{"data":{"id":18651,"title":"Loremakers: Community Questions","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/18651-Loremakers-Community-Questions","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18651","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18651","channel":"Feedback","category":"Undefined","series":"None","images":[{"id":26651,"name":"STARCITIZEN_WHITE.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y1f0boj8fak5rr\/source\/STARCITIZEN_WHITE.png","alt":"","size":73278,"mime_type":"image\/png","last_modified":"2021-02-03T06:54:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651\/similar"}],"images_count":7,"translations":{"en_EN":"Welcome to Loremakers: Community Questions, a series focused on answering your lore questions. We\u2019ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were slightly edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, August 23rd, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.\n\nWhich Messer Was the 'Best'?\nQuestion: Messers bad, bad Messers! However, considering the length they ruled it stands to reason there were a few that weren't that bad... or is that not so? Which Messer was the best in hindsight? The most humane, implementing the most beneficial policies, or maybe just largely ignoring the empire leaving it to itself?\n\nAnswer: Fun question! You're right, it's easy to generalize the rulers of the Messer era as \"bad\" because many of their policies were authoritarian, anti-democratic, or even outright evil (looking at you Linton Messer XI and your decision to sell terraforming rights to Garron II without any regard for the sentient beings living there). While the broad \"bad\" brush is applied to rulers during the Messer regime, as each played a part in dismantling democracy and consolidating power within the family, some weren't as complicit and culpable as others. So who was the best of the worst?\n\nFirst, a quick overview of the Messer era, which consisted of a 246 year reign occurring between 2546-2792. Officially, there were eleven Messer Imperators but only ten reigned, as Marius Messer IV received the title as an honorarium after dying in a tragic shuttle crash in 2641. Some believe that crash was orchestrated to bring Corsen Messer V to power and marks a major downturn in the history of the Messer regime. Once family members began fighting each other for power, which they would do consistently from there forward, it only encouraged the most brutish and ruthless members of the family to do what they must to become Imperator. So you could argue that the \"best\" Messer would have to come before that fateful crash in 2641.\n\nFrom the field of Ivar Messer I, Deacon Messer III and Livia Messer III, our vote would go to Deacon, who ruled from 2592-2628. Deacon expanded Humanity's footprint in the universe by pouring funds into exploration and terraforming efforts. He increased taxes on the wealthy and lowered them for the poor and middle class. Deacon also guided the Empire through the chaos of the Second Tevarin War (2603-2610), though he believed the war proved the UEE needed one strong leader and used it as an excuse to implement more authoritarian measures. Another point for Deacon comes from the fact that he didn't covet power so much that he held onto it until the bitter end. In 2628, he abdicated to allow his daughter Livia to become Imperator, then spent his time as one of her top advisors and a tutor to his grandson Marius, whose death in the shuttle crash devastated him. Deacon retired from public life in 2643 and spent his remaining years with family until his death in 2661.\n\nAnyone interested in more specifics about the Messer regime should check out #messer dynasty in the Galactapedia, which includes thirteen articles on prominent members of the family. There's a lot of interesting characteristics and intrigue woven into their personal stories, and it will be a ton of fun to enlighten and expand upon these rulers and their effect on the UEE in the future.\n\nCosmic Horror or Scary Elements\nQuestion: Since Star Citizen is in my opinion a very beautiful and atmospheric game, I can\u2019t help wondering if horror segments\/side stories will be a part of the game. Some scary or mysterious encounters of cosmic nature could be interesting. Is this something that the Narrative team is looking into?\n\nAnswer: We've already incorporated elements of cosmic horror into the lore in a number of ways. The very first issue of Jump Point featured the short story Whisperer in the Dark about an excursion into mysterious ruins in Hades system. Untold Tales chronicles strange encounters and phenomenon from across the 'verse, like a cryptic voice sometimes heard in abandoned mines on Pyro II. The holiday Day of the Vara, where celebrants dress in costumes and swap scary stories, sprouted from the mystery surrounding the disappearance of the exploration vessel Vara and rumors that its crew returns from the dead on that day to haunt other ships. There's also the chilling tale of Neville Lott, an infamous serial killer who went mad after witnessing the Vanduul slaughter his family.\n\nNow, how does this get translated into the game? Well, these stories lean into situations players will find themselves in, like exploring a dark, drifting derelict or circuitous cave system. So knowing a little lore should enhance that gameplay experience. Was that sound a weird auditory effect when wind whips through this mine or could it by the Prophet of Pyro? A spooky environment, creepy audio effects, and good set dressings can go a long way to setting such a scene, so having such stories established can guide other teams towards specifics that play into what's established. And, who knows, potentially lead players in the know on some fun, scary adventures?\n\nArcCorp Clouds\nQuestion: Does ArcCorp have a major water source that can produce the clouds seen around the planet?\n\nAnswer: Yes, ArcCorp has oceans and even mountain ranges, which we've called out in the company portfolio even though they don't yet appear in-game. It took a little work to get the transitions between city and water zones up to Star Citizen standards, so those areas weren't included with the initial pass of the planet but the plan is to add them at a future date.\n\nXenothreat, but the Inverse\nQuestion: I am imagining this 'funny' phenomenon for the game lore: Not an organization of humans rejecting any dealings with other species, but an organization that consists of people of any other species who reject any dealings with specifically humans. Do you think such alien groups are out there?\n\nAnswer: One such group already exists, the Vanduul. All their dealing with Humans have made it quite clear that they want nothing to do with us (outside of stripping our worlds of resources). While Vanduul are the ultimate anti-Human group, other species would have segments of their population that also don't really like us, though thankfully not to the same extent as the Vanduul.\n\nTo begin, the Tevarin have been forced to deal with us ever since we overtook their homeworld and dissolved their empire. Many Tevarin may not be fond of us, but accept the reality of the situation. Still, there's a growing Tevarin settlement in Ne'er, Branaugh system, and since it's an unclaimed system those living there don't fall under UEE jurisdiction. While Humans can still visit it, the settlement is becoming a place where Tevarin can limit Human interference and influence, so it wouldn\u2019t be too surprising if there were some vocally anti-Human groups there. Meanwhile, there are probably groups within the Xi'an Empire that don't want any dealings with Humans. Although their empire only recently opened up further thanks to the Human-Xi'an Trade Initiative (HuXa), Humanity still has limited access to the Xi'an Empire since first contact. This limited access to the Xi'an Empire means that there are clearly some within their government who haven\u2019t forgotten Humanity\u2019s bad behavior and are still advocating keeping them at arm\u2019s length. With this setup, those who are anti-Human can easily avoid us, but there's an interesting area that could generate some anti-Human sentiment: Indra system. While Indra is part of the Xi'an Empire, its location as a former Perry Line system means that Humans are granted easy access to it. The system has turned into a key trading hub, and for Xi'an youth, a popular spot to immerse themselves in Human culture. If there are any vocal anti-Human groups, I could see them having a presence in Indra and attempting to convince young Xi'an to reject Human culture and ideals. Finally, the Banu are generally warm and welcoming of everyone so it would be hard to see a group of them banding together to avoid Humans. Maybe this happens on an individual level, but considering their general dispositions, I would hate to hear the stories about what would drive a Banu to avoid Humans outright.\n\nExclusive Offices in IO North Tower\nQuestion: Have you planned to make the premises of the IO-North Tower available? I would like to set up the headquarters of my company in this tower, in order to hold meetings with my collaborators. Will we have information about leasing?\n\nAnswer: While there will be player owned areas, there are no current plans to make rooms within Area18's IO-North Tower available for players to rent or own. While there has been exploration into procedural tech that builds out rooms, it will first be focused on space stations and underground facilities. Hopefully the tech will expand to office buildings and apartment complexes in the future. At some point, players may be able to go inside the IO-North Tower, but renting or owning a space inside isn't currently in the plans. So to spin this from a lore perspective, the IO-North Tower is a premier office space that's currently at full occupancy and has a long waiting list of prospective renters.\n\nSo Where Do Those Spawn Closets Lead?\nQuestion: I have been wondering about this for a while: where do the bad guys arrive from? Are the underground bunkers far larger with areas we aren\u2019t allowed to enter? And how did the bad guys get there when there are no ships around? I get it from a game perspective, they spawn in an elevator and that is that, but what about the lore?\n\nAnswer: Those doors all lead to bathrooms, which explains why some are slow to arrive because putting on armor takes a bit of time. That\u2019s a joke. Many locations will probably have rooms or areas that players can't directly access. Not to say these bunkers are significantly bigger just that there are certain areas that are harder to access, like how in the real world people can't get into certain areas because they don't have a key, the right clearances, and so forth. As for the lack of ships on underground bunker landing pads, the lore spin on this is that these outlaws want to remain discreet. Ships are stored offsite and only called in when necessary to reduce the chance of security forces noticing them.\n\nArcCorp used Stor*All containers 58 years before Stor*All was founded?\nQuestion: ArcCorp was founded in 2687 operating out of a Stor*All container, but Stor*All was formed some 58 years later in 2745. How is that possible?\n\nAnswer: That's a date mismatch. Thanks for bringing it to our attention. Took out the specificity in the ArcCorp portfolio so it now states that the company was \"started in a shipping container by a group of friends.\"\n\nCitizenship through Civilian Defense Force?\nQuestion: So from what I know about the lore, you need to have served in the military to become a Citizen. My character was born in outlaw space and never served, but he is a high ranking member of the Civilian Defense Force (CDF). Is it possible for him to gain citizenship from the CDF, maybe as a reward for helping fight off Xenothreat?\n\nAnswer: Longtime fans of Star Citizen know that \"Citizenship must be earned.\" This Writer's Guide delves into the details of how one achieves it by stating that \"you must show an active commitment to furthering the interests of the UEE, which can be done through distinguished military service, community service, or application (that\u2019s the least successful by far).\"\n\nNow, while being an active member of the Civilian Defense Force (CDF) is an admirable community service, it's currently not enough alone to earn Citizenship. Primarily because joining the UEE military is a popular way for many to attain Citizenship, so opening a similar path through the CDF would likely reduce recruitment numbers. If such an option was ever proposed, High Command would probably oppose it. That said, working with the CDF would definitely help your character's cause though, particularly if combined with other community services like hauling aid to areas in need for Empire's Overlooked.\n\nAll that being said, once we start building the actual system for players to gain Citizenship, these things will be solidified.\n\nJob Competition in Stanton and Terra\nQuestion: I'm sure many can relate to wanting to live in a certain city\/state\/country and applying for jobs there, only to come up empty handed due to being one out of literally hundreds or even thousands of people applying to that same job. Which leads me to wonder if the Stanton corporations are much the same? Hurston probably not so much due to its bad reputation, but I could definitely see microTech & Crusader Industries only hiring the best of the best from across the \u2018verse. Or what about Terra? I wouldn't be surprised if very few people can actually land a job in Prime or New Austin without knowing the right contacts on the inside.\n\nMakes you wonder how the player characters are able to live in Orison from a lore perspective, considering that they're freelancers (pun intended) who start with only a simple spacesuit & 20k aUEC in their pockets.\n\nAnswer: The goal is to create a variety of locations throughout the 'verse. There will be aspirational locations, others run down and rugged, and many modulations in between. As you noted, this already exists in Stanton with the disparity between life on Hurston versus Crusader or microTech. As happens today, many people will want to live in aspirations locations, like Orison or Prime on Terra, but might not have the means. Others might be born and spend their whole life there but never have the means to take a trip offworld. These aspirational locations will definitely attract some of the best and brightest minds in the UEE, but also be filled with blue collar workers slinging coffee at Ellroy's or repairing ships at the landing zone. Ideally there would be tiered options on where players could stay to lean into the idea that one might work in a nice spot but not be able to afford top tier accommodations.\n\nAs for the lore around how players can live and work in such competitive systems, remember that players don't simply start with a spacesuit and some creds. They own a ship, which already elevates them to a special class. Most people in the UEE don't own a ship and would have to hop a commercial flight aboard a Genesis Starliner to travel between systems. Having a ship alone qualifies players for the wide range of jobs available through the mobiGlas. Also worth noting is that since Stanton is the only system currently represented in-game players have to set a \"primary residence\" there for inventory management purposes. But, while players may be storing all their stuff at a spot in Stanton for now, whether or not they live there is up to you. The planetside locations where players currently wake up are habs closer to hotel rooms than apartments, meaning short-term rentals over long-term leases. So think of setting your \"primary residence\" less as a commitment to living at that location but where your character will be basing their operations while trying to make it in the competitive and cutthroat Stanton system.\n\nMeridian Transit Office in Orison?!\nQuestion: In the Galactapedia you state that Meridian Transit is based on Stanton II. Will we get an office in Orison and passenger transport as a game mechanic? If they\u2019re based in Orison, I would assume they have a whole section of August Dunlow Spaceport for their flights. Following the existing lore, I'd further assume Meridian Transit is one of the largest companies transporting passengers around the \u2018verse, but a more detailed company profile would be highly appreciated.\n\nAnswer: Currently, there aren't plans to add a Meridian Transit headquarters to Orison that players can visit. That means, within the lore, their headquarters is located on a platform off limits to the general public. Once the Genesis Starliner arrives in-game, it would make a ton of sense for Orison to be a major hub for their flight operations. Whether that will be represented by signage or through some other means is still to be seen. Will also add Meridian Transit to our list of companies to expand upon with a Jump Point portfolio. Should be fun to dig deeper into the story behind and successes of the company.","de_DE":"Willkommen bei Loremakers: Community Questions, einer Serie, die sich auf die Beantwortung eurer Fragen zur Geschichte konzentriert. Wir haben den Bereich \"Fragen an einen Entwickler\" durchforstet und zehn Fragen zum Star Citizen Universum ausgew\u00e4hlt, die wir beantworten. Alle Fragen wurden leicht bearbeitet, um den Kontext und die Klarheit zu verbessern, aber du kannst auf das Thema klicken, um direkt zum Originalbeitrag zu gelangen und dich an der Diskussion zu beteiligen. Das Narrative Team plant au\u00dferdem, jedes Quartal eine Folge von Loremakers zu ver\u00f6ffentlichen: Die n\u00e4chste Ausgabe ist f\u00fcr Dienstag, den 23. August, geplant. Also beteilige dich an der Diskussion und stelle alle anderen Fragen, die du \u00fcber das Universum hast, in unserem Ask A Dev Forum.\n\nWelches Messer war das \"Beste\"?\nFrage: Messers b\u00f6se, b\u00f6se Messers! Aber wenn man bedenkt, wie lange sie regiert haben, ist es nur logisch, dass es auch ein paar gab, die gar nicht so schlecht waren ... oder doch nicht? Welches Messer war im Nachhinein betrachtet das beste? Der menschlichste, der die vorteilhafteste Politik umsetzte, oder vielleicht derjenige, der das Reich weitgehend ignorierte und es sich selbst \u00fcberlie\u00df?\n\nAntwort: Lustige Frage! Du hast Recht, es ist einfach, die Herrscher der Messer-\u00c4ra pauschal als \"schlecht\" zu bezeichnen, denn viele ihrer Politiken waren autorit\u00e4r, antidemokratisch oder sogar schlichtweg b\u00f6se (ich schaue dich an, Linton Messer XI, und deine Entscheidung, Terraforming-Rechte an Garron II zu verkaufen, ohne R\u00fccksicht auf die dort lebenden Lebewesen). Obwohl alle Herrscher w\u00e4hrend des Messer-Regimes als \"b\u00f6se\" bezeichnet werden, da jeder von ihnen eine Rolle beim Abbau der Demokratie und der Konsolidierung der Macht innerhalb der Familie spielte, waren einige nicht so mitschuldig wie andere. Wer war also der Beste der Schlechtesten?\n\nZun\u00e4chst ein kurzer \u00dcberblick \u00fcber die \u00c4ra der Messer, die 246 Jahre dauerte und zwischen 2546 und 2792 stattfand. Offiziell gab es elf Messer-Imperatoren, aber nur zehn regierten, da Marius Messer IV. den Titel als Ehrentitel erhielt, nachdem er 2641 bei einem tragischen Shuttle-Absturz ums Leben kam. Manche glauben, dass dieser Absturz inszeniert wurde, um Corsen Messer V. an die Macht zu bringen, und er markiert einen tiefen Einschnitt in der Geschichte des Messer-Regimes. Als die Familienmitglieder begannen, sich gegenseitig um die Macht zu bek\u00e4mpfen, was sie von da an immer wieder taten, ermutigte das nur die brutalsten und r\u00fccksichtslosesten Mitglieder der Familie, alles zu tun, was sie tun mussten, um Imperator zu werden. Man k\u00f6nnte also argumentieren, dass das \"beste\" Messer vor dem verh\u00e4ngnisvollen Absturz im Jahr 2641 kommen musste.\n\nAus dem Feld von Ivar Messer I, Deacon Messer III und Livia Messer III w\u00fcrde unsere Wahl auf Deacon fallen, der von 2592-2628 regierte. Deacon vergr\u00f6\u00dferte den Fu\u00dfabdruck der Menschheit im Universum, indem er Gelder in die Erforschung und das Terraforming steckte. Er erh\u00f6hte die Steuern f\u00fcr die Wohlhabenden und senkte sie f\u00fcr die Armen und die Mittelschicht. Deacon f\u00fchrte das Imperium auch durch das Chaos des Zweiten Tevarin-Krieges (2603-2610), obwohl er glaubte, dass der Krieg bewies, dass die UEE einen starken Anf\u00fchrer brauchte, und ihn als Vorwand nutzte, um autorit\u00e4rere Ma\u00dfnahmen durchzusetzen. Ein weiterer Punkt f\u00fcr Deacon ist die Tatsache, dass er die Macht nicht so sehr begehrte, dass er sie bis zum bitteren Ende behielt. Im Jahr 2628 dankte er ab, damit seine Tochter Livia Imperatorin werden konnte. Danach verbrachte er seine Zeit als einer ihrer wichtigsten Berater und als Erzieher seines Enkels Marius, dessen Tod bei dem Shuttle-Absturz ihn ersch\u00fctterte. Marius zog sich 2643 aus dem \u00f6ffentlichen Leben zur\u00fcck und verbrachte seine verbleibenden Jahre bis zu seinem Tod im Jahr 2661 mit seiner Familie.\n\nWer sich f\u00fcr mehr Details \u00fcber das Messer-Regime interessiert, sollte sich #messer dynasty in der Galactapedia ansehen, die dreizehn Artikel \u00fcber prominente Mitglieder der Familie enth\u00e4lt. Es gibt eine Menge interessanter Eigenschaften und Intrigen, die in ihre pers\u00f6nlichen Geschichten eingewoben sind, und es wird eine Menge Spa\u00df machen, diese Herrscher und ihre Auswirkungen auf die UEE in der Zukunft zu beleuchten und zu erweitern.\n\nKosmischer Horror oder gruselige Elemente\nFrage: Da Star Citizen meiner Meinung nach ein sehr sch\u00f6nes und atmosph\u00e4risches Spiel ist, frage ich mich, ob auch Horrorelemente oder Nebengeschichten Teil des Spiels sein werden. Einige gruselige oder mysteri\u00f6se Begegnungen kosmischer Natur k\u00f6nnten interessant sein. Ist das etwas, das das Narrative Team in Betracht zieht?\n\nAntwort: Wir haben bereits auf verschiedene Weise Elemente des kosmischen Horrors in die Geschichte eingebaut. In der allerersten Ausgabe von Jump Point gab es die Kurzgeschichte Whisperer in the Dark, in der es um einen Ausflug zu geheimnisvollen Ruinen im Hades-System geht. Untold Tales berichtet \u00fcber seltsame Begegnungen und Ph\u00e4nomene aus dem gesamten Verse, wie zum Beispiel eine kryptische Stimme, die manchmal in verlassenen Minen auf Pyro II zu h\u00f6ren ist. Der Feiertag \"Tag der Vara\", an dem sich die Feiernden verkleiden und Gruselgeschichten austauschen, entstand aus dem Geheimnis um das Verschwinden des Forschungsschiffs Vara und den Ger\u00fcchten, dass dessen Besatzung an diesem Tag von den Toten zur\u00fcckkehrt, um andere Schiffe heimzusuchen. Es gibt auch die schaurige Geschichte von Neville Lott, einem ber\u00fcchtigten Serienm\u00f6rder, der verr\u00fcckt wurde, nachdem er gesehen hatte, wie die Vanduul seine Familie abschlachteten.\n\nWie wird das nun im Spiel umgesetzt? Nun, diese Geschichten lehnen sich an Situationen an, in denen sich die Spieler\/innen wiederfinden werden, z. B. bei der Erkundung eines dunklen, treibenden Wracks oder eines verwinkelten H\u00f6hlensystems. Ein wenig Wissen \u00fcber die Geschichte sollte also das Spielerlebnis verbessern. Ist das Ger\u00e4usch ein seltsamer akustischer Effekt, wenn der Wind durch diese Mine peitscht, oder k\u00f6nnte es der Prophet von Pyro sein? Eine gespenstische Umgebung, gruselige Soundeffekte und eine gute Ausstattung k\u00f6nnen viel dazu beitragen, eine solche Szenerie zu schaffen, und wenn du solche Geschichten kennst, kannst du andere Teams auf Besonderheiten hinweisen, die mit den bestehenden Gegebenheiten zusammenh\u00e4ngen. Und wer wei\u00df, vielleicht f\u00fchren sie die Spielerinnen und Spieler, die sie kennen, zu lustigen, gruseligen Abenteuern?\n\nArcCorp-Wolken\nFrage: Verf\u00fcgt ArcCorp \u00fcber eine gro\u00dfe Wasserquelle, die die Wolken auf dem Planeten erzeugen kann?\n\nAntwort: Ja, ArcCorp hat Ozeane und sogar Gebirgsz\u00fcge, die wir im Unternehmensportfolio aufgef\u00fchrt haben, obwohl sie im Spiel noch nicht zu sehen sind. Es war ein wenig Arbeit n\u00f6tig, um die \u00dcberg\u00e4nge zwischen den Stadt- und Wasserzonen auf den Standard von Star Citizen zu bringen, daher wurden diese Gebiete nicht in den ersten Durchlauf des Planeten aufgenommen, aber es ist geplant, sie zu einem sp\u00e4teren Zeitpunkt hinzuzuf\u00fcgen.\n\nXenothreat, aber die Umkehrung\nFrage: Ich stelle mir dieses \"komische\" Ph\u00e4nomen f\u00fcr die Spielgeschichte vor: Nicht eine Organisation von Menschen, die jeden Umgang mit anderen Spezies ablehnt, sondern eine Organisation, die aus Menschen anderer Spezies besteht, die jeden Umgang mit Menschen ablehnen. Glaubst du, dass es solche au\u00dferirdischen Gruppen gibt?\n\nAntwort: Eine solche Gruppe gibt es bereits, die Vanduul. Ihr Umgang mit den Menschen hat deutlich gemacht, dass sie nichts mit uns zu tun haben wollen (abgesehen davon, dass sie unseren Welten die Ressourcen rauben). Die Vanduul sind zwar die ultimative Anti-Menschen-Gruppe, aber auch bei anderen Spezies gibt es Teile ihrer Bev\u00f6lkerung, die uns nicht wirklich m\u00f6gen, wenn auch zum Gl\u00fcck nicht in demselben Ausma\u00df wie die Vanduul.\n\nZun\u00e4chst einmal sind die Tevarin gezwungen, sich mit uns auseinanderzusetzen, seit wir ihre Heimatwelt erobert und ihr Imperium aufgel\u00f6st haben. Viele Tevarin m\u00f6gen uns zwar nicht, akzeptieren aber die Realit\u00e4t der Situation. Dennoch gibt es eine wachsende Tevarin-Siedlung im System Ne'er, Branaugh, und da es ein nicht beanspruchtes System ist, fallen die dort lebenden Menschen nicht unter die Zust\u00e4ndigkeit der UEE. Die Menschen k\u00f6nnen es zwar immer noch besuchen, aber die Siedlung entwickelt sich zu einem Ort, an dem die Tevarin die Einmischung und den Einfluss der Menschen begrenzen k\u00f6nnen, sodass es nicht allzu \u00fcberraschend w\u00e4re, wenn es dort einige lautstarke Anti-Mensch-Gruppen g\u00e4be. Wahrscheinlich gibt es auch innerhalb des Xi'an-Reiches Gruppen, die nichts mit den Menschen zu tun haben wollen. Obwohl sich das Xi'an-Reich erst vor kurzem dank der Handelsinitiative Mensch-Xi'an (HuXa) weiter ge\u00f6ffnet hat, ist der Zugang der Menschen zum Xi'an-Reich seit dem ersten Kontakt immer noch begrenzt. Dieser eingeschr\u00e4nkte Zugang zum Xi'an-Reich bedeutet, dass es innerhalb der Regierung einige gibt, die das schlechte Verhalten der Menschen nicht vergessen haben und immer noch daf\u00fcr eintreten, sie auf Distanz zu halten. Auf diese Weise k\u00f6nnen uns Menschenfeinde leicht aus dem Weg gehen, aber es gibt ein interessantes Gebiet, das Menschenfeindlichkeit hervorrufen k\u00f6nnte: Das Indra-System. Indra geh\u00f6rt zwar zum Xi'an-Imperium, aber da es ein ehemaliges Perry-Line-System ist, haben die Menschen leichten Zugang dazu. Das System hat sich zu einem wichtigen Handelsknotenpunkt entwickelt und ist f\u00fcr die Jugend von Xi'an ein beliebter Ort, um in die menschliche Kultur einzutauchen. Wenn es lautstarke menschenfeindliche Gruppen gibt, k\u00f6nnte ich mir vorstellen, dass sie in Indra pr\u00e4sent sind und versuchen, die jungen Xi'an davon zu \u00fcberzeugen, die menschliche Kultur und Ideale abzulehnen. Schlie\u00dflich sind die Banu im Allgemeinen warmherzig und gastfreundlich, so dass es schwer vorstellbar w\u00e4re, dass sich eine Gruppe von ihnen zusammenschlie\u00dft, um die Menschen zu meiden. Vielleicht passiert das auf individueller Ebene, aber in Anbetracht ihrer allgemeinen Veranlagung w\u00fcrde ich ungern Geschichten dar\u00fcber h\u00f6ren, was einen Banu dazu bringt, die Menschen rundheraus zu meiden.\n\nExklusive B\u00fcror\u00e4ume im IO-Nordturm\nFrage: Hast du vor, die R\u00e4umlichkeiten des IO-Nordturms zur Verf\u00fcgung zu stellen? Ich w\u00fcrde gerne den Hauptsitz meines Unternehmens in diesem Turm einrichten, um dort Treffen mit meinen Mitarbeitern abzuhalten. Werden wir Informationen \u00fcber die Vermietung erhalten?\n\nAntwort: Es wird zwar Bereiche geben, die den Spielern geh\u00f6ren, aber es gibt derzeit keine Pl\u00e4ne, den Spielern R\u00e4ume im IO-Nord-Turm der Area18 zur Verf\u00fcgung zu stellen, die sie mieten oder besitzen k\u00f6nnen. Es gibt zwar Forschungen zur prozeduralen Technologie, mit der R\u00e4ume gebaut werden k\u00f6nnen, aber sie wird sich zun\u00e4chst auf Raumstationen und unterirdische Anlagen konzentrieren. Wir hoffen, dass die Technologie in Zukunft auch auf B\u00fcrogeb\u00e4ude und Wohnkomplexe ausgeweitet wird. Irgendwann werden die Spieler\/innen auch den IO-North Tower betreten k\u00f6nnen, aber es ist nicht geplant, dort R\u00e4ume zu mieten oder zu besitzen. Aus Sicht der Geschichte ist der IO-North Tower also ein erstklassiges B\u00fcrogeb\u00e4ude, das derzeit voll ausgelastet ist und eine lange Warteliste von Mietinteressenten hat.\n\nWohin f\u00fchren diese Spawn Closets?\nFrage: Das frage ich mich schon eine Weile: Woher kommen die B\u00f6sewichte? Sind die unterirdischen Bunker viel gr\u00f6\u00dfer mit Bereichen, die wir nicht betreten d\u00fcrfen? Und wie sind die B\u00f6sewichte dorthin gekommen, wenn keine Schiffe in der N\u00e4he sind? Aus der Spielperspektive verstehe ich, dass sie in einem Aufzug spawnen und das war's. Aber was ist mit der Geschichte?\n\nAntwort: Diese T\u00fcren f\u00fchren alle zu Badezimmern, was erkl\u00e4rt, warum manche nur langsam ankommen, weil das Anlegen der R\u00fcstung ein bisschen Zeit braucht. Das ist ein Scherz. An vielen Orten wird es wahrscheinlich R\u00e4ume oder Bereiche geben, die die Spieler nicht direkt betreten k\u00f6nnen. Das hei\u00dft nicht, dass diese Bunker wesentlich gr\u00f6\u00dfer sind, sondern nur, dass es bestimmte Bereiche gibt, die schwerer zug\u00e4nglich sind, so wie man in der realen Welt in bestimmte Bereiche nicht reinkommt, weil man keinen Schl\u00fcssel hat, nicht die richtige Freigabe und so weiter. Was das Fehlen von Schiffen auf unterirdischen Bunkerlandepl\u00e4tzen angeht, so ist die Erkl\u00e4rung daf\u00fcr, dass die Gesetzlosen diskret bleiben wollen. Die Schiffe werden au\u00dferhalb des Gel\u00e4ndes gelagert und nur bei Bedarf angefordert, damit die Sicherheitskr\u00e4fte sie nicht bemerken k\u00f6nnen.\n\nArcCorp benutzte Stor*All Container 58 Jahre vor der Gr\u00fcndung von Stor*All?\nFrage: ArcCorp wurde 2687 gegr\u00fcndet und arbeitet aus einem Stor*All-Container heraus, aber Stor*All wurde erst 58 Jahre sp\u00e4ter, 2745, gegr\u00fcndet. Wie ist das m\u00f6glich?\n\nAntwort: Das ist eine Datums\u00fcberschneidung. Danke, dass du uns darauf aufmerksam gemacht hast. Wir haben die Besonderheit im ArcCorp-Portfolio entfernt, so dass es jetzt hei\u00dft, dass das Unternehmen \"in einem Schiffscontainer von einer Gruppe von Freunden gegr\u00fcndet wurde\".\n\nStaatsb\u00fcrgerschaft durch Civilian Defense Force?\nFrage: Soweit ich wei\u00df, muss man im Milit\u00e4r gedient haben, um Staatsb\u00fcrger zu werden. Mein Charakter wurde im Outlaw Space geboren und hat nie gedient, aber er ist ein hochrangiges Mitglied der Civilian Defense Force (CDF). Ist es m\u00f6glich, dass er von der CDF die Staatsb\u00fcrgerschaft erh\u00e4lt, vielleicht als Belohnung f\u00fcr seine Hilfe im Kampf gegen Xenothreat?\n\nAntwort: Langj\u00e4hrige Fans von Star Citizen wissen, dass \"Staatsb\u00fcrgerschaft verdient werden muss\". Im Writer's Guide wird genau erkl\u00e4rt, wie man sie erlangt: \"Du musst dich aktiv f\u00fcr die Interessen der UEE einsetzen, was durch herausragenden Milit\u00e4rdienst, gemeinn\u00fctzige Arbeit oder eine Bewerbung (die mit Abstand am wenigsten erfolgreich ist) geschehen kann.\"\n\nEin aktives Mitglied der Civilian Defense Force (CDF) zu sein, ist zwar ein bewundernswerter Dienst an der Gemeinschaft, reicht aber derzeit nicht aus, um die Staatsb\u00fcrgerschaft zu erhalten. Das liegt vor allem daran, dass der Beitritt zum UEE-Milit\u00e4r f\u00fcr viele ein beliebter Weg ist, um die Staatsb\u00fcrgerschaft zu erlangen, so dass ein \u00e4hnlicher Weg \u00fcber die CDF wahrscheinlich die Rekrutierungszahlen senken w\u00fcrde. Sollte eine solche Option jemals vorgeschlagen werden, w\u00fcrde das Oberkommando sie wahrscheinlich ablehnen. Dennoch w\u00fcrde die Zusammenarbeit mit dem CDF der Sache deines Charakters auf jeden Fall helfen, vor allem, wenn sie mit anderen Gemeinschaftsdiensten wie dem Transport von Hilfsg\u00fctern in bed\u00fcrftige Gebiete f\u00fcr die \u00dcbersehenen des Imperiums kombiniert wird.\n\nSobald wir das eigentliche System f\u00fcr die Erlangung der Staatsb\u00fcrgerschaft entwickelt haben, werden wir diese Fragen kl\u00e4ren.\n\nJob-Wettbewerb in Stanton und Terra\nFrage: Ich bin mir sicher, dass viele von euch wissen, wie es ist, wenn man in einer bestimmten Stadt\/Staat\/Land leben m\u00f6chte und sich dort auf eine Stelle bewirbt, nur um dann mit leeren H\u00e4nden dazustehen, weil man einer von buchst\u00e4blich Hunderten oder sogar Tausenden ist, die sich auf dieselbe Stelle bewerben. Deshalb frage ich mich, ob es den Stanton-Unternehmen \u00e4hnlich ergeht? Hurston wahrscheinlich nicht so sehr, weil es einen schlechten Ruf hat, aber ich k\u00f6nnte mir gut vorstellen, dass microTech und Crusader Industries nur die Besten der Besten aus dem ganzen Verse einstellen. Oder was ist mit Terra? Es w\u00fcrde mich nicht \u00fcberraschen, wenn nur sehr wenige Menschen einen Job auf Prime oder New Austin bekommen, ohne die richtigen Kontakte zu haben.\n\nMan fragt sich, wie die Spielercharaktere in Orison leben k\u00f6nnen, wenn man bedenkt, dass sie als Freiberufler (Wortspiel beabsichtigt) nur einen einfachen Raumanzug und 20.000 AUEC in der Tasche haben.\n\nAntwort: Das Ziel ist es, eine Vielzahl von Orten im ganzen Verse zu schaffen. Es wird aufstrebende Orte geben, andere sind heruntergekommen und rau, und viele Variationen dazwischen. Wie du bemerkt hast, gibt es das bereits in Stanton mit den Unterschieden zwischen dem Leben auf Hurston und Crusader oder MicroTech. Wie heute auch, werden viele Menschen an aufstrebenden Orten wie Orison oder Prime auf Terra leben wollen, haben aber vielleicht nicht die Mittel dazu. Andere werden vielleicht dort geboren und verbringen ihr ganzes Leben dort, haben aber nie die Mittel, um eine Reise au\u00dferhalb der Welt zu unternehmen. Diese aufstrebenden Orte werden mit Sicherheit einige der besten und kl\u00fcgsten K\u00f6pfe der UEE anziehen, aber sie sind auch voller Arbeiter, die bei Ellroy's Kaffee trinken oder in der Landezone Schiffe reparieren. Idealerweise g\u00e4be es abgestufte Unterkunftsm\u00f6glichkeiten, um dem Gedanken Rechnung zu tragen, dass man zwar an einem sch\u00f6nen Ort arbeitet, sich aber keine erstklassigen Unterk\u00fcnfte leisten kann.\n\nWenn es darum geht, wie Spieler\/innen in solchen wettbewerbsf\u00e4higen Systemen leben und arbeiten k\u00f6nnen, darfst du nicht vergessen, dass Spieler\/innen nicht einfach mit einem Raumanzug und ein paar Creds starten. Sie besitzen ein Schiff, was sie bereits zu einer besonderen Klasse macht. Die meisten Menschen in der UEE besitzen kein Schiff und m\u00fcssten einen kommerziellen Flug an Bord eines Genesis Starliners nehmen, um zwischen den Systemen zu reisen. Allein der Besitz eines Schiffes qualifiziert die Spieler\/innen f\u00fcr die vielen Jobs, die \u00fcber das mobiGlas angeboten werden. Da Stanton das einzige System ist, das derzeit im Spiel vertreten ist, m\u00fcssen Spieler\/innen dort einen \"Hauptwohnsitz\" einrichten, um ihr Inventar zu verwalten. Auch wenn die Spieler\/innen im Moment alle ihre Sachen an einem Ort in Stanton aufbewahren, bleibt es dir \u00fcberlassen, ob sie dort wohnen oder nicht. Die Orte auf dem Planeten, an denen Spieler\/innen derzeit aufwachen, sind eher Hotelzimmer als Wohnungen, also eher Kurzzeitmieten als Langzeitmieten. Sieh deinen \"Hauptwohnsitz\" also weniger als Verpflichtung an, an diesem Ort zu leben, sondern als den Ort, an dem deine Spielfigur ihre Gesch\u00e4fte abwickelt, w\u00e4hrend sie versucht, im wettbewerbsintensiven und halsabschneiderischen Stanton-System zu bestehen.\n\nMeridian Transit Office in Orison?!\nFrage: In der Galactapedia schreibst du, dass Meridian Transit in Stanton II angesiedelt ist. Werden wir ein B\u00fcro in Orison und den Personentransport als Spielmechanik bekommen? Wenn sie ihren Sitz in Orison haben, w\u00fcrde ich annehmen, dass sie einen ganzen Abschnitt des August-Dunlow-Raumhafens f\u00fcr ihre Fl\u00fcge nutzen. Nach der bestehenden Geschichte w\u00fcrde ich au\u00dferdem annehmen, dass Meridian Transit eines der gr\u00f6\u00dften Unternehmen ist, das Passagiere im ganzen Universum transportiert, aber ein detaillierteres Firmenprofil w\u00e4re sehr willkommen.\n\nAntwort: Zurzeit gibt es keine Pl\u00e4ne, einen Hauptsitz von Meridian Transit in Orison einzurichten, den die Spieler besuchen k\u00f6nnen. Das bedeutet, dass sich der Hauptsitz des Unternehmens auf einer Plattform befindet, die f\u00fcr die \u00d6ffentlichkeit nicht zug\u00e4nglich ist. Sobald der Genesis Starliner im Spiel eintrifft, w\u00fcrde es sehr viel Sinn machen, wenn Orison ein wichtiges Drehkreuz f\u00fcr den Flugbetrieb w\u00e4re. Ob dies durch eine Beschilderung oder auf andere Weise dargestellt wird, bleibt abzuwarten. Au\u00dferdem werden wir Meridian Transit auf die Liste der Unternehmen setzen, die wir mit einem Jump Point-Portfolio ausbauen wollen. Es wird Spa\u00df machen, die Geschichte und die Erfolge des Unternehmens zu erforschen.","zh_CN":"Welcome to Loremakers: Community Questions, a series focused on answering your lore questions. We\u2019ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were slightly edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, August 23rd, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.\n\nWhich Messer Was the 'Best'?\nQuestion: Messers bad, bad Messers! However, considering the length they ruled it stands to reason there were a few that weren't that bad... or is that not so? Which Messer was the best in hindsight? The most humane, implementing the most beneficial policies, or maybe just largely ignoring the empire leaving it to itself?\n\nAnswer: Fun question! You're right, it's easy to generalize the rulers of the Messer era as \"bad\" because many of their policies were authoritarian, anti-democratic, or even outright evil (looking at you Linton Messer XI and your decision to sell terraforming rights to Garron II without any regard for the sentient beings living there). While the broad \"bad\" brush is applied to rulers during the Messer regime, as each played a part in dismantling democracy and consolidating power within the family, some weren't as complicit and culpable as others. So who was the best of the worst?\n\nFirst, a quick overview of the Messer era, which consisted of a 246 year reign occurring between 2546-2792. Officially, there were eleven Messer Imperators but only ten reigned, as Marius Messer IV received the title as an honorarium after dying in a tragic shuttle crash in 2641. Some believe that crash was orchestrated to bring Corsen Messer V to power and marks a major downturn in the history of the Messer regime. Once family members began fighting each other for power, which they would do consistently from there forward, it only encouraged the most brutish and ruthless members of the family to do what they must to become Imperator. So you could argue that the \"best\" Messer would have to come before that fateful crash in 2641.\n\nFrom the field of Ivar Messer I, Deacon Messer III and Livia Messer III, our vote would go to Deacon, who ruled from 2592-2628. Deacon expanded Humanity's footprint in the universe by pouring funds into exploration and terraforming efforts. He increased taxes on the wealthy and lowered them for the poor and middle class. Deacon also guided the Empire through the chaos of the Second Tevarin War (2603-2610), though he believed the war proved the UEE needed one strong leader and used it as an excuse to implement more authoritarian measures. Another point for Deacon comes from the fact that he didn't covet power so much that he held onto it until the bitter end. In 2628, he abdicated to allow his daughter Livia to become Imperator, then spent his time as one of her top advisors and a tutor to his grandson Marius, whose death in the shuttle crash devastated him. Deacon retired from public life in 2643 and spent his remaining years with family until his death in 2661.\n\nAnyone interested in more specifics about the Messer regime should check out #messer dynasty in the Galactapedia, which includes thirteen articles on prominent members of the family. There's a lot of interesting characteristics and intrigue woven into their personal stories, and it will be a ton of fun to enlighten and expand upon these rulers and their effect on the UEE in the future.\n\nCosmic Horror or Scary Elements\nQuestion: Since Star Citizen is in my opinion a very beautiful and atmospheric game, I can\u2019t help wondering if horror segments\/side stories will be a part of the game. Some scary or mysterious encounters of cosmic nature could be interesting. Is this something that the Narrative team is looking into?\n\nAnswer: We've already incorporated elements of cosmic horror into the lore in a number of ways. The very first issue of Jump Point featured the short story Whisperer in the Dark about an excursion into mysterious ruins in Hades system. Untold Tales chronicles strange encounters and phenomenon from across the 'verse, like a cryptic voice sometimes heard in abandoned mines on Pyro II. The holiday Day of the Vara, where celebrants dress in costumes and swap scary stories, sprouted from the mystery surrounding the disappearance of the exploration vessel Vara and rumors that its crew returns from the dead on that day to haunt other ships. There's also the chilling tale of Neville Lott, an infamous serial killer who went mad after witnessing the Vanduul slaughter his family.\n\nNow, how does this get translated into the game? Well, these stories lean into situations players will find themselves in, like exploring a dark, drifting derelict or circuitous cave system. So knowing a little lore should enhance that gameplay experience. Was that sound a weird auditory effect when wind whips through this mine or could it by the Prophet of Pyro? A spooky environment, creepy audio effects, and good set dressings can go a long way to setting such a scene, so having such stories established can guide other teams towards specifics that play into what's established. And, who knows, potentially lead players in the know on some fun, scary adventures?\n\nArcCorp Clouds\nQuestion: Does ArcCorp have a major water source that can produce the clouds seen around the planet?\n\nAnswer: Yes, ArcCorp has oceans and even mountain ranges, which we've called out in the company portfolio even though they don't yet appear in-game. It took a little work to get the transitions between city and water zones up to Star Citizen standards, so those areas weren't included with the initial pass of the planet but the plan is to add them at a future date.\n\nXenothreat, but the Inverse\nQuestion: I am imagining this 'funny' phenomenon for the game lore: Not an organization of humans rejecting any dealings with other species, but an organization that consists of people of any other species who reject any dealings with specifically humans. Do you think such alien groups are out there?\n\nAnswer: One such group already exists, the Vanduul. All their dealing with Humans have made it quite clear that they want nothing to do with us (outside of stripping our worlds of resources). While Vanduul are the ultimate anti-Human group, other species would have segments of their population that also don't really like us, though thankfully not to the same extent as the Vanduul.\n\nTo begin, the Tevarin have been forced to deal with us ever since we overtook their homeworld and dissolved their empire. Many Tevarin may not be fond of us, but accept the reality of the situation. Still, there's a growing Tevarin settlement in Ne'er, Branaugh system, and since it's an unclaimed system those living there don't fall under UEE jurisdiction. While Humans can still visit it, the settlement is becoming a place where Tevarin can limit Human interference and influence, so it wouldn\u2019t be too surprising if there were some vocally anti-Human groups there. Meanwhile, there are probably groups within the Xi'an Empire that don't want any dealings with Humans. Although their empire only recently opened up further thanks to the Human-Xi'an Trade Initiative (HuXa), Humanity still has limited access to the Xi'an Empire since first contact. This limited access to the Xi'an Empire means that there are clearly some within their government who haven\u2019t forgotten Humanity\u2019s bad behavior and are still advocating keeping them at arm\u2019s length. With this setup, those who are anti-Human can easily avoid us, but there's an interesting area that could generate some anti-Human sentiment: Indra system. While Indra is part of the Xi'an Empire, its location as a former Perry Line system means that Humans are granted easy access to it. The system has turned into a key trading hub, and for Xi'an youth, a popular spot to immerse themselves in Human culture. If there are any vocal anti-Human groups, I could see them having a presence in Indra and attempting to convince young Xi'an to reject Human culture and ideals. Finally, the Banu are generally warm and welcoming of everyone so it would be hard to see a group of them banding together to avoid Humans. Maybe this happens on an individual level, but considering their general dispositions, I would hate to hear the stories about what would drive a Banu to avoid Humans outright.\n\nExclusive Offices in IO North Tower\nQuestion: Have you planned to make the premises of the IO-North Tower available? I would like to set up the headquarters of my company in this tower, in order to hold meetings with my collaborators. Will we have information about leasing?\n\nAnswer: While there will be player owned areas, there are no current plans to make rooms within Area18's IO-North Tower available for players to rent or own. While there has been exploration into procedural tech that builds out rooms, it will first be focused on space stations and underground facilities. Hopefully the tech will expand to office buildings and apartment complexes in the future. At some point, players may be able to go inside the IO-North Tower, but renting or owning a space inside isn't currently in the plans. So to spin this from a lore perspective, the IO-North Tower is a premier office space that's currently at full occupancy and has a long waiting list of prospective renters.\n\nSo Where Do Those Spawn Closets Lead?\nQuestion: I have been wondering about this for a while: where do the bad guys arrive from? Are the underground bunkers far larger with areas we aren\u2019t allowed to enter? And how did the bad guys get there when there are no ships around? I get it from a game perspective, they spawn in an elevator and that is that, but what about the lore?\n\nAnswer: Those doors all lead to bathrooms, which explains why some are slow to arrive because putting on armor takes a bit of time. That\u2019s a joke. Many locations will probably have rooms or areas that players can't directly access. Not to say these bunkers are significantly bigger just that there are certain areas that are harder to access, like how in the real world people can't get into certain areas because they don't have a key, the right clearances, and so forth. As for the lack of ships on underground bunker landing pads, the lore spin on this is that these outlaws want to remain discreet. Ships are stored offsite and only called in when necessary to reduce the chance of security forces noticing them.\n\nArcCorp used Stor*All containers 58 years before Stor*All was founded?\nQuestion: ArcCorp was founded in 2687 operating out of a Stor*All container, but Stor*All was formed some 58 years later in 2745. How is that possible?\n\nAnswer: That's a date mismatch. Thanks for bringing it to our attention. Took out the specificity in the ArcCorp portfolio so it now states that the company was \"started in a shipping container by a group of friends.\"\n\nCitizenship through Civilian Defense Force?\nQuestion: So from what I know about the lore, you need to have served in the military to become a Citizen. My character was born in outlaw space and never served, but he is a high ranking member of the Civilian Defense Force (CDF). Is it possible for him to gain citizenship from the CDF, maybe as a reward for helping fight off Xenothreat?\n\nAnswer: Longtime fans of Star Citizen know that \"Citizenship must be earned.\" This Writer's Guide delves into the details of how one achieves it by stating that \"you must show an active commitment to furthering the interests of the UEE, which can be done through distinguished military service, community service, or application (that\u2019s the least successful by far).\"\n\nNow, while being an active member of the Civilian Defense Force (CDF) is an admirable community service, it's currently not enough alone to earn Citizenship. Primarily because joining the UEE military is a popular way for many to attain Citizenship, so opening a similar path through the CDF would likely reduce recruitment numbers. If such an option was ever proposed, High Command would probably oppose it. That said, working with the CDF would definitely help your character's cause though, particularly if combined with other community services like hauling aid to areas in need for Empire's Overlooked.\n\nAll that being said, once we start building the actual system for players to gain Citizenship, these things will be solidified.\n\nJob Competition in Stanton and Terra\nQuestion: I'm sure many can relate to wanting to live in a certain city\/state\/country and applying for jobs there, only to come up empty handed due to being one out of literally hundreds or even thousands of people applying to that same job. Which leads me to wonder if the Stanton corporations are much the same? Hurston probably not so much due to its bad reputation, but I could definitely see microTech & Crusader Industries only hiring the best of the best from across the \u2018verse. Or what about Terra? I wouldn't be surprised if very few people can actually land a job in Prime or New Austin without knowing the right contacts on the inside.\n\nMakes you wonder how the player characters are able to live in Orison from a lore perspective, considering that they're freelancers (pun intended) who start with only a simple spacesuit & 20k aUEC in their pockets.\n\nAnswer: The goal is to create a variety of locations throughout the 'verse. There will be aspirational locations, others run down and rugged, and many modulations in between. As you noted, this already exists in Stanton with the disparity between life on Hurston versus Crusader or microTech. As happens today, many people will want to live in aspirations locations, like Orison or Prime on Terra, but might not have the means. Others might be born and spend their whole life there but never have the means to take a trip offworld. These aspirational locations will definitely attract some of the best and brightest minds in the UEE, but also be filled with blue collar workers slinging coffee at Ellroy's or repairing ships at the landing zone. Ideally there would be tiered options on where players could stay to lean into the idea that one might work in a nice spot but not be able to afford top tier accommodations.\n\nAs for the lore around how players can live and work in such competitive systems, remember that players don't simply start with a spacesuit and some creds. They own a ship, which already elevates them to a special class. Most people in the UEE don't own a ship and would have to hop a commercial flight aboard a Genesis Starliner to travel between systems. Having a ship alone qualifies players for the wide range of jobs available through the mobiGlas. Also worth noting is that since Stanton is the only system currently represented in-game players have to set a \"primary residence\" there for inventory management purposes. But, while players may be storing all their stuff at a spot in Stanton for now, whether or not they live there is up to you. The planetside locations where players currently wake up are habs closer to hotel rooms than apartments, meaning short-term rentals over long-term leases. So think of setting your \"primary residence\" less as a commitment to living at that location but where your character will be basing their operations while trying to make it in the competitive and cutthroat Stanton system.\n\nMeridian Transit Office in Orison?!\nQuestion: In the Galactapedia you state that Meridian Transit is based on Stanton II. Will we get an office in Orison and passenger transport as a game mechanic? If they\u2019re based in Orison, I would assume they have a whole section of August Dunlow Spaceport for their flights. Following the existing lore, I'd further assume Meridian Transit is one of the largest companies transporting passengers around the \u2018verse, but a more detailed company profile would be highly appreciated.\n\nAnswer: Currently, there aren't plans to add a Meridian Transit headquarters to Orison that players can visit. That means, within the lore, their headquarters is located on a platform off limits to the general public. Once the Genesis Starliner arrives in-game, it would make a ton of sense for Orison to be a major hub for their flight operations. Whether that will be represented by signage or through some other means is still to be seen. Will also add Meridian Transit to our list of companies to expand upon with a Jump Point portfolio. Should be fun to dig deeper into the story behind and successes of the company."},"links_count":0,"comment_count":0,"created_at":"2022-05-04T02:00:00+00:00","created_at_human":"3 years ago"},"meta":{"processed_at":"2026-04-26 18:04:10","valid_relations":["images","links","translations"],"prev_id":18650,"next_id":18652}}