "The X4700 ion thruster was developed when the Republic Navy began building warships so large that the X3700 was not sufficient for them. It allows even a capital ship to move at a respectable speed."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X5700 Ion Thruster"
category "Engines"
"cost" 281000
thumbnail "outfit/huge ion thruster"
"mass" 134
"outfit space" -134
"engine capacity" -134
"thrust" 81.5
"thrusting energy" 6.3
"thrusting heat" 11.7
"flare sprite" "effect/ion flare/huge"
"frame rate" 0.8
"flare sound" "ion huge"
description "The X5700 thruster is intended for only the largest of capital ships. When the Syndicate first began producing them, these engines were considered little more than a publicity stunt, because no ship at the time was large enough to hold one."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X1200 Ion Steering"
category "Engines"
"cost" 10000
thumbnail "outfit/tiny ion steering"
"mass" 12
"outfit space" -12
"engine capacity" -12
"turn" 160
"turning energy" .3
"turning heat" .6
description "This is the smallest set of steering thrusters that you can buy, generally considered suitable only for tiny, pilotless drones. Occasionally pilots looking for some extra outfit space will try swapping out their larger steering systems for one of these, but the results are invariably disappointing."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X2200 Ion Steering"
category "Engines"
"cost" 21000
thumbnail "outfit/small ion steering"
"mass" 20
"outfit space" -20
"engine capacity" -20
"turn" 307
"turning energy" .6
"turning heat" 1.1
description "The X2200 steering system is designed for fighters and other small spacecraft, as well as for use in larger ships when maneuverability is not needed."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X3200 Ion Steering"
category "Engines"
"cost" 46000
thumbnail "outfit/medium ion steering"
"mass" 35
"outfit space" -35
"engine capacity" -35
"turn" 590
"turning energy" 1.1
"turning heat" 2.0
description "The X3200 steering system is intended for small warships and freighters. It produces enough turning force to lend agility to all but the largest of human ships, and it is considerably more energy-efficient than the plasma-drive alternatives."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X4200 Ion Steering"
category "Engines"
"cost" 102000
thumbnail "outfit/large ion steering"
"mass" 59
"outfit space" -59
"engine capacity" -59
"turn" 1132
"turning energy" 1.9
"turning heat" 3.9
description "The X4200 is a powerful steering system, designed mostly for warships because quick steering is seldom a requirement in freighter design."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "X5200 Ion Steering"
category "Engines"
"cost" 225000
thumbnail "outfit/huge ion steering"
"mass" 100
"outfit space" -100
"engine capacity" -100
"turn" 2174
"turning energy" 3.5
"turning heat" 7.3
description "The X5200 is a steering system so powerful that only a handful of ships use it. It is standard equipment for Republic cruisers and carriers, ships so large that they are practically a self-contained city."
description " Ion engines consume less energy than plasma engines and produce less heat, but they also take up more space."
outfit "Chipmunk Plasma Thruster"
category "Engines"
"cost" 20000
thumbnail "outfit/tiny plasma thruster"
"mass" 20
"outfit space" -20
"engine capacity" -20
"thrust" 9.6
"thrusting energy" 1.0
"thrusting heat" 1.8
"flare sprite" "effect/plasma flare/tiny"
"frame rate" 5
"flare sound" "plasma tiny"
description "This is the smallest of the plasma propulsion systems produced by Delta V Corporation, suitable for very light fighters and interceptors. Plasma thrusters are more compact than ion drives, but also use more energy and generate more heat."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Greyhound Plasma Thruster"
category "Engines"
"cost" 45000
thumbnail "outfit/small plasma thruster"
"mass" 34
"outfit space" -34
"engine capacity" -34
"thrust" 18.4
"thrusting energy" 1.8
"thrusting heat" 3.4
"flare sprite" "effect/plasma flare/small"
"frame rate" 6
"flare sound" "plasma small"
description "This thruster is intended for small ships and for freighters. It comes in a crate decorated with a stylized cartoon of a running greyhound."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Impala Plasma Thruster"
category "Engines"
"cost" 99000
thumbnail "outfit/medium plasma thruster"
"mass" 58
"outfit space" -58
"engine capacity" -58
"thrust" 35.4
"thrusting energy" 3.2
"thrusting heat" 6.5
"flare sprite" "effect/plasma flare/medium"
"frame rate" 7
"flare sound" "plasma medium"
description "Impala class thrusters produce a significant amount of force, and are suitable for smaller capital ships. But, your ship may need extra cooling systems in order to handle them."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Orca Plasma Thruster"
category "Engines"
"cost" 217000
thumbnail "outfit/large plasma thruster"
"mass" 98
"outfit space" -98
"engine capacity" -98
"thrust" 67.9
"thrusting energy" 5.8
"thrusting heat" 12.3
"flare sprite" "effect/plasma flare/big"
"frame rate" 8
"flare sound" "plasma large"
description "This engine draws enough power that a ship with anything short of a full-fledged nuclear reactor is unlikely to be able to use it, but the thrust it generates is impressive."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Tyrant Plasma Thruster"
category "Engines"
"cost" 478000
thumbnail "outfit/huge plasma thruster"
"mass" 167
"outfit space" -167
"engine capacity" -167
"thrust" 130.5
"thrusting energy" 10.5
"thrusting heat" 23.5
"flare sprite" "effect/plasma flare/huge"
"frame rate" 9
"flare sound" "plasma huge"
description "The enormous crate that this thruster is sold in comes decorated with a picture of a grinning Tyrannosaurus Rex with an improbable number of teeth. Only a handful of ships are large enough to require an engine of this size... or to have the capacity for one."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Chipmunk Plasma Steering"
category "Engines"
"cost" 16000
thumbnail "outfit/tiny plasma steering"
"mass" 15
"outfit space" -15
"engine capacity" -15
"turn" 256
"turning energy" .5
"turning heat" 1.1
description "This is the smallest plasma steering system that Delta V produces. The packaging features a cartoon of what appears to be a very highly caffeinated rodent."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Greyhound Plasma Steering"
category "Engines"
"cost" 36000
thumbnail "outfit/small plasma steering"
"mass" 26
"outfit space" -26
"engine capacity" -26
"turn" 492
"turning energy" 0.9
"turning heat" 2.1
description "The Greyhound class plasma propulsion systems are Delta V's most popular product, suitable for a wide range of small starships."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Impala Plasma Steering"
category "Engines"
"cost" 79000
thumbnail "outfit/medium plasma steering"
"mass" 43
"outfit space" -43
"engine capacity" -43
"turn" 944
"turning energy" 1.6
"turning heat" 4.1
description "Impala class plasma steering systems are suitable for most freighters and all but the largest warships, and are also considerably more compact than the ion propulsion systems produced by the Syndicate."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Orca Plasma Steering"
category "Engines"
"cost" 174000
thumbnail "outfit/large plasma steering"
"mass" 74
"outfit space" -74
"engine capacity" -74
"turn" 1812
"turning energy" 2.9
"turning heat" 7.7
description "An Orca class steering system will allow any mid-sized ship to turn as quickly as a fighter, and is powerful enough to serve even the largest of warships."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "Tyrant Plasma Steering"
category "Engines"
"cost" 382000
thumbnail "outfit/huge plasma steering"
"mass" 125
"outfit space" -125
"engine capacity" -125
"turn" 3479
"turning energy" 5.2
"turning heat" 14.7
description "As with the corresponding thruster, the Tyrant class steering system is so large and powerful that very few ships can make use of it."
description " Plasma engines are a bit more powerful than ion engines of the same size, but they are less energy efficient and produce more heat."
outfit "A120 Atomic Thruster"
category "Engines"
"cost" 140000
thumbnail "outfit/tiny atomic thruster"
"mass" 22
"outfit space" -22
"engine capacity" -22
"thrust" 15.4
"thrusting energy" 1.8
"thrusting heat" 3.5
"flare sprite" "effect/atomic flare/tiny"
"frame rate" 14
"flare sound" "atomic tiny"
description "If you're looking for the most powerful engine that will fit into your ship, and have plenty of money to burn, Deep Sky's atomic thrusters are your answer. Of course, the extra energy and cooling they require can easily offset the benefit of their small size."
outfit "A250 Atomic Thruster"
category "Engines"
"cost" 280000
thumbnail "outfit/small atomic thruster"
"mass" 34
"outfit space" -34
"engine capacity" -34
"thrust" 27.3
"thrusting energy" 3.1
"thrusting heat" 6.1
"flare sprite" "effect/atomic flare/small"
"frame rate" 13
"flare sound" "atomic small"
description "Deep Sky's atomic thrusters have been in production for centuries, but remain a niche product due to their high prices and high energy requirements."
outfit "A370 Atomic Thruster"
category "Engines"
"cost" 560000
thumbnail "outfit/medium atomic thruster"
"mass" 53
"outfit space" -53
"engine capacity" -53
"thrust" 47.6
"thrusting energy" 5.1
"thrusting heat" 10.3
"flare sprite" "effect/atomic flare/medium"
"frame rate" 12
"flare sound" "atomic medium"
description "This thruster is small enough to fit in a light warship or freighter, but powerful enough to move any but the largest of ships. Naturally, such performance comes at an exorbitant price."
outfit "A520 Atomic Thruster"
category "Engines"
"cost" 1120000
thumbnail "outfit/large atomic thruster"
"mass" 82
"outfit space" -82
"engine capacity" -82
"thrust" 81.9
"thrusting energy" 8.3
"thrusting heat" 17.4
"flare sprite" "effect/atomic flare/large"
"frame rate" 11
"flare sound" "atomic large"
description "If your ship is sporting a set of Deep Sky's atomic engines, you will be the envy of every pilot in the galaxy. No other form of propulsion that humanity has discovered produces so much thrust from such a small engine."
outfit "A860 Atomic Thruster"
category "Engines"
"cost" 2240000
thumbnail "outfit/huge atomic thruster"
"mass" 127
"outfit space" -127
"engine capacity" -127
"thrust" 139.7
"thrusting energy" 13.3
"thrusting heat" 29.1
"flare sprite" "effect/atomic flare/huge"
"frame rate" 10
"flare sound" "atomic huge"
description "The A860 atomic thruster is the most powerful engine sold in human space, and is much more compact than any of the alternatives. But, you may need to upgrade your ship's power and cooling systems to handle it."
outfit "A125 Atomic Steering"
category "Engines"
"cost" 120000
thumbnail "outfit/tiny atomic steering"
"mass" 16
"outfit space" -16
"engine capacity" -16
"turn" 392
"turning energy" 0.9
"turning heat" 2.2
description "Deep Sky's atomic thrusters are a popular choice for high-end starships. It is not uncommon for a set of atomic engines to cost more than the ship they are installed in."
outfit "A255 Atomic Steering"
category "Engines"
"cost" 240000
thumbnail "outfit/small atomic steering"
"mass" 25
"outfit space" -25
"engine capacity" -25
"turn" 687
"turning energy" 1.5
"turning heat" 3.7
description "If you have exhausted all your other options for making your ship more maneuverable, it may be time to invest in a set of atomic engines."
outfit "A375 Atomic Steering"
category "Engines"
"cost" 480000
thumbnail "outfit/medium atomic steering"
"mass" 38
"outfit space" -38
"engine capacity" -38
"turn" 1192
"turning energy" 2.5
"turning heat" 6.3
description "Bounty hunters and other captains who need to gain a speed advantage over the ships they are pursuing often dream of being able to save up enough money for a set of atomic engines."
outfit "A525 Atomic Steering"
category "Engines"
"cost" 960000
thumbnail "outfit/large atomic steering"
"mass" 60
"outfit space" -60
"engine capacity" -60
"turn" 2050
"turning energy" 4.1
"turning heat" 10.5
description "This set of maneuvering thrusters from Deep Sky will allow small warships to turn as fast as a fighter. For larger ships, swapping the existing engines with a set of atomics can free up a considerable amount of space for other outfits or weapons."
outfit "A865 Atomic Steering"
category "Engines"
"cost" 1920000
thumbnail "outfit/huge atomic steering"
"mass" 92
"outfit space" -92
"engine capacity" -92
"turn" 3509
"turning energy" 6.6
"turning heat" 17.5
description "Atomic engines are considered by many to be Deep Sky's crowning achievement. Although they are so expensive that relatively few of them are in use, there are few captains who do not dream of one day installing a set of them."
outfit "AR120 Reverse Thruster"
category "Engines"
"cost" 140000
thumbnail "outfit/reverse thruster"
"mass" 22
"outfit space" -22
"weapon capacity" -22
"reverse thrust" 15.4
"reverse thrusting energy" 1.8
"reverse thrusting heat" 3.5
description "For pilots who want to be able to pull fancy tricks that most ships are not capable of emulating, a reverse thruster allows a ship to accelerate backwards, without needing to turn around. Because a reverse thruster must be facing forwards, it must be installed in the weapon section of your ship instead of the engine section."
# Legacy support (renamed to "AR120 Reverse Thruster").
outfit "Reverse Thruster"
category "Engines"
"cost" 140000
thumbnail "outfit/reverse thruster"
"mass" 22
"outfit space" -22
"weapon capacity" -22
"reverse thrust" 15.4
"reverse thrusting energy" 1.8
"reverse thrusting heat" 3.5
endless-sky-0.8.11/data/events.txt 0000664 0000000 0000000 00000221375 12651565120 0017035 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
event "remembrance day"
date 19 2 3014
mission "remembrance day"
landing
source
government "Republic"
to offer
has "event: remembrance day"
on offer
conversation
`Today, throughout human space, is Remembrance Day, the anniversary of the beginning of the Alpha Wars more than five centuries ago. The Alphas were genetically engineered soldiers, with superhuman agility and intelligence, and a complete lack of compassion or empathy. At the height of the War, dozens of planets had been enslaved by the Alphas.`
` Remembrance Day commemorates the beginning of the war, rather than its end, as a perpetual reminder that the war is not over: although the Alphas were defeated, some of them escaped and remained in hiding, and they and their offspring are presumed to still be present in the galaxy today.`
` Since the Alpha War, genetic resequencing technology has been very tightly controlled. Because the Alphas were the product of experimental genetic manipulation rather than natural evolution, it is believed that their genes are less robust than true human beings, and they are almost unable to have viable offspring without access to special technology. Therefore, most Alpha enclaves that have been discovered since the War have had very small populations, no more than a few dozen.`
` In these days when the Navy ensures peace throughout much of the galaxy, on many worlds the Alphas are treated as nothing more than a bogeyman story to frighten children. Because the most striking physical feature of the Alphas was their photosynthetic skin, on some worlds kids even run around wearing green face paint on Remembrance Day, trying to frighten people. But on other worlds, especially on the fringes of space where the Navy seldom patrols, the Alphas are still spoken of with fear.`
event "war begins"
date 4 7 3014
system "Gamma Corvi"
government "Free Worlds"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 1400
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 1300
system "Spica"
government "Free Worlds"
system "Minkar"
government "Free Worlds"
system "Acrux"
government "Free Worlds"
system "Mimosa"
government "Free Worlds"
system "Kraz"
government "Free Worlds"
system "Izar"
government "Free Worlds"
system "Zeta Centauri"
government "Free Worlds"
system "Hadar"
government "Free Worlds"
system "Alkaid"
government "Free Worlds"
system "Zubeneschamali"
government "Free Worlds"
system "Kochab"
government "Free Worlds"
system "Ildaria"
government "Free Worlds"
system "Zubenelgenubi"
government "Free Worlds"
system "Sabik"
government "Free Worlds"
system "Unukalhai"
government "Free Worlds"
system "Kornephoros"
government "Free Worlds"
system "Sargas"
government "Free Worlds"
system "Lesath"
government "Free Worlds"
system "Aldhibain"
government "Free Worlds"
system "Dschubba"
government "Free Worlds"
system "Atria"
government "Free Worlds"
system "Alniyat"
government "Free Worlds"
system "Han"
government "Free Worlds"
system "Pherkad"
government "Free Worlds"
system "Yed Prior"
government "Free Worlds"
system "Beta Lupi"
government "Free Worlds"
system "Kappa Centauri"
government "Free Worlds"
system "Castor"
fleet "Small Northern Merchants" 800
fleet "Large Northern Merchants" 1100
fleet "Small Republic" 800
fleet "Large Republic" 400
system "Pollux"
fleet "Small Northern Merchants" 700
fleet "Large Northern Merchants" 1100
fleet "Small Republic" 700
fleet "Large Republic" 900
system Vega
fleet "Small Northern Merchants" 1000
fleet "Large Northern Merchants" 4000
fleet "Small Republic" 900
fleet "Large Republic" 1000
system Denebola
fleet "Small Northern Merchants" 1000
fleet "Large Northern Merchants" 3000
fleet "Small Republic" 700
fleet "Large Republic" 900
system Merak
fleet "Small Northern Merchants" 1500
fleet "Large Northern Merchants" 4000
fleet "Small Republic" 1100
fleet "Large Republic" 1300
planet "Geminus"
description `Until recently, Geminus was home to the Republic Navy Yard, the largest shipyard in human space. Now, there is nothing left of the shipyard but a gaping crater in the ground, from the recent terrorist bombing.`
spaceport `Fortunately, the spaceport and residential areas survived the bombing, which was focused only on the Navy yard and happened early in the morning, when very few people were at work.`
spaceport `The Navy officers who are in charge here have no time for anyone who is not enlisted in the Navy and participating in the ongoing investigation.`
shipyard clear
outfitter clear
"required reputation" 100
planet "Martini"
description `Martini is a world of exotic beaches and perfect weather. The Republic's central bank and the galactic stock exchange were previously headquartered here, before a terrorist attack destroyed them and a large portion of the capital city as well.`
"required reputation" 100
security .9
planet "Bourne"
description `Bourne is a well-developed industrial world that was first settled four centuries ago. Its cities are home to some of the richest individuals in this section of the galaxy, but also home to tens of thousands of homeless people, and many others whose factory jobs are barely providing enough to make ends meet.`
description `Bourne is also the seat of government for the newly formed Coalition of Free Worlds.`
mission "event: war begins"
landing
source
government "Republic" "Syndicate" "Free Worlds"
to offer
has "event: war begins"
on offer
conversation
`The moment you step off your ship you realize something is very wrong. The spaceport is eerily quiet, and a large crowd of people is gathered around a video screen in the local bar.`
` You ask what is happening, and someone explains. Recently, a collection of local governments in the southern galactic arm sent the Republic Parliament what amounted to an ultimatum: a refusal to pay taxes until certain reforms were made in trade tariffs, ship licensing, and election of planetary representatives. The coalition calls themselves the "Free Worlds." Parliament outright refused to consider their demands.`
` Then, in the early morning, nuclear explosions on Geminus and Martini destroyed the Republic Navy Yard and the Galactic Stock Exchange, crippling the military and economic center of the Republic. The "Free Worlds" disclaim any responsibility for the attacks, despite the timing and the fact that the attacks serve their purposes very well.`
` Unless the terrorists can be found or turn themselves in, civil war is imminent. It has been less than a year since you bought your ship, and already the galaxy is falling apart on you.`
decline
event "initial deployment 1"
date 24 7 3014
system "Spica"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 1700
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1500
system "Minkar"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 1500
fleet "Small Free Worlds" 700
fleet "Large Free Worlds" 1200
system "Mimosa"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2300
fleet "Small Free Worlds" 1200
fleet "Large Free Worlds" 1900
system "Kraz"
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 1600
fleet "Small Free Worlds" 700
fleet "Large Free Worlds" 900
system "Acrux"
fleet "Small Southern Merchants" 500
fleet "Large Southern Merchants" 800
fleet "Small Free Worlds" 700
fleet "Large Free Worlds" 1100
system "Tania Australis"
fleet "Small Northern Merchants" 1400
fleet "Large Northern Merchants" 2900
fleet "Small Republic" 600
fleet "Large Republic" 400
fleet "Navy Surveillance" 2000
planet "Ingot"
description `Ingot is a volcanic moon, totally unsuitable for life but rich in metal. The miners who work here must spend all their time inside pressurized buildings. Because Ingot has almost no atmosphere to slow them down, meteorites are a constant danger to the colonists. The shells of the buildings have multiple layers, designed to be self-sealing in any but the largest of impacts. Most of the mining is done remotely by robotic vehicles, but someone still needs to be present to control them and to make repairs when something goes wrong.`
description `Ingot is also now home to a burgeoning Navy base, although since the planet is so unlivable most of the troops are just living in ships in orbit.`
system "Fala"
fleet "Small Northern Merchants" 1900
fleet "Large Northern Merchants" 3500
fleet "Small Republic" 600
fleet "Large Republic" 400
fleet "Small Northern Pirates" 4000
fleet "Large Northern Pirates" 8000
fleet "Navy Surveillance" 2000
system "Phecda"
fleet "Small Northern Merchants" 900
fleet "Small Southern Merchants" 1100
fleet "Small Republic" 900
fleet "Large Republic" 1100
fleet "Navy Surveillance" 2000
system "Algorel"
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 1200
fleet "Small Republic" 700
fleet "Large Republic" 500
fleet "Small Southern Pirates" 2500
fleet "Large Southern Pirates" 8000
fleet "Navy Surveillance" 2000
planet "New Wales"
description `New Wales is home to a few mining outposts which extract and refine rare earth minerals and heavy metals. It is dangerous work: the mines are deep underground and prone to noxious gases and cave-ins, and the refineries work with molten radioactive materials and caustic chemicals. Due to the somewhat dim light of the star Algorel, and the cloudiness of the atmosphere, this is not a good world for farming, and the population remains quite small.`
description `The Republic Navy has planted a base on New Wales: so far, just a densely packed cluster of prefabricated barracks and infirmary buildings on the outskirts of one of the mining colonies.`
system "Porrima"
fleet "Small Southern Merchants" 1400
fleet "Large Southern Merchants" 4000
fleet "Small Republic" 1200
fleet "Large Republic" 1800
fleet "Small Southern Pirates" 9000
fleet "Navy Surveillance" 2000
system "Ipsing"
fleet "Small Southern Merchants" 2800
fleet "Large Southern Merchants" 7000
fleet "Small Republic" 2500
fleet "Large Republic" 4000
fleet "Small Southern Pirates" 5000
fleet "Navy Surveillance" 2000
system "Mizar"
fleet "Small Southern Merchants" 1400
fleet "Large Southern Merchants" 4500
fleet "Small Republic" 1000
fleet "Large Republic" 1400
fleet "Small Southern Pirates" 9000
fleet "Navy Surveillance" 2000
system "Muphrid"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 4800
fleet "Small Republic" 1100
fleet "Large Republic" 1900
fleet "Small Southern Pirates" 9000
fleet "Navy Surveillance" 2000
system "Menkent"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 1900
fleet "Small Republic" 500
fleet "Large Republic" 600
fleet "Navy Surveillance" 2000
planet "New Austria"
description `New Austria is a rugged mountain world, full of snow-capped peaks and valleys so deep and so steep that they rarely see sunlight. The few settlements that have been built here were developed for mining sapphires and rubies; the sapphires found in New Austria range from blue to yellow to black to clear in color, and are used both for industrial abrasives and for jewelry.`
description `The Navy has recently requisitioned one of the abandoned mining towns and begun refurbishing it for a secure military base, with the mining tunnels used as deep underground bunkers.`
event "initial deployment 2"
date 14 8 3014
planet "Martini"
"required reputation" 10
system "Izar"
fleet "Small Southern Merchants" 500
fleet "Large Southern Merchants" 1500
fleet "Small Free Worlds" 700
fleet "Large Free Worlds" 1000
system "Zeta Centauri"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 1700
fleet "Small Free Worlds" 1200
fleet "Large Free Worlds" 2000
fleet "Small Southern Pirates" 6000
fleet "Large Southern Pirates" 9000
system "Hadar"
fleet "Small Southern Merchants" 400
fleet "Large Southern Merchants" 600
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 1100
system "Alkaid"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 4000
fleet "Small Free Worlds" 6000
fleet "Large Free Worlds" 10000
fleet "Small Southern Pirates" 4000
fleet "Large Southern Pirates" 8000
system "Zubeneschamali"
fleet "Small Southern Merchants" 500
fleet "Large Southern Merchants" 1000
fleet "Small Free Worlds" 1400
fleet "Large Free Worlds" 2400
fleet "Small Southern Pirates" 4000
fleet "Large Southern Pirates" 5000
system "Kochab"
fleet "Small Southern Merchants" 1800
fleet "Large Southern Merchants" 5000
fleet "Small Southern Pirates" 6000
fleet "Small Free Worlds" 5000
system "Ildaria"
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 1800
fleet "Small Free Worlds" 2200
fleet "Large Free Worlds" 3600
fleet "Small Southern Pirates" 4000
fleet "Large Southern Pirates" 7000
system "Mora"
fleet "Small Southern Merchants" 2800
fleet "Large Southern Merchants" 5000
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 4000
fleet "Small Republic" 1000
fleet "Large Republic" 2000
fleet "Navy Surveillance" 1600
system "Delta Velorum"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 5000
fleet "Small Republic" 1600
fleet "Large Republic" 2400
fleet "Navy Surveillance" 1600
system "Turais"
fleet "Small Southern Merchants" 2000
fleet "Large Southern Merchants" 6000
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Small Republic" 1000
fleet "Large Republic" 1800
fleet "Navy Surveillance" 1600
system "Gacrux"
fleet "Small Southern Merchants" 2000
fleet "Large Southern Merchants" 5000
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 4000
fleet "Small Republic" 2000
fleet "Large Republic" 3000
fleet "Navy Surveillance" 1600
system "Cor Caroli"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 1300
fleet "Small Southern Pirates" 2000
fleet "Small Republic" 1200
fleet "Large Republic" 1800
fleet "Navy Surveillance" 1600
system "Muhlifain"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3500
fleet "Small Southern Pirates" 6000
fleet "Small Republic" 3000
fleet "Large Republic" 4000
fleet "Navy Surveillance" 1600
system "Vindemiatrix"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 3000
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 4000
fleet "Small Republic" 2000
fleet "Large Republic" 3000
fleet "Navy Surveillance" 1600
system "Sarin"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 6000
fleet "Small Republic" 8000
fleet "Large Republic" 15000
fleet "Navy Surveillance" 1600
system "Alioth"
fleet "Small Southern Merchants" 400
fleet "Large Northern Merchants" 600
fleet "Small Southern Pirates" 1200
fleet "Large Southern Pirates" 2400
fleet "Small Republic" 3000
fleet "Large Republic" 4000
fleet "Navy Surveillance" 1600
system "Holeb"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
fleet "Small Southern Pirates" 5000
fleet "Small Republic" 2000
fleet "Large Republic" 3000
fleet "Navy Surveillance" 1600
system "Arcturus"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 3000
fleet "Small Southern Pirates" 4000
fleet "Small Republic" 2000
fleet "Large Republic" 3000
fleet "Navy Surveillance" 1600
system "Rutilicus"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2000
fleet "Small Southern Pirates" 8000
fleet "Small Republic" 1000
fleet "Large Republic" 2000
fleet "Navy Surveillance" 1600
system "Alphecca"
fleet "Small Southern Merchants" 2000
fleet "Large Northern Merchants" 3500
fleet "Small Southern Pirates" 3000
fleet "Small Republic" 3000
fleet "Large Republic" 4000
fleet "Navy Surveillance" 1600
system "Boral"
fleet "Small Southern Merchants" 3000
fleet "Large Northern Merchants" 8000
fleet "Small Southern Pirates" 1500
fleet "Small Republic" 7000
fleet "Large Republic" 12000
fleet "Navy Surveillance" 1600
system "Cebalrai"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2000
fleet "Small Southern Pirates" 4000
fleet "Small Republic" 1000
fleet "Large Republic" 2000
fleet "Navy Surveillance" 1600
system "Rasalhague"
fleet "Small Southern Merchants" 1500
fleet "Large Southern Merchants" 2000
fleet "Small Southern Pirates" 4000
fleet "Large Southern Pirates" 8000
fleet "Small Republic" 3000
fleet "Large Republic" 4000
fleet "Navy Surveillance" 1600
event "initial deployment 3"
date 29 8 3014
system "Zubenelgenubi"
fleet "Small Southern Merchants" 500
fleet "Large Southern Merchants" 900
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1000
fleet "Small Southern Pirates" 5000
fleet "Large Southern Pirates" 8000
system "Unukalhai"
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 3000
fleet "Small Southern Pirates" 3000
fleet "Small Free Worlds" 3000
fleet "Large Free Worlds" 6000
system "Sabik"
fleet "Small Southern Merchants" 400
fleet "Large Southern Merchants" 600
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1600
system "Aldhibain"
fleet "Small Southern Merchants" 400
fleet "Large Southern Merchants" 500
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 700
fleet "Small Southern Pirates" 1400
fleet "Large Southern Pirates" 3000
system "Kornephoros"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 700
fleet "Small Southern Pirates" 5000
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 2000
system "Wei"
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 2500
fleet "Small Southern Pirates" 6000
fleet "Small Republic" 800
fleet "Large Republic" 700
fleet "Navy Surveillance" 1200
system "Seginus"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2700
fleet "Small Southern Pirates" 8000
fleet "Small Republic" 1200
fleet "Large Republic" 1400
fleet "Navy Surveillance" 1200
system "Alnasl"
fleet "Small Southern Merchants" 1300
fleet "Large Southern Merchants" 2500
fleet "Small Southern Pirates" 6000
fleet "Small Republic" 900
fleet "Large Republic" 1100
fleet "Navy Surveillance" 1200
system "Eber"
fleet "Small Southern Merchants" 1900
fleet "Large Southern Merchants" 2900
fleet "Small Southern Pirates" 3000
fleet "Small Republic" 1000
fleet "Large Republic" 1500
fleet "Navy Surveillance" 1200
system "Alpha Arae"
fleet "Small Southern Merchants" 2100
fleet "Large Southern Merchants" 8000
fleet "Small Southern Pirates" 6000
fleet "Large Southern Pirates" 13000
fleet "Small Republic" 900
fleet "Large Republic" 800
fleet "Navy Surveillance" 1200
system "Kaus Borealis"
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 4000
fleet "Small Southern Pirates" 8000
fleet "Small Republic" 1100
fleet "Large Republic" 800
fleet "Navy Surveillance" 1200
event "initial deployment 4"
date 17 9 3014
planet "Geminus"
"required reputation" 10
system "Sargas"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2500
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 5000
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1500
fleet "Navy Surveillance" 800
system "Dschubba"
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 2600
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 6000
fleet "Small Free Worlds" 2000
fleet "Large Free Worlds" 3000
fleet "Navy Surveillance" 800
system "Lesath"
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 1600
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1100
fleet "Navy Surveillance" 800
system "Atria"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 2600
fleet "Small Southern Pirates" 5000
fleet "Large Southern Pirates" 8000
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 2100
system "Alniyat"
fleet "Small Southern Merchants" 500
fleet "Large Southern Merchants" 600
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 4000
fleet "Small Free Worlds" 1500
fleet "Large Free Worlds" 4000
system "Han"
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 4000
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 9000
fleet "Small Free Worlds" 3000
fleet "Large Free Worlds" 8000
system "Pherkad"
fleet "Small Southern Merchants" 500
fleet "Large Southern Merchants" 700
fleet "Small Free Worlds" 900
fleet "Large Free Worlds" 1700
fleet "Small Southern Pirates" 1000
fleet "Large Southern Pirates" 1900
system "Beta Lupi"
fleet "Small Southern Merchants" 800
fleet "Small Southern Pirates" 1100
fleet "Large Southern Pirates" 1600
fleet "Small Free Worlds" 4000
fleet "Large Free Worlds" 8000
system "Yed Prior"
fleet "Small Northern Merchants" 800
fleet "Large Northern Merchants" 1100
fleet "Small Southern Pirates" 1000
fleet "Large Southern Pirates" 2000
fleet "Small Free Worlds" 5000
fleet "Large Free Worlds" 8000
system "Kappa Centauri"
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 2700
fleet "Small Southern Pirates" 1600
fleet "Large Southern Pirates" 2000
fleet "Small Free Worlds" 3000
fleet "Large Free Worlds" 5000
system "Rastaban"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 1900
fleet "Small Southern Pirates" 4000
fleet "Large Southern Pirates" 8000
fleet "Small Republic" 900
fleet "Large Republic" 700
fleet "Navy Surveillance" 1200
system "Sabik"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 800
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1200
fleet "Navy Surveillance" 800
system "Aldhibain"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 800
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 600
fleet "Small Southern Pirates" 1400
fleet "Large Southern Pirates" 3000
fleet "Navy Surveillance" 800
system "Kornephoros"
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 1000
fleet "Small Southern Pirates" 5000
fleet "Small Free Worlds" 900
fleet "Large Free Worlds" 1700
fleet "Navy Surveillance" 800
event "capture of Kornephoros"
system "Kornephoros"
government "Republic"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 1400
fleet "Small Republic" 300
fleet "Large Republic" 500
fleet "Navy Surveillance" 800
system "Sabik"
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 1000
fleet "Small Free Worlds" 400
fleet "Large Free Worlds" 600
planet "Clink"
description `The mining outpost is swarming with Navy guards; they seem to have turned this moon into a temporary base of operations. The mine has been shut down, and no one is being allowed in or out of the mining outpost. It is not clear whether the miners are prisoners, or merely under a very tight watch.`
security 1
planet "Deep"
spaceport `The spaceport is built on a large island, a now-extinct volcano with an elevation of several kilometers at its center. Most of the large-scale fishing here is done by a single company, Poseidon Industries, who also built and maintain the spaceport. Steep winding roads and sturdy cement homes and warehouses line the mountain slopes, and below you in the harbor several massive trawling vessels are moored. On the outskirts of the spaceport are the ramshackle houses and open-air marketplace used by the smaller, independent fishing families.`
spaceport ` There are hundreds of Navy officers patrolling this small spaceport, looking for any signs of local resistance.`
security 1
event "start of hostilities"
government "Republic"
"attitude toward"
"Free Worlds" -.2
government "Free Worlds"
"attitude toward"
"Republic" -.2
event "joined the free worlds"
government "Escort"
swizzle 2
event "temporary ceasefire"
government "Republic"
"attitude toward"
"Free Worlds" 0
government "Free Worlds"
"attitude toward"
"Republic" 0
event "recapture of Kornephoros"
system "Aldhibain"
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 800
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 600
system "Kornephoros"
government "Free Worlds"
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 1000
fleet "Small Free Worlds" 900
fleet "Large Free Worlds" 1700
planet "Clink"
description `About a decade ago, a mining corporation from Zug planted a colony on Clink for harvesting some rare earth minerals that are present in this moon's crust due to its unusually high rate of asteroid impacts. The atmosphere here is too thin to breathe without a respirator, and because of the low gravity, the dust raised by the mining operations hangs perpetually in the air.`
description `The miners who work here are a tight-knit group, since most of them were part of the original colonization team. They are not particularly open to outsiders, and the facilities here are so rudimentary that they do not even stock fuel for visiting ships.`
security .5
planet "Deep"
spaceport `The spaceport is built on a large island, a now-extinct volcano with an elevation of several kilometers at its center. Most of the large-scale fishing here is done by a single company, Poseidon Industries, who also built and maintain the spaceport. Steep winding roads and sturdy cement homes and warehouses line the mountain slopes, and below you in the harbor several massive trawling vessels are moored. On the outskirts of the spaceport are the ramshackle houses and open-air marketplace used by the smaller, independent fishing families.`
security .5
fleet "Small Republic"
government "Republic"
names "republic small"
cargo 0
personality
heroic
variant 6
"Rainmaker" 2
variant 5
"Gunboat"
"Rainmaker"
variant 4
"Frigate"
variant 3
"Gunboat" 2
variant 1
"Rainmaker" 3
variant 6
"Gunboat"
variant 10
"Protector"
event "oathkeepers founded"
system Canopus
fleet "Small Northern Merchants" 900
fleet "Large Northern Merchants" 700
fleet "Small Oathkeeper" 1000
fleet "Large Oathkeeper" 2000
system Alheka
fleet "Small Northern Merchants" 1000
fleet "Large Northern Merchants" 3000
fleet "Small Oathkeeper" 1200
fleet "Large Oathkeeper" 4000
fleet "Small Northern Pirates" 2000
fleet "Large Northern Pirates" 2000
system Mirzam
fleet "Small Northern Merchants" 2000
fleet "Large Northern Merchants" 2000
fleet "Small Oathkeeper" 3000
fleet "Large Oathkeeper" 4000
fleet "Small Northern Pirates" 5000
fleet "Large Northern Pirates" 8000
system Mebsuta
fleet "Small Northern Merchants" 3000
fleet "Large Northern Merchants" 5000
fleet "Small Northern Pirates" 4000
fleet "Large Northern Pirates" 8000
fleet "Small Oathkeeper" 12000
system Betelgeuse
fleet "Small Northern Merchants" 2000
fleet "Large Northern Merchants" 800
fleet "Small Oathkeeper" 1000
fleet "Large Oathkeeper" 2000
fleet "Large Northern Pirates" 4000
system Rigel
fleet "Small Northern Merchants" 2000
fleet "Large Northern Merchants" 4000
fleet "Small Oathkeeper" 1000
fleet "Large Oathkeeper" 2000
fleet "Small Northern Pirates" 3000
fleet "Large Northern Pirates" 5000
system Alnitak
fleet "Small Northern Pirates" 3000
fleet "Large Northern Pirates" 5000
fleet "Small Oathkeeper" 500
fleet "Large Oathkeeper" 1000
system Saiph
fleet "Small Northern Merchants" 1200
fleet "Large Northern Merchants" 2000
fleet "Small Northern Pirates" 2000
fleet "Large Northern Pirates" 3000
fleet "Small Oathkeeper" 1000
fleet "Large Oathkeeper" 2000
system Mintaka
fleet "Small Northern Pirates" 2000
fleet "Large Northern Pirates" 2000
fleet "Large Oathkeeper" 2000
fleet "Small Northern Merchants" 4000
system Almaaz
fleet "Small Northern Pirates" 500
fleet "Large Northern Pirates" 600
fleet "Large Oathkeeper" 4000
system Gorvi
fleet "Small Northern Pirates" 1000
fleet "Large Northern Pirates" 1000
fleet "Large Oathkeeper" 4000
fleet "Small Northern Merchants" 8000
system Tortor
fleet "Small Northern Pirates" 1000
fleet "Large Northern Pirates" 1000
fleet "Large Oathkeeper" 6000
fleet "Small Northern Merchants" 6000
planet Farpoint
description `Farpoint, on the northernmost end of human space, is a rocky desert planet home to a Republic Navy base and not much else. Farming is possible only within greenhouses, and this system is too far from the galactic center to be desirable for trade or industry.`
description ` Lately the Navy base on Farpoint is growing, because it has become the new home of the Navy Oathkeepers, a small branch of the Navy that has sworn to stay uninvolved in the conflict with the Free Worlds.`
event "Tarazed neutrality"
system "Tarazed"
government "Neutral"
system "Dabih"
government "Neutral"
system "Albireo"
government "Neutral"
system "Girtab"
government "Neutral"
event "plasma turret available"
outfitter "Kraz Advanced"
"Plasma Turret"
fleet "Large Free Worlds"
government "Free Worlds"
names "free worlds capital"
cargo 1
personality
heroic
variant 5
"Bastion"
variant 4
"Osprey"
"Fury"
variant 2
"Argosy"
variant 3
"Bastion"
"Osprey"
variant 2
"Bastion"
"Sparrow" 2
variant 1
"Falcon"
variant 1
"Falcon"
"Hawk" 2
"Sparrow" 3
variant 1
"Falcon"
"Bastion"
"Hawk"
variant 3
"Falcon (Plasma)"
event "fw conservatory founded"
system "Yed Prior"
fleet "Small Northern Merchants" 500
fleet "Large Northern Merchants" 800
fleet "Small Southern Pirates" 1200
fleet "Large Southern Pirates" 2400
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1500
planet Winter
description `The dense clouds in Winter's atmosphere block out much of the sunlight, creating a frigid landscape below. The planet was not settled until about a century ago, when a group of investors from Pherkad decided to build a manufacturing center here, rather than trying to find more land on the already overcrowded planet of Solace. Claiming that the industrial emissions of carbon dioxide and other greenhouse gases would eventually warm the planet and turn it into a tropical paradise, they were able to draw enough settlers to keep the factories going.`
description ` Winter is home to the Free Worlds Conservatory, a new university that is focused on making terraforming technology and expertise available at a reasonable price, as well as on ecological protection and renewal.`
security .4
event "Thule becomes independent"
system Men
government "Independent"
fleet "Small Independent" 400
fleet "Large Independent" 600
fleet "Small Southern Merchants" 2000
fleet "Large Southern Merchants" 4000
fleet "Small Southern Pirates" 2500
fleet "Large Southern Pirates" 5000
fleet "Large Free Worlds" 1500
planet Thule
description `Thule is a mountainous world with a population of nearly a billion, settled in the early days of space exploration. When the colony was first established, the Earth government did not yet have the strength to control any system but its own, and when the Republic was formed, Thule did not join, and has repulsed all efforts to force them to do so.`
description ` Until recently, Thule was a well-known den of pirate activity, but the major tribal authorities have now forsworn piracy in the interest of keeping the Free Worlds from further meddling in their affairs. However, it is likely that all manner of illegal activity is still going on in secret here.`
planet "Smuggler's Den"
description `Smuggler's Den was formerly known as Grendel Station, back when it was an operating refinery. After that, it was taken over by pirates, and became a haven for all manner of smugglers and privateers. Now, at least in theory it is an independent station, no longer allied with the pirates. In practice, you suspect a fair amount of piracy still goes on here.`
description `The repair shops here can make a variety of legal and illegal modifications to your ship, and in the shipyard you can buy refurbished starships... if it does not trouble your conscience to think about the likely fates of their previous owners.`
spaceport `It is a strange but indisputable fact that anarchists smell worse than ordinary human beings. In this day and age, where even the cheapest shuttlecraft at least has a sonic shower, there is no logical explanation for it, except that anarchist tendencies must somehow go hand in hand with a tendency to reject society's norms around hygiene. Here in a space station, with nothing but recycled air to breathe, the effect is overpowering.`
event "fw suppressed Bloodsea"
system Antares
government "Free Worlds"
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1600
fleet "Small Southern Pirates" 4000
fleet "Large Southern Pirates" 8000
event "fw abandoned Bloodsea"
system Antares
government "Pirate"
fleet "Small Southern Pirates" 1000
fleet "Large Southern Pirates" 2000
fleet "Large Militia" 5000
event "fw suppressed Greenrock"
system Shaula
government "Free Worlds"
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 800
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 5000
event "fw abandoned Greenrock"
system Shaula
government "Pirate"
fleet "Small Southern Pirates" 500
fleet "Large Southern Pirates" 800
fleet "Small Core Pirates" 4000
fleet "Large Core Pirates" 7000
fleet "Small Northern Pirates" 5000
fleet "Large Northern Pirates" 9000
fleet "Large Militia" 9000
event "flamethrower available"
outfitter "Kraz Advanced"
"Flamethrower"
event "navy occupying the south"
system "Rastaban"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2400
fleet "Small Republic" 500
fleet "Large Republic" 700
system Girtab
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 2000
fleet "Small Republic" 500
fleet "Large Republic" 700
system Albaldah
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 1200
fleet "Small Republic" 500
fleet "Large Republic" 700
system "Delta Sagittarii"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 4000
fleet "Small Republic" 500
fleet "Large Republic" 700
event "catalytic ramscoop available"
outfitter "Deep Sky Basics"
"Catalytic Ramscoop"
event "fw gets catalytic ramscoop"
outfitter "Delta V Advanced"
"Catalytic Ramscoop"
event "terraforming Rand"
planet Rand
description `Rand is a desert world, too dry for much farming and with gravity low enough to be uncomfortable for most human beings. It is, however, the best source of heavy metals in the galactic south. Aside from the managers of the mining companies, nearly all the people here are migrant workers from elsewhere in the Dirt Belt, who have come to spend a season working for the relatively high wages that uranium mining offers, either to send money off-world or to save it up in order to build a better life for themselves.`
description ` Recent terraforming experiments have caused an increase in precipitation. Flash floods have scoured the landscape in some areas, but sandstorms are also less frequent, and the locals say the heat is a bit less oppressive than it used to be.`
event "fw safe passage starts"
"reputation: Republic" = 5
event "fw safe passage ends"
"reputation: Republic" = -1000
event "navy using mark ii ships"
fleet "Small Republic"
government "Republic"
names "republic small"
cargo 0
personality
heroic
variant 4
"Rainmaker (Mark II)" 2
variant 2
"Rainmaker" 2
variant 4
"Gunboat (Mark II)"
"Rainmaker (Mark II)"
variant 1
"Gunboat"
"Rainmaker"
variant 3
"Frigate (Mark II)"
variant 1
"Frigate"
variant 2
"Gunboat (Mark II)" 2
variant 1
"Gunboat" 2
variant 1
"Rainmaker (Mark II)" 3
variant 4
"Gunboat (Mark II)"
variant 2
"Gunboat"
fleet "Large Republic"
government "Republic"
names "republic capital"
fighters "republic fighter"
cargo 0
personality
heroic
variant 4
"Frigate (Mark II)" 2
"Rainmaker (Mark II)"
"Gunboat (Mark II)"
variant 1
"Frigate" 2
"Rainmaker"
"Gunboat"
variant 2
"Cruiser (Mark II)"
"Combat Drone" 4
variant 1
"Cruiser"
"Combat Drone" 4
variant 2
"Cruiser (Mark II)"
"Combat Drone" 4
"Frigate (Mark II)"
"Rainmaker (Mark II)"
variant 1
"Cruiser"
"Combat Drone" 4
"Frigate"
"Rainmaker"
variant 2
"Carrier (Mark II)"
"Lance" 4
"Combat Drone" 6
variant 1
"Carrier"
"Lance" 4
"Combat Drone" 6
variant 1
"Carrier (Mark II)"
"Lance" 4
"Combat Drone" 6
"Cruiser (Mark II)"
"Combat Drone" 4
"Frigate (Mark II)" 2
"Rainmaker (Mark II)" 2
"Gunboat (Mark II)" 2
variant 1
"Cruiser (Mark II)"
"Combat Drone" 4
"Frigate (Mark II)" 2
variant 1
"Frigate (Mark II)"
"Rainmaker (Mark II)" 2
"Gunboat (Mark II)"
fleet "gunboat only"
government "Republic"
names "republic small"
cargo 0
personality
heroic
variant
"Gunboat (Mark II)"
event "gunboats in Alnasl"
system Alnasl
fleet "Small Southern Merchants" 1300
fleet "Large Southern Merchants" 2500
fleet "gunboat only" 800
event "normal in Alnasl"
system Alnasl
fleet "Small Southern Merchants" 1300
fleet "Large Southern Merchants" 2500
fleet "Small Southern Pirates" 6000
fleet "Small Republic" 900
fleet "Large Republic" 1100
fleet "Navy Surveillance" 1200
event "fw southern expansion"
system Lesath
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 1600
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1100
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 5000
fleet "Navy Surveillance" 4000
system Sargas
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2500
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1500
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Navy Surveillance" 5000
system "Rastaban"
government "Free Worlds"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2400
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 700
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Navy Surveillance" 2000
system Girtab
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 2000
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1700
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Navy Surveillance" 5000
system Albaldah
government "Free Worlds"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 1200
fleet "Small Free Worlds" 900
fleet "Large Free Worlds" 1900
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Navy Surveillance" 5000
system "Delta Sagittarii"
government "Free Worlds"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 4000
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 900
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Navy Surveillance" 3000
system "Kaus Borealis"
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 4000
fleet "Small Republic" 400
fleet "Large Republic" 500
planet "New Iceland"
description `New Iceland is a perpetually hazy volcanic world, with a slightly caustic atmosphere but enough reserves of metal and petrochemicals to draw a large number of settlers. Some of those settlers also make a living as farmers, and a few well-developed factory towns produce goods for export to other worlds.`
description ` In the wake of their defeat in the south, the Navy has begun to set up a massive new base here on New Iceland, in order to allow them to continue to have a strong presence in this sector.`
event "fw occupying the north"
system Alioth
fleet "Small Southern Merchants" 400
fleet "Large Northern Merchants" 600
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 800
fleet "Small Republic" 5000
fleet "Large Republic" 6000
fleet "Navy Surveillance" 4000
system Alphecca
fleet "Small Southern Merchants" 2000
fleet "Large Northern Merchants" 3500
fleet "Small Free Worlds" 1200
fleet "Large Free Worlds" 2000
fleet "Navy Surveillance" 6000
system Boral
fleet "Small Southern Merchants" 3000
fleet "Large Northern Merchants" 8000
fleet "Small Free Worlds" 1500
fleet "Large Free Worlds" 3800
system Seginus
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2700
fleet "Small Free Worlds" 700
fleet "Large Free Worlds" 1100
fleet "Small Republic" 5000
fleet "Large Republic" 6000
fleet "Navy Surveillance" 4000
system Wei
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 2500
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1000
fleet "Navy Surveillance" 4000
event "fw northern expansion"
system Alioth
government "Free Worlds"
system Alphecca
government "Free Worlds"
system Boral
government "Free Worlds"
system Seginus
government "Free Worlds"
system Wei
government "Free Worlds"
event "fw prison on Clink"
planet Clink
description `About a decade ago, a mining corporation from Zug planted a colony on Clink for harvesting some rare earth minerals that are present in this moon's crust due to its unusually high rate of asteroid impacts. The atmosphere here is too thin to breathe without a respirator, and because of the low gravity, the dust raised by the mining operations hangs perpetually in the air.`
description `Recently, the Free Worlds have converted Clink into a prison colony for Navy officers and support staff who were captured in the battle for the Rastaban system.`
event "alphas capture Poisonwood"
system Graffias
government "Pirate"
fleet "Small Free Worlds" 10000
event "liberation of Poisonwood"
system Graffias
government "Neutral"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 4000
fleet "Small Southern Pirates" 6000
fleet "Small Free Worlds" 700
fleet "Small Free Worlds" 1200
event "Poisonwood reverts to Republic"
system Graffias
government "Republic"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 4000
fleet "Small Southern Pirates" 4000
fleet "Small Free Worlds" 1500
fleet "Small Free Worlds" 2600
event "death of nguyen"
event "dreadnoughts for sale"
shipyard "Southbound Advanced"
"Dreadnought"
event "dreadnought deployment"
fleet "Large Free Worlds"
government "Free Worlds"
names "free worlds capital"
cargo 1
personality
heroic
variant 5
"Bastion"
variant 4
"Osprey"
"Fury"
variant 2
"Argosy"
variant 3
"Bastion"
"Osprey"
variant 2
"Bastion"
"Sparrow" 2
variant 1
"Falcon"
variant 1
"Falcon"
"Hawk" 2
"Sparrow" 3
variant 1
"Falcon"
"Bastion"
"Hawk"
variant 3
"Falcon (Plasma)"
variant 2
"Dreadnought"
variant 1
"Dreadnought"
"Bastion"
variant 1
"Dreadnought"
"Argosy"
"Fury"
event "bloodsea joins free worlds"
planet Bloodsea
description `Bloodsea is nearly uninhabited, except for a few small outposts. Its name comes from the planet's oceans, which are blood-red due to rhodophyte algae. Although the climate is temperate and there are many white sand beaches, no one comes here hoping to go swimming.`
description ` Until recently, this was a pirate world, but as the Free Worlds continued to expand they saw the writing on the wall and decided to become a civilized world. The Free Worlds is building a new spaceport here, but that will take months, and in the meantime the old spaceport is still in use.`
system Antares
government "Free Worlds"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 1400
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 3000
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 5000
event "bloodsea spaceport completed"
planet Bloodsea
description `Bloodsea is nearly uninhabited, except for a few small outposts. Its name comes from the planet's oceans, which are blood-red due to rhodophyte algae. Although the climate is temperate and there are many white sand beaches, no one comes here hoping to go swimming.`
description ` Recently, with the help of the Free Worlds, a new spaceport was completed here. Bloodsea was formerly a pirate world, but the new spaceport has given it an air of respectability, and already a small number of settlers and curious tourists have begun flowing in.`
spaceport `The new spaceport is impressively well designed, with seawalls and landing pads of crisp, newly-set concrete, still unmarked by weather or mildew. It is also several times larger than necessary for the number of people and ships that are here, and aside from a lively market, it feels strangely empty.`
spaceport ` Some things remain unchanged from back in the pirate days. The local slang incorporates threats of extreme violence as a seemingly meaningless verbal tic. "Hey, I'm gonna cut off your fingers one by one until you buy a meat patty!" a vendor calls out cheerfully as you pass. "First one's free, and I'll tie a knot in your spine if you don't like it."`
event "battle for bloodsea"
system Antares
fleet "Small Free Worlds" 4000
event "bloodsea independent"
system Antares
government "Independent"
fleet "Small Independent" 800
fleet "Large Independent" 1500
fleet "Small Southern Merchants" 2000
fleet "Large Southern Merchants" 2000
fleet "Small Southern Pirates" 1600
fleet "Large Southern Pirates" 3000
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1500
planet Bloodsea
description `Bloodsea is nearly uninhabited, except for a few small outposts. Its name comes from the planet's oceans, which are blood-red due to rhodophyte algae. Although the climate is temperate and there are many white sand beaches, no one comes here hoping to go swimming.`
description ` Until recently, this was a pirate world, but they are now officially "independent," forswearing support for piracy and other criminal activity as a result of being dominated by the Free Worlds militia. You get the feeling that most of the locals are not too fond of the Free Worlds, however.`
event "albatross joins free worlds"
planet Albatross
description `Albatross is a cold ocean world orbiting a small, cold sun. The first settlers on Albatross were anarchists who believed that in a society free from unnatural laws and constraints, everyone would happily and freely work for the common good. The next settlers were pirates who believed that a planet free from laws and constraints would be a great base of operations.`
description ` Recently, the Free Worlds has liberated Albatross from their pirate oppressors, but many of the locals remain skeptical, seeing the Free Worlds as little different from the other protection rackets that have held sway over them.`
system Nunki
government "Free Worlds"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 1400
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 3000
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 5000
event "fw expanded and cut"
system "Rasalhague"
government "Free Worlds"
system "Zeta Aquilae"
government "Free Worlds"
system "Ascella"
government "Free Worlds"
system "Peacock"
government "Free Worlds"
system "Kaus Australis"
government "Free Worlds"
system "Delta Sagittarii"
government "Republic"
fleet "Small Southern Merchants" 2000
fleet "Large Southern Merchants" 6000
fleet "Small Republic" 500
fleet "Large Republic" 700
fleet "Large Free Worlds" 3000
system "Rastaban"
government "Republic"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 4000
fleet "Small Republic" 700
fleet "Large Republic" 900
fleet "Large Free Worlds" 2000
system "Girtab"
government "Republic"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
fleet "Small Republic" 900
fleet "Large Republic" 1200
fleet "Large Free Worlds" 1800
system "Lesath"
fleet "Small Southern Merchants" 6000
fleet "Large Southern Merchants" 9000
fleet "Small Republic" 1000
fleet "Large Republic" 1000
fleet "Large Free Worlds" 800
system "Alpha Arae"
fleet "Small Southern Merchants" 5000
fleet "Large Southern Merchants" 6000
fleet "Small Republic" 800
fleet "Large Republic" 1000
fleet "Large Free Worlds" 3000
event "fw at war with Syndicate"
government Syndicate
"attitude toward"
"Free Worlds" -.3
"Republic" -.3
"Navy (Oathkeeper)" -.3
"Pirate" -.4
"Korath" -.5
system Rutilicus
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2000
system Cebalrai
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2000
system Holeb
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
event "fw armistice"
government Republic
"attitude toward"
"Free Worlds" 0
government "Free Worlds"
"attitude toward"
Republic 0
planet Martini
"required reputation" 80
planet Thrall
"required reputation" 30
planet Geminus
"required reputation" 80
planet Hestia
"required reputation" 40
planet Vinci
"required reputation" 50
planet Vail
"required reputation" 40
planet Calda
"required reputation" 40
planet Pearl
"required reputation" 50
planet Glory
"required reputation" 60
planet Farseer
"required reputation" 50
planet Pilot
"required reputation" 100
planet Ada
"required reputation" 60
planet Hermes
"required reputation" 70
planet Mainsail
"required reputation" 40
system Rutilicus
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2000
fleet "Small Southern Pirates" 8000
fleet "Small Republic" 1000
system Cebalrai
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2000
fleet "Small Southern Pirates" 4000
fleet "Small Republic" 1000
system Holeb
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
fleet "Small Southern Pirates" 5000
fleet "Small Republic" 2000
fleet "Large Republic" 3000
fleet "Navy Surveillance" 1600
event "deep sky tech available"
outfitter "Deep Sky Basics"
"Catalytic Ramscoop"
"Typhoon Torpedo"
"Electron Beam"
outfitter "Deep Sky Advanced"
"Catalytic Ramscoop"
"Typhoon Torpedo"
"Electron Beam"
"Typhoon Launcher"
"Electron Turret"
event "navy out of rastaban"
system Rastaban
government "Free Worlds"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2400
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 700
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Navy Surveillance" 2000
system Girtab
government "Neutral"
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 2000
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1700
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Navy Surveillance" 5000
system "Delta Sagittarii"
government "Free Worlds"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 4000
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 900
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Navy Surveillance" 3000
system Lesath
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 1600
fleet "Small Free Worlds" 800
fleet "Large Free Worlds" 1100
fleet "Small Southern Pirates" 2000
fleet "Large Southern Pirates" 5000
fleet "Navy Surveillance" 4000
system "Alpha Arae"
fleet "Small Southern Merchants" 2100
fleet "Large Southern Merchants" 8000
fleet "Small Southern Pirates" 6000
fleet "Large Southern Pirates" 13000
fleet "Small Republic" 900
fleet "Large Republic" 800
fleet "Navy Surveillance" 1200
event "stack core for sale"
planet Solace
outfitter "Stack Core"
planet Zug
outfitter "Stack Core"
planet Wayfarer
outfitter "Stack Core"
event "syndicate occupies sol"
system Sol
fleet "Small Northern Merchants" 500
fleet "Large Northern Merchants" 700
fleet "Small Republic" 800
fleet "Large Republic" 1200
fleet "Small Core Merchants" 900
fleet "Large Core Merchants" 1400
fleet "Small Syndicate" 400
fleet "Large Syndicate" 600
event "pug invasion"
unlink "Zeta Aquilae" Ascella
unlink Rasalhague Cebalrai
unlink Rasalhague Ascella
link Deneb "Zeta Aquilae"
link Deneb Rasalhague
unvisit "Zeta Aquilae"
unvisit Rasalhague
unvisit Orvala
unvisit Deneb
unvisit Cebalrai
unvisit Ascella
unvisit Peacock
system "Zeta Aquilae"
government Pug
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
fleet "Small Pug" 1000
fleet "Large Pug" 2000
system Rasalhague
government Pug
fleet "Small Southern Merchants" 1500
fleet "Large Southern Merchants" 2000
fleet "Small Pug" 800
fleet "Large Pug" 2000
system Orvala
government Pug
event "pug invasion 2"
unlink Vega Menkent
unlink Vega Sol
unlink Altair Sol
unlink Fomalhaut Markab
link Deneb Vega
link Deneb Altair
unvisit Vega
unvisit Altair
unvisit Nocte
unvisit Fomalhaut
unvisit Markab
system Vega
government Pug
fleet "Small Northern Merchants" 800
fleet "Large Northern Merchants" 3000
fleet "Small Pug" 800
fleet "Large Pug" 1200
system Altair
government Pug
fleet "Small Core Merchants" 400
fleet "Large Core Merchants" 600
fleet "Small Northern Merchants" 1000
fleet "Large Northern Merchants" 3000
fleet "Small Pug" 700
fleet "Large Pug" 900
system Fomalhaut
government Pug
fleet "Small Core Merchants" 1000
fleet "Large Core Merchants" 1200
fleet "Small Pug" 1400
fleet "Large Pug" 2000
system Nocte
government Pug
event "pug invasion 3"
unlink "Delta Capricorni" Markab
unlink "Delta Capricorni" Scheat
unlink Alderamin Alnair
link Deneb "Delta Capricorni"
link Deneb Alderamin
unvisit "Delta Capricorni"
unvisit Alderamin
unvisit Scheat
unvisit Alnair
system "Delta Capricorni"
government Pug
fleet "Small Core Merchants" 700
fleet "Large Core Merchants" 800
fleet "Small Pug" 800
fleet "Large Pug" 1100
system Alderamin
government Pug
fleet "Small Core Merchants" 2000
fleet "Large Core Merchants" 3200
fleet "Small Pug" 1200
fleet "Large Pug" 2500
event "pug invasion 4"
unlink Caph Sol
unlink Caph Eteron
unlink Diphda Acamar
unlink Diphda Ankaa
link Fomalhaut Caph
unvisit Caph
unvisit Diphda
unvisit Ankaa
system Sol
fleet "Small Northern Merchants" 300
fleet "Large Northern Merchants" 500
fleet "Small Republic" 600
fleet "Large Republic" 900
fleet "Small Core Merchants" 1000
fleet "Large Core Merchants" 2000
system Diphda
government Pug
fleet "Small Core Merchants" 2000
fleet "Large Core Merchants" 600
fleet "Small Pug" 1000
fleet "Large Pug" 1500
system Caph
government Pug
fleet "Small Core Merchants" 500
fleet "Large Core Merchants" 600
fleet "Small Pug" 700
fleet "Large Pug" 1000
event "fw syndicate welcoming"
"reputation: Syndicate" = 1
government Syndicate
"attitude toward"
"Free Worlds" 0
Republic 0
"Navy (Oathkeeper)" 0
system Algenib
government "Syndicate (Extremist)"
fleet "Small Core Pirates" 1500
fleet "Large Core Pirates" 2000
fleet "Syndicate Extremists" 200
event "at war with the pug"
"reputation: Pug" = -1000
government Pug
"attitude toward"
"Free Worlds" -.1
"Republic" -.1
"Syndicate" -.1
"Syndicate (Extremist)" -.5
system "Delta Capricorni"
fleet "Small Core Merchants" 1500
event "battle for delta capricorni"
system "Delta Capricorni"
government Syndicate
event "reconnected delta capricorni"
link "Delta Capricorni" Markab
system "Delta Capricorni"
fleet "Small Core Merchants" 1500
fleet "Large Core Merchants" 3000
fleet "Small Pug" 2000
fleet "Large Syndicate" 400
event "battle for altair"
system "Altair"
fleet "Small Core Merchants" 1500
event "liberation of altair"
system "Altair"
government "Republic"
fleet "Small Core Merchants" 1000
fleet "Large Core Merchants" 2000
fleet "Small Pug" 2000
fleet "Large Syndicate" 800
event "reconnected altair"
link Altair Sol
system "Altair"
government Republic
fleet "Small Core Merchants" 800
fleet "Large Core Merchants" 1200
event "pug flee"
unvisit Deneb
system "Zeta Aquilae"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
fleet "Small Republic" 1000
fleet "Large Republic" 2000
system Rasalhague
fleet "Small Southern Merchants" 1500
fleet "Large Southern Merchants" 2000
fleet "Small Republic" 1200
fleet "Large Republic" 2500
system Vega
fleet "Small Northern Merchants" 800
fleet "Large Northern Merchants" 3000
fleet "Small Republic" 800
fleet "Large Republic" 1200
system Altair
fleet "Small Core Merchants" 400
fleet "Large Core Merchants" 600
fleet "Small Northern Merchants" 1000
fleet "Large Northern Merchants" 3000
fleet "Small Republic" 700
fleet "Large Republic" 900
system Fomalhaut
fleet "Small Core Merchants" 1000
fleet "Large Core Merchants" 1200
fleet "Small Republic" 1600
fleet "Large Republic" 3000
system "Delta Capricorni"
fleet "Small Core Merchants" 700
fleet "Large Core Merchants" 800
fleet "Small Syndicate" 500
fleet "Large Syndicate" 600
system Alderamin
fleet "Small Core Merchants" 2000
fleet "Large Core Merchants" 3200
fleet "Small Syndicate" 700
fleet "Large Syndicate" 900
system Diphda
fleet "Small Core Merchants" 2000
fleet "Large Core Merchants" 600
fleet "Small Republic" 1600
fleet "Large Republic" 3000
system Caph
fleet "Small Core Merchants" 500
fleet "Large Core Merchants" 600
fleet "Small Republic" 1600
fleet "Large Republic" 3000
system Deneb
fleet "Small Core Merchants" 5000
object
sprite star/g5
period 10
object "Pugglemug"
sprite planet/ocean2
distance 317.56
period 90.543791
object
sprite planet/dust3
distance 159
period 16.370052
object "Pugglequat"
sprite planet/desert3
distance 966.8
period 480.9777
object
sprite planet/rhea
distance 156
period 18.632773
object
sprite planet/dust7
distance 1538.84
period 965.85111
object
sprite planet/dust0
distance 1788.4
period 1210.0881
object "Pug Wormhole"
sprite planet/wormhole
distance 2320.29
period 1788.2712
event "pug territory liberated"
system Orvala
government "Free Worlds"
system Nocte
government Republic
system "Zeta Aquilae"
government "Free Worlds"
system Rasalhague
government "Free Worlds"
system Vega
government Republic
system Altair
government Republic
system Fomalhaut
government Syndicate
system "Delta Capricorni"
government Syndicate
system Alderamin
government Syndicate
system Diphda
government Syndicate
system Caph
government Syndicate
system Deneb
government Neutral
fleet "Small Core Merchants" 400
fleet "Large Core Merchants" 600
fleet "Small Northern Merchants" 1000
fleet "Large Northern Merchants" 3000
fleet "Small Republic" 700
fleet "Large Republic" 900
fleet "Small Syndicate" 1200
fleet "Large Syndicate" 2000
event "pug link restoration 1"
link Rasalhague Cebalrai
link Alderamin Alnair
link Vega Sol
event "pug link restoration 2"
link "Zeta Aquilae" Ascella
link Caph Sol
link Vega Menkent
event "pug link restoration 3"
link Diphda Ankaa
link Fomalhaut Markab
link Rasalhague Ascella
event "pug link restoration 4"
link "Delta Capricorni" Scheat
link Caph Eteron
link Diphda Acamar
event "battle of algenib"
government Republic
"attitude toward"
"Syndicate (Extremist)" -.1
government "Navy (Oathkeeper)"
"attitude toward"
"Syndicate (Extremist)" -.1
system Algenib
fleet "Small Syndicate" 5000
event "navy occupies algenib"
system Algenib
government Republic
fleet "Small Republic" 500
fleet "Large Republic" 800
fleet "Large Syndicate" 800
system Gienah
government Republic
fleet "Small Republic" 800
fleet "Large Republic" 1200
fleet "Large Syndicate" 1000
event "navy done with algenib"
system Algenib
government Pirate
fleet "Small Core Pirates" 300
fleet "Large Core Pirates" 500
fleet "Large Syndicate" 800
fleet "Small Core Merchants" 600
system Gienah
government Pirate
fleet "Small Core Pirates" 500
fleet "Large Core Pirates" 800
fleet "Large Syndicate" 5000
event "fwc southern battle"
system "Delta Sagittarii"
fleet "Large Free Worlds" 4000
system "Rastaban"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 4000
system "Girtab"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
event "fwc southern liberation"
system "Delta Sagittarii"
government "Free Worlds"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 4000
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 900
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Large Republic" 3000
system "Rastaban"
government "Free Worlds"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2400
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 700
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
fleet "Large Republic" 3000
system Girtab
government "Neutral"
fleet "Small Southern Merchants" 900
fleet "Large Southern Merchants" 2000
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1700
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
event "fwc attack kaus borealis"
system "Alpha Arae"
fleet "Small Southern Merchants" 5000
fleet "Large Southern Merchants" 6000
system "Kaus Borealis"
fleet "Large Southern Merchants" 4000
fleet "Large Free Worlds" 3000
event "fwc capture kaus borealis"
system "Alpha Arae"
fleet "Small Southern Merchants" 5000
fleet "Large Southern Merchants" 6000
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1000
system "Kaus Borealis"
government "Free Worlds"
fleet "Small Southern Merchants" 2000
fleet "Large Southern Merchants" 4000
fleet "Small Free Worlds" 400
fleet "Large Free Worlds" 400
fleet "Large Republic" 2000
planet "New Iceland"
description `New Iceland is a perpetually hazy volcanic world, with a slightly caustic atmosphere but enough reserves of metal and petrochemicals to draw a large number of settlers. Some of those settlers also make a living as farmers, and a few well-developed factory towns produce goods for export to other worlds.`
event "fwc attack cebalrai"
system "Cebalrai"
fleet "Small Southern Merchants" 5000
fleet "Large Southern Merchants" 6000
event "fwc capture cebalrai"
system "Cebalrai"
government "Free Worlds"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 1500
fleet "Small Free Worlds" 400
fleet "Large Free Worlds" 400
fleet "Large Republic" 2000
system "Kaus Borealis"
government "Free Worlds"
fleet "Small Southern Merchants" 2000
fleet "Large Southern Merchants" 4000
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 700
event "fwc solace has nukes"
planet Solace
outfitter "Nuke"
event "fwc defend cebalrai"
system "Cebalrai"
fleet "Large Free Worlds" 6000
event "fwc defended cebalrai"
system "Cebalrai"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 1500
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 600
fleet "Large Republic" 5000
system Sargas
fleet "Small Southern Merchants" 600
fleet "Large Southern Merchants" 2500
fleet "Small Free Worlds" 1000
fleet "Large Free Worlds" 1500
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
system Lesath
fleet "Small Southern Merchants" 6000
fleet "Large Southern Merchants" 9000
fleet "Large Free Worlds" 800
system Dschubba
fleet "Small Southern Merchants" 800
fleet "Large Southern Merchants" 2600
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 6000
fleet "Small Free Worlds" 2000
fleet "Large Free Worlds" 3000
system Seginus
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2700
fleet "Small Free Worlds" 700
fleet "Large Free Worlds" 1100
system Alnasl
fleet "Small Southern Merchants" 1300
fleet "Large Southern Merchants" 2500
fleet "Small Southern Pirates" 6000
fleet "Small Free Worlds" 2000
fleet "Large Free Worlds" 3000
system Eber
fleet "Small Southern Merchants" 1900
fleet "Large Southern Merchants" 2900
fleet "Small Southern Pirates" 3000
fleet "Small Free Worlds" 2000
fleet "Large Free Worlds" 3000
system "Delta Sagittarii"
government "Free Worlds"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 4000
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 900
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
system Rastaban
government "Free Worlds"
fleet "Small Southern Merchants" 1200
fleet "Large Southern Merchants" 2400
fleet "Small Free Worlds" 500
fleet "Large Free Worlds" 700
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
system Albaldah
government "Free Worlds"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 1200
fleet "Small Free Worlds" 900
fleet "Large Free Worlds" 1900
fleet "Small Southern Pirates" 3000
fleet "Large Southern Pirates" 7000
event "fwc attack menkent"
system "Menkent"
fleet "Small Southern Merchants" 5000
event "fwc capture menkent"
system Menkent
government "Free Worlds"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 1900
fleet "Small Free Worlds" 300
fleet "Large Free Worlds" 400
fleet "Large Republic" 2000
planet "New Austria"
description `New Austria is a rugged mountain world, full of snow-capped peaks and valleys so deep and so steep that they rarely see sunlight. The few settlements that have been built here were developed for mining sapphires and rubies; the sapphires found in New Austria range from blue to yellow to black to clear in color, and are used both for industrial abrasives and for jewelry. For centuries the locals have been trying to find a deposit of diamonds, which would sell for much higher prices than sapphires, and local folklore revolves around the prosperity that would come to this world if diamonds were ever discovered.`
event "fwc attack vega"
system "Vega"
fleet "Small Southern Merchants" 50000
event "fwc pug invasion"
unlink Vega Sol
unlink Altair Sol
unlink Altair Fomalhaut
unlink "Delta Capricorni" Markab
unlink "Delta Capricorni" Scheat
unlink Alderamin Alnair
unlink "Zeta Aquilae" Ascella
unlink Rasalhague Ascella
unlink Rasalhague Cebalrai
unlink Vega Menkent
link Vega Deneb
link Altair Deneb
link "Delta Capricorni" Deneb
link Alderamin Deneb
link "Zeta Aquilae" Deneb
link Rasalhague Deneb
"reputation: Pug" = -1000
government Pug
"attitude toward"
"Free Worlds" -.1
system "Zeta Aquilae"
government Pug
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
fleet "Small Pug" 1000
fleet "Large Pug" 2000
system Rasalhague
government Pug
fleet "Small Southern Merchants" 1500
fleet "Large Southern Merchants" 2000
fleet "Small Pug" 800
fleet "Large Pug" 2000
system Orvala
government Pug
system Altair
government Pug
fleet "Small Core Merchants" 400
fleet "Large Core Merchants" 600
fleet "Small Northern Merchants" 1000
fleet "Large Northern Merchants" 3000
fleet "Small Pug" 700
fleet "Large Pug" 900
system "Vega"
government "Free Worlds"
system "Delta Capricorni"
government Pug
fleet "Small Core Merchants" 700
fleet "Large Core Merchants" 800
fleet "Small Pug" 800
fleet "Large Pug" 1100
system Alderamin
government Pug
fleet "Small Core Merchants" 2000
fleet "Large Core Merchants" 3200
fleet "Small Pug" 1200
fleet "Large Pug" 2500
system Nocte
government Pug
event "fwc pug peaceful"
"reputation: Pug" = 1
government Pug
"attitude toward"
"Free Worlds" 0
event "fwc navy retakes cebalrai"
unvisit Cebalrai
unvisit Menkent
system "Cebalrai"
government "Republic"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 1500
fleet "Small Republic" 500
fleet "Large Republic" 600
fleet "Large Free Worlds" 5000
system Menkent
government "Republic"
fleet "Small Southern Merchants" 700
fleet "Large Southern Merchants" 1900
fleet "Small Republic" 300
fleet "Large Republic" 400
fleet "Large Free Worlds" 2000
event "fwc peace with the navy"
"reputation: Republic" = 1
government "Republic"
"attitude toward"
"Free Worlds" 0
government "Free Worlds"
"attitude toward"
"Republic" 0
planet Martini
"required reputation" 80
planet Thrall
"required reputation" 30
planet Geminus
"required reputation" 80
planet Hestia
"required reputation" 40
planet Vinci
"required reputation" 50
planet Vail
"required reputation" 40
planet Calda
"required reputation" 40
planet Pearl
"required reputation" 50
planet Glory
"required reputation" 60
planet Farseer
"required reputation" 50
planet Pilot
"required reputation" 100
planet Ada
"required reputation" 60
planet Hermes
"required reputation" 70
planet Mainsail
"required reputation" 40
system Vega
government Pug
fleet "Small Northern Merchants" 800
fleet "Large Northern Merchants" 3000
fleet "Small Pug" 800
fleet "Large Pug" 1200
event "fwc battle for rasalhague"
link Rasalhague Cebalrai
system Rasalhague
fleet "Small Southern Merchants" 10000
government "Pug"
"attitude toward"
"Free Worlds" -.1
"Republic" -.1
"Navy (Oathkeeper)" -.1
event "fwc liberation of rasalhague"
system Rasalhague
government "Free Worlds"
fleet "Small Southern Merchants" 1500
fleet "Large Southern Merchants" 2000
fleet "Small Republic" 400
fleet "Large Republic" 600
fleet "Small Free Worlds" 400
fleet "Large Free Worlds" 600
system "Zeta Aquilae"
fleet "Small Southern Merchants" 1000
fleet "Large Southern Merchants" 3000
system Vega
fleet "Small Southern Merchants" 1500
fleet "Large Southern Merchants" 2000
system Altair
fleet "Small Core Merchants" 400
fleet "Large Core Merchants" 600
system "Delta Capricorni"
fleet "Small Core Merchants" 700
fleet "Large Core Merchants" 800
system Alderamin
fleet "Small Core Merchants" 2000
fleet "Large Core Merchants" 3200
system Deneb
fleet "Small Core Merchants" 10000
fleet "Small Pug" 100
fleet "Large Pug" 100
event "fwc reconnect ascella"
link Rasalhague Ascella
event "fwc reconnect zeta aquilae"
link "Zeta Aquilae" Ascella
system "Zeta Aquilae"
government "Free Worlds"
fleet "Small Southern Merchants" 1500
fleet "Large Southern Merchants" 2000
fleet "Small Republic" 400
fleet "Large Republic" 600
fleet "Small Free Worlds" 600
fleet "Large Free Worlds" 800
system Orvala
government "Free Worlds"
event "fwc liberation of vega"
system Vega
government "Republic"
event "fwc reconnect vega"
link Sol Vega
system Vega
government "Republic"
fleet "Small Southern Merchants" 1500
fleet "Large Southern Merchants" 2000
fleet "Small Republic" 500
fleet "Large Republic" 700
event "fwc pug defeated"
system Altair
government Republic
system "Delta Capricorni"
government Syndicate
system Alderamin
government Syndicate
system Deneb
government Neutral
fleet "Small Core Merchants" 400
fleet "Large Core Merchants" 600
fleet "Small Northern Merchants" 1000
fleet "Large Northern Merchants" 3000
fleet "Small Republic" 700
fleet "Large Republic" 900
fleet "Small Syndicate" 1200
fleet "Large Syndicate" 2000
system Nocte
government Republic
event "fwc link restoration 1"
link Vega Menkent
link Altair Sol
event "fwc link restoration 2"
link "Delta Capricorni" Markab
link Alderamin Alnair
event "fwc link restoration 3"
link Altair Fomalhaut
link "Delta Capricorni" Scheat
event "syndicate tech available"
outfitter "Syndicate Basics"
"Ionic Afterburner"
"S-270 Regenerator"
outfitter "Syndicate Advanced"
"Ionic Afterburner"
"S-270 Regenerator"
"S-970 Regenerator"
endless-sky-0.8.11/data/fleets.txt 0000664 0000000 0000000 00000060613 12651565120 0017007 0 ustar 00root root 0000000 0000000 # Copyright (c) 2014 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
fleet "Small Southern Merchants"
government "Merchant"
names "civilian"
cargo 3
personality
confusion 40
timid frugal
variant 60
"Shuttle"
variant 30
"Star Barge"
variant 20
"Star Barge (Armed)"
variant 20
"Clipper"
variant 10
"Clipper (Heavy)"
variant 10
"Clipper (Speedy)"
variant 10
"Star Barge" 2
"Sparrow"
variant 10
"Star Barge (Armed)" 2
"Sparrow"
variant 10
"Star Barge (Armed)"
"Star Barge"
"Sparrow"
variant 30
"Freighter"
variant 10
"Freighter (Fancy)"
variant 10
"Freighter"
"Sparrow"
variant 10
"Freighter (Fancy)"
"Sparrow"
variant 20
"Blackbird"
variant 1
"Mule"
"Dagger"
variant 1
"Mule (Heavy)"
"Dagger"
variant 2
"Bounder"
variant 4
"Heavy Shuttle"
variant 2
"Heavy Shuttle (Armed)"
variant 3
"Hauler III"
variant 5
"Hauler II"
variant 7
"Hauler"
"Berserker"
fleet "Large Southern Merchants"
government "Merchant"
names "civilian"
cargo 4
personality
confusion 20
timid frugal
variant 20
"Freighter"
"Hawk"
variant 10
"Freighter (Fancy)"
"Hawk"
variant 30
"Freighter" 2
"Sparrow" 2
variant 10
"Freighter (Fancy)"
"Freighter"
"Sparrow" 2
variant 30
"Argosy"
variant 20
"Argosy (Laser)"
variant 15
"Argosy (Missile)"
variant 25
"Argosy (Blaster)"
variant 15
"Argosy (Turret)"
variant 10
"Bastion"
"Freighter" 3
variant 10
"Bastion (Heavy)"
"Freighter (Fancy)" 3
variant 10
"Bastion (Laser)"
"Freighter" 3
variant 20
"Bastion"
"Argosy"
variant 10
"Bastion (Heavy)"
"Argosy (Missile)"
variant 10
"Bastion (Laser)"
"Argosy (Laser)"
variant 10
"Bastion"
"Freighter" 3
"Star Barge" 4
"Fury"
"Sparrow" 2
variant 3
"Bastion (Heavy)"
"Freighter (Fancy)" 3
"Star Barge (Armed)" 4
"Fury (Missile)"
"Sparrow" 2
variant 20
"Argosy" 2
variant 10
"Argosy (Blaster)"
"Argosy (Laser)"
variant 10
"Argosy (Turret)"
"Argosy (Missile)"
variant 10
"Blackbird"
"Sparrow" 2
variant 2
"Bactrian"
"Dagger" 3
variant 12
"Hauler III"
"Hauler II"
"Hauler"
variant 8
"Hauler II"
"Hauler" 2
variant 6
"Hauler III"
"Berserker" 2
fleet "Small Core Merchants"
government "Merchant"
names "civilian"
cargo 3
personality
confusion 30
timid frugal
variant 40
"Shuttle"
variant 60
"Star Barge (Armed)"
variant 30
"Freighter"
variant 10
"Freighter (Fancy)"
variant 10
"Freighter"
"Wasp"
variant 20
"Freighter"
"Star Barge (Armed)" 2
variant 20
"Freighter"
"Shuttle" 2
"Quicksilver"
variant 50
"Bounder"
variant 30
"Bounder"
"Wasp"
variant 10
"Freighter"
"Wasp" 2
variant 1
"Mule"
"Dagger"
variant 1
"Mule (Heavy)"
"Dagger"
variant 3
"Argosy"
variant 2
"Argosy (Blaster)"
variant 2
"Argosy (Laser)"
variant 2
"Argosy (Turret)"
variant 2
"Argosy (Missile)"
variant 5
"Heavy Shuttle"
variant 3
"Heavy Shuttle (Armed)"
variant 1
"Flivver"
variant 1
"Flivver (Racing)"
fleet "Large Core Merchants"
government "Merchant"
names "civilian"
cargo 4
personality
confusion 10
timid frugal
variant 30
"Freighter" 2
"Quicksilver" 2
variant 10
"Freighter (Fancy)" 2
"Quicksilver" 2
variant 50
"Bulk Freighter"
"Wasp (Proton)" 2
variant 20
"Bulk Freighter (Blaster)"
"Wasp" 2
variant 10
"Bulk Freighter (Heavy)"
"Wasp (Proton)" 2
variant 20
"Bulk Freighter"
variant 10
"Bulk Freighter (Blaster)"
variant 5
"Bulk Freighter (Heavy)"
variant 20
"Star Barge (Armed)" 3
variant 10
"Bulk Freighter" 2
"Quicksilver" 1
"Splinter" 1
variant 4
"Bulk Freighter (Blaster)"
"Bulk Freighter (Heavy)"
"Quicksilver" 1
"Splinter (Laser)" 1
variant 10
"Freighter" 4
"Quicksilver" 2
"Splinter" 1
variant 3
"Freighter" 4
"Quicksilver" 2
"Splinter (Laser)" 1
variant 10
"Freighter" 4
"Protector" 1
variant 2
"Freighter" 4
"Protector (Laser)" 1
variant 10
"Bulk Freighter" 2
"Protector" 1
variant 10
"Bulk Freighter" 2
"Vanguard" 1
variant 1
"Bulk Freighter (Heavy)" 2
"Protector (Laser)" 1
variant 1
"Bulk Freighter (Heavy)" 2
"Vanguard (Particle)" 1
variant 20
"Bounder"
"Quicksilver" 2
variant 1
"Bactrian"
"Dagger" 3
variant 1
"Bactrian"
"Lance" 3
variant 5
"Arrow"
"Wasp (Proton)" 2
variant 2
"Arrow"
fleet "Small Northern Merchants"
government "Merchant"
names "civilian"
cargo 3
personality
confusion 40
timid frugal
variant 50
"Shuttle"
variant 40
"Star Barge"
"Shuttle" 2
variant 30
"Freighter"
variant 10
"Freighter (Fancy)"
variant 20
"Freighter"
"Shuttle" 4
variant 6
"Freighter"
"Berserker"
variant 3
"Freighter"
"Berserker (Afterburner)"
variant 5
"Freighter (Fancy)"
"Shuttle" 4
variant 10
"Freighter" 3
"Sparrow" 1
variant 3
"Mule"
"Dagger"
variant 3
"Mule (Heavy)"
"Dagger"
variant 2
"Bounder"
variant 3
"Flivver"
variant 2
"Flivver (Racing)"
variant 4
"Hauler II"
variant 3
"Hauler"
variant 2
"Hauler II"
"Hauler"
fleet "Large Northern Merchants"
government "Merchant"
names "civilian"
cargo 4
personality
confusion 20
timid frugal
variant 20
"Freighter" 2
"Firebird"
variant 6
"Freighter" 2
"Berserker" 2
variant 3
"Freighter" 2
"Berserker (Afterburner)" 2
variant 10
"Freighter" 2
"Firebird (Plasma)"
variant 10
"Freighter" 2
"Firebird (Missile)"
variant 10
"Freighter" 3
"Firebird"
variant 2
"Freighter" 3
"Firebird (Plasma)"
variant 2
"Freighter" 3
"Firebird (Missile)"
variant 20
"Freighter" 2
"Corvette"
variant 10
"Freighter" 2
"Corvette (Speedy)"
variant 10
"Freighter" 2
"Corvette (Missile)"
variant 10
"Freighter" 3
"Corvette"
variant 3
"Freighter" 3
"Corvette (Speedy)"
variant 3
"Freighter" 3
"Corvette (Missile)"
variant 6
"Freighter" 4
"Leviathan"
variant 6
"Freighter" 4
"Leviathan (Heavy)"
variant 6
"Freighter" 4
"Leviathan (Laser)"
variant 30
"Behemoth"
variant 10
"Behemoth (Speedy)"
variant 10
"Behemoth" 2
variant 4
"Behemoth"
"Headhunter" 2
variant 2
"Behemoth"
"Headhunter (Particle)" 2
variant 4
"Bulk Freighter"
"Headhunter" 2
variant 2
"Bulk Freighter"
"Headhunter (Particle)" 2
variant 10
"Bulk Freighter"
"Sparrow" 2
variant 4
"Bulk Freighter (Heavy)"
"Sparrow" 2
variant 2
"Bulk Freighter (Heavy)"
"Berserker" 2
variant 2
"Bulk Freighter (Heavy)"
"Berserker (Afterburner)" 2
variant 4
"Bulk Freighter (Blaster)"
"Sparrow" 2
variant 10
"Behemoth" 2
"Firebird" 1
variant 10
"Freighter" 4
"Sparrow" 2
"Firebird" 1
variant 3
"Freighter (Fancy)" 4
"Sparrow" 2
"Firebird (Plasma)" 1
variant 2
"Bactrian"
"Dagger" 3
variant 2
"Bactrian"
"Lance" 3
variant 2
"Arrow"
variant 1
"Star Queen"
"Leviathan"
variant 1
"Star Queen"
"Headhunter (Particle)" 3
variant 1
"Star Queen"
"Berserker (Afterburner)" 2
variant 1
"Star Queen"
"Leviathan (Heavy)"
variant 1
"Star Queen"
"Leviathan (Laser)"
variant 1
"Star Queen"
"Firebird" 2
variant 1
"Star Queen"
"Firebird (Plasma)" 2
variant 8
"Hauler III"
"Hauler II"
variant 6
"Hauler II"
"Hauler" 3
variant 4
"Hauler III" 2
variant 4
"Hauler III"
"Hauler II"
"Headhunter" 3
fleet "Small Free Worlds"
government "Free Worlds"
names "free worlds small"
cargo 1
personality
heroic disables frugal
variant 8
"Hawk"
"Sparrow"
variant 4
"Hawk"
"Fury"
variant 2
"Hawk"
"Fury (Missile)"
variant 2
"Hawk"
"Fury (Laser)"
variant 4
"Fury" 2
variant 2
"Fury (Laser)"
"Fury (Missile)"
variant 10
"Sparrow" 2
variant 2
"Hawk"
variant 1
"Hawk (Rocket)"
variant 1
"Hawk (Speedy)"
variant 2
"Sparrow"
variant 2
"Osprey"
variant 4
"Hawk"
"Sparrow" 2
variant 2
"Hawk (Rocket)"
"Sparrow" 2
variant 2
"Hawk (Speedy)"
"Sparrow" 2
fleet "Large Free Worlds"
government "Free Worlds"
names "free worlds capital"
cargo 1
personality
heroic disables frugal
variant 10
"Bastion"
variant 5
"Bastion (Heavy)"
variant 5
"Bastion (Laser)"
variant 8
"Osprey"
"Fury"
variant 4
"Osprey (Missile)"
"Fury (Missile)"
variant 4
"Osprey (Laser)"
"Fury (Laser)"
variant 4
"Argosy"
variant 3
"Argosy (Blaster)"
variant 2
"Argosy (Laser)"
variant 2
"Argosy (Missile)"
variant 2
"Argosy (Turret)"
variant 6
"Bastion"
"Osprey"
variant 3
"Bastion (Heavy)"
"Osprey (Missile)"
variant 3
"Bastion (Laser)"
"Osprey (Laser)"
variant 4
"Bastion"
"Sparrow" 2
variant 2
"Bastion (Heavy)"
"Sparrow" 2
variant 2
"Bastion (Laser)"
"Sparrow" 2
variant 2
"Falcon"
variant 1
"Falcon (Heavy)"
variant 1
"Falcon (Laser)"
variant 2
"Falcon"
"Hawk" 2
"Sparrow" 3
variant 1
"Falcon (Heavy)"
"Hawk" 2
"Sparrow" 3
variant 1
"Falcon (Laser)"
"Hawk" 2
"Sparrow" 3
variant 4
"Falcon"
"Bastion"
"Hawk"
variant 2
"Falcon (Heavy)"
"Bastion (Heavy)"
"Hawk (Rocket)"
variant 2
"Falcon (Laser)"
"Bastion (Laser)"
"Hawk (Speedy)"
fleet "Small Militia"
government "Militia"
names "militia"
cargo 1
personality
heroic frugal
variant 8
"Hawk"
"Sparrow"
variant 4
"Hawk"
"Fury"
variant 2
"Hawk"
"Fury (Missile)"
variant 2
"Hawk"
"Fury (Laser)"
variant 4
"Fury" 2
variant 2
"Fury (Laser)"
"Fury (Missile)"
variant 10
"Sparrow" 2
variant 2
"Hawk"
variant 1
"Hawk (Rocket)"
variant 1
"Hawk (Speedy)"
variant 2
"Sparrow"
variant 2
"Osprey"
variant 4
"Hawk"
"Sparrow" 2
variant 2
"Hawk (Rocket)"
"Sparrow" 2
variant 2
"Hawk (Speedy)"
"Sparrow" 2
fleet "Large Militia"
government "Militia"
names "militia"
cargo 1
personality
heroic frugal
variant 10
"Bastion"
variant 5
"Bastion (Heavy)"
variant 5
"Bastion (Laser)"
variant 8
"Osprey"
"Fury"
variant 4
"Osprey (Missile)"
"Fury (Missile)"
variant 4
"Osprey (Laser)"
"Fury (Laser)"
variant 4
"Argosy"
variant 3
"Argosy (Blaster)"
variant 2
"Argosy (Laser)"
variant 2
"Argosy (Missile)"
variant 2
"Argosy (Turret)"
variant 6
"Bastion"
"Osprey"
variant 3
"Bastion (Heavy)"
"Osprey (Missile)"
variant 3
"Bastion (Laser)"
"Osprey (Laser)"
variant 4
"Bastion"
"Sparrow" 2
variant 2
"Bastion (Heavy)"
"Sparrow" 2
variant 2
"Bastion (Laser)"
"Sparrow" 2
variant 2
"Falcon"
variant 1
"Falcon (Heavy)"
variant 1
"Falcon (Laser)"
variant 2
"Falcon"
"Hawk" 2
"Sparrow" 3
variant 1
"Falcon (Heavy)"
"Hawk" 2
"Sparrow" 3
variant 1
"Falcon (Laser)"
"Hawk" 2
"Sparrow" 3
fleet "Small Republic"
government "Republic"
names "republic small"
cargo 0
personality
heroic
variant 6
"Rainmaker" 2
variant 5
"Gunboat"
"Rainmaker"
variant 4
"Frigate"
variant 3
"Gunboat" 2
variant 1
"Rainmaker" 3
variant 6
"Gunboat"
fleet "Large Republic"
government "Republic"
names "republic capital"
fighters "republic fighter"
cargo 0
personality
heroic
variant 5
"Frigate" 2
"Rainmaker"
"Gunboat"
variant 3
"Cruiser"
"Combat Drone" 4
variant 3
"Cruiser"
"Combat Drone" 4
"Frigate"
"Rainmaker"
variant 2
"Carrier"
"Lance" 4
"Combat Drone" 6
variant 1
"Carrier"
"Lance" 4
"Combat Drone" 6
"Cruiser"
"Combat Drone" 4
"Frigate" 2
"Rainmaker" 2
"Gunboat" 2
variant 1
"Cruiser"
"Combat Drone" 4
"Frigate" 2
variant 1
"Frigate"
"Rainmaker" 2
"Gunboat"
fleet "Navy Surveillance"
government "Republic"
names "republic capital"
fighters "republic fighter"
cargo 0
personality
surveillance
variant 10
"Cruiser"
"Surveillance Drone" 4
variant 10
"Gunboat" 2
fleet "Small Deep"
government "Republic"
names "deep"
cargo 0
personality
heroic
variant 4
"Aerie"
"Dagger" 2
variant 3
"Raven"
variant 1
"Raven (Heavy)"
variant 1
"Raven (Afterburner)"
variant 6
"Mule"
"Dagger"
variant 2
"Mule (Heavy)"
"Dagger"
variant 2
"Mule"
"Dagger"
"Raven"
variant 1
"Mule (Heavy)"
"Dagger"
"Raven (Heavy)"
variant 3
"Headhunter"
variant 2
"Headhunter (Particle)"
variant 4
"Corvette"
variant 2
"Corvette (Speedy)"
variant 2
"Corvette (Missile)"
variant 3
"Flivver"
variant 2
"Flivver (Racing)"
fleet "Large Deep"
government "Republic"
names "deep"
fighters "deep fighter"
cargo 0
personality
heroic
variant 5
"Aerie"
"Dagger" 2
"Corvette"
variant 2
"Aerie"
"Dagger" 2
"Corvette (Missile)"
variant 2
"Aerie"
"Dagger" 2
"Corvette (Speedy)"
variant 3
"Aerie"
"Dagger" 2
"Raven"
variant 1
"Aerie"
"Dagger" 2
"Raven (Heavy)"
variant 1
"Aerie"
"Dagger" 2
"Raven (Afterburner)"
variant 4
"Raven" 2
variant 2
"Raven (Heavy)" 2
variant 3
"Headhunter" 2
variant 2
"Headhunter (Particle)" 2
variant 3
"Aerie" 2
"Dagger" 4
variant 8
"Corvette"
"Raven"
variant 4
"Corvette (Speedy)"
"Raven (Afterburner)"
variant 4
"Corvette (Missile)"
"Raven (Heavy)"
variant 5
"Corvette" 2
variant 3
"Corvette (Speedy)"
"Corvette (Missile)"
variant 8
"Bactrian"
"Dagger" 3
variant 2
"Bactrian"
"Dagger" 3
"Raven"
"Aerie"
"Dagger" 2
variant 2
"Bactrian"
"Dagger" 3
"Raven (Heavy)"
"Aerie"
"Dagger" 2
variant 5
"Bactrian"
"Dagger" 3
"Mule" 2
"Dagger" 2
variant 2
"Bactrian"
"Dagger" 3
"Mule (Heavy)" 2
"Dagger" 2
variant 1
"Star Queen"
"Raven" 2
variant 1
"Star Queen"
"Raven (Heavy)" 2
variant 1
"Star Queen"
"Headhunter" 2
variant 1
"Star Queen"
"Raven (Afterburner)" 2
fleet "Small Oathkeeper"
government "Navy (Oathkeeper)"
names "republic small"
cargo 0
personality
heroic
variant 6
"Rainmaker" 2
variant 5
"Gunboat"
"Rainmaker"
variant 4
"Frigate"
variant 3
"Gunboat" 2
variant 1
"Rainmaker" 3
variant 6
"Gunboat"
fleet "Large Oathkeeper"
government "Navy (Oathkeeper)"
names "republic capital"
fighters "republic fighter"
cargo 0
personality
heroic
variant 5
"Frigate" 2
"Rainmaker"
"Gunboat"
variant 3
"Cruiser"
"Combat Drone" 4
variant 3
"Cruiser"
"Combat Drone" 4
"Frigate"
"Rainmaker"
variant 2
"Carrier"
"Lance" 4
"Combat Drone" 6
variant 1
"Carrier"
"Lance" 4
"Combat Drone" 6
"Cruiser"
"Combat Drone" 4
"Frigate" 2
"Rainmaker" 2
"Gunboat" 2
variant 1
"Cruiser"
"Combat Drone" 4
"Frigate" 2
variant 1
"Frigate"
"Rainmaker" 2
"Gunboat"
fleet "Small Syndicate"
government "Syndicate"
names "syndicate small"
cargo 2
personality
heroic
variant 3
"Quicksilver" 3
variant 3
"Quicksilver (Proton)" 3
variant 1
"Splinter"
"Quicksilver" 2
variant 1
"Splinter (Laser)"
"Quicksilver (Proton)" 2
variant 1
"Manta"
variant 1
"Manta (Proton)"
fleet "Large Syndicate"
government "Syndicate"
names "syndicate capital"
fighters "syndicate fighter"
cargo 2
personality
heroic
variant 3
"Splinter"
"Quicksilver" 3
variant 2
"Splinter (Laser)"
"Quicksilver" 3
variant 1
"Splinter" 2
variant 1
"Splinter"
"Splinter (Laser)"
variant 1
"Splinter" 3
variant 1
"Splinter"
"Splinter (Laser)" 2
variant 2
"Manta" 2
variant 1
"Manta (Proton)" 2
variant 3
"Manta"
"Quicksilver" 2
variant 1
"Manta (Proton)"
"Quicksilver" 2
variant 2
"Quicksilver" 5
variant 1
"Quicksilver (Proton)" 5
variant 1
"Protector"
variant 1
"Vanguard"
variant 1
"Protector (Laser)"
variant 1
"Protector"
"Quicksilver" 2
variant 1
"Protector (Laser)"
"Quicksilver (Proton)" 2
variant 1
"Vanguard (Particle)"
"Quicksilver" 2
variant 1
"Vanguard"
"Quicksilver (Proton)" 2
fleet "Small Southern Pirates"
government "Pirate"
names "pirate"
cargo 1
personality
plunders
variant 8
"Sparrow"
variant 3
"Hawk"
variant 2
"Hawk (Speedy)"
variant 2
"Hawk (Rocket)"
variant 5
"Fury"
variant 2
"Fury (Laser)"
variant 1
"Fury (Missile)"
variant 2
"Sparrow" 2
variant 1
"Hawk"
"Sparrow"
variant 1
"Hawk (Speedy)"
"Sparrow"
variant 1
"Fury" 3
variant 1
"Fury (Missile)" 3
variant 1
"Fury"
"Hawk"
variant 1
"Hawk"
"Fury"
"Sparrow"
variant 1
"Hawk (Rocket)"
"Fury (Missile)"
"Sparrow"
variant 1
"Sparrow" 3
variant 1
"Hawk" 2
variant 1
"Hawk (Speedy)" 2
variant 2
"Clipper"
variant 1
"Clipper (Heavy)"
variant 1
"Clipper (Speedy)"
variant 1
"Modified Argosy"
fleet "Large Southern Pirates"
government "Pirate"
names "pirate"
cargo 1
personality
plunders
variant 3
"Sparrow" 4
variant 5
"Argosy"
variant 3
"Argosy (Blaster)"
variant 2
"Argosy (Laser)"
variant 2
"Argosy (Missile)"
variant 2
"Argosy (Turret)"
variant 1
"Modified Argosy"
variant 1
"Modified Argosy (Heavy)"
variant 1
"Modified Argosy (Laser)"
variant 1
"Modified Argosy (Missile)"
variant 4
"Clipper"
variant 2
"Clipper (Heavy)"
variant 2
"Clipper (Speedy)"
variant 2
"Clipper"
"Hawk"
variant 1
"Clipper (Heavy)"
"Hawk (Rocket)"
variant 1
"Clipper (Speedy)"
"Hawk (Speedy)"
variant 3
"Argosy"
"Hawk"
variant 1
"Argosy (Blaster)"
"Hawk (Rocket)"
variant 1
"Argosy (Laser)"
"Hawk (Speedy)"
variant 1
"Argosy (Turret)"
"Hawk (Speedy)"
variant 1
"Argosy (Missile)"
"Hawk (Rocket)"
variant 1
"Modified Argosy"
"Sparrow" 2
variant 1
"Modified Argosy (Heavy)"
"Sparrow" 2
variant 1
"Modified Argosy (Laser)"
"Sparrow" 2
variant 1
"Modified Argosy (Missile)" 2
variant 4
"Bastion"
variant 2
"Bastion (Heavy)"
variant 2
"Bastion (Laser)"
variant 2
"Falcon"
variant 1
"Falcon (Heavy)"
variant 1
"Falcon (Laser)"
fleet "Small Independent"
government "Independent"
names "pirate"
cargo 1
personality
plunders
variant 8
"Sparrow"
variant 3
"Hawk"
variant 2
"Hawk (Speedy)"
variant 2
"Hawk (Rocket)"
variant 5
"Fury"
variant 2
"Fury (Laser)"
variant 1
"Fury (Missile)"
variant 2
"Sparrow" 2
variant 1
"Hawk"
"Sparrow"
variant 1
"Hawk (Speedy)"
"Sparrow"
variant 1
"Fury" 3
variant 1
"Fury (Missile)" 3
variant 1
"Fury"
"Hawk"
variant 1
"Hawk"
"Fury"
"Sparrow"
variant 1
"Hawk (Rocket)"
"Fury (Missile)"
"Sparrow"
variant 1
"Sparrow" 3
variant 1
"Hawk" 2
variant 1
"Hawk (Speedy)" 2
variant 2
"Clipper"
variant 1
"Clipper (Heavy)"
variant 1
"Clipper (Speedy)"
fleet "Large Independent"
government "Independent"
names "pirate"
cargo 1
personality
plunders
variant 3
"Sparrow" 4
variant 5
"Argosy"
variant 3
"Argosy (Blaster)"
variant 2
"Argosy (Laser)"
variant 2
"Argosy (Missile)"
variant 2
"Argosy (Turret)"
variant 4
"Clipper"
variant 2
"Clipper (Heavy)"
variant 2
"Clipper (Speedy)"
variant 2
"Clipper"
"Hawk"
variant 1
"Clipper (Heavy)"
"Hawk (Rocket)"
variant 1
"Clipper (Speedy)"
"Hawk (Speedy)"
variant 3
"Argosy"
"Hawk"
variant 1
"Argosy (Blaster)"
"Hawk (Rocket)"
variant 1
"Argosy (Laser)"
"Hawk (Speedy)"
variant 1
"Argosy (Turret)"
"Hawk (Speedy)"
variant 1
"Argosy (Missile)"
"Hawk (Rocket)"
variant 4
"Bastion"
variant 2
"Bastion (Heavy)"
variant 2
"Bastion (Laser)"
variant 2
"Falcon"
variant 1
"Falcon (Heavy)"
variant 1
"Falcon (Laser)"
fleet "Small Core Pirates"
government "Pirate"
names "pirate"
cargo 1
personality
plunders
variant 4
"Quicksilver (Proton)"
variant 2
"Sparrow"
variant 3
"Hawk"
variant 2
"Hawk (Rocket)"
variant 2
"Hawk (Speedy)"
variant 4
"Fury"
variant 2
"Fury (Laser)"
variant 1
"Fury (Missile)"
variant 1
"Headhunter"
variant 1
"Headhunter (Particle)"
variant 2
"Quicksilver" 2
fleet "Large Core Pirates"
government "Pirate"
names "pirate"
cargo 1
personality
plunders
variant 5
"Quicksilver (Proton)" 3
variant 2
"Quicksilver" 3
variant 3
"Splinter"
"Quicksilver (Proton)"
variant 3
"Splinter (Laser)"
"Quicksilver"
variant 4
"Manta (Proton)"
variant 2
"Manta"
variant 2
"Splinter" 2
variant 1
"Splinter (Laser)" 2
variant 2
"Falcon"
variant 1
"Falcon (Heavy)"
variant 1
"Falcon (Laser)"
variant 2
"Firebird"
variant 1
"Firebird (Plasma)"
variant 1
"Firebird (Missile)"
fleet "Small Northern Pirates"
government "Pirate"
names "pirate"
cargo 1
personality
plunders
variant 5
"Sparrow"
variant 3
"Fury"
variant 1
"Fury (Missile)"
variant 1
"Fury (Laser)"
variant 2
"Berserker"
variant 2
"Berserker (Afterburner)"
variant 2
"Hawk"
variant 1
"Hawk (Rocket)"
variant 1
"Hawk (Speedy)"
variant 3
"Headhunter"
variant 2
"Headhunter (Particle)"
variant 2
"Raven (Afterburner)"
variant 1
"Raven (Heavy)"
variant 2
"Corvette"
variant 1
"Corvette (Missile)"
variant 1
"Corvette (Speedy)"
fleet "Large Northern Pirates"
government "Pirate"
names "pirate"
cargo 1
personality
plunders
variant 4
"Firebird"
variant 2
"Firebird (Missile)"
variant 2
"Firebird (Plasma)"
variant 3
"Firebird"
"Corvette"
variant 1
"Firebird (Plasma)"
"Corvette (Speedy)"
variant 1
"Firebird (Missile)"
"Corvette (Missile)"
variant 1
"Firebird (Plasma)"
"Corvette (Missile)"
variant 1
"Firebird (Missile)"
"Corvette (Speedy)"
variant 2
"Firebird"
"Fury"
variant 2
"Firebird"
"Berserker" 2
variant 1
"Firebird (Plasma)"
"Fury (Missile)"
variant 2
"Raven (Afterburner)" 2
variant 2
"Raven (Heavy)" 2
variant 2
"Headhunter (Particle)" 2
variant 1
"Headhunter (Particle)" 3
variant 2
"Leviathan"
"Firebird"
variant 2
"Leviathan (Laser)"
"Firebird"
variant 2
"Leviathan (Heavy)"
"Firebird (Plasma)"
variant 2
"Leviathan (Heavy)"
"Firebird (Missile)"
variant 2
"Leviathan (Laser)"
"Firebird (Missile)"
variant 2
"Leviathan"
variant 1
"Leviathan (Laser)"
variant 1
"Leviathan (Heavy)"
variant 1
"Berserker" 3
variant 1
"Berserker (Afterburner)" 3
variant 2
"Berserker" 2
variant 2
"Berserker (Afterburner)" 2
fleet "pirate raid"
government "Pirate"
names "pirate"
cargo 1
personality
plunders
nemesis
variant 10
Sparrow 3
variant 10
Sparrow 4
variant 10
Hawk 2
variant 10
Hawk
Sparrow 2
variant 10
Fury
Sparrow 2
variant 10
Hawk
Fury
Sparrow
variant 10
Fury 3
variant 10
Fury 2
Sparrow
variant 2
Firebird
variant 2
Quicksilver
variant 1
"Raven (Afterburner)" 2
variant 1
Leviathan
variant 1
Falcon
fleet "Syndicate Extremists"
government "Syndicate (Extremist)"
names "syndicate capital"
fighters "syndicate fighter"
cargo 0
personality
heroic
variant 3
"Splinter"
"Quicksilver" 3
variant 2
"Manta" 2
variant 2
"Quicksilver" 5
variant 1
"Protector"
"Quicksilver" 2
variant 1
"Vanguard"
"Quicksilver" 2
variant 1
"Leviathan"
"Firebird" 2
variant 1
"Leviathan (Heavy)"
"Firebird (Missile)" 2
variant 1
"Leviathan (Heavy)"
"Firebird (Plasma)" 2
fleet "Bounty Hunters"
government "Bounty Hunter"
names "bounty hunter"
personality
nemesis waiting heroic
variant 5
"Fury" 2
"Fury (Missile)" 2
variant 5
"Hawk" 2
"Hawk (Rocket)" 2
variant 5
"Quicksilver" 2
"Headhunter (Particle)"
variant 3
"Raven"
"Fury (Missile)" 2
variant 1
"Firebird"
"Fury (Missile)"
variant 1
"Aerie"
"Fury (Missile)"
variant 1
"Corvette"
"Fury (Missile)"
variant 1
"Osprey"
"Fury (Missile)"
variant 1
"Manta"
"Fury (Missile)"
variant 1
"Splinter"
"Fury (Missile)"
fleet "Korath Raid"
government "Korath"
names "korath"
cargo 3
personality
plunders
variant
"Korath Raider"
"Korath Chaser" 2
fleet "Korath Home"
government "Korath"
names "korath"
cargo 3
personality
timid
variant
"Korath World-Ship"
variant
"Korath World-Ship B"
variant
"Korath World-Ship C"
fleet "Quarg"
government "Quarg"
names "quarg"
cargo 3
personality
forbearing
variant
"Quarg Skylark"
variant
"Quarg Wardragon"
fleet "Small Pug"
government "Pug"
names "pug"
cargo 1
personality
heroic
variant 1
"Pug Zibruka"
variant 2
"Pug Zibruka" 2
variant 2
"Pug Enfolta"
variant 1
"Pug Enfolta"
"Pug Zibruka"
fleet "Large Pug"
government "Pug"
names "pug"
cargo 1
personality
heroic
variant 1
"Pug Enfolta"
"Pug Zibruka" 2
variant 1
"Pug Enfolta" 2
variant 1
"Pug Zibruka" 5
variant 2
"Pug Maboro"
"Pug Zibruka" 2
variant 3
"Pug Maboro"
"Pug Enfolta"
"Pug Zibruka"
variant 2
"Pug Maboro"
"Pug Enfolta" 2
variant 1
"Pug Maboro"
"Pug Enfolta"
"Pug Zibruka" 2
endless-sky-0.8.11/data/free worlds checkmate.txt 0000664 0000000 0000000 00000355737 12651565120 0021664 0 ustar 00root root 0000000 0000000 # Copyright (c) 2015 by Michael Zahniser
#
# Endless Sky is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later version.
#
# Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
# PARTICULAR PURPOSE. See the GNU General Public License for more details.
mission "FWC Scouting 1"
landing
name "Scout Kaus Borealis"
description "Travel through the system to determine how strong the Navy presence is there, while JJ works to gather a fleet to attack it."
autosave
source "New Portland"
waypoint "Kaus Borealis"
to offer
has "FW Liberate Delta Sagittarii: done"
on fail
dialog `You have failed an essential Free Worlds mission. If you want to complete the story line, revert to the autosave or another earlier snapshot of the game.`
on offer
conversation
`It was a close battle, and could have gone very differently if it were not for the Wolf Pack strike that happened before you arrived and that disabled or destroyed the majority of the Navy fleet. You can't help but wonder how the Wolf Pack managed to assemble a large enough fleet to do that sort of damage.`
` "Well," says JJ, "the die is cast. It's too late now to wonder what that business with the Syndicate was about; now we're in a fight to the finish with the Republic. And that means we must strike soon, before they have time to bring in more reinforcements. Captain , I'd like you to perform a scouting mission while I'm working on gathering a new fleet. Our next target has to be the Navy base on New Iceland. If we can drive them out of that system, our position will be much better. So, I'd like you to fly through Kaus Borealis and return here to report on their fleet strength. Understood?"`
choice
` "No problem."`
goto freya
` "Sure, but first, can you tell me how the Wolf Pack was able to do so much damage to the Navy?"`
` "As I said," says JJ, "they've gathered a surprising number of bounty hunters and others who operate on the fringes of society, and who are sympathetic to our cause."`
label freya
` "One more thing," says Freya, "while you're traveling up North, I wonder if you could help to escort a convoy from the Rand system. There's no huge rush, but they're carrying supplies we need for a new reactor core for the Dreadnoughts, so the sooner you can meet up with them, the sooner the new reactors will be available."`
accept
npc
personality staying heroic
system "Kaus Borealis"
government "Republic"
fleet "Large Republic"
fleet "Large Republic"
fleet "Large Republic"
fleet "Large Republic"
fleet "Large Republic"
mission "FWC Attack Kaus Borealis"
landing
name "Attack Kaus Borealis"
description "Destroy the Navy fleet defending Kaus Borealis. The Wolf Pack will attack them first to soften them up."
autosave
source "New Portland"
destination "New Iceland"
clearance
to offer
has "FWC Scouting 1: done"
on fail
dialog `You have failed an essential Free Worlds mission. If you want to complete the story line, revert to the autosave or another earlier snapshot of the game.`
on offer
event "fwc attack kaus borealis"
conversation
`When you return to New Portland, a sizeable Free Worlds fleet is already parked on the landing pads surrounding the spaceport. JJ explains to you, "When the Navy struck and cut out territory in half, a lot of these ships were cut off from their chain of command and just went and sheltered wherever they could. So it took a bit of doing to gather them all together. And now what we need is another stirring victory, or they'll begin to scatter again."`
choice
` "Are you saying we risk having members of our militia desert?"`
goto desert
` "Well, the fact that they all returned to fight is a good sign."`
goto fight
label desert
` "Yes," says JJ, "some of them already have. Think of it from the perspective of a militia member: you signed up to defend one planet against occasional pirates, not to spend years traveling from system to system battling the Navy. Some people have just had enough. This war needs to end, and end soon."`
goto battle
label fight
` "Well," says JJ, "at least some of them returned to fight. But many of them didn't. Think of it from the perspective of a militia member: you signed up to defend one planet against occasional pirates, not to spend years traveling from system to system battling the Navy. Some people have just had enough. This war needs to end, and end soon."`
goto battle
label battle
choice
` "Well, we can't exactly conquer the Republic. Shouldn't we try diplomacy?"`
goto diplomacy
` "It sounds to me like we need to make a convincing enough show of strength that Parliament will agree to a ceasefire."`
goto strength
label diplomacy
` "Yes," says JJ, "it will have to be a diplomatic solution in the end. But we must negotiate that solution from a position of strength, not weakness. And that means driving the Navy out of our territory."`
goto plan
label strength
` "Precisely," says JJ, "and the only way to do that is to drive the Navy out of our territory. And if that isn't enough... we have plans for that contingency as well."`
goto plan
label plan
` "So, now we attack Kaus Borealis?" you ask.`
` "That's right," he says. "Once again, the Wolf Pack will go in first and soften them up, then you and your ships will clean up. I've already given the Wolf Pack orders to attack, so please head straight to Kaus Borealis so you can join the fray before they have time to recover."`
accept
on complete
event "fwc capture kaus borealis"
npc
personality heroic
fleet
names "free worlds capital"
variant
"Dreadnought"
"Bastion (Heavy)"
fleet
names "free worlds capital"
variant
"Dreadnought"
"Falcon (Heavy)"
fleet
names "free worlds capital"
variant
"Dreadnought"
"Falcon (Plasma)"
fleet
names "free worlds capital"
variant
"Dreadnought"
"Osprey"
npc evade
personality staying heroic
system "Kaus Borealis"
government "Republic"
fleet
names "republic capital"
fighters "republic fighter"
variant
"Carrier (Mark II)"
"Lance" 4
"Combat Drone" 6
fleet
names "republic capital"
fighters "republic fighter"
variant
"Carrier (Mark II)"
"Lance" 4
"Combat Drone" 6
fleet
names "republic capital"
fighters "republic fighter"
variant
"Cruiser (Mark II)"
"Combat Drone" 4
fleet
names "republic capital"
fighters "republic fighter"
variant
"Cruiser (Mark II)"
"Combat Drone" 4
fleet
names "republic capital"
fighters "republic fighter"
variant
"Cruiser (Mark II)"
"Combat Drone" 4
npc
personality staying derelict
system "Kaus Borealis"
government "Republic"
fleet
names "republic capital"
fighters "republic fighter"
variant
"Carrier (Mark II)"
"Frigate" 2
fleet
names "republic capital"
fighters "republic fighter"
variant
"Cruiser (Mark II)"
"Frigate" 2
mission "FWC Cebalrai 1"
landing
name "Scout out Cebalrai"
description "Scout out the Navy presence in the Cebalrai system, then report back to Tomek on ."
autosave
source "New Iceland"
waypoint "Cebalrai"
to offer
has "FWC Attack Kaus Borealis: done"
on fail
dialog `You have failed an essential Free Worlds mission. If you want to complete the story line, revert to the autosave or another earlier snapshot of the game.`
on offer
conversation
`As you bring your ship in for a landing, it occurs to you that this is the first time that you have fought a battle for a star system that had not voluntarily decided to join the Free Worlds, and you are not sure what to do next. Fortunately, soon more Free Worlds ships begin arriving, and one of them is carrying Alondo. Tomek is with him. "Hi there, ," says Tomek. "Bet you didn't expect to see me again, huh?"`
` Alondo says, ", I'll leave you and Tomek to catch up. I should go talk to the governor immediately. There's no way the locals will have failed to notice the nuclear explosions happening in space right over their heads."`
choice
` "What? We weren't using nukes, just conventional weapons."`
goto conventional
` "Wait, is that what the Wolf Pack was using?"`
goto wolf
label conventional
` "Yes," says Tomek, "but the Wolf Pack was using nukes." Seeing the incredulous look on your face, he says, "Well, how did you think they were doing all that damage? You thought they had some massive battle fleet hidden somewhere that no one knows about?"`
goto next
label wolf
` "That's right," says Tomek. He doesn't seem terribly happy about it. "How else would they be doing so much damage to the Navy? It's not like they've got a massive battle fleet stashed away somewhere."`
goto next
label next
` Alondo hurries off to the city hall to try to meet with the governor, and Tomek explains, "All the Wolf Pack has is a handful of very fast ships armed with nukes. They jump into the system, unload the missiles at whatever targets they can find, and then hightail it out of there before the Navy has a chance to respond. This is quite a mess you all have gotten into while I was gone, by the way."`
choice
` "Weren't you under house arrest?"`
` "So, does the fact that you're here mean the Senate pardoned you?"`
` "Yes," he says. "After that incident with the Alphas on Poisonwood, some folks in the Senate started thinking that I was right to view the pirates as a threat. And when the Navy went on the offensive, they decided I was needed for the war effort. So I've been reinstated. Glad to hear your on Council now too."`
choice
` "So, what's our next step?"`
goto end
` "I'm still really confused about why we're using nukes. Or where we got them from."`
` Tomek frowns. "I'm not too happy about that, myself. The Wolf Pack is buying them from a warlord on Greenrock. And the way they're paying him is with uranium, so every nuke he gives to us means another one or two he can build for himself. Not a good situation, if you ask me, but I guess the Wolf Pack thought it was the only way to turn the tide of the war."`
` "So, what do we do now?" you ask.`
label end
` "Well," he says, "if we can take Cebalrai, our entire territory will be behind just two choke points, which will allow us to defend ourselves against the Navy without spreading the fleet too thin. So next, I'd like you to go scout out the Cebalrai system and report on the Navy's position there."`
accept
on enter Cebalrai
dialog
`There are a few Navy ships here, but nowhere near as many as were in the Kaus Borealis system before your last attack. Perhaps the Navy has decided to pull back their forces.`
npc
personality staying heroic
system "Cebalrai"
government "Republic"
fleet
names "republic capital"
fighters "republic fighter"
variant
"Carrier (Mark II)"
"Lance" 4
"Combat Drone" 6
"Gunboat (Mark II)" 2
mission "FWC Cebalrai 1B"
landing
name "Capture Cebalrai"
description "Lead an attack on the Cebalrai system and drive out or destroy any Navy ships that you find there."
autosave
source "New Iceland"
destination "Tundra"
clearance
passengers 1
to offer
has "FWC Cebalrai 1: done"
on fail
dialog `You have failed an essential Free Worlds mission. If you want to complete the story line, revert to the autosave or another earlier snapshot of the game.`
on offer
event "fwc attack cebalrai"
conversation
`You meet up with Tomek and Alondo and tell them that the defenses in the Cebalrai system did not seem particularly strong. "They must've seen the writing on the wall and pulled back the rest of their fleet," says Alondo.`
` "Either that," says Tomek, "or they're wary of engaging us again now that they know we're willing to use nukes. Which I'm still not happy about, by the way. It's only a matter of time until they respond in kind. But in any case, our next move is clear: bring a fleet to Cebalrai and capture the system. , you'll be in charge of that fleet. Alondo can travel with you to handle the diplomatic aftermath."`
accept
on complete
event "fwc capture cebalrai"
npc
personality heroic
fleet
names "free worlds capital"
variant
"Dreadnought"
"Bastion"
"Fury (Flamethrower)" 4
fleet
names "free worlds capital"
variant
"Dreadnought"
"Falcon (Heavy)"
"Hawk" 2
fleet
names "free worlds capital"
variant
"Osprey"
"Argosy (Blaster)" 2
npc evade
personality staying heroic
system "Cebalrai"
government "Republic"
fleet
names "republic capital"
fighters "republic fighter"
variant
"Carrier (Mark II)"
"Lance" 4
"Combat Drone" 6
"Frigate (Mark II)" 2
fleet
names "republic capital"
fighters "republic fighter"
variant
"Frigate (Mark II)"
"Gunboat (Mark II)" 2
fleet
names "republic capital"
fighters "republic fighter"
variant
"Frigate"
"Gunboat" 2
fleet
names "republic capital"
fighters "republic fighter"
variant
"Cruiser"
"Lance" 4
"Frigate" 2
mission "FWC Nuke Supply 1"
landing
name "Uranium Convoy"
description "Travel to Oblivion to escort a freighter that is delivering uranium to a warlord on Greenrock."
autosave
source Tundra
destination Oblivion
to offer
has "FWC Cebalrai 1B: done"
on fail
dialog `You have failed an essential Free Worlds mission. If you want to complete the story line, revert to the autosave or another earlier snapshot of the game.`
on offer
conversation
`As you are bringing your ship in for a landing, you hear an odd plinking sound from the hull, similar to the sound of flying through a swarm of micrometeorites. After a few seconds, you realize that it's the sound of your ship being hit by small arms fire from the town below. Your hull is far too strong to be damaged by bullets, but the message is clear: you are not welcome here.`
` The spaceport is apparently deserted, and no one seems eager to come out and greet you. A few bullets continue to plink harmlessly off your hull, from snipers in the nearby buildings. "I think it would be best for me to just contact the governor via radio," says Alondo.`
choice
` "Don't they know our fleet could easily destroy them if we wanted?"`
goto destroy
` "Do you think we have any chance at a peace settlement?"`
goto peace
label destroy
` "That would be an awful precedent," says Alondo, "perhaps worse than the fact we're using nukes. If civilian populations become a legitimate target, any of our worlds could be attacked at any time. And it's not like there's any way to defend a world from orbital bombardment. No one would ever be able to feel safe in their own homes again."`
goto next
label peace
` "I hope so," says Alondo. "We'll let them keep shooting at us for a while, to vent their anger and let them prove their point. Then once they see the Navy isn't going to rescue them, we'll negotiate. That's really our only alternative. I do not want to be the person who authorizes the first attack on civilian targets since the dawn of the Republic."`
goto next
label next
` You wait for about an hour. Meanwhile, more Free Worlds ships continue to enter the system, one of which is carrying Tomek. He radios you and says, "I think we've got things under control here, which means there's a new mission for you. You probably aren't going to like this, but we need you to escort a freighter from Oblivion. Part of our ongoing deal with the Devil: a shipment of uranium headed for Greenrock."`
` A Free Worlds ship lands close enough to your own ship that Alondo can transfer over to it without being in sight of the snipers. "Good luck," he says as he departs. "I hope when you return we will have negotiated some sort of meeting with Parliament."`
accept
mission "FWC Nuke Supply: Enemies"
landing
invisible
to offer
has "FWC Nuke Supply 1: done"
to fail
has "FWC Nuke Supply 1C: done"
npc kill
government Republic
personality nemesis heroic
system Cebalrai
fleet
names "republic capital"
variant
"Gunboat (Mark II)" 3
npc kill
government Republic
personality nemesis heroic
system Castor
fleet
names "republic capital"
variant
"Gunboat (Mark II)" 3
npc kill
government Republic
personality nemesis heroic
system Betelgeuse
fleet
names "republic capital"
variant
"Gunboat (Mark II)" 3
mission "FWC Nuke Supply 1B"
landing
name "Uranium Convoy"
description "Escort a freighter that is delivering uranium to a warlord on Greenrock."
autosave
source Oblivion
destination Greenrock
clearance
to offer
has "FWC Nuke Supply 1: done"
on fail
dialog `You have failed an essential Free Worlds mission. If you want to complete the story line, revert to the autosave or another earlier snapshot of the game.`
on offer
conversation
`You land on and meet up with the grim-faced captain of a Bulk Freighter named the Blue Yonder. "The cargo is already loaded up," he says, "and I'm ready to go. The sooner we get this stuff out of my cargo hold and I can get back to shipping food and medicine, the better. I really hope you folks on Council know what you're doing."`
accept
npc accompany save
personality escort timid
government Merchant
ship "Bulk Freighter" "F.S. Blue Yonder"
on visit
dialog "You have reached , but the Blue Yonder is not here yet! Better depart and wait for them to arrive in this star system."
mission "FWC Nuke Supply 1C"
landing
name "Warhead Convoy"
description "Escort a freighter carrying nuclear warheads to Solace."
source Greenrock
destination Solace
to offer
has "FWC Nuke Supply 1B: done"
on fail
dialog `You have failed an essential Free Worlds mission. If you want to complete the story line, revert to the autosave or another earlier snapshot of the game.`
on offer
conversation
`You land at one of the many private fortresses on Greenrock owned by various competing warlords. Some workers unload the cargo from the Blue Yonder, and load it up with some lead-lined, well-padded crates that must contain nuclear warheads. You're not sure you like being a part of this, but it may be true that this is the only way you will stand a chance against the Navy.`
accept
npc accompany save
personality escort timid
government Merchant
ship "Bulk Freighter" "F.S. Blue Yonder"
mission "FWC Diplomacy 1"
landing
name "Let's Try Diplomacy"
description "Return to Tundra to meet up with Alondo and take him on another visit to Parliament. Maybe this time they will be willing to negotiate a truce."
autosave
source Solace
destination Tundra
to offer
has "FWC Nuke Supply 1C: done"
on fail
dialog `You have failed an essential Free Worlds mission. If you want to complete the story line, revert to the autosave or another earlier snapshot of the game.`
on offer
conversation
`A member of the Wolf Pack who identifies himself as "Odie" oversees the unloading of the warheads from your ship. "Excellent," he says. "It will take a while to install these in missiles. But once we do, in recognition of how much you have assisted us, Fifi has authorized us to sell them to you if you want."`
choice
` "Great! I think I'd like a dozen of them."`
goto yes
` "Sorry, I'm following orders by bringing this convoy here, but I want no part in the use of nuclear weapons, even for the sake of winning this war."`
goto no
` "Wait, 'Fifi'? Is that your leader?"`
goto fifi
label yes
` He laughs. "I'm afraid that's not possible. Unlike most missile systems, we haven't yet developed any sort of feed system that would let you fire multiple missiles from the same gun port. So, it's a weapon you can only fire once from a given port. But on the plus side, two of them are enough to bring down the shields on even the largest Navy vessel."`
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label no
` "That's understandable," he says. "And also foolish and shortsighted. But, I can understand why some people want to cling to the belief that war is some sort of noble endeavor rather than a no holds barred struggle for survival."`
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label fifi
` "Yes," he says, "Fifi is the leader of the Wolf Pack. And she is an absolutely ferocious individual. I assure you that you do not want to be responsible for crossing her. Not that you'll ever have to, of course, because we're all on the same side here." He grins.`
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` Soon after he is done unloading the cargo, you receive a message from Alondo: "Good news,