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 Welcome to Loremakers: Community Questions, a new series focused on answering your lore questions. We’ve done a deep dive through the 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 question 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, July 6th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.

Alien Currencies
Question: Will alien races have their own currency or will trade with them only be done in UEC?

Answer: The Narrative team has touched upon the topic of alien currencies when developing their various languages. The Human translation for the Banu currency is Nus and the Xi'an currency Kuen. We haven't defined a Tevarin currency yet, though they probably used one prior to their integration into the UEE. As for the Vanduul, well, Humanity hasn't really had a chance to ask if their society values anything besides war.

How this manifests in gameplay is a larger question that would also involve the Design team, as they would need to build and balance the economies associated with the alien currencies. As it stands now, the current plan is to focus on UEC as the initial economy to build, but it's possible that we could expand out to include alien currencies down the road.

Anasazi Sea on Terra
Question: Anasazi. It's a great word. It sounds cool. It's also controversial. I'm an anthropologist and the name has been in my awareness for a long time. I first learned about it in undergrad and it has always served as a case example of not respecting people and their culture. Here's what the Indian Pueblo Cultural Center has to say about it.

Would you consider changing the name of the Anasazi Sea due to the historical misuse and negative cultural associations related to it?

Answer: Thanks for highlighting the issues surrounding the historical misuse of the word Anasazi. You're right, it's a cool sounding word, but since its usage is controversial, we’ve decided that using a new name would be best. After contemplating a handful of options, we will be changing the name of that sea on Terra to Animas. Our thinking behind this is that it sounds relatively similar while being used and defined in a wider variety of ways. Also, the fact that the Animas River was a water source for some Ancestral Puebloans felt fitting.

The next issue related to Ancestral Puebloans that the Narrative team needs to tackle, figuring out a way to convince the company we need to take a research trip to Chaco Canyon for the summer solstice. As an anthropologist, do you have any advice on how to convince them of this?

Gameplay Justification
Question: What is the lore reason for us being able to zoom in our eyeballs?

Answer: Wait… do your eyes not do that?

At this point, there's no defined lore reason for it. It's just stylistically replicating the notion of focusing your attention on something.

Justification for Trading Merits in Prison
Question: What's the lore justification for Merits being tradeable? It's difficult to envision a modern prison doing this, so what makes prison in Stanton different, and why?

Answer: Merits are earned through manual labor tasks in rehabilitation facilities. They can be used to reduce your sentence time and buy supplies needed for an extended trip into the maze of mines. Having them tradeable makes sense from a gameplay perspective, including as a way to promote camaraderie and help friends earn their release at the same time.

From a lore perspective, the prisons in Stanton are run by Klescher Rehabilitation Facilities. If you've been inside and experienced the conditions, you can probably surmise that the company is less interested in rehabilitating law breakers than the credits generated by their free labor. Originally, merits were tied to the person who earned them, but then Klescher discovered that at one of their centers, an enterprising prisoner had managed to hack the system so that they could swap merits with others. The administrators at the center shut down the exploit when they learned of it, but a review of the statistics from that time period showed that the black market economy had greatly increased the amount of merits accrued and by extension, the amount of work performed. Unsurprisingly, following the review it was decided to embrace the exploit and officially make merits an open economy. In public, Klescher claims that the trading of credits inspires cooperation and teamwork among their residents.

Descendants of the Messer Family
Question: With the Messer having been in power for so long, I'd assume there are many, many descendants that exist in the 'verse. Where did the remaining Messer's run to when the regime fell? Do their descendants still feel the need to hide from the public at this point? If so, how does the modern UEE treat them?

Answer: This is a really interesting topic and one ripe with Narrative potential. Here's how we've broached the topic so far in lore. First, there's the mystery around what happened to Fiona Messer. She disappeared in 2792 during the anti-Messer revolution that killed her older brother Imperator Linton Messer XI and deposed her family's regime. No one knows where she went or what happened to her, but the mystery surrounding her fate still fascinates the modern UEE, as is evident in the making of a 2947 spectrum vid Sparrow that imagined what might have happened to her after the revolution.

Second, during the 2950 Imperator Primary, where anyone can announce themselves as a candidate by submitting a vid pitching their vision for the Empire, one candidate claimed to be a direct descendant of Ivar Messer. The hosts of Spectrum Spectator found the candidate's ideas to be odious and believed the person wasn't an actual descendant of the Messers, only someone desperate enough to get facial reconstruction surgery to look like Ivar Messer. Whether the candidate was truly a Messer descendant was never conclusively proven, but either way, he didn't get enough support to make the final ten candidates. So the current political climate meant someone felt comfortable enough to campaign as a Messer but struggled to gain widespread support.

Other Messer family members outside of the direct line were either swept up and imprisoned during the anti-Messer revolution or went into hiding. A number of them probably changed their name and obscured their family connections to survive. So, there's definitely numerous Messer descendants still running around the UEE. How this plays out in lore will be a fun thing to keep exploring going forward.

Video Critique of the Lore
Question: I just watched a video critique of Star Citizen lore and I have to agree with most of what he says. For example, the technology of the UEE doesn’t seem advanced enough and there is no real explanation as to why. Also, the UEE as described would never work. Instead of a Judicial Branch which determines if the laws are fair and fairly applied, the UEE has a police force that seems to be judge, jury and executioner (or at least jailer).

Additionally, what little we’ve been told of the Vanduul doesn’t make sense. If the Vanduul are tribal or clannish in nature, they are going to have Gods, or some Higher Being that they honor, yet we have been told they do not. There needs to be actual reasons behind what they do, not just because they are "irredeemable."

It's all well and good to write the “Rule of Cool” for current events, but who is tasked with creating the history and verifying that it has real continuity?

Answer: This is a tricky question to try and answer but will give it a shot. Rather than going point by point, we wanted to have a higher level conversation about the universe and the choices made in its construction.

Obviously when creating any fictional universe, you need to make choices to build an environment that complements the story you want to tell. Since the beginning of Star Citizen, there wasn't ever really a goal to try and realistically project exactly where Humanity would be in 900 years. During the initial planning, there was a lot of discussion of what the 30th century would look like and feel like for the game that we were aiming to make. So when sitting down to look at the universe, there were stylistic choices made from the get-go that led to the most tactile gameplay. These creative choices were based on Chris' artistic taste and his vision for the game universe, so we kinda started from there and worked our way backwards, creating Time Capsules, to bridge the gap between present day and then to hit the target.

For example, Chris wanted to avoid having AI dominate the landscape. He wanted players to be in the pilot seat and in control of the action. Now, is it unlikely that AI wouldn't be piloting ships at this point in the 'real' timeline? Probably, but the game would have a very different tone and feel if all the players could simply entrust their fleet to their AI (that can pilot thousands of times better than they ever could) than having to do it themselves. That's why we littered the history with all those tragedies involving AI, so Humanity would stop pursuing it as a thing (even though they keep trying). Similarly, with advancements in AI targeting computers, it is conceivable to imagine a future (like many sci-fi authors have) where battles would probably take place across hundreds of thousands of kilometers as the combat systems would be able to instantaneously calculate trajectories over those vast distances. However, because Humanity has eschewed AI development, it allowed us to have that desired Wing Commander vibe of pitting your skills against your opponent in a tangling dogfight rather than sniping across a solar system.

Again, this isn't to say that the criticisms aren't fair. If there are facets of the universe that don’t feel satisfactorily explained, we definitely welcome requests for further clarity or explanations into why the things are the way they are. Nine hundred years is a lot of history to fill in and since the bulk of this stuff won’t affect the day-to-day life of a player in the Star Citizen universe, it does tend to take a back seat when stacked against the other tasks that we have going on, but that shouldn’t stop anyone from bringing them up to discuss.

To address a couple of the points you outlined, for clarity, the Judicial branch of the government includes a full court system under the Office of Imperial Justice. The Advocacy are simply the Imperial-level police force. You just don't get much of a view of the courts from a player perspective.

As for the Vanduul, it's not quite clear why a clan structure predisposes them to religion, but otherwise yes, that is correct, you have very little information about how the Vanduul operate, but that doesn't mean that they are lacking complexity. One of the strange hurdles that we've been dealing with is the fact that we're building this universe in tandem with the game, so, as backers, you’re getting access to the written lore sooner than you get to experience it. For that reason, we don't want to just tell you everything. We want to make sure there are things to discover in the universe when you get in there.

Start of the Second Tevarin War
Question: According to currently published lore (Battle for Centauri) the Second Tevarin war started in 2603 with a massive Tevarin fleet entering the Fora system through a "previously unknown jump point". Yet, all three of Fora's jump points were known before 2603 and the Tevarin fleet would need to have passed through another UEE system before reaching Fora. Please can you confirm if the Second Tevar War did start in Fora or if this is an error?

Answer: Good catch. The lore discrepancy happened when we reorganized the layout of the systems and jump points in the early days of the project. In its current layout, Fora would not have been the initial entry point into the UEE for the Tevarin fleet.

It looks like a slight adjustment might work. The Tevarin fleet could've first entered the UEE via Banshee and then made their way into Fora. Since Banshee has a pulsar at its center, it's sparsely populated, so it makes a lot of strategic sense for the Tevarin incursion to begin there and then move into Fora to fulfill the demands laid out in the article. So, technically, the first confrontation could still have happened in Fora but the Tevarin passed through another UEE system first and used an already known jump point.

We'll be updating the lore linked above to reflect this change. Thanks again for calling this out!

What year was Aegis Reclaimer introduced?
Question: I've gone through Galactapedia and various wikis but couldn't find anything about the ship's age or history in general, like if it was produced already during the Messer era or something that came into fruition afterwards when Aegis had to seek out alternative sources of income. Also, what generation is the one we have in game?

Answer: An official introduction date for the Aegis Reclaimer has not been publicly announced yet, but the current idea is that Aegis first introduced the Reclaimer in the second half of the 28th century. At the time, the Messer regime was on their last legs and Aegis, a brand beloved and propped up by the regime, was already looking to rework their image and expand their ship line away from military craft. We tend to keep origin dates a little looser until we do a fully detailed write up like the ones featured in our Whitley’s Guides.

Hmm… maybe a deeper dive into the Reclaimer history would be the perfect subject for a future Whitley's Guide...

Crusader's Environment
Question: What keeps the lattice work of platforms on Crusader buoyant? If we turn off our ship, will it float in the gas clouds?

Answer: The platforms in Orison are all equipped with large thrusters that fire periodically to help the city maintain its precise orbital height. Without the thrusters, Orison would be pulled down into the dangerous cloud layer below. While the lower gravity found at Orison’s elevation makes it ideal for Crusader’s shipyards (the platforms themselves have artificial gravity) exactly how this affects ships is a bigger question that involves other departments. It's too early for us to say definitively how it'll be handled but we're just as excited as you are to try it out ourselves.

Imperator Line of Succession
Question: Pretty straight forward, I'm curious how the UEE Imperator line of succession works?

Answer: Great question. That was actually something we hadn't discussed before, so some of us had a brainstorm session and came up with this:

If the current Imperator is no longer able to perform their duties, the order of succession would be:

High-Secretary

Senate Speaker

Senate Witness

Imperator Chief of Staff

Note that the successor does not become the next Imperator, but temporarily takes over the responsibilities of the office until a special election can be held the following year (or the normal election in the case of a succession event occurring in the ninth year of the Imperator’s term). The new Imperator elected will then serve until the end of the original term. No matter the length of time they serve, they are still subject to the one term limit and will not be allowed to run for imperator again. To protect the line of succession, typically if there is an event where all of them would be in attendance together, one person in the line will serve as the designated survivor and be protected offsite. If the worst case scenario happens and the entire line is unable to serve, the senate will then vote a current senator to assume the duties of the office. If the senate is unable to vote (If this ever happens, things must be going really wrong in the UEE!) the High-Command will temporarily assume the responsibilities of the government until such a time when an election can be held.

 Willkommen bei Loremakers: Community Questions, einer neuen Serie, die sich auf die Beantwortung eurer Fragen zur Spielwelt konzentriert. Wir haben den Ask A Dev Bereich durchforstet und zehn Fragen zum Star Citizen Universum ausgewählt, 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 zur Frage zu gelangen und dich an der Konversation zu beteiligen. Außerdem plant das Narrative Team, eine Folge von Loremakers zu erstellen: Die nächste Ausgabe ist für Dienstag, den 6. Juli geplant, also bitte beteilige dich an der Diskussion und stelle alle anderen Fragen, die du über das Universum hast, in unserem Ask A Dev Forum.

Alien-Währungen
Frage: Werden außerirdische Völker ihre eigene Währung haben oder wird der Handel mit ihnen nur in UEC abgewickelt?

Antwort: Das Narrative Team hat das Thema der Alienwährungen bei der Entwicklung ihrer verschiedenen Sprachen angesprochen. Die menschliche Übersetzung für die Banu-Währung ist Nus und die Xi'an-Währung Kuen. Wir haben noch keine Tevarin-Währung definiert, obwohl sie wahrscheinlich eine vor ihrer Integration in die UEE benutzt haben. Was die Vanduul angeht, so hatte die Menschheit noch keine Gelegenheit zu fragen, ob ihre Gesellschaft noch etwas anderes als Krieg schätzt.

Wie sich das im Gameplay manifestiert, ist eine größere Frage, die auch das Designteam einbeziehen würde, da sie die Wirtschaft, die mit den fremden Währungen verbunden ist, aufbauen und ausbalancieren müssten. Im Moment ist der Plan, sich auf die UEC zu konzentrieren, aber es ist möglich, dass wir das Spiel später auf Alien-Währungen ausweiten.

Anasazi Meer auf Terra
Frage: Anasazi. Das ist ein tolles Wort. Es klingt cool. Es ist auch umstritten. Ich bin Anthropologin und der Name ist mir schon lange im Bewusstsein. Ich habe zum ersten Mal während meines Studiums davon erfahren und es war immer ein Beispiel dafür, dass Menschen und ihre Kultur nicht respektiert werden. Hier ist, was das Indian Pueblo Cultural Center darüber zu sagen hat.

Würdest du in Betracht ziehen, den Namen des Anasazi Sees zu ändern, weil er historisch missbraucht wurde und negative kulturelle Assoziationen damit verbunden sind?

Antwort: Danke für den Hinweis auf die Problematik des historischen Missbrauchs des Wortes Anasazi. Du hast Recht, es ist ein cool klingendes Wort, aber da seine Verwendung umstritten ist, haben wir beschlossen, dass ein neuer Name das Beste wäre. Nachdem wir eine Handvoll Optionen in Erwägung gezogen haben, werden wir den Namen des Meeres auf Terra in Animas ändern. Wir sind der Meinung, dass der Name Animas relativ ähnlich klingt, aber in einer größeren Vielfalt verwendet und definiert werden kann. Auch die Tatsache, dass der Animas River eine Wasserquelle für einige Pueblo-Ureinwohner war, erschien uns passend.

Das nächste Thema in Bezug auf die Ancestral Puebloans, das das Narrative Team angehen muss, ist einen Weg zu finden, die Firma zu überzeugen, dass wir zur Sommersonnenwende eine Forschungsreise zum Chaco Canyon machen müssen. Hast du als Anthropologe einen Rat, wie man sie davon überzeugen kann?

Gameplay Rechtfertigung
Frage: Was ist der Lore-Grund dafür, dass wir unsere Augäpfel heranzoomen können?

Antwort: Warte... können deine Augen das nicht?

An diesem Punkt gibt es keinen definierten Grund für die Lore. Es ist nur eine stilistische Replikation der Idee, deine Aufmerksamkeit auf etwas zu richten.

Rechtfertigung für den Handel mit Verdiensten im Gefängnis
Frage: Was ist die Rechtfertigung dafür, dass Verdienste gehandelt werden können? Es ist schwierig, sich ein modernes Gefängnis vorzustellen, das dies tut. Was macht das Gefängnis in Stanton anders und warum?

Antwort: Verdienste werden durch Arbeitseinsätze in Rehabilitationseinrichtungen verdient. Sie können verwendet werden, um die Strafzeit zu verkürzen und um Vorräte zu kaufen, die für eine längere Reise in das Labyrinth der Minen benötigt werden. Dass sie handelbar sind, macht aus Gameplay-Perspektive Sinn, auch als Möglichkeit, die Kameradschaft zu fördern und Freunden dabei zu helfen, ihre Entlassung zu verdienen.

Aus der Perspektive der Geschichte werden die Gefängnisse in Stanton von der Klescher Rehabilitationseinrichtung betrieben. Wenn du schon einmal drinnen warst und die Bedingungen erlebt hast, kannst du wahrscheinlich vermuten, dass das Unternehmen weniger an der Rehabilitierung von Gesetzesbrechern interessiert ist, als an den Credits, die durch deren kostenlose Arbeit generiert werden. Ursprünglich waren die Verdienste an die Person gebunden, die sie verdiente, aber dann entdeckte Klescher, dass in einem ihrer Zentren ein unternehmungslustiger Gefangener es geschafft hatte, das System zu hacken, so dass er seine Verdienste mit anderen tauschen konnte. Die Administratoren des Zentrums schalteten den Exploit ab, als sie davon erfuhren, aber eine Überprüfung der Statistiken aus dieser Zeitspanne zeigte, dass die Schwarzmarktökonomie die Menge der erworbenen Verdienste und damit auch die Menge der geleisteten Arbeit stark erhöht hatte. Es überrascht nicht, dass nach der Überprüfung beschlossen wurde, den Exploit zu übernehmen und die Verdienste offiziell zu einer offenen Wirtschaft zu machen. In der Öffentlichkeit behauptet Klescher, dass der Handel mit Credits die Zusammenarbeit und das Teamwork unter den Bewohnern inspiriert.

Nachkommen der Familie Messer
Frage: Da die Messer so lange an der Macht waren, nehme ich an, dass es viele, viele Nachkommen gibt, die im Vers existieren. Wohin sind die verbliebenen Messer geflüchtet, als das Regime fiel? Haben ihre Nachkommen immer noch das Bedürfnis, sich vor der Öffentlichkeit zu verstecken? Wenn ja, wie geht die moderne UEE mit ihnen um?

Antwort: Dies ist ein wirklich interessantes Thema und eines, das reif für eine Erzählung ist. Hier ist, wie wir das Thema bisher in der Lore angegangen sind. Zunächst einmal gibt es das Geheimnis, was mit Fiona Messer passiert ist. Sie verschwand 2792 während der Anti-Messer-Revolution, die ihren älteren Bruder Imperator Linton Messer XI. tötete und das Regime ihrer Familie stürzte. Niemand weiß, wohin sie ging oder was mit ihr geschah, aber das Mysterium um ihr Schicksal fasziniert die moderne UEE immer noch, was sich auch in der Entstehung eines Vid Sparrows aus dem Jahr 2947 zeigt, der sich vorstellte, was mit ihr nach der Revolution geschehen sein könnte.

Zweitens, während der Imperator-Vorwahl 2950, bei der sich jeder als Kandidat bewerben kann, indem er ein Vid einreicht, in dem er seine Vision für das Imperium präsentiert, behauptete ein Kandidat, ein direkter Nachfahre von Ivar Messer zu sein. Die Moderatoren des Spectrum Spectator fanden die Ideen des Kandidaten abscheulich und glaubten, dass die Person kein wirklicher Nachfahre der Messers war, sondern nur jemand, der verzweifelt genug war, sich einer Gesichtsrekonstruktion zu unterziehen, um wie Ivar Messer auszusehen. Ob der Kandidat wirklich ein Nachfahre der Messers war, wurde nie endgültig bewiesen, aber so oder so bekam er nicht genug Unterstützung, um es in die letzten zehn Kandidaten zu schaffen. Das aktuelle politische Klima bedeutete also, dass sich jemand wohl genug fühlte, um als Messer in den Wahlkampf zu ziehen, aber er kämpfte darum, breite Unterstützung zu bekommen.

Andere Messer-Familienmitglieder außerhalb der direkten Linie wurden entweder während der Anti-Messer-Revolution verhaftet oder tauchten unter. Einige von ihnen änderten wahrscheinlich ihren Namen und verschleierten ihre Familienverbindungen, um zu überleben. Es gibt also definitiv zahlreiche Messer-Nachfahren, die noch in der UEE herumlaufen. Wie sich das in der Geschichte auswirkt, wird eine spannende Sache sein, die wir in Zukunft weiter erforschen werden.

Video-Kritik an der Lore
Frage: Ich habe mir gerade eine Videokritik der Star Citizen Lore angesehen und ich muss dem meisten zustimmen, was er sagt. Zum Beispiel scheint die Technologie der UEE nicht fortschrittlich genug zu sein und es gibt keine wirkliche Erklärung dafür, warum. Außerdem würde die UEE, wie beschrieben, niemals funktionieren. Anstelle einer Judikative, die bestimmt, ob die Gesetze fair und gerecht angewendet werden, hat die UEE eine Polizei, die Richter, Jury und Henker (oder zumindest Kerkermeister) zu sein scheint.

Außerdem macht das Wenige, was wir über die Vanduul erfahren haben, keinen Sinn. Wenn die Vanduul ein Stammes- oder Sippenwesen sind, werden sie Götter oder ein höheres Wesen haben, das sie ehren, aber uns wurde gesagt, dass sie keine haben. Es muss tatsächliche Gründe für ihr Handeln geben, nicht nur weil sie "unverbesserlich" sind.

Es ist schön und gut, die "Rule of Cool" für aktuelle Ereignisse zu schreiben, aber wer hat die Aufgabe, die Geschichte zu erschaffen und zu überprüfen, dass sie eine echte Kontinuität hat?

Antwort: Das ist eine knifflige Frage, aber wir werden es versuchen. Anstatt Punkt für Punkt zu gehen, wollten wir ein Gespräch auf höherer Ebene über das Universum und die Entscheidungen, die bei seiner Konstruktion getroffen wurden, führen.

Wenn man ein fiktives Universum erschafft, muss man natürlich Entscheidungen treffen, um eine Umgebung zu erschaffen, die die Geschichte, die man erzählen möchte, ergänzt. Seit dem Beginn von Star Citizen gab es nie wirklich ein Ziel, zu versuchen, realistisch zu projizieren, wo die Menschheit in 900 Jahren sein würde. Während der anfänglichen Planung gab es eine Menge Diskussionen darüber, wie das 30. Jahrhundert aussehen und sich anfühlen würde für das Spiel, das wir machen wollten. Als wir uns also hinsetzten, um uns das Universum anzuschauen, gab es von Anfang an stilistische Entscheidungen, die zu einem möglichst greifbaren Gameplay führten. Diese kreativen Entscheidungen basierten auf Chris' künstlerischem Geschmack und seiner Vision für das Spieluniversum, also haben wir irgendwie von dort angefangen und uns rückwärts gearbeitet, indem wir Zeitkapseln erschaffen haben, um die Lücke zwischen der Gegenwart und dem Ziel zu überbrücken.

Chris wollte zum Beispiel vermeiden, dass die KI die Landschaft dominiert. Er wollte, dass die Spieler auf dem Pilotensitz sitzen und die Kontrolle über das Geschehen haben. Nun, ist es unwahrscheinlich, dass die KI zu diesem Zeitpunkt in der "echten" Zeitlinie keine Schiffe steuern würde? Wahrscheinlich, aber das Spiel hätte einen ganz anderen Ton und ein ganz anderes Spielgefühl, wenn alle Spieler ihre Flotte einfach der KI anvertrauen könnten (die tausendmal besser pilotieren kann, als sie es jemals könnten), als wenn sie es selbst tun müssten. Das ist der Grund, warum wir die Geschichte mit all den Tragödien rund um die KI übersät haben, damit die Menschheit aufhört, sie als Sache zu verfolgen (auch wenn sie es immer wieder versucht). In ähnlicher Weise ist es mit den Fortschritten in der KI, die Computer ansteuert, denkbar, sich eine Zukunft vorzustellen (wie es viele Science-Fiction-Autoren getan haben), in der Schlachten wahrscheinlich über Hunderttausende von Kilometern stattfinden würden, da die Kampfsysteme in der Lage wären, Flugbahnen über diese riesigen Entfernungen augenblicklich zu berechnen. Da die Menschheit jedoch die Entwicklung der KI gescheut hat, konnten wir die gewünschte Wing Commander-Atmosphäre erleben, in der man seine Fähigkeiten mit dem Gegner in einem kniffligen Dogfight messen kann, anstatt über ein Sonnensystem zu schießen.

Das soll wiederum nicht heißen, dass die Kritik nicht fair ist. Wenn es Facetten des Universums gibt, die sich nicht zufriedenstellend erklärt anfühlen, begrüßen wir definitiv Anfragen nach mehr Klarheit oder Erklärungen, warum die Dinge so sind, wie sie sind. Neunhundert Jahre sind eine Menge Geschichte, die es auszufüllen gilt, und da der Großteil dieser Dinge keinen Einfluss auf das tägliche Leben eines Spielers im Star Citizen Universum hat, wird es im Vergleich zu den anderen Aufgaben, die wir zu erledigen haben, eher in den Hintergrund gestellt, aber das sollte niemanden davon abhalten, sie zur Diskussion zu stellen.

Um ein paar der Punkte anzusprechen, die du genannt hast: Der Justizzweig der Regierung beinhaltet ein komplettes Gerichtssystem unter dem Office of Imperial Justice. Die Advocacy ist einfach die Polizei auf imperialer Ebene. Aus der Spielerperspektive bekommst du nicht viel von den Gerichten zu sehen.

Was die Vanduul angeht, so ist nicht ganz klar, warum eine Clanstruktur sie zur Religion prädestiniert, aber ansonsten ja, das ist richtig, man hat sehr wenig Informationen darüber, wie die Vanduul agieren, aber das bedeutet nicht, dass es ihnen an Komplexität mangelt. Eine der seltsamen Hürden, mit denen wir zu kämpfen haben, ist die Tatsache, dass wir dieses Universum parallel zum Spiel aufbauen, so dass ihr als Unterstützer eher Zugang zur geschriebenen Geschichte erhaltet, als ihr sie erleben könnt. Aus diesem Grund wollen wir euch nicht einfach alles erzählen. Wir wollen sicherstellen, dass es Dinge im Universum zu entdecken gibt, wenn ihr dort einsteigt.

Beginn des zweiten Tevarin-Krieges
Frage: Laut der aktuell veröffentlichten Überlieferung (Schlacht um Centauri) begann der Zweite Tevarin-Krieg im Jahr 2603 mit einer massiven Tevarin-Flotte, die das Fora-System durch einen "bisher unbekannten Sprungpunkt" erreichte. Jedoch waren alle drei Sprungpunkte von Fora vor 2603 bekannt und die Tevarin-Flotte hätte ein anderes UEE-System durchqueren müssen, bevor sie Fora erreichte. Kannst du bitte bestätigen, ob der Zweite Tevar-Krieg tatsächlich in Fora begann oder ob dies ein Fehler ist?

Antwort: Good catch. Die Diskrepanz in den Überlieferungen entstand, als wir das Layout der Systeme und Sprungpunkte in den frühen Tagen des Projekts umgestaltet haben. Im aktuellen Layout wäre Fora nicht der erste Eintrittspunkt in die UEE für die Tevarin-Flotte gewesen.

Es sieht so aus, als ob eine leichte Anpassung funktionieren könnte. Die Tevarin-Flotte könnte zuerst über Banshee in die UEE gelangt sein und dann ihren Weg nach Fora gemacht haben. Da Banshee einen Pulsar in seinem Zentrum hat, ist es nur dünn besiedelt, so dass es strategisch sehr sinnvoll ist, dass die Tevarin-Invasion dort beginnt und sich dann nach Fora bewegt, um die Forderungen aus dem Artikel zu erfüllen. Technisch gesehen hätte die erste Konfrontation also auch in Fora stattfinden können, aber die Tevarin sind zuerst durch ein anderes UEE-System geflogen und haben einen bereits bekannten Sprungpunkt benutzt.

Wir werden die oben verlinkte Überlieferung aktualisieren, um diese Änderung zu berücksichtigen. Danke nochmal für den Hinweis!

In welchem Jahr wurde Aegis Reclaimer eingeführt?
Frage: Ich habe Galactapedia und verschiedene Wikis durchforstet, konnte aber nichts über das Alter des Schiffes oder die Geschichte im Allgemeinen finden, z.B. ob es bereits während der Messer-Ära produziert wurde oder erst später entstand, als Aegis nach alternativen Einnahmequellen suchen musste. Außerdem, welche Generation ist die, die wir im Spiel haben?

Antwort: Ein offizielles Einführungsdatum für den Aegis Reclaimer wurde noch nicht öffentlich bekannt gegeben, aber die derzeitige Idee ist, dass Aegis den Reclaimer erstmals in der zweiten Hälfte des 28. Zu dieser Zeit lag das Messer-Regime in den letzten Zügen und Aegis, eine vom Regime geliebte und gestützte Marke, war bereits dabei, ihr Image zu überarbeiten und ihre Schiffslinie weg von Militärschiffen zu erweitern. Wir tendieren dazu, die Entstehungsdaten ein wenig lockerer zu halten, bis wir einen detaillierten Bericht wie in unseren Whitley's Guides verfasst haben.

Hmm... vielleicht wäre ein tieferer Einblick in die Geschichte der Reclaimer das perfekte Thema für einen zukünftigen Whitley's Guide...

Die Umgebung des Kreuzritters
Frage: Was hält das Gitterwerk der Plattformen auf Crusader schwimmfähig? Wenn wir unser Schiff ausschalten, wird es dann in den Gaswolken schweben?

Antwort: Die Plattformen in Orison sind alle mit großen Schubdüsen ausgestattet, die periodisch feuern, um der Stadt zu helfen, ihre genaue Orbitalhöhe zu halten. Ohne die Schubdüsen würde Orison in die gefährliche Wolkenschicht darunter hinabgezogen werden. Während die geringere Schwerkraft auf Orisons Höhe ideal für Crusaders Schiffswerften ist (die Plattformen selbst haben künstliche Schwerkraft), ist die genaue Auswirkung auf die Schiffe eine größere Frage, die andere Abteilungen betrifft. Es ist noch zu früh für uns, um definitiv zu sagen, wie es gehandhabt werden wird, aber wir sind genauso gespannt wie ihr, es selbst auszuprobieren.

Imperator Nachfolgelinie
Frage: Ich bin neugierig, wie die UEE Imperator Line of Succession funktioniert?

Antwort: Gute Frage. Das war eigentlich etwas, was wir vorher noch nicht besprochen hatten, also hatten einige von uns ein Brainstorming und kamen auf diese Idee:

Wenn der aktuelle Imperator nicht mehr in der Lage ist, seine Pflichten zu erfüllen, wäre die Reihenfolge der Nachfolge folgende:

Hoher SekretärSenatssprecherSenatssprecherZeugeImperator StabschefBitte beachte, dass der Nachfolger nicht der nächste Imperator wird, sondern vorübergehend die Verantwortlichkeiten des Amtes übernimmt, bis im folgenden Jahr eine besondere Wahl abgehalten werden kann (oder die normale Wahl im Falle eines Nachfolgeereignisses, das im neunten Jahr der Amtszeit des Imperators stattfindet). Der neu gewählte Imperator wird dann bis zum Ende der ursprünglichen Amtszeit dienen. Unabhängig davon, wie lange er im Amt ist, unterliegt er immer noch dem Limit von einer Amtszeit und kann nicht erneut für das Amt des Imperators kandidieren. Um die Nachfolgeregelung zu schützen, wird normalerweise, wenn es ein Ereignis gibt, bei dem alle zusammen anwesend wären, eine Person in der Reihe als designierter Überlebender dienen und außerhalb des Geländes geschützt werden. Wenn der schlimmste Fall eintritt und die gesamte Linie nicht in der Lage ist zu dienen, wird der Senat einen aktuellen Senator wählen, der die Pflichten des Amtes übernimmt. Wenn der Senat nicht in der Lage ist zu wählen (Wenn das jemals passiert, müssen die Dinge in der UEE wirklich schief laufen!), wird das Oberkommando vorübergehend die Verantwortung für die Regierung übernehmen, bis eine Wahl abgehalten werden kann.

 Welcome to Loremakers: Community Questions, a new series focused on answering your lore questions. We’ve done a deep dive through the 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 question 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, July 6th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.

Alien Currencies
Question: Will alien races have their own currency or will trade with them only be done in UEC?

Answer: The Narrative team has touched upon the topic of alien currencies when developing their various languages. The Human translation for the Banu currency is Nus and the Xi'an currency Kuen. We haven't defined a Tevarin currency yet, though they probably used one prior to their integration into the UEE. As for the Vanduul, well, Humanity hasn't really had a chance to ask if their society values anything besides war.

How this manifests in gameplay is a larger question that would also involve the Design team, as they would need to build and balance the economies associated with the alien currencies. As it stands now, the current plan is to focus on UEC as the initial economy to build, but it's possible that we could expand out to include alien currencies down the road.

Anasazi Sea on Terra
Question: Anasazi. It's a great word. It sounds cool. It's also controversial. I'm an anthropologist and the name has been in my awareness for a long time. I first learned about it in undergrad and it has always served as a case example of not respecting people and their culture. Here's what the Indian Pueblo Cultural Center has to say about it.

Would you consider changing the name of the Anasazi Sea due to the historical misuse and negative cultural associations related to it?

Answer: Thanks for highlighting the issues surrounding the historical misuse of the word Anasazi. You're right, it's a cool sounding word, but since its usage is controversial, we’ve decided that using a new name would be best. After contemplating a handful of options, we will be changing the name of that sea on Terra to Animas. Our thinking behind this is that it sounds relatively similar while being used and defined in a wider variety of ways. Also, the fact that the Animas River was a water source for some Ancestral Puebloans felt fitting.

The next issue related to Ancestral Puebloans that the Narrative team needs to tackle, figuring out a way to convince the company we need to take a research trip to Chaco Canyon for the summer solstice. As an anthropologist, do you have any advice on how to convince them of this?

Gameplay Justification
Question: What is the lore reason for us being able to zoom in our eyeballs?

Answer: Wait… do your eyes not do that?

At this point, there's no defined lore reason for it. It's just stylistically replicating the notion of focusing your attention on something.

Justification for Trading Merits in Prison
Question: What's the lore justification for Merits being tradeable? It's difficult to envision a modern prison doing this, so what makes prison in Stanton different, and why?

Answer: Merits are earned through manual labor tasks in rehabilitation facilities. They can be used to reduce your sentence time and buy supplies needed for an extended trip into the maze of mines. Having them tradeable makes sense from a gameplay perspective, including as a way to promote camaraderie and help friends earn their release at the same time.

From a lore perspective, the prisons in Stanton are run by Klescher Rehabilitation Facilities. If you've been inside and experienced the conditions, you can probably surmise that the company is less interested in rehabilitating law breakers than the credits generated by their free labor. Originally, merits were tied to the person who earned them, but then Klescher discovered that at one of their centers, an enterprising prisoner had managed to hack the system so that they could swap merits with others. The administrators at the center shut down the exploit when they learned of it, but a review of the statistics from that time period showed that the black market economy had greatly increased the amount of merits accrued and by extension, the amount of work performed. Unsurprisingly, following the review it was decided to embrace the exploit and officially make merits an open economy. In public, Klescher claims that the trading of credits inspires cooperation and teamwork among their residents.

Descendants of the Messer Family
Question: With the Messer having been in power for so long, I'd assume there are many, many descendants that exist in the 'verse. Where did the remaining Messer's run to when the regime fell? Do their descendants still feel the need to hide from the public at this point? If so, how does the modern UEE treat them?

Answer: This is a really interesting topic and one ripe with Narrative potential. Here's how we've broached the topic so far in lore. First, there's the mystery around what happened to Fiona Messer. She disappeared in 2792 during the anti-Messer revolution that killed her older brother Imperator Linton Messer XI and deposed her family's regime. No one knows where she went or what happened to her, but the mystery surrounding her fate still fascinates the modern UEE, as is evident in the making of a 2947 spectrum vid Sparrow that imagined what might have happened to her after the revolution.

Second, during the 2950 Imperator Primary, where anyone can announce themselves as a candidate by submitting a vid pitching their vision for the Empire, one candidate claimed to be a direct descendant of Ivar Messer. The hosts of Spectrum Spectator found the candidate's ideas to be odious and believed the person wasn't an actual descendant of the Messers, only someone desperate enough to get facial reconstruction surgery to look like Ivar Messer. Whether the candidate was truly a Messer descendant was never conclusively proven, but either way, he didn't get enough support to make the final ten candidates. So the current political climate meant someone felt comfortable enough to campaign as a Messer but struggled to gain widespread support.

Other Messer family members outside of the direct line were either swept up and imprisoned during the anti-Messer revolution or went into hiding. A number of them probably changed their name and obscured their family connections to survive. So, there's definitely numerous Messer descendants still running around the UEE. How this plays out in lore will be a fun thing to keep exploring going forward.

Video Critique of the Lore
Question: I just watched a video critique of Star Citizen lore and I have to agree with most of what he says. For example, the technology of the UEE doesn’t seem advanced enough and there is no real explanation as to why. Also, the UEE as described would never work. Instead of a Judicial Branch which determines if the laws are fair and fairly applied, the UEE has a police force that seems to be judge, jury and executioner (or at least jailer).

Additionally, what little we’ve been told of the Vanduul doesn’t make sense. If the Vanduul are tribal or clannish in nature, they are going to have Gods, or some Higher Being that they honor, yet we have been told they do not. There needs to be actual reasons behind what they do, not just because they are "irredeemable."

It's all well and good to write the “Rule of Cool” for current events, but who is tasked with creating the history and verifying that it has real continuity?

Answer: This is a tricky question to try and answer but will give it a shot. Rather than going point by point, we wanted to have a higher level conversation about the universe and the choices made in its construction.

Obviously when creating any fictional universe, you need to make choices to build an environment that complements the story you want to tell. Since the beginning of Star Citizen, there wasn't ever really a goal to try and realistically project exactly where Humanity would be in 900 years. During the initial planning, there was a lot of discussion of what the 30th century would look like and feel like for the game that we were aiming to make. So when sitting down to look at the universe, there were stylistic choices made from the get-go that led to the most tactile gameplay. These creative choices were based on Chris' artistic taste and his vision for the game universe, so we kinda started from there and worked our way backwards, creating Time Capsules, to bridge the gap between present day and then to hit the target.

For example, Chris wanted to avoid having AI dominate the landscape. He wanted players to be in the pilot seat and in control of the action. Now, is it unlikely that AI wouldn't be piloting ships at this point in the 'real' timeline? Probably, but the game would have a very different tone and feel if all the players could simply entrust their fleet to their AI (that can pilot thousands of times better than they ever could) than having to do it themselves. That's why we littered the history with all those tragedies involving AI, so Humanity would stop pursuing it as a thing (even though they keep trying). Similarly, with advancements in AI targeting computers, it is conceivable to imagine a future (like many sci-fi authors have) where battles would probably take place across hundreds of thousands of kilometers as the combat systems would be able to instantaneously calculate trajectories over those vast distances. However, because Humanity has eschewed AI development, it allowed us to have that desired Wing Commander vibe of pitting your skills against your opponent in a tangling dogfight rather than sniping across a solar system.

Again, this isn't to say that the criticisms aren't fair. If there are facets of the universe that don’t feel satisfactorily explained, we definitely welcome requests for further clarity or explanations into why the things are the way they are. Nine hundred years is a lot of history to fill in and since the bulk of this stuff won’t affect the day-to-day life of a player in the Star Citizen universe, it does tend to take a back seat when stacked against the other tasks that we have going on, but that shouldn’t stop anyone from bringing them up to discuss.

To address a couple of the points you outlined, for clarity, the Judicial branch of the government includes a full court system under the Office of Imperial Justice. The Advocacy are simply the Imperial-level police force. You just don't get much of a view of the courts from a player perspective.

As for the Vanduul, it's not quite clear why a clan structure predisposes them to religion, but otherwise yes, that is correct, you have very little information about how the Vanduul operate, but that doesn't mean that they are lacking complexity. One of the strange hurdles that we've been dealing with is the fact that we're building this universe in tandem with the game, so, as backers, you’re getting access to the written lore sooner than you get to experience it. For that reason, we don't want to just tell you everything. We want to make sure there are things to discover in the universe when you get in there.

Start of the Second Tevarin War
Question: According to currently published lore (Battle for Centauri) the Second Tevarin war started in 2603 with a massive Tevarin fleet entering the Fora system through a "previously unknown jump point". Yet, all three of Fora's jump points were known before 2603 and the Tevarin fleet would need to have passed through another UEE system before reaching Fora. Please can you confirm if the Second Tevar War did start in Fora or if this is an error?

Answer: Good catch. The lore discrepancy happened when we reorganized the layout of the systems and jump points in the early days of the project. In its current layout, Fora would not have been the initial entry point into the UEE for the Tevarin fleet.

It looks like a slight adjustment might work. The Tevarin fleet could've first entered the UEE via Banshee and then made their way into Fora. Since Banshee has a pulsar at its center, it's sparsely populated, so it makes a lot of strategic sense for the Tevarin incursion to begin there and then move into Fora to fulfill the demands laid out in the article. So, technically, the first confrontation could still have happened in Fora but the Tevarin passed through another UEE system first and used an already known jump point.

We'll be updating the lore linked above to reflect this change. Thanks again for calling this out!

What year was Aegis Reclaimer introduced?
Question: I've gone through Galactapedia and various wikis but couldn't find anything about the ship's age or history in general, like if it was produced already during the Messer era or something that came into fruition afterwards when Aegis had to seek out alternative sources of income. Also, what generation is the one we have in game?

Answer: An official introduction date for the Aegis Reclaimer has not been publicly announced yet, but the current idea is that Aegis first introduced the Reclaimer in the second half of the 28th century. At the time, the Messer regime was on their last legs and Aegis, a brand beloved and propped up by the regime, was already looking to rework their image and expand their ship line away from military craft. We tend to keep origin dates a little looser until we do a fully detailed write up like the ones featured in our Whitley’s Guides.

Hmm… maybe a deeper dive into the Reclaimer history would be the perfect subject for a future Whitley's Guide...

Crusader's Environment
Question: What keeps the lattice work of platforms on Crusader buoyant? If we turn off our ship, will it float in the gas clouds?

Answer: The platforms in Orison are all equipped with large thrusters that fire periodically to help the city maintain its precise orbital height. Without the thrusters, Orison would be pulled down into the dangerous cloud layer below. While the lower gravity found at Orison’s elevation makes it ideal for Crusader’s shipyards (the platforms themselves have artificial gravity) exactly how this affects ships is a bigger question that involves other departments. It's too early for us to say definitively how it'll be handled but we're just as excited as you are to try it out ourselves.

Imperator Line of Succession
Question: Pretty straight forward, I'm curious how the UEE Imperator line of succession works?

Answer: Great question. That was actually something we hadn't discussed before, so some of us had a brainstorm session and came up with this:

If the current Imperator is no longer able to perform their duties, the order of succession would be:

High-Secretary

Senate Speaker

Senate Witness

Imperator Chief of Staff

Note that the successor does not become the next Imperator, but temporarily takes over the responsibilities of the office until a special election can be held the following year (or the normal election in the case of a succession event occurring in the ninth year of the Imperator’s term). The new Imperator elected will then serve until the end of the original term. No matter the length of time they serve, they are still subject to the one term limit and will not be allowed to run for imperator again. To protect the line of succession, typically if there is an event where all of them would be in attendance together, one person in the line will serve as the designated survivor and be protected offsite. If the worst case scenario happens and the entire line is unable to serve, the senate will then vote a current senator to assume the duties of the office. If the senate is unable to vote (If this ever happens, things must be going really wrong in the UEE!) the High-Command will temporarily assume the responsibilities of the government until such a time when an election can be held.

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 Published  5 years ago (2021-04-07T02:00:00+00:00)

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