diff --git a/xtrn/tw2/backstory.txt b/xtrn/tw2/backstory.txt index aedaccfec6aa576d4e003f8112102f9914382d33..ba6b10cd8b41f4730b2078ff7506a3fecb493ca9 100644 --- a/xtrn/tw2/backstory.txt +++ b/xtrn/tw2/backstory.txt @@ -61,3 +61,54 @@ As you walk up the gangplank to your new command, you fix your steely gaze just above the horizon, ignoring the breeze frolicking in your golden locks as you determinedly stare down the future of humanty... your laser precise concentration fixed on the barely perceptible goal that is... hope. + + +Organization of the local group +=============================== +The local group is the set of stars to which jump points have been calculated. +The jump points are calculated by probes that are sent out through normal space +so the local group is a rough sphere centred on earth. + +The oldest and therefore most heavily colonized, protected, and productive +planets tend to cluster around the Sol system becoming more sparse the further +from Sol you travel. The Federation heavily policies its zone of control with +a rapid deployment police force. As the distance from Sol increases, the level +of protection afforded by the Federation decreases. + +From the traders point of view, this means that the greater risks involved in +delivering cargo to these destinations make them more profitable for those who +are willing to fight their way though. From the pirates point of view, the +further from FedSpace they get, the fatter the targets will get (though the +better armed they will be as well). Also, pirate captains and to a larger +degree their ships, will become notorious and be unable to trade in the more +protected sectors. + +Modern port facilities will generally have some small stock of ship upgrades +available regardless of the class. In the old days, a port was just a +wharehouse on the edge of the gravity well. Over the years, more and more +functions have shifted there, so old ship equipment tends to be parked near +most ports where fighters, cargo holds, and sometimes other equipment can often +be purchased at a significant discount from new. + +Regarding new ship equipment, the best can be purchased in the Sol system. +There are also a few other large equipment manufacturing sectors in protected +space. Outside of protected space, only basic upgrades can generally be found +for purchase, and these command a heavy premium. Some sectors act as a +clearing ground for salvaged ships, but top-notch equipment is rare. Pirates +will generally upgrade their ships by salvaging parts from their prey then sell +the parts they don't need for their own ship to these dealers. + + +The Fringe +========== +The fringe is the sectors furthest from the galactic core. Sectors and planets +are more sparse here, and the Others are enroaching more and more. Only the +best equipped warships should venture here, and the most valuable commodity is +information on the Others. Collecting information and surviving or - even +better - collecting samples of destroyed ships and returning them to the labs +at Sol are the most lucrative activities, but simply hunting and destroying +enemy warships and protecting the few populated sectors will provide an income +far in excess of what can be generated through trading even in outside of +FedSpace. There are reports that previously notorious pirate captains have had +DNA makeovers, purchased "clean" ships, and turned their hand to protecting +humanity drawn by these massive profits.