Difference between revisions of "Glossary"

From Travellers Guide to StariumXCV
Jump to: navigation, search
 
(93 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 +
;<div id="Agent">Agent</div>:The fine line between a simple death and martyrdom is defined by the killer. Agents, therefore, are masters of making accidents happen.
 +
;<div id="Ambassador">Ambassador</div>:Experts in negotiation, understanding motivations, and the intricate weave of geopolitical nuances.
 +
;<div id="Analyst">Analyst</div>:Those with the desire to serve and protect their own, analysts are equipped with all the tools to provide security. They are the ones able to spot the wolves among the sheep.
 +
;<div id="Anarchist Magus">Anarchist Magus</div>:Chaos follows Anarchists. They find organization and structure worthless. A higher purpose does not exist; life is but fleeting moments in an unpredictable, chaotic universe. The future is not guaranteed. The present, however, is yours for the taking.
 +
;<div id="Arch Druid">Arch Druid</div>:These down to earth mystics spend most of their time tending to the natural world. When threatened, however, druids unleash the full force of nature in defense of home and habitat.
 +
;<div id="Arch Justiciar">Arch Justiciar</div>:Individuals have the freedom to do what they please, but only the Justiciar holds the authority to mete out the consequences to those actions. Every illegal action has an equal reaction under law.
 +
;<div id="Arch Philosopher">Arch Philosopher</div>:Philosophers are concerned with everything. They seek to identify and study the fundamental aspects of reality. What is and what isn't are equally important, as all lead to the understanding of the nature of existence.
 +
;<div id="Arch Physicist">Arch Physicist</div>:For too long the universe has been the subject of superstition and shrouded by fear of the unknown. Physicists seek to explain natural phenomena through rational thought supported by empirical evidence.
 +
;<div id="Arch Primal">Arch Primal</div>:Primals bridge the gap between the secular and the spirit realm. They spread the practice of communicating with and gaining the favor of animal spirits in order to bless the land.
 +
;<div id="Arch Seer">Arch Seer</div>:Seers look into the spiritual plane, melding it with our own as they find spirits in all things. To be aware of these spirits and to recognize their existence is to find favor with them.
 +
;<div id="Archaeologist">Archaeologist Skills</div>: This ability to piece together and understand historical context of ruins, discover natural and artificial wonders, and salvage the remains of battles for technological insights and raw materials.
 +
;<div id="Astrologer">Astrologer</div>:There are signs all around us, but to identify their precise nature and meaning takes incredible insight and an understanding of the minute nuances of our shared existence. The cosmos holds the key to all existence, all we need do is look, says the Astrologer.
 
;<div id="Base capacity">Base capacity</div>: Maximum size ground unit that a base can build.  
 
;<div id="Base capacity">Base capacity</div>: Maximum size ground unit that a base can build.  
;<div id="Base queue">Base queue</div>: Where you build ground units. You can spend &#216;uadrans to activate the queue which enables construction of ground-base military units.
+
;<div id="Base queue">Base queue</div>: Identifies how many ground-based military units are in production.
 
;<div id="Base rate">Base rate</div>: Determines how fast and efficiently a base can produce units.  
 
;<div id="Base rate">Base rate</div>: Determines how fast and efficiently a base can produce units.  
 
;<div id="Base size">Base size</div>: Determined by population assigned to creating base and exocredit costs.
 
;<div id="Base size">Base size</div>: Determined by population assigned to creating base and exocredit costs.
;<div id="Beacon">Beacon</div>: Used by a player to contact other players. Beacons can be positioned on the System Map at specific orbits--usually around either the star or a world/moon. Player must be at a system to drop a beacon. Messages are preset, but players can include Empire name and contact information are part of the message. Possible messages could be "Claimed by Dragon Empire - Saxondragon@yahoo.com" or "Dragon Empire hails and welcomes trade - Saxondragon@yahoo.com". Fleets drop beacons.  
+
;<div id="Beacon">Beacon</div>: Used by a player to broadcast information to other players. Beacons can be positioned on the System Map at specific orbits--usually around either the star or a world/moon. Player must be at a system to drop a beacon. Messages are preset, but players can include Empire name and contact information are part of the message. Possible messages could be "Claimed by Dragon Empire - Angodragon@yahoo.com" or "Dragon Empire hails and welcomes trade - Angodragon@yahoo.com". Fleets drop beacons.
 +
;<div id="Broker">Broker</div>:If it is money which makes the world go round, then it is the Brokers who rule it for they are the masters of profit. They are experienced wheeler dealers, able to make a quick credit from the most unlikely commodity. Even their own mothers are not safe.
 +
;<div id="Builder">Builder Skills</div>: The ability to conceive and manage city planning and implementing infrastructure and projects. The more skilled the builder is the more effective the population will become with their respective jobs.  At higher levels can develop saboteurs that can adversely affect an enemy's infrastructure.
 
;<div id="Carrier Hangar Capacity">Carrier Hangar Capacity</div>: Light and  heavy carriers have hangar space to transport scouts, fighters, bombers or army units. A ship's hangar capacity is figured in this way:
 
;<div id="Carrier Hangar Capacity">Carrier Hangar Capacity</div>: Light and  heavy carriers have hangar space to transport scouts, fighters, bombers or army units. A ship's hangar capacity is figured in this way:
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Each army unit = 1 hangar
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- 1 army unit = 1 hangar
  
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Each ship = 1 hangar
+
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- 1 ship = 1 hangar
 +
 
 +
;<div id="Clairvoyant">Clairvoyant</div>:Every action has a reaction; each act is followed by a consequence. These are not random elements in life, but something which occurs for a reason. The specifics of the reasons may appear obscure to all but the greatest Clairvoyants.
 +
;<div id="Cleric">Cleric</div>:Some travellers wander to distant lands under the guise of intellectual curiosity, wishing to better understand foreign cultures and faiths. Once engaged, clerics convince locals of the false nature of their beliefs and offer absolution... for a price.
 +
;<div id="Color Alternative">Color Alternative</div>: Preference which displays color alternative icons for visual impaired players. These icons are primarily used to identify the relationship the player empire (green) has with other empires. Color alternatives are available when art cannot provide another type of non-color discrimination, like shape or orientation.
 +
[[File:20220729_preferencePopup.png |400px|center|Color Alternative icons]]
 +
 
 +
;<div id="Consul">Consul</div>:Highly experienced diplomats with a track record of success with different cultures. They speak with the authority of leadership.
 +
;<div id="Contract Killer">Contract Killer</div>:This is an individual who has proven abilities in the field and understands the significance of quiet work. True authority comes only from the barrel of a gun. Or the edge of a blade.
 +
;<div id="Commando">Commando</div>:A commando is adept in search and destroy missions, able to effectively destroy area infrastructure and sabotage military bases and shipyards. They are self-sufficient, resourceful and difficult to eliminate.
 +
;<div id="Covert">Covert Skills</div>: The ability to find and manage information and secrets. Skilled in spy craft ,those with this skill can develop a wide range of specialized agents for information gathering, counterintelligence operations, assassination, saboteurs, and procurement specialists. They are also capable of many of these operations themselves.
 +
;<div id="Deploy">Deploy/Deployed</div>: When an agent is placed back on the game map where an existing agent is located. This action costs a Quadran unless the sponsor agent (the agent at the location where the "[[#Furloughed]]" agent is being deployed to) is of the Diplomat type class.
 +
 
 +
;<div id="Detective Analyst">Detective Analyst</div>:An individual trained in analyzing behavior and recognizing potential threats. These men and women are fighting an invisible war against enemies you don't even know you have.
 +
;<div id="Detective Chief ">Detective Chief</div>:Well practiced in feeding the enemy false information, Detective Chiefs are masters of making the unreal feel real. Instead of simply diffusing situations, they manipulate it to provide results the enemy will have never imagined.
 +
;<div id="Detective Inspector">Detective Inspector</div>: One whose sole purpose is to maintain security for those they serve. They have extensive training and experience in the art of observation. While the institutions of counter-espionage are busy watching for the enemy, there are some who watch the watchers.
 +
;<div id="Diplomat">Diplomat</div>:Tireless servants of the state, diplomats stand at the forefront of the geopolitical battle for domination. They walk softly and use the threat of a big stick to ensure their friends are united and their enemies are divided.
 +
;<div id="Dread Necromancer">Dread Necromancer</div>:Death is but an obstacle to overcome. To gain favor with Death one must trade the souls of the living for those who once lived. For a necromancer to bring the dead back…one must pay Death his dues.
 +
;<div id="Emissary">Emissary</div>:Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground.
 +
;<div id="Envoy">Envoy</div>:Focused mission centric junior diplomats who are adept at diplomatic problem solving and getting positive results.
 
;<div id="Exocredit">Exocredit (&#958;)</div>: In game currency generated by production and trade.
 
;<div id="Exocredit">Exocredit (&#958;)</div>: In game currency generated by production and trade.
 +
;<div id="Expert Extraction Agent">Expert Extraction Agent</div>:A master of the shadows, the seasoned extraction agent is able to blend into any surrounding and work in plain sight. With a mastery of the art of invisibility, they take all they need.
 +
;<div id="Expert Spy"> Expert Spy </div>: An intelligence field agent and a expert in social engineering. They slip seamlessly into any segment or social element of society. Above suspicion, they are able to bare the soul and reveal the darkest secrets that can hurt you the most.
 +
;<div id="Extract">Extract/Extracted</div>: When an agent is removed from the game map where his status is "[[#Furloughed]]".
 +
;<div id="Extraction Agent"> Extraction Agent</div>:With a background in infiltration and extraction, the extraction agent is capable of weaving through the shadows to retrieve just what is needed. By the time anyone realizes a thief is among them, it’ll be too late.
 +
;<div id="Firebrand">Firebrand</div>:If a whisper can bring down an entire empire, what force does a shout have? Firebrands wield language as a weapon to inspire people to prove their true power, leading them against the callous rule of petty tyrants.
 
;<div id="Flag">Flag</div>: Used by a player as a personal notation about the Galactic Map. Flags show up in Galactic Scans only on player's screen. Possible notations include "Colonize ASP", "Wonder" and selected System information like types of objects in orbit. Fleets deploy flags.
 
;<div id="Flag">Flag</div>: Used by a player as a personal notation about the Galactic Map. Flags show up in Galactic Scans only on player's screen. Possible notations include "Colonize ASP", "Wonder" and selected System information like types of objects in orbit. Fleets deploy flags.
;<span id="Government Ethos">Government Ethos</span> (IU): How an empire behaves within game play. Each empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the empire’s governing ethos. Over time an empire’s ethos can change. The player’s Empire Dashboard or another Empire’s Dossier displays one of the following icons to identify the current ethos. Colors representing the two dominant traits are incorporated into the icons.
+
;<div id="Fleet Movement">Fleet Movement</div>: These icons provide information about a fleet's abilities:
Hyperculturalism Low Altruism Low Xenophobia Hyperculturalists denote a people who are extremely accepting of other cultures, so long as they are able to keep pace with the home culture, and do not interfere with its ongoing practices.
+
[[File:20190708_fleetMovement_icons.png|250px|center|Fleet movement icons]]
Autonomous Isolationism Low Altruism High Xenophobia Isolationists just want to be left alone. Their culture is stronger when it is inward looking and self sufficient, and as such it wishes to neither interfere not be interfered with.
+
;<div id="Furloughed">Furloughed</div>: The status of an agent who is not on the game map.  It takes three hours real time before the agent can be "Deployed" or placed back on the game map.
Inventive-Philanthoropism High Altruism Low Xenophobia Inventive Philanthropists will draw on a wide variety of experiences from a number of different cultures to solve problems, most often with a positive or benevolent agenda.
+
;<span id="Government Ethos">Government Ethos</span>: How an empire behaves within game play. Each empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the empire’s governing ethos. Over time an empire’s ethos can change. The player’s Empire Dashboard or another Empire’s Dossier displays one of the following icons to identify the current ethos. Colors representing the two dominant traits are incorporated into the icons.
Utopian Pillarisationism High Altruism High Xenophobia Pillared utopias separate people into mutually beneficial sections, each with their own institutions created to best serve each group, and thus the entirety of society from each based on their individual strengths.
+
[[File:20180904_governmentEthosColors.png|300px|center|Government Ethos behavior color codes]]
Pseudo-Passivism Low Aggressiveness Low Xenophobia Pseudo pacifists are not averse to war, and will wield weapons when threatened. Instead they believe that there are always better solutions to a problem than violence, and that resorting to it is the sure sign of weakness.
+
[[File:20181108_glossary_governmentEthos.png|600px|center|Government Ethos icons and descriptions]]
Constitutional Segregationist Low Aggressiveness High Xenophobia Separation is the only way for society as a whole to achieve its true potential. Different cultures within society are treated on an equal footing, but it is their differences which are celebrated as these tend to lead to a proper exploration of their real strengths.
+
;<div id="Ground Combat">Ground Combat Skills</div>: The ability to effectively manage and lead ground forces in battle. The higher the skill, the more effective the ground troops will be in battle. This also enables the leader to recruit informants, as well as saboteurs that can adversely affect an enemy's infrastructure.
Dispassionate Individualism Low Aggressiveness Low Altruism Individualists on the galactic scale have taken to a dispassionate view of others, as the way to promote real progress. They see caring about other cultures as a distraction from the continued search for personal prosperity. They wish to neither help others, not be aided by them.
+
;<div id="High Visionary">High Visionary</div>:That this world is the best of all possible worlds is due in no small part to the efforts of visionaries. They identify and seize upon the small threads of opportunity evident and otherwise missed throughout all our lives.
Benevolent Cordialism Low Aggressiveness High Altruism To see others grow to meet their potential is society’s greatest motivator. Everything in life should be about assisting others on their journey, for the satisfaction in doing so is the greatest reward.
+
;<span id="Industrial Unit">Industrial Unit</span> (IU): The base measurement of production cost.
Absolute Militarism High Aggressiveness Low Xenophobia Resources are scarce, and life is doomed to be a continual struggle for material. If someone has things you need, then you have carte blanche to take it. Conflict is never personal, it is necessary.
+
;<div id="Informant"> Informant </div>: A broker of information who sells knowledge professionally. They seek out secrets and information to leverage. As it is said, even the walls have ears.
Anthropological Racialism High Aggressiveness High Xenophobia The differences between cultures is not simply a matter of opinion, but of scientific fact. Different races have different traits, some good, some bad, only ours is the best.
+
;<div id="Inquisitor">Inquisitor</div>: Always expect the inquisition. The Inquisitor knows there is no innocence, only degrees of guilt. Those heretics who fail to follow the path to redemption with unconditional devotion must have their soul purged of its vile corruption with fire.
Oppressive Totalitarianism High Aggressiveness Low Altruism Power is the final objective, and those with it want to keep it, while those without it do not deserve it. When you are at the top of the ladder, there are no constraints on what you can do.
+
;<div id="Intelligence Agency Director">Intelligence Agency Director</div>:They are the head of a massive intelligence gathering operation with agents embedded at all levels of government. If knowledge is power, then it is the director who is truly seated on the throne.
Social Terrorism High Aggressiveness High Altruism Their ideals maybe noble, but their actions are not. Social terrorists are radical believers of the ends justifying the means. They desire to create a perfect world, and will not hesitate to use questionable tactics to achieve it.  
+
;<div id="Intelligence Service Director">Intelligence Service Director</div>: Maestros orchestrating bloodshed from the shadows, they are the embodiment of Death. The death of one is unfortunate, of ten is a tragedy. Of thousands? That is statecraft.
Universal Egalitarianism Low Egocentricity Low Xenophobia Egalitarian societies believe it is only though the complete rejection of prejudice that true understanding between societies can be achieved. All sentient beings were created equal, and all have a right to life, liberty and the pursuit of happiness.
+
;<div id="Intelligence Officer">Intelligence Officer</div>:A thief with an eye for vital information, the Intelligence Officer has learned the practice of insertion to retrieve such needed material and secrets. To retain the loyalty of a thief is to possess all that you require.  
Romantic Nationalism Low Egocentricity High Xenophobia Romantic nationalists do not perceive their race as being superior, but rather it is their geography which is important, as the culture is a product of their specific circumstances. Therefore anything that is foreign, is necessarily dangerous as the home is unique, and needs to be protected in its most pure form.
+
;<div id="Investigation Agency Director">Investigation Agency Director</div>:Investigation Agency Directors inhabit the space between myth and reality. With the power of illusion, they conjure smoke and mirrors, dealing in half-truths to make it all seem real. If warfare is based on deception, then these are its true masters.
Disengaged Cynicism Low Egocentricity Low Altruism Modern cynics are sceptical of the motives of others, and disengaged cynics take this a step further. A millennia of broken promises by those in power, has seen society break down to a set of unrelated interest groups, where things only get done which must be done, and the rest is ignored.  
+
;<div id="Junior Analyst">Junior Analyst</div>:Junior analysts are drawn from the many police forces and are specialists in surveillance and counter surveillance. For the price of security, freedom is the cost.
Trans-Utilitarianism Low Egocentricity High Altruism Trans-Utilitarianists are radical idealists who believe that not only are sentient beings capable of great good, but actually embody it. As such, the quest for all Trans-Utilitarianists is to achieve the –greatest amount for the Greater Good throughout the galaxy, or more particularly not just for their own society, but for all regardless of the cost to themselves.
+
;<div id="Junior Contract Killer">Junior Contract Killer</div>:Junior contract killers are low-level thugs who has been "persuaded" to put their particular skills to better use. Death is but a journey. Let them lead you.
Tranquil Bohemianism Low Egocentricity Low Aggressiveness Bohemianism teaches that the universe could do with a great deal more patience and calm. It is prejudice and lack of understanding that fuels anger and violence. If these base instincts are abandoned then tranquillity will rule.
+
;<div id="Junior Informant"> Junior Informant </div>:A low-level information asset who fits seamlessly into the fabric of society. These are the eyes peering out of the shadows, watching. Always watching.
Martial Professionalism Low Egocentricity High Aggressiveness The military is a powerful force in society, however it is not tyrannical, but rather one which functions for the betterment of its people, and expects the same from others. They promote courtesy towards fellow combatants as an ideal, even while trying to kill them. Mortality is the very real companion for warriors, and the ability to respect this is paramount.  
+
;<div id="Junior Intelligence Officer">Junior Intelligence Officer</div>:Legal hackers, they are experts at electronic warfare, well able to engage with others in cyberspace. They are thieves with the luxury of never having to leave the comfort of their own desk.
Radical Idealism High Egocentricity Low Xenophobia Idealists try to follow a positive agenda, but radical idealists try to impose their views on others regardless of the veracity of their claims or ideology. Free choice and dialogue means nothing to them, the only right answer is the one they are providing.
+
;<div id="Junior Sapper">Junior Sapper</div>:A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return.
Astro Imperialism High Egocentricity High Xenophobia Astro Imperialists believe not so much in the acquisition of territory (though that is important), as to spreading the supremacy of their own culture. They are the conquerors, the imperialists, and everyone else is simply a receptacle ready to absorb the perfect ideals and traits of their master.
+
;<div id="Liaison">Liaison</div>:Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols.
Ancestral Elitism High Egocentricity Low Altruism Those in power are there because they need to be, all others are incapable of the level of leadership that they achieve. Lower classes might well manage some rudimentary form of power or wealth, but they will never be able to compete with those born with it.
+
;<div id="Master Agent">Master Agent</div>:Master agents have a very particular set of skills, acquired over an incredibly long, quiet career. They are the stuff of nightmares and are the reason why the enemy sleeps with one eye open.
Ascendant Universalism High Egocentricity High Altruism Ascendant Universalists toe a line very close to that of Imperialism, however for them it is not the act of conquest which expresses their superiority, but rather that of benevolence. They were born with exceptional gifts, and it is their duty as superior beings to distribute the fruits of this gift on to those less fortunate.
+
;<div id="Master Commando">Master Commando</div>:Veterans of many conflicts, these master commandos thrive in high-stress environments, far behind enemy lines. Here, where the enemy feels the most secure, they are best able to inflict destruction. They no longer know the meaning of fear.
Venerated Populism High Egocentricity Low Aggressiveness Whereas a populist faction used to struggle for the populous against the elite, in time these champions of the people have become venerated to the extent that they developed into the elite themselves. Popularity is everything, and only those who have the largest following, or the greatest support are able to rise to the top.
+
;<div id="Master Extraction Agent">Master Extraction Agent</div>:Experts in multiple elements of information gathering and covert activities, they mold situations to their liking to provide prime scenarios to see their objectives fulfilled. The enemy may likely even blame themselves, or each other.
Righteous Egotism High Egocentricity High Aggressiveness Righteous egotists believe that they are the greatest beings possible. Only one race is capable of such perfection, and that is themselves, there is little point of trying to make others similarly aligned. Should anyone dare disagree with their proclamation, then their attitude becomes exceptionally confrontational so that they can prove their superiority beyond any doubt.
+
;<div id="Master Spy">Master Spy</div>:An experienced field agent able to get into and out of locations with ease. These agents are adept at social engineering. They understand a single weapon can kill many, but that a word to the right people can lead to the downfall of an entire empire.
Enlightened Universaltheism High Belief Low Xenophobia Regardless of other beliefs, enlightened beings perceive the universe as conjoined through their shared spiritual links. Therefore they will accept and even encourage other cultures to explore their own spirituality, secure in the knowledge that the foundation of all belief, is their own.  
+
;<div id="Missionary">Missionary</div>:Missionaries practice the art of persuasion on a grand scale. They are capable of standing before vast crowds and convincing them that previously held beliefs are false, leading them down a different path entirely.
Inquisitorial Sanctificationism High Belief High Xenophobia Inquisitorial beliefs are concerned about the impact foreign ideals would have on their own followers, and strive to purge any such influences wherever they should arise.
+
;<div id="Monk">Monk</div>:Connected to everything, Monks are said to be one with the universe. They find acceptance of their place in it and work to help others reach a higher state of being through a virtuous life.
Dogmatic Foundationalism High Belief Low Altruism Dogmatic Foundationalism followers close their ears to the preaching of other doctrines, confident in the truth of their own belief.
+
;<div id="Observation post
Altruistic Benevolentism High Belief High Altruism Faiths that teach benevolence towards others tends to attract humble followers, who believe that the greatest reward is to be found in the goodwill towards others.
+
"> Observation post </div>: A small hidden outpost designed to monitor and track orbiting spaceships around a planet or moon.
Pacifistic Pietism High Belief Low Aggressiveness Supporters of a Pacifistic Pietism path, believe in the sanctity of life and will not raise a hand against fellow sentient beings.
+
;<div id="Oracle">Oracle</div>: History is in a continual state of flux as its events are determined by the victor, but nothing is more certain than the future. Personal will is no more than a step on the journey, for ultimately one’s destiny decides all things.
Fanatical Reformist High Belief High Aggressiveness The Fanatical Reformist seek to convert all those they can to their particular creed, either through persuasion, or if necessary, violence. Those who refuse conversion are will be destroyed.
+
;<div id="Paragon Humanist">Paragon Humanist</div>: There are no spirits. There are no gods. Religion is nothing but cultism and a lie. There is only you and the universe that surrounds yourself, nothing more. Draw on your own power and faith in yourself. These are the beliefs of humanists.
Utilitarian Idealism High Belief Low Egocentricity Progressive belief structures believe in tolerance of other faiths, secure in the knowledge that theirs is of such power that any threat offered would be inconsequential.
+
;<div id="Past Speaker">Past Speaker</div>:Charged with preserving history, past speakers strive to record the stories and memories of their countrymen, drawing on the example of ancestors to inspire their people to greater deeds.
Religious Elitism Visionary High Belief High Egocentricity Only those with absolute conviction in their self as the superior being can be considered a visionary. So great is their personal bearing and the importance of their faith, that all who adhere are blessed, while those who do not should be cast down and destroyed.
 
 
 
;<span id="Industrial Unit">Industrial Unit</span>: The base measurement of production cost.
 
 
;<div id="Pin">Pin</div>: Used by player as a personal notation for a specific area on a world. Armies post pins.
 
;<div id="Pin">Pin</div>: Used by player as a personal notation for a specific area on a world. Armies post pins.
 +
;<div id="Political">Political Skills</div>: The ability to conduct diplomatic missions and implement social and governmental policy. This also enables the leader to acquire diplomatic agents such as emissaries and ambassadors who can increase the relationship between your empire and alien races.
 +
;<div id="Portal">Portal</div>:Located on a planet and used by colonists and armies to travel from planet to planet.
 +
;<div id="Preacher">Preacher</div>:Preacher agents spread the word of their beliefs and of the need to bend knee and worship the divine, lest all suffer its wrath. The people must be saved from their secular existence and plead for grace from the holy.
 +
;<div id="Prime Divine">Prime Divine</div>:Having obtained divine ascension, the divines are living gods. As mortals who have taken on divine powers, they can easily find worshippers and maintain a following.
 +
;<div id="Prime Ebon">Prime Ebon</div>:Darkness offers sanctuary from the creatures of sight. The light bares all, nothing is secret and nothing is sacred. With twilight comes hope and holy is the eclipse. An ebon leads the way.
 +
;<div id="Prime Eternal">Prime Eternal</div>:You are born, affect your world, grow old, and finally die, only to be born again. The cycle of life is everlasting and unforgiving. The eternal knows that this body will not last forever, but that its mind and deeds will.
 +
;<div id="Prime Mentor">Prime Mentor</div>:Your life holds a level of value you could never hope to comprehend. Only when you begin to try do you realize the scope of it all. The mentor will help you find meaning in your life, but it is only with their guidance that you will find success.
 +
;<div id="Prime Mystic">Prime Mystic</div>:Mystics are no mere conjurors of cheap tricks, they wield powers which have not yet been explained and which may never be.
 +
;<div id="Prime Vessel">Prime Vessel</div>:Vessels are divine intermediaries who connect the secular world with gods. It is through them that the gods grant their will and guidance to believers.
 +
;<div id="Primordial">Primordial</div>: Life is the beginning. Everything is but a result of life and the way it interacts with itself and its surroundings. Nothing is more holy than the act of creating life and only under certain circumstances should such a precious gift ever be taken.
 +
;<div id="Prophet">Prophet</div>:Prophets adapt the emotional elements of faith to motivate followers to perform deeds they would otherwise be incapable of. This can either encourage devotees to greater achievements or provoke them to defy secular authority.
 +
;<div id="Psionics">Psionics Skills</div>: This unique skill is the use of the mind to affect outcomes of other skills. Defined in a variety of ways such as telekinesis, telepathy, fire or electrical discharges or even controlling other beings.
 
;<div id="&#216;uadran">&#216;uadran</div>: In game currency earned through game play or purchased by the player.
 
;<div id="&#216;uadran">&#216;uadran</div>: In game currency earned through game play or purchased by the player.
;<div id="Shipyard capacity">Shipyard capacity</div>: Maximum size ship that a shipyard can build.  
+
;<div id="Quantum Gate">Quantum Gate</div>:Located in orbit and used by fleets to travel one way from gate to gate across space.
;<div id="Shipyard queue">Shipyard queue</div>: Where you build ships. You can spend &#216;uadrans to activate the queue which enables construction of ships.
+
;<div id="Religious">Religious Skills</div>: The ability to spread your state religion throughout the galaxy, as well as to incite or calm populations or attack other religious beliefs.  This also enables the leader to acquire missionaries, clerics, inquisitors and other unique agents that have a variety of faith based actions.
 +
;<div id="Sapper">Sapper</div>:An explosive expert found at the forefront of strategic demolition efforts. Their job is to enact targeted destruction of key objectives by any means necessary. They deconstruct the enemy’s sense of security, sowing the seeds of doubt.
 +
;<div id="Scientist">Scientist Skills</div>: The ability to understand and theorize scientific principles and advance the body of knowledge of your empire.  The higher the skill, the more rapidly new scientific discoveries are understood and assimilated into the general population.  This skill also enables the character to establish observation posts on planets that can scan for the presence of ships in planetary orbit.
 +
;<div id="Secret Agent">Secret Agent</div>:An agent who has come to embrace killing for a higher purpose, they have learned both the value of subterfuge and the element of surprise. Patriotism is a powerful motivator and these people will go to extreme lengths to protect Emperor and Empire.
 +
;<div id="Security Agency Director">Security Agency Director</div>:From the stuff of legends, individuals who have seen victory through their profession countless times. These are the ones pulling the strings from behind the curtains, setting the stage and making each actor dance to their tunes.  
 +
;<div id="Shaman">Shaman</div>:There exist intermediaries between our realm and the realm of mystic spirits. These Shamans are dedicated, practiced messengers who have the ability to perceive and influence these spirits and to gain their power.
 +
;<div id="Sentinel">Sentinel</div>:Clad in the certainty of their faith, Sentinels stand as bulwarks against dishonorable conduct. Their ever watchful eyes stand vigilant, guarding against the terrors of a treacherous and deceitful universe.
 +
;<div id="Shipyard queue">Shipyard queue</div>: Identifies how many ships are in production.
 
;<div id="Shipyard rate">Shipyard rate</div>: Determines how fast and efficiently a shipyard can produce ships.  
 
;<div id="Shipyard rate">Shipyard rate</div>: Determines how fast and efficiently a shipyard can produce ships.  
;<div id="Shipyard size">Shipyard size</div>: Determined by population assigned to creating shipyard and exocredit costs.
+
;<div id="Shipyard size">Shipyard size</div>: Shipyard size determines two things:
 +
# How large of ship can be built at this shipyard
 +
# How fast the shipyard works
 +
&nbsp;&nbsp;&nbsp;&nbsp;Note: Orbitals can be created by any size shipyard.
 +
;<div id="Space Combat">Space Combat Skills</div>: The ability to effectively manage and lead spacefaring ships and fleets in space battles.  The higher the skill, the more effective the star ships will be in battle.  This skill also enables the leader to establish observation posts on planets that can scan for the presence of ships in planetary orbit.
 +
;<div id="Space Combat Rules">Space Combat Rules</div>:  Rules of Engagement:
 +
# One weapon can only fire at one ship. Note: a Heavy weapon with massive damage will fire against one ship, regardless of size even if it the damage could eliminate a dozen smaller ships.
 +
# Each "class" of ship has an order of preferred targets.
 +
# At the end of combat, any ship that has shields heals damage equal to those shields not to exceed the value of the shields.
 +
# At any given round where weapons can fire, they do fire.
 +
;<div id="Special Operations Director">Special Operations Director</div>:The Special Operations Director knows that it is not enough to simply defeat an enemy in battle, but that they must entirely destroy their will and ability to fight. They are the reason for your enemy's walls and also the reason those walls will fall.
 +
;<div id="Spy"> Spy</div>:A trained intelligence officer who is adept in the finer arts of interrogation and information gathering. They hold a wide range of lesser contacts that provide leads. Knowledge of the enemy’s disposition can only be obtained from others.
 +
;<div id="Solarius">Solarius</div>:Light is the life of the Solarius. It is the source of all life. Your life is a gift from the light and should be cherished as such. Worship it if you desire for such charity to continue.
 
;<span id="Support and Efficiency Index">Support and Efficiency Index</span> (SEI): Measures positive and negative influences of player actions and various events for an area.
 
;<span id="Support and Efficiency Index">Support and Efficiency Index</span> (SEI): Measures positive and negative influences of player actions and various events for an area.
 +
;<div id="Tonnage">Tonnage</div>:Total mass of all the ships in a fleet.
 +
;<div id="Veteran Commando">Veteran Commando</div>:Having completed multiple campaigns, these grizzled veterans are able to seek out and destroy high-value targets with a deadly level of professionalism. They have learned the tactics of guerrilla warfare and know the meaning of survival.
 +
;<div id="Wormhole">Wormhole</div>:Located in orbit and used to travel from wormhole across space to unpredictable locations.
 +
;<div id="Zealot">Zealot</div>:Unquestioning devotion can be seen as its own truth. To have such complete belief in something leads others to believe the doctrine is a statement of fact, uplifting the faithful and spreading doubt to the minds of the unbelievers.
 +
<br/>

Latest revision as of 05:33, 17 March 2024

Agent
The fine line between a simple death and martyrdom is defined by the killer. Agents, therefore, are masters of making accidents happen.
Ambassador
Experts in negotiation, understanding motivations, and the intricate weave of geopolitical nuances.
Analyst
Those with the desire to serve and protect their own, analysts are equipped with all the tools to provide security. They are the ones able to spot the wolves among the sheep.
Anarchist Magus
Chaos follows Anarchists. They find organization and structure worthless. A higher purpose does not exist; life is but fleeting moments in an unpredictable, chaotic universe. The future is not guaranteed. The present, however, is yours for the taking.
Arch Druid
These down to earth mystics spend most of their time tending to the natural world. When threatened, however, druids unleash the full force of nature in defense of home and habitat.
Arch Justiciar
Individuals have the freedom to do what they please, but only the Justiciar holds the authority to mete out the consequences to those actions. Every illegal action has an equal reaction under law.
Arch Philosopher
Philosophers are concerned with everything. They seek to identify and study the fundamental aspects of reality. What is and what isn't are equally important, as all lead to the understanding of the nature of existence.
Arch Physicist
For too long the universe has been the subject of superstition and shrouded by fear of the unknown. Physicists seek to explain natural phenomena through rational thought supported by empirical evidence.
Arch Primal
Primals bridge the gap between the secular and the spirit realm. They spread the practice of communicating with and gaining the favor of animal spirits in order to bless the land.
Arch Seer
Seers look into the spiritual plane, melding it with our own as they find spirits in all things. To be aware of these spirits and to recognize their existence is to find favor with them.
Archaeologist Skills
This ability to piece together and understand historical context of ruins, discover natural and artificial wonders, and salvage the remains of battles for technological insights and raw materials.
Astrologer
There are signs all around us, but to identify their precise nature and meaning takes incredible insight and an understanding of the minute nuances of our shared existence. The cosmos holds the key to all existence, all we need do is look, says the Astrologer.
Base capacity
Maximum size ground unit that a base can build.
Base queue
Identifies how many ground-based military units are in production.
Base rate
Determines how fast and efficiently a base can produce units.
Base size
Determined by population assigned to creating base and exocredit costs.
Beacon
Used by a player to broadcast information to other players. Beacons can be positioned on the System Map at specific orbits--usually around either the star or a world/moon. Player must be at a system to drop a beacon. Messages are preset, but players can include Empire name and contact information are part of the message. Possible messages could be "Claimed by Dragon Empire - [email protected]" or "Dragon Empire hails and welcomes trade - [email protected]". Fleets drop beacons.
Broker
If it is money which makes the world go round, then it is the Brokers who rule it for they are the masters of profit. They are experienced wheeler dealers, able to make a quick credit from the most unlikely commodity. Even their own mothers are not safe.
Builder Skills
The ability to conceive and manage city planning and implementing infrastructure and projects. The more skilled the builder is the more effective the population will become with their respective jobs. At higher levels can develop saboteurs that can adversely affect an enemy's infrastructure.
Carrier Hangar Capacity
Light and heavy carriers have hangar space to transport scouts, fighters, bombers or army units. A ship's hangar capacity is figured in this way:

      - 1 army unit = 1 hangar

      - 1 ship = 1 hangar

Clairvoyant
Every action has a reaction; each act is followed by a consequence. These are not random elements in life, but something which occurs for a reason. The specifics of the reasons may appear obscure to all but the greatest Clairvoyants.
Cleric
Some travellers wander to distant lands under the guise of intellectual curiosity, wishing to better understand foreign cultures and faiths. Once engaged, clerics convince locals of the false nature of their beliefs and offer absolution... for a price.
Color Alternative
Preference which displays color alternative icons for visual impaired players. These icons are primarily used to identify the relationship the player empire (green) has with other empires. Color alternatives are available when art cannot provide another type of non-color discrimination, like shape or orientation.
Color Alternative icons
Consul
Highly experienced diplomats with a track record of success with different cultures. They speak with the authority of leadership.
Contract Killer
This is an individual who has proven abilities in the field and understands the significance of quiet work. True authority comes only from the barrel of a gun. Or the edge of a blade.
Commando
A commando is adept in search and destroy missions, able to effectively destroy area infrastructure and sabotage military bases and shipyards. They are self-sufficient, resourceful and difficult to eliminate.
Covert Skills
The ability to find and manage information and secrets. Skilled in spy craft ,those with this skill can develop a wide range of specialized agents for information gathering, counterintelligence operations, assassination, saboteurs, and procurement specialists. They are also capable of many of these operations themselves.
Deploy/Deployed
When an agent is placed back on the game map where an existing agent is located. This action costs a Quadran unless the sponsor agent (the agent at the location where the "#Furloughed" agent is being deployed to) is of the Diplomat type class.
Detective Analyst
An individual trained in analyzing behavior and recognizing potential threats. These men and women are fighting an invisible war against enemies you don't even know you have.
Detective Chief
Well practiced in feeding the enemy false information, Detective Chiefs are masters of making the unreal feel real. Instead of simply diffusing situations, they manipulate it to provide results the enemy will have never imagined.
Detective Inspector
One whose sole purpose is to maintain security for those they serve. They have extensive training and experience in the art of observation. While the institutions of counter-espionage are busy watching for the enemy, there are some who watch the watchers.
Diplomat
Tireless servants of the state, diplomats stand at the forefront of the geopolitical battle for domination. They walk softly and use the threat of a big stick to ensure their friends are united and their enemies are divided.
Dread Necromancer
Death is but an obstacle to overcome. To gain favor with Death one must trade the souls of the living for those who once lived. For a necromancer to bring the dead back…one must pay Death his dues.
Emissary
Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground.
Envoy
Focused mission centric junior diplomats who are adept at diplomatic problem solving and getting positive results.
Exocredit (ξ)
In game currency generated by production and trade.
Expert Extraction Agent
A master of the shadows, the seasoned extraction agent is able to blend into any surrounding and work in plain sight. With a mastery of the art of invisibility, they take all they need.
Expert Spy
An intelligence field agent and a expert in social engineering. They slip seamlessly into any segment or social element of society. Above suspicion, they are able to bare the soul and reveal the darkest secrets that can hurt you the most.
Extract/Extracted
When an agent is removed from the game map where his status is "#Furloughed".
Extraction Agent
With a background in infiltration and extraction, the extraction agent is capable of weaving through the shadows to retrieve just what is needed. By the time anyone realizes a thief is among them, it’ll be too late.
Firebrand
If a whisper can bring down an entire empire, what force does a shout have? Firebrands wield language as a weapon to inspire people to prove their true power, leading them against the callous rule of petty tyrants.
Flag
Used by a player as a personal notation about the Galactic Map. Flags show up in Galactic Scans only on player's screen. Possible notations include "Colonize ASP", "Wonder" and selected System information like types of objects in orbit. Fleets deploy flags.
Fleet Movement
These icons provide information about a fleet's abilities:
Fleet movement icons
Furloughed
The status of an agent who is not on the game map. It takes three hours real time before the agent can be "Deployed" or placed back on the game map.
Government Ethos
How an empire behaves within game play. Each empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the empire’s governing ethos. Over time an empire’s ethos can change. The player’s Empire Dashboard or another Empire’s Dossier displays one of the following icons to identify the current ethos. Colors representing the two dominant traits are incorporated into the icons.
Government Ethos behavior color codes
Government Ethos icons and descriptions
Ground Combat Skills
The ability to effectively manage and lead ground forces in battle. The higher the skill, the more effective the ground troops will be in battle. This also enables the leader to recruit informants, as well as saboteurs that can adversely affect an enemy's infrastructure.
High Visionary
That this world is the best of all possible worlds is due in no small part to the efforts of visionaries. They identify and seize upon the small threads of opportunity evident and otherwise missed throughout all our lives.
Industrial Unit (IU)
The base measurement of production cost.
Informant
A broker of information who sells knowledge professionally. They seek out secrets and information to leverage. As it is said, even the walls have ears.
Inquisitor
Always expect the inquisition. The Inquisitor knows there is no innocence, only degrees of guilt. Those heretics who fail to follow the path to redemption with unconditional devotion must have their soul purged of its vile corruption with fire.
Intelligence Agency Director
They are the head of a massive intelligence gathering operation with agents embedded at all levels of government. If knowledge is power, then it is the director who is truly seated on the throne.
Intelligence Service Director
Maestros orchestrating bloodshed from the shadows, they are the embodiment of Death. The death of one is unfortunate, of ten is a tragedy. Of thousands? That is statecraft.
Intelligence Officer
A thief with an eye for vital information, the Intelligence Officer has learned the practice of insertion to retrieve such needed material and secrets. To retain the loyalty of a thief is to possess all that you require.
Investigation Agency Director
Investigation Agency Directors inhabit the space between myth and reality. With the power of illusion, they conjure smoke and mirrors, dealing in half-truths to make it all seem real. If warfare is based on deception, then these are its true masters.
Junior Analyst
Junior analysts are drawn from the many police forces and are specialists in surveillance and counter surveillance. For the price of security, freedom is the cost.
Junior Contract Killer
Junior contract killers are low-level thugs who has been "persuaded" to put their particular skills to better use. Death is but a journey. Let them lead you.
Junior Informant
A low-level information asset who fits seamlessly into the fabric of society. These are the eyes peering out of the shadows, watching. Always watching.
Junior Intelligence Officer
Legal hackers, they are experts at electronic warfare, well able to engage with others in cyberspace. They are thieves with the luxury of never having to leave the comfort of their own desk.
Junior Sapper
A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return.
Liaison
Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols.
Master Agent
Master agents have a very particular set of skills, acquired over an incredibly long, quiet career. They are the stuff of nightmares and are the reason why the enemy sleeps with one eye open.
Master Commando
Veterans of many conflicts, these master commandos thrive in high-stress environments, far behind enemy lines. Here, where the enemy feels the most secure, they are best able to inflict destruction. They no longer know the meaning of fear.
Master Extraction Agent
Experts in multiple elements of information gathering and covert activities, they mold situations to their liking to provide prime scenarios to see their objectives fulfilled. The enemy may likely even blame themselves, or each other.
Master Spy
An experienced field agent able to get into and out of locations with ease. These agents are adept at social engineering. They understand a single weapon can kill many, but that a word to the right people can lead to the downfall of an entire empire.
Missionary
Missionaries practice the art of persuasion on a grand scale. They are capable of standing before vast crowds and convincing them that previously held beliefs are false, leading them down a different path entirely.
Monk
Connected to everything, Monks are said to be one with the universe. They find acceptance of their place in it and work to help others reach a higher state of being through a virtuous life.
Observation post
A small hidden outpost designed to monitor and track orbiting spaceships around a planet or moon.
Oracle
History is in a continual state of flux as its events are determined by the victor, but nothing is more certain than the future. Personal will is no more than a step on the journey, for ultimately one’s destiny decides all things.
Paragon Humanist
There are no spirits. There are no gods. Religion is nothing but cultism and a lie. There is only you and the universe that surrounds yourself, nothing more. Draw on your own power and faith in yourself. These are the beliefs of humanists.
Past Speaker
Charged with preserving history, past speakers strive to record the stories and memories of their countrymen, drawing on the example of ancestors to inspire their people to greater deeds.
Pin
Used by player as a personal notation for a specific area on a world. Armies post pins.
Political Skills
The ability to conduct diplomatic missions and implement social and governmental policy. This also enables the leader to acquire diplomatic agents such as emissaries and ambassadors who can increase the relationship between your empire and alien races.
Portal
Located on a planet and used by colonists and armies to travel from planet to planet.
Preacher
Preacher agents spread the word of their beliefs and of the need to bend knee and worship the divine, lest all suffer its wrath. The people must be saved from their secular existence and plead for grace from the holy.
Prime Divine
Having obtained divine ascension, the divines are living gods. As mortals who have taken on divine powers, they can easily find worshippers and maintain a following.
Prime Ebon
Darkness offers sanctuary from the creatures of sight. The light bares all, nothing is secret and nothing is sacred. With twilight comes hope and holy is the eclipse. An ebon leads the way.
Prime Eternal
You are born, affect your world, grow old, and finally die, only to be born again. The cycle of life is everlasting and unforgiving. The eternal knows that this body will not last forever, but that its mind and deeds will.
Prime Mentor
Your life holds a level of value you could never hope to comprehend. Only when you begin to try do you realize the scope of it all. The mentor will help you find meaning in your life, but it is only with their guidance that you will find success.
Prime Mystic
Mystics are no mere conjurors of cheap tricks, they wield powers which have not yet been explained and which may never be.
Prime Vessel
Vessels are divine intermediaries who connect the secular world with gods. It is through them that the gods grant their will and guidance to believers.
Primordial
Life is the beginning. Everything is but a result of life and the way it interacts with itself and its surroundings. Nothing is more holy than the act of creating life and only under certain circumstances should such a precious gift ever be taken.
Prophet
Prophets adapt the emotional elements of faith to motivate followers to perform deeds they would otherwise be incapable of. This can either encourage devotees to greater achievements or provoke them to defy secular authority.
Psionics Skills
This unique skill is the use of the mind to affect outcomes of other skills. Defined in a variety of ways such as telekinesis, telepathy, fire or electrical discharges or even controlling other beings.
Øuadran
In game currency earned through game play or purchased by the player.
Quantum Gate
Located in orbit and used by fleets to travel one way from gate to gate across space.
Religious Skills
The ability to spread your state religion throughout the galaxy, as well as to incite or calm populations or attack other religious beliefs. This also enables the leader to acquire missionaries, clerics, inquisitors and other unique agents that have a variety of faith based actions.
Sapper
An explosive expert found at the forefront of strategic demolition efforts. Their job is to enact targeted destruction of key objectives by any means necessary. They deconstruct the enemy’s sense of security, sowing the seeds of doubt.
Scientist Skills
The ability to understand and theorize scientific principles and advance the body of knowledge of your empire. The higher the skill, the more rapidly new scientific discoveries are understood and assimilated into the general population. This skill also enables the character to establish observation posts on planets that can scan for the presence of ships in planetary orbit.
Secret Agent
An agent who has come to embrace killing for a higher purpose, they have learned both the value of subterfuge and the element of surprise. Patriotism is a powerful motivator and these people will go to extreme lengths to protect Emperor and Empire.
Security Agency Director
From the stuff of legends, individuals who have seen victory through their profession countless times. These are the ones pulling the strings from behind the curtains, setting the stage and making each actor dance to their tunes.
Shaman
There exist intermediaries between our realm and the realm of mystic spirits. These Shamans are dedicated, practiced messengers who have the ability to perceive and influence these spirits and to gain their power.
Sentinel
Clad in the certainty of their faith, Sentinels stand as bulwarks against dishonorable conduct. Their ever watchful eyes stand vigilant, guarding against the terrors of a treacherous and deceitful universe.
Shipyard queue
Identifies how many ships are in production.
Shipyard rate
Determines how fast and efficiently a shipyard can produce ships.
Shipyard size
Shipyard size determines two things:
  1. How large of ship can be built at this shipyard
  2. How fast the shipyard works

    Note: Orbitals can be created by any size shipyard.

Space Combat Skills
The ability to effectively manage and lead spacefaring ships and fleets in space battles. The higher the skill, the more effective the star ships will be in battle. This skill also enables the leader to establish observation posts on planets that can scan for the presence of ships in planetary orbit.
Space Combat Rules
Rules of Engagement:
  1. One weapon can only fire at one ship. Note: a Heavy weapon with massive damage will fire against one ship, regardless of size even if it the damage could eliminate a dozen smaller ships.
  2. Each "class" of ship has an order of preferred targets.
  3. At the end of combat, any ship that has shields heals damage equal to those shields not to exceed the value of the shields.
  4. At any given round where weapons can fire, they do fire.
Special Operations Director
The Special Operations Director knows that it is not enough to simply defeat an enemy in battle, but that they must entirely destroy their will and ability to fight. They are the reason for your enemy's walls and also the reason those walls will fall.
Spy
A trained intelligence officer who is adept in the finer arts of interrogation and information gathering. They hold a wide range of lesser contacts that provide leads. Knowledge of the enemy’s disposition can only be obtained from others.
Solarius
Light is the life of the Solarius. It is the source of all life. Your life is a gift from the light and should be cherished as such. Worship it if you desire for such charity to continue.
Support and Efficiency Index (SEI)
Measures positive and negative influences of player actions and various events for an area.
Tonnage
Total mass of all the ships in a fleet.
Veteran Commando
Having completed multiple campaigns, these grizzled veterans are able to seek out and destroy high-value targets with a deadly level of professionalism. They have learned the tactics of guerrilla warfare and know the meaning of survival.
Wormhole
Located in orbit and used to travel from wormhole across space to unpredictable locations.
Zealot
Unquestioning devotion can be seen as its own truth. To have such complete belief in something leads others to believe the doctrine is a statement of fact, uplifting the faithful and spreading doubt to the minds of the unbelievers.