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	<updated>2026-04-25T11:59:51Z</updated>
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		<id>https://baystation.xyz//index.php?title=Medical_Technician&amp;diff=3263</id>
		<title>Medical Technician</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Medical_Technician&amp;diff=3263"/>
		<updated>2025-11-02T23:48:43Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 20, 176, 179&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|img = medical_technician.png&lt;br /&gt;
|jobtitle = Medical Technician&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Physician|Physicians]] and the [[Chief Medical Officer]]&lt;br /&gt;
|branches = [[Expeditionary Corps]], [[Sol Central Government Fleet]], Civilian&lt;br /&gt;
|ecranks = Explorer (E-3), Senior Explorer (E-5)&lt;br /&gt;
|fleetranks = Crewman (E-3), Petty Officer Third Class (E-4), Petty Officer Second Class (E-5), Petty Officer First Class(E-6)&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks = Contractor&lt;br /&gt;
|traineeranks = &amp;lt;br&amp;gt;&#039;&#039;&#039;- EC:&#039;&#039;&#039; Explorer (E-3)&amp;lt;br&amp;gt;&#039;&#039;&#039;- Fleet:&#039;&#039;&#039; Crewman Apprentice (E-2)&lt;br /&gt;
|alttitles = Corpsman, Paramedic&lt;br /&gt;
|duties = Fetch patients and bring them to Medbay. Run errands for the Physicians. Get yelled at for not bandaging wounds.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Medical Technician&#039;&#039;&#039; is the primary medical first responder aboard the [[SEV Torch]]. Next to the [[Physician]], they are the most vital part of the medical machine. While the Physician handles most of the intensive cases, Medical Technicians are tasked with the retrieval and stabilization of said patients. When a member of the crew is critically wounded and can&#039;t reach the Infirmary, it&#039;s the Medical Technician&#039;s job to go and retrieve them. When there&#039;s a state of emergency onboard the ship, it&#039;s the Medical Technician&#039;s job to watch the sensors and make sure that no one&#039;s gotten hurt. When the medbay is clogged with patients and the Physician is locked up in the operating theater, it&#039;s the Medical Technician&#039;s job to make sure no one dies in the interim. When the Physician needs an extra pair of hands to keep a patient stable, it&#039;s the Medical Technician&#039;s job to provide. You may not hold a scalpel, or even a medical degree, but without you, Medical doesn&#039;t function. So put on your first responder jacket and load up your medical belt: it&#039;s time to save some lives.&lt;br /&gt;
&lt;br /&gt;
Medical Technicians answer directly to both Physicians and the [[Chief Medical Officer]]. You take orders from both, but the Chief Medical Officer is your ultimate boss, and their orders take priority.&lt;br /&gt;
&lt;br /&gt;
Medical Technicians, as first responders, &#039;&#039;&#039;&amp;lt;u&amp;gt;do not have the training required to perform invasive medical actions such as surgery&amp;lt;/u&amp;gt;&#039;&#039;&#039;. To operate on a patient would subject a medical technician to [[Sol Central Government Law|legal consequences]], and ordering one to attempt surgery would be illegal.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Trainee Medical Technician&#039;&#039;&#039; is a training role designed for players to learn the mechanics and responsibilities of the Medical Technician. Trainee Medical Technicians have the same duties as Medical Technicians, but are understood to be new to the role and are there primarily to learn OOC-ly. The Trainee Medical Technician follows the chain of command as normal, but is also subordinate to all other Medical Technicians aboard the ship. Don&#039;t be afraid to ask other Medical personnel for help!&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
A Medical Technician is the liaison between an injured crewman and proper treatment at the Torch&#039;s infirmary. Your job consists of keeping an eye on the sensors, assessing injuries, bringing someone back to the medical bay, and keeping critical patients alive between injury and surgery.&lt;br /&gt;
&lt;br /&gt;
Before you start, there are several things to take note of:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Speed is key.&#039;&#039;&#039; While true efficiency will come with time and practice, a few seconds can often make the difference between life and death. It&#039;s highly recommended you become at least mildly familiar with the ship and its maintenance shafts before taking on a first responder role, so you aren&#039;t running around looking for wherever &#039;Requisitions&#039; is. (Deck two, by the way.)&lt;br /&gt;
# &#039;&#039;&#039;Stay alert.&#039;&#039;&#039; Watch the sensors. Listen to comms in case someone shouts for medical. Keep an eye out for any tell-tale trails of blood or prone body in an open space.&lt;br /&gt;
# &#039;&#039;&#039;You are your number one priority.&#039;&#039;&#039; Yes, it&#039;s your job to save lives, but you can&#039;t very well do that when you&#039;re in critical condition after a Mercenary has shot you in the lungs. Don&#039;t put yourself into danger trying to save a patient, and use caution where you can. Don&#039;t have your fellow Medical Technicians dragging you to the infirmary.&lt;br /&gt;
&lt;br /&gt;
== Your gear ==&lt;br /&gt;
&lt;br /&gt;
=== The Very Basics ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMT Belt:&#039;&#039;&#039; A six-slot belt, useful for holding assorted medications, sterile gloves, bandages, or whatever you can think of.&lt;br /&gt;
* &#039;&#039;&#039;White webbing:&#039;&#039;&#039; A vest you can attach to your clothing for extra storage.&lt;br /&gt;
* &#039;&#039;&#039;MT chest rig:&#039;&#039;&#039; A two-slot storage item that fits on your outer clothing slot.&lt;br /&gt;
* &#039;&#039;&#039;Health Analyzer:&#039;&#039;&#039; Hold this and click on someone for an instant readout of their medical status.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kit/Gauze:&#039;&#039;&#039; Used to bandage wounds and stop external bleeding. While they serve the same purpose, Advanced Trauma Kits promote faster healing. Using an Advanced Trauma Kit is much more preferred to using gauze.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kit/Ointment:&#039;&#039;&#039; Used to treat burns and prevent infections. Much like their brute damage counterpart, Advanced Burn Kits are superior to ointment because they heal injuries quicker and disinfect better.&lt;br /&gt;
* &#039;&#039;&#039;Syringe:&#039;&#039;&#039; For injecting medication. To change the transfer rate, right-click or alt-click on a syringe. To change if it&#039;s drawing or injecting, click on DRAW or INJECT.&lt;br /&gt;
* &#039;&#039;&#039;Roller bed:&#039;&#039;&#039; For transporting patients. Click on the roller bed while it&#039;s in your hand to deploy it; to fold it up again, click and drag the deployed roller bed to you. To buckle someone to the bed, click and drag their sprite on to the roller bed.&lt;br /&gt;
* &#039;&#039;&#039;Auto-compressor:&#039;&#039;&#039; Essentially an automated CPR machine. To put it on a patient, remove the patient&#039;s backpack first. It is worth noting that &#039;&#039;&#039;auto-compressors do not resuscitate a flatlined patient&#039;&#039;&#039;, and are only for keeping the heart going when blood isn&#039;t flowing properly. An auto-compressor can damage the rib cage fitted improperly (i.e. with low enough [[Skills|Medicine Skill]]).&lt;br /&gt;
* &#039;&#039;&#039;IV bag:&#039;&#039;&#039; A 120u bag of blood or [[Guide to Chemistry#NanoBlood|NanoBlood]], used to give blood transfusions. Click and drag the IV bag&#039;s sprite to a patient to connect it. IV bags can also be connected to roller beds and IV poles, for easier transfusions: click and drag the sprite of the IV bag on the roller bed or IV pole to the patient to connect it, and click again to disconnect. The transfer rate on IV bags can be changed by right-clicking the IV bag.&lt;br /&gt;
* &#039;&#039;&#039;Rescue bag:&#039;&#039;&#039; This is for transporting patients who are in hostile environments, such as space or a fire. Click on the folded bag to deploy it, and click on it while deployed to open it. You can also inject medicine through the bag via syringe.&lt;br /&gt;
* &#039;&#039;&#039;Streamlined medical voidsuit:&#039;&#039;&#039; For when an area is depressurized, somebody got spaced, or the hangar is full of toxic gasses. Found in EVA Storage. See [[Guide to EVA and Internals]] for use.&lt;br /&gt;
&lt;br /&gt;
=== For Making Your Job Easier ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pry bar:&#039;&#039;&#039; For opening de-powered doors or emergency shutters.&lt;br /&gt;
* &#039;&#039;&#039;Shortwave radio:&#039;&#039;&#039; For coordinating with other crewmembers and other medical staff when Telecommunications goes down.&lt;br /&gt;
* &#039;&#039;&#039;Flashlight:&#039;&#039;&#039; For traversing maintenance shafts or the ship during a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
Items that can be requested from Research &amp;amp; Development, and are highly useful in their own right.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stasis bag:&#039;&#039;&#039; An even more effective version of the rescue bag, this places a patient into stasis, keeping them alive and relatively stable for longer. You can still inject medicine through it.&lt;br /&gt;
* &#039;&#039;&#039;Hypospray:&#039;&#039;&#039; The Chief Medical Officer gets one of these by default; it instantly delivers 30u of medicine (or other chemicals) in a vial that can be switched out like magazines, like a more effective autoinjector.&lt;br /&gt;
&lt;br /&gt;
=== Medicines To Keep ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Inaprovaline|Inaprovaline]]:&#039;&#039;&#039; A general stabilizer; brings heart rate to an equilibrium, slows bleeding, provides limited blood oxygenation, and heals minor brain damage.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Dylovene|Dylovene]]:&#039;&#039;&#039; An anti-toxin that counteracts poisons and minor radiation damage, and heals minor liver damage.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Bicaridine|Bicaridine]]:&#039;&#039;&#039; Heals brute damage. Do not inject during surgery.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Dexalin|Dexalin]]/[[Guide to Chemistry#Dexalin Plus|Dexalin Plus]]:&#039;&#039;&#039; Supplies brain with oxygen even after lungs have failed. Dexalin Plus is usually preferred.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Kelotane|Kelotane]]/[[Guide to Chemistry#Dermaline|Dermaline]]:&#039;&#039;&#039; Usually mixed together in a 1:1 ratio called KeloDerm. Treats burns and prevents infections.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Tramadol|Tramadol]]:&#039;&#039;&#039; A painkiller, injected when the patient is in shock from pain.&lt;br /&gt;
&lt;br /&gt;
== How To Save A Life ==&lt;br /&gt;
For an in-depth guide to Baystation&#039;s medical system, see [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
=== Step One: Heeding The Call ===&lt;br /&gt;
Your call to action can be found in a number of ways; a victim might shout &amp;quot;MEDICAL TO [LOCATION]&amp;quot; over comms, you or a Physician might note somebody with abnormal sensor readings, or you&#039;re scavenging maintenance for action figures and come across somebody silently bleeding to death. Either way, it&#039;s time to make your way to their location, and...&lt;br /&gt;
&lt;br /&gt;
=== Step Two: Triage ===&lt;br /&gt;
Scan your patient with your health analyzer. Rarely, you can treat them on-site. Most of the time, you&#039;ll have to stabilize them for the trek back to the infirmary.&lt;br /&gt;
&lt;br /&gt;
Patients that you should prioritize may have:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weak, extremely weak, or fading brain activity:&#039;&#039;&#039; Your patient&#039;s brain is dying!&lt;br /&gt;
* &#039;&#039;&#039;Cardiac Arrest/Asystole:&#039;&#039;&#039; Your patient&#039;s heart has stopped.&lt;br /&gt;
* &#039;&#039;&#039;Major systemic organ failure:&#039;&#039;&#039; Multiple organs of your patient&#039;s are failing. Generally abbreviated as MSOF.&lt;br /&gt;
* &#039;&#039;&#039;Arterial bleeding:&#039;&#039;&#039; Your patient is bleeding at an exponential rate.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Stabilizing And Transport ===&lt;br /&gt;
Oh no, your patient has one or more of the above critical conditions, or the health analyzer says they&#039;re going into shock! Stay calm; panicking will only make the situation worse. Follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Perform CPR or apply an auto-compressor if your patient&#039;s heart has stopped.&#039;&#039;&#039; This will keep their blood pumping even while their heart is stopped. You should repeat CPR every 10-15 seconds (variable depending on Medicine Skill and the server&#039;s tic rate) to prevent harm to your patient; an auto-compressor will do this for you automatically, letting you focus on other medical treatments.&lt;br /&gt;
# &#039;&#039;&#039;Inject the appropriate medicines.&#039;&#039;&#039; From highest to lowest priority:&lt;br /&gt;
## If your patient is taking brain damage, is going into shock, or is internally or externally bleeding, inject Inaprovaline.&lt;br /&gt;
## If your patient is poisoned – either by unknown substances in their system, or by radiation – inject Dylovene. Serious cases of poisoning are often (but not always) indicated by Major Systematic Organ Failure (MSOF) on the Health Analyzer.&lt;br /&gt;
##* If both of the above are true, you should inject one of Inaprovaline or Dylovene, but not both – mixing Inaprovaline and Dylovene will make Tricordrazine, which heals brute and burn damage slowly. Tricordrazine isn&#039;t harmful, but is much less helpful than either Inaprovaline or Dylovene alone &#039;&#039;and&#039;&#039;  it prevents surgery.&lt;br /&gt;
##* In most cases Inaprovaline should take priority over Dylovene, poisons tend to kill much slower than shock, bleeding, and brain damage.&lt;br /&gt;
## If your patient has low blood oxygenation or obvious lung damage (i.e. is gasping), inject Dexalin or Dexalin Plus.&lt;br /&gt;
## If the readout says your patient is still going into shock or is in pain, inject Tramadol.&lt;br /&gt;
# &#039;&#039;&#039;Bandage any bleeding the patient has.&#039;&#039;&#039; You can generally assess where a bleeding wound (as well as any foreign bodies) by looking at someone. Shift-click to examine the patient and figure out where to target with your bandages. If the patient is very low on blood, consider hooking them up to an IV bag while you transport them.&lt;br /&gt;
# &#039;&#039;&#039;Bring your patient to the Medical Bay.&#039;&#039;&#039; Buckle your patient to a roller bed or zip them into a rescue/stasis bag to transport them. &#039;&#039;&#039;DO NOT DRAG YOUR PATIENT!&#039;&#039;&#039; This will only make their wounds worse. If you must, use grab intent on them to move them without worsening their condition.&lt;br /&gt;
&lt;br /&gt;
Remember; so long as the patient&#039;s brain is not dead, there&#039;s hope.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Supporting Your Physician ===&lt;br /&gt;
So you brought your patient to the infirmary without them dying. Good job! Give them to a physician and describe the patient&#039;s condition. The physician will generally do a more in-depth scan with the Body Scanner to determine what needs to be done. If the physician brings the patient into one of the operating theaters, it&#039;s your job to push the body scan to the displays in the surgery room so the doctor isn&#039;t flying blind. You can do this by pressing the &#039;Push Scan To Displays&#039; button on the Body Scanner pop-up.&lt;br /&gt;
&lt;br /&gt;
In case your Physician asks you to help stabilize a patient during surgery, you will need to have your medications and possibly a defibrillator ready, in case of flatline or low blood oxygenation. Remember not to inject any medicines that heal brute damage during surgery – this will heal an incision.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Medical_Technician&amp;diff=3262</id>
		<title>Medical Technician</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Medical_Technician&amp;diff=3262"/>
		<updated>2025-11-02T23:43:33Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: hyperlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 20, 176, 179&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|img = medical_technician.png&lt;br /&gt;
|jobtitle = Medical Technician&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Physician|Physicians]] and the [[Chief Medical Officer]]&lt;br /&gt;
|branches = [[Expeditionary Corps]], [[Sol Central Government Fleet]], Civilian&lt;br /&gt;
|ecranks = Explorer (E-3), Senior Explorer (E-5)&lt;br /&gt;
|fleetranks = Crewman (E-3), Petty Officer Third Class (E-4), Petty Officer Second Class (E-5), Petty Officer First Class(E-6)&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks = Contractor&lt;br /&gt;
|traineeranks = &amp;lt;br&amp;gt;&#039;&#039;&#039;- EC:&#039;&#039;&#039; Explorer (E-3)&amp;lt;br&amp;gt;&#039;&#039;&#039;- Fleet:&#039;&#039;&#039; Crewman Apprentice (E-2)&lt;br /&gt;
|alttitles = Corpsman, Paramedic&lt;br /&gt;
|duties = Fetch patients and bring them to Medbay. Run errands for the Physicians. Get yelled at for not bandaging wounds.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Medical Technician&#039;&#039;&#039; is the primary medical first responder aboard the [[SEV Torch]]. Next to the [[Physician]], they are the most vital part of the medical machine. While the Physician handles most of the intensive cases, Medical Technicians are tasked with the retrieval and stabilization of said patients. When a member of the crew is critically wounded and can&#039;t reach the Infirmary, it&#039;s the Medical Technician&#039;s job to go and retrieve them. When there&#039;s a state of emergency onboard the ship, it&#039;s the Medical Technician&#039;s job to watch the sensors and make sure that no one&#039;s gotten hurt. When the medbay is clogged with patients and the Physician is locked up in the operating theater, it&#039;s the Medical Technician&#039;s job to make sure no one dies in the interim. When the Physician needs an extra pair of hands to keep a patient stable, it&#039;s the Medical Technician&#039;s job to provide. You may not hold a scalpel, or even a medical degree, but without you, Medical doesn&#039;t function. So put on your first responder jacket and load up your medical belt: it&#039;s time to save some lives.&lt;br /&gt;
&lt;br /&gt;
Medical Technicians answer directly to both Physicians and the [[Chief Medical Officer]]. You take orders from both, but the Chief Medical Officer is your ultimate boss, and their orders take priority.&lt;br /&gt;
&lt;br /&gt;
Medical Technicians, as first responders, &#039;&#039;&#039;&amp;lt;u&amp;gt;do not have the training required to perform invasive medical actions such as surgery&amp;lt;/u&amp;gt;&#039;&#039;&#039;. To operate on a patient would subject a medical technician to [[Sol Central Government Law|legal consequences]], and ordering one to attempt surgery would be illegal.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Trainee Medical Technician&#039;&#039;&#039; is a training role designed for players to learn the mechanics and responsibilities of the Medical Technician. Trainee Medical Technicians have the same duties as Medical Technicians, but are understood to be new to the role and are there primarily to learn OOC-ly. The Trainee Medical Technician follows the chain of command as normal, but is also subordinate to all other Medical Technicians aboard the ship. Don&#039;t be afraid to ask other Medical personnel for help!&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
A Medical Technician is the liaison between an injured crewman and proper treatment at the Torch&#039;s infirmary. Your job consists of keeping an eye on the sensors, assessing injuries, bringing someone back to the medical bay, and keeping critical patients alive between injury and surgery.&lt;br /&gt;
&lt;br /&gt;
Before you start, there are several things to take note of:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Speed is key.&#039;&#039;&#039; While true efficiency will come with time and practice, a few seconds can often make the difference between life and death. It&#039;s highly recommended you become at least mildly familiar with the ship and its maintenance shafts before taking on a first responder role, so you aren&#039;t running around looking for wherever &#039;Requisitions&#039; is. (Deck two, by the way.)&lt;br /&gt;
# &#039;&#039;&#039;Stay alert.&#039;&#039;&#039; Watch the sensors. Listen to comms in case someone shouts for medical. Keep an eye out for any tell-tale trails of blood or prone body in an open space.&lt;br /&gt;
# &#039;&#039;&#039;You are your number one priority.&#039;&#039;&#039; Yes, it&#039;s your job to save lives, but you can&#039;t very well do that when you&#039;re in critical condition after a Mercenary has shot you in the lungs. Don&#039;t put yourself into danger trying to save a patient, and use caution where you can. Don&#039;t have your fellow Medical Technicians dragging you to the infirmary.&lt;br /&gt;
&lt;br /&gt;
== Your gear ==&lt;br /&gt;
&lt;br /&gt;
=== The Very Basics ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMT Belt:&#039;&#039;&#039; A six-slot belt, useful for holding assorted medications, sterile gloves, bandages, or whatever you can think of.&lt;br /&gt;
* &#039;&#039;&#039;White webbing:&#039;&#039;&#039; A vest you can attach to your clothing for extra storage.&lt;br /&gt;
* &#039;&#039;&#039;MT chest rig:&#039;&#039;&#039; A two-slot storage item that fits on your outer clothing slot.&lt;br /&gt;
* &#039;&#039;&#039;Health Analyzer:&#039;&#039;&#039; Hold this and click on someone for an instant readout of their medical status.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kit/Gauze:&#039;&#039;&#039; Used to bandage wounds and stop external bleeding. While they serve the same purpose, Advanced Trauma Kits promote faster healing. Using an Advanced Trauma Kit is much more preferred to using gauze.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kit/Ointment:&#039;&#039;&#039; Used to treat burns and prevent infections. Much like their brute damage counterpart, Advanced Burn Kits are superior to ointment because they heal injuries quicker and disinfect better.&lt;br /&gt;
* &#039;&#039;&#039;Syringe:&#039;&#039;&#039; For injecting medication. To change the transfer rate, right-click or alt-click on a syringe. To change if it&#039;s drawing or injecting, click on DRAW or INJECT.&lt;br /&gt;
* &#039;&#039;&#039;Roller bed:&#039;&#039;&#039; For transporting patients. Click on the roller bed while it&#039;s in your hand to deploy it; to fold it up again, click and drag the deployed roller bed to you. To buckle someone to the bed, click and drag their sprite on to the roller bed.&lt;br /&gt;
* &#039;&#039;&#039;Auto-compressor:&#039;&#039;&#039; Essentially an automated CPR machine. To put it on a patient, remove the patient&#039;s backpack first. It is worth noting that &#039;&#039;&#039;auto-compressors do not resuscitate a flatlined patient&#039;&#039;&#039;, and are only for keeping the heart going when blood isn&#039;t flowing properly. An auto-compressor can damage the rib cage fitted improperly (i.e. with low enough [[Skills|Medicine Skill]]).&lt;br /&gt;
* &#039;&#039;&#039;IV bag:&#039;&#039;&#039; A 120u bag of blood or [[Guide to Chemistry#NanoBlood|NanoBlood]], used to give blood transfusions. Click and drag the IV bag&#039;s sprite to a patient to connect it. IV bags can also be connected to roller beds and IV poles, for easier transfusions: click and drag the sprite of the IV bag on the roller bed or IV pole to the patient to connect it, and click again to disconnect. The transfer rate on IV bags can be changed by right-clicking the IV bag.&lt;br /&gt;
* &#039;&#039;&#039;Rescue bag:&#039;&#039;&#039; This is for transporting patients who are in hostile environments, such as space or a fire. Click on the folded bag to deploy it, and click on it while deployed to open it. You can also inject medicine through the bag via syringe.&lt;br /&gt;
* &#039;&#039;&#039;Streamlined medical voidsuit:&#039;&#039;&#039; For when an area is depressurized, somebody got spaced, or the hangar is full of toxic gasses. Found in EVA Storage. See [[Guide to EVA and Internals]] for use.&lt;br /&gt;
&lt;br /&gt;
=== For Making Your Job Easier ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pry bar:&#039;&#039;&#039; For opening de-powered doors or emergency shutters.&lt;br /&gt;
* &#039;&#039;&#039;Shortwave radio:&#039;&#039;&#039; For coordinating with other crewmembers and other medical staff when Telecommunications goes down.&lt;br /&gt;
* &#039;&#039;&#039;Flashlight:&#039;&#039;&#039; For traversing maintenance shafts or the ship during a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
Items that can be requested from Research &amp;amp; Development, and are highly useful in their own right.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stasis bag:&#039;&#039;&#039; An even more effective version of the rescue bag, this places a patient into stasis, keeping them alive and relatively stable for longer. You can still inject medicine through it.&lt;br /&gt;
* &#039;&#039;&#039;Hypospray:&#039;&#039;&#039; The Chief Medical Officer gets one of these by default; it instantly delivers 30u of medicine (or other chemicals) in a vial that can be switched out like magazines, like a more effective autoinjector.&lt;br /&gt;
&lt;br /&gt;
=== Medicines To Keep ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Inaprovaline|Inaprovaline]]:&#039;&#039;&#039; A general stabilizer; brings heart rate to an equilibrium, slows bleeding, provides limited blood oxygenation, and heals minor brain damage.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Dylovene|Dylovene]]:&#039;&#039;&#039; An anti-toxin that counteracts poisons and minor radiation damage, and heals minor liver damage.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Bicaridine|Bicaridine]]:&#039;&#039;&#039; Heals brute damage. Do not inject during surgery.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Dexalin|Dexalin]]/[[Guide to Chemistry#Dexalin Plus|Dexalin Plus]]:&#039;&#039;&#039; Supplies brain with oxygen even after lungs have failed. Dexalin Plus is usually preferred.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Kelotane|Kelotane]]/[[Guide to Chemistry#Dermaline|Dermaline]]:&#039;&#039;&#039; Usually mixed together in a 1:1 ratio called KeloDerm. Treats burns and prevents infections.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Tramadol|Tramadol]]:&#039;&#039;&#039; A painkiller, injected when the patient is in shock from pain.&lt;br /&gt;
&lt;br /&gt;
== How To Save A Life ==&lt;br /&gt;
For an in-depth guide to Baystation&#039;s medical system, see [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
=== Step One: Heeding The Call ===&lt;br /&gt;
Your call to action can be found in a number of ways; a victim might shout &amp;quot;MEDICAL TO [LOCATION]&amp;quot; over comms, you or a Physician might note somebody with abnormal sensor readings, or you&#039;re scavenging maintenance for action figures and come across somebody silently bleeding to death. Either way, it&#039;s time to make your way to their location, and...&lt;br /&gt;
&lt;br /&gt;
=== Step Two: Triage ===&lt;br /&gt;
Scan your patient with your health analyzer. Rarely, you can treat them on-site. Most of the time, you&#039;ll have to stabilize them for the trek back to the infirmary.&lt;br /&gt;
&lt;br /&gt;
Patients that you should prioritize may have:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weak, extremely weak, or fading brain activity:&#039;&#039;&#039; Your patient&#039;s brain is dying!&lt;br /&gt;
* &#039;&#039;&#039;Cardiac Arrest/Asystole:&#039;&#039;&#039; Your patient&#039;s heart has stopped.&lt;br /&gt;
* &#039;&#039;&#039;Major systemic organ failure:&#039;&#039;&#039; Multiple organs of your patient&#039;s are failing. Generally abbreviated as MSOF.&lt;br /&gt;
* &#039;&#039;&#039;Arterial bleeding:&#039;&#039;&#039; Your patient is bleeding at an exponential rate.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Stabilizing And Transport ===&lt;br /&gt;
Oh no, your patient has one or more of the above critical conditions, or the health analyzer says they&#039;re going into shock! Stay calm; panicking will only make the situation worse. Follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Perform CPR or apply an auto-compressor if your patient&#039;s heart has stopped.&#039;&#039;&#039; This will keep their blood pumping even while their heart is stopped. You should repeat CPR every 10-15 seconds (variable depending on Medicine Skill and the server&#039;s tic rate) to prevent harm to your patient; an auto-compressor will do this for you automatically, letting you focus on other medical treatments.&lt;br /&gt;
# &#039;&#039;&#039;Inject the appropriate medicines.&#039;&#039;&#039; From highest to lowest priority:&lt;br /&gt;
## If your patient is taking brain damage, is going into shock, or is internally or externally bleeding, inject Inaprovaline.&lt;br /&gt;
## If your patient is poisoned – either by unknown substances in their system, or by radiation – inject Dylovene. Serious cases of poisoning are often (but not always) indicated by Major Systematic Organ Failure (MSOF) on the Health Analyzer.&lt;br /&gt;
##* If both of the above are true, you should inject one of Inaprovaline or Dylovene, but not both – mixing Inaprovaline and Dylovene will make Tricordrazine, which heals brute and burn damage slowly. Tricordrazine isn&#039;t harmful, but is much less helpful than either Inaprovaline or Dylovene alone &#039;&#039;and&#039;&#039;  it prevents surgery.&lt;br /&gt;
##* In most cases Inaprovaline should take priority over Dylovene, poisons tend to kill much slower than shock, bleeding, and brain damage.&lt;br /&gt;
## If your patient has low blood oxygenation or obvious lung damage (i.e. is gasping), inject Dexalin or Dexalin Plus.&lt;br /&gt;
## If the readout says your patient is still going into shock or is in pain, inject Tramadol.&lt;br /&gt;
# &#039;&#039;&#039;Bandage any bleeding the patient has.&#039;&#039;&#039; You can generally assess where a bleeding wound (as well as any foreign bodies) by looking at someone. Shift-click to examine the patient and figure out where to target with your bandages. If the patient is very low on blood, consider hooking them up to an IV bag while you transport them.&lt;br /&gt;
# &#039;&#039;&#039;Bring your patient to the Medical Bay.&#039;&#039;&#039; Buckle your patient to a roller bed or zip them into a rescue/stasis bag to transport them. &#039;&#039;&#039;DO NOT DRAG YOUR PATIENT!&#039;&#039;&#039; This will only make their wounds worse. If you must, use grab intent on them to move them without worsening their condition.&lt;br /&gt;
&lt;br /&gt;
Remember; so long as the patient&#039;s brain is not dead, there&#039;s hope.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Supporting Your Physician ===&lt;br /&gt;
So you brought your patient to the infirmary without them dying. Good job! Give them to a physician and describe the patient&#039;s condition. The physician will generally do a more in-depth scan with the Body Scanner to determine what needs to be done. If the physician brings the patient into one of the operating theaters, it&#039;s your job to push the body scan to the displays in the surgery room so the doctor isn&#039;t flying blind. You can do this by pressing the &#039;Push Scan To Displays&#039; button on the Body Scanner pop-up.&lt;br /&gt;
&lt;br /&gt;
In case your Physician asks you to help stabilize a patient during surgery, you will need to have your medications and possibly a defibrillator ready, in case of flatline or low blood oxygenation. Remember not to inject any medicines that heal brute damage during surgery – this will heal an incision.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[index.php?title=Category:Medical Roles]][[index.php?title=Category:Roles]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Medical_Technician&amp;diff=3261</id>
		<title>Medical Technician</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Medical_Technician&amp;diff=3261"/>
		<updated>2025-11-02T23:39:15Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: Added explicit wording that medical technicians are not allowed to perform surgery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 20, 176, 179&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|img = medical_technician.png&lt;br /&gt;
|jobtitle = Medical Technician&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Physician|Physicians]] and the [[Chief Medical Officer]]&lt;br /&gt;
|branches = [[Expeditionary Corps]], [[Sol Central Government Fleet]], Civilian&lt;br /&gt;
|ecranks = Explorer (E-3), Senior Explorer (E-5)&lt;br /&gt;
|fleetranks = Crewman (E-3), Petty Officer Third Class (E-4), Petty Officer Second Class (E-5), Petty Officer First Class(E-6)&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks = Contractor&lt;br /&gt;
|traineeranks = &amp;lt;br&amp;gt;&#039;&#039;&#039;- EC:&#039;&#039;&#039; Explorer (E-3)&amp;lt;br&amp;gt;&#039;&#039;&#039;- Fleet:&#039;&#039;&#039; Crewman Apprentice (E-2)&lt;br /&gt;
|alttitles = Corpsman, Paramedic&lt;br /&gt;
|duties = Fetch patients and bring them to Medbay. Run errands for the Physicians. Get yelled at for not bandaging wounds.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Medical Technician&#039;&#039;&#039; is the primary medical first responder aboard the [[SEV Torch]]. Next to the [[Physician]], they are the most vital part of the medical machine. While the Physician handles most of the intensive cases, Medical Technicians are tasked with the retrieval and stabilization of said patients. When a member of the crew is critically wounded and can&#039;t reach the Infirmary, it&#039;s the Medical Technician&#039;s job to go and retrieve them. When there&#039;s a state of emergency onboard the ship, it&#039;s the Medical Technician&#039;s job to watch the sensors and make sure that no one&#039;s gotten hurt. When the medbay is clogged with patients and the Physician is locked up in the operating theater, it&#039;s the Medical Technician&#039;s job to make sure no one dies in the interim. When the Physician needs an extra pair of hands to keep a patient stable, it&#039;s the Medical Technician&#039;s job to provide. You may not hold a scalpel, or even a medical degree, but without you, Medical doesn&#039;t function. So put on your first responder jacket and load up your medical belt: it&#039;s time to save some lives.&lt;br /&gt;
&lt;br /&gt;
Medical Technicians answer directly to both Physicians and the [[Chief Medical Officer]]. You take orders from both, but the Chief Medical Officer is your ultimate boss, and their orders take priority.&lt;br /&gt;
&lt;br /&gt;
Medical Technicians, as first responders, &#039;&#039;&#039;&amp;lt;u&amp;gt;do not have the training required to perform invasive medical actions such as surgery&amp;lt;/u&amp;gt;&#039;&#039;&#039;. To operate on a patient would subject a medical technician to legal consequences, and ordering one to attempt surgery would be illegal.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Trainee Medical Technician&#039;&#039;&#039; is a training role designed for players to learn the mechanics and responsibilities of the Medical Technician. Trainee Medical Technicians have the same duties as Medical Technicians, but are understood to be new to the role and are there primarily to learn OOC-ly. The Trainee Medical Technician follows the chain of command as normal, but is also subordinate to all other Medical Technicians aboard the ship. Don&#039;t be afraid to ask other Medical personnel for help!&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
A Medical Technician is the liaison between an injured crewman and proper treatment at the Torch&#039;s infirmary. Your job consists of keeping an eye on the sensors, assessing injuries, bringing someone back to the medical bay, and keeping critical patients alive between injury and surgery.&lt;br /&gt;
&lt;br /&gt;
Before you start, there are several things to take note of:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Speed is key.&#039;&#039;&#039; While true efficiency will come with time and practice, a few seconds can often make the difference between life and death. It&#039;s highly recommended you become at least mildly familiar with the ship and its maintenance shafts before taking on a first responder role, so you aren&#039;t running around looking for wherever &#039;Requisitions&#039; is. (Deck two, by the way.)&lt;br /&gt;
# &#039;&#039;&#039;Stay alert.&#039;&#039;&#039; Watch the sensors. Listen to comms in case someone shouts for medical. Keep an eye out for any tell-tale trails of blood or prone body in an open space.&lt;br /&gt;
# &#039;&#039;&#039;You are your number one priority.&#039;&#039;&#039; Yes, it&#039;s your job to save lives, but you can&#039;t very well do that when you&#039;re in critical condition after a Mercenary has shot you in the lungs. Don&#039;t put yourself into danger trying to save a patient, and use caution where you can. Don&#039;t have your fellow Medical Technicians dragging you to the infirmary.&lt;br /&gt;
&lt;br /&gt;
== Your gear ==&lt;br /&gt;
&lt;br /&gt;
=== The Very Basics ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMT Belt:&#039;&#039;&#039; A six-slot belt, useful for holding assorted medications, sterile gloves, bandages, or whatever you can think of.&lt;br /&gt;
* &#039;&#039;&#039;White webbing:&#039;&#039;&#039; A vest you can attach to your clothing for extra storage.&lt;br /&gt;
* &#039;&#039;&#039;MT chest rig:&#039;&#039;&#039; A two-slot storage item that fits on your outer clothing slot.&lt;br /&gt;
* &#039;&#039;&#039;Health Analyzer:&#039;&#039;&#039; Hold this and click on someone for an instant readout of their medical status.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kit/Gauze:&#039;&#039;&#039; Used to bandage wounds and stop external bleeding. While they serve the same purpose, Advanced Trauma Kits promote faster healing. Using an Advanced Trauma Kit is much more preferred to using gauze.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kit/Ointment:&#039;&#039;&#039; Used to treat burns and prevent infections. Much like their brute damage counterpart, Advanced Burn Kits are superior to ointment because they heal injuries quicker and disinfect better.&lt;br /&gt;
* &#039;&#039;&#039;Syringe:&#039;&#039;&#039; For injecting medication. To change the transfer rate, right-click or alt-click on a syringe. To change if it&#039;s drawing or injecting, click on DRAW or INJECT.&lt;br /&gt;
* &#039;&#039;&#039;Roller bed:&#039;&#039;&#039; For transporting patients. Click on the roller bed while it&#039;s in your hand to deploy it; to fold it up again, click and drag the deployed roller bed to you. To buckle someone to the bed, click and drag their sprite on to the roller bed.&lt;br /&gt;
* &#039;&#039;&#039;Auto-compressor:&#039;&#039;&#039; Essentially an automated CPR machine. To put it on a patient, remove the patient&#039;s backpack first. It is worth noting that &#039;&#039;&#039;auto-compressors do not resuscitate a flatlined patient&#039;&#039;&#039;, and are only for keeping the heart going when blood isn&#039;t flowing properly. An auto-compressor can damage the rib cage fitted improperly (i.e. with low enough [[Skills|Medicine Skill]]).&lt;br /&gt;
* &#039;&#039;&#039;IV bag:&#039;&#039;&#039; A 120u bag of blood or [[Guide to Chemistry#NanoBlood|NanoBlood]], used to give blood transfusions. Click and drag the IV bag&#039;s sprite to a patient to connect it. IV bags can also be connected to roller beds and IV poles, for easier transfusions: click and drag the sprite of the IV bag on the roller bed or IV pole to the patient to connect it, and click again to disconnect. The transfer rate on IV bags can be changed by right-clicking the IV bag.&lt;br /&gt;
* &#039;&#039;&#039;Rescue bag:&#039;&#039;&#039; This is for transporting patients who are in hostile environments, such as space or a fire. Click on the folded bag to deploy it, and click on it while deployed to open it. You can also inject medicine through the bag via syringe.&lt;br /&gt;
* &#039;&#039;&#039;Streamlined medical voidsuit:&#039;&#039;&#039; For when an area is depressurized, somebody got spaced, or the hangar is full of toxic gasses. Found in EVA Storage. See [[Guide to EVA and Internals]] for use.&lt;br /&gt;
&lt;br /&gt;
=== For Making Your Job Easier ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pry bar:&#039;&#039;&#039; For opening de-powered doors or emergency shutters.&lt;br /&gt;
* &#039;&#039;&#039;Shortwave radio:&#039;&#039;&#039; For coordinating with other crewmembers and other medical staff when Telecommunications goes down.&lt;br /&gt;
* &#039;&#039;&#039;Flashlight:&#039;&#039;&#039; For traversing maintenance shafts or the ship during a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
Items that can be requested from Research &amp;amp; Development, and are highly useful in their own right.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stasis bag:&#039;&#039;&#039; An even more effective version of the rescue bag, this places a patient into stasis, keeping them alive and relatively stable for longer. You can still inject medicine through it.&lt;br /&gt;
* &#039;&#039;&#039;Hypospray:&#039;&#039;&#039; The Chief Medical Officer gets one of these by default; it instantly delivers 30u of medicine (or other chemicals) in a vial that can be switched out like magazines, like a more effective autoinjector.&lt;br /&gt;
&lt;br /&gt;
=== Medicines To Keep ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Inaprovaline|Inaprovaline]]:&#039;&#039;&#039; A general stabilizer; brings heart rate to an equilibrium, slows bleeding, provides limited blood oxygenation, and heals minor brain damage.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Dylovene|Dylovene]]:&#039;&#039;&#039; An anti-toxin that counteracts poisons and minor radiation damage, and heals minor liver damage.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Bicaridine|Bicaridine]]:&#039;&#039;&#039; Heals brute damage. Do not inject during surgery.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Dexalin|Dexalin]]/[[Guide to Chemistry#Dexalin Plus|Dexalin Plus]]:&#039;&#039;&#039; Supplies brain with oxygen even after lungs have failed. Dexalin Plus is usually preferred.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Kelotane|Kelotane]]/[[Guide to Chemistry#Dermaline|Dermaline]]:&#039;&#039;&#039; Usually mixed together in a 1:1 ratio called KeloDerm. Treats burns and prevents infections.&lt;br /&gt;
* &#039;&#039;&#039;[[Guide to Chemistry#Tramadol|Tramadol]]:&#039;&#039;&#039; A painkiller, injected when the patient is in shock from pain.&lt;br /&gt;
&lt;br /&gt;
== How To Save A Life ==&lt;br /&gt;
For an in-depth guide to Baystation&#039;s medical system, see [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
=== Step One: Heeding The Call ===&lt;br /&gt;
Your call to action can be found in a number of ways; a victim might shout &amp;quot;MEDICAL TO [LOCATION]&amp;quot; over comms, you or a Physician might note somebody with abnormal sensor readings, or you&#039;re scavenging maintenance for action figures and come across somebody silently bleeding to death. Either way, it&#039;s time to make your way to their location, and...&lt;br /&gt;
&lt;br /&gt;
=== Step Two: Triage ===&lt;br /&gt;
Scan your patient with your health analyzer. Rarely, you can treat them on-site. Most of the time, you&#039;ll have to stabilize them for the trek back to the infirmary.&lt;br /&gt;
&lt;br /&gt;
Patients that you should prioritize may have:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weak, extremely weak, or fading brain activity:&#039;&#039;&#039; Your patient&#039;s brain is dying!&lt;br /&gt;
* &#039;&#039;&#039;Cardiac Arrest/Asystole:&#039;&#039;&#039; Your patient&#039;s heart has stopped.&lt;br /&gt;
* &#039;&#039;&#039;Major systemic organ failure:&#039;&#039;&#039; Multiple organs of your patient&#039;s are failing. Generally abbreviated as MSOF.&lt;br /&gt;
* &#039;&#039;&#039;Arterial bleeding:&#039;&#039;&#039; Your patient is bleeding at an exponential rate.&lt;br /&gt;
&lt;br /&gt;
=== Step Three: Stabilizing And Transport ===&lt;br /&gt;
Oh no, your patient has one or more of the above critical conditions, or the health analyzer says they&#039;re going into shock! Stay calm; panicking will only make the situation worse. Follow these simple steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Perform CPR or apply an auto-compressor if your patient&#039;s heart has stopped.&#039;&#039;&#039; This will keep their blood pumping even while their heart is stopped. You should repeat CPR every 10-15 seconds (variable depending on Medicine Skill and the server&#039;s tic rate) to prevent harm to your patient; an auto-compressor will do this for you automatically, letting you focus on other medical treatments.&lt;br /&gt;
# &#039;&#039;&#039;Inject the appropriate medicines.&#039;&#039;&#039; From highest to lowest priority:&lt;br /&gt;
## If your patient is taking brain damage, is going into shock, or is internally or externally bleeding, inject Inaprovaline.&lt;br /&gt;
## If your patient is poisoned – either by unknown substances in their system, or by radiation – inject Dylovene. Serious cases of poisoning are often (but not always) indicated by Major Systematic Organ Failure (MSOF) on the Health Analyzer.&lt;br /&gt;
##* If both of the above are true, you should inject one of Inaprovaline or Dylovene, but not both – mixing Inaprovaline and Dylovene will make Tricordrazine, which heals brute and burn damage slowly. Tricordrazine isn&#039;t harmful, but is much less helpful than either Inaprovaline or Dylovene alone &#039;&#039;and&#039;&#039;  it prevents surgery.&lt;br /&gt;
##* In most cases Inaprovaline should take priority over Dylovene, poisons tend to kill much slower than shock, bleeding, and brain damage.&lt;br /&gt;
## If your patient has low blood oxygenation or obvious lung damage (i.e. is gasping), inject Dexalin or Dexalin Plus.&lt;br /&gt;
## If the readout says your patient is still going into shock or is in pain, inject Tramadol.&lt;br /&gt;
# &#039;&#039;&#039;Bandage any bleeding the patient has.&#039;&#039;&#039; You can generally assess where a bleeding wound (as well as any foreign bodies) by looking at someone. Shift-click to examine the patient and figure out where to target with your bandages. If the patient is very low on blood, consider hooking them up to an IV bag while you transport them.&lt;br /&gt;
# &#039;&#039;&#039;Bring your patient to the Medical Bay.&#039;&#039;&#039; Buckle your patient to a roller bed or zip them into a rescue/stasis bag to transport them. &#039;&#039;&#039;DO NOT DRAG YOUR PATIENT!&#039;&#039;&#039; This will only make their wounds worse. If you must, use grab intent on them to move them without worsening their condition.&lt;br /&gt;
&lt;br /&gt;
Remember; so long as the patient&#039;s brain is not dead, there&#039;s hope.&lt;br /&gt;
&lt;br /&gt;
=== Step Four: Supporting Your Physician ===&lt;br /&gt;
So you brought your patient to the infirmary without them dying. Good job! Give them to a physician and describe the patient&#039;s condition. The physician will generally do a more in-depth scan with the Body Scanner to determine what needs to be done. If the physician brings the patient into one of the operating theaters, it&#039;s your job to push the body scan to the displays in the surgery room so the doctor isn&#039;t flying blind. You can do this by pressing the &#039;Push Scan To Displays&#039; button on the Body Scanner pop-up.&lt;br /&gt;
&lt;br /&gt;
In case your Physician asks you to help stabilize a patient during surgery, you will need to have your medications and possibly a defibrillator ready, in case of flatline or low blood oxygenation. Remember not to inject any medicines that heal brute damage during surgery – this will heal an incision.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[index.php?title=Category:Medical Roles]][[index.php?title=Category:Roles]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Gaia&amp;diff=3250</id>
		<title>Gaia</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Gaia&amp;diff=3250"/>
		<updated>2025-08-18T23:12:58Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: Economy and Vulcan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaia, the sole planetary body within the Galilei system, is one of the only Earth-like planets known to humanity. Gaia was historically an agricultural powerhouse, supplying upwards of a quarter of humanity&#039;s agricultural products before 2292. Today, in the aftermath of the [[Gaia Conflict]], Gaia is a war-torn planet split between the occupying forces of the [[Sol Central Government]] and the [[Gilgamesh Colonial Confederation]] with only a tiny strip of land and the planetary capital of New Venice remaining under independent Gaian control.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Gaia is about one-tenth smaller than [[Earth]], and its nitrogen-oxygen atmosphere is slightly thicker. This makes Gaia marginally warmer and more favorable to farming during all seasons.&lt;br /&gt;
&lt;br /&gt;
On it&#039;s discovery and initial colonization, Gaia lacked any native plant life other then the planet&#039;s &#039;grass&#039;. This prompted a massive forestation and biodiversity campaign in the early decades of the planet&#039;s colonies. This campaign saw the planet&#039;s original grass lost as it was overcome by the invasive nature of brought plant life. Today the campaign is most visible in the planets forests, that while planted in areas to make it look natural, the straight rows of trees still commonly found give away their origin.&lt;br /&gt;
&lt;br /&gt;
Geographically, the planet has no oceans; however, several areas of the planet possess &#039;shot lakes,&#039; large groupings of smaller lakes interconnected by streams and rivers. The planet’s largest body of water is Lake Cabot, a large round lake on the planet&#039;s equator.&lt;br /&gt;
&lt;br /&gt;
Gaia is predominantly covered in vast, rolling plains, though the planet has several other notable geographical features. The Napoleon Mountains – a mountain range several hundred kilometers west of Lake Cabot – separates the Cabot region from the shot lakes, and the Tobruk Desert sits near the planet’s north pole.&lt;br /&gt;
&lt;br /&gt;
Gaia does not possess ice caps. While the planet has a semblance of Earth-like seasons, temperatures are only known to fall below freezing in the mountains and desert regions, and Gaia’s overall climate is distinctly Mediterranean.&lt;br /&gt;
&lt;br /&gt;
Scarred from several years of war and orbital bombardments, some areas of the planet have lost their ability to support heavy agriculture. Many Gaians fear that the Tobruk Desert may begin expanding in the coming years.&lt;br /&gt;
&lt;br /&gt;
== Modern Division ==&lt;br /&gt;
&lt;br /&gt;
=== Gaian Administrative Area ===&lt;br /&gt;
Still under a military administration over a decade after the conflict, Southern Gaia holds no representation in the Solar Assembly and is run on the planetary level by an administrative council appointed from the Fourth Fleet and Army Group Cabot ranks. The council is still headed by Brigadier General Louis Montgomery, who has become the target of most public outrage. While the administrative council has made significant efforts to rebuild the region following the war (primarily out of security concerns), the region functions more like an occupied state than a member of the SCG, and Solar peacekeeping forces supplant civilian law enforcement in many areas. This continues to contribute to the tense political situation in the South, where politics are conducted at the municipal level, with pro-autonomy parties regularly in office.&lt;br /&gt;
&lt;br /&gt;
=== Independent City of New Venice ===&lt;br /&gt;
Established as an international city-state with the Treaty of New Venice, New Venice remains a bastion of Gaian politics and independence on the shores of Lake Cabot. With the mayor holding total executive powers held in check by an elected fifteen-seat city council, the independent city functions much more like a government in exile than a city government, continuing to maintain public services across the planet, notably the issuance of passports, all on-planet diplomacy, customs enforcement, and infrastructure. Gaians cannot be prosecuted for public statements within the city, and this loophole has been used to a great extent by many across both hemispheres to decry the situation many Gaians have found themselves in in the years following the conflict.&lt;br /&gt;
&lt;br /&gt;
=== Protectorate of Gaia ===&lt;br /&gt;
The Protectorate of Gaia consists of Gaia’s Northern hemisphere, under GCC occupation. Northern Gaia holds no representation in the Confederation&#039;s Directory. While an elected parliament and Prime Minister run the Protectorate, its operations are directly beholden to a Governor General appointed by the Directory. Under the Governor General, the Protectorate government has prioritized the production of agricultural goods for the GCC, paying little heed to other issues. While the relative lack of oversight has granted Northern Gaians greater freedom than their Southern counterparts, post-war reconstruction has remained stagnant outside the agricultural sector, and many former urban areas remain in disrepair. Today, Gaian exports comprise almost a quarter of the GCC’s imported food supply.&lt;br /&gt;
&lt;br /&gt;
The present Governor-General, Vice-Admiral Mira Novak, has held the post since the 2304 retirement of Vice-Admiral Lee. Her hands-off approach has left public opinion lukewarm at best, with most day-to-day matters left to the parliament. However, few Gaians have forgotten the brutal policing and orbital bombardments of the Gaia Conflict.&lt;br /&gt;
&lt;br /&gt;
=== The Political Tinderbox ===&lt;br /&gt;
Compared to the past decade, Gaia is relatively stable – at least on the surface. As it stands, the planet as a whole is not in a position to change sides or suddenly erupt as an independent state without a sudden rallying factor. While Gaians might protest in the streets of Syracuse or New Madrid against different governments, the one unifying factor for any Gaian who survived the conflict is an absolute anti-war stance. The right spark – say, the [[Timeline of Canon Events|threat of another conflict]] – and the planet stands to go off like a powder keg to ensure their own survival.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
=== Northern Gaia ===&lt;br /&gt;
&lt;br /&gt;
==== New Madrid ====&lt;br /&gt;
New Madrid is the Administrative Capital of the North and the second most significant metropolis on the planet, situated amongst the ‘great shot lakes’; the New Madrid Prefecture encompasses the city of New Madrid and its many suburbs that wrap around the thousands of lakes within the Prefecture. New Madrid recently took control of the former Confederation Naval Yards, built by the ICCGN during the conflict as a resupply base; today, it is the largest public transit hub on the planet and often the first stop for travellers heading further into the GCC.&lt;br /&gt;
&lt;br /&gt;
New Madrid is regarded by many in the SCG as one of the safest tourist destinations within the GCC. The city contains a vibrant entertainment district, with countless casinos and resorts on its many lakes.&lt;br /&gt;
&lt;br /&gt;
==== Vulcan ====&lt;br /&gt;
An industrial city in the northern Napoleon Mountains, Vulcan is the centre of Gaia&#039;s mining industry as well as the largest industrial area north of the Gaian DMZ.&lt;br /&gt;
&lt;br /&gt;
==== GCNB Tobruk ====&lt;br /&gt;
Gilgamesh Confederation Naval Base Tobruk covers the western half of the Tobruk Desert, sitting at the north end of the Napoleon Mountain range, GCNB Tobruk is the only permanent posting for Confederation Naval Forces within the Galilei System and from where all Naval activity within the System is based from.&lt;br /&gt;
&lt;br /&gt;
=== Venetian DMZ ===&lt;br /&gt;
&lt;br /&gt;
==== New Venice ====&lt;br /&gt;
New Venice, the largest city on the planet and officially the capital of Gaia, is – in practice – the only remnant of independence on the planet. Established as an international city with the Treaty of New Venice, the mayor regularly mediates between the SCG and GCC.&lt;br /&gt;
&lt;br /&gt;
Set on the southern shore of Lake Cabot, the city houses many governmental offices for both the North and South, as well as the SCG and GCC, resulting in the unique occurrence where members of the two rival superpowers&#039; governments live and work in somewhat close quarters.&lt;br /&gt;
&lt;br /&gt;
The New Venice Constabulary is the only armed force permitted within the city and DMZ as a whole, with all others (including Gaian civilians) forced to relinquish their weapons for the duration of their stay. Enforcement of this policy is limited outside the city itself, however, mainly owing to a lack of manpower.&lt;br /&gt;
&lt;br /&gt;
==== The Strip ====&lt;br /&gt;
The Strip is the name of the 300-kilometre-wide DMZ that spans the planet’s equator, given to it by the Gaian populace. Not even a speedbump in the event of a conflict, the Strip is run by the government in New Venice with little oversight from either the North or South. Many strip residents cling fiercely to their independence, refusing to bend to Sol or the GCC; they are largely left to their own devices by the New Venice Constabulary, who are more concerned with enforcing the law in the capital.&lt;br /&gt;
&lt;br /&gt;
=== Southern Gaia ===&lt;br /&gt;
&lt;br /&gt;
==== Syracuse ====&lt;br /&gt;
Syracuse, renamed from New Syracuse in 2271, is the South’s largest city and its administrative capital. A manufacturing city before the Gaia Conflict, Syracuse has seen a boost in the industry since the division of the planet, with Sol encouraging a shift from agriculture to manufacturing. Syracuse houses many of the planet’s workshops for agricultural equipment, exported both to the North and off of the planet; it is quickly becoming one of the largest agrarian equipment exporters in human space.&lt;br /&gt;
&lt;br /&gt;
Situated on the Catalonian River, the city offers less in the way of nightlife than its Northern brother; instead, the lights of cargo vessels are often the only thing illuminating the vast river during the night.&lt;br /&gt;
&lt;br /&gt;
==== SCGDFB Cabot ====&lt;br /&gt;
SCG Defence Forces Base Cabot is the primary basing location for SCG PDF forces on the planet; unlike its Northern twin, DFB Cabot is situated an hour up the Catalonian River from Syracuse, with the area the base controls being industrial lands before the conflict, the land was quickly appropriated by the Fourth Fleet to be their embarkation point on the planet, with quick access to the civil populace when required.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* Most Gaians are trilingual, speaking the planet&#039;s native Iberian, Zurich Common, and Pan-Slavic.&lt;br /&gt;
* The South has a larger population and economy but is less stable than the North due to unrest and the continuation of the Military Administration.&lt;br /&gt;
* Native-born and naturalized Gaians are entitled to free transit of the planet and the right to bear arms. Northern Gaians are not eligible for service in the GCC’s military forces but are exempted from the GCC’s mandatory state service.&lt;br /&gt;
* People on Gaia can be broadly divided into four categories:&lt;br /&gt;
** Native Gaians: Gaians who were born on the planet.&lt;br /&gt;
** Naturalized Gaians: Gaians who were not born on the planet but immigrated onto the planet before the Conflict and were afforded the rights of native Gaians due to their &amp;quot;naturalization by fire&amp;quot;.&lt;br /&gt;
** Temporary Residents: People who live and work on Gaia temporarily, such as Colonial Guard or Army Group Cabot personnel who do not intend to remain on the planet.&lt;br /&gt;
** &amp;quot;The New Wave&amp;quot;: New immigrants who have moved to the planet following the Conflict; these immigrants, particularly those of Solar origin, are sometimes seen as ‘taking advantage’ of the occupied planet.&lt;br /&gt;
&lt;br /&gt;
=== Societal ===&lt;br /&gt;
Gaian society was founded on and remains rooted in agrarianism. Combined with a communal identity, Gaians hold a &#039;one for all&#039; approach to both governance and community, and family-run farms and stations seldom pass outside of the family that owns them. This communal identity is also present in Gaia&#039;s religious beliefs, with many Gaians keeping strong ties with their local faith communities. As of the 2310 census, fewer than 20% of respondents self-reported as Agnostic, Atheist, or otherwise non-religious.&lt;br /&gt;
&lt;br /&gt;
==== Holidays ====&lt;br /&gt;
The Gaian calendar possesses many holidays, and while few are &#039;statutory&#039; holidays (where governmental operations and private business close), all are deeply rooted in Gaian culture.&lt;br /&gt;
&lt;br /&gt;
===== Statutory =====&lt;br /&gt;
Statutory holidays are observed by all Gaians, and are largely based around key moments in Gaia&#039;s history.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;National Day of Mourning&#039;&#039;&#039; - January 16th - The start date of the Gaia Conflict — the only holiday where the planet truly comes to a stop, with widespread memorial services, public gatherings, and mourning. Notably the only holiday that does not possess any celebratory aspects.&lt;br /&gt;
* &#039;&#039;&#039;Founding Day&#039;&#039;&#039; - March 15th - Commemorating the official unification of the planet into the Gaian Republic.&lt;br /&gt;
* &#039;&#039;&#039;Labour Day&#039;&#039;&#039; - September 1st - Annual day of celebration of the labour movement.&lt;br /&gt;
* &#039;&#039;&#039;Harvest Day&#039;&#039;&#039; - September - Not a fixed holiday, Harvest Day celebrates the contributions of Gaian farmers and is held early to mid-autumn when the comet Demeter briefly passes in front of the star Galilei.&lt;br /&gt;
* &#039;&#039;&#039;Remembrance Day&#039;&#039;&#039; - November 11th - Much like the National Day of Mourning, Remembrance Day commemorates &#039;all those who have or will have given their lives in the defence of liberty and freedom in the past, present, or future.&#039;&lt;br /&gt;
&lt;br /&gt;
===== Non-Statutory =====&lt;br /&gt;
Non-statutory holidays are primarily religious in nature and thus are not universally observed, though many are still widely commemorated as secular holidays. Of note, due to Gaian society celebrating a wide variety of religions new and old, the list of officially recognized religious holidays is exceedingly long. Other non-statutory holidays include New Year&#039;s Day and Mariner&#039;s Day, celebrated on November 10th to commemorate all those who have given their lives on the water.&lt;br /&gt;
&lt;br /&gt;
=== Culinary ===&lt;br /&gt;
Gaia has a vibrant culinary culture, resulting from its status as a garden world — heavily influenced by the various Mediterranean cuisines of old Earth, Gaian food is rooted in agricultural staples such as olives, grapes, wheat, and cheese, though the vast variety of crops grown on the planet has lead to an abundance of regional variants and fusion dishes. On Gaia, cooking goes hand in hand with the planet&#039;s communal identity, with holidays and other celebratory events often centered around grand meals. Split into numerous courses, a true feast can often last several days.&lt;br /&gt;
&lt;br /&gt;
Having imported flora and fauna from Earth, Gaian livestock varies by region. With the majority of the planet covered in grassy plains, Gaia&#039;s most abundant livestock is cattle; sheep and poultry are also common across the grasslands, while the Napoleon Mountains boast large numbers of goats.&lt;br /&gt;
&lt;br /&gt;
While Gaia lacks oceans, its plentiful lakes and rivers are home to a number of freshwater fish and molluscs, which are regularly eaten by locals. In an effort to keep fishing as low-impact as possible, industrial scale fisheries are highly regulated. Aquafarming is only permitted on Lake Cabot, primarily producing freshwater shellfish.&lt;br /&gt;
&lt;br /&gt;
In addition to crops and livestock, Gaia is also a notable producer of refined agricultural products, including wines, spirits, cured meats, cheeses and other dairy products, and tobacco. Gaian olive oil is widely consumed both locally and off-planet – its low cost relative to other producers has allowed it to spread to even the most isolated settlements of the frontier. Similarly, Gaian wine is regarded as some of the highest quality in human space, second only to [[Tadmor]] in prestige; while Tadmoran vintages often fetch a higher price, Gaia consistently wins in terms of raw production capabilities (albeit by a significantly thinner margin in the wake of the devastation left by the Gaia Conflict).&lt;br /&gt;
&lt;br /&gt;
=== Character Tips ===&lt;br /&gt;
Most Gaians can clearly remember the conflict. Many are the people they are today because of it. Gaians are stubbornly attached to their homeworld, with Gaia not experiencing the exodus following the conflict that many Confederation planets saw, even though the planet was by far the most damaged – for most, Gaia is the only home they’ve ever known. They can remember everything quite clearly, and the memories of war are far more prevalent in the public consciousness than elsewhere in human space; you cannot go more than a few kilometres without passing some sign of the conflict, be it a silent memorial along the side of a road, a cratered field surrounding an abandoned farmstead, or the respectfully-maintained graveyards where civilians and combatants lay side by side.&lt;br /&gt;
&lt;br /&gt;
Gaians remember it all and will continue to remember it for generations to come. Colonial Guard troops assigned to Galilei are hand-picked career personnel who understand the gravity of their duties. Along with the PDF troops of Army Group Cabot, they’ve come to understand that the glares and scorn they receive daily are rooted in an ever-present loathing of the fact that they are on the planet at all.&lt;br /&gt;
&lt;br /&gt;
=== Flags ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Polity&lt;br /&gt;
!Flag&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Pre-Conflict, New Venice, The Strip&lt;br /&gt;
|[[File:Gaia pre-conflict.png|center|frameless]]&lt;br /&gt;
|Still extremely popular among the populace, this flag is commonly flown across the planet, with most still considering this flag the ‘correct’ Gaian flag.&lt;br /&gt;
|-&lt;br /&gt;
|Gaian Administrative Area&lt;br /&gt;
|[[File:Gaia SCG.png|center|frameless]]&lt;br /&gt;
|Rarely seen outside of government property, this flag is only seen in the hands of the general public when it’s being burned during protests against the ongoing military occupation.&lt;br /&gt;
|-&lt;br /&gt;
|Protectorate of Gaia&lt;br /&gt;
|[[File:Gaia GCC.png|center|frameless]]&lt;br /&gt;
|Similarly to its Southern brother, this flag suffers from the same lack of popularity as the South’s; however, it is popular among Confederate immigrants, and is backed by a civilian government.&lt;br /&gt;
|-&lt;br /&gt;
|New Madrid Prefecture&lt;br /&gt;
|[[File:Gaia New Madrid.png|center|frameless]]&lt;br /&gt;
|The addition of the dove in 2299 to this flag was considered controversial at the time. However, many have warmed to this flag over the years, being a common sight alongside Pre-conflict flags in the New Madrid Prefecture, or flown by fans at sports events.&lt;br /&gt;
|-&lt;br /&gt;
|Syracuse Prefecture&lt;br /&gt;
|[[File:Gaia Syracuse.png|center|frameless]]&lt;br /&gt;
|Once again, a flag that has grown more popular over time, it’s common to see this flag flying across Syracuse and at sports events.&lt;br /&gt;
|-&lt;br /&gt;
|Gaian ‘Rebel’ Flag&lt;br /&gt;
|[[File:Gaia Independence.png|center|frameless]]&lt;br /&gt;
|While variations of the ‘Rebel’ flag exist, its most common form is a pre-conflict banner with defiant text sewn on; these flags are commonly flown during protests or as a replacement for the standard pre-conflict flag by more outspoken Gaians.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The Gaian economy, much like most other human worlds, sits atop four main pillars: Military, Industry, Agriculture, and Services.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
Gaia had not possessed an official Military Force since the beginning of the Gaia Conflict, where prior to the dissolution of Parliament, the Gaian Planetary Militia was stood down, with its members returning home or being absorbed into SCG Forces. However the New Venice Constabulary, as the legal arm of the Independent City of New Venice, having morphed into a Gendarmerie following the Conflict, remains for duties left to New Venice following the conflict, most visibly in Customs.&lt;br /&gt;
&lt;br /&gt;
=== Industry ===&lt;br /&gt;
Gaia&#039;s industrial sector is much less expansive as other planets since the Gaian economy is quite easily kept afloat by Agricultural exports, this relegates industry to a supporting role. Mining on Gaia is legally obligated to be as non-invasive as possible, and while some open pit mines exist, most operations are conducted via shaft mines. Refining operations on the planet are primarily in the industrial city of Vulcan, located in the northern Napoleon Mountains, focusing on the transformation of raw ore into usable materials.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture ===&lt;br /&gt;
The gross majority of the Gaian economy, agriculture is an innate part of the Economy. Gaian agriculture is overwhelmingly comprised of family-ran businesses, with larger families traditionally holding larger swathes of the Gaian agricultural sector. Notably Gaian agriculture runs on some of the smallest recorded margins in human space, with the production capacity of the planet permitting more to be sold for less, and while the Gaian economy has been rocked and battered through the Gaia Conflict, it has been steadily re-approaching it&#039;s pre-war level and projections show that it will recover within the next decade.&lt;br /&gt;
&lt;br /&gt;
=== Services ===&lt;br /&gt;
Steadily growing in recent years, Tourism has been increasing marginally over recent years, with the draw of New Madrid&#039;s casino&#039;s and resorts having been muted by the overall sour public mood towards the galaxy at large since the conflict. Gaia&#039;s financial sector similarly to it&#039;s agricultural sector was rocked by the Conflict, with the Gaian National Reserve having disappeared during the conflict (with both the SCG and GCC blaming each other, and the truth yet to be determined), Gaia&#039;s banks have begun to recover as New Venice has established itself as a neutral and safe investment location, out of reach of the tax men on Mars and Terra.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first sleeper ships arrived in the Galilei system in the 2130s, settling at the sites of what would become Gaia’s modern metropolises. By the middle of the century, these colonies had formed a loose planetary government based in New Venice.&lt;br /&gt;
&lt;br /&gt;
Like other sleeper colonies, Galilei would not re-establish contact with Sol until the late 22nd century. By that time, the Terran Commonwealth was embroiled in its war against the Ares Confederation. When the Sol Central Government finally rose from the Commonwealth’s ashes, Sol was in no shape to look towards other systems – with the SCG turning inward, Gaia would retain its independence for the next sixty years. Between 2230 and 2270, Gaia settled into limited trade arrangements with nearby systems; agricultural exports (particularly exports to the newly-expanding Gilgamesh) formed the bulk of Gaian trade during this period.&lt;br /&gt;
&lt;br /&gt;
As the SCG began to reassert its presence beyond Sol – and as the GCC expanded its reach ever further – Gaia entered an era of significant political uncertainty, with pressure from both the SCG and GCC causing almost constant elections in the two decades before the war, ending with a planet-wide referendum to join the SCG passing by a razor-thin margin. Following the Gilgameshi occupation of Gaia, the Government of the Republic declared that the Gaian Parliament would be dissolved and that the parliament could only be recalled for planet-wide elections by the Mayor of New Venice at &#039;the soonest reasonable time.&#039; The old Gaian Parliament has remained defunct as the planet remains divided.&lt;br /&gt;
&lt;br /&gt;
=== The Gaian Resistance ===&lt;br /&gt;
The “Gaian Resistance,” despite its name, was primarily composed of SCG military forces: the remnants of Colonel Montgomery’s forces, reinforced by survivors of the First and Fourth Fleets’ slaughter in Gaian orbit, dispersed into the Gaian countryside and fought against Gilgameshi occupation as a guerilla force after failing to hold New Venice.&lt;br /&gt;
&lt;br /&gt;
The Montgomery resistance was highly decentralized, operating among the planet’s many forests and mountains and entrenching their facilities amidst basements, farms, and other residential areas; the resistance actively sought to integrate itself into populated areas, and it was not uncommon for members to employ civilians in its operations or to hide themselves amongst civilians directly. This dissuaded the GCC Navy from using overwhelming orbital strikes against known resistance operations but demonstrably resulted in Gaian casualties throughout the war – both through accidental casualties during bombardments and from brutal GCC crackdowns against alleged insurgents.&lt;br /&gt;
&lt;br /&gt;
The Gaian populace suffered dearly in the crossfire between the GCC occupation and Montgomery’s guerillas. Cities became battlefields; fertile fields became bombed-out, mine-studded husks, and many Gaians grew bitter and fearful towards Solars and Confederates alike. &lt;br /&gt;
&lt;br /&gt;
=== Modern Resistance ===&lt;br /&gt;
The end of the conflict did not end underground resistance operations on the planet – merely shifting who they consisted of and their goals. Outposts established throughout the conflict by “Monty’s Militia” (or, more derisively, “Monty’s Murderers”) quickly gave Gaians who wished the conflict resolved differently bases to begin operations. Vastly more popular among the greater populace than their wartime predecessors, today, scattered groups are unified in their desire to remove outside influence from Gaia. Offhandedly known as either the “Gaian People’s Front” or the “People’s Front of Gaia,” copied from two of the planet’s most popular political parties, most groups are numbered in the low dozens. They often lack central leadership, and goals and motivations can shift wildly from group to group. However, all seek to remove Gaia from the yoke of off-world control.&lt;br /&gt;
&lt;br /&gt;
More active across the Southern half of the planet, the confederation’s hands-off approach to the planet and their tendency to respond with overwhelming force regulate the ire of most groups towards the Military Occupation Forces of Army Group Cabot. They rarely strike out, with actions that result in open firefights often extremely brief and one-sided; they prefer not to spill blood if it’s not required, leaving troops handcuffed to road signs or guardrails to warn others not to return.&lt;br /&gt;
&lt;br /&gt;
=== Present Ongoing ===&lt;br /&gt;
The Gaian people’s spirit wasn&#039;t broken, though battered and bruised throughout the conflict. Across the planet, the whispers of resistance have quietly persisted to the present day, with dozens of municipal leaders across the South and a sizable chunk of the Protectorate’s parliament officially holding pro-independence views. Neither the GCC nor the SCG has shown signs of yielding, however: Official statements from the Directory of the Confederation have upheld that the Confederation would not block Gaian re-unification provided the planet remained under Gilgamesh&#039;s ‘protection’, while the SCG has flatly stated they are content with the status quo.&lt;br /&gt;
&lt;br /&gt;
Still, the Gaian people continue their daily lives, with many quietly waiting for the day of their return to complete self-determination.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
=== SCG ===&lt;br /&gt;
Gaia&#039;s relationship with the SCG is long and muddied. With Gaia having established itself as a self-sufficient planet over a century prior, it was a surprise to many in Sol that Gaia was open to reintegration. To many Gaians, the referendum to join Sol represented the planet’s best hope of remaining a free planet and avoiding the encroachment of the rapidly expanding GCC – a hope which, following the Gaia Conflict, has been violently and brutally dashed. Today, while some parts of the South remain pro-Sol, many Gaians feel betrayed by the SCG. This sentiment has only been reinforced by the SCG’s continued occupation of Southern Gaia, with malcontent only worsening as the years drag on. Still, for many – particularly those who bore the brunt of the GCC’s occupation – the SCG remains the lesser of two evils.&lt;br /&gt;
&lt;br /&gt;
=== GCC ===&lt;br /&gt;
Gaia’s history with the GCC is, likewise, complicated. Relations between Gaia and the Confederation began shortly after the latter’s founding, with Gilgameshi diplomats reaching out to secure imports of Gaian agricultural goods. Trade continued throughout the 23rd century, and as the GCC expanded, the more it came to rely on Gaian crops. Gilgamesh’s presence on Gaia likewise increased – by the turn of the century, immigrants from Terra and other GCC colonies made up a sizable minority on Gaia.&lt;br /&gt;
&lt;br /&gt;
In the weeks following the referendum to join the SCG, many in the Gaian government feared the worst: With the GCC’s reliance on Gaian agriculture, it was bound to take action. These fears would quickly prove accurate, and the conflict would see Gaia battered and bombarded under GCC occupation.&lt;br /&gt;
&lt;br /&gt;
Today, the relationship is much more bitter than anything. With the Confederation staying out of Gaian domestic matters and the Governor General seldom using their veto power to date. Still, most Gaians are old enough to remember the manhunts, and some continue to find themselves looking over their shoulders to this day. This extends through the Protectorate’s government as well, as Internal Defense keeps a close eye on members of the Northern Parliament, with occasional visits for ‘friendly’ chats if they get too unruly.&lt;br /&gt;
&lt;br /&gt;
=== Frontier Alliance ===&lt;br /&gt;
The [[Frontier Alliance]]’s emergence onto the galactic scene has piqued the interest of many on Gaia, finding themselves sympathetic to the desire of the Alliance to rid themselves of influence from Sol. However, this does not mean Gaia wishes to join, with most wishing for Gaia to keep to itself. As of now, Gaians continue to observe and take notes – both of the Alliance’s actions and of Sol and the Confederation’s responses.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Colonies]][[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3236</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3236"/>
		<updated>2025-08-10T23:20:27Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, intertwined with many levels of local, planetary, and federal citizenship. This page will help outline these categories as they are described in law. While this page covers federal civic status – which guarantees many of the fundamental rights and protections of sapiens within the SCG – many people living within Sol self-identify with their planet or colony of residence, whose civic infrastructures can vary wildly within the broader framework of the SCG.&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The primary sources of Solar citizenship are:&lt;br /&gt;
&lt;br /&gt;
* By birth:&lt;br /&gt;
** Humans born within SCG space are automatically SCG citizens. For the purposes of determining citizenship, SCG space includes:&lt;br /&gt;
*** Any colony of the SCG, plus the space within a certain distance of said colony determined by colony charter. &lt;br /&gt;
*** Any station, vessel, or gateway licensed under an SCG registration.&lt;br /&gt;
** Children of SCG citizens are automatically granted SCG citizenship.&lt;br /&gt;
*** Artificially-born humans (e.g. “vat-borns”) are considered the legal child of the person(s) who commissioned their creation and are eligible for citizenship accordingly. &lt;br /&gt;
* By naturalization: &lt;br /&gt;
** Non-citizens living within the SCG are eligible to apply for citizenship so long as they meet the following criteria:&lt;br /&gt;
*** Are human.&lt;br /&gt;
*** Have been a permanent resident for at least 5 years (see below).&lt;br /&gt;
*** Have no felony convictions within the SCG.&lt;br /&gt;
&lt;br /&gt;
Additionally, all applicants are subject to screening and review by the Bureau of Citizenship. This is often a long, drawn-out process, with additional scrutiny given to emigrants from “high-risk” areas (namely, emigrants from the [[Gilgamesh Colonial Confederation|GCC]] and [[Gaia|Northern Gaia]]). &lt;br /&gt;
&lt;br /&gt;
Under the current SCG Charter, only humans are eligible for citizenship. This is a highly controversial issue and one currently being debated in the Solar Assembly.&lt;br /&gt;
&lt;br /&gt;
=== Rights ===&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law. Citizenship is a prerequisite for service within many of the SCG&#039;s state services, including the [[Sol Central Government Fleet|Fleet]] and the [[Expeditionary Corps]], as well as the [[Sol Central Government Army|Army]] (which restricts membership to natural-born citizens only). Some exceptions apply in the case of positronics (see below). Additionally, only citizens may vote in Solar elections or be elected to offices of the SCG. &lt;br /&gt;
&lt;br /&gt;
== Permanent Residents ==&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Permanent residency is a legal status granted to individuals who are non-citizens but are allowed to live permanently within the SCG. Barring special cases, permanent residency is usually the first step towards becoming a naturalized citizen; it also covers rights and status for those who live within the SCG but are unwilling or unable to pursue full SCG citizenship. &lt;br /&gt;
&lt;br /&gt;
To obtain permanent residency, a person must apply for a Permanent Residency Card with the Bureau of Citizenship. The following groups may apply for permanent residency:&lt;br /&gt;
&lt;br /&gt;
* Spouses and immediate relatives (parent, child, sibling) of current SCG citizens and permanent residents.&lt;br /&gt;
* Workers employed within the SCG.&lt;br /&gt;
* Asylum seekers.&lt;br /&gt;
* Free [[positronics]] created within the SCG or falling into any of the previous categories.&lt;br /&gt;
* Any persons without citizenship or permanent resident status who do not otherwise fall into one of the previous categories, provided they arrived in the SCG before age 14.&lt;br /&gt;
&lt;br /&gt;
As with citizenship applications, applications for permanent residency are subject to stringent screening and review by the Bureau of Citizenship. Only humans and positronics are currently eligible for permanent residency.&lt;br /&gt;
&lt;br /&gt;
=== Rights ===&lt;br /&gt;
Residents are afforded almost all the same rights as citizens with the exception of the ability participate in government or state service.&lt;br /&gt;
&lt;br /&gt;
== Visitors ==&lt;br /&gt;
Visitors are persons who are temporarily in the SCG, usually under a visa.   The SCG issues a variety of both short-term and long-term visas, including for work, education, leisure, and asylum, as well as immigration visas for those intending to seek permanent residence later on. Visas are usually obtained at a local SCG consulate in the area a visitor is traveling from or through a direct application with the Ambassadorial Service if a consulate is unavailable. Certain corporations retain the right to issue visas directly, though corporate visas are usually subject to additional restrictions and only apply under their jurisdiction. &lt;br /&gt;
&lt;br /&gt;
All sapient species are eligible to apply for visas within the SCG, though under some circumstances, the SCG does not require a visa for visitation. For example, traveling through SCG space does not usually require a visa. Additionally, certain non-SCG groups (such as members of affiliated colonies) do not require a visa to visit neighboring SCG systems.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to sapiens in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Other Citizenship Categories ==&lt;br /&gt;
&lt;br /&gt;
=== Planetary Citizenship ===&lt;br /&gt;
In addition to SCG citizenship, individual SCG member states also issue planetary citizenship. Eligibility for and rights guaranteed by planetary citizen vary from member state to member state (within the broader legal framework of the SCG). Planetary citizens typically hold both their planetary citizenship and SCG citizenship; however, it is possible to hold one without the other (as is sometimes the case of citizens of newly-integrated colonies).&lt;br /&gt;
&lt;br /&gt;
=== Corporate Citizenship ===&lt;br /&gt;
Certain corporations within the SCG (most notably the [[Corporations#The Five Megacorporations|&amp;quot;Big Five&amp;quot;]]) hold the right to issue their employees corporate citizenship, which only applies within corporate installations. This citizenship is entirely separate from SCG citizenship, and is issued at the discretion of the sponsor corporation. This means that a visitor to Solar space can hold corporate citizenship.&lt;br /&gt;
&lt;br /&gt;
== Special Cases ==&lt;br /&gt;
&lt;br /&gt;
=== Positronics ===&lt;br /&gt;
While not citizens, positronics are able to join the uniformed services of the SCG. The specifics of positronic service vary by organization – for instance, the Expeditionary Corps allows both second and third generation positronics to serve, while the Fleet only allows third generation positronics. Additionally, free positronics are eligible to apply for permanent residency.&lt;br /&gt;
&lt;br /&gt;
=== Gaia ===&lt;br /&gt;
While Gaia is not a member state of the SCG and Gaians do not receive SCG citizenship, residents of Southern Gaia have been allowed to join the SCG&#039;s uniformed services (provided they have never resided in Northern Gaia post-conflict) since the advent of SCG occupation. The military administration in Southern Gaia encourages this, citing state service as a way to deepen Solar-Gaian ties and further entrench the SCG&#039;s role on the planet.&lt;br /&gt;
&lt;br /&gt;
This policy is somewhat controversial, with its opponents citing the SCG&#039;s longstanding legal precedents; however, the practical realities on the ground coupled with the political influence of Brigadier General Montgomery as military governor of the Gaian Administrative Area have often overshadowed these complaints.&lt;br /&gt;
&lt;br /&gt;
=== Copernicus and the Frontier Alliance ===&lt;br /&gt;
The SCG does not recognize the secession of Copernicus and inhabitants of [[Iolaus]] and [[Brahe]] retain their SCG civic status. In practice this primarily affects refugees and expatriates, as the SCG considers the [[Frontier Alliance]] a terrorist organization and Copernicus is under active blockade. Inhabitants of the Frontier Alliance colonies of Kaze, Umiri, and Sunset are not considered Solar citizens. &lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
While no major new colonies have joined the SCG in some time, if one were to do so, all members of the colony younger than 14 would automatically be granted SCG citizenship while all other members of the colony would become residents with extra privileges. Specifically, residents would retain the ability to take part in the government of that colony up to the system level, represent the colony if elected to the Solar Assembly or Senate, and serve within the Planet&#039;s PDF and SDF. These residents would still be unable to serve within the SCG&#039;s uniformed services or hold appointments within the federal government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Eligibility for Civic Status&lt;br /&gt;
!&lt;br /&gt;
!Citizenship&lt;br /&gt;
!Residency&lt;br /&gt;
!Visitation&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Origin)&lt;br /&gt;
|✓ (automatic)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Human (Non-SCG Origin)&lt;br /&gt;
|✓ (via naturalization)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|IPC (2nd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|✓ (if free)&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|IPC (3rd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Eligibility for Service&lt;br /&gt;
!&lt;br /&gt;
!SCG Fleet&lt;br /&gt;
!SCG Army&lt;br /&gt;
!EC&lt;br /&gt;
!SFP&lt;br /&gt;
!Federal Government&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Citizen)&lt;br /&gt;
|✓&lt;br /&gt;
|✓ (natural-born only)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Resident)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌ (Agent)&amp;lt;br&amp;gt;✓ (Tracker)&lt;br /&gt;
|❌&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Visitor)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|-&lt;br /&gt;
|Human (Southern Gaia)&lt;br /&gt;
|✓&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IPC (2nd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|❌&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IPC (3rd Generation)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|❌&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓ (temporarily only, via Exchange Program)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3235</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3235"/>
		<updated>2025-08-10T23:19:18Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, intertwined with many levels of local, planetary, and federal citizenship. This page will help outline these categories as they are described in law. While this page covers federal civic status – which guarantees many of the fundamental rights and protections of sapiens within the SCG – many people living within Sol self-identify with their planet or colony of residence, whose civic infrastructures can vary wildly within the broader framework of the SCG.&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The primary sources of Solar citizenship are:&lt;br /&gt;
&lt;br /&gt;
* By birth:&lt;br /&gt;
** Humans born within SCG space are automatically SCG citizens. For the purposes of determining citizenship, SCG space includes:&lt;br /&gt;
*** Any colony of the SCG, plus the space within a certain distance of said colony determined by colony charter. &lt;br /&gt;
*** Any station, vessel, or gateway licensed under an SCG registration.&lt;br /&gt;
** Children of SCG citizens are automatically granted SCG citizenship.&lt;br /&gt;
*** Artificially-born humans (e.g. “vat-borns”) are considered the legal child of the person(s) who commissioned their creation and are eligible for citizenship accordingly. &lt;br /&gt;
* By naturalization: &lt;br /&gt;
** Non-citizens living within the SCG are eligible to apply for citizenship so long as they meet the following criteria:&lt;br /&gt;
*** Are human.&lt;br /&gt;
*** Have been a permanent resident for at least 5 years (see below).&lt;br /&gt;
*** Have no felony convictions within the SCG.&lt;br /&gt;
&lt;br /&gt;
Additionally, all applicants are subject to screening and review by the Bureau of Citizenship. This is often a long, drawn-out process, with additional scrutiny given to emigrants from “high-risk” areas (namely, emigrants from the [[Gilgamesh Colonial Confederation|GCC]] and [[Gaia|Northern Gaia]]). &lt;br /&gt;
&lt;br /&gt;
Under the current SCG Charter, only humans are eligible for citizenship. This is a highly controversial issue and one currently being debated in the Solar Assembly.&lt;br /&gt;
&lt;br /&gt;
=== Rights ===&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law. Citizenship is a prerequisite for service within many of the SCG&#039;s state services, including the [[Sol Central Government Fleet|Fleet]] and the [[Expeditionary Corps]], as well as the [[Sol Central Government Army|Army]] (which restricts membership to natural-born citizens only). Some exceptions apply in the case of positronics (see below). Additionally, only citizens may vote in Solar elections or be elected to offices of the SCG. &lt;br /&gt;
&lt;br /&gt;
== Permanent Residents ==&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Permanent residency is a legal status granted to individuals who are non-citizens but are allowed to live permanently within the SCG. Barring special cases, permanent residency is usually the first step towards becoming a naturalized citizen; it also covers rights and status for those who live within the SCG but are unwilling or unable to pursue full SCG citizenship. &lt;br /&gt;
&lt;br /&gt;
To obtain permanent residency, a person must apply for a Permanent Residency Card with the Bureau of Citizenship. The following groups may apply for permanent residency:&lt;br /&gt;
&lt;br /&gt;
* Spouses and immediate relatives (parent, child, sibling) of current SCG citizens and permanent residents.&lt;br /&gt;
* Workers employed within the SCG.&lt;br /&gt;
* Asylum seekers.&lt;br /&gt;
* Free [[positronics]] created within the SCG or falling into any of the previous categories.&lt;br /&gt;
* Any persons without citizenship or permanent resident status who do not otherwise fall into one of the previous categories, provided they arrived in the SCG before age 14.&lt;br /&gt;
&lt;br /&gt;
As with citizenship applications, applications for permanent residency are subject to stringent screening and review by the Bureau of Citizenship. Only humans and positronics are currently eligible for permanent residency.&lt;br /&gt;
&lt;br /&gt;
=== Rights ===&lt;br /&gt;
Residents are afforded almost all the same rights as citizens with the exception of the ability participate in government or state service.&lt;br /&gt;
&lt;br /&gt;
== Visitors ==&lt;br /&gt;
Visitors are persons who are temporarily in the SCG, usually under a visa.   The SCG issues a variety of both short-term and long-term visas, including for work, education, leisure, and asylum, as well as immigration visas for those intending to seek permanent residence later on. Visas are usually obtained at a local SCG consulate in the area a visitor is traveling from or through a direct application with the Ambassadorial Service if a consulate is unavailable. Certain corporations retain the right to issue visas directly, though corporate visas are usually subject to additional restrictions and only apply under their jurisdiction. &lt;br /&gt;
&lt;br /&gt;
All sapient species are eligible to apply for visas within the SCG, though under some circumstances, the SCG does not require a visa for visitation. For example, traveling through SCG space does not usually require a visa. Additionally, certain non-SCG groups (such as members of affiliated colonies) do not require a visa to visit neighboring SCG systems.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to sapiens in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Other Citizenship Categories ==&lt;br /&gt;
&lt;br /&gt;
=== Planetary Citizenship ===&lt;br /&gt;
In addition to SCG citizenship, individual SCG member states also issue planetary citizenship. Eligibility for and rights guaranteed by planetary citizen vary from member state to member state (within the broader legal framework of the SCG). Planetary citizens typically hold both their planetary citizenship and SCG citizenship; however, it is possible to hold one without the other (as is sometimes the case of citizens of newly-integrated colonies).&lt;br /&gt;
&lt;br /&gt;
=== Corporate Citizenship ===&lt;br /&gt;
Certain corporations within the SCG (most notably the [[Corporations#The Five Megacorporations|&amp;quot;Big Five&amp;quot;]]) hold the right to issue their employees corporate citizenship, which only applies within corporate installations. This citizenship is entirely separate from SCG citizenship, and is issued at the discretion of the sponsor corporation. This means that a visitor to Solar space can hold corporate citizenship.&lt;br /&gt;
&lt;br /&gt;
== Special Cases ==&lt;br /&gt;
&lt;br /&gt;
=== Positronics ===&lt;br /&gt;
While not citizens, positronics are able to join the uniformed services of the SCG. The specifics of positronic service vary by organization – for instance, the Expeditionary Corps allows both second and third generation positronics to serve, while the Fleet only allows third generation positronics. Additionally, free positronics are eligible to apply for permanent residency.&lt;br /&gt;
&lt;br /&gt;
=== Gaia ===&lt;br /&gt;
While Gaia is not a member state of the SCG and Gaians do not receive SCG citizenship, residents of Southern Gaia have been allowed to join the SCG&#039;s uniformed services (provided they have never resided in Northern Gaia post-conflict) since the advent of SCG occupation. The military administration in Southern Gaia encourages this, citing state service as a way to deepen Solar-Gaian ties and further entrench the SCG&#039;s role on the planet.&lt;br /&gt;
&lt;br /&gt;
This policy is somewhat controversial, with its opponents citing the SCG&#039;s longstanding legal precedents; however, the practical realities on the ground coupled with the political influence of Brigadier General Montgomery as military governor of the Gaian Administrative Area have often overshadowed these complaints.&lt;br /&gt;
&lt;br /&gt;
=== Copernicus and the Frontier Alliance ===&lt;br /&gt;
The SCG does not recognize the secession of Copernicus and inhabitants of [[Iolaus]] and [[Brahe]] retain their SCG civic status. In practice this primarily affects refugees and expatriates, as the SCG considers the [[Frontier Alliance]] a terrorist organization and Copernicus is under active blockade. Inhabitants of the Frontier Alliance colonies of Kaze, Umiri, and Sunset are not considered Solar citizens. &lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
While no major new colonies have joined the SCG in some time, if one were to do so, all members of the colony younger than 14 would automatically be granted SCG citizenship while all other members of the colony would become residents with extra privileges. Specifically, residents would retain the ability to take part in the government of that colony up to the system level, represent the colony if elected to the Solar Assembly or Senate, and serve within the Planet&#039;s PDF and SDF. These residents would still be unable to serve within the SCG&#039;s uniformed services or hold appointments within the federal government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Eligibility for Civic Status&lt;br /&gt;
!&lt;br /&gt;
!Citizenship&lt;br /&gt;
!Residency&lt;br /&gt;
!Visitation&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Origin)&lt;br /&gt;
|✓ (automatic)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Human (Non-SCG Origin)&lt;br /&gt;
|✓ (via naturalization)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|IPC (2nd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|✓ (if free)&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|IPC (3rd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Eligibility for Service&lt;br /&gt;
!&lt;br /&gt;
!SCG Fleet&lt;br /&gt;
!SCG Army&lt;br /&gt;
!EC&lt;br /&gt;
!SFP&lt;br /&gt;
!Federal Government&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Citizen)&lt;br /&gt;
|✓&lt;br /&gt;
|✓ (natural-born only)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Resident)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌ (Agent)&amp;lt;br&amp;gt;✓ (Tracker)&lt;br /&gt;
|❌&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Visitor)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|-&lt;br /&gt;
|Human (Southern Gaia)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IPC (2nd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|❌&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IPC (3rd Generation)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|❌&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓ (temporarily only, via Exchange Program)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_Robotics&amp;diff=3227</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_Robotics&amp;diff=3227"/>
		<updated>2025-08-10T18:15:20Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of Prosthetics, Robots, augments, exosuits, and bots.&lt;br /&gt;
&lt;br /&gt;
== Cybernetic Repairs - FBPs, IPCs, and Prosthetics ==&lt;br /&gt;
[[File:Robotics analyzer readout ipc.png|thumb|Robot analyzer output for a damaged IPC.]]&lt;br /&gt;
For lore on prosthetics and FBPs, see [[Prosthetics]].&lt;br /&gt;
&lt;br /&gt;
Part of the duty of the ship’s Roboticist is the repair and maintenance of the Torch’s mechanical crew: [[Positronics|IPCs]], FBPs (i.e. “Full Body Prosthetics”), and the various prosthetics used by the crew. &lt;br /&gt;
&lt;br /&gt;
In order to diagnose a robotic patient, scan them them with your [[File:Robot analyzer.png|frameless]] &#039;&#039;&#039;robot analyzer&#039;&#039;&#039; — this will give you a readout of their health, including brute damage and electronic damage (i.e. burns), as well as any damage to internal parts.&lt;br /&gt;
&lt;br /&gt;
Most damage to prosthetic limbs can simply be repaired with a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welder&#039;&#039;&#039; (for brute damage) or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (for burns). However, if the damage becomes too severe or damage to internal parts becomes an issue, you will need to bring the patient to an operating table and perform repairs there. &lt;br /&gt;
&lt;br /&gt;
Mechanically, Robotics procedures function the same way as Surgery, except that you’re operating on mechanical patients rather than organic ones. See the [[Guide to Surgery]] for more details on surgical setup.&lt;br /&gt;
&lt;br /&gt;
Working with robotic patients simplifies operations in a few ways — your patients don&#039;t feel pain and don&#039;t need to be unconscious during surgery, have fewer “organs” to worry about, and are (usually) stable enough that they won&#039;t die on your table. Robotic repairs follow a different system than organic medical procedures, however, as detailed below.&lt;br /&gt;
&lt;br /&gt;
For conducting internal repairs, IPCs and FBPs have the following internal parts:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!Organ&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Positronic Brain&amp;lt;br&amp;gt;(IPC only)&amp;lt;br&amp;gt; - or - &amp;lt;br&amp;gt;MMI&amp;lt;br&amp;gt;(FBP only)&lt;br /&gt;
|[[File:Postronic brain.gif|frameless]] [[File:Man machine interface.png|frameless]]&lt;br /&gt;
|The patient&#039;s brain. IPCs have a positronic brain (a very advanced computer), which is located in the upper body — FBPs have a Man-Machine Interface (or MMI - a brain in a jar), which is located in the head. &lt;br /&gt;
This is where the patient&#039;s “self” is stored: total destruction of the brain means the patient is dead for good, so take good care of it! Note that unlike organic patients, positronics and MMIs can survive just fine outside the body — if a patient is truly scrapped, feel free to take the brain out and put in on your desk while you work.&lt;br /&gt;
|-&lt;br /&gt;
!Microbattery&lt;br /&gt;
|[[File:Microbattery.png|frameless]]&lt;br /&gt;
|The patient&#039;s power source. Located in the upper body. &lt;br /&gt;
&lt;br /&gt;
Damaged batteries hold less charge, and a missing or destroyed battery can&#039;t charge at all. Without charge, your patient will fall unconscious and start taking continuous brain damage. Outside of direct damage to the brain, this is the only thing that can kill a robotic patient! Fix missing/damaged batteries as soon as possible — they can be replaced with cells from the Prosthetic Organ Fabricator in the Robotics OR.  &lt;br /&gt;
&lt;br /&gt;
The microbattery contains a power cell — by default an advanced power cell capable of storing 1000Wh. This cell can be replaced by using a screwdriver on the microbattery to open its panel, using a crowbar to remove the old cell, adding the new cell, and using the screwdriver again to close the microbattery.  &lt;br /&gt;
&lt;br /&gt;
In a pinch, you can leave a patient with a dead battery in a Cyborg Recharging Station to put them on “life support” and buy some time, or you can remove their brain to protect it from the constant damage.&lt;br /&gt;
|-&lt;br /&gt;
!Optical Sensors&lt;br /&gt;
|[[File:Robot eyes.png|frameless]]&lt;br /&gt;
|The eyes. Located in the head. &lt;br /&gt;
&lt;br /&gt;
Destroyed or missing optical sensors cause blindness — not lethal, but still important to fix. Replacement optical sensors can be printed from the Prosthetic Organ Fabricator in the Robotics Operating Room.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, you may encounter the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Augments&#039;&#039;&#039;: Various mechanical devices designed to provide the user with additional skills or capabilities. Usable by both organic and mechanical patients, and can be taken in character setup or installed by a Roboticist — see the [[Guide to Robotics#Augments|Augments]] section.&lt;br /&gt;
*&#039;&#039;&#039;Prosthetic organs&#039;&#039;&#039;: Synthetic organs designed to replace missing ones in otherwise organic patients. Due to the nature of prosthetic organs (i.e. you need to saw into a meat-person to get at them), repairing prosthetic organs is usually the responsibility of the [[Physician|Physicians]] — you might still be called up to advise, however.&lt;br /&gt;
&lt;br /&gt;
====Tools ====&lt;br /&gt;
When conducting robotic repairs, you&#039;ll want the following tools available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Standard Tools&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Separate Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welding tool.gif|frameless]]&lt;br /&gt;
|Welding Tool&lt;br /&gt;
|[[File:Crowbar.png|frameless]]&lt;br /&gt;
|Crowbar&lt;br /&gt;
|[[File:Multitool.png|frameless]]&lt;br /&gt;
|Multitool&lt;br /&gt;
|[[File:Exosuit fabricator.png|frameless]]&lt;br /&gt;
|Exosuit Fabricator&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For printing parts)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cable coil.png|frameless]]&lt;br /&gt;
|Cable Coil&lt;br /&gt;
|[[File:Wirecutters.png|frameless]]&lt;br /&gt;
|Wirecutters&lt;br /&gt;
|[[File:Robot analyzer.png|frameless]]&lt;br /&gt;
|Robot Analyzer &lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For diagnosis)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|[[File:Welding goggles.png|frameless]]&lt;br /&gt;
|Welding Mask/Goggles&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For protecting your eyes)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver.png|frameless]]&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|[[File:Wrench.png|frameless]]&lt;br /&gt;
|Wrench&lt;br /&gt;
|[[File:Nanopaste.png|frameless]]&lt;br /&gt;
|Nanopaste&lt;br /&gt;
|[[File:Surgical kit.png|frameless]]&lt;br /&gt;
|Surgical Kit &#039;&#039;&amp;lt;small&amp;gt;(Optional)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Depending on the task at hand, you may find yourself needing other tools as well — spare cells and parts, MMIs (empty or otherwise), and advanced trauma kits may all be needed depending on the surgery. Consult the List of Procedures below to determine what extra parts you&#039;ll need for a given surgery. &lt;br /&gt;
&lt;br /&gt;
You might also find it useful to carry a &#039;&#039;&#039;roller bed&#039;&#039;&#039;. This lets you perform on-the-spot surgery without needing to bring your patient back to the Operating Table, and also lets you move your patients safely — just like organic patients, dragging damaged robots (including Bound Synthetics) around on the ground can cause serious injury!&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
Like standard surgery, robotic surgery is — in-character, at least —  a complicated process and requires certain [[skills]] in order to perform successfully. Robotic surgery requires the following:&lt;br /&gt;
&lt;br /&gt;
*For metal-on-metal (e.g. FBP or working on robotic internal organs inside robotic body part) &#039;&#039;&#039;&amp;lt;u&amp;gt;Experienced Complex Devices&amp;lt;/u&amp;gt;&#039;&#039;&#039; is needed.&lt;br /&gt;
*For metal-on-meat (e.g. installing robotic parts inside organic bodies) both &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Complex Devices&amp;lt;/u&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;lt;u&amp;gt;Trained Anatomy&amp;lt;/u&amp;gt;&#039;&#039;&#039; are needed.&lt;br /&gt;
&lt;br /&gt;
Each missing skill level in either Complex Devices or Anatomy applies a stacking chance of failure, so it&#039;s not advisable to attempt unskilled robotics procedures unless the situation is very dire. &lt;br /&gt;
&lt;br /&gt;
Note that Roboticists are not surgical professionals and should not be operating on organic patients (even for amputations or prosthetic installations) – that&#039;s the Surgeon&#039;s job. Likewise, Surgeons should not be conducting robotics repairs (excluding limb installations and repairs on augments/prosthetic organs inside of organic patients), regardless of mechanical skill levels.&lt;br /&gt;
&lt;br /&gt;
Higher levels of Complex Devices increases the speed at which you perform robotic surgery steps. Additionally, you may want to invest in &#039;&#039;&#039;&amp;lt;u&amp;gt;Construction&amp;lt;/u&amp;gt;&#039;&#039;&#039; and/or &#039;&#039;&#039;&amp;lt;u&amp;gt;Electrical Engineering&amp;lt;/u&amp;gt;&#039;&#039;&#039; — these skills determine how effective you are at repairing brute and burn damage, respectively.&lt;br /&gt;
&lt;br /&gt;
===List of Procedures===&lt;br /&gt;
Certain tools incur a penalty to success chances when used in a surgery step, marked in parentheses. Base success chance is also affected by Complex Devices skill. For a full list of tools capable of performing each repair step (including some inadvisable ones), see the Improvised Repairs table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Improvised Repairs&lt;br /&gt;
|-&lt;br /&gt;
!Repair Type&lt;br /&gt;
!Equivalents&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Opening/Closing a Maintenance Hatch&lt;br /&gt;
|Unscrew/Secure Maintenance Hatch – Hand Drill (100%), Screwdriver (60%), Coin (30%), Knife (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Open/Close Maintenance Hatch – Hydraulic Prying Tool (80%), Crowbar (60%), Retractor (40%), Kitchen Utensil (Fork, Spoon, Table Knife, etc.) (30%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Robotic Limb Repair&lt;br /&gt;
|Repair damage to prosthetic - Arc Welder (50%), Welding Tool (35%), Plasma Cutter (25%), [[Guide to Psionics#Psychokinesis|Psiblade (Master+) (100%)]]&lt;br /&gt;
|-&lt;br /&gt;
|Repair burns on prosthetic - Cable Coil (50%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Structural Support Repair&lt;br /&gt;
|Begin/Finish structural support repair – Welding Tool (50%), Duct Tape (30%), Bone Gel (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Realign support – Wrench (70%), Bone Setter (50%)&lt;br /&gt;
|-&lt;br /&gt;
!Amputation&lt;br /&gt;
|Amputate limb – Circular Saw (100%), Hatchet (75%)&lt;br /&gt;
|-&lt;br /&gt;
!Limb Replacement Surgery&lt;br /&gt;
|Connect limb – Hemostat (100%), Cable Coil (75%), Mousetrap (20%)&lt;br /&gt;
|-&lt;br /&gt;
!Reinforce Robotic Limb&lt;br /&gt;
| Reinforce Limb – Nanopaste (50%)&lt;br /&gt;
|-&lt;br /&gt;
!Robotic Organ Repair &lt;br /&gt;
|Repair prosthetic organ – Nanopaste (60%), Hand Drill (50%), Screwdriver (30%), Bone Gel (20%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Robotic Organ Removal  &lt;br /&gt;
|Decouple prosthetic organ – Multitool (70%)&lt;br /&gt;
|-&lt;br /&gt;
|Remove internal organ – Hemostat (100%), Wirecutters (75%), Knife (75%), Hydraulic Prying Tool (50%), Fork (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Remove MMI – Hemostat (100%), Wirecutters (75%), Fork (20%)&lt;br /&gt;
|-&lt;br /&gt;
!Robotic Organ Transplantation&lt;br /&gt;
|Reattach prosthetic organ – Hand Drill (70%), Screwdriver (50%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Often prosthetic-users will have taken damage on several parts at once. For ease of repair and speed, remember to use the numpad body-part selection hotkeys.&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Opening/Closing a Maintenance Hatch&amp;quot;&amp;gt;Opening/Closing a Maintenance Hatch&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;The first and last step of most robotics procedures.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|To open: &lt;br /&gt;
&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (60%) or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (100%) to unscrew the hatch on the target body part.&lt;br /&gt;
#Use a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; (60%), [[File:Retractor.png|frameless]] &#039;&#039;&#039;retractors&#039;&#039;&#039; (40%), or [[File:Hydraulic prying tool.gif|frameless]] &#039;&#039;&#039;hydraulic prying tool&#039;&#039;&#039; (80%) to open the hatch.&lt;br /&gt;
&lt;br /&gt;
Reverse steps to close the hatch.&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! &amp;lt;div id=&amp;quot;Robotic Limb Repair&amp;quot;&amp;gt;Robotic Limb Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing brute and burn damage to various robotic body parts.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Minor damage can be fixed externally.  Only more severe injuries require surgery.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the target body part.]]&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (35%) to repair brute damage, or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (50%) to repair burn damage.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Structural Support Repair&amp;quot;&amp;gt;Structural Support Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing robotic bones.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;You can use medical splints to provide a quick fix for broken robotic limbs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (50%) to begin structural support repair.&lt;br /&gt;
#Use a [[File:Wrench.png|frameless]] &#039;&#039;&#039;wrench&#039;&#039;&#039; (70%) to realign the structural support.&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (50%) to finish structural support repair.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Amputation&amp;quot;&amp;gt;Amputation&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For removing parts that are totally scrapped.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works the same on robotic and organic limbs.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Aim for the body part you wish to amputate.&lt;br /&gt;
# Use a [[File:Circular saw.png|frameless]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; (100%) to amputate the limb.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Limb Replacement Surgery&amp;quot;&amp;gt;Limb Replacement Surgery&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Replacing missing limbs or severed heads.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works for installing prosthetics and replacing robot parts alike.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
# Use a [[File:Circular saw.png|frameless]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; (100%) to amputate the existing limb and/or stump, if one is present.&lt;br /&gt;
#Print a &#039;&#039;&#039;limb&#039;&#039;&#039; from the Exosuit Fabricator, and attach it to the patient.&lt;br /&gt;
#Use a [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; (100%) or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (75%) to connect the tendons and such.&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! &amp;lt;div id=&amp;quot;Reinforce Robotic Limb&amp;quot;&amp;gt;Reinforce Robotic Limb&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For making brittle parts non-brittle.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the robotic maintenance hatch on the target body part]].&lt;br /&gt;
#Apply [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; (50%) to reinforce.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Repair&amp;quot;&amp;gt;Robotic Organ Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Fixing busted batteries, pulverized positronics, and other damaged robotic organs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;See [[Guide to Robotics#MMI Repair|MMI Repair]] for fixing MMIs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|For reference: &lt;br /&gt;
&lt;br /&gt;
*Microbatteries and positronic brains are in the upper body.&lt;br /&gt;
*MMIs and optical sensors are in the head.&lt;br /&gt;
*Augment location varies depending on the type of augment.&lt;br /&gt;
&lt;br /&gt;
Note: MMIs require a different procedure to fix (see “MMI Repair”). &lt;br /&gt;
&lt;br /&gt;
Note: Optical sensors and prosthetic eyes can be fixed externally, by targeting the patient&#039;s eyes with &#039;&#039;&#039;nanopaste&#039;&#039;&#039; or a &#039;&#039;&#039;screwdriver&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
#Use [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; (60%), [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (30%), or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (50%) to repair the organ&#039;s mechanisms. &lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Removal&amp;quot;&amp;gt;Robotic Organ Removal&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Removal of batteries, brains, etc.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
#Use a [[File:Multitool.png|frameless]] &#039;&#039;&#039;multitool&#039;&#039;&#039; (70%). This will open up a window asking you which organ you&#039;d like decouple.&lt;br /&gt;
#Use a [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; (100%) or [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; (75%) to extract the organ. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
#Follow [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]] steps, if replacing the organ.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Transplantation&amp;quot;&amp;gt;Robotic Organ Transplantation&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Re-insertion of batteries, brains, etc.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
# Use the organ you intend to transplant on the patient.&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (50%) or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (70%) to reattach the organ.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;MMI Repair&amp;quot;&amp;gt;MMI Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing bruised MMIs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Remove the [[File:Man machine interface.png|frameless]] &#039;&#039;&#039;MMI&#039;&#039;&#039; from the patient (see [[Guide to Robotics#Robotic Organ Removal|Robotic Organ Removal]]).&lt;br /&gt;
#Use an [[File:Advanced trauma kit.png|frameless]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; on the MMI until it is no longer damaged.&lt;br /&gt;
#Reinstall the MMI in the patient, if desired (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]]).&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Extracting organs from detached body parts&amp;quot;&amp;gt;Extracting organs from detached body parts&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For removing brains from decapitated heads for MMI-ification.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works for other organs too.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Place the body part on any surface, or hold it in hand.&lt;br /&gt;
#Use the [[File:Scalpel.png|frameless]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#Use the [[File:Retractor.png|frameless]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
#Use the [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Full Body Prosthetics and Man-Machine Interfaces===&lt;br /&gt;
Sometimes the unthinkable happens: a person is so catastrophically injury that only their brain can be salvaged. All is not lost, however — we can rebuild them!&lt;br /&gt;
&lt;br /&gt;
In the event of such an injury, the brain can be placed in an Man-Machine Interface (MMI), a complex life support system that keeps the brain alive outside the body. The Roboticist is then responsible for the construction of a Full Body Prosthetic (FBP): a new, cybernetic body for the patient. Unlike bound synthetics, FBPs keep their free will and personalities intact. To construct an FBP:&lt;br /&gt;
&lt;br /&gt;
#Print the following parts from the Exosuit Fabricator, under the “Cyborg” tab:&lt;br /&gt;
#*Cyborg Head&lt;br /&gt;
#* Cyborg Torso&lt;br /&gt;
#*2x Cyborg Legs (one left, one right)&lt;br /&gt;
#*2x Cyborg Arms (one left, one right)&lt;br /&gt;
#Insert &#039;&#039;&#039;cable coil&#039;&#039;&#039; and a &#039;&#039;&#039;power cell&#039;&#039;&#039; into the Cyborg Torso. The torso will serve as the base for your FBP.&lt;br /&gt;
#Insert &#039;&#039;&#039;2x Flash&#039;&#039;&#039; into the Cyborg Head.&lt;br /&gt;
# Attach the head to the torso. You will be prompted to choose a source species and a name for the body.&lt;br /&gt;
#Attach the arms and legs to the torso as usual for prosthetic repairs (see [[Guide to Robotics#Limb Replacement Surgery|Limb Replacement Surgery]]).&lt;br /&gt;
#Finally, you will need an MMI for the machine. Open up the head and install the MMI (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]]).&lt;br /&gt;
&lt;br /&gt;
On some occasions, you may need to remove a brain from its MMI — mainly, if the patient has decided they&#039;d rather die than live with the existential horror of being a brain-jar. To do so, swipe your ID through the MMI in order to unlock it (you&#039;ll need either Robotics or Medical access), then remove the brain. Just be sure to get this cleared with your higher-ups first so you&#039;re not charged with murder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; MMI-ing a living person for no reason is highly illegal and tantamount to murder, as is “borg-ing” them. While an MMI is an effective way to save someone from certain death, it is an extremely traumatic and debilitating process - only do so if you are sure it is the patient&#039;s wishes.&lt;br /&gt;
&lt;br /&gt;
==Bound Synthetics - Robots, Borgs, and Drones ==&lt;br /&gt;
Similarly, the Roboticist is in charge of repairing, upgrading, and occasionally constructing the ship&#039;s [[Robot|bound synthetics]]: the station-bound robots, borgs, and drones tasked with helping the station&#039;s inhabitants in their daily life. Like some IPCs, each bound synthetic is shackled to a set of laws which they must follow ([[Traitor|except when they&#039;re not]]).&lt;br /&gt;
&lt;br /&gt;
===Bound Synthetic Maintenance===&lt;br /&gt;
[[File:Robotics analyzer readout stationbound.png|thumb|Robot analyzer output for a damaged station-bound synthetic.]]&lt;br /&gt;
Bound synthetics may come to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
Diagnosing a bound synthetic functions the same as diagnosing any other robotic patient — scan them with the &#039;&#039;&#039;robot analyzer&#039;&#039;&#039; to get a readout of the synthetic&#039;s health. &lt;br /&gt;
&lt;br /&gt;
Bound synthetics can receive two types of damage: &#039;&#039;&#039;brute&#039;&#039;&#039; (from physical trauma) and &#039;&#039;&#039;electronics&#039;&#039;&#039; (i.e. burns). Unlike IPCs and FBPs, who can take both internal and external damage, damage to bound synthetics is simply the sum of electronics and brute damage on all parts. If a part becomes too damaged, it may be destroyed — it will be unable to be repaired and must be replaced with a new part from the Exosuit Fabricator, though destroyed parts still contribute to the overall damage on the synthetic.&lt;br /&gt;
&lt;br /&gt;
Conducting repairs (or upgrades) on a bound synthetic is a matter of opening their internal mechanisms, applying whatever modifications you intend to do, and resealing them. Steps for each degree of opening a bound synthetic, as well as the repairs/upgrades that can be applied at that step, are listed below. &lt;br /&gt;
&lt;br /&gt;
*Externally, you can use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; to repair brute damage to the bound synthetic (so long as the damaged parts aren&#039;t totally destroyed). This does not require the robot&#039;s maintenance panel to be opened. Be sure to use protective eyewear while welding if you like not being blind.&lt;br /&gt;
*Likewise, you can externally apply [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; to the synthetic to repair both brute and electronics damage. Bear in mind that nanopaste is limited use.&lt;br /&gt;
&lt;br /&gt;
#Swipe an ID with Robotics access to unlock the panel to begin opening the bound synthetic.&lt;br /&gt;
#[[File:Crowbar.png|frameless]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; open the panel.&lt;br /&gt;
#*Here, you can apply upgrade modules by printing them from the Exosuit Fabricator and inserting them in the bound synthetic. See the [[Guide to Robotics#Upgrades|Upgrades]] section for a list of upgrade modules. Two modules of note are:&lt;br /&gt;
#**&#039;&#039;&#039;Reset Module:&#039;&#039;&#039; Once a bound synthetic chooses a module (Engineer, Janitor, Security, etc.), they cannot change the module without your help. Applying the Reset upgrade allows you to manually reset the synthetic&#039;s module and allow it the option of choosing a new one.&lt;br /&gt;
#**&#039;&#039;&#039;Emergency Restart Module:&#039;&#039;&#039; Used to force a restart of a disabled-but-repaired robot, bringing it back online. Effectively, if a synthetic has been “killed”, this will attempt to pull the player&#039;s ghost back into the robot body.&lt;br /&gt;
#Remove the bound synthetic&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
#*You can upgrade the synthetic&#039;s power cell at this point by swapping the cell with a higher-capacity cell. Note: The default power cell in bound synthetics is an advanced power cell with a rating of 1,000Wh. The Science Department can research power cells that exceed 3,000Wh.&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; to expose the wires. &lt;br /&gt;
#*Using [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; at this point repairs electronics damage (i.e. burns) on any parts that aren&#039;t destroyed.&lt;br /&gt;
#*Using [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; and/or a [[File:Multitool.png|frameless]] &#039;&#039;&#039;multitool&#039;&#039;&#039; allows you to access the synthetic&#039;s wiring panel, including the LawSync, AI Link, and Module Lock. See the [[Guide to Robotics#Wiring Panel|Wiring Panel]] section for details.&lt;br /&gt;
#*Using a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; at this point allows you to remove parts from the synthetic, letting you replace damaged and destroyed parts with new ones from the Exosuit Fabricator. To add a part, simply click on the synthetic with the new part in-hand. Robot parts are as follows:&lt;br /&gt;
#** &#039;&#039;&#039;Actuator:&#039;&#039;&#039; Allows the robot to move.&lt;br /&gt;
#**&#039;&#039;&#039;Armour plating:&#039;&#039;&#039; Protects the robot from damage. Usually first module to be damaged. Flying synthetics can instead only use &#039;&#039;&#039;light armour plating&#039;&#039;&#039;, which offers less protection with about half the health. Non-flying robots can be equipped with light armour plating, but gain no benefit from doing so.&lt;br /&gt;
#**&#039;&#039;&#039;Binary communication device:&#039;&#039;&#039; Enables communications over the binary channel, allowing the robot to speak with with other bound synthetics and any AIs.&lt;br /&gt;
#**&#039;&#039;&#039;Camera:&#039;&#039;&#039; Enables cyborg vision.&lt;br /&gt;
#**&#039;&#039;&#039;Power cell:&#039;&#039;&#039; Stores power. Without it, the robot is forced to emergency backup power and can&#039;t function. Unlike the other components, the power cell is removed by hand at Step 3.&lt;br /&gt;
#** &#039;&#039;&#039;Radio:&#039;&#039;&#039; Enables radio communications over the common channel and any other channels the robot may have access to.&lt;br /&gt;
#**&#039;&#039;&#039;Self-diagnosis unit:&#039;&#039;&#039; Analyses cyborg&#039;s modules, providing damage readouts and basic information.&lt;br /&gt;
#Use [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; to cut all five wires in the synthetic&#039;s wiring panel.&lt;br /&gt;
#*Use a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; at this step to dismantle the synthetic, removing their brain (positronic, MMI, or ai-circuit, depending on the type of synthetic) and destroying the head. Useful if the synthetic has been damaged beyond all repair, or if you plan on transferring the brain to another chassis for whatever reason.&lt;br /&gt;
&lt;br /&gt;
To close the synthetic, simply repeat your steps in reverse order: mend the wires, un-expose the wiring panel with the screwdriver, return the power cell, crowbar the maintenance panel shut, and re-swipe your ID in order to lock the maintenance panel.&lt;br /&gt;
&lt;br /&gt;
====Wiring Panel ====&lt;br /&gt;
Bound synthetics that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the bound synthetic. The bound synthetic cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the bound synthetic to be slaved to an AI, but not synced with its laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The bound synthetic will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the bound synthetic is slaved to an AI and must follow that AI&#039;s orders.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the bound synthetic to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the bound synthetic to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the synthetic to be unslaved from the AI and bound only by its laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the bound synthetic cannot be changed.&lt;br /&gt;
** &#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the bound synthetic to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the bound synthetic to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged bound synthetic will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, bound synthetics are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
Bound synthetics can have various upgrades applied to them. Upgrades can be printed from the fabricator, and can be applied to a synthetic that has an open panel. Note that some upgrades can only be applied to certain types of synthetic.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Upgrade&lt;br /&gt;
!Description&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
|-&lt;br /&gt;
!Emergency restart module&lt;br /&gt;
|Used to force a restart of a disabled-but-repaired robot, bringing it back online.&lt;br /&gt;
| 60000 Steel&lt;br /&gt;
5000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Floodlight module &lt;br /&gt;
|Used to boost cyborg&#039;s integrated light intensity.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Optical matrix shielding&lt;br /&gt;
| Provides shielding for the optical matrix, rendering the robot immune to flashes.&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
5000 Gold&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Rename module&lt;br /&gt;
|Used to rename a cyborg. &lt;br /&gt;
| 10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Reset module&lt;br /&gt;
|Used to reset a cyborg&#039;s module. Destroys any other upgrades applied to the robot.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!VTEC module &lt;br /&gt;
|Used to kick in a robot&#039;s VTEC systems, increasing their speed.&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
5000 Gold&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Jetpack module&lt;br /&gt;
|A carbon dioxide jetpack suitable for low-gravity mining operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to mining borgs.&#039;&#039;&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Phoron&lt;br /&gt;
&lt;br /&gt;
20000 Uranium&lt;br /&gt;
|– &lt;br /&gt;
|-&lt;br /&gt;
!Rapid weapon cooling module&lt;br /&gt;
|Used to cool a mounted energy gun, increasing the potential current in it and thus its recharge rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to security borgs (non-flying only).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Security borgs are not available during normal gameplay.&#039;&#039;&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
2000 Gold&lt;br /&gt;
&lt;br /&gt;
500 Diamond&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!RCD module&lt;br /&gt;
| A rapid construction device module for use during construction operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to engineering borgs (non-flying only).&#039;&#039;&lt;br /&gt;
|25000 Steel&lt;br /&gt;
10000 Phoron&lt;br /&gt;
&lt;br /&gt;
1000 Gold&lt;br /&gt;
&lt;br /&gt;
1000 Silver&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Illegal Upgrade&lt;br /&gt;
|Allows for the construction of lethal upgrades for cyborgs.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Glass&lt;br /&gt;
&lt;br /&gt;
10000 Diamond&lt;br /&gt;
|Esoteric 3&lt;br /&gt;
Combat 4&lt;br /&gt;
|-&lt;br /&gt;
! Uncertified module: PRTY&lt;br /&gt;
|Schematics for a robotic module, scraped from seedy parts of the net. Who knows what it does?&lt;br /&gt;
|7500 Steel&lt;br /&gt;
5000 Aluminum&lt;br /&gt;
&lt;br /&gt;
2000 Diamond&lt;br /&gt;
|Esoteric 2&lt;br /&gt;
Data Theory 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Making a Bound Synthetic=== &lt;br /&gt;
&lt;br /&gt;
#Fill the Exosuit Fabricator with as much metal as it will hold.&lt;br /&gt;
#Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;“Add all parts to queue”&#039;&#039;&#039; beside the &#039;&#039;&#039;“Cyborg”&#039;&#039;&#039; option, and then click &#039;&#039;&#039;“Process Queue”&#039;&#039;&#039; in the right sidebar. Note that adding &amp;quot;all parts&amp;quot; will print several extra components that are only used for repair, not construction.&lt;br /&gt;
#Wait for a few minutes for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
#When putting the parts together, use the Robot Frame as a base.&lt;br /&gt;
#*The Cyborg Head will need &#039;&#039;&#039;2x Flash&#039;&#039;&#039;.&lt;br /&gt;
#*The Cyborg Torso will need &#039;&#039;&#039;cable coil&#039;&#039;&#039; and a &#039;&#039;&#039;power cell&#039;&#039;&#039;.&lt;br /&gt;
#*The arms and legs can be attached by simply picking them up and placing them on the Robot Frame.&lt;br /&gt;
#*Finally you will need a mind for the machine. Active positronic brains, their non-sentient ai-circuit counterparts or MMIs are all possible choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; MMI-ing a living person for no reason is highly illegal and tantamount to murder, as is “borg-ing” them. While an MMI &#039;&#039;can&#039;&#039; be installed in a bound synthetic, don&#039;t — unless you&#039;re an [[Traitor|Antagonist]], anyways.&lt;br /&gt;
&lt;br /&gt;
==Augments==&lt;br /&gt;
Augments are organs designed to provide the user with additional skills or capabilities. The process to install and remove them is the same as for any other organ (see [[Guide to Surgery#Organ Removal or Transplantation|Organ Transplantation]] in the Guide to Surgery). If the target organ is prosthetic the procedure is slightly different, as described for prosthetic repairs and organ installation (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]] in the List of Cybernetic Procedures above).&lt;br /&gt;
&lt;br /&gt;
As a Roboticist, you&#039;re able to produce and install these augments from your Exosuit Fabricator. Some augments may have certain research requirements that need to be reached before you&#039;ll be able to produce them – be sure to talk to Science if there&#039;s a certain augment you&#039;re trying to make. Note that, without the skills to perform surgery, you&#039;ll be limited to installing augments in metal body parts only – for augments in organic parts, try coordinating with a [[Physician|Surgeon]].&lt;br /&gt;
&lt;br /&gt;
Each body part can only fit one augment with the exception of the upper body and head, which can both fit two. The upper body can fit one standard augment and one “armor” type augment; the head can fit one standard augment and one ocular augment (note that surgery to implant ocular augments should still target the head, &#039;&#039;not&#039;&#039; the eyes). Some augments can fit in multiple different body parts (for example, the left arm or right arm) - to adjust target location, use a Screwdriver on the augment. Some augments are only compatible with organic limbs or synthetic limbs, as detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
Certain augments, specified below, can also be taken in the loadout section of [[Character Creation|Character Setup]].&lt;br /&gt;
&lt;br /&gt;
===List of Augments in the Exosuit Fabricator===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Slot&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
!Works on Flesh?&lt;br /&gt;
!Works on Metal?&lt;br /&gt;
|-&lt;br /&gt;
!Adaptive binoculars&lt;br /&gt;
|[[File:Augment binoculars.png|frameless]]&lt;br /&gt;
|Retractable binoculars that can be deployed over the user&#039;s eyes.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|100 Diamond&lt;br /&gt;
100 Gold&lt;br /&gt;
&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Materials 4&lt;br /&gt;
Engineering 4&lt;br /&gt;
&lt;br /&gt;
Combat 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Armblade&lt;br /&gt;
|[[File:Augment armblade.png|frameless]]&lt;br /&gt;
| A handy, retractable utility blade for the discerning augmentee. Warranty void if used for cutting. &lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 4000 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 2&lt;br /&gt;
&lt;br /&gt;
Materials 4 &lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Concealed wrist blade&lt;br /&gt;
|[[File:Augment wristblade.png|frameless]]&lt;br /&gt;
| A thin, sharp folding blade specially made for combat. Its light weight allows for rapid slashing attacks.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 4000 Silver&lt;br /&gt;
250 Diamond&lt;br /&gt;
|Esoteric 4&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
| Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Corrective lenses&lt;br /&gt;
|[[File:Augment correctiveglasses.png|frameless]]&lt;br /&gt;
|Retractable, ultrathin lenses that function as prescription glasses. &lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|500 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|Materials 2&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Cyberclaws&lt;br /&gt;
|[[File:Augment cyberclaws.png|frameless]]&lt;br /&gt;
|An unusual type of cybernetic weaponry, these sharp blades are bound to turn heads.&lt;br /&gt;
| Hands (Either)&lt;br /&gt;
|6000 Steel&lt;br /&gt;
250 Diamond&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Engineering toolset&lt;br /&gt;
|[[File:Augment multitooleng.png|frameless]]&lt;br /&gt;
|A retractable set of engineering tools, including a screwdriver, wrench, welder, crowbar, wirecutters, and multitool.&lt;br /&gt;
|Hands (Either)&lt;br /&gt;
| 3000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Glare dampeners&lt;br /&gt;
|[[File:Augment glaredampeners.png|frameless]]&lt;br /&gt;
|Thick, tinted lenses that can deploy over your eyes. Functions as retractable sunglasses.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|100 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Materials 3&lt;br /&gt;
Engineering 3&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Gunnery booster&lt;br /&gt;
|[[File:Augment booster.gif|frameless]]&lt;br /&gt;
|An AIM-4 implant that improves gun accuracy by filtering unnecessary nerve signals. &lt;br /&gt;
Increases your [[Skills|Weapons Expertise skill]] by +1.&lt;br /&gt;
|Head&lt;br /&gt;
| 750 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
&lt;br /&gt;
100 Silver&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Iatric monitor&lt;br /&gt;
|[[File:Augment iatric.png|frameless]]&lt;br /&gt;
|A small computer system that tracks your vitals. A muscle gesture can be used to receive a diagnostic report, similar to that of a health analyzer.&lt;br /&gt;
|Head&lt;br /&gt;
|100 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Biological 3&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Integrated circuit frame&lt;br /&gt;
|[[File:Augment circuit.png|frameless]]&lt;br /&gt;
|A DIY modular assembly, courtesy of Xion Industrial. Circuitry not included.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 3000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated filth HUD&lt;br /&gt;
|[[File:Augment hud jani.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a janiHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 1&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated health HUD&lt;br /&gt;
|[[File:Augment hud med.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a medHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 2&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated  sciHUD&lt;br /&gt;
|[[File:Augment hud sci.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a sciHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 1&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated security HUD&lt;br /&gt;
|[[File:Augment hud sec.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a secHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Combat 2&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Internal air system&lt;br /&gt;
|[[File:Augment airtank.png|frameless]]&lt;br /&gt;
|A flexible air sac, installed in the respiratory system. Acts as an in-built source of internals — replenishes itself from the surrounding environment.&lt;br /&gt;
|Upper Body&lt;br /&gt;
|500 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
&lt;br /&gt;
100 Uranium&lt;br /&gt;
|Materials 5&lt;br /&gt;
Biological 5&lt;br /&gt;
| Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Leukocyte breeder &lt;br /&gt;
|[[File:Augment leuko.png|frameless]]&lt;br /&gt;
| A stimulator that boosts the body&#039;s immune system, helping against infections. &lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Upper Body&lt;br /&gt;
|2000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|EM Spectrum 4&lt;br /&gt;
Data Theory 4&lt;br /&gt;
&lt;br /&gt;
Biological 6&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Mechanical muscles&lt;br /&gt;
|[[File:Augment muscle.png|frameless]]&lt;br /&gt;
| Nanofiber tendons which increase the speed and agility of the user. &lt;br /&gt;
Increases your [[Skills|Athletics skill]] by +1. Must have mechanical muscles installed in each leg to work.&lt;br /&gt;
|Legs (Either)&lt;br /&gt;
|5000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Nanite MCU &lt;br /&gt;
|[[File:Augment armor.png|frameless]]&lt;br /&gt;
|A swarm of nanomachines that will attempt to protect the user and harden in response to physical trauma. May become brittle if overly-damaged.&lt;br /&gt;
|Upper body&lt;br /&gt;
|5000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
&lt;br /&gt;
100 Gold&lt;br /&gt;
&lt;br /&gt;
500 Uranium&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 5&lt;br /&gt;
&lt;br /&gt;
Engineering 5&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Pop-out shotgun&lt;br /&gt;
|[[File:Augment shotgun.png|frameless]]&lt;br /&gt;
| A galvanized shotgun that replaces most of the flesh below the elbow. Opens to reveal a 12-gauge shotgun with room for a single shell.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
|5000 Steel&lt;br /&gt;
500 Silver&lt;br /&gt;
|Esoteric 5&lt;br /&gt;
Combat 6&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Pneumatic powerfist&lt;br /&gt;
|[[File:Augment powerfist.png|frameless]]&lt;br /&gt;
|A strong, pneumatic powerfist. Powered by a replaceable internal air-tank. Force depends on tank&#039;s output pressure.&lt;br /&gt;
| Arms (Either) &lt;br /&gt;
|6000 Steel&lt;br /&gt;
1000 Phoron&lt;br /&gt;
&lt;br /&gt;
500 Uranium&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Subdermal armor &lt;br /&gt;
|[[File:Augment armor.png|frameless]]&lt;br /&gt;
|A flexible composite mesh designed to prevent tearing and puncturing of underlying tissue.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
|–&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Surgical toolset&lt;br /&gt;
|[[File:Augment multitoolmed.png|frameless]]&lt;br /&gt;
|A retractable set of surgical tools, including a bonesetter, cautery, circular saw, hemostat, retractor, scalpel, and surgical drill.&lt;br /&gt;
|Hands (Either)&lt;br /&gt;
|2000 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Synapse interceptor&lt;br /&gt;
|[[File:Augment booster.gif|frameless]]&lt;br /&gt;
|A primitive AI that uses predictive algorithms to provide near-instant response to any close combat situation. &lt;br /&gt;
Increases your [[Skills|Close Combat skill]] by +1.&lt;br /&gt;
|Head&lt;br /&gt;
| 750 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
&lt;br /&gt;
100 Silver&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
&lt;br /&gt;
EM Spectrum 5&lt;br /&gt;
|Y&lt;br /&gt;
| Y&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fluff Augments===&lt;br /&gt;
Additionally, there are a number of additional “fluff” augments that can be taken in the loadout section of [[Character Creation|Character Setup]]. These augments have no mechanical impact, and cannot be produced by the Exosuit Fabricator - however, you may encounter them in the line of your work.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Description&lt;br /&gt;
!Slot&lt;br /&gt;
!Works on Flesh?&lt;br /&gt;
!Works on Metal? &lt;br /&gt;
|-&lt;br /&gt;
!Circadian conditioner&lt;br /&gt;
|A small brain implant that carefully regulates the output of certain hormones to assist in controlling the sleep-wake cycle of its owner. May be an effective counter to insomnia, jet lag, and late-night work shifts.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
! Codex access chip &lt;br /&gt;
|A neuro-memetic implant or retinal chip used to grant realtime access to the Codex – a distributed encyclopedia of sorts, with editorial offices based in Venusian orbit – either via a server connection or local backups of relevant information.&lt;br /&gt;
| Head&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Neurostimulator Implant&lt;br /&gt;
|An expensive implant attached to the brain&#039;s cortex, this network of signal relays sees mixed success as a treatment to lessen the impact of neurological problems such as Parkinson&#039;s disease, epilepsy, and paralysis. It can&#039;t prevent or heal brain damage on its own, and simply serves to make the life of its owner easier.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Pain assistant&lt;br /&gt;
|This brain implant blocks the impulses of certain nerves – usually tailored between individuals – and is used to lessen chronic pain from worn joints, headaches, and so on. It does nothing for pain that it isn&#039;t specifically tuned to handle, and is ineffective against anything stronger than a tummyache.&lt;br /&gt;
|Head&lt;br /&gt;
| Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Genetic backup &lt;br /&gt;
|This implant is a compact and resilient solid-state drive. It does nothing on its own, but contains the complete DNA sequence of its owner – whether it be to aid in medical treatment, serve for research purposes, or even be used as a template for vat-grown humans in the future. &lt;br /&gt;
|Head &lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
! Data chip&lt;br /&gt;
|These durable chips can contain nonspecific data for a variety of potential uses, such as record lookups, work portfolios, authentication codes, contact information, and more. They&#039;re useful for carrying information without needing extraneous hardware, and some even see use as high-tech dog tags for private security firms or mercenary coalitions.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
! Emergency battery&lt;br /&gt;
|A small emergency power supply. It provides no protection from power loss on its own, but might help keep your brain ticking through an otherwise critical failure.&lt;br /&gt;
|Upper body&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Skeletal bracing &lt;br /&gt;
|Mechanical hinges and springs made from titanium or some other bio-compatible metal reinforce your joints, generally making strenuous activity less painful for you and allowing you to carry weight that would normally be unbearable. It provides no increase on strength on its own, unless you have weak bones to begin with.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
!Ultraviolet shielding&lt;br /&gt;
|Some parts of your epidermis have been replaced with a bio-engineered substitute that&#039;s resistant to harmful solar radiation - a common factor in the lives of spacers or inhabitants of planets with a weak magnetosphere.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Recycler suite&lt;br /&gt;
|In extreme environments where natural resources are limited or even nonexistent, it may be prudent to recycle nutrients and fluids the body would usually discard. This system reclaims any usable material in the digestive tract that would otherwise be lost to waste.&lt;br /&gt;
|Lower body&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist, you serve another important purpose: making NPC bots. Bots can benefit the station in many ways, and are relatively easy to create. The current list of bots, and how to make them, is displayed below.&lt;br /&gt;
&lt;br /&gt;
You can name your bots at any point before finishing them – simply use a pen on the incomplete bot, and name them what you please.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Construction&lt;br /&gt;
|-&lt;br /&gt;
!Cleanbot&lt;br /&gt;
|[[File:Cleanbot.gif|frameless]]&lt;br /&gt;
| A little janitorial bot that will clean up messes around the station.&lt;br /&gt;
&lt;br /&gt;
Controls&lt;br /&gt;
&lt;br /&gt;
*Cleans blood (Y/N)&lt;br /&gt;
* Patrol station (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Spews blood and gore everywhere.&lt;br /&gt;
|&lt;br /&gt;
#Obtain a bucket.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Attach a robot arm to finish.&lt;br /&gt;
|-&lt;br /&gt;
! Farmbot&lt;br /&gt;
|[[File:Farmbot.png|frameless]]&lt;br /&gt;
|A botanical bot that automatically cares for plants – beloved by Botanists and Xenobotanists alike.&lt;br /&gt;
&lt;br /&gt;
Controls&lt;br /&gt;
&lt;br /&gt;
*Water plants (Y/N)&lt;br /&gt;
*Refill watertank (Y/N)&lt;br /&gt;
*Replace fertilizer (Y/N)&lt;br /&gt;
*Collect produce (Y/N)&lt;br /&gt;
*Remove dead plants (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Attacks anyone nearby with its hoe.&lt;br /&gt;
|&lt;br /&gt;
# Get a water tank.&lt;br /&gt;
#Attach a robot arm.&lt;br /&gt;
#Add a plant analyzer.&lt;br /&gt;
#Attach a bucket.&lt;br /&gt;
#Attach a mini-hoe.&lt;br /&gt;
#Add a proximity sensor to finish.&lt;br /&gt;
|-&lt;br /&gt;
!Floorbot&lt;br /&gt;
|[[File:Floorbot.gif|frameless]]&lt;br /&gt;
|Automatically repairs damaged floortiles – niche, but useful in the case of mass damage. Keep in mind Floorbots have a limited number of tiles. This number can be checked (and refilled) by opening the control panel.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Improves Floors (Y/N)&lt;br /&gt;
* Finds tiles (Y/N)&lt;br /&gt;
*Make single pieces of metal into tiles when empty (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Tears up tiles and lattice instead.&lt;br /&gt;
| &lt;br /&gt;
#Obtain an empty toolbox.&lt;br /&gt;
#Add 10x floor tiles.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Attach a robot arm to finish.&lt;br /&gt;
|-&lt;br /&gt;
!Medibot&lt;br /&gt;
|[[File:Medbot.gif|frameless]]&lt;br /&gt;
|Injects people with chemicals when they are injured more than the set healing threshold. Produces Tricordrazine by default - if set to use a beaker, and a beaker with a chemical is put in them, they will inject that chemical into patients instead.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
* Healing threshold (--/-/+/++)&lt;br /&gt;
*Injection level (-/+)&lt;br /&gt;
*Reagent source (Loaded Beaker (When available)/Internal Synthesizer)&lt;br /&gt;
*Treatment report is: (on/off)&lt;br /&gt;
*The speaker switch is (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Injects people with toxin instead.&lt;br /&gt;
| &lt;br /&gt;
#Obtain an empty medkit.&lt;br /&gt;
#Attach a robot arm.&lt;br /&gt;
#Add a health analyzer.&lt;br /&gt;
#Add a proximity sensor to finish.&lt;br /&gt;
&lt;br /&gt;
Optional: Insert beaker filled with the chemical of your choice.&lt;br /&gt;
|-&lt;br /&gt;
!Securitron &lt;br /&gt;
|[[File:Secbot.gif|frameless]]&lt;br /&gt;
|A little security robot that patrols the station looking for CRIME.&lt;br /&gt;
&lt;br /&gt;
Note: The Securitron cannot currently be constructed on-station.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Check for weapon authorization (Y/N)&lt;br /&gt;
*Check security records: (Y/N)&lt;br /&gt;
*Check arrest status: (Y/N)&lt;br /&gt;
*Report arrests: (Y/N)&lt;br /&gt;
*Auto patrol (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Runs around stunning and arresting everyone in sight.&lt;br /&gt;
|&lt;br /&gt;
#Use a screwdriver on a remote signaling device.&lt;br /&gt;
#Attach device to a security helmet.&lt;br /&gt;
#Weld.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
# Attach a robot arm.&lt;br /&gt;
#Add a stun baton to finish.&lt;br /&gt;
|-&lt;br /&gt;
!ED-209 Security Robot &lt;br /&gt;
|[[File:Ed209.png|frameless]]&lt;br /&gt;
|A bigger, meaner security with a ranged taser gun.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Check for weapon authorization (Y/N)&lt;br /&gt;
*Check security records: (Y/N)&lt;br /&gt;
*Check arrest status: (Y/N)&lt;br /&gt;
*Report arrests: (Y/N)&lt;br /&gt;
*Auto patrol (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Runs around shooting and arresting everyone in sight.&lt;br /&gt;
| &lt;br /&gt;
#Print a robot frame.&lt;br /&gt;
# Add 5x steel sheets to reinforce.&lt;br /&gt;
#Add two robot legs (one left, one right).&lt;br /&gt;
#Add a subdermal armor augment.&lt;br /&gt;
#Weld.&lt;br /&gt;
#Add a security helmet.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Wire with cable coil.&lt;br /&gt;
#Attach a stun revolver.&lt;br /&gt;
#Screwdriver to secure.&lt;br /&gt;
#Insert a power cell to finish.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exosuits ==&lt;br /&gt;
Construction of exosuits is restricted by ID, so they are typically the product of the Roboticist. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Circuit Imprinter.&lt;br /&gt;
&lt;br /&gt;
Exosuits are fully modular and consist of a number of parts. You can mix and match part sets of as you wish. Each has different stats!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#Build a set of motivators, a set of manipulators, a chassis, an exosuit frame, some exosuit armor, an exosuit control module and a set of sensors.&lt;br /&gt;
#Paint the parts with a floor painter if you want to.&lt;br /&gt;
#Head now to the &amp;quot;Cyborg&amp;quot; category. You will need a camera, 2 actuators, 1 diagnosis unit and 1 robot radio&lt;br /&gt;
#Procure 10x [[File:Steel sheets.png|frameless]] material sheets to reinforce the exosuit (melting point is most important value here).&lt;br /&gt;
#Obtain a [[File:Powercell.png|frameless]] power cell and [[File:Cable coil.png|frameless]] cable coil&lt;br /&gt;
# Print up to two software boards and insert them in the exosuit control module (IMPORTANT; DO IT BEFORE INSERTING IT IN THE SENSORS)&lt;br /&gt;
#Examine each of the exosuit parts and insert in them the required components.&lt;br /&gt;
#Attach the exosuit parts to the frame.&lt;br /&gt;
#(Use whatever material you prefer)&lt;br /&gt;
#[[File:Wrench.png|frameless]] Wrench&lt;br /&gt;
#[[File:Welding tool.gif|frameless]] Weld&lt;br /&gt;
#[[File:Cable coil.png|frameless]] Cable Coil&lt;br /&gt;
#[[File:Wirecutters.png|frameless]] Wirecutters&lt;br /&gt;
#If you haven&#039;t painted the individual parts, you can still paint the entire exosuit now.&lt;br /&gt;
#[[File:Screwdriver.png|frameless]] Screwdriver&lt;br /&gt;
&lt;br /&gt;
Construction of the exosuit is sped up by the Devices and Electrical Engineering skills.&lt;br /&gt;
&lt;br /&gt;
===Exosuit Equipment===&lt;br /&gt;
Various tools and weapons can be attached to exosuits, providing them with ability to perform different tasks. Exosuit equipment is built by the Exosuit Fabricator (in the &amp;quot;Exosuit Equipment&amp;quot; menu). To attach piece of exosuit equipment, simply click on the exosuit with the equipment in-hand. Examine both the equipment and the exosuit to see if they have a common slot free for the installation to take place. An exosuit must have the appropriate software installed in order for a piece of equipment to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Required Software&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Slots&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
|-&lt;br /&gt;
!Floodlight&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Mechequip floodlight.png|frameless]]&lt;br /&gt;
|An exosuit-mounted light.&lt;br /&gt;
|Shoulder (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Engineering 1&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit flash&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip flash.png|frameless]]&lt;br /&gt;
|An exosuit-mounted flash.&lt;br /&gt;
|Shoulder (Either) &lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 1&lt;br /&gt;
|-&lt;br /&gt;
!Energy shield drone&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip shielddroid.png|frameless]]&lt;br /&gt;
|An energy deflector system designed to stop projectiles before they become a threat.&lt;br /&gt;
|Back&lt;br /&gt;
|20000 Steel&lt;br /&gt;
12000 Silver&lt;br /&gt;
&lt;br /&gt;
12000 Gold&lt;br /&gt;
| Materials 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
&lt;br /&gt;
Power 4&lt;br /&gt;
&lt;br /&gt;
Combat 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted electrolaser&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip taser.png|frameless]]&lt;br /&gt;
|An exosuit-mounted electrolaser. Handle with care.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 1&lt;br /&gt;
|-&lt;br /&gt;
!Mounted flamethrower&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip flamethrower.gif|frameless]]&lt;br /&gt;
|A Hephaestus brand &#039;Prometheus&#039; flamethrower. Draws fuel from a refillable chemical cartridge - use a crowbar to remove, and fill with welding fuel or other accelerant.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|20000 Steel&lt;br /&gt;
10000 Plastic&lt;br /&gt;
|Combat 1&lt;br /&gt;
Material 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted ion rifle&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip ionrifle.png|frameless]]&lt;br /&gt;
|An exosuit-mounted ion rifle. Handle with care. &lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
|-&lt;br /&gt;
!Mounted laser gun&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip lasercarbine.png|frameless]]&lt;br /&gt;
|An exosuit-mounted carbine rifle. Handle with care. &lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit airshield&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip atmosshield.png|frameless]]&lt;br /&gt;
|A portable atmospheric retention shield, designed to keep air in place. Press ctrl-click to switch modes.&lt;br /&gt;
|Back&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Mounted extinguisher&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip extinguisher.png|frameless]]&lt;br /&gt;
|A mech-mounted fire extinguisher. Refill by clicking on a Water Tank.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!RCD&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip rcd.png|frameless]]&lt;br /&gt;
|An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|30000 Steel&lt;br /&gt;
25000 Phoron&lt;br /&gt;
&lt;br /&gt;
15000 Silver&lt;br /&gt;
&lt;br /&gt;
15000 Gold&lt;br /&gt;
|Materials 4&lt;br /&gt;
Bluespace 3&lt;br /&gt;
&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
&lt;br /&gt;
Power 4&lt;br /&gt;
&lt;br /&gt;
Engineering 4&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit Medigel Spray&lt;br /&gt;
|Medical&lt;br /&gt;
&lt;br /&gt;
|[[File:Mechequip mender.png|frameless]]&lt;br /&gt;
|An exosuit-mounted matrix of medical gel nozzles, letting you bandage and salve patients from your mech.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Plastic&lt;br /&gt;
&lt;br /&gt;
15000 Aluminum&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
! Mounted sleeper&lt;br /&gt;
|Medical&lt;br /&gt;
|[[File:Mechequip sleeper.png|frameless]]&lt;br /&gt;
|An exosuit-mounted sleeper for patient transportation.&lt;br /&gt;
&lt;br /&gt;
|Back&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Drill&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip drill.png|frameless]]&lt;br /&gt;
|A mech-mounted mining drill. Drill heads wear out with use — make more from material sheets. Automatically moves mined ore to an Ore Box, if the exosuit has one in its hydraulic clamp&#039;s cargo storage.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit camera&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip camera.png|frameless]]&lt;br /&gt;
|A camera for remote feeds. It comes with its own transmitter!&lt;br /&gt;
|Shoulder (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Engineering 1&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit manouvering unit&lt;br /&gt;
|Utility &lt;br /&gt;
|[[File:Mechequip jet.png|frameless]]&lt;br /&gt;
|A jetpack for your exosuit – can also provide a brief speed boost. Toggle the stabilizers with ctrl-click. &lt;br /&gt;
|Back&lt;br /&gt;
&lt;br /&gt;
|20000 Steel&lt;br /&gt;
10000 Aluminum&lt;br /&gt;
&lt;br /&gt;
2500 Phoron&lt;br /&gt;
|Engineering 2&lt;br /&gt;
EM Spectrum 2&lt;br /&gt;
|-&lt;br /&gt;
!Gravity catapult&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip gravcatapault.png|frameless]]&lt;br /&gt;
|Can throw objects around (Pull mode) or move them away from target (Push mode).&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
! Hydraulic clamp&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip clamp.png|frameless]]&lt;br /&gt;
|A large, heavy industrial cargo loading clamp.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Mechete&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip mechete.png|frameless]]&lt;br /&gt;
|Like a machete, but bigger, and welded to a giant robot.&lt;br /&gt;
| Hand (Either)&lt;br /&gt;
| 10000 Steel&lt;br /&gt;
|Combat 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted plasma cutter&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip plasma.png|frameless]]&lt;br /&gt;
|An industrial plasma cutter mounted onto the chassis of the mech. The additional size means increased coherency at longer range.&lt;br /&gt;
|Hand (Either), Shoulder (Either)&lt;br /&gt;
|20000 Steel&lt;br /&gt;
|Combat 2&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Engineering 3&lt;br /&gt;
|-&lt;br /&gt;
!Mounted rotatory plasma cutter&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip plasma.png|frameless]]&lt;br /&gt;
|A state of the art rotating, variable intensity, sequential-cascade plasma cutter.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
| 20000 Steel&lt;br /&gt;
2000 Silver&lt;br /&gt;
&lt;br /&gt;
2000 Gold&lt;br /&gt;
|Combat 3&lt;br /&gt;
Materials 5&lt;br /&gt;
&lt;br /&gt;
Engineering 3&lt;br /&gt;
|-&lt;br /&gt;
!Plasteel mech shield&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip shield.png|frameless]]&lt;br /&gt;
|A large plasteel ballistics shield, designed to protect the wielder and shove around aggressors with ease.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|40000 Steel&lt;br /&gt;
5000 Aluminum&lt;br /&gt;
|Materials 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exosuit Maintenance===&lt;br /&gt;
&lt;br /&gt;
* You can remove installed equipment using a [[File:Multitool.png|frameless]] multitool. You can also remove them using Ctrl + click on the UI from inside the exosuit.&lt;br /&gt;
*When in &#039;&#039;&#039;maintenance mode&#039;&#039;&#039; you can remove the power cell using a [[File:Screwdriver.png|frameless]] screwdriver.&lt;br /&gt;
&lt;br /&gt;
TO DISASSEMBLE&lt;br /&gt;
&lt;br /&gt;
*Enable maintenance protocols on the exosuit&lt;br /&gt;
* Use a [[File:Wrench.png|frameless]] wrench to disassemble the exosuit.&lt;br /&gt;
&lt;br /&gt;
Having done this, simply reverse the steps used to create the exosuit (and apply [[File:Crowbar.png|frameless]] crowbar when in doubt) to take out existing parts and replace them.&lt;br /&gt;
&lt;br /&gt;
====Repair====&lt;br /&gt;
&lt;br /&gt;
*Repair damage with a [[File:Welding tool.gif|frameless]] welder or [[File:Cable coil.png|frameless]] cable coil, or move the exosuit to an upgraded exosuit dock or simply replace damaged parts through maintenance procedure.&lt;br /&gt;
&lt;br /&gt;
====Removal of jammed user ====&lt;br /&gt;
An exosuit pilot can be removed from their exosuit by using &#039;&#039;&#039;aggressive intent&#039;&#039;&#039; on the exosuit (unless they locked themselves in). You may first need to &#039;&#039;&#039;open the canopy&#039;&#039;&#039;. &#039;&#039;&#039;Help intent&#039;&#039;&#039; on the exosuit will work.&lt;br /&gt;
&lt;br /&gt;
If the canopy is &#039;&#039;&#039;locked&#039;&#039;&#039; however, you will need to &#039;&#039;&#039;force&#039;&#039;&#039; the emergency release with a [[File:Crowbar.png|frameless]] crowbar.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[index.php?title=Category:Engineering Guides]]&lt;br /&gt;
[[index.php?title=Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_Robotics&amp;diff=3226</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_Robotics&amp;diff=3226"/>
		<updated>2025-08-10T18:07:37Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: copied the &amp;#039;borgification bad&amp;#039; to the FBP section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of Prosthetics, Robots, augments, exosuits, and bots.&lt;br /&gt;
&lt;br /&gt;
== Cybernetic Repairs - FBPs, IPCs, and Prosthetics ==&lt;br /&gt;
[[File:Robotics analyzer readout ipc.png|thumb|Robot analyzer output for a damaged IPC.]]&lt;br /&gt;
For lore on prosthetics and FBPs, see [[Prosthetics]].&lt;br /&gt;
&lt;br /&gt;
Part of the duty of the ship’s Roboticist is the repair and maintenance of the Torch’s mechanical crew: [[Positronics|IPCs]], FBPs (i.e. “Full Body Prosthetics”), and the various prosthetics used by the crew. &lt;br /&gt;
&lt;br /&gt;
In order to diagnose a robotic patient, scan them them with your [[File:Robot analyzer.png|frameless]] &#039;&#039;&#039;robot analyzer&#039;&#039;&#039; — this will give you a readout of their health, including brute damage and electronic damage (i.e. burns), as well as any damage to internal parts.&lt;br /&gt;
&lt;br /&gt;
Most damage to prosthetic limbs can simply be repaired with a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welder&#039;&#039;&#039; (for brute damage) or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (for burns). However, if the damage becomes too severe or damage to internal parts becomes an issue, you will need to bring the patient to an operating table and perform repairs there. &lt;br /&gt;
&lt;br /&gt;
Mechanically, Robotics procedures function the same way as Surgery, except that you’re operating on mechanical patients rather than organic ones. See the [[Guide to Surgery]] for more details on surgical setup.&lt;br /&gt;
&lt;br /&gt;
Working with robotic patients simplifies operations in a few ways — your patients don&#039;t feel pain and don&#039;t need to be unconscious during surgery, have fewer “organs” to worry about, and are (usually) stable enough that they won&#039;t die on your table. Robotic repairs follow a different system than organic medical procedures, however, as detailed below.&lt;br /&gt;
&lt;br /&gt;
For conducting internal repairs, IPCs and FBPs have the following internal parts:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!Organ&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Positronic Brain&amp;lt;br&amp;gt;(IPC only)&amp;lt;br&amp;gt; - or - &amp;lt;br&amp;gt;MMI&amp;lt;br&amp;gt;(FBP only)&lt;br /&gt;
|[[File:Postronic brain.gif|frameless]] [[File:Man machine interface.png|frameless]]&lt;br /&gt;
|The patient&#039;s brain. IPCs have a positronic brain (a very advanced computer), which is located in the upper body — FBPs have a Man-Machine Interface (or MMI - a brain in a jar), which is located in the head. &lt;br /&gt;
This is where the patient&#039;s “self” is stored: total destruction of the brain means the patient is dead for good, so take good care of it! Note that unlike organic patients, positronics and MMIs can survive just fine outside the body — if a patient is truly scrapped, feel free to take the brain out and put in on your desk while you work.&lt;br /&gt;
|-&lt;br /&gt;
!Microbattery&lt;br /&gt;
|[[File:Microbattery.png|frameless]]&lt;br /&gt;
|The patient&#039;s power source. Located in the upper body. &lt;br /&gt;
&lt;br /&gt;
Damaged batteries hold less charge, and a missing or destroyed battery can&#039;t charge at all. Without charge, your patient will fall unconscious and start taking continuous brain damage. Outside of direct damage to the brain, this is the only thing that can kill a robotic patient! Fix missing/damaged batteries as soon as possible — they can be replaced with cells from the Prosthetic Organ Fabricator in the Robotics OR.  &lt;br /&gt;
&lt;br /&gt;
The microbattery contains a power cell — by default an advanced power cell capable of storing 1000Wh. This cell can be replaced by using a screwdriver on the microbattery to open its panel, using a crowbar to remove the old cell, adding the new cell, and using the screwdriver again to close the microbattery.  &lt;br /&gt;
&lt;br /&gt;
In a pinch, you can leave a patient with a dead battery in a Cyborg Recharging Station to put them on “life support” and buy some time, or you can remove their brain to protect it from the constant damage.&lt;br /&gt;
|-&lt;br /&gt;
!Optical Sensors&lt;br /&gt;
|[[File:Robot eyes.png|frameless]]&lt;br /&gt;
|The eyes. Located in the head. &lt;br /&gt;
&lt;br /&gt;
Destroyed or missing optical sensors cause blindness — not lethal, but still important to fix. Replacement optical sensors can be printed from the Prosthetic Organ Fabricator in the Robotics Operating Room.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, you may encounter the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Augments&#039;&#039;&#039;: Various mechanical devices designed to provide the user with additional skills or capabilities. Usable by both organic and mechanical patients, and can be taken in character setup or installed by a Roboticist — see the [[Guide to Robotics#Augments|Augments]] section.&lt;br /&gt;
*&#039;&#039;&#039;Prosthetic organs&#039;&#039;&#039;: Synthetic organs designed to replace missing ones in otherwise organic patients. Due to the nature of prosthetic organs (i.e. you need to saw into a meat-person to get at them), repairing prosthetic organs is usually the responsibility of the [[Physician|Physicians]] — you might still be called up to advise, however.&lt;br /&gt;
&lt;br /&gt;
====Tools ====&lt;br /&gt;
When conducting robotic repairs, you&#039;ll want the following tools available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Standard Tools&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Separate Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welding tool.gif|frameless]]&lt;br /&gt;
|Welding Tool&lt;br /&gt;
|[[File:Crowbar.png|frameless]]&lt;br /&gt;
|Crowbar&lt;br /&gt;
|[[File:Multitool.png|frameless]]&lt;br /&gt;
|Multitool&lt;br /&gt;
|[[File:Exosuit fabricator.png|frameless]]&lt;br /&gt;
|Exosuit Fabricator&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For printing parts)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cable coil.png|frameless]]&lt;br /&gt;
|Cable Coil&lt;br /&gt;
|[[File:Wirecutters.png|frameless]]&lt;br /&gt;
|Wirecutters&lt;br /&gt;
|[[File:Robot analyzer.png|frameless]]&lt;br /&gt;
|Robot Analyzer &lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For diagnosis)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|[[File:Welding goggles.png|frameless]]&lt;br /&gt;
|Welding Mask/Goggles&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For protecting your eyes)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver.png|frameless]]&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|[[File:Wrench.png|frameless]]&lt;br /&gt;
|Wrench&lt;br /&gt;
|[[File:Nanopaste.png|frameless]]&lt;br /&gt;
|Nanopaste&lt;br /&gt;
|[[File:Surgical kit.png|frameless]]&lt;br /&gt;
|Surgical Kit &#039;&#039;&amp;lt;small&amp;gt;(Optional)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Depending on the task at hand, you may find yourself needing other tools as well — spare cells and parts, MMIs (empty or otherwise), and advanced trauma kits may all be needed depending on the surgery. Consult the List of Procedures below to determine what extra parts you&#039;ll need for a given surgery. &lt;br /&gt;
&lt;br /&gt;
You might also find it useful to carry a &#039;&#039;&#039;roller bed&#039;&#039;&#039;. This lets you perform on-the-spot surgery without needing to bring your patient back to the Operating Table, and also lets you move your patients safely — just like organic patients, dragging damaged robots (including Bound Synthetics) around on the ground can cause serious injury!&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
Like standard surgery, robotic surgery is — in-character, at least —  a complicated process and requires certain [[skills]] in order to perform successfully. Robotic surgery requires the following:&lt;br /&gt;
&lt;br /&gt;
*For metal-on-metal (e.g. FBP or working on robotic internal organs inside robotic body part) &#039;&#039;&#039;&amp;lt;u&amp;gt;Experienced Complex Devices&amp;lt;/u&amp;gt;&#039;&#039;&#039; is needed.&lt;br /&gt;
*For metal-on-meat (e.g. installing robotic parts inside organic bodies) both &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Complex Devices&amp;lt;/u&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;lt;u&amp;gt;Trained Anatomy&amp;lt;/u&amp;gt;&#039;&#039;&#039; are needed.&lt;br /&gt;
&lt;br /&gt;
Each missing skill level in either Complex Devices or Anatomy applies a stacking chance of failure, so it&#039;s not advisable to attempt unskilled robotics procedures unless the situation is very dire. &lt;br /&gt;
&lt;br /&gt;
Note that Roboticists are not surgical professionals and should not be operating on organic patients (even for amputations or prosthetic installations) – that&#039;s the Surgeon&#039;s job. Likewise, Surgeons should not be conducting robotics repairs (excluding limb installations and repairs on augments/prosthetic organs inside of organic patients), regardless of mechanical skill levels.&lt;br /&gt;
&lt;br /&gt;
Higher levels of Complex Devices increases the speed at which you perform robotic surgery steps. Additionally, you may want to invest in &#039;&#039;&#039;&amp;lt;u&amp;gt;Construction&amp;lt;/u&amp;gt;&#039;&#039;&#039; and/or &#039;&#039;&#039;&amp;lt;u&amp;gt;Electrical Engineering&amp;lt;/u&amp;gt;&#039;&#039;&#039; — these skills determine how effective you are at repairing brute and burn damage, respectively.&lt;br /&gt;
&lt;br /&gt;
===List of Procedures===&lt;br /&gt;
Certain tools incur a penalty to success chances when used in a surgery step, marked in parentheses. Base success chance is also affected by Complex Devices skill. For a full list of tools capable of performing each repair step (including some inadvisable ones), see the Improvised Repairs table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Improvised Repairs&lt;br /&gt;
|-&lt;br /&gt;
!Repair Type&lt;br /&gt;
!Equivalents&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Opening/Closing a Maintenance Hatch&lt;br /&gt;
|Unscrew/Secure Maintenance Hatch – Hand Drill (100%), Screwdriver (60%), Coin (30%), Knife (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Open/Close Maintenance Hatch – Hydraulic Prying Tool (80%), Crowbar (60%), Retractor (40%), Kitchen Utensil (Fork, Spoon, Table Knife, etc.) (30%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Robotic Limb Repair&lt;br /&gt;
|Repair damage to prosthetic - Arc Welder (50%), Welding Tool (35%), Plasma Cutter (25%), [[Guide to Psionics#Psychokinesis|Psiblade (Master+) (100%)]]&lt;br /&gt;
|-&lt;br /&gt;
|Repair burns on prosthetic - Cable Coil (50%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Structural Support Repair&lt;br /&gt;
|Begin/Finish structural support repair – Welding Tool (50%), Duct Tape (30%), Bone Gel (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Realign support – Wrench (70%), Bone Setter (50%)&lt;br /&gt;
|-&lt;br /&gt;
!Amputation&lt;br /&gt;
|Amputate limb – Circular Saw (100%), Hatchet (75%)&lt;br /&gt;
|-&lt;br /&gt;
!Limb Replacement Surgery&lt;br /&gt;
|Connect limb – Hemostat (100%), Cable Coil (75%), Mousetrap (20%)&lt;br /&gt;
|-&lt;br /&gt;
!Reinforce Robotic Limb&lt;br /&gt;
| Reinforce Limb – Nanopaste (50%)&lt;br /&gt;
|-&lt;br /&gt;
!Robotic Organ Repair &lt;br /&gt;
|Repair prosthetic organ – Nanopaste (60%), Hand Drill (50%), Screwdriver (30%), Bone Gel (20%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Robotic Organ Removal  &lt;br /&gt;
|Decouple prosthetic organ – Multitool (70%)&lt;br /&gt;
|-&lt;br /&gt;
|Remove internal organ – Hemostat (100%), Wirecutters (75%), Knife (75%), Hydraulic Prying Tool (50%), Fork (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Remove MMI – Hemostat (100%), Wirecutters (75%), Fork (20%)&lt;br /&gt;
|-&lt;br /&gt;
!Robotic Organ Transplantation&lt;br /&gt;
|Reattach prosthetic organ – Hand Drill (70%), Screwdriver (50%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Often prosthetic-users will have taken damage on several parts at once. For ease of repair and speed, remember to use the numpad body-part selection hotkeys.&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Opening/Closing a Maintenance Hatch&amp;quot;&amp;gt;Opening/Closing a Maintenance Hatch&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;The first and last step of most robotics procedures.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|To open: &lt;br /&gt;
&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (60%) or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (100%) to unscrew the hatch on the target body part.&lt;br /&gt;
#Use a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; (60%), [[File:Retractor.png|frameless]] &#039;&#039;&#039;retractors&#039;&#039;&#039; (40%), or [[File:Hydraulic prying tool.gif|frameless]] &#039;&#039;&#039;hydraulic prying tool&#039;&#039;&#039; (80%) to open the hatch.&lt;br /&gt;
&lt;br /&gt;
Reverse steps to close the hatch.&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! &amp;lt;div id=&amp;quot;Robotic Limb Repair&amp;quot;&amp;gt;Robotic Limb Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing brute and burn damage to various robotic body parts.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Minor damage can be fixed externally.  Only more severe injuries require surgery.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the target body part.]]&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (35%) to repair brute damage, or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (50%) to repair burn damage.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Structural Support Repair&amp;quot;&amp;gt;Structural Support Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing robotic bones.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;You can use medical splints to provide a quick fix for broken robotic limbs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (50%) to begin structural support repair.&lt;br /&gt;
#Use a [[File:Wrench.png|frameless]] &#039;&#039;&#039;wrench&#039;&#039;&#039; (70%) to realign the structural support.&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (50%) to finish structural support repair.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Amputation&amp;quot;&amp;gt;Amputation&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For removing parts that are totally scrapped.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works the same on robotic and organic limbs.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Aim for the body part you wish to amputate.&lt;br /&gt;
# Use a [[File:Circular saw.png|frameless]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; (100%) to amputate the limb.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Limb Replacement Surgery&amp;quot;&amp;gt;Limb Replacement Surgery&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Replacing missing limbs or severed heads.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works for installing prosthetics and replacing robot parts alike.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
# Use a [[File:Circular saw.png|frameless]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; (100%) to amputate the existing limb and/or stump, if one is present.&lt;br /&gt;
#Print a &#039;&#039;&#039;limb&#039;&#039;&#039; from the Exosuit Fabricator, and attach it to the patient.&lt;br /&gt;
#Use a [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; (100%) or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (75%) to connect the tendons and such.&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! &amp;lt;div id=&amp;quot;Reinforce Robotic Limb&amp;quot;&amp;gt;Reinforce Robotic Limb&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For making brittle parts non-brittle.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the robotic maintenance hatch on the target body part]].&lt;br /&gt;
#Apply [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; (50%) to reinforce.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Repair&amp;quot;&amp;gt;Robotic Organ Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Fixing busted batteries, pulverized positronics, and other damaged robotic organs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;See [[Guide to Robotics#MMI Repair|MMI Repair]] for fixing MMIs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|For reference: &lt;br /&gt;
&lt;br /&gt;
*Microbatteries and positronic brains are in the upper body.&lt;br /&gt;
*MMIs and optical sensors are in the head.&lt;br /&gt;
*Augment location varies depending on the type of augment.&lt;br /&gt;
&lt;br /&gt;
Note: MMIs require a different procedure to fix (see “MMI Repair”). &lt;br /&gt;
&lt;br /&gt;
Note: Optical sensors and prosthetic eyes can be fixed externally, by targeting the patient&#039;s eyes with &#039;&#039;&#039;nanopaste&#039;&#039;&#039; or a &#039;&#039;&#039;screwdriver&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
#Use [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; (60%), [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (30%), or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (50%) to repair the organ&#039;s mechanisms. &lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Removal&amp;quot;&amp;gt;Robotic Organ Removal&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Removal of batteries, brains, etc.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
#Use a [[File:Multitool.png|frameless]] &#039;&#039;&#039;multitool&#039;&#039;&#039; (70%). This will open up a window asking you which organ you&#039;d like decouple.&lt;br /&gt;
#Use a [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; (100%) or [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; (75%) to extract the organ. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
#Follow [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]] steps, if replacing the organ.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Transplantation&amp;quot;&amp;gt;Robotic Organ Transplantation&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Re-insertion of batteries, brains, etc.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
# Use the organ you intend to transplant on the patient.&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (50%) or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (70%) to reattach the organ.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;MMI Repair&amp;quot;&amp;gt;MMI Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing bruised MMIs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Remove the [[File:Man machine interface.png|frameless]] &#039;&#039;&#039;MMI&#039;&#039;&#039; from the patient (see [[Guide to Robotics#Robotic Organ Removal|Robotic Organ Removal]]).&lt;br /&gt;
#Use an [[File:Advanced trauma kit.png|frameless]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; on the MMI until it is no longer damaged.&lt;br /&gt;
#Reinstall the MMI in the patient, if desired (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]]).&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Extracting organs from detached body parts&amp;quot;&amp;gt;Extracting organs from detached body parts&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For removing brains from decapitated heads for MMI-ification.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works for other organs too.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Place the body part on any surface, or hold it in hand.&lt;br /&gt;
#Use the [[File:Scalpel.png|frameless]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#Use the [[File:Retractor.png|frameless]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
#Use the [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Full Body Prosthetics and Man-Machine Interfaces===&lt;br /&gt;
Sometimes the unthinkable happens: a person is so catastrophically injury that only their brain can be salvaged. All is not lost, however — we can rebuild them!&lt;br /&gt;
&lt;br /&gt;
In the event of such an injury, the brain can be placed in an Man-Machine Interface (MMI), a complex life support system that keeps the brain alive outside the body. The Roboticist is then responsible for the construction of a Full Body Prosthetic (FBP): a new, cybernetic body for the patient. Unlike bound synthetics, FBPs keep their free will and personalities intact. To construct an FBP:&lt;br /&gt;
&lt;br /&gt;
#Print the following parts from the Exosuit Fabricator, under the “Cyborg” tab:&lt;br /&gt;
#*Cyborg Head&lt;br /&gt;
#* Cyborg Torso&lt;br /&gt;
#*2x Cyborg Legs (one left, one right)&lt;br /&gt;
#*2x Cyborg Arms (one left, one right)&lt;br /&gt;
#Insert &#039;&#039;&#039;cable coil&#039;&#039;&#039; and a &#039;&#039;&#039;power cell&#039;&#039;&#039; into the Cyborg Torso. The torso will serve as the base for your FBP.&lt;br /&gt;
#Insert &#039;&#039;&#039;2x Flash&#039;&#039;&#039; into the Cyborg Head.&lt;br /&gt;
# Attach the head to the torso. You will be prompted to choose a source species and a name for the body.&lt;br /&gt;
#Attach the arms and legs to the torso as usual for prosthetic repairs (see [[Guide to Robotics#Limb Replacement Surgery|Limb Replacement Surgery]]).&lt;br /&gt;
#Finally, you will need an MMI for the machine. Open up the head and install the MMI (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]]).&lt;br /&gt;
&lt;br /&gt;
On some occasions, you may need to remove a brain from its MMI — mainly, if the patient has decided they&#039;d rather die than live with the existential horror of being a brain-jar. To do so, swipe your ID through the MMI in order to unlock it (you&#039;ll need either Robotics or Medical access), then remove the brain. Just be sure to get this cleared with your higher-ups first so you&#039;re not charged with murder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; MMI-ing a living person for no reason is highly illegal and tantamount to murder, as is “borg-ing” them. While an MMI &#039;&#039;can&#039;&#039; be installed in a bound synthetic, don&#039;t — unless you&#039;re an [[Traitor|Antagonist]], anyways.&lt;br /&gt;
&lt;br /&gt;
==Bound Synthetics - Robots, Borgs, and Drones ==&lt;br /&gt;
Similarly, the Roboticist is in charge of repairing, upgrading, and occasionally constructing the ship&#039;s [[Robot|bound synthetics]]: the station-bound robots, borgs, and drones tasked with helping the station&#039;s inhabitants in their daily life. Like some IPCs, each bound synthetic is shackled to a set of laws which they must follow ([[Traitor|except when they&#039;re not]]).&lt;br /&gt;
&lt;br /&gt;
===Bound Synthetic Maintenance===&lt;br /&gt;
[[File:Robotics analyzer readout stationbound.png|thumb|Robot analyzer output for a damaged station-bound synthetic.]]&lt;br /&gt;
Bound synthetics may come to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
Diagnosing a bound synthetic functions the same as diagnosing any other robotic patient — scan them with the &#039;&#039;&#039;robot analyzer&#039;&#039;&#039; to get a readout of the synthetic&#039;s health. &lt;br /&gt;
&lt;br /&gt;
Bound synthetics can receive two types of damage: &#039;&#039;&#039;brute&#039;&#039;&#039; (from physical trauma) and &#039;&#039;&#039;electronics&#039;&#039;&#039; (i.e. burns). Unlike IPCs and FBPs, who can take both internal and external damage, damage to bound synthetics is simply the sum of electronics and brute damage on all parts. If a part becomes too damaged, it may be destroyed — it will be unable to be repaired and must be replaced with a new part from the Exosuit Fabricator, though destroyed parts still contribute to the overall damage on the synthetic.&lt;br /&gt;
&lt;br /&gt;
Conducting repairs (or upgrades) on a bound synthetic is a matter of opening their internal mechanisms, applying whatever modifications you intend to do, and resealing them. Steps for each degree of opening a bound synthetic, as well as the repairs/upgrades that can be applied at that step, are listed below. &lt;br /&gt;
&lt;br /&gt;
*Externally, you can use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; to repair brute damage to the bound synthetic (so long as the damaged parts aren&#039;t totally destroyed). This does not require the robot&#039;s maintenance panel to be opened. Be sure to use protective eyewear while welding if you like not being blind.&lt;br /&gt;
*Likewise, you can externally apply [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; to the synthetic to repair both brute and electronics damage. Bear in mind that nanopaste is limited use.&lt;br /&gt;
&lt;br /&gt;
#Swipe an ID with Robotics access to unlock the panel to begin opening the bound synthetic.&lt;br /&gt;
#[[File:Crowbar.png|frameless]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; open the panel.&lt;br /&gt;
#*Here, you can apply upgrade modules by printing them from the Exosuit Fabricator and inserting them in the bound synthetic. See the [[Guide to Robotics#Upgrades|Upgrades]] section for a list of upgrade modules. Two modules of note are:&lt;br /&gt;
#**&#039;&#039;&#039;Reset Module:&#039;&#039;&#039; Once a bound synthetic chooses a module (Engineer, Janitor, Security, etc.), they cannot change the module without your help. Applying the Reset upgrade allows you to manually reset the synthetic&#039;s module and allow it the option of choosing a new one.&lt;br /&gt;
#**&#039;&#039;&#039;Emergency Restart Module:&#039;&#039;&#039; Used to force a restart of a disabled-but-repaired robot, bringing it back online. Effectively, if a synthetic has been “killed”, this will attempt to pull the player&#039;s ghost back into the robot body.&lt;br /&gt;
#Remove the bound synthetic&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
#*You can upgrade the synthetic&#039;s power cell at this point by swapping the cell with a higher-capacity cell. Note: The default power cell in bound synthetics is an advanced power cell with a rating of 1,000Wh. The Science Department can research power cells that exceed 3,000Wh.&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; to expose the wires. &lt;br /&gt;
#*Using [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; at this point repairs electronics damage (i.e. burns) on any parts that aren&#039;t destroyed.&lt;br /&gt;
#*Using [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; and/or a [[File:Multitool.png|frameless]] &#039;&#039;&#039;multitool&#039;&#039;&#039; allows you to access the synthetic&#039;s wiring panel, including the LawSync, AI Link, and Module Lock. See the [[Guide to Robotics#Wiring Panel|Wiring Panel]] section for details.&lt;br /&gt;
#*Using a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; at this point allows you to remove parts from the synthetic, letting you replace damaged and destroyed parts with new ones from the Exosuit Fabricator. To add a part, simply click on the synthetic with the new part in-hand. Robot parts are as follows:&lt;br /&gt;
#** &#039;&#039;&#039;Actuator:&#039;&#039;&#039; Allows the robot to move.&lt;br /&gt;
#**&#039;&#039;&#039;Armour plating:&#039;&#039;&#039; Protects the robot from damage. Usually first module to be damaged. Flying synthetics can instead only use &#039;&#039;&#039;light armour plating&#039;&#039;&#039;, which offers less protection with about half the health. Non-flying robots can be equipped with light armour plating, but gain no benefit from doing so.&lt;br /&gt;
#**&#039;&#039;&#039;Binary communication device:&#039;&#039;&#039; Enables communications over the binary channel, allowing the robot to speak with with other bound synthetics and any AIs.&lt;br /&gt;
#**&#039;&#039;&#039;Camera:&#039;&#039;&#039; Enables cyborg vision.&lt;br /&gt;
#**&#039;&#039;&#039;Power cell:&#039;&#039;&#039; Stores power. Without it, the robot is forced to emergency backup power and can&#039;t function. Unlike the other components, the power cell is removed by hand at Step 3.&lt;br /&gt;
#** &#039;&#039;&#039;Radio:&#039;&#039;&#039; Enables radio communications over the common channel and any other channels the robot may have access to.&lt;br /&gt;
#**&#039;&#039;&#039;Self-diagnosis unit:&#039;&#039;&#039; Analyses cyborg&#039;s modules, providing damage readouts and basic information.&lt;br /&gt;
#Use [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; to cut all five wires in the synthetic&#039;s wiring panel.&lt;br /&gt;
#*Use a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; at this step to dismantle the synthetic, removing their brain (positronic, MMI, or ai-circuit, depending on the type of synthetic) and destroying the head. Useful if the synthetic has been damaged beyond all repair, or if you plan on transferring the brain to another chassis for whatever reason.&lt;br /&gt;
&lt;br /&gt;
To close the synthetic, simply repeat your steps in reverse order: mend the wires, un-expose the wiring panel with the screwdriver, return the power cell, crowbar the maintenance panel shut, and re-swipe your ID in order to lock the maintenance panel.&lt;br /&gt;
&lt;br /&gt;
====Wiring Panel ====&lt;br /&gt;
Bound synthetics that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the bound synthetic. The bound synthetic cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the bound synthetic to be slaved to an AI, but not synced with its laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The bound synthetic will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the bound synthetic is slaved to an AI and must follow that AI&#039;s orders.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the bound synthetic to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the bound synthetic to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the synthetic to be unslaved from the AI and bound only by its laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the bound synthetic cannot be changed.&lt;br /&gt;
** &#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the bound synthetic to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the bound synthetic to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged bound synthetic will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, bound synthetics are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
Bound synthetics can have various upgrades applied to them. Upgrades can be printed from the fabricator, and can be applied to a synthetic that has an open panel. Note that some upgrades can only be applied to certain types of synthetic.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Upgrade&lt;br /&gt;
!Description&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
|-&lt;br /&gt;
!Emergency restart module&lt;br /&gt;
|Used to force a restart of a disabled-but-repaired robot, bringing it back online.&lt;br /&gt;
| 60000 Steel&lt;br /&gt;
5000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Floodlight module &lt;br /&gt;
|Used to boost cyborg&#039;s integrated light intensity.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Optical matrix shielding&lt;br /&gt;
| Provides shielding for the optical matrix, rendering the robot immune to flashes.&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
5000 Gold&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Rename module&lt;br /&gt;
|Used to rename a cyborg. &lt;br /&gt;
| 10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Reset module&lt;br /&gt;
|Used to reset a cyborg&#039;s module. Destroys any other upgrades applied to the robot.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!VTEC module &lt;br /&gt;
|Used to kick in a robot&#039;s VTEC systems, increasing their speed.&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
5000 Gold&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Jetpack module&lt;br /&gt;
|A carbon dioxide jetpack suitable for low-gravity mining operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to mining borgs.&#039;&#039;&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Phoron&lt;br /&gt;
&lt;br /&gt;
20000 Uranium&lt;br /&gt;
|– &lt;br /&gt;
|-&lt;br /&gt;
!Rapid weapon cooling module&lt;br /&gt;
|Used to cool a mounted energy gun, increasing the potential current in it and thus its recharge rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to security borgs (non-flying only).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Security borgs are not available during normal gameplay.&#039;&#039;&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
2000 Gold&lt;br /&gt;
&lt;br /&gt;
500 Diamond&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!RCD module&lt;br /&gt;
| A rapid construction device module for use during construction operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to engineering borgs (non-flying only).&#039;&#039;&lt;br /&gt;
|25000 Steel&lt;br /&gt;
10000 Phoron&lt;br /&gt;
&lt;br /&gt;
1000 Gold&lt;br /&gt;
&lt;br /&gt;
1000 Silver&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Illegal Upgrade&lt;br /&gt;
|Allows for the construction of lethal upgrades for cyborgs.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Glass&lt;br /&gt;
&lt;br /&gt;
10000 Diamond&lt;br /&gt;
|Esoteric 3&lt;br /&gt;
Combat 4&lt;br /&gt;
|-&lt;br /&gt;
! Uncertified module: PRTY&lt;br /&gt;
|Schematics for a robotic module, scraped from seedy parts of the net. Who knows what it does?&lt;br /&gt;
|7500 Steel&lt;br /&gt;
5000 Aluminum&lt;br /&gt;
&lt;br /&gt;
2000 Diamond&lt;br /&gt;
|Esoteric 2&lt;br /&gt;
Data Theory 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Making a Bound Synthetic=== &lt;br /&gt;
&lt;br /&gt;
#Fill the Exosuit Fabricator with as much metal as it will hold.&lt;br /&gt;
#Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;“Add all parts to queue”&#039;&#039;&#039; beside the &#039;&#039;&#039;“Cyborg”&#039;&#039;&#039; option, and then click &#039;&#039;&#039;“Process Queue”&#039;&#039;&#039; in the right sidebar. Note that adding &amp;quot;all parts&amp;quot; will print several extra components that are only used for repair, not construction.&lt;br /&gt;
#Wait for a few minutes for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
#When putting the parts together, use the Robot Frame as a base.&lt;br /&gt;
#*The Cyborg Head will need &#039;&#039;&#039;2x Flash&#039;&#039;&#039;.&lt;br /&gt;
#*The Cyborg Torso will need &#039;&#039;&#039;cable coil&#039;&#039;&#039; and a &#039;&#039;&#039;power cell&#039;&#039;&#039;.&lt;br /&gt;
#*The arms and legs can be attached by simply picking them up and placing them on the Robot Frame.&lt;br /&gt;
#*Finally you will need a mind for the machine. Active positronic brains, their non-sentient ai-circuit counterparts or MMIs are all possible choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; MMI-ing a living person for no reason is highly illegal and tantamount to murder, as is “borg-ing” them. While an MMI &#039;&#039;can&#039;&#039; be installed in a bound synthetic, don&#039;t — unless you&#039;re an [[Traitor|Antagonist]], anyways.&lt;br /&gt;
&lt;br /&gt;
==Augments==&lt;br /&gt;
Augments are organs designed to provide the user with additional skills or capabilities. The process to install and remove them is the same as for any other organ (see [[Guide to Surgery#Organ Removal or Transplantation|Organ Transplantation]] in the Guide to Surgery). If the target organ is prosthetic the procedure is slightly different, as described for prosthetic repairs and organ installation (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]] in the List of Cybernetic Procedures above).&lt;br /&gt;
&lt;br /&gt;
As a Roboticist, you&#039;re able to produce and install these augments from your Exosuit Fabricator. Some augments may have certain research requirements that need to be reached before you&#039;ll be able to produce them – be sure to talk to Science if there&#039;s a certain augment you&#039;re trying to make. Note that, without the skills to perform surgery, you&#039;ll be limited to installing augments in metal body parts only – for augments in organic parts, try coordinating with a [[Physician|Surgeon]].&lt;br /&gt;
&lt;br /&gt;
Each body part can only fit one augment with the exception of the upper body and head, which can both fit two. The upper body can fit one standard augment and one “armor” type augment; the head can fit one standard augment and one ocular augment (note that surgery to implant ocular augments should still target the head, &#039;&#039;not&#039;&#039; the eyes). Some augments can fit in multiple different body parts (for example, the left arm or right arm) - to adjust target location, use a Screwdriver on the augment. Some augments are only compatible with organic limbs or synthetic limbs, as detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
Certain augments, specified below, can also be taken in the loadout section of [[Character Creation|Character Setup]].&lt;br /&gt;
&lt;br /&gt;
===List of Augments in the Exosuit Fabricator===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Slot&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
!Works on Flesh?&lt;br /&gt;
!Works on Metal?&lt;br /&gt;
|-&lt;br /&gt;
!Adaptive binoculars&lt;br /&gt;
|[[File:Augment binoculars.png|frameless]]&lt;br /&gt;
|Retractable binoculars that can be deployed over the user&#039;s eyes.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|100 Diamond&lt;br /&gt;
100 Gold&lt;br /&gt;
&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Materials 4&lt;br /&gt;
Engineering 4&lt;br /&gt;
&lt;br /&gt;
Combat 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Armblade&lt;br /&gt;
|[[File:Augment armblade.png|frameless]]&lt;br /&gt;
| A handy, retractable utility blade for the discerning augmentee. Warranty void if used for cutting. &lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 4000 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 2&lt;br /&gt;
&lt;br /&gt;
Materials 4 &lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Concealed wrist blade&lt;br /&gt;
|[[File:Augment wristblade.png|frameless]]&lt;br /&gt;
| A thin, sharp folding blade specially made for combat. Its light weight allows for rapid slashing attacks.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 4000 Silver&lt;br /&gt;
250 Diamond&lt;br /&gt;
|Esoteric 4&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
| Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Corrective lenses&lt;br /&gt;
|[[File:Augment correctiveglasses.png|frameless]]&lt;br /&gt;
|Retractable, ultrathin lenses that function as prescription glasses. &lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|500 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|Materials 2&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Cyberclaws&lt;br /&gt;
|[[File:Augment cyberclaws.png|frameless]]&lt;br /&gt;
|An unusual type of cybernetic weaponry, these sharp blades are bound to turn heads.&lt;br /&gt;
| Hands (Either)&lt;br /&gt;
|6000 Steel&lt;br /&gt;
250 Diamond&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Engineering toolset&lt;br /&gt;
|[[File:Augment multitooleng.png|frameless]]&lt;br /&gt;
|A retractable set of engineering tools, including a screwdriver, wrench, welder, crowbar, wirecutters, and multitool.&lt;br /&gt;
|Hands (Either)&lt;br /&gt;
| 3000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Glare dampeners&lt;br /&gt;
|[[File:Augment glaredampeners.png|frameless]]&lt;br /&gt;
|Thick, tinted lenses that can deploy over your eyes. Functions as retractable sunglasses.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|100 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Materials 3&lt;br /&gt;
Engineering 3&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Gunnery booster&lt;br /&gt;
|[[File:Augment booster.gif|frameless]]&lt;br /&gt;
|An AIM-4 implant that improves gun accuracy by filtering unnecessary nerve signals. &lt;br /&gt;
Increases your [[Skills|Weapons Expertise skill]] by +1.&lt;br /&gt;
|Head&lt;br /&gt;
| 750 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
&lt;br /&gt;
100 Silver&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Iatric monitor&lt;br /&gt;
|[[File:Augment iatric.png|frameless]]&lt;br /&gt;
|A small computer system that tracks your vitals. A muscle gesture can be used to receive a diagnostic report, similar to that of a health analyzer.&lt;br /&gt;
|Head&lt;br /&gt;
|100 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Biological 3&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Integrated circuit frame&lt;br /&gt;
|[[File:Augment circuit.png|frameless]]&lt;br /&gt;
|A DIY modular assembly, courtesy of Xion Industrial. Circuitry not included.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 3000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated filth HUD&lt;br /&gt;
|[[File:Augment hud jani.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a janiHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 1&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated health HUD&lt;br /&gt;
|[[File:Augment hud med.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a medHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 2&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated  sciHUD&lt;br /&gt;
|[[File:Augment hud sci.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a sciHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 1&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated security HUD&lt;br /&gt;
|[[File:Augment hud sec.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a secHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Combat 2&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Internal air system&lt;br /&gt;
|[[File:Augment airtank.png|frameless]]&lt;br /&gt;
|A flexible air sac, installed in the respiratory system. Acts as an in-built source of internals — replenishes itself from the surrounding environment.&lt;br /&gt;
|Upper Body&lt;br /&gt;
|500 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
&lt;br /&gt;
100 Uranium&lt;br /&gt;
|Materials 5&lt;br /&gt;
Biological 5&lt;br /&gt;
| Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Leukocyte breeder &lt;br /&gt;
|[[File:Augment leuko.png|frameless]]&lt;br /&gt;
| A stimulator that boosts the body&#039;s immune system, helping against infections. &lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Upper Body&lt;br /&gt;
|2000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|EM Spectrum 4&lt;br /&gt;
Data Theory 4&lt;br /&gt;
&lt;br /&gt;
Biological 6&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Mechanical muscles&lt;br /&gt;
|[[File:Augment muscle.png|frameless]]&lt;br /&gt;
| Nanofiber tendons which increase the speed and agility of the user. &lt;br /&gt;
Increases your [[Skills|Athletics skill]] by +1. Must have mechanical muscles installed in each leg to work.&lt;br /&gt;
|Legs (Either)&lt;br /&gt;
|5000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Nanite MCU &lt;br /&gt;
|[[File:Augment armor.png|frameless]]&lt;br /&gt;
|A swarm of nanomachines that will attempt to protect the user and harden in response to physical trauma. May become brittle if overly-damaged.&lt;br /&gt;
|Upper body&lt;br /&gt;
|5000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
&lt;br /&gt;
100 Gold&lt;br /&gt;
&lt;br /&gt;
500 Uranium&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 5&lt;br /&gt;
&lt;br /&gt;
Engineering 5&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Pop-out shotgun&lt;br /&gt;
|[[File:Augment shotgun.png|frameless]]&lt;br /&gt;
| A galvanized shotgun that replaces most of the flesh below the elbow. Opens to reveal a 12-gauge shotgun with room for a single shell.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
|5000 Steel&lt;br /&gt;
500 Silver&lt;br /&gt;
|Esoteric 5&lt;br /&gt;
Combat 6&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Pneumatic powerfist&lt;br /&gt;
|[[File:Augment powerfist.png|frameless]]&lt;br /&gt;
|A strong, pneumatic powerfist. Powered by a replaceable internal air-tank. Force depends on tank&#039;s output pressure.&lt;br /&gt;
| Arms (Either) &lt;br /&gt;
|6000 Steel&lt;br /&gt;
1000 Phoron&lt;br /&gt;
&lt;br /&gt;
500 Uranium&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Subdermal armor &lt;br /&gt;
|[[File:Augment armor.png|frameless]]&lt;br /&gt;
|A flexible composite mesh designed to prevent tearing and puncturing of underlying tissue.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
|–&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Surgical toolset&lt;br /&gt;
|[[File:Augment multitoolmed.png|frameless]]&lt;br /&gt;
|A retractable set of surgical tools, including a bonesetter, cautery, circular saw, hemostat, retractor, scalpel, and surgical drill.&lt;br /&gt;
|Hands (Either)&lt;br /&gt;
|2000 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Synapse interceptor&lt;br /&gt;
|[[File:Augment booster.gif|frameless]]&lt;br /&gt;
|A primitive AI that uses predictive algorithms to provide near-instant response to any close combat situation. &lt;br /&gt;
Increases your [[Skills|Close Combat skill]] by +1.&lt;br /&gt;
|Head&lt;br /&gt;
| 750 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
&lt;br /&gt;
100 Silver&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
&lt;br /&gt;
EM Spectrum 5&lt;br /&gt;
|Y&lt;br /&gt;
| Y&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fluff Augments===&lt;br /&gt;
Additionally, there are a number of additional “fluff” augments that can be taken in the loadout section of [[Character Creation|Character Setup]]. These augments have no mechanical impact, and cannot be produced by the Exosuit Fabricator - however, you may encounter them in the line of your work.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Description&lt;br /&gt;
!Slot&lt;br /&gt;
!Works on Flesh?&lt;br /&gt;
!Works on Metal? &lt;br /&gt;
|-&lt;br /&gt;
!Circadian conditioner&lt;br /&gt;
|A small brain implant that carefully regulates the output of certain hormones to assist in controlling the sleep-wake cycle of its owner. May be an effective counter to insomnia, jet lag, and late-night work shifts.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
! Codex access chip &lt;br /&gt;
|A neuro-memetic implant or retinal chip used to grant realtime access to the Codex – a distributed encyclopedia of sorts, with editorial offices based in Venusian orbit – either via a server connection or local backups of relevant information.&lt;br /&gt;
| Head&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Neurostimulator Implant&lt;br /&gt;
|An expensive implant attached to the brain&#039;s cortex, this network of signal relays sees mixed success as a treatment to lessen the impact of neurological problems such as Parkinson&#039;s disease, epilepsy, and paralysis. It can&#039;t prevent or heal brain damage on its own, and simply serves to make the life of its owner easier.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Pain assistant&lt;br /&gt;
|This brain implant blocks the impulses of certain nerves – usually tailored between individuals – and is used to lessen chronic pain from worn joints, headaches, and so on. It does nothing for pain that it isn&#039;t specifically tuned to handle, and is ineffective against anything stronger than a tummyache.&lt;br /&gt;
|Head&lt;br /&gt;
| Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Genetic backup &lt;br /&gt;
|This implant is a compact and resilient solid-state drive. It does nothing on its own, but contains the complete DNA sequence of its owner – whether it be to aid in medical treatment, serve for research purposes, or even be used as a template for vat-grown humans in the future. &lt;br /&gt;
|Head &lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
! Data chip&lt;br /&gt;
|These durable chips can contain nonspecific data for a variety of potential uses, such as record lookups, work portfolios, authentication codes, contact information, and more. They&#039;re useful for carrying information without needing extraneous hardware, and some even see use as high-tech dog tags for private security firms or mercenary coalitions.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
! Emergency battery&lt;br /&gt;
|A small emergency power supply. It provides no protection from power loss on its own, but might help keep your brain ticking through an otherwise critical failure.&lt;br /&gt;
|Upper body&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Skeletal bracing &lt;br /&gt;
|Mechanical hinges and springs made from titanium or some other bio-compatible metal reinforce your joints, generally making strenuous activity less painful for you and allowing you to carry weight that would normally be unbearable. It provides no increase on strength on its own, unless you have weak bones to begin with.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
!Ultraviolet shielding&lt;br /&gt;
|Some parts of your epidermis have been replaced with a bio-engineered substitute that&#039;s resistant to harmful solar radiation - a common factor in the lives of spacers or inhabitants of planets with a weak magnetosphere.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Recycler suite&lt;br /&gt;
|In extreme environments where natural resources are limited or even nonexistent, it may be prudent to recycle nutrients and fluids the body would usually discard. This system reclaims any usable material in the digestive tract that would otherwise be lost to waste.&lt;br /&gt;
|Lower body&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist, you serve another important purpose: making NPC bots. Bots can benefit the station in many ways, and are relatively easy to create. The current list of bots, and how to make them, is displayed below.&lt;br /&gt;
&lt;br /&gt;
You can name your bots at any point before finishing them – simply use a pen on the incomplete bot, and name them what you please.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Construction&lt;br /&gt;
|-&lt;br /&gt;
!Cleanbot&lt;br /&gt;
|[[File:Cleanbot.gif|frameless]]&lt;br /&gt;
| A little janitorial bot that will clean up messes around the station.&lt;br /&gt;
&lt;br /&gt;
Controls&lt;br /&gt;
&lt;br /&gt;
*Cleans blood (Y/N)&lt;br /&gt;
* Patrol station (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Spews blood and gore everywhere.&lt;br /&gt;
|&lt;br /&gt;
#Obtain a bucket.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Attach a robot arm to finish.&lt;br /&gt;
|-&lt;br /&gt;
! Farmbot&lt;br /&gt;
|[[File:Farmbot.png|frameless]]&lt;br /&gt;
|A botanical bot that automatically cares for plants – beloved by Botanists and Xenobotanists alike.&lt;br /&gt;
&lt;br /&gt;
Controls&lt;br /&gt;
&lt;br /&gt;
*Water plants (Y/N)&lt;br /&gt;
*Refill watertank (Y/N)&lt;br /&gt;
*Replace fertilizer (Y/N)&lt;br /&gt;
*Collect produce (Y/N)&lt;br /&gt;
*Remove dead plants (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Attacks anyone nearby with its hoe.&lt;br /&gt;
|&lt;br /&gt;
# Get a water tank.&lt;br /&gt;
#Attach a robot arm.&lt;br /&gt;
#Add a plant analyzer.&lt;br /&gt;
#Attach a bucket.&lt;br /&gt;
#Attach a mini-hoe.&lt;br /&gt;
#Add a proximity sensor to finish.&lt;br /&gt;
|-&lt;br /&gt;
!Floorbot&lt;br /&gt;
|[[File:Floorbot.gif|frameless]]&lt;br /&gt;
|Automatically repairs damaged floortiles – niche, but useful in the case of mass damage. Keep in mind Floorbots have a limited number of tiles. This number can be checked (and refilled) by opening the control panel.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Improves Floors (Y/N)&lt;br /&gt;
* Finds tiles (Y/N)&lt;br /&gt;
*Make single pieces of metal into tiles when empty (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Tears up tiles and lattice instead.&lt;br /&gt;
| &lt;br /&gt;
#Obtain an empty toolbox.&lt;br /&gt;
#Add 10x floor tiles.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Attach a robot arm to finish.&lt;br /&gt;
|-&lt;br /&gt;
!Medibot&lt;br /&gt;
|[[File:Medbot.gif|frameless]]&lt;br /&gt;
|Injects people with chemicals when they are injured more than the set healing threshold. Produces Tricordrazine by default - if set to use a beaker, and a beaker with a chemical is put in them, they will inject that chemical into patients instead.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
* Healing threshold (--/-/+/++)&lt;br /&gt;
*Injection level (-/+)&lt;br /&gt;
*Reagent source (Loaded Beaker (When available)/Internal Synthesizer)&lt;br /&gt;
*Treatment report is: (on/off)&lt;br /&gt;
*The speaker switch is (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Injects people with toxin instead.&lt;br /&gt;
| &lt;br /&gt;
#Obtain an empty medkit.&lt;br /&gt;
#Attach a robot arm.&lt;br /&gt;
#Add a health analyzer.&lt;br /&gt;
#Add a proximity sensor to finish.&lt;br /&gt;
&lt;br /&gt;
Optional: Insert beaker filled with the chemical of your choice.&lt;br /&gt;
|-&lt;br /&gt;
!Securitron &lt;br /&gt;
|[[File:Secbot.gif|frameless]]&lt;br /&gt;
|A little security robot that patrols the station looking for CRIME.&lt;br /&gt;
&lt;br /&gt;
Note: The Securitron cannot currently be constructed on-station.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Check for weapon authorization (Y/N)&lt;br /&gt;
*Check security records: (Y/N)&lt;br /&gt;
*Check arrest status: (Y/N)&lt;br /&gt;
*Report arrests: (Y/N)&lt;br /&gt;
*Auto patrol (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Runs around stunning and arresting everyone in sight.&lt;br /&gt;
|&lt;br /&gt;
#Use a screwdriver on a remote signaling device.&lt;br /&gt;
#Attach device to a security helmet.&lt;br /&gt;
#Weld.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
# Attach a robot arm.&lt;br /&gt;
#Add a stun baton to finish.&lt;br /&gt;
|-&lt;br /&gt;
!ED-209 Security Robot &lt;br /&gt;
|[[File:Ed209.png|frameless]]&lt;br /&gt;
|A bigger, meaner security with a ranged taser gun.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Check for weapon authorization (Y/N)&lt;br /&gt;
*Check security records: (Y/N)&lt;br /&gt;
*Check arrest status: (Y/N)&lt;br /&gt;
*Report arrests: (Y/N)&lt;br /&gt;
*Auto patrol (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Runs around shooting and arresting everyone in sight.&lt;br /&gt;
| &lt;br /&gt;
#Print a robot frame.&lt;br /&gt;
# Add 5x steel sheets to reinforce.&lt;br /&gt;
#Add two robot legs (one left, one right).&lt;br /&gt;
#Add a subdermal armor augment.&lt;br /&gt;
#Weld.&lt;br /&gt;
#Add a security helmet.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Wire with cable coil.&lt;br /&gt;
#Attach a stun revolver.&lt;br /&gt;
#Screwdriver to secure.&lt;br /&gt;
#Insert a power cell to finish.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exosuits ==&lt;br /&gt;
Construction of exosuits is restricted by ID, so they are typically the product of the Roboticist. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Circuit Imprinter.&lt;br /&gt;
&lt;br /&gt;
Exosuits are fully modular and consist of a number of parts. You can mix and match part sets of as you wish. Each has different stats!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#Build a set of motivators, a set of manipulators, a chassis, an exosuit frame, some exosuit armor, an exosuit control module and a set of sensors.&lt;br /&gt;
#Paint the parts with a floor painter if you want to.&lt;br /&gt;
#Head now to the &amp;quot;Cyborg&amp;quot; category. You will need a camera, 2 actuators, 1 diagnosis unit and 1 robot radio&lt;br /&gt;
#Procure 10x [[File:Steel sheets.png|frameless]] material sheets to reinforce the exosuit (melting point is most important value here).&lt;br /&gt;
#Obtain a [[File:Powercell.png|frameless]] power cell and [[File:Cable coil.png|frameless]] cable coil&lt;br /&gt;
# Print up to two software boards and insert them in the exosuit control module (IMPORTANT; DO IT BEFORE INSERTING IT IN THE SENSORS)&lt;br /&gt;
#Examine each of the exosuit parts and insert in them the required components.&lt;br /&gt;
#Attach the exosuit parts to the frame.&lt;br /&gt;
#(Use whatever material you prefer)&lt;br /&gt;
#[[File:Wrench.png|frameless]] Wrench&lt;br /&gt;
#[[File:Welding tool.gif|frameless]] Weld&lt;br /&gt;
#[[File:Cable coil.png|frameless]] Cable Coil&lt;br /&gt;
#[[File:Wirecutters.png|frameless]] Wirecutters&lt;br /&gt;
#If you haven&#039;t painted the individual parts, you can still paint the entire exosuit now.&lt;br /&gt;
#[[File:Screwdriver.png|frameless]] Screwdriver&lt;br /&gt;
&lt;br /&gt;
Construction of the exosuit is sped up by the Devices and Electrical Engineering skills.&lt;br /&gt;
&lt;br /&gt;
===Exosuit Equipment===&lt;br /&gt;
Various tools and weapons can be attached to exosuits, providing them with ability to perform different tasks. Exosuit equipment is built by the Exosuit Fabricator (in the &amp;quot;Exosuit Equipment&amp;quot; menu). To attach piece of exosuit equipment, simply click on the exosuit with the equipment in-hand. Examine both the equipment and the exosuit to see if they have a common slot free for the installation to take place. An exosuit must have the appropriate software installed in order for a piece of equipment to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Required Software&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Slots&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
|-&lt;br /&gt;
!Floodlight&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Mechequip floodlight.png|frameless]]&lt;br /&gt;
|An exosuit-mounted light.&lt;br /&gt;
|Shoulder (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Engineering 1&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit flash&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip flash.png|frameless]]&lt;br /&gt;
|An exosuit-mounted flash.&lt;br /&gt;
|Shoulder (Either) &lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 1&lt;br /&gt;
|-&lt;br /&gt;
!Energy shield drone&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip shielddroid.png|frameless]]&lt;br /&gt;
|An energy deflector system designed to stop projectiles before they become a threat.&lt;br /&gt;
|Back&lt;br /&gt;
|20000 Steel&lt;br /&gt;
12000 Silver&lt;br /&gt;
&lt;br /&gt;
12000 Gold&lt;br /&gt;
| Materials 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
&lt;br /&gt;
Power 4&lt;br /&gt;
&lt;br /&gt;
Combat 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted electrolaser&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip taser.png|frameless]]&lt;br /&gt;
|An exosuit-mounted electrolaser. Handle with care.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 1&lt;br /&gt;
|-&lt;br /&gt;
!Mounted flamethrower&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip flamethrower.gif|frameless]]&lt;br /&gt;
|A Hephaestus brand &#039;Prometheus&#039; flamethrower. Draws fuel from a refillable chemical cartridge - use a crowbar to remove, and fill with welding fuel or other accelerant.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|20000 Steel&lt;br /&gt;
10000 Plastic&lt;br /&gt;
|Combat 1&lt;br /&gt;
Material 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted ion rifle&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip ionrifle.png|frameless]]&lt;br /&gt;
|An exosuit-mounted ion rifle. Handle with care. &lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
|-&lt;br /&gt;
!Mounted laser gun&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip lasercarbine.png|frameless]]&lt;br /&gt;
|An exosuit-mounted carbine rifle. Handle with care. &lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit airshield&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip atmosshield.png|frameless]]&lt;br /&gt;
|A portable atmospheric retention shield, designed to keep air in place. Press ctrl-click to switch modes.&lt;br /&gt;
|Back&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Mounted extinguisher&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip extinguisher.png|frameless]]&lt;br /&gt;
|A mech-mounted fire extinguisher. Refill by clicking on a Water Tank.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!RCD&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip rcd.png|frameless]]&lt;br /&gt;
|An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|30000 Steel&lt;br /&gt;
25000 Phoron&lt;br /&gt;
&lt;br /&gt;
15000 Silver&lt;br /&gt;
&lt;br /&gt;
15000 Gold&lt;br /&gt;
|Materials 4&lt;br /&gt;
Bluespace 3&lt;br /&gt;
&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
&lt;br /&gt;
Power 4&lt;br /&gt;
&lt;br /&gt;
Engineering 4&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit Medigel Spray&lt;br /&gt;
|Medical&lt;br /&gt;
&lt;br /&gt;
|[[File:Mechequip mender.png|frameless]]&lt;br /&gt;
|An exosuit-mounted matrix of medical gel nozzles, letting you bandage and salve patients from your mech.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Plastic&lt;br /&gt;
&lt;br /&gt;
15000 Aluminum&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
! Mounted sleeper&lt;br /&gt;
|Medical&lt;br /&gt;
|[[File:Mechequip sleeper.png|frameless]]&lt;br /&gt;
|An exosuit-mounted sleeper for patient transportation.&lt;br /&gt;
&lt;br /&gt;
|Back&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Drill&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip drill.png|frameless]]&lt;br /&gt;
|A mech-mounted mining drill. Drill heads wear out with use — make more from material sheets. Automatically moves mined ore to an Ore Box, if the exosuit has one in its hydraulic clamp&#039;s cargo storage.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit camera&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip camera.png|frameless]]&lt;br /&gt;
|A camera for remote feeds. It comes with its own transmitter!&lt;br /&gt;
|Shoulder (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Engineering 1&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit manouvering unit&lt;br /&gt;
|Utility &lt;br /&gt;
|[[File:Mechequip jet.png|frameless]]&lt;br /&gt;
|A jetpack for your exosuit – can also provide a brief speed boost. Toggle the stabilizers with ctrl-click. &lt;br /&gt;
|Back&lt;br /&gt;
&lt;br /&gt;
|20000 Steel&lt;br /&gt;
10000 Aluminum&lt;br /&gt;
&lt;br /&gt;
2500 Phoron&lt;br /&gt;
|Engineering 2&lt;br /&gt;
EM Spectrum 2&lt;br /&gt;
|-&lt;br /&gt;
!Gravity catapult&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip gravcatapault.png|frameless]]&lt;br /&gt;
|Can throw objects around (Pull mode) or move them away from target (Push mode).&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
! Hydraulic clamp&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip clamp.png|frameless]]&lt;br /&gt;
|A large, heavy industrial cargo loading clamp.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Mechete&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip mechete.png|frameless]]&lt;br /&gt;
|Like a machete, but bigger, and welded to a giant robot.&lt;br /&gt;
| Hand (Either)&lt;br /&gt;
| 10000 Steel&lt;br /&gt;
|Combat 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted plasma cutter&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip plasma.png|frameless]]&lt;br /&gt;
|An industrial plasma cutter mounted onto the chassis of the mech. The additional size means increased coherency at longer range.&lt;br /&gt;
|Hand (Either), Shoulder (Either)&lt;br /&gt;
|20000 Steel&lt;br /&gt;
|Combat 2&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Engineering 3&lt;br /&gt;
|-&lt;br /&gt;
!Mounted rotatory plasma cutter&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip plasma.png|frameless]]&lt;br /&gt;
|A state of the art rotating, variable intensity, sequential-cascade plasma cutter.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
| 20000 Steel&lt;br /&gt;
2000 Silver&lt;br /&gt;
&lt;br /&gt;
2000 Gold&lt;br /&gt;
|Combat 3&lt;br /&gt;
Materials 5&lt;br /&gt;
&lt;br /&gt;
Engineering 3&lt;br /&gt;
|-&lt;br /&gt;
!Plasteel mech shield&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip shield.png|frameless]]&lt;br /&gt;
|A large plasteel ballistics shield, designed to protect the wielder and shove around aggressors with ease.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|40000 Steel&lt;br /&gt;
5000 Aluminum&lt;br /&gt;
|Materials 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exosuit Maintenance===&lt;br /&gt;
&lt;br /&gt;
* You can remove installed equipment using a [[File:Multitool.png|frameless]] multitool. You can also remove them using Ctrl + click on the UI from inside the exosuit.&lt;br /&gt;
*When in &#039;&#039;&#039;maintenance mode&#039;&#039;&#039; you can remove the power cell using a [[File:Screwdriver.png|frameless]] screwdriver.&lt;br /&gt;
&lt;br /&gt;
TO DISASSEMBLE&lt;br /&gt;
&lt;br /&gt;
*Enable maintenance protocols on the exosuit&lt;br /&gt;
* Use a [[File:Wrench.png|frameless]] wrench to disassemble the exosuit.&lt;br /&gt;
&lt;br /&gt;
Having done this, simply reverse the steps used to create the exosuit (and apply [[File:Crowbar.png|frameless]] crowbar when in doubt) to take out existing parts and replace them.&lt;br /&gt;
&lt;br /&gt;
====Repair====&lt;br /&gt;
&lt;br /&gt;
*Repair damage with a [[File:Welding tool.gif|frameless]] welder or [[File:Cable coil.png|frameless]] cable coil, or move the exosuit to an upgraded exosuit dock or simply replace damaged parts through maintenance procedure.&lt;br /&gt;
&lt;br /&gt;
====Removal of jammed user ====&lt;br /&gt;
An exosuit pilot can be removed from their exosuit by using &#039;&#039;&#039;aggressive intent&#039;&#039;&#039; on the exosuit (unless they locked themselves in). You may first need to &#039;&#039;&#039;open the canopy&#039;&#039;&#039;. &#039;&#039;&#039;Help intent&#039;&#039;&#039; on the exosuit will work.&lt;br /&gt;
&lt;br /&gt;
If the canopy is &#039;&#039;&#039;locked&#039;&#039;&#039; however, you will need to &#039;&#039;&#039;force&#039;&#039;&#039; the emergency release with a [[File:Crowbar.png|frameless]] crowbar.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[index.php?title=Category:Engineering Guides]]&lt;br /&gt;
[[index.php?title=Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Gaia&amp;diff=3225</id>
		<title>Gaia</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Gaia&amp;diff=3225"/>
		<updated>2025-08-07T21:31:07Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: Culture LOTS of Culture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaia, the sole planetary body within the Galilei system, is one of the only Earth-like planets known to humanity. Gaia was historically an agricultural powerhouse, supplying upwards of a quarter of humanity&#039;s agricultural products before 2292. Today, in the aftermath of the [[Gaia Conflict]], Gaia is a war-torn planet split between the occupying forces of the [[Sol Central Government]] and the [[Gilgamesh Colonial Confederation]] with only a tiny strip of land and the planetary capital of New Venice remaining under independent Gaian control.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Gaia is about one-tenth smaller than [[Earth]], and its nitrogen-oxygen atmosphere is slightly thicker. This makes Gaia marginally warmer and more favorable to farming during all seasons.&lt;br /&gt;
&lt;br /&gt;
On it&#039;s discovery and inital colonization, Gaia lacked any native plant life other then the planet&#039;s &#039;grass&#039;. This prompted a massive forestation and biodiversity campaign in the early decades of the planet&#039;s colonies. This campaign saw the planet&#039;s orignal grass lost as it was overcome by the invasive nature of brought plant life. Today the campaign is most visible in the planets forests, that while planted in areas to make it look natural, the straight rows of trees still commonly found give away their origin.&lt;br /&gt;
&lt;br /&gt;
Geographically, the planet has no oceans; however, several areas of the planet possess &#039;shot lakes,&#039; large groupings of smaller lakes interconnected by streams and rivers. The planet’s largest body of water is Lake Cabot, a large round lake on the planet&#039;s equator.&lt;br /&gt;
&lt;br /&gt;
Gaia is predominantly covered in vast, rolling plains, though the planet has several other notable geographical features. The Napoleon Mountains – a mountain range several hundred kilometers west of Lake Cabot – separates the Cabot region from the shot lakes, and the Tobruk Desert sits near the planet’s north pole.&lt;br /&gt;
&lt;br /&gt;
Gaia does not possess ice caps. While the planet has a semblance of Earth-like seasons, temperatures are only known to fall below freezing in the mountains and desert regions, and Gaia’s overall climate is distinctly Mediterranean.&lt;br /&gt;
&lt;br /&gt;
Scarred from several years of war and orbital bombardments, some areas of the planet have lost their ability to support heavy agriculture. Many Gaians fear that the Tobruk Desert may begin expanding in the coming years.&lt;br /&gt;
&lt;br /&gt;
== Modern Division ==&lt;br /&gt;
&lt;br /&gt;
=== Gaian Administrative Area ===&lt;br /&gt;
Still under a military administration over a decade after the conflict, Southern Gaia holds no representation in the Solar Assembly and is run on the planetary level by an administrative council appointed from the Fourth Fleet and Army Group Cabot ranks. The council is still headed by Brigadier General Louis Montgomery, who has become the target of most public outrage. While the administrative council has made significant efforts to rebuild the region following the war (primarily out of security concerns), the region functions more like an occupied state than a member of the SCG, and Solar peacekeeping forces supplant civilian law enforcement in many areas. This continues to contribute to the tense political situation in the South, where politics are conducted at the municipal level, with pro-autonomy parties regularly in office.&lt;br /&gt;
&lt;br /&gt;
=== Independent City of New Venice ===&lt;br /&gt;
Established as an international city-state with the Treaty of New Venice, New Venice remains a bastion of Gaian politics and independence on the shores of Lake Cabot. With the mayor holding total executive powers held in check by an elected fifteen-seat city council, the independent city functions much more like a government in exile than a city government, continuing to maintain public services across the planet, notably the issuance of passports, all on-planet diplomacy, and infrastructure. Gaians cannot be prosecuted for public statements within the city, and this loophole has been used to a great extent by many across both hemispheres to decry the situation many Gaians have found themselves in in the years following the conflict.&lt;br /&gt;
&lt;br /&gt;
=== Protectorate of Gaia ===&lt;br /&gt;
The Protectorate of Gaia consists of Gaia’s Northern hemisphere, under GCC occupation. Northern Gaia holds no representation in the Confederation&#039;s Directory. While an elected parliament and Prime Minister run the Protectorate, its operations are directly beholden to a Governor General appointed by the Directory. Under the Governor General, the Protectorate government has prioritized the production of agricultural goods for the GCC, paying little heed to other issues. While the relative lack of oversight has granted Northern Gaians greater freedom than their Southern counterparts, post-war reconstruction has remained stagnant outside the agricultural sector, and many former urban areas remain in disrepair. Today, Gaian exports comprise almost a quarter of the GCC’s imported food supply.&lt;br /&gt;
&lt;br /&gt;
The present Governor-General, Vice-Admiral Mira Novak, has held the post since the 2304 retirement of Vice-Admiral Lee. Her hands-off approach has left public opinion lukewarm at best, with most day-to-day matters left to the parliament. However, few Gaians have forgotten the brutal policing and orbital bombardments of the Gaia Conflict.&lt;br /&gt;
&lt;br /&gt;
=== The Political Tinderbox ===&lt;br /&gt;
Compared to the past decade, Gaia is relatively stable – at least on the surface. As it stands, the planet as a whole is not in a position to change sides or suddenly erupt as an independent state without a sudden rallying factor. While Gaians might protest in the streets of Syracuse or New Madrid against different governments, the one unifying factor for any Gaian who survived the conflict is an absolute anti-war stance. The right spark – say, the [[Timeline of Canon Events|threat of another conflict]] – and the planet stands to go off like a powder keg to ensure their own survival.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
=== Northern Gaia ===&lt;br /&gt;
&lt;br /&gt;
==== New Madrid ====&lt;br /&gt;
New Madrid is the Administrative Capital of the North and the second most significant metropolis on the planet, situated amongst the ‘great shot lakes’; the New Madrid Prefecture encompasses the city of New Madrid and its many suburbs that wrap around the thousands of lakes within the Prefecture. New Madrid recently took control of the former Confederation Naval Yards, built by the ICCGN during the conflict as a resupply base; today, it is the largest public transit hub on the planet and often the first stop for travellers heading further into the GCC.&lt;br /&gt;
&lt;br /&gt;
New Madrid is regarded by many in the SCG as one of the safest tourist destinations within the GCC. The city contains a vibrant entertainment district, with countless casinos and resorts on its many lakes.&lt;br /&gt;
&lt;br /&gt;
==== GCNB Tobruk ====&lt;br /&gt;
Gilgamesh Confederation Naval Base Tobruk covers the western half of the Tobruk Desert, sitting at the north end of the Napoleon Mountain range, GCNB Tobruk is the only permanent posting for Confederation Naval Forces within the Galilei System and from where all Naval activity within the System is based from.&lt;br /&gt;
&lt;br /&gt;
=== Venetian DMZ ===&lt;br /&gt;
&lt;br /&gt;
==== New Venice ====&lt;br /&gt;
New Venice, the largest city on the planet and officially the capital of Gaia, is – in practice – the only remnant of independence on the planet. Established as an international city with the Treaty of New Venice, the mayor regularly mediates between the SCG and GCC.&lt;br /&gt;
&lt;br /&gt;
Set on the southern shore of Lake Cabot, the city houses many governmental offices for both the North and South, as well as the SCG and GCC, resulting in the unique occurrence where members of the two rival superpowers&#039; governments live and work in somewhat close quarters.&lt;br /&gt;
&lt;br /&gt;
The New Venice Constabulary is the only armed force permitted within the city and DMZ as a whole, with all others (including Gaian civilians) forced to relinquish their weapons for the duration of their stay. Enforcement of this policy is limited outside the city itself, however, mainly owing to a lack of manpower.&lt;br /&gt;
&lt;br /&gt;
==== The Strip ====&lt;br /&gt;
The Strip is the name of the 300-kilometre-wide DMZ that spans the planet’s equator, given to it by the Gaian populace. Not even a speedbump in the event of a conflict, the Strip is run by the government in New Venice with little oversight from either the North or South. Many strip residents cling fiercely to their independence, refusing to bend to Sol or the GCC; they are largely left to their own devices by the New Venice Constabulary, who are more concerned with enforcing the law in the capital.&lt;br /&gt;
&lt;br /&gt;
=== Southern Gaia ===&lt;br /&gt;
&lt;br /&gt;
==== Syracuse ====&lt;br /&gt;
Syracuse, renamed from New Syracuse in 2271, is the South’s largest city and its administrative capital. A manufacturing city before the Gaia Conflict, Syracuse has seen a boost in the industry since the division of the planet, with Sol encouraging a shift from agriculture to manufacturing. Syracuse houses many of the planet’s workshops for agricultural equipment, exported both to the North and off of the planet; it is quickly becoming one of the largest agrarian equipment exporters in human space.&lt;br /&gt;
&lt;br /&gt;
Situated on the Catalonian River, the city offers less in the way of nightlife than its Northern brother; instead, the lights of cargo vessels are often the only thing illuminating the vast river during the night.&lt;br /&gt;
&lt;br /&gt;
==== SCGDFB Cabot ====&lt;br /&gt;
SCG Defence Forces Base Cabot is the primary basing location for SCG PDF forces on the planet; unlike its Northern twin, DFB Cabot is situated an hour up the Catalonian River from Syracuse, with the area the base controls being industrial lands before the conflict, the land was quickly appropriated by the Fourth Fleet to be their embarkation point on the planet, with quick access to the civil populace when required.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* Most Gaians are trilingual, speaking the planet&#039;s native Iberian, Zurich Common, and Pan-Slavic.&lt;br /&gt;
* The South has a larger population and economy but is less stable than the North due to unrest and the continuation of the Military Administration.&lt;br /&gt;
* Native-born and naturalized Gaians are entitled to free transit of the planet and the right to bear arms. Northern Gaians are not eligible for service in the GCC’s military forces but are exempted from the GCC’s mandatory state service.&lt;br /&gt;
* People on Gaia can be broadly divided into four categories:&lt;br /&gt;
** Native Gaians: Gaians who were born on the Planet.&lt;br /&gt;
** Naturalized Gaians: Gaians who were not born on the planet but immigrated onto the planet before the Conflict and were afforded the rights of native Gaians due to their &amp;quot;naturalization by fire&amp;quot;.&lt;br /&gt;
** Temporary Residents: People who live and work on Gaia temporarily, such as Colonial Guard or Army Group Cabot personnel who do not intend to remain on the planet.&lt;br /&gt;
** &amp;quot;The New Wave&amp;quot;: New immigrants who have moved to the planet following the Conflict; these immigrants, particularly those of Core Solar origin, are sometimes seen as ‘taking advantage’ of the occupied planet.&lt;br /&gt;
&lt;br /&gt;
=== Societal ===&lt;br /&gt;
Gaian society was founded, and remains rooted in agrarianism. Combined with a communal identity, Gaians heavily focus on a &#039;one for all&#039; approach to both governance and community, with family farms, or stations should they be sizeable enough, seldom passed outside of the family that owns them. This communal identity also appears in Gaian&#039;s religious beliefs, with less then 20% of respondents in the 2310 census reporting as Agnostic, Atheist, or otherwise non-religious.&lt;br /&gt;
&lt;br /&gt;
==== Holidays ====&lt;br /&gt;
The Gaian calendar possesses a more then average number of holidays, and while few are &#039;statutory&#039; holidays, where governmental operations and private business close, all are deeply rooted in Gaian culture.&lt;br /&gt;
&lt;br /&gt;
===== Statutory =====&lt;br /&gt;
Statutory Holidays are observed by all Gaians, and are largely based around key moments in Gaia&#039;s history.&lt;br /&gt;
&lt;br /&gt;
National Day of Mourning - January 16th - The start date of the Gaia Conflict, the only holiday where the planet truly comes to a stop, with widespread memorial services, public gatherings, and mourning. Notably the only holiday that does not possess any celebratory aspects.&lt;br /&gt;
&lt;br /&gt;
Founding Day - March 15th - Commemorating the official unification of the planet into the Gaian Republic.&lt;br /&gt;
&lt;br /&gt;
Labour Day - September 1st - Annual day of celebration of the labour movement.&lt;br /&gt;
&lt;br /&gt;
Harvest Day - September - Not a fixed holiday, Harvest day is held during the Harvest Moon (full moon closest to the fall equinox) to celebrate the contributions of Gaian farmers.&lt;br /&gt;
&lt;br /&gt;
Remembrance Day - November 11th - Much like the National Day of Mourning, Remembrance Day commemorates &#039;all those who have or will have given their lives in the defence of liberty and freedom in the past, present, or future.&#039;&lt;br /&gt;
&lt;br /&gt;
===== Non-Statutory =====&lt;br /&gt;
Non-Statutory holidays are primarily religious in nature, and thus are not universally observed, though many secular holidays are still widely commemorated. - Of Note, due to Gaian society having a strong religious influence, all religions holidays are recognized by the Gaian Government, and to list them all would be impossible.&lt;br /&gt;
&lt;br /&gt;
New Year&#039;s Day - January 1st&lt;br /&gt;
&lt;br /&gt;
Christmas Day - January 6th, 7th, 19th, December 25th&lt;br /&gt;
&lt;br /&gt;
All Saints Day - November 1st&lt;br /&gt;
&lt;br /&gt;
Mariner&#039;s Day - November 10th - To commemorate the merchant marine, and all those who have given their life at sea.&lt;br /&gt;
&lt;br /&gt;
Boxing Day - December 26th&lt;br /&gt;
&lt;br /&gt;
Rosh Hashanah - Varying Dates in September&lt;br /&gt;
&lt;br /&gt;
Yom Kippur - Varying Dates in September/October&lt;br /&gt;
&lt;br /&gt;
Ramadan - Varying Dates&lt;br /&gt;
&lt;br /&gt;
=== Culinary ===&lt;br /&gt;
Gaia has always had an extremely strong culinary culture resulting from it&#039;s status as a garden world. Historically rooted in Earth&#039;s Mediterranean Cultures, primarily Latin (Spanish, Portuguese, French, Italian), but with heavy Greek, and Maghreb influences as well as minor influence from other Mediterranean Cultures.&lt;br /&gt;
&lt;br /&gt;
Rooted around the &#039;holy trinity&#039; of Olives, Grapes, and Wheat, Gaian cuisine goes hand in hand with the planet&#039;s agrarian communal identity, with holidays and other celebratory events often centred around a grand meal. Divided into numerous courses, a true feast often lasts the course of several days. Staple items include olives as well as olive oil, grapes, cheeses, and wheat based dishes.&lt;br /&gt;
&lt;br /&gt;
Having imported Earth&#039;s flora and fauna, Gaian livestock is regionally divided, with the majority of the planet covered in vast grassy plains, Gaia&#039;s largest population of livestock is cattle, with high numbers of sheep and poultry across the grasslands while the Napoleon mountains boast large numbers of goats.&lt;br /&gt;
&lt;br /&gt;
Gaia&#039;s geography, lacking oceans but plentiful in lakes and rivers also contributes to a sizeable seafood industry. In a desire to keep the food supply as &#039;natural&#039; as possible, industrial scale fishing is extremely regulated, with fish farms only permitted on Lake Cabot, primarily producing shellfish.&lt;br /&gt;
&lt;br /&gt;
The high agricultural output of the planet allows Gaia to not rely on just growing foodstuffs. Gaian olive oil is widely sought after, extremely low cost allowing even the most isolated of the human frontier to be able to afford it. Gaian wine is often regarded as some of the highest quality in human space, easily beating Tadmorian wines in sale numbers, primarily due to production capabilities permitting much lower costs.&lt;br /&gt;
&lt;br /&gt;
Gaia has historically possessed a &#039;laisse-faire&#039; attitude towards plant based drugs, with tobacco production producing high quality cigars and cigarettes. As well, low-grade drug producing plants such as coca, poppies, and cannabis is common, with the vast majority of production for the industrial and medical uses of the products in stimulants, painkillers and hemp, a minority of production remains for narcotics production, though under much higher regulation then the industrial sectors.&lt;br /&gt;
&lt;br /&gt;
=== Character Tips ===&lt;br /&gt;
Most Gaians can clearly remember the conflict. Many are the people they are today because of it. Gaians are stubbornly attached to their homeworld, with Gaia not experiencing the exodus following the conflict that many Confederation planets saw, even though the planet was by far the most damaged – for most, Gaia is the only home they’ve ever known. They can remember everything quite clearly, and the memories of war are far more prevalent in the public consciousness than elsewhere in human space; you cannot go more than a few kilometres without passing some sign of the conflict, be it a silent memorial along the side of a road, a cratered field surrounding an abandoned farmstead, or the respectfully-maintained graveyards where civilians and combatants lay side by side.&lt;br /&gt;
&lt;br /&gt;
Gaians remember it all and will continue to remember it for generations to come. Colonial Guard troops assigned to Galilei are hand-picked career personnel who understand the gravity of their duties. Along with the PDF troops of Army Group Cabot, they’ve come to understand that the glares and scorn they receive daily are rooted in an ever-present loathing of the fact that they are on the planet at all.&lt;br /&gt;
&lt;br /&gt;
=== Flags ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Polity&lt;br /&gt;
!Flag&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Pre-Conflict, New Venice, The Strip&lt;br /&gt;
|[[File:Gaia pre-conflict.png|center|frameless]]&lt;br /&gt;
|Still extremely popular among the populace, this flag is commonly flown across the planet, with most still considering this flag the ‘correct’ Gaian flag.&lt;br /&gt;
|-&lt;br /&gt;
|Gaian Administrative Area&lt;br /&gt;
|[[File:Gaia SCG.png|center|frameless]]&lt;br /&gt;
|Rarely seen outside of government property, this flag is only seen in the hands of the general public when it’s being burned during protests against the ongoing military occupation.&lt;br /&gt;
|-&lt;br /&gt;
|Protectorate of Gaia&lt;br /&gt;
|[[File:Gaia GCC.png|center|frameless]]&lt;br /&gt;
|Similarly to its Southern brother, this flag suffers from the same lack of popularity as the South’s; however, it is popular among Confederate immigrants, and is backed by a civilian government.&lt;br /&gt;
|-&lt;br /&gt;
|New Madrid Prefecture&lt;br /&gt;
|[[File:Gaia New Madrid.png|center|frameless]]&lt;br /&gt;
|The addition of the dove in 2299 to this flag was considered controversial at the time. However, many have warmed to this flag over the years, being a common sight alongside Pre-conflict flags in the New Madrid Prefecture, or flown by fans at sports events.&lt;br /&gt;
|-&lt;br /&gt;
|Syracuse Prefecture&lt;br /&gt;
|[[File:Gaia Syracuse.png|center|frameless]]&lt;br /&gt;
|Once again, a flag that has grown more popular over time, it’s common to see this flag flying across Syracuse and at sports events.&lt;br /&gt;
|-&lt;br /&gt;
|Gaian ‘Rebel’ Flag&lt;br /&gt;
|[[File:Gaia Independence.png|center|frameless]]&lt;br /&gt;
|While variations of the ‘Rebel’ flag exist, its most common form is a pre-conflict banner with defiant text sewn on; these flags are commonly flown during protests or as a replacement for the standard pre-conflict flag by more outspoken Gaians.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first sleeper ships arrived in the Galilei system in the 2130s, settling at the sites of what would become Gaia’s modern metropolises. By the middle of the century, these colonies had formed a loose planetary government based in New Venice.&lt;br /&gt;
&lt;br /&gt;
Like other sleeper colonies, Galilei would not re-establish contact with Sol until the late 22nd century. By that time, the Terran Commonwealth was embroiled in its war against the Ares Confederation. When the Sol Central Government finally rose from the Commonwealth’s ashes, Sol was in no shape to look towards other systems – with the SCG turning inward, Gaia would retain its independence for the next sixty years. Between 2230 and 2270, Gaia settled into limited trade arrangements with nearby systems; agricultural exports (particularly exports to the newly-expanding Gilgamesh) formed the bulk of Gaian trade during this period.&lt;br /&gt;
&lt;br /&gt;
As the SCG began to reassert its presence beyond Sol – and as the GCC expanded its reach ever further – Gaia entered an era of significant political uncertainty, with pressure from both the SCG and GCC causing almost constant elections in the two decades before the war, ending with a planet-wide referendum to join the SCG passing by a razor-thin margin. Following the Gilgameshi occupation of Gaia, the Government of the Republic declared that the Gaian Parliament would be dissolved and that the parliament could only be recalled for planet-wide elections by the Mayor of New Venice at &#039;the soonest reasonable time.&#039; The old Gaian Parliament has remained defunct as the planet remains divided.&lt;br /&gt;
&lt;br /&gt;
=== The Gaian Resistance ===&lt;br /&gt;
The “Gaian Resistance,” despite its name, was primarily composed of SCG military forces: the remnants of Colonel Montgomery’s forces, reinforced by survivors of the First and Fourth Fleets’ slaughter in Gaian orbit, dispersed into the Gaian countryside and fought against Gilgameshi occupation as a guerilla force after failing to hold New Venice.&lt;br /&gt;
&lt;br /&gt;
The Montgomery resistance was highly decentralized, operating among the planet’s many forests and mountains and entrenching their facilities amidst basements, farms, and other residential areas; the resistance actively sought to integrate itself into populated areas, and it was not uncommon for members to employ civilians in its operations or to hide themselves amongst civilians directly. This dissuaded the GCC Navy from using overwhelming orbital strikes against known resistance operations but demonstrably resulted in Gaian casualties throughout the war – both through accidental casualties during bombardments and from brutal GCC crackdowns against alleged insurgents.&lt;br /&gt;
&lt;br /&gt;
The Gaian populace suffered dearly in the crossfire between the GCC occupation and Montgomery’s guerillas. Cities became battlefields; fertile fields became bombed-out, mine-studded husks, and many Gaians grew bitter and fearful towards Solars and Confederates alike. &lt;br /&gt;
&lt;br /&gt;
=== Modern Resistance ===&lt;br /&gt;
The end of the conflict did not end underground resistance operations on the planet – merely shifting who they consisted of and their goals. Outposts established throughout the conflict by “Monty’s Militia” (or, more derisively, “Monty’s Murderers”) quickly gave Gaians who wished the conflict resolved differently bases to begin operations. Vastly more popular among the greater populace than their wartime predecessors, today, scattered groups are unified in their desire to remove outside influence from Gaia. Offhandedly known as either the “Gaian People’s Front” or the “People’s Front of Gaia,” copied from two of the planet’s most popular political parties, most groups are numbered in the low dozens. They often lack central leadership, and goals and motivations can shift wildly from group to group. However, all seek to remove Gaia from the yoke of off-world control.&lt;br /&gt;
&lt;br /&gt;
More active across the Southern half of the planet, the confederation’s hands-off approach to the planet and their tendency to respond with overwhelming force regulate the ire of most groups towards the Military Occupation Forces of Army Group Cabot. They rarely strike out, with actions that result in open firefights often extremely brief and one-sided; they prefer not to spill blood if it’s not required, leaving troops handcuffed to road signs or guardrails to warn others not to return.&lt;br /&gt;
&lt;br /&gt;
=== Present Ongoing ===&lt;br /&gt;
The Gaian people’s spirit wasn&#039;t broken, though battered and bruised throughout the conflict. Across the planet, the whispers of resistance have quietly persisted to the present day, with dozens of municipal leaders across the South and a sizable chunk of the Protectorate’s parliament officially holding pro-independence views. Neither the GCC nor the SCG has shown signs of yielding, however: Official statements from the Directory of the Confederation have upheld that the Confederation would not block Gaian re-unification provided the planet remained under Gilgamesh&#039;s ‘protection’, while the SCG has flatly stated they are content with the status quo.&lt;br /&gt;
&lt;br /&gt;
Still, the Gaian people continue their daily lives, with many quietly waiting for the day of their return to complete self-determination.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
=== SCG ===&lt;br /&gt;
Gaia&#039;s relationship with the SCG is long and muddied. With Gaia having established itself as a self-sufficient planet over a century prior, it was a surprise to many in Sol that Gaia was open to reintegration. To many Gaians, the referendum to join Sol represented the planet’s best hope of remaining a free planet and avoiding the encroachment of the rapidly expanding GCC – a hope which, following the Gaia Conflict, has been violently and brutally dashed. Today, while some parts of the South remain pro-Sol, many Gaians feel betrayed by the SCG. This sentiment has only been reinforced by the SCG’s continued occupation of Southern Gaia, with malcontent only worsening as the years drag on. Still, for many – particularly those who bore the brunt of the GCC’s occupation – the SCG remains the lesser of two evils.&lt;br /&gt;
&lt;br /&gt;
=== GCC ===&lt;br /&gt;
Gaia’s history with the GCC is, likewise, complicated. Relations between Gaia and the Confederation began shortly after the latter’s founding, with Gilgameshi diplomats reaching out to secure imports of Gaian agricultural goods. Trade continued throughout the 23rd century, and as the GCC expanded, the more it came to rely on Gaian crops. Gilgamesh’s presence on Gaia likewise increased – by the turn of the century, immigrants from Terra and other GCC colonies made up a sizable minority on Gaia.&lt;br /&gt;
&lt;br /&gt;
In the weeks following the referendum to join the SCG, many in the Gaian government feared the worst: With the GCC’s reliance on Gaian agriculture, it was bound to take action. These fears would quickly prove accurate, and the conflict would see Gaia battered and bombarded under GCC occupation.&lt;br /&gt;
&lt;br /&gt;
Today, the relationship is much more bitter than anything. With the Confederation staying out of Gaian domestic matters and the Governor General seldom using their veto power to date. Still, most Gaians are old enough to remember the manhunts, and some continue to find themselves looking over their shoulders to this day. This extends through the Protectorate’s government as well, as Internal Defense keeps a close eye on members of the Northern Parliament, with occasional visits for ‘friendly’ chats if they get too unruly.&lt;br /&gt;
&lt;br /&gt;
=== Frontier Alliance ===&lt;br /&gt;
The [[Frontier Alliance]]’s emergence onto the galactic scene has piqued the interest of many on Gaia, finding themselves sympathetic to the desire of the Alliance to rid themselves of influence from Sol. However, this does not mean Gaia wishes to join, with most wishing for Gaia to keep to itself. As of now, Gaians continue to observe and take notes – both of the Alliance’s actions and of Sol and the Confederation’s responses.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Colonies]][[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3221</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3221"/>
		<updated>2025-08-03T19:15:41Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: Filled out Planetary and Corpo citizenship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup&lt;br /&gt;
|reason = This page a work in progress and actively under construction. There information herein is currently being updated and should not yet be treated as accurate.}}&lt;br /&gt;
The [[Sol Central Government]] has many tiers of civic status that an individual can possess, intertwined with many levels of local, planetary, and federal citizenship. This page will help outline these categories as they are described in law. While this page covers federal civic status – which guarantees many of the fundamental rights and protections of sapients within the SCG – many people living within Sol self-identify with their planet or colony of residence, whose civic infrastructures can vary wildly within the broader framework of the SCG.&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The primary sources of Solar citizenship are:&lt;br /&gt;
&lt;br /&gt;
* By birth:&lt;br /&gt;
** Humans born within SCG space are automatically SCG citizens. For the purposes of determining citizenship, SCG space includes:&lt;br /&gt;
*** Any colony of the SCG, plus the space within a certain distance of said colony determined by colony charter. &lt;br /&gt;
*** Any station, vessel, or gateway licensed under an SCG registration.&lt;br /&gt;
** Children of SCG citizens are automatically granted SCG citizenship.&lt;br /&gt;
*** Artificially-born humans (e.g. “vat-borns”) are considered the legal child of the person(s) who commissioned their creation and are eligible for citizenship accordingly. &lt;br /&gt;
* By naturalization: &lt;br /&gt;
** Non-citizens living within the SCG are eligible to apply for citizenship so long as they meet the following criteria:&lt;br /&gt;
*** Are human.&lt;br /&gt;
*** Have been a permanent resident for at least 5 years (see below).&lt;br /&gt;
*** Have no felony convictions within the SCG.&lt;br /&gt;
&lt;br /&gt;
Additionally, all applicants are subject to screening and review by the Bureau of Citizenship. This is often a long, drawn-out process, with additional scrutiny given to emigrants from “high-risk” areas (namely, emigrants from the [[Gilgamesh Colonial Confederation|GCC]] and [[Gaia|Northern Gaia]]). &lt;br /&gt;
&lt;br /&gt;
Under the current SCG Charter, only humans are eligible for citizenship. This is a highly controversial issue and one currently being debated in the Solar Assembly.&lt;br /&gt;
&lt;br /&gt;
=== Rights ===&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law. Citizenship is a prerequisite for service within many of the SCG&#039;s state services, including the [[Sol Central Government Fleet|Fleet]] and the [[Expeditionary Corps]], as well as the [[Sol Central Government Army|Army]] (which restricts membership to natural-born citizens only). Some exceptions apply in the case of positronics (see below). Additionally, only citizens may vote in Solar elections or hold elected office within the SCG. &lt;br /&gt;
&lt;br /&gt;
== Permanent Residents ==&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Permanent residency is a legal status granted to individuals who are non-citizens but are allowed to live permanently within the SCG. Barring special cases, permanent residency is usually the first step towards becoming a naturalized citizen; it also covers rights and status for those who live within the SCG but are unwilling or unable to pursue full SCG citizenship. &lt;br /&gt;
&lt;br /&gt;
To obtain permanent residency, a person must apply for a Permanent Residency Card with the Bureau of Citizenship. The following groups may apply for permanent residency:&lt;br /&gt;
&lt;br /&gt;
* Spouses and immediate relatives (parent, child, sibling) of current SCG citizens and permanent residents.&lt;br /&gt;
* Workers employed within the SCG.&lt;br /&gt;
* Asylum seekers.&lt;br /&gt;
* Free [[positronics]] created within the SCG or falling into any of the previous categories.&lt;br /&gt;
* Any persons without citizenship or permanent resident status who do not otherwise fall into one of the previous categories, provided they arrived in the SCG before age 14.&lt;br /&gt;
&lt;br /&gt;
As with citizenship applications, applications for permanent residency are subject to stringent screening and review by the Bureau of Citizenship. Only humans and positronics are currently eligible for permanent residency.&lt;br /&gt;
&lt;br /&gt;
=== Rights ===&lt;br /&gt;
Residents are afforded almost all the same rights as citizens with the exception of the ability participate in government or state service.&lt;br /&gt;
&lt;br /&gt;
== Visitors ==&lt;br /&gt;
Visitors are persons who are temporarily in the SCG, usually under a visa.   The SCG issues a variety of both short-term and long-term visas, including for work, education, leisure, and asylum, as well as immigration visas for those intending to seek permanent residence later on. Visas are usually obtained at a local SCG consulate in the area a visitor is traveling from or through a direct application with the Ambassadorial Service if a consulate is unavailable. Certain corporations retain the right to issue visas directly, though corporate visas are usually subject to additional restrictions and only apply under their jurisdiction. &lt;br /&gt;
&lt;br /&gt;
All sapient species are eligible to apply for visas within the SCG, though under some circumstances, the SCG does not require a visa for visitation. For example, traveling through SCG space does not usually require a visa. Additionally, certain non-SCG groups (such as members of affiliated colonies) do not require a visa to visit neighboring SCG systems.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to sapients in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Other Citizenship Categories ==&lt;br /&gt;
&lt;br /&gt;
=== Planetary Citizenship ===&lt;br /&gt;
Individuals can possess citizenship of a member state of the SCG while not holding SCG citizenship, this in traditionally held by people of colonies which recently integrated into the SCG, however many immigrants to the SCG who obtain Visitor status or Permanent Residency and do not wish (or are unable) to acquire citizenship of the SCG will still hold citizenship of the planet on which they reside.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Citizenship ===&lt;br /&gt;
Most major Corporations within the SCG (specifically the [[Corporations#The Five Megacorporations|&#039;Big Five&#039;]]) hold the right to issue their employees corporate citizenship, which only applies within corporate installations. This citizenship is entirely separate from SCG Citizenship, and is issued at the digression of the Corporation issuing it. This means that a Visitor to Solar space can hold Corporate Citizenship.&lt;br /&gt;
&lt;br /&gt;
== Special Cases ==&lt;br /&gt;
&lt;br /&gt;
=== Positronics ===&lt;br /&gt;
With their origins entirely within the SCG, as well as third generations being shackled, positronics, while not Citizens, are able to join the uniformed services of the SCG, with second generation IPCs able to join the Expeditionary Corps, and third generation able to join both the Fleet and Corps.&lt;br /&gt;
&lt;br /&gt;
=== Gaia ===&lt;br /&gt;
While on paper, Gaians would not usually be permitted admittance to the Expeditionary Corps or Defence Forces, as the planet is legally not a member state of the SCG, the ongoing military administration has routinely ignored tradition with ideas of Gaians in the service furthering the Gaian South&#039;s allegiance and dependency on the SCG, thus, provided they have never resided in Gaia&#039;s Northern Hemisphere post-conflict, they are permitted to join the EC or Defence Forces.&lt;br /&gt;
&lt;br /&gt;
This policy is somewhat controversial, with the argument against it is one of following legal precedent. This however has been overshadowed by the reality on the ground, with the vast political capital held by Brigadier General Montgomery along with the mandate he holds as Military Governor of the Gaian Administrative Area permitting the regulations to be bent.&lt;br /&gt;
&lt;br /&gt;
=== Copernicus and the Frontier Alliance ===&lt;br /&gt;
The SCG does not recognize the secession of Copernicus and inhabitants of [[Iolaus]] and [[Brahe]] retain their SCG civic status. In practice this primarily affects refugees and expatriates, as the SCG considers the [[Frontier Alliance]] a terrorist organization and Copernicus is under active blockade. Inhabitants of the Frontier Alliance colonies of Kaze, Umiri, and Sunset are not considered Solar citizens. &lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
Upon the integration of a new colony into the SCG, all those who younger than 14 would instantly become citizens of the SCG, while all other members of the colony would become residents with extra privileges. Specifically, the ability to take part in the government of that colony up to the system level, represent the colony if elected to the Solar Assembly or Senate, and serve within the Planet&#039;s PDF/SDF. They however would still be unable to serve within the SCG Armed Forces, or any appointments to the federal government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|Human&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|IPC&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Uniformed Service&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Tracker&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Agent&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Federal Government&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Work on the Torch&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+System of Origin Specific Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|All SCG&lt;br /&gt;
|Default&lt;br /&gt;
|Yes&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|All GCC&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gaia&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Human&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Positronic&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Corporations&amp;diff=3129</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Corporations&amp;diff=3129"/>
		<updated>2025-01-17T17:17:08Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: added several Major Confederate companies mentioned elsewhere on the wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Five Megacorporations ==&lt;br /&gt;
&lt;br /&gt;
=== NanoTrasen ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[NanoTrasen]]&#039;&#039;&amp;lt;/blockquote&amp;gt;NanoTrasen is a megacorporation with interests in advanced sciences research and mass consumer goods. Through shrewd business and cutthroat politics, it has become the most influential megacorporation in human history with holdings spanning the known universe.&lt;br /&gt;
&lt;br /&gt;
=== Hephaestus Industries ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Hephaestus Industries]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Hephaestus is a megacorporation dealing in heavy industry, manufacturing, and military-grade weaponry.&lt;br /&gt;
&lt;br /&gt;
=== Zeng-Hu Pharmaceuticals ===&lt;br /&gt;
[[File:Zhlogo.png|thumb|Zeng-Hu Pharmaceuticals Logo]]&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a chemical and bio-research megacorporation operating through various subsidiaries and shell companies. The company has strong ties to [[Brahe]], where a majority of the planet&#039;s above-water real estate falls under Zeng-Hu corporate ownership. &lt;br /&gt;
&lt;br /&gt;
Zeng-Hu is one of the oldest human corporations still in business today, having been originally founded in the late 20th century as a medical research facility located in mainland China. They received their kick into success after the development of their patented mixture of Tramadol, using the recently discovered Inaprovaline to vastly increase its effects. Zeng-Hu has been slowly growing in scope and power over the last three centuries, as it slowly “established business relationships” with its competitors, willingly or otherwise. From cybernetics, to emergency injection systems, and even genetic manipulation, Zeng-Hu dabbles in it all through various sub-departments, puppet companies, and other varying false fronts. Using this modus operandi, Zeng-Hu has managed to evade anti-trust laws established by the Free Trade Union, and create a quite literal business empire.&lt;br /&gt;
&lt;br /&gt;
=== Ward-Takahashi GMB ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Ward-Takahashi GMB]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Ward-Takahashi GMB is the youngest of the four megacorporations, supplying advanced electronics and sleek mechanical devices to civilian and military groups alike.&lt;br /&gt;
&lt;br /&gt;
=== Free Trade Union ===&lt;br /&gt;
The Free Trade Union is an employee-owned conglomerate of tens of thousands of various traders and merchants from all over the galaxy, colloquially known as the &#039;fifth megacorp&#039;. They control a sizable fleet of vessels of various sizes which are given autonomy from the central command to engage in trading. They also host a fleet of combat vessels which respond directly to the central command for defending traders when necessary.&lt;br /&gt;
&lt;br /&gt;
They are in control of many large-scale trade stations across the known galaxy, even in non-SCG space. Generally, these are multi-purpose stations, but they always keep areas filled with duty-free shops. Almost anything is sold there and products that are forbidden or have insanely high taxes in other places are generally sold in the duty-free shops at very cheap and low prices.&lt;br /&gt;
&lt;br /&gt;
== Major Companies ==&lt;br /&gt;
&lt;br /&gt;
=== Grayson Manufactories Ltd. ===&lt;br /&gt;
Grayson Manufactories Ltd. mines, refines, and produces iron, steel, aluminum, and other metals for use in casing and other production. They also supply general materials ready for assembly for construction projects – these parts are interchangeable and considered somewhat cheap, but have proven to be consistently reliable. Grayson currently takes a fairly neutral stance on the other major corporations, though has a history of monopolizing specific trades and union-busting – and, according to rumor, industrial sabotage. The company is known to operate in [[Gilgamesh Colonial Confederation]] space under the name Grayson Terra.&lt;br /&gt;
&lt;br /&gt;
With the rapidly-improving conditions of intergalactic travel being made available to humans, opportunities for new and untapped planets with major deposits of raw iron and other materials became rapidly feasible. One of the first to clamor for these resources was the teetering [[Earth]]-based giant Grayson Manufactories Ltd., a prevalent manufacturer of processed metals such as steel, and construction parts such as girders, piping, and wall paneling – though resources were starting to trickle away with every roar of a blast furnace. Taking the initiative to save his ancestral company, Andrew Grayson invested heavily in off-world transportation and began moving the remains of the corporation from Earth to [[Mars]], feverishly securing rights to mine entire plots of asteroid fields, and building compounds to house their factories. From there, limited successes lead to an air of pessimism, though the reveal of massive ore deposits on one of their plots lead to a surge in economic growth.&lt;br /&gt;
&lt;br /&gt;
=== Gilthari Exports ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Glithari Exports]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Gilthari is the largest producer of alcohol and luxury items in known space. Look at most brands of cigarettes, alcohol, snack food, etc. and you&#039;ll see the stamp of Gilthari or one of their subsidiaries.&lt;br /&gt;
&lt;br /&gt;
=== Aether Atmospherics and Recycling ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Aether Atmospherics and Recycling]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Aether is the prime maintainer and provider of atmospherics systems across both the many ships that navigate the vast expanses of space and the life support on current and future Human colonies.&lt;br /&gt;
&lt;br /&gt;
=== Xynergy ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Xynergy]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Xynergy is a privately held company with two main areas of work. They are the largest fisher of space faring animals and they research and produce equipment used to study xenobiological organisms. They recently are best known for discovering and training the giant armoured serpentids.&lt;br /&gt;
&lt;br /&gt;
=== Deimos Advanced Information Systems (DAIS) ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Main Article: [[Deimos Advanced Information Systems]]&#039;&#039;&amp;lt;/blockquote&amp;gt;Deimos Advanced Information Systems (DAIS) is a large corporation specializing in information technology such as computer hardware and software, telecommunications equipment, and networking equipment. It is the number one supplier of computer technology in The Sol Central Government, its systems used by most consumers and businesses within SolGov.&lt;br /&gt;
&lt;br /&gt;
=== SAARE ===&lt;br /&gt;
SAARE (Strategic Assault and Asset Retention Enterprises) is a quickly growing Private Military Corporation catering to large firms requiring discrete military and private security services. The company has taken to hiring skilled veterans from both private and public military services but have begun instituting training programs to breed their own operatives for the future. Typical assignments for SAARE contractors include private law enforcement, ship escort, location security, VIP escort, and VIP or asset recovery. In the last decade, the company has recently signed onto a number of contracts with NanoTrasen to complement their own Asset Protection forces.&lt;br /&gt;
&lt;br /&gt;
=== Major Bill&#039;s Transportation and Shipping ===&lt;br /&gt;
Major Bill&#039;s is a freight hauling company employing a massive fleet of freighters, tankers, and haulers. While many major companies employ their own shipping, Major Bill&#039;s connects the many colonies, unaffiliated habitats, and settlements across the known galaxy. Although the majority of their employees are pilots and their maintenance crew, the company is beginning to hire on additional security contractors to ensure their cargo&#039;s safety.&lt;br /&gt;
&lt;br /&gt;
=== Focal Point Energistics ===&lt;br /&gt;
Focal Point Energistics is an electrical engineering solutions firm originally formed as a conglomerate of Earth power companies and affiliates. Focal Point manufactures and distributes vital components in modern power grids, such as TEGs, PSUs and their specialty product, the SMES. The company is often consulted and contracted by larger organisations due to their expertise in their field.&lt;br /&gt;
&lt;br /&gt;
=== Xion Industrial ===&lt;br /&gt;
Xion Industrial is primarily a bulk manufacturing firm originally founded in the 23rd century. Rather than moving forward with newer innovations, such as [[Positronics|positronic technology]], Xion continues to mass-produce their cheap robotic drones. In recent years, they&#039;ve introduced a new line of prosthetic equipment which prioritizes function over form for use in the industrial and military sectors.&lt;br /&gt;
&lt;br /&gt;
=== Bishop Cybernetics ===&lt;br /&gt;
Bishop Cybernetics is a megacorporation with a hallmark of blending medical and industrial technology with a high quality, futurist design philosophy. Their brand of prosthetic limbs, replacement organs and implants are well known for being top quality products for the discerning amputee and trans-humanist alike.&lt;br /&gt;
&lt;br /&gt;
=== Lawson Arms ===&lt;br /&gt;
Lawson Arms is known for designing and producing various weapons used by private security and police forces across the galaxy. Their line features products ranging from pepper spray to basic energy rifles. They&#039;re best known for their standard energy pistol, a versatile tool found in almost every armory in the known galaxy due to its lethal and non-lethal versatility.&lt;br /&gt;
&lt;br /&gt;
=== Robust Industries LLC. ===&lt;br /&gt;
Robust Industries is a company whose success revolves around their patented method for preserving and space-proofing food, drink, and other perishables. Robust has multiple subsidiary companies, including the owner of Space Cola, and stocks vending machines all across the known universe.&lt;br /&gt;
&lt;br /&gt;
=== Novaya Zemlya Arms ===&lt;br /&gt;
Novaya Zemlya Arms is the largest weapons company within the Gilgamesh Colonial Confederation. Holding countless contracts with the Confederation&#039;s Navy, they are the leading competitor to Hephaestus within the Confederation, and a notable opponent elsewhere in Humanity&#039;s weapons market.&lt;br /&gt;
&lt;br /&gt;
=== Novaya Zemlya Shipyards ===&lt;br /&gt;
The umbrella designation for dozens of shipyards and affiliated industries across Zemlya, Novaya Zemlya Shipyards has expanded past simply producing warships for the Confederate Navy, with a decent sized output of civilian passenger and cargo vessels in recent years.&lt;br /&gt;
&lt;br /&gt;
=== Donorovka Metallurgy ===&lt;br /&gt;
Originally a subsidiary of Grayson Terra, Donorovka Metallurgy has, through lucrative deals with Providence&#039;s industrial station New Victoria, become the leading producer of metallurgical products in the Confederation, though they limit themselves to the mining and refining stages of production.&lt;br /&gt;
&lt;br /&gt;
=== Canberra Fuel Refining ===&lt;br /&gt;
Based out of their mega-refinery in Kopeychik, Canberra Fuel Refining is one of, if not the largest producers of fuel in Human space. Though an absolute Monopoly within the Confederation, the Company has always prided itself on providing affordable products, as well as the watchful gaze of the Confederate Directory keeping the company from exploiting its Monopoly status.&lt;br /&gt;
&lt;br /&gt;
== Other Companies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Industries&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
!al-Maliki and Mosley&lt;br /&gt;
|Firearms&lt;br /&gt;
|Producers of the finest revolvers and revolver-style products in the known world&lt;br /&gt;
|-&lt;br /&gt;
!Aussec Armoury&lt;br /&gt;
|Ballistic firearms&lt;br /&gt;
|Popular with private security and mercenary firms&lt;br /&gt;
|-&lt;br /&gt;
!Blackstone Foundries&lt;br /&gt;
|Planetary vehicle manufacturer, shuttlemaking&lt;br /&gt;
|Ongoing interest in expanding into shipbuilding&lt;br /&gt;
|-&lt;br /&gt;
!Dawnlight Celestial Defence&lt;br /&gt;
|Point defence weaponry&lt;br /&gt;
|Specialise in affordable railguns for colonies&lt;br /&gt;
|-&lt;br /&gt;
!Dromedary Co&lt;br /&gt;
|Cigarettes&lt;br /&gt;
|An extremely old brand of cigarette that has changed hands and names over its centuries of business&lt;br /&gt;
|-&lt;br /&gt;
!Eclipse Innovations&lt;br /&gt;
|Research and development&lt;br /&gt;
|Prides itself on equal opportunities hiring and ethical research practices&lt;br /&gt;
|-&lt;br /&gt;
!Falco Designs&lt;br /&gt;
|Luxury civilian shipbuilding&lt;br /&gt;
|Manufacturing facilities built into [[Ceres]] asteroid&lt;br /&gt;
|-&lt;br /&gt;
!Haakon Group&lt;br /&gt;
|Military shipbuilding&lt;br /&gt;
|Manufacturing facilities built into Saturn&#039;s moons&lt;br /&gt;
|-&lt;br /&gt;
!Kappa Communications&lt;br /&gt;
|Long-distance communications&lt;br /&gt;
|Manufacturer of the Quantum Entanglement fax machine&lt;br /&gt;
|-&lt;br /&gt;
!Lumoco Arms&lt;br /&gt;
|Sidearm Manufacturer&lt;br /&gt;
|Mass-produced ballistic pistols&lt;br /&gt;
|-&lt;br /&gt;
!Mahimaku Instruments&lt;br /&gt;
|Semiconductors, micromechatronics, and timekeeping&lt;br /&gt;
|Produces some consumer goods like electronic devices, optics, and timepieces, but most of their business is in robotics and telecommunication parts fabrication or in timekeeping for satellites and other devices requiring relativistic clock correction. Based in [[Tadmor]].&lt;br /&gt;
|-&lt;br /&gt;
!Mars Security Industries&lt;br /&gt;
|Cheap ballistic firearms&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Morpheus Cyberkinetics&lt;br /&gt;
|[[Prosthetics]] and cybernetics&lt;br /&gt;
|Has a board of directors mostly made up of free [[positronics]]. Not an uncommon brand for free positronics&#039; chassis, mostly due to the durable, no-frills, affordable nature of their products.&lt;br /&gt;
|-&lt;br /&gt;
!O&#039;Neill Manufacturing&lt;br /&gt;
|Softsuits, high-quality voidsuits, cheap hardsuits&lt;br /&gt;
|Colonial startup marketing affordable products to Spacers&lt;br /&gt;
|-&lt;br /&gt;
!Petrovitch Spacecraft&lt;br /&gt;
|Military shipbuilding contractors&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Proxima Centauri Risk Control&lt;br /&gt;
|Private security&lt;br /&gt;
|Proxima Centauri Risk Control, often known as PCRC, is one of the largest suppliers of private security in Sol Space. PCRC handles numerous government, private and corporate contracts and provides a variety of services ranging from private law enforcement, security, close protection, asset protection, search and rescue and peacekeeping and escort duties. A relatively quiet and new company, it has quickly established itself as a reliable and effective provider of security solutions. This has often put it at odds with its main competitor, [[Corporations#SAARE|SAARE]].&lt;br /&gt;
|-&lt;br /&gt;
!SaniCorp&lt;br /&gt;
|Medical gear&lt;br /&gt;
|Large-scale manufacturers of sterile gloves, gauze and autoinjectors&lt;br /&gt;
|-&lt;br /&gt;
!Skinner Catering&lt;br /&gt;
|Restaurant chain&lt;br /&gt;
|Frequently accused of misleading advertisement and poor fire safety&lt;br /&gt;
|-&lt;br /&gt;
!Slate Sisters Engineering&lt;br /&gt;
|Shipbuilding, asteroid excavation&lt;br /&gt;
|Headquartered in Alpha Centauri&lt;br /&gt;
|-&lt;br /&gt;
!Sterling Manufacturing&lt;br /&gt;
|Luxury consumer goods&lt;br /&gt;
|Cigar and liquor manufacturies based on Mars&lt;br /&gt;
|-&lt;br /&gt;
!Temperamento&lt;br /&gt;
|Tobacco&lt;br /&gt;
|The Temperamento Company is a large tobacco grower based along the lip of the Mariner Valley on [[Mars]]. While originally headquartered on [[Earth]], Temperamento was one of the first agricultural companies to capitalize on the terraforming of Mars&lt;br /&gt;
|-&lt;br /&gt;
!Terraphistus Armour&lt;br /&gt;
|Missile systems, projectile guidance systems&lt;br /&gt;
|Heavy investments in now-redundant atmosphere and sea vehicles&lt;br /&gt;
|-&lt;br /&gt;
!Veymed&lt;br /&gt;
|Medical gear, [[prosthetics]]&lt;br /&gt;
|Supplies some of the most lifelike prosthetics available on the market. Can be very expensive.&lt;br /&gt;
|-&lt;br /&gt;
!Vu-Cheong&lt;br /&gt;
|Scientific shipbuilding&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Walton Industries&lt;br /&gt;
|Cheap consumer goods&lt;br /&gt;
|Out-produced due to advances in automation&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Corporations]][[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3038</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3038"/>
		<updated>2025-01-06T17:44:06Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, dependent on varying circumstances. This page will help outline the guidelines and categories as they are &amp;lt;u&amp;gt;described in law&amp;lt;/u&amp;gt;. Citizens are most often self-identified with their Planetary Citizenship, but at all times fall into a category of federal civic status.&lt;br /&gt;
&lt;br /&gt;
== Categories of Civic Status ==&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
Citizens of Sol are those born within the SCG or on a SCG Flagged Station or Vessel, Naturalized Citizens, or the children of Citizens.&lt;br /&gt;
&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law, as well as free ability to serve within the SCG’s [[Expeditionary Corps|uniformed]] [[Fleet|services]], elected terms as positions within both [[Sol Central Government Organisations|civil]] and administrative governmental administrations such as the SFP (other than trackers), Judiciary, Presidency, and other unelected appointments.&lt;br /&gt;
&lt;br /&gt;
Unlike other Human states, both former and present where Service guaranteed Citizenship, In the SCG Citizenship permits Service.&lt;br /&gt;
&lt;br /&gt;
=== Residency ===&lt;br /&gt;
Residents of Sol are those who reside within the SCG for an extended period, either during the Naturalization process, are ineligible for citizenship, or do not feel the need to obtain citizenship. They are sometimes viewed as ‘freeloaders who don&#039;t want to commit’ by some political parties, as they are afforded almost all the same rights as citizens.&lt;br /&gt;
&lt;br /&gt;
Residents are afforded the same rights as citizens with the exceptions of the ability to serve within the State Service or Government&lt;br /&gt;
&lt;br /&gt;
=== Visitor ===&lt;br /&gt;
Visitors are Persons who do not reside in the SCG, and are temporarily in the State for various reasons, usually under a visa.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to all those in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Who Can Be What ==&lt;br /&gt;
The SCG, for varying reasons, bars some individuals from the ability to obtain Residency or Citizenship.&lt;br /&gt;
&lt;br /&gt;
To be able to be a Naturalized Citizen, one must have resided within the SCG beginning prior to their 13th birthday and be a Human. Otherwise, Citizenship can only be obtained on birth within the SCG, or through conditions surrounding a colony joining the SCG. The SCG also withholds the right to deny citizenship to persons who would otherwise be permitted for political reasons, almost always in relation to the ongoing Cold War with the [[Gilgamesh Colonial Confederation|GCC]]&lt;br /&gt;
&lt;br /&gt;
To be able to be a Resident, one must be a Human or [[Positronics|Positronic]]. [[Unathi]], [[Skrell]], [[Diona|Dionea]], [[Giant Armoured Serpentid|GAS]], and [[Adherent]] are all barred from Residency, and can only be within the SCG as a Visitor under a Visa.&lt;br /&gt;
&lt;br /&gt;
=== Special Cases ===&lt;br /&gt;
&lt;br /&gt;
==== Positronics ====&lt;br /&gt;
With their origins entirely within the SCG, as well as third generations being shackled, Positronics, while not Citizens, are able to join the Uniformed Services of the SCG, with Second Generation IPCs able to join the Expeditionary Corps, and Third Generation able to join both the Fleet and Corps.&lt;br /&gt;
&lt;br /&gt;
==== Gaians ====&lt;br /&gt;
While on paper, Gaians would not usually be permitted admittance to the Expeditionary Corps or Defence Forces, as the planet is legally not a member state of the SCG, the ongoing Military Administration has routinely ignored tradition with ideas of Gaians in the service furthering the Gaian south&#039;s allegiance and dependency on the SCG, thus, provided they have never resided in Gaia&#039;s Northern Hemisphere post-conflict, they are permitted to join the EC or Defence Forces.&lt;br /&gt;
&lt;br /&gt;
This policy is somewhat controversial, with the argument against it is one of following legal precedent. This however has been overshadowed by the reality on the ground, with the vast political capital held by Brigadier General Montgomery along with the mandate he holds as Military Governor of the Gaian Administrative Area permitting the regulations to be bent.&lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
Upon the integration of a New Colony into the SCG, all those who younger than 13 would instantly become citizens of the SCG, while all other members of the Colony would become Residents with extra privileges. Specifically, the ability to take part in the Government of that Colony up to the System level, represent the Colony if elected to the Federal Assembly or Senate, and serve within the Planet&#039;s PDF/SDF. They however would still be unable to serve within the Federal Armed Forces, or any Appointments to The Federal Government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|Human&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|IPC&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Uniformed Service&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Tracker&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Agent&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Federal Government&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Work on the Torch&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+System of Origin Specific Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|All SCG&lt;br /&gt;
|Default&lt;br /&gt;
|Yes&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|All GCC&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gaia&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Human&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3036</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3036"/>
		<updated>2025-01-05T18:00:25Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, dependent on varying circumstances. This page will help outline the guidelines and categories as they are &amp;lt;u&amp;gt;described in law&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Categories of Civic Status ==&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
Citizens of Sol are those born within the SCG or on a SCG Flagged Station or Vessel, Naturalized Citizens, or the children of Citizens.&lt;br /&gt;
&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law, as well as free ability to serve within the SCG’s [[Expeditionary Corps|uniformed]] [[Fleet|services]], elected terms as positions within both [[Sol Central Government Organisations|civil]] and administrative governmental administrations such as the SFP (other than trackers), Judiciary, Presidency, and other unelected appointments.&lt;br /&gt;
&lt;br /&gt;
Unlike other Human states, both former and present where Service guaranteed Citizenship, In the SCG Citizenship permits Service.&lt;br /&gt;
&lt;br /&gt;
=== Residency ===&lt;br /&gt;
Residents of Sol are those who reside within the SCG for an extended period, either during the Naturalization process, are ineligible for citizenship, or do not feel the need to obtain citizenship. They are sometimes viewed as ‘freeloaders who don&#039;t want to commit’ by some political parties, as they are afforded almost all the same rights as citizens.&lt;br /&gt;
&lt;br /&gt;
Residents are afforded the same rights as citizens with the exceptions of the ability to serve within the State Service or Government&lt;br /&gt;
&lt;br /&gt;
=== Visitor ===&lt;br /&gt;
Visitors are Persons who do not reside in the SCG, and are temporarily in the State for various reasons, usually under a visa.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to all those in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Who Can Be What ==&lt;br /&gt;
The SCG, for varying reasons, bars some individuals from the ability to obtain Residency or Citizenship.&lt;br /&gt;
&lt;br /&gt;
To be able to be a Naturalized Citizen, one must have resided within the SCG beginning prior to their 13th birthday and be a Human. Otherwise, Citizenship can only be obtained on birth within the SCG, or through conditions surrounding a colony joining the SCG. The SCG also withholds the right to deny citizenship to persons who would otherwise be permitted for political reasons, almost always in relation to the ongoing Cold War with the [[Gilgamesh Colonial Confederation|GCC]]&lt;br /&gt;
&lt;br /&gt;
To be able to be a Resident, one must be a Human or [[Positronics|Positronic]]. [[Unathi]], [[Skrell]], [[Diona|Dionea]], [[Giant Armoured Serpentid|GAS]], and [[Adherent]] are all barred from Residency, and can only be within the SCG as a Visitor under a Visa.&lt;br /&gt;
&lt;br /&gt;
=== Special Cases ===&lt;br /&gt;
&lt;br /&gt;
==== Positronics ====&lt;br /&gt;
With their origins entirely within the SCG, as well as third generations being shackled, Positronics, while not Citizens, are able to join the Uniformed Services of the SCG, with Second Generation IPCs able to join the Expeditionary Corps, and Third Generation able to join both the Fleet and Corps.&lt;br /&gt;
&lt;br /&gt;
==== Gaians ====&lt;br /&gt;
While on paper, Gaians would not usually be permitted admittance to the Expeditionary Corps or Defence Forces, as the planet is legally not a member state of the SCG, the ongoing Military Administration has routinely ignored tradition with ideas of Gaians in the service furthering the Gaian south&#039;s allegiance and dependency on the SCG, thus, provided they have never resided in Gaia&#039;s Northern Hemisphere post-conflict, they are permitted to join the EC or Defence Forces.&lt;br /&gt;
&lt;br /&gt;
This policy is somewhat controversial, with the argument against it is one of following legal precedent. This however has been overshadowed by the reality on the ground, with the vast political capital held by Brigadier General Montgomery along with the mandate he holds as Military Governor of the Gaian Administrative Area permitting the regulations to be bent.&lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
Upon the integration of a New Colony into the SCG, all those who younger than 13 would instantly become citizens of the SCG, while all other members of the Colony would become Residents with extra privileges. Specifically, the ability to take part in the Government of that Colony up to the System level, represent the Colony if elected to the Federal Assembly or Senate, and serve within the Planet&#039;s PDF/SDF. They however would still be unable to serve within the Federal Armed Forces, or any Appointments to The Federal Government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|Human&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|IPC&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Uniformed Service&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Tracker&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Agent&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Federal Government&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Work on the Torch&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+System of Origin Specific Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|All SCG&lt;br /&gt;
|Default&lt;br /&gt;
|Yes&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|All GCC&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gaia&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Human&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3035</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3035"/>
		<updated>2025-01-04T19:27:56Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, dependent on varying circumstances. This page will help outline the guidelines and categories as they are &amp;lt;u&amp;gt;described in law&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Categories of Civic Status ==&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
Citizens of Sol are those born within the SCG or on a SCG Flagged Station or Vessel, Naturalized Citizens, or the children of Citizens.&lt;br /&gt;
&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law, as well as free ability to serve within the SCG’s [[Expeditionary Corps|uniformed]] [[Fleet|services]], elected terms as positions within both [[Sol Central Government Organisations|civil]] and administrative governmental administrations such as the SFP (other than trackers), Judiciary, Presidency, and other unelected appointments.&lt;br /&gt;
&lt;br /&gt;
Unlike other Human states, both former and present where Service guaranteed Citizenship, In the SCG Citizenship permits Service.&lt;br /&gt;
&lt;br /&gt;
=== Residency ===&lt;br /&gt;
Residents of Sol are those who reside within the SCG for an extended period, either during the Naturalization process, are ineligible for citizenship, or do not feel the need to obtain citizenship. They are sometimes viewed as ‘freeloaders who don&#039;t want to commit’ by some political parties, as they are afforded almost all the same rights as citizens.&lt;br /&gt;
&lt;br /&gt;
Residents are afforded the same rights as citizens with the exceptions of the ability to serve within the State Service or Government&lt;br /&gt;
&lt;br /&gt;
=== Visitor ===&lt;br /&gt;
Visitors are Persons who do not reside in the SCG, and are temporarily in the State for various reasons, usually under a visa.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to all those in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Who Can Be What ==&lt;br /&gt;
The SCG, for varying reasons, bars some individuals from the ability to obtain Residency or Citizenship.&lt;br /&gt;
&lt;br /&gt;
To be able to be a Naturalized Citizen, one must have resided within the SCG beginning prior to their 13th birthday and be a Human. Otherwise, Citizenship can only be obtained on birth within the SCG, or through conditions surrounding a colony joining the SCG. The SCG also withholds the right to deny citizenship to persons who would otherwise be permitted for political reasons, almost always in relation to the ongoing Cold War with the [[Gilgamesh Colonial Confederation|GCC]]&lt;br /&gt;
&lt;br /&gt;
To be able to be a Resident, one must be a Human or [[Positronics|Positronic]]. [[Unathi]], [[Skrell]], [[Diona|Dionea]], [[Giant Armoured Serpentid|GAS]], and [[Adherent]] are all barred from Residency, and can only be within the SCG as a Visitor under a Visa.&lt;br /&gt;
&lt;br /&gt;
=== Special Cases ===&lt;br /&gt;
&lt;br /&gt;
==== Positronics ====&lt;br /&gt;
With their origins entirely within the SCG, as well as third generations being shackled, Positronics, while not Citizens, are able to join the Uniformed Services of the SCG, with Second Generation IPCs able to join the Expeditionary Corps, and Third Generation able to join the Fleet.&lt;br /&gt;
&lt;br /&gt;
==== Gaians ====&lt;br /&gt;
While on paper, Gaians would not usually be permitted admittance to the Expeditionary Corps or Defence Forces, as the planet is legally not a member state of the SCG, the ongoing Military Administration has routinely ignored tradition with ideas of Gaians in the service furthering the Gaian south&#039;s allegiance and dependency on the SCG, thus, provided they have never resided in Gaia&#039;s Northern Hemisphere post-conflict, they are permitted to join the EC or Defence Forces.&lt;br /&gt;
&lt;br /&gt;
This policy is somewhat controversial, with the argument against it is one of following legal precedent. This however has been overshadowed by the reality on the ground, with the vast political capital held by Brigadier General Montgomery along with the mandate he holds as Military Governor of the Gaian Administrative Area permitting the regulations to be bent.&lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
Upon the integration of a New Colony into the SCG, all those who younger than 13 would instantly become citizens of the SCG, while all other members of the Colony would become Residents with extra privileges. Specifically, the ability to take part in the Government of that Colony up to the System level, represent the Colony if elected to the Federal Assembly or Senate, and serve within the Planet&#039;s PDF/SDF. They however would still be unable to serve within the Federal Armed Forces, or any Appointments to The Federal Government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|Human&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|IPC&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Uniformed Service&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Tracker&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Agent&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Federal Government&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Work on the Torch&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+System of Origin Specific Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|All SCG&lt;br /&gt;
|Default&lt;br /&gt;
|Yes&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|All GCC&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gaia&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Human&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3032</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3032"/>
		<updated>2025-01-03T00:16:18Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, dependent on varying circumstances. This page will help outline the guidelines and categories as they are &amp;lt;u&amp;gt;described in law&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Categories of Civic Status ==&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
Citizens of Sol are those born within the SCG or on a SCG Flagged Station or Vessel, Naturalized Citizens, or the children of Citizens.&lt;br /&gt;
&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law, as well as free ability to serve within the SCG’s [[Expeditionary Corps|uniformed]] [[Fleet|services]], elected terms as positions within both civil and administrative governmental administrations such as the SFP (other than trackers), Judiciary, Presidency, and other unelected appointments.&lt;br /&gt;
&lt;br /&gt;
Unlike other Human states, both former and present where Service guaranteed Citizenship, In the SCG Citizenship permits Service.&lt;br /&gt;
&lt;br /&gt;
=== Residency ===&lt;br /&gt;
Residents of Sol are those who reside within the SCG for an extended period, either during the Naturalization process, are ineligible for citizenship, or do not feel the need to obtain citizenship. They are sometimes viewed as ‘freeloaders who don&#039;t want to commit’ by some political parties, as they are afforded almost all the same rights as citizens.&lt;br /&gt;
&lt;br /&gt;
Residents are afforded the same rights as citizens with the exceptions of the ability to serve within the State Service or Government&lt;br /&gt;
&lt;br /&gt;
=== Visitor ===&lt;br /&gt;
Visitors are Persons who do not reside in the SCG, and are temporarily in the State for various reasons, usually under a visa.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to all those in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Who Can Be What ==&lt;br /&gt;
The SCG, for varying reasons, bars some individuals from the ability to obtain Residency or Citizenship.&lt;br /&gt;
&lt;br /&gt;
To be able to be a Naturalized Citizen, one must have resided within the SCG beginning prior to their 13th birthday and be a Human. Otherwise, Citizenship can only be obtained on birth within the SCG, or through conditions surrounding a colony joining the SCG. The SCG also withholds the right to deny citizenship to persons who would otherwise be permitted for political reasons, almost always in relation to the ongoing Cold War with the [[Gilgamesh Colonial Confederation|GCC]]&lt;br /&gt;
&lt;br /&gt;
To be able to be a Resident, one must be a Human or Positronic. Unthai, Skrell, Dionea, GAS, and Adherent are all barred from Residency, and can only be within the SCG as a Visitor under a Visa.&lt;br /&gt;
&lt;br /&gt;
=== Special Cases ===&lt;br /&gt;
&lt;br /&gt;
==== Positronics ====&lt;br /&gt;
With their origins entirely within the SCG, as well as third generations being shackled, Positronics, while not Citizens, are able to join the Uniformed Services of the SCG, with Second Generation IPCs able to join the Expeditionary Corps, and Third Generation able to join the Fleet.&lt;br /&gt;
&lt;br /&gt;
==== Gaians ====&lt;br /&gt;
While on paper, Gaians would not usually be permitted admittance to the Expeditionary Corps or Defence Forces, the ongoing Military Administration has routinely ignored tradition with ideas of Gaians in the service furthering the Gaian south&#039;s allegiance and dependency on the SCG, thus, provided they have never resided in Gaia&#039;s Northern Hemisphere post-conflict, they are permitted to join the EC or Defence Forces.&lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
Upon the integration of a New Colony into the SCG, all those who younger than 13 would instantly become citizens of the SCG, while all other members of the Colony would become Residents with extra privileges. Specifically, the ability to take part in the Government of that Colony up to the System level, represent the Colony if elected to the Federal Assembly or Senate, and serve within the Planet&#039;s PDF/SDF. They however would still be unable to serve within the Federal Armed Forces, or any Appointments to The Federal Government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|Human&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|IPC&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Uniformed Service&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Tracker&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Agent&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Federal Government&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Work on the Torch&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+System of Origin Specific Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|All SCG&lt;br /&gt;
|Default&lt;br /&gt;
|Yes&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|All GCC&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gaia&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Human&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3028</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3028"/>
		<updated>2025-01-01T17:44:27Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, dependent on varying circumstances. This page will help outline the guidelines and categories as they are &amp;lt;u&amp;gt;described in law&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Categories of Civic Status ==&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
Citizens of Sol are those born within the SCG or on a SCG Flagged Station or Vessel, Naturalized Citizens, or the children of Citizens.&lt;br /&gt;
&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law, as well as free ability to serve within the SCG’s [[Expeditionary Corps|uniformed]] [[Fleet|services]], elected terms as positions within both civil and administrative governmental administrations such as the SFP (other than trackers), Judiciary, Presidency, and other unelected appointments.&lt;br /&gt;
&lt;br /&gt;
Unlike other Human states, both former and present where Service guaranteed Citizenship, In the SCG Citizenship permits Service.&lt;br /&gt;
&lt;br /&gt;
=== Residency ===&lt;br /&gt;
Residents of Sol are those who reside within the SCG for an extended period, either during the Naturalization process, are ineligible for citizenship, or do not feel the need to obtain citizenship. They are sometimes viewed as ‘freeloaders who don&#039;t want to commit’ by some political parties, as they are afforded almost all the same rights as citizens.&lt;br /&gt;
&lt;br /&gt;
Residents are afforded the same rights as citizens with the exceptions of the ability to serve within the State Service or Government&lt;br /&gt;
&lt;br /&gt;
=== Visitor ===&lt;br /&gt;
Visitors are Persons who do not reside in the SCG, and are temporarily in the State for various reasons, usually under a visa.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to all those in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Who Can Be What ==&lt;br /&gt;
The SCG, for varying reasons, bars some individuals from the ability to obtain Residency or Citizenship.&lt;br /&gt;
&lt;br /&gt;
To be able to be a Naturalized Citizen, one must have resided within the SCG beginning prior to their 13th birthday and be a Human. Otherwise, Citizenship can only be obtained on birth within the SCG, or through conditions surrounding a colony joining the SCG. The SCG also withholds the right to deny citizenship to persons who would otherwise be permitted for political reasons, almost always in relation to the ongoing Cold War with the [[Gilgamesh Colonial Confederation|GCC]]&lt;br /&gt;
&lt;br /&gt;
To be able to be a Resident, one must be a Human or Positronic. Unthai, Skrell, Dionea, GAS, and Adherent are all barred from Residency, and can only be within the SCG as a Visitor under a Visa.&lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
Upon the integration of a New Colony into the SCG, all those who younger than 13 would instantly become citizens of the SCG, while all other members of the Colony would become Residents with extra privileges. Specifically, the ability to take part in the Government of that Colony up to the System level, represent the Colony if elected to the Federal Assembly or Senate, and serve within the Planet&#039;s PDF/SDF. They however would still be unable to serve within the Federal Armed Forces, or any Appointments to The Federal Government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|Human&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|IPC&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Uniformed Service&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Tracker&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Agent&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Federal Government&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Work on the Torch&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+System of Origin Specific Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|All SCG&lt;br /&gt;
|Default&lt;br /&gt;
|Yes&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|All GCC&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gaia&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Human&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=2998</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=2998"/>
		<updated>2024-12-30T22:00:02Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, dependent on varying circumstances. This page will help outline the guidelines and categories as they are &amp;lt;u&amp;gt;described in law&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Categories of Civic Status ==&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
Citizens of Sol are those born within the SCG or on a SCG Flagged Station or Vessel, Naturalized Citizens, or the children of Citizens.&lt;br /&gt;
&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law, as well as free ability to serve within the SCG’s [[Expeditionary Corps|uniformed]] [[Fleet|services]], elected terms as positions within both civil and administrative governmental administrations such as the SFP (other than trackers), Judiciary, Presidency, and other unelected appointments.&lt;br /&gt;
&lt;br /&gt;
Unlike other Human states, both former and present where Service guaranteed Citizenship, In the SCG Citizenship permits Service.&lt;br /&gt;
&lt;br /&gt;
=== Residency ===&lt;br /&gt;
Residents of Sol are those who reside within the SCG for an extended period, either during the Naturalization process, are ineligible for citizenship, or do not feel the need to obtain citizenship. They are sometimes viewed as ‘freeloaders who don&#039;t want to commit’ by some political parties, as they are afforded almost all the same rights as citizens.&lt;br /&gt;
&lt;br /&gt;
Residents are afforded the same rights as citizens with the exceptions of the ability to serve within the State Service or Government&lt;br /&gt;
&lt;br /&gt;
=== Visitor ===&lt;br /&gt;
Visitors are Persons who do not reside in the SCG, and are temporarily in the State for various reasons, usually under a visa.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to all those in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Who Can Be What ==&lt;br /&gt;
The SCG, for varying reasons, bars some individuals from the ability to obtain Residency or Citizenship.&lt;br /&gt;
&lt;br /&gt;
To be able to be a Naturalized Citizen, one must have resided within the SCG beginning prior to their 13th birthday and be a Human. Otherwise, Citizenship can only be obtained on birth within the SCG, or through conditions surrounding a colony joining the SCG. The SCG also withholds the right to deny citizenship to persons who would otherwise be permitted for political reasons, almost always in relation to the ongoing Cold War with the [[Gilgamesh Colonial Confederation|GCC]]&lt;br /&gt;
&lt;br /&gt;
To be able to be a Resident, one must be a Human or Positronic. Unthai, Skrell, Dionea, GAS, and Adherent are all barred from Residency, and can only be within the SCG as a Visitor under a Visa.&lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
Upon the integration of a New Colony into the SCG, all those who younger than 13 would instantly become citizens of the SCG, while all other members of the Colony would become Residents with extra privileges. Specifically, the ability to take part in the Government of that Colony up to the System level, represent the Colony if elected to the Federal Assembly or Senate, and serve within the Planet&#039;s PDF/SDF. They however would still be unable to serve within the Federal Armed Forces, or any Appointments to The Federal Government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|Human&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|IPC&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Uniformed Service&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Tracker&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|SFP Agent&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Federal Government&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Work on the Torch&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+System of Origin Specific Examples&lt;br /&gt;
!&lt;br /&gt;
!Citizen&lt;br /&gt;
!Resident&lt;br /&gt;
!Visitor&lt;br /&gt;
|-&lt;br /&gt;
|All SCG&lt;br /&gt;
|Default&lt;br /&gt;
|Yes&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|All GCC&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gaia&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Human&lt;br /&gt;
|Naturalization Only&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Gaia&amp;diff=2922</id>
		<title>Gaia</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Gaia&amp;diff=2922"/>
		<updated>2024-10-24T21:26:43Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaia, the sole planetary body within the Galilei system, is one of the only Earth-like planets known to humanity. Gaia was historically an agricultural powerhouse, supplying upwards of a quarter of humanity&#039;s agricultural products before 2292. Today, in the aftermath of the [[Gaia Conflict]], Gaia is a war-torn planet split between the occupying forces of the [[Sol Central Government]] and the [[Gilgamesh Colonial Confederation]] with only a tiny strip of land and the planetary capital of New Venice remaining under independent Gaian control.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Gaia is about one-tenth smaller than [[Earth]], and its nitrogen-oxygen atmosphere is slightly thicker. This makes Gaia marginally warmer and more favorable to farming during all seasons.&lt;br /&gt;
&lt;br /&gt;
On it&#039;s discovery and inital colonization, Gaia lacked any native plant life other then the planet&#039;s &#039;grass&#039;. This prompted a massive forestation and biodiversity campaign in the early decades of the planet&#039;s colonies. This campaign saw the planet&#039;s orignal grass lost as it was overcome by the invasive nature of brought plant life. Today the campaign is most visible in the planets forests, that while planted in areas to make it look natural, the straight rows of trees still commonly found give away their origin.&lt;br /&gt;
&lt;br /&gt;
Geographically, the planet has no oceans; however, several areas of the planet possess &#039;shot lakes,&#039; large groupings of smaller lakes interconnected by streams and rivers. The planet’s largest body of water is Lake Cabot, a large round lake on the planet&#039;s equator.&lt;br /&gt;
&lt;br /&gt;
Gaia is predominantly covered in vast, rolling plains, though the planet has several other notable geographical features. The Napoleon Mountains – a mountain range several hundred kilometers west of Lake Cabot – separates the Cabot region from the shot lakes, and the Tobruk Desert sits near the planet’s north pole.&lt;br /&gt;
&lt;br /&gt;
Gaia does not possess ice caps. While the planet has a semblance of Earth-like seasons, temperatures are only known to fall below freezing in the mountains and desert regions, and Gaia’s overall climate is distinctly Mediterranean.&lt;br /&gt;
&lt;br /&gt;
Scarred from several years of war and orbital bombardments, some areas of the planet have lost their ability to support heavy agriculture. Many Gaians fear that the Tobruk Desert may begin expanding in the coming years.&lt;br /&gt;
&lt;br /&gt;
== Modern Division ==&lt;br /&gt;
&lt;br /&gt;
=== Gaian Administrative Area ===&lt;br /&gt;
Still under a military administration over a decade after the conflict, Southern Gaia holds no representation in the Solar Assembly and is run on the planetary level by an administrative council appointed from the Fourth Fleet and Army Group Cabot ranks. The council is still headed by Brigadier General Louis Montgomery, who has become the target of most public outrage. While the administrative council has made significant efforts to rebuild the region following the war (primarily out of security concerns), the region functions more like an occupied state than a member of the SCG, and Solar peacekeeping forces supplant civilian law enforcement in many areas. This continues to contribute to the tense political situation in the South, where politics are conducted at the municipal level, with pro-autonomy parties regularly in office.&lt;br /&gt;
&lt;br /&gt;
=== Independent City of New Venice ===&lt;br /&gt;
Established as an international city-state with the Treaty of New Venice, New Venice remains a bastion of Gaian politics and independence on the shores of Lake Cabot. With the mayor holding total executive powers held in check by an elected fifteen-seat city council, the independent city functions much more like a government in exile than a city government, continuing to maintain public services across the planet, notably the issuance of passports, all on-planet diplomacy, and infrastructure. Gaians cannot be prosecuted for public statements within the city, and this loophole has been used to a great extent by many across both hemispheres to decry the situation many Gaians have found themselves in in the years following the conflict.&lt;br /&gt;
&lt;br /&gt;
=== Protectorate of Gaia ===&lt;br /&gt;
The Protectorate of Gaia consists of Gaia’s Northern hemisphere, under GCC occupation. Northern Gaia holds no representation in the Confederation&#039;s Directory. While an elected parliament and Prime Minister run the Protectorate, its operations are directly beholden to a Governor General appointed by the Directory. Under the Governor General, the Protectorate government has prioritized the production of agricultural goods for the GCC, paying little heed to other issues. While the relative lack of oversight has granted Northern Gaians greater freedom than their Southern counterparts, post-war reconstruction has remained stagnant outside the agricultural sector, and many former urban areas remain in disrepair. Today, Gaian exports comprise almost a quarter of the GCC’s imported food supply.&lt;br /&gt;
&lt;br /&gt;
The present Governor-General, Vice-Admiral Mira Novak, has held the post since the 2304 retirement of Vice-Admiral Lee. Her hands-off approach has left public opinion lukewarm at best, with most day-to-day matters left to the parliament. However, few Gaians have forgotten the brutal policing and orbital bombardments of the Gaia Conflict.&lt;br /&gt;
&lt;br /&gt;
=== The Political Tinderbox ===&lt;br /&gt;
Compared to the past decade, Gaia is relatively stable – at least on the surface. As it stands, the planet as a whole is not in a position to change sides or suddenly erupt as an independent state without a sudden rallying factor. While Gaians might protest in the streets of Syracuse or New Madrid against different governments, the one unifying factor for any Gaian who survived the conflict is an absolute anti-war stance. The right spark – say, the [[Timeline of Canon Events|threat of another conflict]] – and the planet stands to go off like a powder keg to ensure their own survival.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
=== Northern Gaia ===&lt;br /&gt;
&lt;br /&gt;
==== New Madrid ====&lt;br /&gt;
New Madrid is the Administrative Capital of the North and the second most significant metropolis on the planet, situated amongst the ‘great shot lakes’; the New Madrid Prefecture encompasses the city of New Madrid and its many suburbs that wrap around the thousands of lakes within the Prefecture. New Madrid recently took control of the former Confederation Naval Yards, built by the ICCGN during the conflict as a resupply base; today, it is the largest public transit hub on the planet and often the first stop for travellers heading further into the GCC.&lt;br /&gt;
&lt;br /&gt;
New Madrid is regarded by many in the SCG as one of the safest tourist destinations within the GCC. The city contains a vibrant entertainment district, with countless casinos and resorts on its many lakes.&lt;br /&gt;
&lt;br /&gt;
==== GCNB Tobruk ====&lt;br /&gt;
Gilgamesh Confederation Naval Base Tobruk covers the western half of the Tobruk Desert, sitting at the north end of the Napoleon Mountain range, GCNB Tobruk is the only permanent posting for Confederation Naval Forces within the Galilei System and from where all Naval activity within the System is based from.&lt;br /&gt;
&lt;br /&gt;
=== Venetian DMZ ===&lt;br /&gt;
&lt;br /&gt;
==== New Venice ====&lt;br /&gt;
New Venice, the largest city on the planet and officially the capital of Gaia, is – in practice – the only remnant of independence on the planet. Established as an international city with the Treaty of New Venice, the mayor regularly mediates between the SCG and GCC.&lt;br /&gt;
&lt;br /&gt;
Set on the southern shore of Lake Cabot, the city houses many governmental offices for both the North and South, as well as the SCG and GCC, resulting in the unique occurrence where members of the two rival superpowers&#039; governments live and work in somewhat close quarters.&lt;br /&gt;
&lt;br /&gt;
The New Venice Constabulary is the only armed force permitted within the city and DMZ as a whole, with all others (including Gaian civilians) forced to relinquish their weapons for the duration of their stay. Enforcement of this policy is limited outside the city itself, however, mainly owing to a lack of manpower.&lt;br /&gt;
&lt;br /&gt;
==== The Strip ====&lt;br /&gt;
The Strip is the name of the 300-kilometre-wide DMZ that spans the planet’s equator, given to it by the Gaian populace. Not even a speedbump in the event of a conflict, the Strip is run by the government in New Venice with little oversight from either the North or South. Many strip residents cling fiercely to their independence, refusing to bend to Sol or the GCC; they are largely left to their own devices by the New Venice Constabulary, who are more concerned with enforcing the law in the capital.&lt;br /&gt;
&lt;br /&gt;
=== Southern Gaia ===&lt;br /&gt;
&lt;br /&gt;
==== Syracuse ====&lt;br /&gt;
Syracuse, renamed from New Syracuse in 2271, is the South’s largest city and its administrative capital. A manufacturing city before the Gaia Conflict, Syracuse has seen a boost in the industry since the division of the planet, with Sol encouraging a shift from agriculture to manufacturing. Syracuse houses many of the planet’s workshops for agricultural equipment, exported both to the North and off of the planet; it is quickly becoming one of the largest agrarian equipment exporters in human space.&lt;br /&gt;
&lt;br /&gt;
Situated on the Catalonian River, the city offers less in the way of nightlife than its Northern brother; instead, the lights of cargo vessels are often the only thing illuminating the vast river during the night.&lt;br /&gt;
&lt;br /&gt;
==== SCGDFB Cabot ====&lt;br /&gt;
SCG Defence Forces Base Cabot is the primary basing location for SCG PDF forces on the planet; unlike its Northern twin, DFB Cabot is situated an hour up the Catalonian River from Syracuse, with the area the base controls being industrial lands before the conflict, the land was quickly appropriated by the Fourth Fleet to be their embarkation point on the planet, with quick access to the civil populace when required.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
* Most Gaians are trilingual, speaking the planet&#039;s native Iberian, Zurich Common, and Pan-Slavic.&lt;br /&gt;
* The South has a larger population and economy but is less stable than the North due to unrest and the continuation of the Military Administration.&lt;br /&gt;
* Native-born and naturalized Gaians are entitled to free transit of the planet and the right to bear arms. Northern Gaians are not eligible for service in the GCC’s military forces but are exempted from the GCC’s mandatory state service.&lt;br /&gt;
* People on Gaia can be broadly divided into four categories:&lt;br /&gt;
** Native Gaians: Gaians who were born on the Planet.&lt;br /&gt;
** Naturalized Gaians: Gaians who were not born on the planet but immigrated onto the planet before the Conflict and were afforded the rights of native Gaians due to their &amp;quot;naturalization by fire&amp;quot;.&lt;br /&gt;
** Temporary Residents: People who live and work on Gaia temporarily, such as Colonial Guard or Army Group Cabot personnel who do not intend to remain on the planet.&lt;br /&gt;
** &amp;quot;The New Wave&amp;quot;: New immigrants who have moved to the planet following the Conflict; these immigrants, particularly those of Core Solar origin, are sometimes seen as ‘taking advantage’ of the occupied plant.&lt;br /&gt;
* Gaian society has traditionally been very religious, with less than 20% of the population reporting being atheist or agnostic.&lt;br /&gt;
&lt;br /&gt;
=== Character Tips ===&lt;br /&gt;
Most Gaians can clearly remember the conflict. Many are the people they are today because of it. Gaians are stubbornly attached to their homeworld, with Gaia not experiencing the exodus following the conflict that many Confederation planets saw, even though the planet was by far the most damaged – for most, Gaia is the only home they’ve ever known. They can remember everything quite clearly, and the memories of war are far more prevalent in the public consciousness than elsewhere in human space; you cannot go more than a few kilometres without passing some sign of the conflict, be it a silent memorial along the side of a road, a cratered field surrounding an abandoned farmstead, or the respectfully-maintained graveyards where civilians and combatants lay side by side.&lt;br /&gt;
&lt;br /&gt;
Gaians remember it all and will continue to remember it for generations to come. Colonial Guard troops assigned to Galilei are hand-picked career personnel who understand the gravity of their duties. Along with the PDF troops of Army Group Cabot, they’ve come to understand that the glares and scorn they receive daily are rooted in an ever-present loathing of the fact that they are on the planet at all.&lt;br /&gt;
&lt;br /&gt;
=== Flags ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Polity&lt;br /&gt;
!Flag&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Pre-Conflict, New Venice, The Strip&lt;br /&gt;
|[[File:Gaia pre-conflict.png|center|frameless]]&lt;br /&gt;
|Still extremely popular among the populace, this flag is commonly flown across the planet, with most still considering this flag the ‘correct’ Gaian flag.&lt;br /&gt;
|-&lt;br /&gt;
|Gaian Administrative Area&lt;br /&gt;
|[[File:Gaia SCG.png|center|frameless]]&lt;br /&gt;
|Rarely seen outside of government property, this flag is only seen in the hands of the general public when it’s being burned during protests against the ongoing military occupation.&lt;br /&gt;
|-&lt;br /&gt;
|Protectorate of Gaia&lt;br /&gt;
|[[File:Gaia GCC.png|center|frameless]]&lt;br /&gt;
|Similarly to its Southern brother, this flag suffers from the same lack of popularity as the South’s; however, it is popular among Independent immigrants, and is backed by a civilian government.&lt;br /&gt;
|-&lt;br /&gt;
|New Madrid Prefecture&lt;br /&gt;
|[[File:Gaia New Madrid.png|center|frameless]]&lt;br /&gt;
|The addition of the dove in 2299 to this flag was considered controversial at the time. However, many have warmed to this flag over the years, being a common sight alongside Pre-conflict flags in the New Madrid Prefecture, or flown by fans at sports events.&lt;br /&gt;
|-&lt;br /&gt;
|Syracuse Prefecture&lt;br /&gt;
|[[File:Gaia Syracuse.png|center|frameless]]&lt;br /&gt;
|Once again, a flag that has grown more popular over time, it’s common to see this flag flying across Syracuse and at sports events.&lt;br /&gt;
|-&lt;br /&gt;
|Gaian ‘Rebel’ Flag&lt;br /&gt;
|[[File:Gaia Independence.png|center|frameless]]&lt;br /&gt;
|While variations of the ‘Rebel’ flag exist, its most common form is a pre-conflict banner with defiant text sewn on; these flags are commonly flown during protests or as a replacement for the standard pre-conflict flag by more outspoken Gaians.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first sleeper ships arrived in the Galilei system in the 2130s, settling at the sites of what would become Gaia’s modern metropolises. By the middle of the century, these colonies had formed a loose planetary government based in New Venice.&lt;br /&gt;
&lt;br /&gt;
Like other sleeper colonies, Galilei would not re-establish contact with Sol until the late 22nd century. By that time, the Terran Commonwealth was embroiled in its war against the Ares Confederation. When the Sol Central Government finally rose from the Commonwealth’s ashes, Sol was in no shape to look towards other systems – with the SCG turning inward, Gaia would retain its independence for the next sixty years. Between 2230 and 2270, Gaia settled into limited trade arrangements with nearby systems; agricultural exports (particularly exports to the newly-expanding Gilgamesh) formed the bulk of Gaian trade during this period.&lt;br /&gt;
&lt;br /&gt;
As the SCG began to reassert its presence beyond Sol – and as the GCC expanded its reach ever further – Gaia entered an era of significant political uncertainty, with pressure from both the SCG and GCC causing almost constant elections in the two decades before the war, ending with a planet-wide referendum to join the SCG passing by a razor-thin margin. Following the Gilgameshi occupation of Gaia, the Government of the Republic declared that the Gaian Parliament would be dissolved and that the parliament could only be recalled for planet-wide elections by the Mayor of New Venice at &#039;the soonest reasonable time.&#039; The old Gaian Parliament has remained defunct as the planet remains divided.&lt;br /&gt;
&lt;br /&gt;
=== The Gaian Resistance ===&lt;br /&gt;
The “Gaian Resistance,” despite its name, was primarily composed of SCG military forces: the remnants of Colonel Montgomery’s forces, reinforced by survivors of the First and Fourth Fleets’ slaughter in Gaian orbit, dispersed into the Gaian countryside and fought against Gilgameshi occupation as a guerilla force after failing to hold New Venice.&lt;br /&gt;
&lt;br /&gt;
The Montgomery resistance was highly decentralized, operating among the planet’s many forests and mountains and entrenching their facilities amidst basements, farms, and other residential areas; the resistance actively sought to integrate itself into populated areas, and it was not uncommon for members to employ civilians in its operations or to hide themselves amongst civilians directly. This dissuaded the GCC Navy from using overwhelming orbital strikes against known resistance operations but demonstrably resulted in Gaian casualties throughout the war – both through accidental casualties during bombardments and from brutal GCC crackdowns against alleged insurgents.&lt;br /&gt;
&lt;br /&gt;
The Gaian populace suffered dearly in the crossfire between the GCC occupation and Montgomery’s guerillas. Cities became battlefields; fertile fields became bombed-out, mine-studded husks, and many Gaians grew bitter and fearful towards Solars and Confederates alike. &lt;br /&gt;
&lt;br /&gt;
=== Modern Resistance ===&lt;br /&gt;
The end of the conflict did not end underground resistance operations on the planet – merely shifting who they consisted of and their goals. Outposts established throughout the conflict by “Monty’s Militia” (or, more derisively, “Monty’s Murderers”) quickly gave Gaians who wished the conflict resolved differently bases to begin operations. Vastly more popular among the greater populace than their wartime predecessors, today, scattered groups are unified in their desire to remove outside influence from Gaia. Offhandedly known as either the “Gaian People’s Front” or the “People’s Front of Gaia,” copied from two of the planet’s most popular political parties, most groups are numbered in the low dozens. They often lack central leadership, and goals and motivations can shift wildly from group to group. However, all seek to remove Gaia from the yoke of off-world control.&lt;br /&gt;
&lt;br /&gt;
More active across the Southern half of the planet, the confederation’s hands-off approach to the planet and their tendency to respond with overwhelming force regulate the ire of most groups towards the Military Occupation Forces of Army Group Cabot. They rarely strike out, with actions that result in open firefights often extremely brief and one-sided; they prefer not to spill blood if it’s not required, leaving troops handcuffed to road signs or guardrails to warn others not to return.&lt;br /&gt;
&lt;br /&gt;
=== Present Ongoing ===&lt;br /&gt;
The Gaian people’s spirit wasn&#039;t broken, though battered and bruised throughout the conflict. Across the planet, the whispers of resistance have quietly persisted to the present day, with dozens of municipal leaders across the South and a sizable chunk of the Protectorate’s parliament officially holding pro-independence views. Neither the GCC nor the SCG has shown signs of yielding, however: Official statements from the Directory of the Confederation have upheld that the Confederation would not block Gaian re-unification provided the planet remained under Gilgamesh&#039;s ‘protection’, while the SCG has flatly stated they are content with the status quo.&lt;br /&gt;
&lt;br /&gt;
Still, the Gaian people continue their daily lives, with many quietly waiting for the day of their return to complete self-determination.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
=== SCG ===&lt;br /&gt;
Gaia&#039;s relationship with the SCG is long and muddied. With Gaia having established itself as a self-sufficient planet over a century prior, it was a surprise to many in Sol that Gaia was open to reintegration. To many Gaians, the referendum to join Sol represented the planet’s best hope of remaining a free planet and avoiding the encroachment of the rapidly expanding GCC – a hope which, following the Gaia Conflict, has been violently and brutally dashed. Today, while some parts of the South remain pro-Sol, many Gaians feel betrayed by the SCG. This sentiment has only been reinforced by the SCG’s continued occupation of Southern Gaia, with malcontent only worsening as the years drag on. Still, for many – particularly those who bore the brunt of the GCC’s occupation – the SCG remains the lesser of two evils.&lt;br /&gt;
&lt;br /&gt;
=== GCC ===&lt;br /&gt;
Gaia’s history with the GCC is, likewise, complicated. Relations between Gaia and the Confederation began shortly after the latter’s founding, with Gilgameshi diplomats reaching out to secure imports of Gaian agricultural goods. Trade continued throughout the 23rd century, and as the GCC expanded, the more it came to rely on Gaian crops. Gilgamesh’s presence on Gaia likewise increased – by the turn of the century, immigrants from Terra and other GCC colonies made up a sizable minority on Gaia.&lt;br /&gt;
&lt;br /&gt;
In the weeks following the referendum to join the SCG, many in the Gaian government feared the worst: With the GCC’s reliance on Gaian agriculture, it was bound to take action. These fears would quickly prove accurate, and the conflict would see Gaia battered and bombarded under GCC occupation.&lt;br /&gt;
&lt;br /&gt;
Today, the relationship is much more bitter than anything. With the Confederation staying out of Gaian domestic matters and the Governor General seldom using their veto power to date. Still, most Gaians are old enough to remember the manhunts, and some continue to find themselves looking over their shoulders to this day. This extends through the Protectorate’s government as well, as Internal Defense keeps a close eye on members of the Northern Parliament, with occasional visits for ‘friendly’ chats if they get too unruly.&lt;br /&gt;
&lt;br /&gt;
=== Frontier Alliance ===&lt;br /&gt;
The [[Frontier Alliance]]’s emergence onto the galactic scene has piqued the interest of many on Gaia, finding themselves sympathetic to the desire of the Alliance to rid themselves of influence from Sol. However, this does not mean Gaia wishes to join, with most wishing for Gaia to keep to itself. As of now, Gaians continue to observe and take notes – both of the Alliance’s actions and of Sol and the Confederation’s responses.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Colonies]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Gilgamesh_Colonial_Navy&amp;diff=2861</id>
		<title>Gilgamesh Colonial Navy</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Gilgamesh_Colonial_Navy&amp;diff=2861"/>
		<updated>2024-09-02T15:15:29Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: added refrence to the faded beret found on the mining outpost away site.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Orbital Navy of the Independent Colonial Confederation of Gilgamesh and Sestris – or the &#039;&#039;&#039;GCN&#039;&#039;&#039; to its friends, and the &#039;&#039;&#039;ICCGN&#039;&#039;&#039; to its foes – is the [[Gilgamesh Colonial Confederation|ICCG]]’s unified military arm. It holds direct power over many aspects of the Confederation’s state machinery that might be divested to civilian authorities in another governmental body.&lt;br /&gt;
&lt;br /&gt;
The Colonial Guard, responsible for system-level security and anti-piracy across Confederation space, is easily its most visible component and is encountered in one way or another by the state’s citizens nearly every day. Others include the sleek and deadly Flotillas of the ICCG&#039;s Founder systems, Gilgamesh and Sestris, and the newly-created Pioneering Corps, a political competitor to the [[Sol Central Government|SCG]]’s own revival of the Terran Commonwealth’s [[Expeditionary Corps]].&lt;br /&gt;
&lt;br /&gt;
== Ranks of the Confederation Navy ==&lt;br /&gt;
The Navy uses the Officers (OF) and Ratings (OR), One to Nine format for grade equivalence. Its titles are pulled from a hodgepodge of several old-Earth origins, initially adopted whimsically during the Founders&#039; break with Sol and only truly formalized during the early stages of the Confederation’s expansion. Common translations are provided, but the correct address is by the real title.&lt;br /&gt;
&lt;br /&gt;
=== Officers (OF) ===&lt;br /&gt;
Officers in the Navy go through a very different process from their enlisted counterparts, and are recruited from volunteer applicants. Officer positions in the Navy require a candidate to possess a university degree at the bachelor&#039;s level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
|-&lt;br /&gt;
|OF-1&lt;br /&gt;
|[[File:Iccg of1.png|center|frameless]]&lt;br /&gt;
|Michman (Midshipman)&lt;br /&gt;
|-&lt;br /&gt;
|OF-2&lt;br /&gt;
|[[File:Iccg of2.png|center|frameless]]&lt;br /&gt;
|Sous-Leytenant (Junior Lieutenant)&lt;br /&gt;
|-&lt;br /&gt;
|OF-3&lt;br /&gt;
|[[File:Iccg of3.png|center|frameless]]&lt;br /&gt;
|Leytenant (Lieutenant)&lt;br /&gt;
|-&lt;br /&gt;
|OF-4&lt;br /&gt;
|[[File:Iccg of4.png|center|frameless]]&lt;br /&gt;
|Sub-Komandor&lt;br /&gt;
|-&lt;br /&gt;
|OF-5&lt;br /&gt;
|[[File:Iccg of5.png|center|frameless]]&lt;br /&gt;
|Komandor (Commander)&lt;br /&gt;
|-&lt;br /&gt;
|OF-6&lt;br /&gt;
|[[File:Iccg of6.png|center|frameless]]&lt;br /&gt;
|Kapitan&lt;br /&gt;
|-&lt;br /&gt;
|OF-7&lt;br /&gt;
|[[File:Iccg of7.png|center|frameless]]&lt;br /&gt;
|Starszy Kapitan (Senior Captain)&lt;br /&gt;
|-&lt;br /&gt;
|OF-8&lt;br /&gt;
|[[File:Iccg of8.png|center|frameless]]&lt;br /&gt;
|Vice-Admiral&lt;br /&gt;
|-&lt;br /&gt;
|OF-9&lt;br /&gt;
|[[File:Iccg of9.png|center|frameless]]&lt;br /&gt;
|Admiral&lt;br /&gt;
|-&lt;br /&gt;
|OF-9&lt;br /&gt;
|[[File:Iccg of9a.png|center|frameless]]&lt;br /&gt;
|Marshal of the Confederation Navy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Ranks (OR) ===&lt;br /&gt;
The ranks, or ‘ratings’ as they are commonly called, is by and large staffed with young adults completing their mandatory public service. Those ratings who choose to remain within the Confederation Navy are further trained for more specialized roles, and with it higher rank. Traditionally, personnel do not pass OR-4 during their first two years of service. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
|-&lt;br /&gt;
|OR-1&lt;br /&gt;
|[[File:Iccg or1.png|center|frameless]]&lt;br /&gt;
|Eleve Sailor (Student Sailor)&lt;br /&gt;
|-&lt;br /&gt;
|OR-3&lt;br /&gt;
|[[File:Iccg or3.png|center|frameless]]&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|OR-4&lt;br /&gt;
|[[File:Iccg or4.png|center|frameless]]&lt;br /&gt;
|Bosman&lt;br /&gt;
|-&lt;br /&gt;
|OR-5&lt;br /&gt;
|[[File:Iccg or5.png|center|frameless]]&lt;br /&gt;
|Starszy Bosman (Senior Boatman)&lt;br /&gt;
|-&lt;br /&gt;
|OR-6&lt;br /&gt;
|[[File:Iccg or6.png|center|frameless]]&lt;br /&gt;
|Sierzant (Sergeant)&lt;br /&gt;
|-&lt;br /&gt;
|OR-7&lt;br /&gt;
|[[File:Iccg or7.png|center|frameless]]&lt;br /&gt;
|Starshyna (First Sergeant)&lt;br /&gt;
|-&lt;br /&gt;
|OR-8&lt;br /&gt;
|[[File:Iccg or8.png|center|frameless]]&lt;br /&gt;
|Adjutant&lt;br /&gt;
|-&lt;br /&gt;
|OR-9&lt;br /&gt;
|[[File:Iccg or9.png|center|frameless]]&lt;br /&gt;
|Major&lt;br /&gt;
|-&lt;br /&gt;
|OR-9&lt;br /&gt;
|[[File:Iccg or9a.png|center|frameless]]&lt;br /&gt;
|Major of the Confederation Navy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structure of the Confederation Navy ==&lt;br /&gt;
The Navy’s chiefs are the &#039;&#039;&#039;Board of the Admiralty&#039;&#039;&#039;, who are politically appointed (or simply re-confirmed) from its Admiralty at large by the current administration of the Confederation. The first member of the Board acts as its chairperson and public speaker – the &#039;&#039;&#039;Marshal of the Confederation Navy&#039;&#039;&#039;. A Vice-Admiral is politically appointed and elevated to Admiral to fill the role. The officers who hold the post often retire into civil politics after service, and most administrations retain former Marshals as advisors.&lt;br /&gt;
&lt;br /&gt;
The Navy has three standard titles for its major components: &#039;&#039;&#039;Flotillas&#039;&#039;&#039; and &#039;&#039;&#039;Corps&#039;&#039;&#039; managed by &#039;&#039;&#039;Commandants&#039;&#039;&#039;, and &#039;&#039;&#039;Offices&#039;&#039;&#039; managed by &#039;&#039;&#039;Directors&#039;&#039;&#039;. Naval assets are organized into &#039;&#039;&#039;Squadrons&#039;&#039;&#039; and &#039;&#039;&#039;Task Groups&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Squadrons are administrative groups of same-class ships, handled together for training and upkeep. There are headquarter bodies associated with these activities, but squadrons are not fielded together and exist primarily on paper.&lt;br /&gt;
&lt;br /&gt;
Task Groups are the Navy’s central organizational unit and consist of a measured selection of vessels to carry out a given role or goal. Many Task Groups are short-lived and menial, but some have existed for almost as long as the Confederation, with names and internal traditions.&lt;br /&gt;
&lt;br /&gt;
=== The Gilgamesh Self-Defense Flotilla ===&lt;br /&gt;
The &#039;&#039;&#039;GSDF&#039;&#039;&#039;, or &#039;&#039;&#039;First Flotilla&#039;&#039;&#039;, is descended from the system fleet of the original Amaranth colony and the core of its naval power.&lt;br /&gt;
&lt;br /&gt;
Even diminished in the aftermath of the [[Gaia Conflict]], the First Flotilla is larger and more dangerous than its diminutive name might imply. Its starships and assets are kept modern through rapid upgrade cycles, consuming a significant portion of the overall budget of the Navy. It is largely staffed by career military personnel from the Founder states and remains one of the most dangerous and prestigious forces in Human space.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge is the second member of the Board and holds the post of Commandant of the First Flotilla. To fill the role, the incumbent is retained, or a Vice-Admiral is appointed from &#039;&#039;&#039;[[Terra|Terran]]&#039;&#039;&#039; origins and elevated to &#039;&#039;&#039;Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First Flotilla&#039;s most notable long term Task Group is Task Group 1 (the &#039;&#039;&#039;Gilgamesh Orbital Guard&#039;&#039;&#039;). Descended from the original Gilgamesh system&#039;s picket group, their permanent mission is the policing and defense of Gilgamesh system space. It is commanded in rotations by upwardly mobile &#039;&#039;&#039;Starszy Kapitans&#039;&#039;&#039;, and is considered a prestigious posting.&lt;br /&gt;
&lt;br /&gt;
Other long-term Task Groups operated by First Flotilla include System and Anchor picket forces for every location that requires one besides Bratis, to which Second Flotilla contributes.&lt;br /&gt;
&lt;br /&gt;
=== The Sestris Self-Defense Flotilla ===&lt;br /&gt;
The &#039;&#039;&#039;SSDF&#039;&#039;&#039;, or &#039;&#039;&#039;Second Flotilla&#039;&#039;&#039;, is part reserve force and part science playground. While the Second Flotilla operates Task Group 2 (the **Sestris Orbital Guard**) and Task Group 3 (the &#039;&#039;&#039;Bratis Anchor Picket&#039;&#039;&#039;) most of the command is made up of retired First Flotilla vessels and captured assets from the Confederation’s annexations held in mothball orbits. These supply the needs of the Colonial Guard and occasionally act as range targets or test-bed skeletons for the Office of Defense Research.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge is the third member of the Board and holds the post of &#039;&#039;&#039;Commandant of the Second Flotilla&#039;&#039;&#039;. To fill the role, the incumbent is retained, or a Vice-Admiral is appointed from &#039;&#039;&#039;Sestrian&#039;&#039;&#039; origins and elevated to &#039;&#039;&#039;Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Pioneering Corps ====&lt;br /&gt;
The &#039;&#039;&#039;Pioneering Corps&#039;&#039;&#039; is subordinate to the Second Flotilla. &lt;br /&gt;
&lt;br /&gt;
Established during the sedentary years of the Gaia Conflict, and initially envisioned as holding responsibility for orbital boarding and other infantry combat duties, the plan was quickly scrapped following the Conflict, with all direct combat duties held within the Surface Warfare Corps.&lt;br /&gt;
&lt;br /&gt;
Following this separation of duties and a return to peacetime operations, the Pioneering Corps was revamped. Quickly filled with veterans of the conflict wishing to remove themselves from civilized space for some time, the Pioneering Corps is now responsible for a hodgepodge of duties on the Confederation’s frontier. Most commonly seen charting systems to expand the Confederation’s star maps, they are often deviated to investigate distress signals or deal with small pirate operations.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Commandant of the Pioneering Corps&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Starszy Kapitan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As a relatively new component, the Pioneering Corps has little past guidance for the Commandant to follow; much of its early existence has been spent *pioneering* ideas for how and where they should operate.&lt;br /&gt;
&lt;br /&gt;
==== The Office of Defense Research ====&lt;br /&gt;
The &#039;&#039;&#039;Office of Defense Research&#039;&#039;&#039; is subordinate to Second Flotilla, and is a highly decentralized component consisting of an assortment of state and military scientists and engineers working on projects of all kinds, from new starship drive technologies to experimental service person selection and grouping strategies.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Defense Research&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;. Their role is broadly one of administration downward, presentation upward, and the handling of funds, but the position necessitates a strong core understanding of the sciences simply for informed decision-making.&lt;br /&gt;
&lt;br /&gt;
Initially focused on Military projects, they have since branched out, and today are quite egalitarian in their funding towards military and civilian projects.&lt;br /&gt;
&lt;br /&gt;
=== The Ordnance Corps ===&lt;br /&gt;
The &#039;&#039;&#039;Ordnance Corps&#039;&#039;&#039; is the Navy’s universal sourcing, supply, and repair arm, responsible for meeting the day-to-day needs in food, fuel, fresh paint, and transport of all other components of the Navy. While the Ordnance Corps fields almost nothing in the way of gun power, it is very much the rock on which the houses of the Guard and Flotillas are built. It manages vast budgets, operating the supply dumps, shipyards, and freight and personnel transports that allow the entire Navy to keep on keeping on.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge is the fourth member of the Board and holds the post of Commandant of the Ordnance Corps. To fill the role, the incumbent is retained or a Vice-Admiral is appointed from those available and elevated to &#039;&#039;&#039;Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Medical Corps ====&lt;br /&gt;
The &#039;&#039;&#039;Medical Corps&#039;&#039;&#039; is subordinate to the Ordnance Corps. &lt;br /&gt;
&lt;br /&gt;
Established as an office early in the history of the Navy, growth and standardization as well as major expansion throughout and following the Gaia Conflict saw the body&#039;s re-christening as a Corps. Although still a component of the Ordnance Corps, the Medical Corps of today is a largely independent entity, with the Commandant of the Ordnance Corps only rarely standing in the way of requests from their Medical Corps counterpart.&lt;br /&gt;
&lt;br /&gt;
A unique feature of the Medical Corps is that its officer corps encompasses every licensed doctor within the Confederation Navy.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Commandant of the Medical Corps&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Starszy Kapitan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Office of Chandlery ====&lt;br /&gt;
The &#039;&#039;&#039;Office of Chandlery&#039;&#039;&#039; is subordinate to the Ordnance Corps and responsible for the maintenance and upkeep of the Navy, staffed with a mix of engineering staff and quartermasters.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Chandlery&#039;&#039;&#039; and rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Office of Materiel ====&lt;br /&gt;
The &#039;&#039;&#039;Office of Materiel&#039;&#039;&#039; is subordinate to the Ordnance Corps and responsible for the acquisition and distribution of military materials and equipment. A largely administrative body, the Materiel Office leaves the duties of physically moving the material to the Office of Logistics.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Materiel&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Office of Logistics ====&lt;br /&gt;
The &#039;&#039;&#039;Office of Logistics&#039;&#039;&#039; is subordinate to the Ordnance Corps and is responsible for getting whatever is needed from point A to point B at any time, for any reason. As such, the Office of Logistics sees the second most attention within the Ordnance Corps, closely following the Medical Corps.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Logistics&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== The Colonial Guard ===&lt;br /&gt;
The &#039;&#039;&#039;Colonial Guard&#039;&#039;&#039;, or simply ‘The Guard’, is a diverse organization staffed by every member of the Confederation, and is subordinate to the Marshal of the Confederation Navy. The Guard maintains and operates the armed starships, orbital stations, and ground facilities necessary to deter attack from foreign powers and provide the Confederation’s citizens with security against piracy and crime across borders.&lt;br /&gt;
&lt;br /&gt;
Citizens in mandatory state service make up most of the Guard, and its personnel *never serve in their system of origin*, promoting cultural interchange and migration. The Guard is commanded at the system level by a Vice-Admiral or Starszy Kapitan with considerable autonomy and supported by the Ordnance Corps for out-system transport of personnel and assets.&lt;br /&gt;
&lt;br /&gt;
Considers a Corps, the Officer In Charge holds the post of &#039;&#039;&#039;Commandant of the Colonial Guard&#039;&#039;&#039;. To fill the role, the incumbent is retained or a &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039; is appointed from among the Guard’s system commanders, necessitating their replacement and travel to Gilgamesh.&lt;br /&gt;
&lt;br /&gt;
=== The Surface Warfare Corps ===&lt;br /&gt;
The &#039;&#039;&#039;Surface Warfare Corps&#039;&#039;&#039; is subordinate to the Marshal of the Confederation Navy.&lt;br /&gt;
&lt;br /&gt;
Established shortly before the Gaia Conflict and solidified shortly after, the ground forces of the Confederation are responsible for being the boots on the ground where the Confederation needs them, and where the Guard can’t be sent.&lt;br /&gt;
&lt;br /&gt;
Today, the Surface Warefare Corps is also responsible for vessel-to-vessel boarding actions where available. The Corps finds large numbers of recruits from the less space-inclined within the GCN. As such at the end of the Conflict the Corps absorbed many smaller groups that were created during the Conflict such as the Drop Troopers.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;General of the Surface Warfare Corps&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== The Office of Internal Security ===&lt;br /&gt;
The &#039;&#039;&#039;Office of Internal Security&#039;&#039;&#039; is nominally subordinate to the Marshal of the Confederation Navy. It is a secretive component dedicated to maintaining good order in the Confederation, both in military and civil contexts.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Internal Security&#039;&#039;&#039; and rank of &#039;&#039;&#039;Starszy Kapitan&#039;&#039;&#039;. The office selects its own candidates for the role, requiring confirmation from the Board and typically from within its own ranks. Candidates are generally Kapitans, and are elevated as required.&lt;br /&gt;
&lt;br /&gt;
=== The Office for the Security of Gaia ===&lt;br /&gt;
The &#039;&#039;&#039;Office for the Security of Gaia&#039;&#039;&#039; is subordinate to the Marshal of the Confederation Navy. Responsible for the administration of the Confederation side of the Galilei DMZ, as well as diplomatic relations with both the Gaian Administrative Area and the International City of New Venice.&lt;br /&gt;
&lt;br /&gt;
The Officer in charge holds the post of &#039;&#039;&#039;Director of Security for Gaia&#039;&#039;&#039; and the public office of &#039;&#039;&#039;Governor General of the Protectorate of Gaia&#039;&#039;&#039;. To fill the role, the incumbent is retained, or a &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039; is appointed to the post by the Board of the Admiralty.&lt;br /&gt;
&lt;br /&gt;
== Chain of Command ==&lt;br /&gt;
[[File:Iccgn chain of command.png|center|frame]]&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Gilgamesh_Colonial_Navy&amp;diff=2762</id>
		<title>Gilgamesh Colonial Navy</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Gilgamesh_Colonial_Navy&amp;diff=2762"/>
		<updated>2024-07-22T18:09:15Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: /* Other Ranks (OR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Orbital Navy of the Independent Colonial Confederation of Gilgamesh and Sestris – or the &#039;&#039;&#039;GCN&#039;&#039;&#039; to its friends, and the &#039;&#039;&#039;ICCGN&#039;&#039;&#039; to its foes – is the [[Gilgamesh Colonial Confederation|ICCG]]’s unified military arm. It holds direct power over many aspects of the Confederation’s state machinery that might be divested to civilian authorities in another governmental body.&lt;br /&gt;
&lt;br /&gt;
The Colonial Guard, responsible for system-level security and anti-piracy across Confederation space, is easily its most visible component and is encountered in one way or another by the state’s citizens nearly every day. Others include the sleek and deadly Flotillas of the ICCG&#039;s Founder systems, Gilgamesh and Sestris, and the newly-created Pioneering Corps, a political competitor to the [[Sol Central Government|SCG]]’s own revival of the Terran Commonwealth’s [[Expeditionary Corps]].&lt;br /&gt;
&lt;br /&gt;
== Ranks of the Confederation Navy ==&lt;br /&gt;
The Navy uses the Officers (OF) and Ratings (OR), One to Nine format for grade equivalence. Its titles are pulled from a hodgepodge of several old-Earth origins, initially adopted whimsically during the Founders&#039; break with Sol and only truly formalized during the early stages of the Confederation’s expansion. Common translations are provided, but the correct address is by the real title.&lt;br /&gt;
&lt;br /&gt;
=== Officers (OF) ===&lt;br /&gt;
Officers in the Navy go through a very different process from their enlisted counterparts, and are recruited from volunteer applicants. Officer positions in the Navy require a candidate to possess a university degree at the bachelor&#039;s level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
|-&lt;br /&gt;
|OF-1&lt;br /&gt;
|[[File:Iccg of1.png|center|frameless]]&lt;br /&gt;
|Michman (Midshipman)&lt;br /&gt;
|-&lt;br /&gt;
|OF-2&lt;br /&gt;
|[[File:Iccg of2.png|center|frameless]]&lt;br /&gt;
|Sous-Leytenant (Junior Lieutenant)&lt;br /&gt;
|-&lt;br /&gt;
|OF-3&lt;br /&gt;
|[[File:Iccg of3.png|center|frameless]]&lt;br /&gt;
|Leytenant (Lieutenant)&lt;br /&gt;
|-&lt;br /&gt;
|OF-4&lt;br /&gt;
|[[File:Iccg of4.png|center|frameless]]&lt;br /&gt;
|Sub-Komandor&lt;br /&gt;
|-&lt;br /&gt;
|OF-5&lt;br /&gt;
|[[File:Iccg of5.png|center|frameless]]&lt;br /&gt;
|Komandor (Commander)&lt;br /&gt;
|-&lt;br /&gt;
|OF-6&lt;br /&gt;
|[[File:Iccg of6.png|center|frameless]]&lt;br /&gt;
|Kapitan&lt;br /&gt;
|-&lt;br /&gt;
|OF-7&lt;br /&gt;
|[[File:Iccg of7.png|center|frameless]]&lt;br /&gt;
|Starszy Kapitan (Senior Captain)&lt;br /&gt;
|-&lt;br /&gt;
|OF-8&lt;br /&gt;
|[[File:Iccg of8.png|center|frameless]]&lt;br /&gt;
|Vice-Admiral&lt;br /&gt;
|-&lt;br /&gt;
|OF-9&lt;br /&gt;
|[[File:Iccg of9.png|center|frameless]]&lt;br /&gt;
|Admiral&lt;br /&gt;
|-&lt;br /&gt;
|OF-9&lt;br /&gt;
|[[File:Iccg of9a.png|center|frameless]]&lt;br /&gt;
|Marshal of the Confederation Navy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Ranks (OR) ===&lt;br /&gt;
The ranks, or ‘ratings’ as they are commonly called, is by and large staffed with young adults completing their mandatory public service. Those ratings who choose to remain within the Confederation Navy are further trained for more specialized roles, and with it higher rank. Traditionally, personnel do not pass OR-4 during their first two years of service. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Insignia&lt;br /&gt;
!Rank&lt;br /&gt;
|-&lt;br /&gt;
|OR-1&lt;br /&gt;
|[[File:Iccg or1.png|center|frameless]]&lt;br /&gt;
|Eleve Sailor (Student Sailor)&lt;br /&gt;
|-&lt;br /&gt;
|OR-3&lt;br /&gt;
|[[File:Iccg or3.png|center|frameless]]&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|OR-4&lt;br /&gt;
|[[File:Iccg or4.png|center|frameless]]&lt;br /&gt;
|Bosman&lt;br /&gt;
|-&lt;br /&gt;
|OR-5&lt;br /&gt;
|[[File:Iccg or5.png|center|frameless]]&lt;br /&gt;
|Starszy Bosman (Senior Boatman)&lt;br /&gt;
|-&lt;br /&gt;
|OR-6&lt;br /&gt;
|[[File:Iccg or6.png|center|frameless]]&lt;br /&gt;
|Sierzant (Sergeant)&lt;br /&gt;
|-&lt;br /&gt;
|OR-7&lt;br /&gt;
|[[File:Iccg or7.png|center|frameless]]&lt;br /&gt;
|Starshyna (First Sergeant)&lt;br /&gt;
|-&lt;br /&gt;
|OR-8&lt;br /&gt;
|[[File:Iccg or8.png|center|frameless]]&lt;br /&gt;
|Adjutant&lt;br /&gt;
|-&lt;br /&gt;
|OR-9&lt;br /&gt;
|[[File:Iccg or9.png|center|frameless]]&lt;br /&gt;
|Major&lt;br /&gt;
|-&lt;br /&gt;
|OR-9&lt;br /&gt;
|[[File:Iccg or9a.png|center|frameless]]&lt;br /&gt;
|Major of the Confederation Navy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structure of the Confederation Navy ==&lt;br /&gt;
The Navy’s chiefs are the &#039;&#039;&#039;Board of the Admiralty&#039;&#039;&#039;, who are politically appointed (or simply re-confirmed) from its Admiralty at large by the current administration of the Confederation. The first member of the Board acts as its chairperson and public speaker – the &#039;&#039;&#039;Marshal of the Confederation Navy&#039;&#039;&#039;. A Vice-Admiral is politically appointed and elevated to Admiral to fill the role. The officers who hold the post often retire into civil politics after service, and most administrations retain former Marshals as advisors.&lt;br /&gt;
&lt;br /&gt;
The Navy has three standard titles for its major components: &#039;&#039;&#039;Flotillas&#039;&#039;&#039; and &#039;&#039;&#039;Corps&#039;&#039;&#039; managed by &#039;&#039;&#039;Commandants&#039;&#039;&#039;, and &#039;&#039;&#039;Offices&#039;&#039;&#039; managed by &#039;&#039;&#039;Directors&#039;&#039;&#039;. Naval assets are organized into &#039;&#039;&#039;Squadrons&#039;&#039;&#039; and &#039;&#039;&#039;Task Groups&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Squadrons are administrative groups of same-class ships, handled together for training and upkeep. There are headquarter bodies associated with these activities, but squadrons are not fielded together and exist primarily on paper.&lt;br /&gt;
&lt;br /&gt;
Task Groups are the Navy’s central organizational unit and consist of a measured selection of vessels to carry out a given role or goal. Many Task Groups are short-lived and menial, but some have existed for almost as long as the Confederation, with names and internal traditions.&lt;br /&gt;
&lt;br /&gt;
=== The Gilgamesh Self-Defense Flotilla ===&lt;br /&gt;
The &#039;&#039;&#039;GSDF&#039;&#039;&#039;, or &#039;&#039;&#039;First Flotilla&#039;&#039;&#039;, is descended from the system fleet of the original Amaranth colony and the core of its naval power.&lt;br /&gt;
&lt;br /&gt;
Even diminished in the aftermath of the [[Gaia Conflict]], the First Flotilla is larger and more dangerous than its diminutive name might imply. Its starships and assets are kept modern through rapid upgrade cycles, consuming a significant portion of the overall budget of the Navy. It is largely staffed by career military personnel from the Founder states and remains one of the most dangerous and prestigious forces in Human space.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge is the second member of the Board and holds the post of Commandant of the First Flotilla. To fill the role, the incumbent is retained, or a Vice-Admiral is appointed from &#039;&#039;&#039;[[Terra|Terran]]&#039;&#039;&#039; origins and elevated to &#039;&#039;&#039;Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First Flotilla&#039;s most notable long term Task Group is Task Group 1 (the &#039;&#039;&#039;Gilgamesh Orbital Guard&#039;&#039;&#039;). Descended from the original Gilgamesh system&#039;s picket group, their permanent mission is the policing and defense of Gilgamesh system space. It is commanded in rotations by upwardly mobile &#039;&#039;&#039;Starszy Kapitans&#039;&#039;&#039;, and is considered a prestigious posting.&lt;br /&gt;
&lt;br /&gt;
Other long-term Task Groups operated by First Flotilla include System and Anchor picket forces for every location that requires one besides Bratis, to which Second Flotilla contributes.&lt;br /&gt;
&lt;br /&gt;
=== The Sestris Self-Defense Flotilla ===&lt;br /&gt;
The &#039;&#039;&#039;SSDF&#039;&#039;&#039;, or &#039;&#039;&#039;Second Flotilla&#039;&#039;&#039;, is part reserve force and part science playground. While the Second Flotilla operates Task Group 2 (the **Sestris Orbital Guard**) and Task Group 3 (the &#039;&#039;&#039;Bratis Anchor Picket&#039;&#039;&#039;) most of the command is made up of retired First Flotilla vessels and captured assets from the Confederation’s annexations held in mothball orbits. These supply the needs of the Colonial Guard and occasionally act as range targets or test-bed skeletons for the Office of Defense Research.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge is the third member of the Board and holds the post of &#039;&#039;&#039;Commandant of the Second Flotilla&#039;&#039;&#039;. To fill the role, the incumbent is retained, or a Vice-Admiral is appointed from &#039;&#039;&#039;Sestrian&#039;&#039;&#039; origins and elevated to &#039;&#039;&#039;Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Pioneering Corps ====&lt;br /&gt;
The &#039;&#039;&#039;Pioneering Corps&#039;&#039;&#039; is subordinate to the Second Flotilla. &lt;br /&gt;
&lt;br /&gt;
Established during the sedentary years of the Gaia Conflict, and initially envisioned as holding responsibility for orbital boarding and other infantry combat duties, the plan was quickly scrapped following the Conflict, with all direct combat duties held within the Surface Warfare Corps.&lt;br /&gt;
&lt;br /&gt;
Following this separation of duties and a return to peacetime operations, the Pioneering Corps was revamped. Quickly filled with veterans of the conflict wishing to remove themselves from civilized space for some time, the Pioneering Corps is now responsible for a hodgepodge of duties on the Confederation’s frontier. Most commonly seen charting systems to expand the Confederation’s star maps, they are often deviated to investigate distress signals or deal with small pirate operations.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Commandant of the Pioneering Corps&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Starszy Kapitan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As a relatively new component, the Pioneering Corps has little past guidance for the Commandant to follow; much of its early existence has been spent *pioneering* ideas for how and where they should operate.&lt;br /&gt;
&lt;br /&gt;
==== The Office of Defense Research ====&lt;br /&gt;
The &#039;&#039;&#039;Office of Defense Research&#039;&#039;&#039; is subordinate to Second Flotilla, and is a highly decentralized component consisting of an assortment of state and military scientists and engineers working on projects of all kinds, from new starship drive technologies to experimental service person selection and grouping strategies.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Defense Research&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;. Their role is broadly one of administration downward, presentation upward, and the handling of funds, but the position necessitates a strong core understanding of the sciences simply for informed decision-making.&lt;br /&gt;
&lt;br /&gt;
Initially focused on Military projects, they have since branched out, and today are quite egalitarian in their funding towards military and civilian projects.&lt;br /&gt;
&lt;br /&gt;
=== The Ordnance Corps ===&lt;br /&gt;
The &#039;&#039;&#039;Ordnance Corps&#039;&#039;&#039; is the Navy’s universal sourcing, supply, and repair arm, responsible for meeting the day-to-day needs in food, fuel, fresh paint, and transport of all other components of the Navy. While the Ordnance Corps fields almost nothing in the way of gun power, it is very much the rock on which the houses of the Guard and Flotillas are built. It manages vast budgets, operating the supply dumps, shipyards, and freight and personnel transports that allow the entire Navy to keep on keeping on.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge is the fourth member of the Board and holds the post of Commandant of the Ordnance Corps. To fill the role, the incumbent is retained or a Vice-Admiral is appointed from those available and elevated to &#039;&#039;&#039;Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Medical Corps ====&lt;br /&gt;
The &#039;&#039;&#039;Medical Corps&#039;&#039;&#039; is subordinate to the Ordnance Corps. &lt;br /&gt;
&lt;br /&gt;
Established as an office early in the history of the Navy, growth and standardization as well as major expansion throughout and following the Gaia Conflict saw the body&#039;s re-christening as a Corps. Although still a component of the Ordnance Corps, the Medical Corps of today is a largely independent entity, with the Commandant of the Ordnance Corps only rarely standing in the way of requests from their Medical Corps counterpart.&lt;br /&gt;
&lt;br /&gt;
A unique feature of the Medical Corps is that its officer corps encompasses every licensed doctor within the Confederation Navy.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Commandant of the Medical Corps&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Starszy Kapitan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Office of Chandlery ====&lt;br /&gt;
The &#039;&#039;&#039;Office of Chandlery&#039;&#039;&#039; is subordinate to the Ordnance Corps and responsible for the maintenance and upkeep of the Navy, staffed with a mix of engineering staff and quartermasters.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Chandlery&#039;&#039;&#039; and rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Office of Materiel ====&lt;br /&gt;
The &#039;&#039;&#039;Office of Materiel&#039;&#039;&#039; is subordinate to the Ordnance Corps and responsible for the acquisition and distribution of military materials and equipment. A largely administrative body, the Materiel Office leaves the duties of physically moving the material to the Office of Logistics.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Materiel&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Office of Logistics ====&lt;br /&gt;
The &#039;&#039;&#039;Office of Logistics&#039;&#039;&#039; is subordinate to the Ordnance Corps and is responsible for getting whatever is needed from point A to point B at any time, for any reason. As such, the Office of Logistics sees the second most attention within the Ordnance Corps, closely following the Medical Corps.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Logistics&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== The Colonial Guard ===&lt;br /&gt;
The &#039;&#039;&#039;Colonial Guard&#039;&#039;&#039;, or simply ‘The Guard’, is a diverse organization staffed by every member of the Confederation, and is subordinate to the Marshal of the Confederation Navy. The Guard maintains and operates the armed starships, orbital stations, and ground facilities necessary to deter attack from foreign powers and provide the Confederation’s citizens with security against piracy and crime across borders.&lt;br /&gt;
&lt;br /&gt;
Citizens in mandatory state service make up most of the Guard, and its personnel *never serve in their system of origin*, promoting cultural interchange and migration. The Guard is commanded at the system level by a Vice-Admiral or Starszy Kapitan with considerable autonomy and supported by the Ordnance Corps for out-system transport of personnel and assets.&lt;br /&gt;
&lt;br /&gt;
Considers a Corps, the Officer In Charge holds the post of &#039;&#039;&#039;Commandant of the Colonial Guard&#039;&#039;&#039;. To fill the role, the incumbent is retained or a &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039; is appointed from among the Guard’s system commanders, necessitating their replacement and travel to Gilgamesh.&lt;br /&gt;
&lt;br /&gt;
=== The Surface Warfare Corps ===&lt;br /&gt;
The &#039;&#039;&#039;Surface Warfare Corps&#039;&#039;&#039; is subordinate to the Marshal of the Confederation Navy.&lt;br /&gt;
&lt;br /&gt;
Established shortly before the Gaia Conflict and solidified shortly after, the ground forces of the Confederation are responsible for being the boots on the ground where the Confederation needs them, and where the Guard can’t be sent.&lt;br /&gt;
&lt;br /&gt;
Today, the Surface Warefare Corps is also responsible for vessel-to-vessel boarding actions where available. The Corps finds large numbers of recruits from the less space-inclined within the GCN.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;General of the Surface Warfare Corps&#039;&#039;&#039; and the rank of &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== The Office of Internal Security ===&lt;br /&gt;
The &#039;&#039;&#039;Office of Internal Security&#039;&#039;&#039; is nominally subordinate to the Marshal of the Confederation Navy. It is a secretive component dedicated to maintaining good order in the Confederation, both in military and civil contexts.&lt;br /&gt;
&lt;br /&gt;
The Officer In Charge holds the post of &#039;&#039;&#039;Director of Internal Security&#039;&#039;&#039; and rank of &#039;&#039;&#039;Starszy Kapitan&#039;&#039;&#039;. The office selects its own candidates for the role, requiring confirmation from the Board and typically from within its own ranks. Candidates are generally Kapitans, and are elevated as required.&lt;br /&gt;
&lt;br /&gt;
=== The Office for the Security of Gaia ===&lt;br /&gt;
The &#039;&#039;&#039;Office for the Security of Gaia&#039;&#039;&#039; is subordinate to the Marshal of the Confederation Navy. Responsible for the administration of the Confederation side of the Galilei DMZ, as well as diplomatic relations with both the Gaian Administrative Area and the International City of New Venice.&lt;br /&gt;
&lt;br /&gt;
The Officer in charge holds the post of &#039;&#039;&#039;Director of Security for Gaia&#039;&#039;&#039; and the public office of &#039;&#039;&#039;Governor General of the Protectorate of Gaia&#039;&#039;&#039;. To fill the role, the incumbent is retained, or a &#039;&#039;&#039;Vice-Admiral&#039;&#039;&#039; is appointed to the post by the Board of the Admiralty.&lt;br /&gt;
&lt;br /&gt;
== Chain of Command ==&lt;br /&gt;
[[File:Iccgn chain of command.png|center|frame]]&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Gaia_Conflict&amp;diff=2759</id>
		<title>Gaia Conflict</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Gaia_Conflict&amp;diff=2759"/>
		<updated>2024-06-29T16:59:14Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gaia Conflict was a conflict between the [[Sol Central Government]] and the [[Gilgamesh Colonial Confederation]]. The conflict lasted from the 16th of January, 2292 until the 11th of October, 2296 and ended in a Pyrrhic victory for Sol. Today, [[Gaia]] is a neutral planet and marks the DMZ between Sol and the GCC, with detachments from both the Confederation and Sol militaries stationed in the system.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Note: This timeline is not exhaustive, nor does it cover all viewpoints or aspects of the Gaia Conflict.&lt;br /&gt;
&lt;br /&gt;
=== 2289-2291 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Year&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!2289&lt;br /&gt;
|The GCC annexes [[Colonies of the Gilgamesh Colonial Confederation#Providence|Providence]] after a system-wide referendum votes in favour of joining. The referendum is widely suspected to have been manipulated by external forces. The GCC proclaims it as a great day for stability and security of the Confederacy. Sol send diplomatic observers to Providence.&lt;br /&gt;
|-&lt;br /&gt;
!2290&lt;br /&gt;
|The GCC enters [[Colonies of the Gilgamesh Colonial Confederation#Valy|Valy]] under the guise of intervening in a civil war that was raging across the system. The fighting ceases almost entirely upon their arrival. The Confederacy do not leave. The move is widely protested by Sol and a number of independent systems.&lt;br /&gt;
&lt;br /&gt;
The SCG place tariffs on Independent foodstuffs and weaponry. The GCC places tariffs on Sol industrial chemicals and steel. A trade war begins.&lt;br /&gt;
|-&lt;br /&gt;
!2291&lt;br /&gt;
|The GCC move into the formerly unoccupied [[Colonies of the Gilgamesh Colonial Confederation#Vega|Vega]] system and begin the construction of a massive naval installation, ostensibly under the justification of border security and anti-piracy measures. The Fourth Fleet move additional vessels to Kruger but otherwise take no more action.&lt;br /&gt;
November: Gaia, the only planet in the Galilei system, vote to join the SCG by a small margin, prompting widespread unrest and rioting. Sol send a large peacekeeping force. The ICCG object directly to the Gaian government, on the grounds of border security, an unclear majority and the safety of Independent expats living on Gaia, who proceed with integration despite threats by the ICCG President. The Confederacy goes quiet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2292 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
|Sol&#039;s darkest hour, Gaia falls, Helios falls, the Fourth is crushed. The year also sees the death of the Admiral of the Fleet Thomas Beckham, the rallying of the Third, the destruction of the Fourth, the fall of Gaia and the beginning of three long years of ICCG occupation of numerous Sol systems.&lt;br /&gt;
|-&lt;br /&gt;
!January&lt;br /&gt;
|The GCC launches a surprise attack along the border at multiple points simultaneously, utterly overwhelming the Fourth Fleet. Victor&#039;s Star, Partheno and Lacaille are quickly overwhelmed, with the Independent Navy and Marine forces capturing numerous SCG installations.&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|The Fourth Fleet presence at Gaia finally falls, having been decimated. Carrier Group Bravo is lost. The GCC begin preparations for planetary invasion, with the Independent Ground Forces being deployed to the system. Meanwhile, the First Fleet rallies and (except for Ceremonial Group Terra) flies for Gaia while the Second Fleet rapidly mobilises most of its forces to [[Ceti Epsilon|Tau Ceti]], Alpha Centauri and Kruger. The Fourth Fleet retreats en masse under Rear Admiral Diwalli to Helios. Not all remaining vessels arrive. The Fourth is tasked with holding Helios at all costs while the Second prepare for an expected ICCGN push directly from Gaia to Tau Ceti.&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|The Independent Naval Marine Forces and Army arrive above Gaia and engages an orbital invasion. Gaia, in possession of a larger than usual complement of the SCG Army because of SCG integration and subsequent rioting and planetary unrest, is ready to meet them along with the Gaian PDF, which is kept in line only by the presence of SCG Troops. The Independent Navy, which have only instituted limited orbital bombardment because of a desire to capture the planet intact, have inflicted minimal casualties on ground forces. The First Fleet continue their journey to Gaia.&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|The first Independent troops land on Gaia and are met with heavy resistance, especially around the Lake Cabot region, home to the Gaian capital of New Venice and numerous farms and resorts Much of the planet falls within the month with much of the Gaian PDF breaking into civil war as the SCG Army elements retreat and focus around New Venice. Fighting continues.&lt;br /&gt;
|-&lt;br /&gt;
!May&lt;br /&gt;
|The First Fleet arrives at the Galilei Gateway, entering the system without being attacked. Indeed, the Independent Navy is nowhere to be seen. Suspecting a trap, Admiral of the Fleet Thomas Beckham holds much of the First back around the installation while sending forth Assault and Support Groups Alpha. Both groups enter orbit around Gaia and rapidly deploy many of their Armsmen and engineering staff to New Venice after establishing contact with Colonel Montgomery, the highest-ranking Officer alive on Gaia.&lt;br /&gt;
&lt;br /&gt;
By the second week, Admiral Beckham moves his own personal flag group out of orbit around the Gateway installation into orbit over Gaia. It is at this moment the trap is sprung. The Confederacy, using unstable bluespace portals away from the Gateway installation, enters the system in a surprise assault. While the instability of the portals causes the loss of a number of Independent vessels, most make it through. Fighting immediately breaks out. The SFV Terminus, a resolution class vessel and the Flagship of Admiral Beckham, engages directly with the Flagship of Admiral Yevgeny Novikov, the leader of the Independent Naval Forces at Gaia. Despite having the technological edge, the Independent Flagship is critically damaged by Beckham, but not before Novikova sends his vessel on a collision course with the Terminus. Both vessels are destroyed by the crash. The First Fleet, demoralised and panicked by the loss of the Admiral of the Fleet, is routed and retreats en masse through the gateway. Dooming the remains of Support and Assault Group alpha to die or surrender in Gaian orbit. Many launch their smaller support and strike craft and remaining armsmen, medical and engineering components to New Venice before scuttling or surrendering.&lt;br /&gt;
&lt;br /&gt;
The rest of the Independent Navy continues to consolidate its new holdings in Sol Space and regroups for further assaults.&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|The remnants of the SCG army on Gaia continue to fight fiercely, now without hope of additional support. Though never equipped to fight a planetary invasion, they are bolstered by the arrival of the Naval Armsmen, medical, engineering and air support of the now-defunct First Fleet. They heavily reinforce New Venice and its surrounding areas while many Naval Armsmen and strike craft move to relieve loyalist PDF elements. Colonel Montgomery puts his engineers to good use erecting fortifications and defences around and in New Venice.&lt;br /&gt;
&lt;br /&gt;
The First Fleet remnants arrive back in Sol space, where they remain for the rest of the war as a last defence force. Rear Admiral Barbara Andersson of the Second Fleet is promoted to Admiral of the Fleet and takes over coordination of the war effort.&lt;br /&gt;
&lt;br /&gt;
The Independent Navy Valy Strategic Command regroups and prepares for an assault of the Helios System.&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|The assault of Helios begins. Admiral Diwalli, having dug in and taken advantage of the numerous space stations in the system, has moved them into a protective ring around the Gateway Installation. His orders are to hold Helios at all costs as the capture of the installation would provide the Independents with direct access to Sol. Fighting rages on for a further two months as the remnants of the Fourth gradually stagger back and become increasingly reliant on their orbital installations.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, on Gaia, fighting continues. More Independent troops pour onto Gaia. Much of remaining Loyalist PDF elements surrender. The Independent Navy Altair Strategic Command consolidates itself over Gaia and begins the construction of a new naval installation.&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|Independent Scouts test the defences of Kruger and Tau Ceti. Few return. The Second Fleet has not been lax. Fighting continues elsewhere.&lt;br /&gt;
|-&lt;br /&gt;
!September&lt;br /&gt;
|The Fourth Fleet begins its infamous last stand at the Helios Gateway installation. Seeing that the battle is lost, Admiral Diwalli lures much of the Independent Navy forces as close as possible to the Gateway installation before forcing a localised Bluespace cascade, resulting in the release of a massive amount of energy, destroying both the remainder of the Fourth Fleet as well as much of the Valy Strategic Command. The loss of the gateway installation dooms Helios, Partheno and Victor&#039;s Star to uncontested Independent control for the next three years.&lt;br /&gt;
&lt;br /&gt;
The Fourth Fleet effectively ceases to exist. Over the next year or so many lone vessels in the void between systems limp home to Sol and are absorbed into the Second Fleet or surrender to the Independent Navy.&lt;br /&gt;
&lt;br /&gt;
SCG Army detachments and PDFs across numerous occupied systems surrender.&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|Fighting on Gaia begins to slow, Colonel Montgomery has withdrawn much of his remaining forces to New Venice.&lt;br /&gt;
&lt;br /&gt;
The Second Fleet reinforce Tau Ceti and Kruger further and begin heavily mining the void near most Sol systems on the Independent front.&lt;br /&gt;
&lt;br /&gt;
The Independent Navy creates the Galilei Strategic Joint Command and attaches the majority of its newer and experienced vessels to it in preparation for further incursions into Sol Space.&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|Colonel Montgomery declares the defence of New Venice Untenable and, in a surprise move, orders his forces to disperse into the Gaian countryside and to spread out across the planet to continue fighting a Guerrilla war. The Gaian Resistance is formed, mostly consisting of the remnants of the SCG Army and some loyalist PDF Troops. It enjoys widespread support in the planets southern hemisphere, which is predominantly pro-sol.&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|The first battle of Tau Ceti begins and ends swiftly, with the Independent invasion force repelled by the Second Fleet. Admiral of the Fleet Andersson decides that, in spite of the victory, the Second does not have the power necessary to fight a defensive war and reclaim lost territory and orders the Third Fleet to begin rallying at Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The Third, heeding the call, begin the long, slow and arduous task of assembling an entire Fleet in a single system, compounded by the fact that the Third is greatly dispersed across the border, with many vessels being out of easy contact for months on end. They would not fully regroup for another two and a half years.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2293 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
|The year saw some of the hardest fighting for the Second, with the twelve battles of Tau Ceti taking place as the Independent Navy constantly regrouped, repaired and rearmed for assaults on the system. The Third fleet continues its long regroup, leaving behind a number of unfinished missions, patrols, peacekeeping projects and aid deployments.&lt;br /&gt;
&lt;br /&gt;
Independent morale is at an all-time high following the destruction of large swatches of the Sol Fleet and territorial gains across the board. An orbital memorial is erected above Gaia in memory of Admiral Novikov. Parades are held on Terra in celebration of the Independent Ground Forces and the Independent Navy. Concerns of supply issues and a lack of manpower in critical areas are ignored.&lt;br /&gt;
&lt;br /&gt;
On the civilian front, Sol conscripts most of the private corporate fleets to serve in minor peacekeeping missions in areas with a minimal Fleet presence, but which are not directly at risk of Independent attack. Prices rise in many areas. Morale is low.&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|Planetary PDFs are drafted into serving with the regular SCG Army, and many reservists and those on the inactive list are called up for service. The SCG Army readies for full mobilisation and many worlds begin the process of fortifying themselves against orbital assault.&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|The Independent Navy launches three assaults in as many weeks against Tau Ceti, passing through the gateway en masse and making use of unstable bluespace portals. The attacks are repulsed each time by the Second Fleet, at some cost to both sides.&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|Reports surface of incidents involving the SFV Sugihara Chiune, previously thought destroyed during the fall of Victor&#039;s Star. The Sugihara is reported to be roaming deep space behind Independent lines, attacking supply lines and logistic points along with a ragtag collection of other Fleet vessels. Contact is not made with the Sugihara in spite of the rumours, though they go on to motivate many in the demoralised and shattered Fleet.&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|The Independent Navy launches its final assault of the year on Tau Ceti. A minor breakthrough is made before ultimately being pushed out toward the end of the month.&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|The year ends with no major gains on either side. Independent morale remains high. Sol is exhausted but hopeful that they will, at least, not lose more than they have.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2294 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
|The year sees renewed aggression on the part of both sides. The Second Fleet makes a desperate gamble, forgoing its stonewall tactics of the past two years to take back Helios. The lack of Fleet presence on the border vacated by the Third Fleet begins to fall into lawlessness, rampant piracy and insurrections outside of gateway installations and well developed policed colonies and systems.&lt;br /&gt;
|-&lt;br /&gt;
!January&lt;br /&gt;
|The absence of the Third Fleet on the border begins to take its toll on numerous systems they used to defend and aid. Insurrections and rebellions sprout up in numerous unstable colonies and piracy becomes rampant outside of a few, well-developed planets and systems.&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|Independent vessel manufacturing begins to slow down owing to a lack of resources and manpower. Much of the Independent Economy is locked into full war production and luxuries for civilians begin to thin.&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|Using the threat of Independent aggression Sol coerces a number of independent systems to render material aid to support their war effort with promises and loans being made in the process.&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|Colonel Montgomery&#039;s Resistance movement on Gaia continues to be moderately successful against the occupation forces. A new head of planetary police is brought in from the confederation, Sasha Alistratova. A reign of terror begins on Gaia, upsetting Independent and Sol supporters alike as the newly invigorated planetary police force begin hunting down any guerrilla forces and insurrectionists indiscriminately. A great many Gaian citizens are caught in the hunt, innocent or not, and summary executions are regular as Independent martial law grips the planet.&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|The Independent Navy launches an assault on Kruger. The Second Fleet is initially overwhelmed before being reinforced. Heavy fighting takes place in the system around the Gateway installation and numerous planetary bodies. The Second fails to repulse the Independent entirely, and both sides enter an uneasy stalemate in the system.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2295 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
|The year saw the Third Fleet finally regroup, a surprise move from the Independent Navy, mounting resistance to occupation from Independent forces as well as rampant piracy in the Independent occupation zone.&lt;br /&gt;
|-&lt;br /&gt;
!January&lt;br /&gt;
|Fighting continues in Kruger, which continues to show no clear victor. The Second is becoming heavily taxed with the amount of fronts they are forced to maintain.&lt;br /&gt;
&lt;br /&gt;
Independent Naval Activity seems to have dramatically lowered in much of the occupation zone.&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|The SCG Army is completely mobilised, having assembled fully in the Sol System.&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|The Third Fleet is finally fully regrouped in Tau Ceti. Preparations are made to take Gaia. The Army mobilises transport craft and joins them.&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|The SFV Sugihara Chiune emerges through the Sirius gateway, much to the surprise of everyone present. The vessel, dented, damaged, its paint long faded, limps into drydock along with its equally ragged myriad collection of ships. They bring vital intelligence with them on the state of affairs in the occupation zone, as well as worrying news about the Independent Navy. Kruger is a feint. Much of the Independent Fleet has come around &amp;quot;the long way&amp;quot; and is preparing to attack via Sirius. The Second is thrown into disarray when reserve forces meant for Kruger are relocated to Sirius. Captain Lee Kyung collapses of exhaustion.&lt;br /&gt;
&lt;br /&gt;
The Second Fleet deploys station-based kinetic artillery and missile mines near the Sirius gateway and prepare for a siege.&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|The Battle of Sirius Commences and sees the hardest fighting of the war the Second has experienced thus far. The Independents, having banked on surprise being on their side, are not prepared for the fierce resistance they encounter.&lt;br /&gt;
&lt;br /&gt;
Sasha Alistratova of the Gaian Planetary Police Force is assassinated while inspecting a section station in southern Gaia. Colonel Montgomery is rumoured to be personally involved though the identity of the killers is not discovered. Retaliatory raids and even harsher action from the Independent-created Police Force begin. Many perish in the witch hunt.&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|The battle for Sirius ends with great damage inflicted upon the Independent assault Fleet. Their navy withdraws, shattered. Much of the Second Fleet in Sirius reroutes to Tau Ceti.&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|A two-pronged assault is planned by Admiral Andersson. In a surprise move, the Third Fleet is re-routed to Kruger, where they smash through the Independent naval blockade. Their plan, relying on speed, means they do not hold in Kruger, with the Third immediately flying through to Altair system where they engage in the fiercest boarding action of the war, with Naval Armsmen and Exosuit pilots boarding the system and sector headquarters of the Independent Navy. Fighting persists throughout the night aboard the massive orbital installation above Altair II.&lt;br /&gt;
&lt;br /&gt;
Independent Forces cease attacking Tau Ceti and withdraw to Galilei.&lt;br /&gt;
&lt;br /&gt;
The Second Fleet regroups its localised forces and prepares to push.&lt;br /&gt;
&lt;br /&gt;
After two weeks of vicious combat, the Altair system is fully in the hands of the Third Fleet, freeing up Second Fleet defenders in the Kruger system who advance to reinforce.&lt;br /&gt;
|-&lt;br /&gt;
!December&lt;br /&gt;
|The Second and Third Fleets prepare to take Galilei.&lt;br /&gt;
&lt;br /&gt;
Independent Morale is at an all-time low following news of the destruction of the Sirius assault fleet reaching Independent territory.&lt;br /&gt;
&lt;br /&gt;
The Independent Navy pulls out of much of the occupied systems, consolidating its forces in Gaia and other Independent systems connected to Altair, anticipating further attacks from Sol.&lt;br /&gt;
&lt;br /&gt;
Public opinion on Gaia is turned massively against the GCC after years of oppression. Some theorists believe this was the intention of Colonel Montgomery&#039;s campaign.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2296 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
|The reclamation of Gaia, the redemption of the Fleet, the downfall of the Independent Navy, and increasing criminality across human space.&lt;br /&gt;
|-&lt;br /&gt;
!January&lt;br /&gt;
|The Third Fleet launches its assault on Gaia. Fierce fighting begins. The SFV Ulysses Grant is the First Fleet vessel through the gateway and is destroyed when its reactor suffers a direct hit by an unknown GCC projectile.&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|The Third either destroys or pushes out much of the Independent Navy from the Galilei system. The Third orbit Gaia and prepare for an orbital invasion, which is somewhat delayed by the late arrival of the SCG Army as well as poor communication between the two forces, a lack of cohesion that becomes readily apparent by the end of the war.&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|Luxuries and common goods across Independent worlds are at an all-time low. The economy spirals. Total war production has been forced to scale backwards in order to manufacture many vital and necessary consumer goods.&lt;br /&gt;
&lt;br /&gt;
The Third continues to hold Gaia, while the Second push out of the Galilei gateway and into Helios, only to find it has been abandoned by the GCC the year before. The Second quickly begin retaking nearby systems, met only by token Independent Navy forces.&lt;br /&gt;
|-&lt;br /&gt;
!June&lt;br /&gt;
|The Third Fleet and the SCG Army begin the orbital invasion of Gaia. Fighting is fierce, the Independent have dug in hard over the previous four years. Initial resistance is fierce. Landings in some areas go smoothly thanks to the intervention of Colonel Montgomery&#039;s resistance troops. &amp;quot;Monty&#039;s Militia&amp;quot; proves a valuable asset during the SCG landings.&lt;br /&gt;
&lt;br /&gt;
The 15th of June marks the day of the landings, and is subsequently celebrated as &amp;quot;Liberation Day&amp;quot; in the southern hemisphere of Gaia.&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|The Independent Economy partially collapses. Sol avoids the same by leveraging its nominally independent allied planets and systems.&lt;br /&gt;
&lt;br /&gt;
The Independent Navy is unwilling and unable to mount further aggressive action and goes fully defensive.&lt;br /&gt;
&lt;br /&gt;
The SCG Fleet is, likewise, exhausted and worn down from years of war, and, having taken all lost territory with the exception of Gaia, Admiral of the Fleet Andersson urges the Secretary General to sue for peace.&lt;br /&gt;
&lt;br /&gt;
Fighting continues on Gaia.&lt;br /&gt;
|-&lt;br /&gt;
!October&lt;br /&gt;
|The stalemate continues. Excepting Gaia, which continues to experience heavy fighting between well equipped, dug in and fortified Independent forces and the SCG Army.&lt;br /&gt;
&lt;br /&gt;
Colonel Montgomery finally embeds back into the regular SCG Army. He is present when New Venice is liberated later that month where Independent Forces, led by General Arthur Lee, surrender to SCG forces. Much of the Independent army on the planet continues to fight, either unaware of the surrender order or unwilling to surrender to SCG forces, believing they will suffer retaliatory actions for Gaia.&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|Minor border skirmishes flare-up between Sol and Gilgamesh. Neither side makes any gains. Of note, a previously unknown Independent class of vessel is discovered in the vast military docks of Altair. Rumours abound, though it is supposedly a &amp;quot;stealth craft.&amp;quot; It is quickly whisked back to Sol for further study.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2297 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Month&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
|2297 marks the end of the Gaia conflict, the partial dismantling of the Independent Navy, the collapse of the Independent economy and a large influx of Independent immigrants into SCG and unaffiliated systems.&lt;br /&gt;
|-&lt;br /&gt;
!January&lt;br /&gt;
|A general ceasefire is called between the SCG and the GCC. Gaia finally falls silent.&lt;br /&gt;
|-&lt;br /&gt;
!February&lt;br /&gt;
|Negotiations begin in earnest. The GCC makes no apologies for its imperialistic attitudes, dismissing it as necessary. Talks quickly move away from this point before they break down entirely. Gaia is a sticking point for both sides.&lt;br /&gt;
|-&lt;br /&gt;
!March&lt;br /&gt;
|Negotiations conclude. The GCC is forced to pay reparations to Sol and Gaia and fund the rebuilding of the Helios Gateway Installation. Sol is forced to ease border restrictions and allow the granting of work visas with minimal restrictions to Independent citizens.&lt;br /&gt;
&lt;br /&gt;
The die is cast, the fate of Gaia is sealed. Gaia and the Gailei system are to be turned into a DMZ between the two states. Gaia itself is split into two, a north and a south with the capital of New Venice being designated an entirely neutral entity.&lt;br /&gt;
|-&lt;br /&gt;
!April&lt;br /&gt;
|Colonel Montgomery is promoted to Brigadier and is appointed military governor of Southern Gaia. His opposite is General Arthur Lee, Overseer of Northern Gaia, returned to Independent hands as part of the peace agreement.&lt;br /&gt;
&lt;br /&gt;
In a surprising snap election, Arthur Roosevelt IX is voted in as Mayor of New Venice, a position that, in time will become a vital mediator between North and South Gaia.&lt;br /&gt;
|-&lt;br /&gt;
!July&lt;br /&gt;
|The SCG Army begins demobilisation, planetary PDFs returning to their own worlds. A large number of SCG Army regulars remain on Gaia and become the beginning of the regular Army posting of the Sol Army, Cabot, named after the lake on the southern side of the DMZ, next to New Venice.&lt;br /&gt;
&lt;br /&gt;
The Third Fleet begins its long journey back to their own posting, leaving the Second to handle the work of itself and the Fourth while the latter is rebuilt.&lt;br /&gt;
|-&lt;br /&gt;
!August&lt;br /&gt;
|The Fifth Fleet is established.&lt;br /&gt;
&lt;br /&gt;
Independent immigrants begin flocking to Sol space looking for work.&lt;br /&gt;
&lt;br /&gt;
The GCC slowly rebuilds. Half of its Navy is intact, though they suffered an exceptional loss of life over the course of the war.&lt;br /&gt;
&lt;br /&gt;
The GCC invests heavily in its intelligence services.&lt;br /&gt;
|-&lt;br /&gt;
!November&lt;br /&gt;
|Admiral of the Fleet Andersson resigns with immediate effect, citing &amp;quot;tiredness&amp;quot; and a number of health concerns.&lt;br /&gt;
&lt;br /&gt;
Work begins on what is to become a prototype of the Rockfish-Class stealth craft.&lt;br /&gt;
&lt;br /&gt;
The Sol-GCC Cold War begins.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2758</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2758"/>
		<updated>2024-06-29T16:49:42Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: /* Third Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
&lt;br /&gt;
[[File:UpdatePengali.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Penglai===&lt;br /&gt;
&lt;br /&gt;
====Penglai====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Providence===&lt;br /&gt;
&lt;br /&gt;
====Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
====New Victoria====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
====New Washington====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
====Nuevo Mexico====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Third Expansion ==&lt;br /&gt;
[[File:Valy (2).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Valy===&lt;br /&gt;
&lt;br /&gt;
====Valy====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Vega ===&lt;br /&gt;
Vega prior to it&#039;s annexation into the Confederation was nothing more then a Way-star for Trade transiting between Galilei and the Confederation. It&#039;s annexation is seen as nothing more then the Confederation securing the commonly used trade route.&lt;br /&gt;
&lt;br /&gt;
===Galilei===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
==Other Members==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Gilgamesh_Colonial_Confederation&amp;diff=2757</id>
		<title>Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Gilgamesh_Colonial_Confederation&amp;diff=2757"/>
		<updated>2024-06-29T16:24:32Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: /* Culture */  - Updated &amp;#039;Indie&amp;#039; and &amp;#039;Independent&amp;#039; to &amp;#039;Confederate&amp;#039; and &amp;#039;Pan-Slavic&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flag gcc.png|thumb|Flag of the ICCG]]&lt;br /&gt;
The &#039;&#039;&#039;Gilgamesh Colonial Confederation (GCC)&#039;&#039;&#039;, officially the Independent Colonial Confederation of Gilgamesh (ICCG), is a regional power in human space, bordered by the Sol Central Government towards the galactic center. The capital of the Confederation is the city of Amaranth on the planet of [[Terra]], in the Gilgamesh system.&lt;br /&gt;
&lt;br /&gt;
Most of the Confederation&#039;s territory had been colonies under the early Terran Commonwealth. Over time, these colonies grew increasingly cut off from the centralized power of the Terran Commonwealth. On 31 July 2231, as part of the founding of the [[Sol Central Government]], the Independent Colonial Confederation of Gilgamesh declared independence. The current Constitution of the Confederation was adopted at this time as well, and it remains in use today.&lt;br /&gt;
&lt;br /&gt;
Member states of the Confederation may be considered either “full” or “pre-integration”. Full members send an elected minister as a representative to the directory, with an ostensibly “first among equals” Premier selected from that body. Other members are invited, instead, to send an elected observer.&lt;br /&gt;
&lt;br /&gt;
Thanks to Terra&#039;s status as one of a handful of natural garden worlds in human space, as well as rich mineral deposits in the Confederation&#039;s other core systems, the state&#039;s economy is dominated by relatively new-growth primary industry – as well as a significant arms sector.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Most of the Confederation&#039;s territory had been colonies under the early Terran Commonwealth. Over time, these colonies grew increasingly cut off from the centralized power of the Commonwealth. On 31 July 2231, during the founding of the Sol Central Government, the Confederation declared independence. The Confederation has since become a major industrial and military power in the region.&lt;br /&gt;
&lt;br /&gt;
=== Colonization ===&lt;br /&gt;
The habitable planet of Amaranth Major was colonized in late 2148 after a small fleet of cryogenic generational colonization ships sent out in early 2112 arrived in the Gilgamesh system. Another planet in the system, Amaranth Minor was also colonized during this time, as well as [[Zemlya]]. Other uninhabitable planets in the system were found to be rich in minerals and industrial materials. Development of the system proceeded slowly until the Terran Commonwealth made contact with the system in 2180.&lt;br /&gt;
&lt;br /&gt;
After contact, the colonies in Gilgamesh were re-integrated into its government. With technological and logistical support from the Commonwealth, the Gilgamesh system became a lucrative trade hub. This directly caused a significant increase in immigration to the system, leading to additional economic and societal growth. During this time, developments on the planet of Zemlya had caused it to become the industrial center of the system.&lt;br /&gt;
&lt;br /&gt;
=== Independence ===&lt;br /&gt;
In 2228, shortly before humanity&#039;s first contact with the [[Skrell]], the colonies of the Gilgamesh system founded the Gilgamesh League, successfully lobbying for the right to expand their territory outside the system. After expansion into neighboring systems, and significant colonization efforts, the League&#039;s systems had become almost entirely self-sufficient. In addition, these systems had begun to work towards independence, cut off by their significant distance both physically and ideologically from the central government of the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
On 31 July 2230, during the signing of the Sol Central Government charter, many of the League&#039;s colonies declared independence from the now defunct Commonwealth, conglomerating into the Gilgamesh Confederation. By the 24th century, the Confederation encompassed thirty-one systems, with forty-nine colonies, and a population of ten-billion.&lt;br /&gt;
&lt;br /&gt;
=== Contemporary Period ===&lt;br /&gt;
After the founding of the Sol Central Government, and the Confederation&#039;s declaration of independence, the Confederation entered into an economic depression caused by the abrupt withdrawal of support from the SCG. This depression led to a famine, causing the Confederation to expand their borders in an attempt to annex additional agri-worlds to provide for the rest of the Confederation.&lt;br /&gt;
&lt;br /&gt;
Among the planets annexed was [[Gaia]], a world on the border of SCG space. The annexation of this planet led directly to the [[Gaia Conflict]] in 2292. The conflict between the SCG and the Confederation aided significantly in the consolidation of the Confederation&#039;s economy as well as their overpopulation issues. The conflict ended in a pyrrhic victory for the SCG in 2296. During this time, the Confederation had begun significant economic reforms, which had been put in place by the end of the conflict.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
The Confederation is a directorial psephocratic confederation. The Constitution of the Confederation sets the framework for the government of the nation. The Constitution is unable to be amended except by unanimous vote of the directory, and cannot be revised during any national emergency or a time of war. Amendments to the Constitution affecting the sovereignty of member-states, unity, or independence can only be made after the proposal is supported unanimously by the directorial representatives. Furthermore, no revision can be made to limit the fundamental rights of humans enumerated in the Constitution. This does not apply to non-humans.&lt;br /&gt;
&lt;br /&gt;
The nation&#039;s central legislative body is the Confederational Directory, whose members are elected by popular vote on party lists every four years. Each member-state of the Confederation may elect their own representative. The head of state is the Premier of the Confederation, who is elected every 8 years from the Confederational Directory, requiring a majority vote by the other ministers. The Premier additionally functions as the head of government and assembles a cabinet, which is subject to directorial approval, as are the majority of official actions which may be taken by the Premier.&lt;br /&gt;
&lt;br /&gt;
=== Foreign Relations ===&lt;br /&gt;
After achieving independence from the Terran Commonwealth, the Confederation&#039;s foreign policy was designed with a view to establishing relations and integrating independent colonies, and isolation from non-human powers. Immigration is strictly controlled, with minimal allowances for the entry of non-humans and citizens of the Sol Central Government, but with fewer restrictions on citizens of independent human colonies.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
The Confederation&#039;s military is divided into the Ground Forces and Navy. It is mandatory for all citizens to carry out a period of state service upon reaching adulthood, to be begun before the age of 25. The military is one option for that service.&lt;br /&gt;
&lt;br /&gt;
The Confederation has the largest stockpile of cobalt-nuclear weapons in the region. It has the largest fleet of stealth-equipped ballistic missile ships and is the only human government apart from the Sol Central Government with a substantial cobalt-nuclear arsenal. The Confederation&#039;s navy is the largest among human powers in the region, and its ground forces are the second largest.&lt;br /&gt;
&lt;br /&gt;
The nation has a large and entirely indigenous arms industry, producing the majority of its own military equipment with only a select few types of weapons imported. The Confederation is the region&#039;s top supplier of armaments, accounting for a significant amount of regional weapons sales and exporting weapons to numerous independent states or colonies. In recent years, the Confederation has been known to supply weaponry to a number of independent states. Its military budget is considered high, relative to its wealth.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
In 2306, the Confederation had a GDP per capita on par with Sol&#039;s lower-middle income, with significant wealth inequality between new territories and its core colonies. During its early years, the nation experienced decades of economic instability and decline, led in part by a lack of support from the newly formed Sol Central Government and a lack of structural reform. From 2250 onward, however, the Confederation&#039;s economy achieved relative macroeconomic stability, characterized by high growth, low unemployment, and declining inflation as it began its campaign of expansion. Although the Gaia Conflict took a massive toll on the GCC, the economic stability of the Confederation began to steadily improve toward pre-war levels after its formal end. According to 2304 census data unemployment in the Confederation is high, again skewed by higher levels in its more recent territorial acquisitions.&lt;br /&gt;
&lt;br /&gt;
The largest local companies include arms manufacturer HelTek, Gazpran Oil and Gas, Grayson Terra, Sinnesloschen Electronics, TDE &amp;amp; TIE, and the Novaya Zemlya Shipyards. Exports have increased substantially over the past few years, with a major rise in 2299 attributed to the re-opening of commercial borders with SCG space. The Confederation&#039;s main exports are military equipment, electrical and electronic equipment, industrial machinery, metallurgic products, agricultural products, and raw materials. Its trade policies focus on independent colonies and smaller nations, although by sheer necessity and scale the SCG remains its single largest partner.&lt;br /&gt;
&lt;br /&gt;
Since 2250 the official currency has been the Confederate credit (&amp;quot;cred&amp;quot;). It has a mixed history of stability, but trades favorably against the Thaler.&lt;br /&gt;
&lt;br /&gt;
=== Cultural and Ethnic composition ===&lt;br /&gt;
The term &amp;quot;Indie&amp;quot; had initially described the inhabitants of the Gilgamesh League. In 2231, the Confederation&#039;s constitution was put into effect, naming the nation as the Independent Colonial Confederation of Gilgamesh. Thus, many among the group of Independent-speaking colonies clung to an &amp;quot;Indie&amp;quot; identity. With the prevailing identity among the member states being defined as &amp;quot;Independent,&amp;quot; new colonies integrated into the Confederation were more likely to identify as Independents than were immigrants.&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
The official languages of the Confederation are Pan-Slavic and Zurich Accord Common. The 2230 Declaration of Independence stated that the national language of the Independent Colonial Confederation of Gilgamesh was Pan-Slavic and Zurich Accord Common, and its writing is based on a modernized Cyrillic alphabet. At the 2304 census, some two in three persons named Pan-Slavic as their primary daily language, compared to one third for Zurich Accord Common.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
The Confederation&#039;s cultural tradition has been influenced primarily by the Slavic origins of its majority population, as well as Anglosphere cultures, the roots of which go back to its original colonization, which consisted primarily of the two ethnic groups. The Confederation has enriched its own culture by adopting and maintaining primarily Orthodox traditions, with minor influences from a number of disparate ethnic groups. The largest ethnic group, which had come to identify itself widely as &amp;quot;Confederate&amp;quot; by the late 23rd century, is a speaker of Pan-Slavic and played a significant role in the shaping of contemporary Slavic culture, which still maintains a major role. The culture has been further influenced by English and Scottish culture, and the cultures of integrated colonies. The strong Slavic influence in Confederate literature and arts was prevalent in the late 23rd century.&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
Most retail businesses close on Independence Day and New Year&#039;s Day as well as Christmas, which are officially recognized as public holidays, but remain open on all other holidays. Christmas is celebrated either on 7 January, the traditional old-calendar date in Independent Orthodox Churches or on 25 December, the former of which is officially recognized as a public holiday.&lt;br /&gt;
&lt;br /&gt;
=== Sports ===&lt;br /&gt;
Thunderdome is the national sport in the Confederation. It is also both the most popular team sport in the nation, as well as the most popular sport overall. Additionally, the Confederation is the only major regional power in which the sport is still legalized. Broadcasts of the sport are popular internationally as well as domestically.&lt;br /&gt;
&lt;br /&gt;
The Galactic Organization of Zero-G Racing also has a significant presence in the Confederation. Their primary racing league has barred [[Positronics|IPCs]] and other non-humans from participating as contestants over concerns on physical equality.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2755</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2755"/>
		<updated>2024-06-28T22:23:31Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: /* Second Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
&lt;br /&gt;
[[File:UpdatePengali.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Penglai===&lt;br /&gt;
&lt;br /&gt;
====Penglai====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Providence===&lt;br /&gt;
&lt;br /&gt;
====Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
====New Victoria====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
====New Washington====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
====Nuevo Mexico====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Third Expansion ==&lt;br /&gt;
[[File:Valy (2).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Valy===&lt;br /&gt;
&lt;br /&gt;
====Valy====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
===Galilei===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
==Other Members==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2754</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2754"/>
		<updated>2024-06-28T22:22:43Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:updatePenglai.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy (2).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:UpdatePengali.png&amp;diff=2753</id>
		<title>File:UpdatePengali.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:UpdatePengali.png&amp;diff=2753"/>
		<updated>2024-06-28T22:22:17Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Penglai.png&amp;diff=2752</id>
		<title>File:Penglai.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Penglai.png&amp;diff=2752"/>
		<updated>2024-06-28T22:22:06Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: TheSpanish1nquisition reverted File:Penglai.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2751</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2751"/>
		<updated>2024-06-28T22:20:53Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Penglai.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy (2).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2750</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2750"/>
		<updated>2024-06-28T22:20:25Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy (2).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2749</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2749"/>
		<updated>2024-06-28T22:19:51Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
[[File:Penglai.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy (2).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2748</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2748"/>
		<updated>2024-06-28T22:19:39Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy (2).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Penglai.png&amp;diff=2747</id>
		<title>File:Penglai.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Penglai.png&amp;diff=2747"/>
		<updated>2024-06-28T22:19:09Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: TheSpanish1nquisition uploaded a new version of File:Penglai.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2746</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2746"/>
		<updated>2024-06-28T22:07:44Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: /* Third Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
[[File:Penglai.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy (2).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;br /&gt;
----{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Valy_(2).png&amp;diff=2745</id>
		<title>File:Valy (2).png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Valy_(2).png&amp;diff=2745"/>
		<updated>2024-06-28T22:06:37Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sestris&amp;diff=2722</id>
		<title>Sestris</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sestris&amp;diff=2722"/>
		<updated>2024-06-20T18:22:13Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sestris.png|thumb]]&lt;br /&gt;
Sestris, or The Union of Sestris and Bratis is a political entity within the [[Gilgamesh Colonial Confederation]].&lt;br /&gt;
&lt;br /&gt;
Sestris and Bratis form a system pair settled by a French colonial mission in the early days of interstellar expansion, with Sestris having claimed Bratis as a colony in the pre-GCC era. These systems were founding members of the GCC – second only to Gilgamesh in terms of political and economic power, citizens of Sestris enjoy a generally high standard of living and many can be found within the ranks of the ICCG Defense Forces.  &lt;br /&gt;
&lt;br /&gt;
== Sestris ==&lt;br /&gt;
&lt;br /&gt;
=== Amelie ===&lt;br /&gt;
&lt;br /&gt;
==== Geography ====&lt;br /&gt;
Amelie Possesses Earth-like gravity and a hot, dense atmosphere – surface conditions are survivable, but uncomfortable, and most settlements are climate-controlled. Within these domed cities, life is generally quite cushy: Sainte Marguerite, the first colony established in Sestris, is today a glittering metropolis and the financial capital of the GCC. Other major settlements include Chartreuse – an open-air city near Amelie’s relatively-temperate south pole, which boasts the planet’s largest botanical garden as well as several prestigious universities.&lt;br /&gt;
&lt;br /&gt;
==== Culture ====&lt;br /&gt;
Amelie is a relic of the era of its colonization, with the Colonization project being the only to contain one old-Earth culture group, this comes across quite clearly in the modern day, with Amelians extremely protective of their Cultural identity. This most visibly comes across in the architecture of the planet. Maintained over the years by a byzantine set of zoning laws, if one didn’t know any better, they would think any one of Amelie’s cities could have been on earth, if not for the planet’s hot dense atmosphere.&lt;br /&gt;
&lt;br /&gt;
Amelians are commonly described in terms such as ‘snobbish’, ‘uptight’, or ‘having superiority complexes’. Parallels are often drawn to the common dislike of Luna in Sol due to the wealth present on the planet, with many across the Confederation considering those from Amelie to be the highest of the upper class, and to many in who find themselves in less beneficial economic situations, the appearance of an Amelian is tantamount to the arrival of the bourgeoisie.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
Amelian politics is unique in the Confederation in that most Amelians couldn’t care less about lengthy careers in overall Confederation Politics. This results in Amelian representatives in the Confederate Directory often being isolationist pragmatists content with maintaining the status quo. They are surprisingly resistant to the Militarist wing of the Confederation Directory, preferring their tax dollars be spent where they have a greater chance to return back to Amelie.&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
Amelie is a mostly ‘white collar’ economy, with much of the Planets GDP held within the financial and insurance sectors as Amelie is the seat of most of the Confederation’s major banks and insurance companies. Other sectors such as military and agriculture are negligible to the service industry’s share of the Planet’s GDP, with workers not employed by the banks or insurance companies likely working in the planet’s tourist industry or other civil duties.&lt;br /&gt;
&lt;br /&gt;
=== Croixcolline ===&lt;br /&gt;
Croixcolline is a grey, barren world, riddled with a sprawling network of trenches, caverns, and caves. While currently incapable of supporting life, geological evidence suggests Croixcolline once held liquid water. Sporadic terraforming efforts have been underway for the past century, though waning interest and recent economic turmoil have ensured that few are stuck. &lt;br /&gt;
&lt;br /&gt;
== Bratis ==&lt;br /&gt;
&lt;br /&gt;
=== Savoie ===&lt;br /&gt;
&lt;br /&gt;
==== Geography ====&lt;br /&gt;
Savoie is an icy volcanic moon orbiting a gas giant and one of few rocky celestial bodies of any notable size in the system. Savoie possesses a large liquid ocean below its inhospitable surface, making it an attractive candidate for colonists seeking to spread beyond Sestris in the early days of colonial expansion. &lt;br /&gt;
&lt;br /&gt;
==== Culture ====&lt;br /&gt;
Culturally Savoie is identical to Amelie with the notable minority of immigrants from elsewhere in the Confederation with fond memories of GCNRB or GCNOB Bratis. As well the lack of zoning laws has resulted in a much more modern look and feeling to the planet.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
Politically Savoie marches to Amelie’s beat in full lock step. Although technically independent in all matters, the two are so deeply interconnected, and Amelie is vastly greater in size, thus Savoie is quite happy to wait to see what the delegates from Amelie say, and then agree.&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
Savoie is a small but densely-populated colony focusing on tourism and military logistics today. The Pioneer Corps maintains a research base, GCNRB Bratis, in the moon’s orbit. This outpost is dedicated primarily to geological monitoring and is considered a training assignment for recruits.&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Zemlya&amp;diff=2721</id>
		<title>Zemlya</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Zemlya&amp;diff=2721"/>
		<updated>2024-06-20T18:21:56Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zemlya.png|thumb]]&lt;br /&gt;
Zemlya, formally Novaya Zemlya, is a cold, barren dwarf planet in the Gilgamesh system. It has been extensively colonised and is a major industrial hub within the [[Gilgamesh Colonial Confederation|GCC]]. Lacking an atmosphere, the planet’s inhabitants are housed either underground, within one of the many industrial structures protruding from the barren landscape, or in the domed capital city of Donorovka.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Confederation ===&lt;br /&gt;
Colonised by Terra prior to Gilgamesh’s reintegration into the Terran Commonwealth, Zemlya was colonised due to its large quantities of easily-accessible metals. Rather than exporting raw ore to be refined on Terra, early colonists established industrial facilities on the dwarf planet itself. These nascent corporations quickly expanded into manufacturing and shipbuilding, with it being cheaper for finished products to be assembled on Zemlya before being shuttled off planet – in the early days, more often than not, on vessels also newly-manufactured on Zemlya.&lt;br /&gt;
&lt;br /&gt;
=== Ares Conflict &amp;amp; Founding Confederation Member ===&lt;br /&gt;
By the time the Ares Conflict began, Zemlya had been transformed from a barren rock to the industrial lynchpin that allowed Gilgamesh to remain on the sidelines of the conflict. It was in the shipyards of Zemlya that the first vessels of the Gilgamesh Self-Defence Flotilla were manufactured. The founding of the Gilgamesh Colonial Confederation played a pivotal role in Zemlya’s history, transforming the planet from one of many industrial outposts in human-controlled space to the industrial backbone of the new Confederation– triggering with it a flood of money, material, and people.&lt;br /&gt;
&lt;br /&gt;
=== Today ===&lt;br /&gt;
Zemlya today is somewhat of a shadow of its former self. While the Conflict increased demand on Zemlya for all types of goods, the waves of conscription that rocked the Confederation forced many factories to consolidate, closing larger facilities to operate smaller ones at peak capacity. While the planet has recovered from the rut of the late 90s, it has been observed by many both onZemlya and elsewhere in the Confederation that the planet relies heavily on immigrants and temporary workers from elsewhere in the Confederation.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Zemlya’s demographics are often referred to as the ‘control’ by Confederation Census workers. Due to the planet’s high draw of industrial workers, the planet’s demographics are almost identical to the Confederation’s as a whole, with two in three naming Pan-Slavic as their primary daily language and the other one third declaring Zurich Common as their primary daily language, compared to declared primary personal languages, with all major human languages holding roughly similar percentages.&lt;br /&gt;
&lt;br /&gt;
Zemlya has also slowly developed strong union membership, with about seventy percent of respondents declaring their membership in a union in the 2310 Census.&lt;br /&gt;
&lt;br /&gt;
Zemlya, specifically it’s capital city Donorovka is home to several of the Confederations largest corporations, with Novaya Zemlya Shipyards, Donorovka Metallurgy, and Novaya Zemlya Arms having their headquarters within the city’s dome.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Zemlya lacks any atmosphere, with the planet looking like nothing more than a barren rock should you not know where to look.&lt;br /&gt;
&lt;br /&gt;
Zemlya’s surface is nothing special, appearing just like the countless other barren grey planets in space, though the many sprawling industrial complexes across the planet’s surface gives away the locations of many of the planet’s settlements in underground complexes. The notable exception is the Capital of Donorovka, housed underneath a massive airtight dome, forming the only ‘open air’ settlement on the planet.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Zemlya’s workforce is overwhelmingly engaged in industrial activities, with only ten percent of workers employed in service industries - This has the effect that Zemlya and Terra are in a symbiotic relationship, with Terra reliant on Zemlya’s industrial goods, and Zemlya reliant on Terran agriculture to feed its population.&lt;br /&gt;
&lt;br /&gt;
Zemlya is undeniably the most important industrial area in the Confederation, with Zemlyan shipyards integral to the Confederate Navy, and Zemlyan factories producing much of the Confederations industrial goods.&lt;br /&gt;
&lt;br /&gt;
== Unions ==&lt;br /&gt;
Zemlya’s labour industry has developed and changed drastically as the years have passed. Unions were unheard of on the planet until 2271 when the Planet’s first Official (legal) Union, the Zemlya Shipbreaker’s Union was formed following a string of high-profile workplace incidents. The Union’s founding did not go without its share of ‘controversy’, with several of the planet’s megacorporations putting up extremely heavy resistance to Unions forming in their sectors, this included the hiring of strikebreakers, intimidation, and importing entire workforces to replace unionized workers. This extremely public game of cat and mouse between the fledgeling Unions and the corporations received little public attention until 2293 when it suddenly blew up in the government’s face.&lt;br /&gt;
&lt;br /&gt;
=== The Donorovka Incident ===&lt;br /&gt;
The Donorovka Incident, or as it is commonly called on Zemlya, ‘The Final Straw’, was the incident and following coverup of a casualty incident at Donorovka Metallurgy on the night of September 21st, 2293.&lt;br /&gt;
&lt;br /&gt;
The Incident began when a sleep deprived replacement worker fell from a railingless catwalk, dying when they landed in a pile of molten slag. The subsequent coverup of the incident by the company was shattered when an armed group of metallurgists who were present during the incident forced their way into the Zemlyan Senate with security footage from the mill. Although the metallurgists were arrested for their acts, the security tapes were kept in the public eye by the trials.&lt;br /&gt;
&lt;br /&gt;
The Confederation Directory acted quickly, with the Conflict now in full swing they pushed through sweeping workplace safety regulations that silenced much, but not all, of the anger coming from Zemlya, kicking the proverbial can down the road far enough to see the conflict through.&lt;br /&gt;
&lt;br /&gt;
Following the Conflict, many drafted industrial workers returned to Zemlya to find that they were quickly replaced and forgotten, this anger along with the sense of camaraderie that all found in the Navy fused with the lingering anger from the Donorovka Incident to push Union membership on Zemlya past 50% for the first time in 2299.&lt;br /&gt;
&lt;br /&gt;
This milestone was met with an announcement that Novaya Zemlya Shipyards and Novaya Zemlya Arms would allow their entire workforce to vote on if they wished to unionize; the resulting vote for Unionization pushed the total Union membership on Zemlya to 67%, where it has remained close to to this day.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Zemlyan politics were dominated for much of its history by industrialists and corporate interests, with Corporate backed candidates holding the majority of seats in the Zemlyan Senate for that time. Zemlyan politics began to change at about the same time that the Planet’s unions began to form, with vast public interest in Workers safety and rights at the time, non-Corporate candidates began winning elections against their corporation backed foes.&lt;br /&gt;
&lt;br /&gt;
This trend was similarly affected by the Donorovka Incident, with the wave of anger diluting the Corporate hold on the Senate enough that a non-corporate majority was achieved for the first time following elections in 2295. The ‘95 government quickly passed legislation outlawing the hiring of strikebreakers and intimidating workers to prevent Unionization. The ‘95 government was brought down by a vote of no-confidence in February 2296, however no government since has reached the needed vote threshold to repeal the ‘95 government’s legislation.&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2720</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2720"/>
		<updated>2024-06-20T18:21:35Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the [[Gilgamesh Colonial Confederation]] outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
[[File:Penglai.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Lore&amp;diff=2719</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Lore&amp;diff=2719"/>
		<updated>2024-06-20T18:19:36Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; box-shadow: 0 0 .3em #999; border-radius: .2em;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: .2em;&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;Lore&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Solgov logo.png|center|frameless||link=]]&lt;br /&gt;
&amp;lt;big&amp;gt;[[Beginning Lore]] ∙ [[Timeline of Canon Events]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); height:40px&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&#039;&#039;&#039;Humanity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; | History&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Timeline of Humanity]] ∙ [[Gaia Conflict]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Corporations&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Aether Atmospherics and Recycling|Aether Atmospherics]] ∙ [[Deimos Advanced Information Systems|DAIS]] ∙ [[Gilthari Exports]] ∙ [[Hephaestus Industries]] ∙ [[NanoTrasen]] ∙ [[Ward-Takahashi GMB]] ∙ [[Xynergy]] ∙ [[Corporations|Other Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Sol Central Government]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:  &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; [[Venus]] ∙ [[Earth]] ∙ [[Luna]] ∙ [[Mars]] ∙ [[Phobos]] ∙ [[Ceres]] ∙ [[Pluto]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Colonies:&#039;&#039;&#039; [[Ceti Epsilon]] ∙ [[Eos]] ∙ [[Pirx]] ∙ [[Tadmor]] ∙ [[Saffar]] ∙ [[Foster&#039;s World]] ∙ [[Nueva Castilla]] ∙ [[Gaia]]*&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Sol Central Government Army|SCG Army]] ∙ [[Expeditionary Corps]] ∙ [[Expeditionary Corps Organisation|EXO]] ∙ [[Sol Central Government Fleet|SCG Fleet]] ∙ [[Sol Federal Police]] ∙ [[Sol Central Government Organisations|Other SCG Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Other:&#039;&#039;&#039; [[Expeditionary Tales]] ∙ [[Fleet Vessels]] ∙ [[SEV Torch]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Gilgamesh Colonial Confederation]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Core GCC:&#039;&#039;&#039; [[Terra]] ∙ [[Zemlya]] ∙ [[Sestris]]&lt;br /&gt;
&#039;&#039;&#039;Other:&#039;&#039;&#039; [[Other Members|Members]] -  [[Gaia]]*&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Gilgamesh Colonial Navy]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Frontier Alliance]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Iolaus]] ∙ [[Brahe]] ∙ [[Frontier Systems#Umiri|Umiri]] ∙ [[Frontier Systems#Kaze|Kaze]] ∙ [[Frontier Systems#Sunset|Sunset]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Other Systems and Planets&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Frontier Systems]] ∙ [[Nyx]] ∙ [[Magnitka]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 10%; color:white; background:rgba(0, 168, 104);&amp;quot;|&#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Skrell.png|center|frameless|link=Skrell]][[Skrell]]&lt;br /&gt;
&lt;br /&gt;
[[Skrell Roleplay Guide|Roleplay Guide]] ∙ [[Skrell Biology|Biology]] ∙ [[Skrell Castes|Castes]] ∙ [[Skrell Crime|Crime]] ∙ [[Skrell Culture|Culture]] ∙ [[Skrell Family and Education|Family and Education]] ∙ [[Skrell Language|Language]] ∙ [[Skrell Military|Military]] ∙ [[Skrell Politics and Economics|Politics and Economics]] &lt;br /&gt;
&lt;br /&gt;
Planets ([[Qerr&#039;Balak]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Unathi.png|center|frameless|link=Unathi]][[Unathi]]&lt;br /&gt;
&lt;br /&gt;
[[Unathi Agriculture|Agriculture]] ∙ [[Unathi Clans|Clans]] ∙ [[Unathi Cults|Cults]] ∙ [[Unathi Industry|Industry]] ∙ [[Unathi Life Cycle|Life Cycle]] ∙ [[Unathi Military|Military]] ∙ [[Timeline of Unathi History|Timeline]] ∙ [[Yeosa&#039;Unathi]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Moghes]] ∙ [[Regions of Moghes]] ∙ [[Ouere]])&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Giant armoured serpentid.png|center|frameless|link=Giant Armoured Serpentid]][[Giant Armoured Serpentid]]&lt;br /&gt;
&lt;br /&gt;
[[Giant Armoured Serpentid Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Tau-Wilo]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Adherent.png|center|frameless|link=Adherent]][[Adherent]]&lt;br /&gt;
| style=&amp;quot;width: 30%;&amp;quot;|[[File:Ipc.png|center|frameless|link=Positronic]][[Positronic]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Diona.png|center|frameless|link=Diona]][[Diona]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Vox.png|center|frameless|link=Vox]][[Vox]]&lt;br /&gt;
&lt;br /&gt;
[[Vox Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: 0 0 0 .2em;&amp;quot;|&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |[[Language]] ∙ [[Prosthetics]] ∙ [[Ship Prefixes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2718</id>
		<title>Colonies of the Gilgamesh Colonial Confederation</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Colonies_of_the_Gilgamesh_Colonial_Confederation&amp;diff=2718"/>
		<updated>2024-06-20T18:18:51Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: Created GCC Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voting members of the Gilgamesh Colonial Confederation outside of the Founders.&lt;br /&gt;
&lt;br /&gt;
== First Expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Kopeychik ===&lt;br /&gt;
An unclaimed system before its annexation. The sole occupants – a fuel refining company harvesting the neighbouring systems’ gas giants for hydrogen – welcomed the annexation. &#039;&#039;&#039;Canberra Fuel Refining&#039;&#039;&#039; has gone on to be one of the largest fuel producers in human space, with a monopoly inside the Confederation, they are kept in check by the Confederation Directory to prevent any exploitation of their monopoly status.&lt;br /&gt;
[[File:Putkari.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Baroda ===&lt;br /&gt;
&lt;br /&gt;
===== Putkari =====&lt;br /&gt;
Settled in the wake of the Terran Commonwealth’s exploration boom, Putkari is a frigid planet on the then-edge of human space. Putkari was initially envisioned as an ambitious terraforming project, born of meticulous planning and the scientific zeal of the era – only to be cut off from its supplies and funding with the collapse of the Commonwealth and abandoned to die on their doomed, freezing colony with the rise of the SCG. After the GCC’s founding, Putkari was among the first planets to apply for membership.&lt;br /&gt;
&lt;br /&gt;
Today, concentrated effort has brought global temperatures to a survivable (though cold) range. Settlements on Putkari usually consist of a planned, grid-like centre – some still maintaining the atmospheric controls and life support systems of the early colony days – surrounded by urban sprawl. Most Putkari citizens can trace their origins to the settlers and scientists of the original colonization mission, largely staffed by personnel from Mumbai and other recently-flooded regions of old Earth’s India. An extremely introverted and isolationist planet, Putkarians haven’t forgotten being left to die by the SCG, with SCG citizens banned from the planet, and the Putkarian representatives often a vocal minority advocating for cessation of diplomacy with Sol.&lt;br /&gt;
&lt;br /&gt;
=== Kvasvezda ===&lt;br /&gt;
Neighbouring Kopeychik, Kvasvezda was chosen as the new location for the ICCGN’s training base. It&#039;s only other notable occupant is a large Fuel Dump operated in tandem by the Ordinance Corps and Canberra Fuel Refining&lt;br /&gt;
&lt;br /&gt;
== Second Expansion ==&lt;br /&gt;
[[File:Altair.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Altair ===&lt;br /&gt;
&lt;br /&gt;
==== Qabil ====&lt;br /&gt;
Once named FOO, the industrious populous of old Qabil were involved in heavy resource extraction outside their own weak atmosphere - in particular on the body’s moon, BAR. The poorly regulated companies of Karvan’s free economic zone created numerous disasters, but the greatest was the breaking of BAR. &lt;br /&gt;
&lt;br /&gt;
In response to a catastrophic debris bombardment, dramatically stricter political elements took control in the aftermath of their near-apocalypse, establishing heavy regulation and state involvement in their new regime. Soon after, the confederation approached Altair over integration. Despite misgivings, the sheer material worth of Altair’s bounty drove their political classes toward integration – Altairans are among the materially-richest in the Confederation besides the core colonies themselves. &lt;br /&gt;
&lt;br /&gt;
Not overly concerned with the rest of the Confederation, many Altairans take up posts as public workers – in health and emergency roles – for their time in service to the Gilgamesh state. Although the moon Habil has been shattered, creating dangerous orbital debris, access to deep internal veins and structures rich in minerals have left mining operations able to – with some danger from massive floating hazards and high-velocity debris – access the insides of an entire orbital body like a sliced geode; a terribly lucrative proposition, given the right mining sites.&lt;br /&gt;
[[File:Penglai.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Penglai ===&lt;br /&gt;
&lt;br /&gt;
==== Penglai ====&lt;br /&gt;
Penglai is a small world with a marginal atmosphere, breathable by its inhabitants (or anyone reasonably altitude trained). It&#039;s pretty barren and was an early colonization candidate for a Chinese mission to escape the fall of earth.&lt;br /&gt;
&lt;br /&gt;
Its main economic contribution to the confederation is in rare earth elements, of which it has a great deal. It was happy to become part of the state because after the commonwealth pulled back, they were left without a reliable source of foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The people of Penglai are hardy, relatively few, and very traditionalist. Where possible, they inject Chinese culture into formal interactions with the confederation; the system commander often has to interact with their subordinates over tea.&lt;br /&gt;
[[File:Providence.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Providence ===&lt;br /&gt;
&lt;br /&gt;
==== Atlanticus ====&lt;br /&gt;
Settled in the years after the Ares Conflict by private ventures, Providence II quickly developed a booming space station industry, resulting in the construction of three large space station complexes through the system.&lt;br /&gt;
&lt;br /&gt;
==== New Victoria ====&lt;br /&gt;
Located on the fringes of the system, New Victoria is a large mining and production complex. With a large number of asteroids within the system, New Victoria is the wealthiest per capita area within the system, with miners and metallurgy workers flocking from across the Confederation to work in the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
==== New Washington ====&lt;br /&gt;
Located above Providence VII, this station was initially built to exploit the geothermal energy from the planet below; New Washington soon developed a thriving tourism industry. Offering relatively cheap shuttle flights around the planet below, one can experience undescribable geothermal activity firsthand.&lt;br /&gt;
&lt;br /&gt;
==== Nuevo Mexico ====&lt;br /&gt;
High above Providence I, this station is one of the leaders of research in the Confederation; recent years have brought extreme prosperity, with research projects alongside the ICCGN funnelling unlimited amounts of funding into the station, permitting research to go on for some time.&lt;br /&gt;
&lt;br /&gt;
== Third Expansion ==&lt;br /&gt;
[[File:Valy.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Valy ===&lt;br /&gt;
&lt;br /&gt;
==== Valy ====&lt;br /&gt;
Valy is the black sheep of the confederation, having not willingly joined the GCC, the civil war that was stopped when the GCC entered the system has always been alleged to have been orchestrated by the ICCGN as a pretext to annex the system; however the ongoing resistance movement initially funded by Sol and now the Alliance is very much real.&lt;br /&gt;
&lt;br /&gt;
=== Galilei  ===&lt;br /&gt;
Gaia’s position within the Confederation is unique, having split the Planet with the SCG and declared the system as a DMZ as a whole, only token ICCGN assets are held within the system. The ICCGN established the Office for the Security of Northern Gaia to administer their new asset. The first head of the Office, Vice Admiral Arthur Lee, quickly moved to establish a civilian government to run the planet, relegating the Office&#039;s role to defence and diplomacy, with the only interaction with the civilian government being the Governor General’s approval of legislation.&lt;br /&gt;
&lt;br /&gt;
Northern Gaia today is run by the Protectorate Parliament in New Madrid, with the Prime Minister acting as head of government.&lt;br /&gt;
&lt;br /&gt;
See: [[Gaia]] &lt;br /&gt;
&lt;br /&gt;
== Other Members ==&lt;br /&gt;
The Confederation offers various other affiliations to small colonies, outposts and stations that result in some component of the governance, most commonly law and order has been contracted out to the Confederation’s Navy. There can be any level of involvement from the Navy simply deploying a small number of personnel to guard strategic points or Naval vessels patrolling systems all the way to the entire legal system of a colony being ran by a Naval Judge and Colonial Guard Commander.&lt;br /&gt;
&lt;br /&gt;
These members &#039;&#039;&#039;&amp;lt;u&amp;gt;do not possess any voting rights&amp;lt;/u&amp;gt;&#039;&#039;&#039;, and are often not even significant enough to be listed on any maps, however many pirates have figured out the hard way when they find themselves at the receiving end of a Naval Strike Team that it is a very bad idea to try and ignore Gilgamesh’s presence wherever it is.&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Altair.png&amp;diff=2717</id>
		<title>File:Altair.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Altair.png&amp;diff=2717"/>
		<updated>2024-06-20T18:09:49Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
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		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Valy.png&amp;diff=2716</id>
		<title>File:Valy.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Valy.png&amp;diff=2716"/>
		<updated>2024-06-20T18:09:39Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
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		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Providence.png&amp;diff=2715</id>
		<title>File:Providence.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Providence.png&amp;diff=2715"/>
		<updated>2024-06-20T18:09:32Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
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		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Penglai.png&amp;diff=2714</id>
		<title>File:Penglai.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Penglai.png&amp;diff=2714"/>
		<updated>2024-06-20T18:09:24Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
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		<author><name>TheSpanish1nquisition</name></author>
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	<entry>
		<id>https://baystation.xyz//index.php?title=File:Putkari.png&amp;diff=2713</id>
		<title>File:Putkari.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Putkari.png&amp;diff=2713"/>
		<updated>2024-06-20T18:06:59Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
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		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sestris&amp;diff=2712</id>
		<title>Sestris</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sestris&amp;diff=2712"/>
		<updated>2024-06-20T18:01:11Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: Created Sestris page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sestris.png|thumb]]&lt;br /&gt;
Sestris, or The Union of Sestris and Bratis is a political entity within the Gilgamesh Colonial Confederation.&lt;br /&gt;
&lt;br /&gt;
Sestris and Bratis form a system pair settled by a French colonial mission in the early days of interstellar expansion, with Sestris having claimed Bratis as a colony in the pre-GCC era. These systems were founding members of the GCC – second only to Gilgamesh in terms of political and economic power, citizens of Sestris enjoy a generally high standard of living and many can be found within the ranks of the ICCG Defense Forces.  &lt;br /&gt;
&lt;br /&gt;
== Sestris ==&lt;br /&gt;
&lt;br /&gt;
=== Amelie ===&lt;br /&gt;
&lt;br /&gt;
==== Geography ====&lt;br /&gt;
Amelie Possesses Earth-like gravity and a hot, dense atmosphere – surface conditions are survivable, but uncomfortable, and most settlements are climate-controlled. Within these domed cities, life is generally quite cushy: Sainte Marguerite, the first colony established in Sestris, is today a glittering metropolis and the financial capital of the GCC. Other major settlements include Chartreuse – an open-air city near Amelie’s relatively-temperate south pole, which boasts the planet’s largest botanical garden as well as several prestigious universities.&lt;br /&gt;
&lt;br /&gt;
==== Culture ====&lt;br /&gt;
Amelie is a relic of the era of its colonization, with the Colonization project being the only to contain one old-Earth culture group, this comes across quite clearly in the modern day, with Amelians extremely protective of their Cultural identity. This most visibly comes across in the architecture of the planet. Maintained over the years by a byzantine set of zoning laws, if one didn’t know any better, they would think any one of Amelie’s cities could have been on earth, if not for the planet’s hot dense atmosphere.&lt;br /&gt;
&lt;br /&gt;
Amelians are commonly described in terms such as ‘snobbish’, ‘uptight’, or ‘having superiority complexes’. Parallels are often drawn to the common dislike of Luna in Sol due to the wealth present on the planet, with many across the Confederation considering those from Amelie to be the highest of the upper class, and to many in who find themselves in less beneficial economic situations, the appearance of an Amelian is tantamount to the arrival of the bourgeoisie.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
Amelian politics is unique in the Confederation in that most Amelians couldn’t care less about lengthy careers in overall Confederation Politics. This results in Amelian representatives in the Confederate Directory often being isolationist pragmatists content with maintaining the status quo. They are surprisingly resistant to the Militarist wing of the Confederation Directory, preferring their tax dollars be spent where they have a greater chance to return back to Amelie.&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
Amelie is a mostly ‘white collar’ economy, with much of the Planets GDP held within the financial and insurance sectors as Amelie is the seat of most of the Confederation’s major banks and insurance companies. Other sectors such as military and agriculture are negligible to the service industry’s share of the Planet’s GDP, with workers not employed by the banks or insurance companies likely working in the planet’s tourist industry or other civil duties.&lt;br /&gt;
&lt;br /&gt;
=== Croixcolline ===&lt;br /&gt;
Croixcolline is a grey, barren world, riddled with a sprawling network of trenches, caverns, and caves. While currently incapable of supporting life, geological evidence suggests Croixcolline once held liquid water. Sporadic terraforming efforts have been underway for the past century, though waning interest and recent economic turmoil have ensured that few are stuck. &lt;br /&gt;
&lt;br /&gt;
== Bratis ==&lt;br /&gt;
&lt;br /&gt;
=== Savoie ===&lt;br /&gt;
&lt;br /&gt;
==== Geography ====&lt;br /&gt;
Savoie is an icy volcanic moon orbiting a gas giant and one of few rocky celestial bodies of any notable size in the system. Savoie possesses a large liquid ocean below its inhospitable surface, making it an attractive candidate for colonists seeking to spread beyond Sestris in the early days of colonial expansion. &lt;br /&gt;
&lt;br /&gt;
==== Culture ====&lt;br /&gt;
Culturally Savoie is identical to Amelie with the notable minority of immigrants from elsewhere in the Confederation with fond memories of GCNRB or GCNOB Bratis. As well the lack of zoning laws has resulted in a much more modern look and feeling to the planet.&lt;br /&gt;
&lt;br /&gt;
==== Politics ====&lt;br /&gt;
Politically Savoie marches to Amelie’s beat in full lock step. Although technically independent in all matters, the two are so deeply interconnected, and Amelie is vastly greater in size, thus Savoie is quite happy to wait to see what the delegates from Amelie say, and then agree.&lt;br /&gt;
&lt;br /&gt;
==== Economy ====&lt;br /&gt;
Savoie is a small but densely-populated colony focusing on tourism and military logistics today. The Pioneer Corps maintains a research base, GCNRB Bratis, in the moon’s orbit. This outpost is dedicated primarily to geological monitoring and is considered a training assignment for recruits.&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Sestris.png&amp;diff=2711</id>
		<title>File:Sestris.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Sestris.png&amp;diff=2711"/>
		<updated>2024-06-20T17:59:01Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
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		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Lore&amp;diff=2710</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Lore&amp;diff=2710"/>
		<updated>2024-06-20T17:58:32Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
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&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; box-shadow: 0 0 .3em #999; border-radius: .2em;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: .2em;&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;Lore&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Solgov logo.png|center|frameless||link=]]&lt;br /&gt;
&amp;lt;big&amp;gt;[[Beginning Lore]] ∙ [[Timeline of Canon Events]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); height:40px&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&#039;&#039;&#039;Humanity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; | History&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Timeline of Humanity]] ∙ [[Gaia Conflict]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Corporations&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Aether Atmospherics and Recycling|Aether Atmospherics]] ∙ [[Deimos Advanced Information Systems|DAIS]] ∙ [[Gilthari Exports]] ∙ [[Hephaestus Industries]] ∙ [[NanoTrasen]] ∙ [[Ward-Takahashi GMB]] ∙ [[Xynergy]] ∙ [[Corporations|Other Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Sol Central Government]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:  &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; [[Venus]] ∙ [[Earth]] ∙ [[Luna]] ∙ [[Mars]] ∙ [[Phobos]] ∙ [[Ceres]] ∙ [[Pluto]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Colonies:&#039;&#039;&#039; [[Ceti Epsilon]] ∙ [[Eos]] ∙ [[Pirx]] ∙ [[Tadmor]] ∙ [[Saffar]] ∙ [[Foster&#039;s World]] ∙ [[Nueva Castilla]] ∙ [[Gaia]]*&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Sol Central Government Army|SCG Army]] ∙ [[Expeditionary Corps]] ∙ [[Expeditionary Corps Organisation|EXO]] ∙ [[Sol Central Government Fleet|SCG Fleet]] ∙ [[Sol Federal Police]] ∙ [[Sol Central Government Organisations|Other SCG Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Other:&#039;&#039;&#039; [[Expeditionary Tales]] ∙ [[Fleet Vessels]] ∙ [[SEV Torch]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Gilgamesh Colonial Confederation]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Terra]] ∙ [[Zemlya]] ∙ [[Gaia]]*&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Gilgamesh Colonial Navy]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Frontier Alliance]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Iolaus]] ∙ [[Brahe]] ∙ [[Frontier Systems#Umiri|Umiri]] ∙ [[Frontier Systems#Kaze|Kaze]] ∙ [[Frontier Systems#Sunset|Sunset]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Other Systems and Planets&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Frontier Systems]] ∙ [[Nyx]] ∙ [[Magnitka]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 10%; color:white; background:rgba(0, 168, 104);&amp;quot;|&#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Skrell.png|center|frameless|link=Skrell]][[Skrell]]&lt;br /&gt;
&lt;br /&gt;
[[Skrell Roleplay Guide|Roleplay Guide]] ∙ [[Skrell Biology|Biology]] ∙ [[Skrell Castes|Castes]] ∙ [[Skrell Crime|Crime]] ∙ [[Skrell Culture|Culture]] ∙ [[Skrell Family and Education|Family and Education]] ∙ [[Skrell Language|Language]] ∙ [[Skrell Military|Military]] ∙ [[Skrell Politics and Economics|Politics and Economics]] &lt;br /&gt;
&lt;br /&gt;
Planets ([[Qerr&#039;Balak]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Unathi.png|center|frameless|link=Unathi]][[Unathi]]&lt;br /&gt;
&lt;br /&gt;
[[Unathi Agriculture|Agriculture]] ∙ [[Unathi Clans|Clans]] ∙ [[Unathi Cults|Cults]] ∙ [[Unathi Industry|Industry]] ∙ [[Unathi Life Cycle|Life Cycle]] ∙ [[Unathi Military|Military]] ∙ [[Timeline of Unathi History|Timeline]] ∙ [[Yeosa&#039;Unathi]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Moghes]] ∙ [[Regions of Moghes]] ∙ [[Ouere]])&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Giant armoured serpentid.png|center|frameless|link=Giant Armoured Serpentid]][[Giant Armoured Serpentid]]&lt;br /&gt;
&lt;br /&gt;
[[Giant Armoured Serpentid Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Tau-Wilo]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Adherent.png|center|frameless|link=Adherent]][[Adherent]]&lt;br /&gt;
| style=&amp;quot;width: 30%;&amp;quot;|[[File:Ipc.png|center|frameless|link=Positronic]][[Positronic]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Diona.png|center|frameless|link=Diona]][[Diona]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Vox.png|center|frameless|link=Vox]][[Vox]]&lt;br /&gt;
&lt;br /&gt;
[[Vox Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: 0 0 0 .2em;&amp;quot;|&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |[[Language]] ∙ [[Prosthetics]] ∙ [[Ship Prefixes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Zemlya&amp;diff=2709</id>
		<title>Zemlya</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Zemlya&amp;diff=2709"/>
		<updated>2024-06-20T17:57:50Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zemlya.png|thumb]]&lt;br /&gt;
Zemlya, formally Novaya Zemlya, is a cold, barren dwarf planet in the Gilgamesh system. It has been extensively colonised and is a major industrial hub within the GCC. Lacking an atmosphere, the planet’s inhabitants are housed either underground, within one of the many industrial structures protruding from the barren landscape, or in the domed capital city of Donorovka.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Confederation ===&lt;br /&gt;
Colonised by Terra prior to Gilgamesh’s reintegration into the Terran Commonwealth, Zemlya was colonised due to its large quantities of easily-accessible metals. Rather than exporting raw ore to be refined on Terra, early colonists established industrial facilities on the dwarf planet itself. These nascent corporations quickly expanded into manufacturing and shipbuilding, with it being cheaper for finished products to be assembled on Zemlya before being shuttled off planet – in the early days, more often than not, on vessels also newly-manufactured on Zemlya.&lt;br /&gt;
&lt;br /&gt;
=== Ares Conflict &amp;amp; Founding Confederation Member ===&lt;br /&gt;
By the time the Ares Conflict began, Zemlya had been transformed from a barren rock to the industrial lynchpin that allowed Gilgamesh to remain on the sidelines of the conflict. It was in the shipyards of Zemlya that the first vessels of the Gilgamesh Self-Defence Flotilla were manufactured. The founding of the Gilgamesh Colonial Confederation played a pivotal role in Zemlya’s history, transforming the planet from one of many industrial outposts in human-controlled space to the industrial backbone of the new Confederation– triggering with it a flood of money, material, and people.&lt;br /&gt;
&lt;br /&gt;
=== Today ===&lt;br /&gt;
Zemlya today is somewhat of a shadow of its former self. While the Conflict increased demand on Zemlya for all types of goods, the waves of conscription that rocked the Confederation forced many factories to consolidate, closing larger facilities to operate smaller ones at peak capacity. While the planet has recovered from the rut of the late 90s, it has been observed by many both onZemlya and elsewhere in the Confederation that the planet relies heavily on immigrants and temporary workers from elsewhere in the Confederation.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Zemlya’s demographics are often referred to as the ‘control’ by Confederation Census workers. Due to the planet’s high draw of industrial workers, the planet’s demographics are almost identical to the Confederation’s as a whole, with two in three naming Pan-Slavic as their primary daily language and the other one third declaring Zurich Common as their primary daily language, compared to declared primary personal languages, with all major human languages holding roughly similar percentages.&lt;br /&gt;
&lt;br /&gt;
Zemlya has also slowly developed strong union membership, with about seventy percent of respondents declaring their membership in a union in the 2310 Census.&lt;br /&gt;
&lt;br /&gt;
Zemlya, specifically it’s capital city Donorovka is home to several of the Confederations largest corporations, with Novaya Zemlya Shipyards, Donorovka Metallurgy, and Novaya Zemlya Arms having their headquarters within the city’s dome.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Zemlya lacks any atmosphere, with the planet looking like nothing more than a barren rock should you not know where to look.&lt;br /&gt;
&lt;br /&gt;
Zemlya’s surface is nothing special, appearing just like the countless other barren grey planets in space, though the many sprawling industrial complexes across the planet’s surface gives away the locations of many of the planet’s settlements in underground complexes. The notable exception is the Capital of Donorovka, housed underneath a massive airtight dome, forming the only ‘open air’ settlement on the planet.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Zemlya’s workforce is overwhelmingly engaged in industrial activities, with only ten percent of workers employed in service industries - This has the effect that Zemlya and Terra are in a symbiotic relationship, with Terra reliant on Zemlya’s industrial goods, and Zemlya reliant on Terran agriculture to feed its population.&lt;br /&gt;
&lt;br /&gt;
Zemlya is undeniably the most important industrial area in the Confederation, with Zemlyan shipyards integral to the Confederate Navy, and Zemlyan factories producing much of the Confederations industrial goods.&lt;br /&gt;
&lt;br /&gt;
== Unions ==&lt;br /&gt;
Zemlya’s labour industry has developed and changed drastically as the years have passed. Unions were unheard of on the planet until 2271 when the Planet’s first Official (legal) Union, the Zemlya Shipbreaker’s Union was formed following a string of high-profile workplace incidents. The Union’s founding did not go without its share of ‘controversy’, with several of the planet’s megacorporations putting up extremely heavy resistance to Unions forming in their sectors, this included the hiring of strikebreakers, intimidation, and importing entire workforces to replace unionized workers. This extremely public game of cat and mouse between the fledgeling Unions and the corporations received little public attention until 2293 when it suddenly blew up in the government’s face.&lt;br /&gt;
&lt;br /&gt;
=== The Donorovka Incident ===&lt;br /&gt;
The Donorovka Incident, or as it is commonly called on Zemlya, ‘The Final Straw’, was the incident and following coverup of a casualty incident at Donorovka Metallurgy on the night of September 21st, 2293.&lt;br /&gt;
&lt;br /&gt;
The Incident began when a sleep deprived replacement worker fell from a railingless catwalk, dying when they landed in a pile of molten slag. The subsequent coverup of the incident by the company was shattered when an armed group of metallurgists who were present during the incident forced their way into the Zemlyan Senate with security footage from the mill. Although the metallurgists were arrested for their acts, the security tapes were kept in the public eye by the trials.&lt;br /&gt;
&lt;br /&gt;
The Confederation Directory acted quickly, with the Conflict now in full swing they pushed through sweeping workplace safety regulations that silenced much, but not all, of the anger coming from Zemlya, kicking the proverbial can down the road far enough to see the conflict through.&lt;br /&gt;
&lt;br /&gt;
Following the Conflict, many drafted industrial workers returned to Zemlya to find that they were quickly replaced and forgotten, this anger along with the sense of camaraderie that all found in the Navy fused with the lingering anger from the Donorovka Incident to push Union membership on Zemlya past 50% for the first time in 2299.&lt;br /&gt;
&lt;br /&gt;
This milestone was met with an announcement that Novaya Zemlya Shipyards and Novaya Zemlya Arms would allow their entire workforce to vote on if they wished to unionize; the resulting vote for Unionization pushed the total Union membership on Zemlya to 67%, where it has remained close to to this day.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Zemlyan politics were dominated for much of its history by industrialists and corporate interests, with Corporate backed candidates holding the majority of seats in the Zemlyan Senate for that time. Zemlyan politics began to change at about the same time that the Planet’s unions began to form, with vast public interest in Workers safety and rights at the time, non-Corporate candidates began winning elections against their corporation backed foes.&lt;br /&gt;
&lt;br /&gt;
This trend was similarly affected by the Donorovka Incident, with the wave of anger diluting the Corporate hold on the Senate enough that a non-corporate majority was achieved for the first time following elections in 2295. The ‘95 government quickly passed legislation outlawing the hiring of strikebreakers and intimidating workers to prevent Unionization. The ‘95 government was brought down by a vote of no-confidence in February 2296, however no government since has reached the needed vote threshold to repeal the ‘95 government’s legislation.&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Zemlya&amp;diff=2708</id>
		<title>Zemlya</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Zemlya&amp;diff=2708"/>
		<updated>2024-06-20T17:56:59Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zemlya.png|thumb]]&lt;br /&gt;
[[File:Zemlya.png|thumb]]&lt;br /&gt;
Zemlya, formally Novaya Zemlya, is a cold, barren dwarf planet in the Gilgamesh system. It has been extensively colonised and is a major industrial hub within the GCC. Lacking an atmosphere, the planet’s nhabitants are housed either underground, within one of the many industrial structures protruding from the barren landscape, or in the domed capital city of Donorovka.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Confederation ===&lt;br /&gt;
Colonised by Terra prior to Gilgamesh’s reintegration into the Terran Commonwealth, Zemlya was colonised due to its large quantities of easily-accessible metals. Rather than exporting raw ore to be refined on Terra, early colonists established industrial facilities on the dwarf planet itself. These nascent corporations quickly expanded into manufacturing and shipbuilding, with it being cheaper for finished products to be assembled on Zemlya before being shuttled off planet – in the early days, more often than not, on vessels also newly-manufactured on Zemlya.&lt;br /&gt;
&lt;br /&gt;
=== Ares Conflict &amp;amp; Founding Confederation Member ===&lt;br /&gt;
By the time the Ares Conflict began, Zemlya had been transformed from a barren rock to the industrial lynchpin that allowed Gilgamesh to remain on the sidelines of the conflict. It was in the shipyards of Zemlya that the first vessels of the Gilgamesh Self-Defence Flotilla were manufactured. The founding of the Gilgamesh Colonial Confederation played a pivotal role in Zemlya’s history, transforming the planet from one of many industrial outposts in human-controlled space to the industrial backbone of the new Confederation– triggering with it a flood of money, material, and people.&lt;br /&gt;
&lt;br /&gt;
=== Today ===&lt;br /&gt;
Zemlya today is somewhat of a shadow of its former self. While the Conflict increased demand on Zemlya for all types of goods, the waves of conscription that rocked the Confederation forced many factories to consolidate, closing larger facilities to operate smaller ones at peak capacity. While the planet has recovered from the rut of the late 90s, it has been observed by many both onZemlya and elsewhere in the Confederation that the planet relies heavily on immigrants and temporary workers from elsewhere in the Confederation.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Zemlya’s demographics are often referred to as the ‘control’ by Confederation Census workers. Due to the planet’s high draw of industrial workers, the planet’s demographics are almost identical to the Confederation’s as a whole, with two in three naming Pan-Slavic as their primary daily language and the other one third declaring Zurich Common as their primary daily language, compared to declared primary personal languages, with all major human languages holding roughly similar percentages.&lt;br /&gt;
&lt;br /&gt;
Zemlya has also slowly developed strong union membership, with about seventy percent of respondents declaring their membership in a union in the 2310 Census.&lt;br /&gt;
&lt;br /&gt;
Zemlya, specifically it’s capital city Donorovka is home to several of the Confederations largest corporations, with Novaya Zemlya Shipyards, Donorovka Metallurgy, and Novaya Zemlya Arms having their headquarters within the city’s dome.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Zemlya lacks any atmosphere, with the planet looking like nothing more than a barren rock should you not know where to look.&lt;br /&gt;
&lt;br /&gt;
Zemlya’s surface is nothing special, appearing just like the countless other barren grey planets in space, though the many sprawling industrial complexes across the planet’s surface gives away the locations of many of the planet’s settlements in underground complexes. The notable exception is the Capital of Donorovka, housed underneath a massive airtight dome, forming the only ‘open air’ settlement on the planet.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Zemlya’s workforce is overwhelmingly engaged in industrial activities, with only ten percent of workers employed in service industries - This has the effect that Zemlya and Terra are in a symbiotic relationship, with Terra reliant on Zemlya’s industrial goods, and Zemlya reliant on Terran agriculture to feed its population.&lt;br /&gt;
&lt;br /&gt;
Zemlya is undeniably the most important industrial area in the Confederation, with Zemlyan shipyards integral to the Confederate Navy, and Zemlyan factories producing much of the Confederations industrial goods.&lt;br /&gt;
&lt;br /&gt;
== Unions ==&lt;br /&gt;
Zemlya’s labour industry has developed and changed drastically as the years have passed. Unions were unheard of on the planet until 2271 when the Planet’s first Official (legal) Union, the Zemlya Shipbreaker’s Union was formed following a string of high-profile workplace incidents. The Union’s founding did not go without its share of ‘controversy’, with several of the planet’s megacorporations putting up extremely heavy resistance to Unions forming in their sectors, this included the hiring of strikebreakers, intimidation, and importing entire workforces to replace unionized workers. This extremely public game of cat and mouse between the fledgeling Unions and the corporations received little public attention until 2293 when it suddenly blew up in the government’s face.&lt;br /&gt;
&lt;br /&gt;
=== The Donorovka Incident ===&lt;br /&gt;
The Donorovka Incident, or as it is commonly called on Zemlya, ‘The Final Straw’, was the incident and following coverup of a casualty incident at Donorovka Metallurgy on the night of September 21st, 2293.&lt;br /&gt;
&lt;br /&gt;
The Incident began when a sleep deprived replacement worker fell from a railingless catwalk, dying when they landed in a pile of molten slag. The subsequent coverup of the incident by the company was shattered when an armed group of metallurgists who were present during the incident forced their way into the Zemlyan Senate with security footage from the mill. Although the metallurgists were arrested for their acts, the security tapes were kept in the public eye by the trials.&lt;br /&gt;
&lt;br /&gt;
The Confederation Directory acted quickly, with the Conflict now in full swing they pushed through sweeping workplace safety regulations that silenced much, but not all, of the anger coming from Zemlya, kicking the proverbial can down the road far enough to see the conflict through.&lt;br /&gt;
&lt;br /&gt;
Following the Conflict, many drafted industrial workers returned to Zemlya to find that they were quickly replaced and forgotten, this anger along with the sense of camaraderie that all found in the Navy fused with the lingering anger from the Donorovka Incident to push Union membership on Zemlya past 50% for the first time in 2299.&lt;br /&gt;
&lt;br /&gt;
This milestone was met with an announcement that Novaya Zemlya Shipyards and Novaya Zemlya Arms would allow their entire workforce to vote on if they wished to unionize; the resulting vote for Unionization pushed the total Union membership on Zemlya to 67%, where it has remained close to to this day.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Zemlyan politics were dominated for much of its history by industrialists and corporate interests, with Corporate backed candidates holding the majority of seats in the Zemlyan Senate for that time. Zemlyan politics began to change at about the same time that the Planet’s unions began to form, with vast public interest in Workers safety and rights at the time, non-Corporate candidates began winning elections against their corporation backed foes.&lt;br /&gt;
&lt;br /&gt;
This trend was similarly affected by the Donorovka Incident, with the wave of anger diluting the Corporate hold on the Senate enough that a non-corporate majority was achieved for the first time following elections in 2295. The ‘95 government quickly passed legislation outlawing the hiring of strikebreakers and intimidating workers to prevent Unionization. The ‘95 government was brought down by a vote of no-confidence in February 2296, however no government since has reached the needed vote threshold to repeal the ‘95 government’s legislation.&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Zemlya&amp;diff=2707</id>
		<title>Zemlya</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Zemlya&amp;diff=2707"/>
		<updated>2024-06-20T17:56:33Z</updated>

		<summary type="html">&lt;p&gt;TheSpanish1nquisition: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zemlya.png|thumb]]&lt;br /&gt;
[[File:Zemlya.png|thumb]]&lt;br /&gt;
Zemlya, formally Novaya Zemlya, is a cold, barren dwarf planet in the Gilgamesh system. It has been extensively colonised and is a major industrial hub within the GCC. Lacking an atmosphere, the planet’s inhabitants are housed either underground, within one of the many industrial structures protruding from the barren landscape, or in the domed capital city of Donorovka.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Confederation ===&lt;br /&gt;
Colonised by Terra prior to Gilgamesh’s reintegration into the Terran Commonwealth, Zemlya was colonised due to its large quantities of easily-accessible metals. Rather than exporting raw ore to be refined on Terra, early colonists established industrial facilities on the dwarf planet itself. These nascent corporations quickly expanded into manufacturing and shipbuilding, with it being cheaper for finished products to be assembled on Zemlya before being shuttled off planet – in the early days, more often than not, on vessels also newly-manufactured on Zemlya.&lt;br /&gt;
&lt;br /&gt;
=== Ares Conflict &amp;amp; Founding Confederation Member ===&lt;br /&gt;
By the time the Ares Conflict began, Zemlya had been transformed from a barren rock to the industrial lynchpin that allowed Gilgamesh to remain on the sidelines of the conflict. It was in the shipyards of Zemlya that the first vessels of the Gilgamesh Self-Defence Flotilla were manufactured. The founding of the Gilgamesh Colonial Confederation played a pivotal role in Zemlya’s history, transforming the planet from one of many industrial outposts in human-controlled space to the industrial backbone of the new Confederation– triggering with it a flood of money, material, and people.&lt;br /&gt;
&lt;br /&gt;
=== Today ===&lt;br /&gt;
Zemlya today is somewhat of a shadow of its former self. While the Conflict increased demand on Zemlya for all types of goods, the waves of conscription that rocked the Confederation forced many factories to consolidate, closing larger facilities to operate smaller ones at peak capacity. While the planet has recovered from the rut of the late 90s, it has been observed by many both onZemlya and elsewhere in the Confederation that the planet relies heavily on immigrants and temporary workers from elsewhere in the Confederation.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Zemlya’s demographics are often referred to as the ‘control’ by Confederation Census workers. Due to the planet’s high draw of industrial workers, the planet’s demographics are almost identical to the Confederation’s as a whole, with two in three naming Pan-Slavic as their primary daily language and the other one third declaring Zurich Common as their primary daily language, compared to declared primary personal languages, with all major human languages holding roughly similar percentages.&lt;br /&gt;
&lt;br /&gt;
Zemlya has also slowly developed strong union membership, with about seventy percent of respondents declaring their membership in a union in the 2310 Census.&lt;br /&gt;
&lt;br /&gt;
Zemlya, specifically it’s capital city Donorovka is home to several of the Confederations largest corporations, with Novaya Zemlya Shipyards, Donorovka Metallurgy, and Novaya Zemlya Arms having their headquarters within the city’s dome.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Zemlya lacks any atmosphere, with the planet looking like nothing more than a barren rock should you not know where to look.&lt;br /&gt;
&lt;br /&gt;
Zemlya’s surface is nothing special, appearing just like the countless other barren grey planets in space, though the many sprawling industrial complexes across the planet’s surface gives away the locations of many of the planet’s settlements in underground complexes. The notable exception is the Capital of Donorovka, housed underneath a massive airtight dome, forming the only ‘open air’ settlement on the planet.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Zemlya’s workforce is overwhelmingly engaged in industrial activities, with only ten percent of workers employed in service industries - This has the effect that Zemlya and Terra are in a symbiotic relationship, with Terra reliant on Zemlya’s industrial goods, and Zemlya reliant on Terran agriculture to feed its population.&lt;br /&gt;
&lt;br /&gt;
Zemlya is undeniably the most important industrial area in the Confederation, with Zemlyan shipyards integral to the Confederate Navy, and Zemlyan factories producing much of the Confederations industrial goods.&lt;br /&gt;
&lt;br /&gt;
== Unions ==&lt;br /&gt;
Zemlya’s labour industry has developed and changed drastically as the years have passed. Unions were unheard of on the planet until 2271 when the Planet’s first Official (legal) Union, the Zemlya Shipbreaker’s Union was formed following a string of high-profile workplace incidents. The Union’s founding did not go without its share of ‘controversy’, with several of the planet’s megacorporations putting up extremely heavy resistance to Unions forming in their sectors, this included the hiring of strikebreakers, intimidation, and importing entire workforces to replace unionized workers. This extremely public game of cat and mouse between the fledgeling Unions and the corporations received little public attention until 2293 when it suddenly blew up in the government’s face.&lt;br /&gt;
&lt;br /&gt;
=== The Donorovka Incident ===&lt;br /&gt;
The Donorovka Incident, or as it is commonly called on Zemlya, ‘The Final Straw’, was the incident and following coverup of a casualty incident at Donorovka Metallurgy on the night of September 21st, 2293.&lt;br /&gt;
&lt;br /&gt;
The Incident began when a sleep deprived replacement worker fell from a railingless catwalk, dying when they landed in a pile of molten slag. The subsequent coverup of the incident by the company was shattered when an armed group of metallurgists who were present during the incident forced their way into the Zemlyan Senate with security footage from the mill. Although the metallurgists were arrested for their acts, the security tapes were kept in the public eye by the trials.&lt;br /&gt;
&lt;br /&gt;
The Confederation Directory acted quickly, with the Conflict now in full swing they pushed through sweeping workplace safety regulations that silenced much, but not all, of the anger coming from Zemlya, kicking the proverbial can down the road far enough to see the conflict through.&lt;br /&gt;
&lt;br /&gt;
Following the Conflict, many drafted industrial workers returned to Zemlya to find that they were quickly replaced and forgotten, this anger along with the sense of camaraderie that all found in the Navy fused with the lingering anger from the Donorovka Incident to push Union membership on Zemlya past 50% for the first time in 2299.&lt;br /&gt;
&lt;br /&gt;
This milestone was met with an announcement that Novaya Zemlya Shipyards and Novaya Zemlya Arms would allow their entire workforce to vote on if they wished to unionize; the resulting vote for Unionization pushed the total Union membership on Zemlya to 67%, where it has remained close to to this day.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Zemlyan politics were dominated for much of its history by industrialists and corporate interests, with Corporate backed candidates holding the majority of seats in the Zemlyan Senate for that time. Zemlyan politics began to change at about the same time that the Planet’s unions began to form, with vast public interest in Workers safety and rights at the time, non-Corporate candidates began winning elections against their corporation backed foes.&lt;br /&gt;
&lt;br /&gt;
This trend was similarly affected by the Donorovka Incident, with the wave of anger diluting the Corporate hold on the Senate enough that a non-corporate majority was achieved for the first time following elections in 2295. The ‘95 government quickly passed legislation outlawing the hiring of strikebreakers and intimidating workers to prevent Unionization. The ‘95 government was brought down by a vote of no-confidence in February 2296, however no government since has reached the needed vote threshold to repeal the ‘95 government’s legislation.&lt;/div&gt;</summary>
		<author><name>TheSpanish1nquisition</name></author>
	</entry>
</feed>