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	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T10:17:23Z</updated>
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		<id>https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=67293</id>
		<title>Campaign List</title>
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		<updated>2026-06-01T06:48:43Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User-made campaigns are continuations of the FreeSpace saga, whether as sequels, prequels, or occurring simultaneously with one of the games. The following is an (&#039;&#039;incomplete&#039;&#039;) list of completed user-made campaigns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Some campaigns featured here are part of a total conversion. More details on these major mods can be found on the [[Total conversions|Total Conversions]] page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FreeSpace Universe ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=9 style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Pre-Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set before the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ancient-Shivan War (campaign)|Ancient-Shivan War]]|| Released  || No  || FSO || Various || Complete mod || 7 for first release|| The demise of the Ancients, but not without a fight || [http://www.sectorgame.com/ASW/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Akhom&#039;s Raiders|Akhom&#039;s Raiders]]|| Work-in-Progress || No  || FSO || Solatar || Unknown || Unknown || During the last monthes of the T-V Wars, the 191st Elite Vasudan Squadron is tasked with hitting Terrans communication deep in their lines || [https://www.hard-light.net/forums/index.php?topic=66873.0 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cardinal Spear]]|| Released  || Yes || FSP or FS1 || Adam &amp;quot;Ace&amp;quot; Rorabaugh || New weapons, new installations, new planet/sun textures || 2x4 || In 2331, a Vasudan fleet jump in Sol. This campaign cover the defense of Sol and the GTA counter-attack || [http://www.hard-light.net/forums/index.php/topic,47337.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into The Night|Into The Night]]|| Partial || No  || FSO || 158th Banshee Squadron Team || Complete mod || Unknown || Before the Human Race united, the Earth Alliance and the Colonial Federation are at war || [https://www.hard-light.net/forums/index.php?topic=65671.0 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Points of View]]|| Released  || No  || FSO &amp;amp; FSP || Three Niner || Vasudan side || 3||Unknown || [http://www.hard-light.net/forums/index.php/topic,62699.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Syrk: The Unification Wars|Syrk: The Unification Wars]]|| Cancelled || No  || FSO || Various || Complete mod || 20 WIP|| Humanity has risen. Originated on the third planet of the Sol system and having greater dreams about their future, they’ve colonized Sol. But their fragile peace had shattered in no time and a civil war started || [https://www.hard-light.net/forums/index.php?board=201.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Terran-Vasudan War Project|Terran-Vasudan War Project]]|| Partial || No  || FSO || Various || Complete mod || 30 released as Unification War|| The TVWP covers the history of the Sol and the GTA from 2313 to the arrival of the Shivans || [https://tvwp.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Unification War]]|| Released  || No  || FSO || Various || Complete mod || 29 ||  The year is 2313. Thanks to the development of intrasystem subspace jump drives and communications relays, Terrans have extended their reach throughout the solar system as never before || [http://tvwp.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vasudan Imperium]]||Released||No||FSO &amp;amp; FSP||Red Streblo, Galemp|| Art, music, background|| 40|| An alternate version of the Great War from the Vasudan perspective, with a choice to fly with the PVN or the HoL|| [https://www.hard-light.net/forums/index.php?topic=98886.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:FreeSpace 1|The Main FreeSpace Campaign]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Official campaign || 29 ||  While Terrans and Vasudans has been fighting for 14 years, a new alien race confronts them ||[http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Templar]]|| Released|| Yes || FSP or FS2  || [[Volition]] || Official campaign || 4 || Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages. ||[http://www.freespacemods.net/download.php?view.202 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Offical Campaign|| 12|| As the Great War goes on, the GTI tries to preserve the fragile alliance.  || [http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alliance Fights Back]]||Released||No||FSO &amp;amp; FSP||[mailto:Mage14@hotmail.com Travis Brainard], macfie||None||8|| To break Shivan resistance after the Lucifer destruction,  General Albert Ulysses comes up with a daring - and risky - plan. || [http://www.freespacemods.net/download.php?view.377 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[All Hands to War]]||Work-in-progress||No||FS1||Hippo||None||5 released|| 3 months after the destruction of the Lucifer the Hammer of Light attemps to drive a wedge between the GTA and the PVE, while the Shivans are still relentless || [http://www.sectorgame.com/ahtw/index.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Awakenings]]||  Released|| Yes   || FSP or FS1 ||  [[FreeSpace Campaign Restoration Project|FSCRP]]||None || 13|| Three years after the collapse of the Sol node, the Shivans are pushing back into reclaimed systems || [http://www.hard-light.net/forums/index.php?topic=58358.0.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039; [[Battle for Altair]]||Released||No||FSP||[mailto:adamant@pacifier.com Adam N. Rorabaugh]||None||9||After the narrow destruction of the dreaded Lucifer, the alliance dwindles as the Hammer of light and rebel factions arise and fight amongst themselves. || [http://www.freespacemods.net/download.php?view.51 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Bem Cavalgar]]||  Released|| Yes   || FSP % FSO ||  [[Blaise Russel]]||None || ???|| A strategy-focused mod where you take part in the defensive against the invasion of Vasuda as Captain Senbi. || [https://www.hard-light.net/forums/index.php?topic=85128.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Counterstrike]]||Released|| No||FS1||Derek McBurney|| None || 4|| Your a different pilot, doing a different mission, in the same war. This campaign  takes place from 36 hours before the death of the Lucifer, to 8 hours after.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crucible]]||    Released|| Yes  ||   FSP or FS1   ||    [mailto:mguenthe@netcom.ca Matthew Guenther]|| Fully-branching || 7|| On the 29th of May 2335, the GTD Intrepid is ordered to penetrate enemy lines to buy time for the Alliance to regroup || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Raji]]||    Released|| No  ||   FSP or FS1   ||    Agentsmith@sprintmail.com|| None || 7|| After the Lucifer cut us from our home... and before the GTI&#039;s corruption was known the real threat to humanity was seen||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Destiny of Peace|Destiny of Peace]]|| Released|| Yes || FSP or FS1 ||  [mailto:justinm@thegrid.net Justin Mills]|| None || 7||  By October 2335, a rebel GTA faction of mercenaries emerges, and its aims are a mystery. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Duke Squad]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 9||  You have been transfered to the GTD Delacroix, the secondary flagship of the Duke Squad, elite of the elite. As you begin your Tour of Duty with the elite of the elite, you are drawn into something far more complex than a normal Tour of Duty...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortunes of War]]||Partially released||No||FS1||Goober5000||New ships, maybe other||25|| While part of the GTA are chasing the Ancient records, the front line is facing a second Lucifer || [http://www.sectorgame.com/goober/fow.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellwolf]]||Released||No||FSP||Unknown||None||5|| Chronicles of the Hellwolf clan of pirates. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Infinite Dimension]]||    Released|| No  ||   FSP or FS1   ||    Laser Ray|| None || 8|| None||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Internal Conflicts]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 12|| The Shivans are destroying the galaxy... but now we&#039;ve got some new friends... or so we thought...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mantle]]|| Released|| No || FSO &amp;amp; FSP || Kestrellius|| None  ||14|| In this fourteen-mission campaign, you&#039;ll get a chance to play as a pilot serving on a Hammer of Light destroyer which, by misfortune or providence, becomes trapped in Shivan territory. Faced with peril both mortal and spiritual, will you and your allies have the fortitude to survive? ||[https://www.hard-light.net/forums/index.php?topic=95267.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Beginnings]]|| Released|| Yes || FSO &amp;amp; FSP || [mailto:Bussaca1@aol.com Bussaca1]|| None  ||7||  After the destruction of the Lucifer, only a handful of jump nodes were left active. They are guarded fiercely by GTI and PVC forces - for instance the outpost Atlas. ||[http://www.freespacemods.net/download.php?view.23 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Nubian Conflict]]||    Released|| Yes  ||   FSP or FS1   ||    All American Flight Test Center || None || 4|| Pushed to the edge of destruction the Terrans, Vasudans &amp;amp; Shivans face new challenges in rebuilding their respective empires.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Phantoms]]|| Released|| Partially  || FSO &amp;amp; FSP  ||   [[User:Blaise Russel|Blaise Russel]] ||None || 5|| In early 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of &#039;Phantom ships&#039;  ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Prophecy Engagement]]|| Work-in-progress || No || FSP &amp;amp; FSO ||Sifle|| None || 8 || After the destruction of the Sol jump node and the Lucifer, the Bastion is engaged to track down the PVD Prophecy as the HOL develops a plan that might still give the Shivans an advantage over the GTA and the PVN || None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Road to Orum&#039;Pur]]|| Released|| No || FSO &amp;amp; FSP || Jackho|| None  ||4|| Four neat missions (2 training+1 single+1 both) set during the first Era, not long before battle of Deneb events. Earn your wings, become a pilot, follow orders but also take initiatives that may change the course of your story.&lt;br /&gt;
 ||[https://www.hard-light.net/forums/index.php?topic=96520.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Vasudan War]]||Released||No||FS1||Unknown|| None|| 5|| The Vasudans can&#039;t be trusted as war breaks out again. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Special Ops]]||Released||No||FS1||Unknown|| None|| 3|| Special Ops takes a superior pilot. Are you up to the Challenge? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Start of the Terran-Vasudan War]]||Released||No||FS1||Unknown|| None|| 4||The start of the 14 year Terran &amp;amp; Vaudsan War. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tango]]||Released||Yes||FSO||Julian Egelstaff, [[FreeSpace Campaign Restoration Project|FSCRP]] || Minor mods||3||As Terran forces continue to fall back in the face of Shivan might, Lieutenant Rhygar, on a front line patrol discovers something there could turn the tide of the war, or seal his doom. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The McCarthy Campaign]]||Released||No||FSO||???|| None||20||As the 14-year war rages on, you have been asked by Lt. Alexander McCarthy to aid him in his rebellion. Is he defecting out of selfishness, or is there truly a dark threat, ready to destroy both the Terran and Vasudan races? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Road to Victory]]||Released||No||FS1||[mailto:borg4@hotmail.com Michael Cook]|| None|| 19|| The GTD Saratoga is trying to destroy once and for all the Hammer of Light ||[http://www.freespacemods.net/download.php?view.48 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Trimurti]]||Released||No||FSO &amp;amp; FSP||Asteroth ||None||12||Trimurti is a 12-mission campaign that follows the events of Freespace 1 from the perspective of the Shivans ||[https://www.hard-light.net/forums/index.php?topic=94689.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vasudan Academy]]||Released||No||FS1||Laser Ray-IDS Productions|| None|| 3|| The Vasudan training missions || [http://freespacemods.net/download.php?view.430 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[War]]||Released||No||FS1||MadMax|| None|| 5|| More battles for FreeSpace...By MadMax||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wolfpack Legacy]]||Released||No||FS1||Alex Harris|| None|| 11|| The Wolf Pack Squadron is stationed on the aging GTD Omega and sent on low impact missions.  Or so they thought.  They are quickly drawn into a heated post-war conflict fueled by a dark conspiracy.  If they survive, they will leave a legacy to be emulated by fighter squadrons for years to come.||&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Series Resurrecta&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Series_Resurrecta|Series Resurrecta]] Collection&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Gehenna&#039;s_Gate|Gehenna&#039;s Gate]]|| Released|| No  || FSO &amp;amp; FSP  ||   Series Resurrecta Team || Complete mod. Shared modpack. || 8|| The Lucifer may be destroyed, but the threat of the Shivans is not over. As a pilot of the 144th Ghost Dolphins serving onboard the GTD Veritas, an Orion class destroyer, help the Alliance in the effort of securing Terran and Vasudan space from the Shivan threat, once and for all.  ||[https://www.hard-light.net/forums/index.php?topic=97010.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The_Spirit_of_Ptah|The Spirit of Ptah]]|| Released|| No || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 6|| As a pilot serving on the 223rd Moonbears, GTD Ixion, you&#039;re being sent to Vasuda in order to give the allies the help they need in battling such a dangerous opponent. What&#039;s behind the HoL agenda?   ||[https://www.hard-light.net/forums/index.php?topic=97011.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Serendipity|Serendipity]]|| Work-in-progress|| No  || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 9|| Serving as a pilot of the 274th Warhounds based onboard the fine ACD Uhuru, an Adharan Orion class destroyer, the player will experience the dark side of relations between various blocs, while a new potential threat emerges from nowhere, capable of changing things forever.    || &lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Silent Threat: Reborn&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the Silent Threat: Reborn continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat: Reborn]]|| Released|| Yes     || FSP || Various || Cutscenes, bonus content, promotional ARG  || 18 || &#039;&#039;New version of Silent Threat official campaign || [http://fsport.hard-light.net/website/str/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deneb III (campaign)|Deneb III]]|| Released|| Yes  || FSO &amp;amp; FSP  ||   [[User:Goober5000|Goober5000]] || The last mission || 3|| Set during the height of the Battle of Deneb in 2335. As a Vasudan pilot assigned to the PVD Guardian, you must defend your systems against the Shivan advance at any cost.  ||[http://www.hard-light.net/forums/index.php?topic=93950.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Echo Gate]]||   Released|| Yes  ||  FSO &amp;amp; FSP ||  [[User:Blaise Russel|Blaise Russel]] || Music files || 4|| Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;The Sixth Seal&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[The Sixth Seal]] sub-continuity of the user-made [[Silent Threat: Reborn]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Sixth Seal]]|| Released  || Yes || FSO &amp;amp; FSP || Shiv and contributors || T-V War era ships and weapons || 16 || It is 2334, and the Terran-Vasudan War rages on. The PVE is preparing to launch a major offensive in the Antares system, and as a new pilot within the GTI ranks, you are tasked with assessing and containing this threat. Little do you know, greater schemes are unfolding in the shadows, as traitors conspire to end the war on their own terms. || [https://fsnebula.org/mod/tss Knossos]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Keys of Ruin]]|| Released || Yes || FSO &amp;amp; FSP || TSS Team || New ships, SCP UI support, system Map, new music || 6 || You&#039;re a pilot of the Imperial Guard, a branch of the Vasudan Security Directorate that reports directly to the Imperial Court. As the Terran-Vasudan allies prepares their final offensive against the Shivans in Ross 128, the Imperial Guard is given a very different mission: To capture the Hammer of Light carrier HLCa Eternity. || [https://fsnebula.org/mod/tss2 Knossos]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Memories of the Great War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Memories of the Great War]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellgate Ikeya]]|| Released|| No|| FSO &amp;amp; FSP||  [http://wo.proxima-fleet.com/ Orph3u5] ||None||4|| On the 2nd of February 2335, the GTD Galatea is ordered to locate the Shivan entry node in Ikeya.|| [http://www.freespacemods.net/download.php?view.21 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Light of Antares]]|| Released|| No || FSO &amp;amp; FSP ||   [http://wo.proxima-fleet.com/ Orph3u5] || None || 5|| On the 3rd of February 2335, the GTA Myrmidon is ordered to reinforce Ribos system, but the Hammer of Light tries to hamper it ||[http://www.freespacemods.net/download.php?view.8 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rain on Ribos 4]]||  Released|| No  || FSO &amp;amp; FSP ||  [http://wo.proxima-fleet.com/ Orph3u5] || None|| 18|| The Tombaugh station is overseeing the capturing of the SC Taranis || [http://www.freespacemods.net/download.php?view.22 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Reconstruction Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set between the events of [[FreeSpace 1]] and [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[25th Year]]||Released||No||FS1||KolChak||None||3|| 25 years after the Great War, the Hammer of Light is a major power, at war with the Terran Vasudan Alliance. Now, it seeks to acquire a new Shivan weapon ||  [http://www.freespacemods.net/download.php?view.49 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Horizon]]||Released||No||FS1||Jason &#039;Rizbre&#039; Wollenberg||New ships||2x10||100 years after the Great War, the Sol node is reopened (campaign was made before FS2 was published) ||  None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eagle Takes Flight]]||Released||No||FSO &amp;amp; FSP||Robert Carol, macfie||Several table hacks, retextures||4||Alpha 1 and his best buddy start their own security company|| [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Enemies United]]||Released||No||FS2||Aki malinen||None||Unknown|| Terran-Vasudan Alliance tries to eliminate a new thread before it gets larger... or, has it already got large enough?|| [http://www.freespacemods.net/download.php?view.445 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[GTI Rebellion (campaign)|GTI Rebellion]]|| Cancelled || Unknown|| FSO || Various ||Music, maybe other || 6 || Unknown || [http://www.game-warden.com/forum/showthread.php?s=eedf06f0563adab40c05645382600660&amp;amp;t=639 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Homesick]] || Released || No|| FSO || [[User:Blaise Russel|Blaise Russel]] ||None||37||In 2355, during the Reconstruction era, a mercenary must protect trader from the ever-growing threat of piracy || [http://www.hard-light.net/forums/index.php/topic,19306.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Lost]] || Released || Partially || FSO || [[User:HLD_Prophecy|HLD_Prophecy]] || Fan-made/borrowed music, weapons, ships. Some assets hacked/edited by the mod author. ||6|| You awaken, lost in space. Find answers... or not. Fulfill an ancient destiny. Author was formerly known as PVD_Hope. || [http://www.hard-light.net/forums/index.php?topic=92823.0Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Marduk&#039;s Shroud]]||Released||No||FS1 &amp;amp; FSP||Unknown||None||4||A new Shivan technology must be destroyed by the GTVA || [http://www.freespacemods.net/download.php?view.344 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[MindGames]]||Work-in-progress||Unknown||FSO || Various||Complete mod||20+ || Thirty years ago Sol&#039;s only jump node collapsed and mankind turned frightened eyes to the unknown skies. As time passed with no new Shivan assault, the fear turned inward. The face of the Alien Enemy slowly changed from Shivan to Vasudan. || [http://mindgames.hard-light.net/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogues!]]||Released||No||FreeSpace Open||[[User:TopAce|TopAce]]||Insubstantial||8||A story of three criminals that undertook a business that they should have avoided.|| [http://www.hard-light.net/forums/index.php?topic=74936.0;topicseen Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shrouding The Light]]||Released||Yes||FSO &amp;amp; FSP||[[User:Blaise Russel|Blaise Russel]]||None||32||In the year 2336, as dissidents and splinter groups jeopardise the hopes of peace, you are transferred, from the safety of the 1st Battlegroup of Vasuda to the the troubled hotspot of Deneb... || [http://www.hard-light.net/forums/index.php/topic,26961.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sol: A History]] || Released || Yes || FSO, Inferno Release 1 || Blaise Russel, [[FreeSpace Campaign Restoration Project|FSCRP]] || Campaign using the Inferno mod|| 40+|| After the Sol node collapses, conflicts span from 2355 to 2372 in the Sol system || [http://www.freespacemods.net/download.php?view.108 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sync]] ||Released || No || FSO  || Ransom Arceihn  ||None|| Unknown || Two years after escaping death in an uncharted nebula, three mercenaries are hired to escort freighters to the Betelgeuse system. It quickly becomes clear that this is no ordinary mission  ||  [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Between the Ashes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Between the Ashes]] continuity.&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mefistofele]]||Released||Yes||FSO || BtA Team ||Demo||2 || The day is July 25, 2336. Sixteen months have passed since the Lucifer was destroyed, mysteriously locking the Sol system away. It&#039;s barely been two months since the Hades superdestroyer was destroyed in orbit of Deneb, and the rogue GTI reduced to silence. There are many wounds to lick for the GTA, as the weakened fleet struggles to maintain order in its systems. Although the cease-fire treaty with their new Vasudan allies is still holding, the PVE is still busy dealing with the terrorist HoL faction. Now is our chance to get past them. We no longer need to so carefully hide. Now we can make our deal with the devil. || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Slaves of Chaos]]||Released||Yes||FSO || BtA Team ||Complete mod||17 || The losses to the Shivans and the crippled state of the GTA from the Fourteen Year War has caused many to lose faith in a unified government. And the Hammer of Light has become a dangerous terrorist group, but to what end? || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Antwerp]]||Released||Yes||FSO || BtA Team ||New ships, new music, new backgrounds|| 2 || Roughly three years have passed since the events in Antares. As a pilot with the 47th Cutthroats stationed on the Intrepid, you will perform a strategic role in the destruction of a major Hammer of Light target. || None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Growing Silence]]||WiP||Yes||FSO || BtA Team ||Complete mod|| TBA || TBA || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:Freespace 2|The Main FreeSpace 2 Campaign]] || Released || Yes  ||FSO or FS2|| [[Volition]]  || Official Campaign|| 35||  In 2367, the GTVA is facing the NTF rebellion, but an older enemy is lurking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alcibiades&#039; Gamble]]|| Demo released || Unknown  ||FSO || Various  || None|| Unknown|| The combats of a GTVA pilot against the growing NTF rebellion||[http://ag.hard-light.net/FAQ.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Chasing Demons]] ||Work-in-progress|| No    || FSO   ||[[Phoenova]]||None||Unknown||Follow the GTD Phoenicia in its actions against the Shivans.|| [http://www.hard-light.net/forums/index.php?topic=54907.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crossing the Styx]] || Released || No    || FSO   ||[[User:SpaceFreak|FSF]]||New interface||11||Take part in an operation that will change the future of mankind.|| [http://freespacemods.net/download.php?view.564 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Darkness Rising]] || Work-in-progress||No||FSO|| Gai Daigoji|| Unknown || Unknown|| The Second Great War as seen by the Shivans ||[http://www.freewebs.com/darkness_rising_camp/index.htm Website]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Desperation|Desperation - Chapter 2]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a distress call is send from the Nebula by isolated GTVA forces || [http://www.freespacemods.net/download.php?view.62 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Dark Waters | Exile: Into the Dark Waters]]||Act I Released||No||FSO||Exile Team||Complete mod||27|| In 2367, the Shivan armada appeared in Sol system. Terran factions exhausted by long years of war, now must commence unusual operation to ensure survival of mankind.||[https://www.hard-light.net/forums/index.php?topic=91646.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eyebleach]]|| Released|| No|| FSO|| NeonShivan || None|| 7|| &amp;quot;Mr Shivan Sir, what&#039;s Eyebleach?&amp;quot; Well little Susan, Eyebleach is a campaign set during the Second Battle for Deneb where Bosch did his thing, but we don&#039;t follow Bosch&#039;s story.|| [https://www.hard-light.net/forums/index.php?topic=95395.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fall of Epsilon Pegasi]]||  Released ||Yes || FSO || [[User:Blaise Russel|Blaise Russel]]|| None|| 10||While the Aquitane battles Shivans in the nebula beyond Gamma Draconis, the Epsilon Pegasi 6th Fleet must defend against the attacks of the Neo-Terran Front|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Flames of War - Chapter 1]] || Released   || No || FSO  || TrashMan, ET-1087, kv1at3485  ||New ships, new music||  24||  In 2367, the GTD Delacroix is participating in the war effort against the NTF. After its destruction,a Fast Response Task Force is created and include its former pilots.||&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Into the Depths of Hell]]|| Partial || Unknown  || ||  Unknown ||New ships, new weapons ||Unknown|| After the Capella supernova, the remnants of the Terran troops and refugees in Capella  destruction of the Sathanas have no other choice but jumping into Shivan space, hopefully back to the GTVA space.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[The Journey to Epsilon Pegasi|Journey to Epsilon Pegasi]]|| Released|| No ||FSO  || [[User:TopAce|TopAce]]||None||10|| There are some rumors that some Shivan forces have entered Epsilon Pegasi. You&#039;re part of the task force that is about to find it out.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Neo Terra]]||Partial, postponed||No||FSO||Gai Daigoji||None||19 released|| A new Terran pilot who defected to the NTF must ensure the rebellion succeeds - Alternative plotline||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Neo-Terra Victorious]] || Cancelled|| No||FSO|| Alikchi, Blackwolf, maybe other || New ships, new weapons || 5 released&lt;br /&gt;
|| As a pilot of the NTF, the player must fight against the GTVA traitors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Savior]]||  Released   || No||FSO   || [[User:Ngtm1r|Ngtm1r]] ||None||  5|| At the beginning of the NTF rebellion, the GTVA attemps a rescue mission deep into the NTF-controlled Polaris system  || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pandora&#039;s Box (campaign)|Pandora&#039;s Box]]||  Released   || Yes||FSO   ||Unknown, [[FreeSpace Campaign Restoration Project|FSCRP]] ||Branching||25||One year prior to the return of the Shivans, the NTF Civil War is at its peak.  But the Vasuda system is secure... until the NTF makes a bold raid|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogue Intentions]]|| Part I Released  || No ||FS2  || Nuclear1 || None||11 released|| In order to prevent the NTF from acquiring control of the Knossos portal and the nebula beyond,the GTCv Spinnaker, and her sister ship, the GTCv Methodus are called up to reinforce the jump node defenses || [http://www.hard-light.net/forums/index.php?topic=36062.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Front]]||  Released         || No   ||FS2||    [[User:BlueFlames|BlueFlames]]  ||New ships||7|| During the Second Great War, in Altair, an exploration convoy has returned after decades away. Oblivious to events elsewhere in the GTVA, the explorers do not understand why they must face continuous delays to be readmitted to alliance space and become evermore beligerant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shepherds]] ||Released|| No || FSO || Colt ||None||12||Sequel to [[Walls Closing]] covering behind-the-scenes events during Capella crisis. || [https://www.hard-light.net/forums/index.php?topic=96154.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Aeos Affair]] || Released || No || FS2 ||  Derek &amp;quot;PickelHead&amp;quot; Pickering , [[FreeSpace Campaign Restoration Project|FSCRP]] ||Mines, new jump gates, reworked IA|| 10|| The isolated Aeos base has been set up to study an ancient outpost. But the Shivans are ready to throw everything they have to destroy it|| [http://www.hard-light.net/forums/index.php/topic,58354.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Knights of Alrukabi]] || Work-in-progress||Unknown ||FSO   ||eliex, Commander Zane, Dilmah G|| None||  Unknown|| The  Special Operations Command devise a daring operation against NTF : Strike Alrukabi to shatter their command structure|| [http://www.hard-light.net/forums/index.php/topic,62753.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Lightning Marshal|Lightning Marshal]] || Released ||Yes ||FS2  ||Various, updated by [[FreeSpace Campaign Restoration Project|FSCRP]]|| Music, maybe other ||  Unknown|| In 2366, the GTCv Actium is fighting the NTF|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Sagitta Project]] ||  Work-in-progress ||  Yes ||FSO|| Bob-san, Moebius  ||Fully branching, maybe other ||  Unknown|| Admiral Bosch prepared to counter every GTVA measure and make contact with potentially-hostile Shivans. However, unbeknown to the GTVA, Admiral Bosch&#039;s rebellion stemmed much deeper then suspected&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Their Finest Hour]]||Released||No||FSO||Thadeus||None||1|| A diversionary force is sent to buy time for the Bastion to close the Epsilon Pegasi ||[http://www.hard-light.net/forums/index.php/topic,61153.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Troubles at Home]]||Released||No||FSO||Petrarch of the VBB||Unknown||Unknown|| In Beta Aquilae, the GTVA is trying to weakenth support for the NTF|| [http://www.hard-light.net/forums/index.php/topic,39019.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Uncharted Territory]]||Released||No||FSO||ReeNoiP||Unknown||9|| You have recently been transferred to the GTtca Reuil and must now join the 33rd blackbirds in defending a science group from attack.|| [http://www.hard-light.net/forums/index.php?topic=67327.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vassago&#039;s Dirge]]||Released||Yes||FSO||[[User:Axem|Axem]]||New Ships, New Music||9|| Shortly after the Sathanas is destroyed, the GTVA begins an operation to take down a Ravana-class destroyer, the SD Vassago and its fleet. Meanwhile the Vassago begins an operation of its own.|| [http://www.hard-light.net/forums/index.php?topic=70568.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Walls Closing]]||Released||No||FSO||Colt||None||4|| A 4 mission campaign set during and after the battle between the Colossus and the Sathanas, where the GTVA search for the Phoenicia after it narrowly escaped the juggernaut in Bearbaiting.|| [https://www.hard-light.net/forums/index.php?topic=95476.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Post-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Post-Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set after the Capella supernova&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[9th Fleet]]||Unknown||No||FSO||[[User:Eolis|Eolis]]||New weapons, new ships, new textures||Unknown|| The GTVA discovers a new Knossos&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[A New Era]]&#039;&#039; ||Work-in-progress || No   ||FSO||  Hiigara ||None || Unknown|| By 2370, the Vasudan race has disappeared and mankind is limited to an handful of ships|| None yet&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[All is Fair in Love and War - Chapter 1]]&#039;&#039; ||Released  || No   ||FSO|| adwight||None|| 5|| A mining operation by GTVA trggers a full-fledged rebellion || [http://www.hard-light.net/forums/index.php/topic,16058.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Apocalypse : Vega]]&#039;&#039; ||Released  || No   ||FSO (3.6.11 build)|| Shiv ||Polish version available|| Unknown||After Capella has been cut from GTVA, a new front open on Vega || [http://www.hard-light.net/forums/index.php/topic,64384.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Artifice]]&#039;&#039; ||Released  || No   ||FS2||    [[User:BlueFlames|BlueFlames]] ||New ships || 11|| Sequel to &#039;&#039;Second Front&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Back From the Grave]] ||Work-in-progress||No||FSO||[[User:Ngtm1r|Ngtm1r]] ||New ships, new weapons, new race||Unknown||  By 2372, through a node in Vega thought collapsed, new ships emerge...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Boomerang]] || Released||Yes||FSO ||Peter Drake,  [[FreeSpace Campaign Restoration Project|FSCRP]] || None  ||    3|| A powerful new Shivan technology leads to trouble for the GTVA||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Casualties of War]]||Released (v2)||Partial||FSO||Various||New ships, weapons, backgrounds||9 (v2)+10||The SOC is sent to thwart a planetary coup d&#039;etat || [http://www.hard-light.net/forums/index.php?topic=74695.new#new Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Children of Shiva]]||Work-in-progress||No||FSO||[[User:Axem|Axem]]||New ships, new textures||20||  In the year 2372, Rane Gribek, a self proclaimed prophet of the Shivans embarks on a quest to spread the philosophy of death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cleaning Crew]] || Released  || No    || FSO   || [[User:Ngtm1r|Ngtm1r]]||New ship, new weapons, new race||10|| Post-Capella mop-up with the 33rd Heavy Fighter Squadron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Das Gizeh Projekt]]||Prologue out of 3 acts released. Only in German.||Yes but TTS.||FSO||FreespaceGalaxy Community||New ships, new weapons, Head.ANIs and &amp;quot;voice acting&amp;quot;||21||You play as the nephew of Admiral Koth, sent to the backwaters of Procyon for your past. Internal conflict within the GTVA leads to the Vasudans growing ever more resentful, and there appears to be another race lurking in the shadows.||No]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dawn of Sol]]||Released||No||FSO||ShadowGorrath, EW team||Complete mod||25|| Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.||  [http://www.hard-light.net/forums/index.php?topic=66994.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deep Blood]]||Released||Yes||Unknown||Gai Daigoji||None||11|| The GTVA decides to give what lies beyond a ew jump node in Altair to the Capella refugees ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dissident Theory]]||Work-in-progress||No||FSO||freespacegundam||Unknown||Unknown||In the seven years since Capella, the GTVA has set about the task of relocating the millions of Capella refugees. Then was discovered the Acacia system.  Lush, vibrant, teaming with life and resources, its worlds have become the hope for the destitute masses - and also for castoffs, pirates and other opportunists || [http://www.freewebs.com/gundamvsff/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Earth Defense]]||Cancelled||Unknown||None||Various||Complete mod||30+||The aftermath of Capella, 20 years ago, has manifested in widespread unhappiness throughout the Terran and Vasudan populace. Political strife and scheming have begun to decay the established government from the inside out. As a new Vasudan leadership emerges, a breakaway faction forms.||[http://www.game-warden.com/earthdefence/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eos (campaign)|Eos: The Coward&#039;s Blade]]||Work-in-progress||No||FSO||Apollo||New ships, new weapons, new race||12+||Join the 5th fleet as they reclaim the Eos-256 system from Shivan forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Flames of War - Coming of the Storm]]||Released||NO||FSO||TrashMan||Various||26||Unknown|| [http://www.hard-light.net/forums/index.php/topic,58162.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Final Generation]] || Work-in-progress||No||FSO|| NeonShivan|| New ships, new weapons || Unknown|| It is the year 2380, thirteen years after the Second Shivan Incursion, the GTVA is now dealing with a new security crisis the likes of which it has yet encountered. ||[https://www.hard-light.net/forums/index.php?topic=96021.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ghost Revenants]]||Released||No||FSO||griffon67||New ships, new weapons||40||The life of merchant is sometimes more boring that we could imagine. You found a way to live your life as you wanted, but the strange artifact you got recently is gonna put you in the worse situations.|| [http://www.hard-light.net/forums/index.php/topic,54854.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Luyten Civil War]]||Released||No||FSO||[[User:TopAce|TopAce]]||Some||13 + cutscenes||A pure, [[Silent Threat: Reborn]]-inspired military campaign with most emphasis on gameplay and quality mission design.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Machina Terra]]||Cancelled||Yes||FSO||Various||Complete mod||40||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Olympus Burning]]||Work-in-progress||Yes||FSO||sigtau||New ships, weapon, sounds||Unknown||The hunt for an extremely enhanced Orion goes awry||[http://www.hard-light.net/forums/index.php/topic,63657.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pathways]] ||Work-in-progress||Unknown||FSO||Various||Unknown||Unknown||Shortly after the Capella accident, pirates raid civilian and military assets, compelling the GTVA to get into police actions&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pirates of Yore]] ||Work-in-progress ||No   ||FSO   || [CommanderDJ]||||2 released  ||When Lieutenant Graham Helix hears about a slightly unusual group of pirates operating in Vega, his interest is sparked.  || [http://www.hard-light.net/forums/index.php?topic=72989.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Police Action]] ||Work-in-progress ||No   ||FSO   || [[User:Ngtm1r|Ngtm1r]]||New ships, new installations||30  || Five months after the last of the Shivan forces were mopped up the GTVA&#039;s naval presence vastly reduced, allowing pirates to operate more freely. Meanwhile, the last NTF battlegroup is raising hell in Deneb ; and there are discontent voices amongst the Vasudans, there are discontent voices -- Sequel to Cleaning Crew&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Race for Altair XI]]||Work-in-progress   || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relentless]]||Released || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces||[http://www.hard-light.net/forums/index.php?topic=68750.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Renegade Resurgence]]||Released||No||FSO||[[User:TopAce|TopAce]]||New ships|||About 30||The GTVA initiates a very ambitious project to learn more about Ancient civilization. Ships keep disappearing, however.||[http://www.hard-light.net/forums/index.php/topic,55043.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Revenge: Final Conflict]]||Released|| No||FSO||Florian Meyer||None||88||Eleven years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past.|| [http://www.freespacemods.net/download.php?view.399 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rise of the Corporate]] ||Released||No||FSO|| wistler ||None||6|| In order to stave of a new depression, the GTVA sells off its aging and mothballed ships to various trusted Corporate interests. || [http://www.hard-light.net/forums/index.php/topic,63451.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Great War Part II]]||Released||No||FS2||C. &amp;quot;Sunil&amp;quot; Reddy||None||30||In 2379, Shivans launch a third assault on Terran and Vasudan systems&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Genesis]]||Released||No||FSO|| Shadow Genesis Team ||Complete Mod||47|| The GTVA must face the Cerberus Legacy - a dangerous terrorist organization. The goal of Cerberus is claiming mysterious, ancient artifacts from recently-colonized systems known as Wolf&#039;s Group.|| [http://www.hard-light.net/forums/index.php?topic=83942.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadows of Kraken]]||Released||No||Unknown|| [User:Axem|Axem ||None||5|| A week after the Capella incident, GTVA attemps to salvage debris in the Adhara system&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stand Against the Night]]||Demo||No||FSO|| mr WHO ||new faction and sounds||3 released|| GTVA is performing military exercices simulating a SHivan attack on Sol || [http://www.hard-light.net/forums/index.php/topic,61304.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Teeth of the Tiger]] ||Work-in-progress||Unknown||FSO||Various||Complete mod||3 released|| In the weeks after the Capella accident, the GTVA decides to explore new systems || [http://www.hard-light.net/forums/index.php/topic,61004.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Enemies Return]]||Released||No||FSO||KappaWing||None||26|| 12 years after the Capella accident, there are still Shivan entry point to the T-V systems || [http://www.hard-light.net/forums/index.php/topic,38491.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Omicron Incident]]||Work-in-progress||No||FSO||macfie||Unknown||6 released|| The Omicron system is open to colonisation. But piracy must be wiped out before || [http://www.freespacemods.net/download.php?view.213 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Procyon Insurgency]]||Released ||No||FSO||CP5670||Various||17|| A young Vasudian pilot assist the GTVA in crushing the Procyon Insurgency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Scroll of Atankharzim]] ||Part I released||Synthesized voice||FSO||  Sesquipedalian||New ships, new weapons||24 released, 49 total||In this Vasudan campaign, set in 2378, a new subspace node is discovered in Beta Cygni, leading to hope and peril. || [http://scroll.hard-light.net Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tides of Darkness]]||Released||No||FSO||Droid803||Shivan ships played||12||The Sathanas fleet has been trapped in Gamma Draconis and Capella for years by the sudden collapse of the nebula node. As a anti-terran cult make its move, the exiled Terrans that joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.|| [http://www.hard-light.net/forums/index.php/topic,60136.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Titan Rebellion]]||Released||Yes||FSO||FSCRP||Large Battles||16|| The Shivans are sealed away beyond Capella. The Alliance is at peace, for now. Lurking in the shadows is a clandestine organization: NeoIntel.  Their mission is to preserve the peace at any cost.  Terran or Vasudan.  Soldier or civilian. None will be spared in NeoIntel&#039;s quest for peace! ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Transcend]]||Released||No||FSO||Ransom Arceihn||Minor mods||44||Everyone has a limit...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twisted Infinities]]||Act 1 Released||Unknown||FSO|| Various||Complete mod, atmospheric combat||35|| By 2378, some pirate groups in former NTF systems have gained a technological edge over the GTVA itself - Features atmospheric combat || [https://www.hard-light.net/forums/index.php?topic=96379.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Unification Prequel]] ||Released||No||FS2||Gai Dagoji||Unknown||9||The GTD Avenger has been assigned to the Hydra system, to protect the Capella refugees || [http://www.hard-light.net/forums/index.php/topic,28371.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Utopia - Return to Neo Terra]]||Partial, postponed||No||Unknown||Gai Daigoji||None||11 released|| Three years after Capella, the small Vasudan garrison of Solaris is unable to maintain control as Terrans begin to turn on each other. Stuck in the middle, a former NTF pilot must choose his path ||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Windmills]] ||Released||No||FSO||Ransom Arceihn||Proof-of-concept||4||A proof-of-concept aiming at showing that FS2 can be turned into a (somewhat) RTS ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Blue Planet&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Age of Aquarius|Age of Aquarius]]||Released||Yes||FSO||Darius||Complete mod||22||While trying to travel back to Sol for the first time, a GTVA fleet faces peculiar events&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: War in Heaven|War in Heaven]]||3 of 5 acts released||Partial (Acts 1 and 2)||FSO||Darius||Complete mod||23 released, 33 planned||The war between Sol and its colonies continues, as seen through a young Earth pilot&#039;s eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Chanticleer|Chanticleer]]||Released||Yes||FSO||qweqwe321||Complete mod||13||The closing stages of the Sol-GTVA war, as seen through the eyes of a GTVA pilot ||  [https://www.hard-light.net/forums/index.php?topic=98933.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battle of Neptune]]||Released||Yes||FSO||Dilmah G||Complete mod||2||The initial GTVA offensive at Neptune has gone awry.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Warmachine&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Warmachine]] sub-continuity of the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warmachine]]||Released||Yes||FSO &amp;amp; BP||EatThePath||Pew Pews to the max||22 (It&#039;s AoA)||A high octane modification of Age of Aquarius, featuring exciting new weapons to play around with while watching warships tear eachother to shreds with the latest in FSO&#039;s weapon capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Cold Element&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Derelict]] ||Released||Yes||FS2||Various||New ships, new jump node||45 + 1 Credits Mission|| 5 years after the collapse of Capella, a derelict Lucifer is found hovering in space ||  [http://www.hard-light.net/forums/index.php?topic=85745.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Aftermath_(CE)|Aftermath]]||Released||Text to Speech||FS1/FSO/FSPort||Cold Element Team,[[FreeSpace Campaign Restoration Project|FSCRP]]||Music Files||4 Episodes 19 missions total||A plague errupts in Epsilon Pegasi, which the GTVA tries to quarantine ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blackwater Operations]]|| Demo||Yes||FSO||Various||Complete mod, branching campaign||Unknown||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twilight]]||Released||No ||FS2||Ace||Unknown ||6 || In 2372, the GTD Morgain is sent in Ikeya system to investigate the disappearance of several GTVA ships&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warzone]] ||Released|| Yes ||FS2|| IceFire,[[FreeSpace Campaign Restoration Project|FSCRP]]||New ship ||19|| In the midst of another Shivan invasion of the GTVA home systems, a mystery begins to unravel itself||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Independent&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set independently in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Meditations on the Abyss]]||Partial||No||FS2||Akalabeth Angel || None||6 released||Miranda Doué yearns for asignment of low prestige, but sometimes fate is lacking of heroes ||[http://www.hard-light.net/forums/index.php?topic=52267.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Into the Halls of Valhalla&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Into the Halls of Valhalla]] sub-continuity of the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla|Police Action(ITHOV)]]||Released||No||FSO||[User:TopAce|TopAce, Thor ||None||4||The 70th Blue Lions must escort the Representative Men&#039;Su&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla]]||Released||No||FSO||Various||New ship, new installation||Unknown||After being caught spying, Commander McCrae is reassigned in a border world&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Incursion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Incursion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Incursion]] ||Released||No||FS2||MAW||Unknown||26|| In 2676, the Shivans appear in greater forces than ever&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Return to Sol]]||Released||No||FS2||MAW||New ships, maybe other||20|| In 2680, after the final defeat of the Shivan, the GTVA is about to travel back to Sol -- Sequel to Incursion&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;End War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made End War continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[End War]]||Work-in-progress||No||FSO||ShadowGorrath, EW team||Complete mod||Unknown|| 32 years has passed since the second Shivans incursion, but now at last,  mankind will be able to connect back with their homeworld ||[http://www.hard-light.net/forums/index.php/topic,57037.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Inferno&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Inferno]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno]]||Parts 1 and 2 Released||Yes||FSO||Inferno Team||||31||A war with old friends, the return of old enemies. But can either be stopped in time to save humanity?||[https://www.hard-light.net/forums/index.php?topic=99492.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Alliance]]||Released||No||FSO||INFA Team||||20||15 years after the destruction of the Sol node, Sol is at war.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Alliance 2]]||Postponed||No||INFA SA||INFA Team||||30+||The newly born Earth Alliance faces the Jovian Coalition and its allies&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno Classic]]||Released||Yes||INFR1, FS2||Inferno R1 Team||||14||The GTVA and the Earth Alliance are at war, while the Shivans are back&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solar Wars]]||Part 1 released||No||INFR1, FSO||Gai Daigoji||||13|| 48 hours after the surrender of the Earth Alliance, an EA is called into action again||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Steadfast|Steadfast Episode One]]||Cancelled||No||FSO, Inferno R1, INFA, FSPort||Steadfast Team||||25||The GTCa Steadfast is sent to deal with Altair Phoenixes forces in Alpha Centauri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Steadfast|Steadfast Episode Two]]||Cancelled||No||FSO, Inferno R1, INFA, FSPort||Steadfast Team||||20 c.a.||The AP Rebellion continues and the integrity of the Alliance is threatened&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Seeds of Rebellion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Seeds of Rebellion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Seeds of Rebellion]]||Postponed||No||FSO||Karajorma||Unknown||5||By 2368, on a shakedown cruise to test its new systems, the GTAC Aethalides ends up in the middle of a war zone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Centaur Project]]||Partial||Yes||FS2 or FSO||Grunt, Laibon, stepanshuk||New ships, new installation, branching||18 released||In 2377, the Centaur Project aims at clearing definitly attacking the Shivans in their very systems||[http://w3.enternet.hu/fscult/TCP.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Mercury Affair|Mercury Affair]]||Postponed||No||FSO||Karajorma||Unknown||20+||In 2376, secret cargos of the GTVA are mysterioulsy received in the Ross 128 system -- Sequel to Seeds of Rebellion&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;New Path&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[New Path]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Path]]||Released || No ||FSO||[[User:SilverAngelX|SilverAngelX]]||Live-action cutscenes||20||In the aftermath of Capella a new government seeks to learn from the mistakes of the past and forge a new path for the GTVA. One pilot gets a surprise chance to help with that challenge...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Games]]||Released || No||FSO||[[User:SilverAngelX|SilverAngelX]]||New ships, live-action cutscenes||16||After that fateful last mission that left his life hanging in the balance, Lt. Cmdr. Carl Bristow&#039;s life and career take an unexpected turn when an old friend reappears...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Workings of the Warp&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Working of the Warp]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Faces of Treason]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]||Branching campaign||Unknown||Unknown|| [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Workings of the Warp]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]|| Various||Unknown||Commander Alexander Couter, Squadron Leader of 41st Squadron of the GTVA will take part in an epic struggle in a divided galaxy, once again battle against the Shivans and will uncover a mystery which even the powerful Shivans have to fear. || [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Omens]]||Work-in-progress||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5] || Various ||Unknown||Unknown || [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-FreeSpace continuity ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Allied Worlds]]||Released||No||FSO||Alex Harris || New Textures, new weapons||6||The Allied Worlds are sending a last ressort attack against the Leedran || [http://www.freespacemods.net/download.php?view.59 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Great War - Independence]]||Demo||No||FSO||Alex Navarro|| New textures, music, sounds, weapons||5 dogfight missions||In year 2630, in a future distopia, human colonies claim their independence (Production Stalled) || [http://www.hard-light.net/forums/index.php?topic=66284.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[SHMUPSpace: Battle of Deneb]]||Demo v 1.2 ||No||FSO||[[User:AndrewofDoom | AndrewofDoom]] || Complete change in genre. ||1 (demo), 8-14 (planned)|| FreeSpace: The Shoot em up! Who needs a plot when you&#039;ve got explosions! || [http://www.hard-light.net/forums/index.php?topic=81443.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Civil War]]||Teaser Released||No||FSO &amp;amp; FSP||Tane Zezo Piper, macfie || None||7 for the teaser||In an alternate FreeSpace universe, Vasudans are traders and Shivans a mysterious warrior race|| [http://www.freespacemods.net/download.php?view.81 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Merkar]]||Demo||No||FSO &amp;amp; FSP||Mustang19|| None||4(demo)|| The Merkar Campaign|| [http://www.hard-light.net/forums/index.php?topic=72885.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twist of Fate]]||Partial||No||FSO $ FSP||Woolie Wool and Various ||New ships, weapons, backgrounds, and music||4 (demo), 15 (Chapter 1), 48 (all chapters)||An alternate continuity where the Shivans died out and the Terna-Vasudan War rages on || [http://www.freespacemods.net/download.php?view.15 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Deepness Within | Shattered Stars: A Deepness Within]] || Work-in-progress || Not Planned || FSO || Bryan See || Complete mod || Unknown || Many years after the Second Great War, the Shivans are at war with a mysterious robotic race with the same capabilities as them. || [https://www.hard-light.net/forums/index.php?topic=94941 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Storm Front&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Storm Front]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[What if - Another Great War]]||Released||No||FSO||SF-Junky||New ships, new weapons||30|| A reimagination of the Great War as it happened in the Storm Front Universe&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php/topic,56156.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront I - Prophecy|Prophecy]] ||Released||No||FSO||SF-Junky||New ships||22||The GTVA confronts a newly flamed Hammer of Light rebellion in Laramis one year after the Capella incident&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront II - Cthulhu|Cthulhu]] ||Released||No||FSO||SF-Junky||New ships||22|| Sequel to Stormfront I - Prophecy&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Storm Chasers]] ||Released||No||FSO||SF-Junky|| || 4-6 each|| A series of minicampaigns that tell the stories of some pilots during and after the NTF war.&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=68872.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parodies == &lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina]] ||Released||No||FS2 ||Goober5000||None||5||As a member of the NTF 47th Red Shirts, you must protect Bosch Beer shipping lines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina|Deus Ex Machina: Interlude]] ||Released||No||FS2 ||Goober5000||None||5||Mysterious things have been happening on the edge of NTF space. Unexplained appearances, strange plot holes...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[DW]] ||Released||Yes||FSPort ||TheAiler (Joacim Holst) and Zhapod (Robert Nilsson) ||None||2||A slow patrol becomes a fight for your life.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Freespace 3 the search For bosch]] ||Released||No||FSO ||xX_LORD_ULTRA_DEATH_Xx||Music||5||A character-driven post-Capella epic that at last gives us answers about Bosch, the Shivans, and the nature of the universe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[happynewyear]] ||Released||Partial||FSO ||Goober5000 and Woutersmits||Music, Effects||1||As a member of the ANTIHUMANS, you must betray the humans and have a happynewyear.||[https://www.hard-light.net/forums/index.php?topic=96175.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are Alpha One, the greatest pilot ever, facing your worst enemies: the FREDder and plotholes. This campaign has one more level than Deus Ex Machina&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2: Electric Boogaloo]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are still Alpha One, and being the best pilot and all, you must uncover what are the Shivans&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 3: Shivans on a Plane]]||Released||No|| FSO||[[user:Axem|Axem]]||Shivans on a Plane (supposedly), Music||8|| You are still Alpha One, and Shivans are trying to take over former human aero-transport.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: Christmas Special]]||Released||No|| FSO||[[user:Axem|Axem]] ||Music||1|| You are still Alpha One, and it is Christmas somewhere&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2.21: You Are (Not) Alpha 1]]||Released||No|| FSO||[[user:Axem|Axem]] ||Tons o&#039; Stuff||9|| You are not Alpha 1, but that&#039;s okay. There&#039;s still lots of fun to be had.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2.22: You Can (Not) Win]]||Work-in-progress||No|| FSO||[user:Axem|Axem ||Even more Stuff||?|| You still aren&#039;t Alpha 1, but you don&#039;t care. You&#039;re having too much fun!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: eXtreme arcAde]]||Released||No|| FSO||[[user:Axem|Axem]] ||MegaTons o&#039; Stuff||9|| eXtreme arcAde action!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ridiculous]]||Released||No|| FSO||[user:IronBeer|IronBeer ||Music, New Effects||9|| This mod is Ridiculous, and you should feel ridiculous while playing it.||[https://www.hard-light.net/forums/index.php?topic=72554.0 Thread]&lt;br /&gt;
|} &lt;br /&gt;
                                 &lt;br /&gt;
[[Category:User-made Campaigns|*]]&lt;br /&gt;
&lt;br /&gt;
== [[The Babylon Project]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Achen Schooling Flight]]||Released||Yes||Vidmaster|| 1|| ||TBP Tutorial Mission&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Children]]||Released||Yes ||Vidmaster|| 5 || Bullet-time, in-system jumping  || Campaign made to test new features&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War]]||Released||No||0rph3u5||5|| ||The year is 2262 and the Interstellar Alliance faces its first major crisis. And the NRS Vol&#039;Toth uncovers a dark truth... &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War 2]]||Released||No||0rph3u5||5|| ||The drums are being played again. The song of war rises and you have the chance to join the pilots of the Narn Destroyer Vol&#039;toth again...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Earth Minbari War]]||Released||Yes|| The TBP team||Unknown|||| The demo campaign for the Babylon Project&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Emearon Incident]]||Released||No|| Ker.soth ||8||Multi possible|| Unknown || [https://www.hard-light.net/forums/index.php?topic=67320.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2259]]||Released||No (planned)||Vidmaster|| 9|| ||Raiding defenseless convoys to make a living, the Fortune Hunters get pulled into events between powers that are destined to change the face of the galaxy forever. Alien races go to war with each other, trade routes are disrupted and terrors yet unseen lurk somewhere in the void. It is the year 2259, the year the Great War started. - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2260]]||Released||No (planned)||Vidmaster||13 || ||Alliances and balances are shifting. The Great War is upon the galaxy and the Hunters have to decide what their place will be in this new world - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2261]]||Released||No (planned)||Vidmaster||12 || ||The saga concludes, the Great War is in its final stage. Gods clash, worlds vanish and all hope is lost. This is it, your final moment, victory is impossible and survival doubtful. And even if you would make it through, what would you do afterwards? - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[In the Name of the Emperor]]||Released||No||Skullar||3|| ||A training from the Centauri point of view || [https://www.hard-light.net/forums/index.php?topic=60914.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operations]]||Released||Yes||Vidmaster||6||Multiplayer campaign||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Raider Wars]]||Released||Yes||The TBP team||17+cutscene||||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relic]]||Released||Unknown||Slasher||4||||Background from the 4th season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Battlestar Galactica ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Adversary]] || Released || Yes || Adversary Team || ??? || An even newer HUD and plenty of pre-rendered cutscnees || Another total conversion based on the Battlestar Galactica universe || [https://adversarygame.carrd.co/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Diaspora|Diaspora: Shattered Armistice]] || Released || Yes || Diaspora Team || 6+2 training || Semi-Newtonian Physics, Cockpits, Custom Music || A total conversion based on the Battlestar Galactica universe || [http://www.diaspora-game.com/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Beyond the Red Line|BattleStar Galactica: Beyond the Red Line]]||Demo released||Yes||unknown||2+training||unknown||Beyond the Red Line is a standalone total conversion based on the popular new tv-show Battlestar Galactica (Re-imagined) - Main campaign||[http://www.game-warden.com/bsg/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battlecruiser Archangel]]||Demo released||No ||Shiv||Unknown || || The untold story of Geminion survivors || [http://www.hard-light.net/forums/index.php?topic=49205.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Star Fox ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Starfox: Shadows of Lylat|Star Fox: Shadows of Lylat]] || Cancelled ||  ||  ||  ||  || Starfox: Shadows of Lylat is a standalone mod for FreeSpace 2 Open based on the Star Fox games, with many new features such as rail missions and planet-side missions. || [http://www.game-warden.com/starfox Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Star Fox Event Horizon]] ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:Wings of Dawn Universe| Wings of Dawn]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wings of Dawn]]||Released|| Spoon||28 + 5||Main campaign|| WoD is a FreeSpace mod with a strong anime vibe, filled with custom content. || [http://www.hard-light.net/forums/index.php?topic=71092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Nordera Day]]||Released|| Spoon ||2|| || A Nordera Day is a short addon for Wings of Dawn that describes the average life of a Nordera pilot. || [http://www.hard-light.net/forums/index.php?topic=72092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stranded]]||Released|| Spoon ||8 + 4|| || After a freak incident involving a subspace drive malfunction, Johan Sturmritter finds himself stuck behind enemy lines. He must now fight his way back into friendly space! || [http://www.hard-light.net/forums/index.php?topic=82674.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wings of Dawn 2: Into the Void|Wings of Dawn 2: Into the Void]]||Discontinued|| Spoon ||Unknown|| || Former sequel to the first version of [[Wings of Dawn]]; instead the standalone TC was made. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:First Contact War| First Contact War]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation: Cloak and Dagger]]||Released ||Strygon|| 7 || Total Conversion || A short 7 mission near-total conversion about the 26th Scorpions and their involvement in the fall of the pirate faction, the Legion of Dragons. || [https://www.hard-light.net/forums/index.php?topic=95375.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Cold Day in Hell]]||Postponed|| Strygon ||Unknown|| Total Conversion, ground combat || It is a time of great political tension. The United Star Front and the Glisean Steel Pact are at the brink of war. The possibility of a second Interstellar Conflict is higher than ever before. || [[https://www.hard-light.net/forums/index.php?topic=95487.0 Thread]] ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[First Contact War]]||Work-in-progress|| Strygon ||Unknown|| Total Conversion || Roughly 10 years after the events of OCaD, the First Contact War no longer puts you in the shoes of a silent protagonist mercenary pilot, but rather, you play as a lively United Solarian Defense Federation Naval Pilot Ensign, Ayako Matoke. Transferred into the 58th Stormclouds, your missions will initially involve fighting off your long time foe, the Glisean Confederate Steel Pact. || [[https://www.hard-light.net/forums/index.php?board=273.0 Board]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Solaris (TC)|Solaris]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solaris (campaign)|Solaris]]||Released ||Darius|| 10 || Total Conversion || It is 2476 and a war of bestial savagery looms over the horizon. A young Commonwealth pilot is eager to trade a quiet backwater station post for front-line duty, but be careful what you wish for... ||[https://www.hard-light.net/forums/index.php?topic=95719 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Sun]]||Released ||Darius|| 12 || Total Conversion || Ross is contacted by an old friend to take up a mercenary job. This seems like a perfect change of pace - but you can&#039;t always run from your past. ||[https://www.hard-light.net/forums/index.php?topic=97833.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Albion]]||Released ||Darius|| 6 || Total Conversion || A Commonwealth battle squadron arrives in Sulsia and prepares for war. Ross travels down the path of self-realisation, and finds acceptance in the most unlikely of places. ||[https://www.hard-light.net/forums/index.php?topic=99701 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other universes ==&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Project !!Website !!Mod status !!Main campaign release status!!  Description !!&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Dimensional Eclipse]]|| None || Released || Released || Anime themed mod featuring high speed, fast paced, high stakes gameplay. Oh, and lots of pettanko too.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fate of the Galaxy]]|| [http://swc.hard-light.net/ Link] ||Work-in-progress|||| An attempt to bring Star Wars to FreeSpace, also known as the Star Wars Conversion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[FreeSpace: Reunited]]|| None ||Work-in-progress|||| This mod aims at merging the universe of FreeSpace with the one of BattleStar Galactica&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fringespace]]||[http://fringespace.org Link]||Work-in-progress||||This project is designed to duplicate, as closely as possible, the &amp;quot;feel&amp;quot; of Tachyon: The Fringe, within the Freespace2_Open game engine as well as an attempt to update the visuals and the playing experience for Tachyon fans.  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Star Fleet Academy]]||None||Work-in-progress|||| This project aims at entailling events from multi-eras of the Trek Continuum&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Starforce Mod|Starforce]]||None||Work-in-progress||||The Starforce Mod is a continuation of the FS universe into the 41st century.The project is intended to be more of a starting point for other projects rather than a full campaign in itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Apocalypse Project]]||[http://tap.hard-light.net/ Link]||Cancelled|||| A project to create a space combat simulator set in the Homeworld universe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Robotech 2.0]]||None||Unknown|||| This project plan to expand the original Robotech mod&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Wing Commander Saga]]||[http://www.wcsaga.com/ Link]||Released||Released||Wing Commander Saga (WCS) is a standalone total conversion based on the universe familiar from the Wing Commander games&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=67292</id>
		<title>Campaign List</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=67292"/>
		<updated>2026-06-01T06:47:42Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User-made campaigns are continuations of the FreeSpace saga, whether as sequels, prequels, or occurring simultaneously with one of the games. The following is an (&#039;&#039;incomplete&#039;&#039;) list of completed user-made campaigns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Some campaigns featured here are part of a total conversion. More details on these major mods can be found on the [[Total conversions|Total Conversions]] page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FreeSpace Universe ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=9 style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Pre-Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set before the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ancient-Shivan War (campaign)|Ancient-Shivan War]]|| Released  || No  || FSO || Various || Complete mod || 7 for first release|| The demise of the Ancients, but not without a fight || [http://www.sectorgame.com/ASW/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Akhom&#039;s Raiders|Akhom&#039;s Raiders]]|| Work-in-Progress || No  || FSO || Solatar || Unknown || Unknown || During the last monthes of the T-V Wars, the 191st Elite Vasudan Squadron is tasked with hitting Terrans communication deep in their lines || [https://www.hard-light.net/forums/index.php?topic=66873.0 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cardinal Spear]]|| Released  || Yes || FSP or FS1 || Adam &amp;quot;Ace&amp;quot; Rorabaugh || New weapons, new installations, new planet/sun textures || 2x4 || In 2331, a Vasudan fleet jump in Sol. This campaign cover the defense of Sol and the GTA counter-attack || [http://www.hard-light.net/forums/index.php/topic,47337.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into The Night|Into The Night]]|| Partial || No  || FSO || 158th Banshee Squadron Team || Complete mod || Unknown || Before the Human Race united, the Earth Alliance and the Colonial Federation are at war || [https://www.hard-light.net/forums/index.php?topic=65671.0 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Points of View]]|| Released  || No  || FSO &amp;amp; FSP || Three Niner || Vasudan side || 3||Unknown || [http://www.hard-light.net/forums/index.php/topic,62699.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Syrk: The Unification Wars|Syrk: The Unification Wars]]|| Cancelled || No  || FSO || Various || Complete mod || 20 WIP|| Humanity has risen. Originated on the third planet of the Sol system and having greater dreams about their future, they’ve colonized Sol. But their fragile peace had shattered in no time and a civil war started || [https://www.hard-light.net/forums/index.php?board=201.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Terran-Vasudan War Project|Terran-Vasudan War Project]]|| Partial || No  || FSO || Various || Complete mod || 30 released as Unification War|| The TVWP covers the history of the Sol and the GTA from 2313 to the arrival of the Shivans || [https://tvwp.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Unification War]]|| Released  || No  || FSO || Various || Complete mod || 29 ||  The year is 2313. Thanks to the development of intrasystem subspace jump drives and communications relays, Terrans have extended their reach throughout the solar system as never before || [http://tvwp.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vasudan Imperium]]||Released||No||FSO &amp;amp; FSP||Red Streblo, Galemp|| Art, music, background|| 40|| An alternate version of the Great War from the Vasudan perspective, with a choice to fly with the PVN or the HoL|| [https://www.hard-light.net/forums/index.php?topic=98886.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:FreeSpace 1|The Main FreeSpace Campaign]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Official campaign || 29 ||  While Terrans and Vasudans has been fighting for 14 years, a new alien race confronts them ||[http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Templar]]|| Released|| Yes || FSP or FS2  || [[Volition]] || Official campaign || 4 || Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages. ||[http://www.freespacemods.net/download.php?view.202 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Offical Campaign|| 12|| As the Great War goes on, the GTI tries to preserve the fragile alliance.  || [http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alliance Fights Back]]||Released||No||FSO &amp;amp; FSP||[mailto:Mage14@hotmail.com Travis Brainard], macfie||None||8|| To break Shivan resistance after the Lucifer destruction,  General Albert Ulysses comes up with a daring - and risky - plan. || [http://www.freespacemods.net/download.php?view.377 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[All Hands to War]]||Work-in-progress||No||FS1||Hippo||None||5 released|| 3 months after the destruction of the Lucifer the Hammer of Light attemps to drive a wedge between the GTA and the PVE, while the Shivans are still relentless || [http://www.sectorgame.com/ahtw/index.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Awakenings]]||  Released|| Yes   || FSP or FS1 ||  [[FreeSpace Campaign Restoration Project|FSCRP]]||None || 13|| Three years after the collapse of the Sol node, the Shivans are pushing back into reclaimed systems || [http://www.hard-light.net/forums/index.php?topic=58358.0.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039; [[Battle for Altair]]||Released||No||FSP||[mailto:adamant@pacifier.com Adam N. Rorabaugh]||None||9||After the narrow destruction of the dreaded Lucifer, the alliance dwindles as the Hammer of light and rebel factions arise and fight amongst themselves. || [http://www.freespacemods.net/download.php?view.51 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Bem Cavalgar]]||  Released|| Yes   || FSP % FSO ||  [[Blaise Russel]]||None || ???|| A strategy-focused mod where you take part in the defensive against the invasion of Vasuda as Captain Senbi. || [https://www.hard-light.net/forums/index.php?topic=85128.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Counterstrike]]||Released|| No||FS1||Derek McBurney|| None || 4|| Your a different pilot, doing a different mission, in the same war. This campaign  takes place from 36 hours before the death of the Lucifer, to 8 hours after.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crucible]]||    Released|| Yes  ||   FSP or FS1   ||    [mailto:mguenthe@netcom.ca Matthew Guenther]|| Fully-branching || 7|| On the 29th of May 2335, the GTD Intrepid is ordered to penetrate enemy lines to buy time for the Alliance to regroup || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Raji]]||    Released|| No  ||   FSP or FS1   ||    Agentsmith@sprintmail.com|| None || 7|| After the Lucifer cut us from our home... and before the GTI&#039;s corruption was known the real threat to humanity was seen||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Destiny of Peace|Destiny of Peace]]|| Released|| Yes || FSP or FS1 ||  [mailto:justinm@thegrid.net Justin Mills]|| None || 7||  By October 2335, a rebel GTA faction of mercenaries emerges, and its aims are a mystery. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Duke Squad]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 9||  You have been transfered to the GTD Delacroix, the secondary flagship of the Duke Squad, elite of the elite. As you begin your Tour of Duty with the elite of the elite, you are drawn into something far more complex than a normal Tour of Duty...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortunes of War]]||Partially released||No||FS1||Goober5000||New ships, maybe other||25|| While part of the GTA are chasing the Ancient records, the front line is facing a second Lucifer || [http://www.sectorgame.com/goober/fow.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellwolf]]||Released||No||FSP||Unknown||None||5|| Chronicles of the Hellwolf clan of pirates. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Infinite Dimension]]||    Released|| No  ||   FSP or FS1   ||    Laser Ray|| None || 8|| None||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Internal Conflicts]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 12|| The Shivans are destroying the galaxy... but now we&#039;ve got some new friends... or so we thought...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mantle]]|| Released|| No || FSO &amp;amp; FSP || Kestrellius|| None  ||14|| In this fourteen-mission campaign, you&#039;ll get a chance to play as a pilot serving on a Hammer of Light destroyer which, by misfortune or providence, becomes trapped in Shivan territory. Faced with peril both mortal and spiritual, will you and your allies have the fortitude to survive? ||[https://www.hard-light.net/forums/index.php?topic=95267.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Beginnings]]|| Released|| Yes || FSO &amp;amp; FSP || [mailto:Bussaca1@aol.com Bussaca1]|| None  ||7||  After the destruction of the Lucifer, only a handful of jump nodes were left active. They are guarded fiercely by GTI and PVC forces - for instance the outpost Atlas. ||[http://www.freespacemods.net/download.php?view.23 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Nubian Conflict]]||    Released|| Yes  ||   FSP or FS1   ||    All American Flight Test Center || None || 4|| Pushed to the edge of destruction the Terrans, Vasudans &amp;amp; Shivans face new challenges in rebuilding their respective empires.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Phantoms]]|| Released|| Partially  || FSO &amp;amp; FSP  ||   [[User:Blaise Russel|Blaise Russel]] ||None || 5|| In early 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of &#039;Phantom ships&#039;  ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Prophecy Engagement]]|| Work-in-progress || No || FSP &amp;amp; FSO ||Sifle|| None || 8 || After the destruction of the Sol jump node and the Lucifer, the Bastion is engaged to track down the PVD Prophecy as the HOL develops a plan that might still give the Shivans an advantage over the GTA and the PVN || None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Road to Orum&#039;Pur]]|| Released|| No || FSO &amp;amp; FSP || Jackho|| None  ||4|| Four neat missions (2 training+1 single+1 both) set during the first Era, not long before battle of Deneb events. Earn your wings, become a pilot, follow orders but also take initiatives that may change the course of your story.&lt;br /&gt;
 ||[https://www.hard-light.net/forums/index.php?topic=96520.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Vasudan War]]||Released||No||FS1||Unknown|| None|| 5|| The Vasudans can&#039;t be trusted as war breaks out again. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Special Ops]]||Released||No||FS1||Unknown|| None|| 3|| Special Ops takes a superior pilot. Are you up to the Challenge? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Start of the Terran-Vasudan War]]||Released||No||FS1||Unknown|| None|| 4||The start of the 14 year Terran &amp;amp; Vaudsan War. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tango]]||Released||Yes||FSO||Julian Egelstaff, [[FreeSpace Campaign Restoration Project|FSCRP]] || Minor mods||3||As Terran forces continue to fall back in the face of Shivan might, Lieutenant Rhygar, on a front line patrol discovers something there could turn the tide of the war, or seal his doom. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The McCarthy Campaign]]||Released||No||FSO||???|| None||20||As the 14-year war rages on, you have been asked by Lt. Alexander McCarthy to aid him in his rebellion. Is he defecting out of selfishness, or is there truly a dark threat, ready to destroy both the Terran and Vasudan races? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Road to Victory]]||Released||No||FS1||[mailto:borg4@hotmail.com Michael Cook]|| None|| 19|| The GTD Saratoga is trying to destroy once and for all the Hammer of Light ||[http://www.freespacemods.net/download.php?view.48 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Trimurti]]||Released||No||FSO &amp;amp; FSP||Asteroth ||None||12||Trimurti is a 12-mission campaign that follows the events of Freespace 1 from the perspective of the Shivans ||[https://www.hard-light.net/forums/index.php?topic=94689.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vasudan Academy]]||Released||No||FS1||Laser Ray-IDS Productions|| None|| 3|| The Vasudan training missions || [http://freespacemods.net/download.php?view.430 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[War]]||Released||No||FS1||MadMax|| None|| 5|| More battles for FreeSpace...By MadMax||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wolfpack Legacy]]||Released||No||FS1||Alex Harris|| None|| 11|| The Wolf Pack Squadron is stationed on the aging GTD Omega and sent on low impact missions.  Or so they thought.  They are quickly drawn into a heated post-war conflict fueled by a dark conspiracy.  If they survive, they will leave a legacy to be emulated by fighter squadrons for years to come.||&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Series Resurrecta&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Series_Resurrecta|Series Resurrecta]] Collection&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Gehenna&#039;s_Gate|Gehenna&#039;s Gate]]|| Released|| No  || FSO &amp;amp; FSP  ||   Series Resurrecta Team || Complete mod. Shared modpack. || 8|| The Lucifer may be destroyed, but the threat of the Shivans is not over. As a pilot of the 144th Ghost Dolphins serving onboard the GTD Veritas, an Orion class destroyer, help the Alliance in the effort of securing Terran and Vasudan space from the Shivan threat, once and for all.  ||[https://www.hard-light.net/forums/index.php?topic=97010.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The_Spirit_of_Ptah|The Spirit of Ptah]]|| Released|| No || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 6|| As a pilot serving on the 223rd Moonbears, GTD Ixion, you&#039;re being sent to Vasuda in order to give the allies the help they need in battling such a dangerous opponent. What&#039;s behind the HoL agenda?   ||[https://www.hard-light.net/forums/index.php?topic=97011.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Serendipity|Serendipity]]|| Work-in-progress|| No  || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 9|| Serving as a pilot of the 274th Warhounds based onboard the fine ACD Uhuru, an Adharan Orion class destroyer, the player will experience the dark side of relations between various blocs, while a new potential threat emerges from nowhere, capable of changing things forever.    || &lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Silent Threat: Reborn&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the Silent Threat: Reborn continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat: Reborn]]|| Released|| Yes     || FSP || Various || Cutscenes, bonus content, promotional ARG  || 18 || &#039;&#039;New version of Silent Threat official campaign || [http://fsport.hard-light.net/website/str/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deneb III (campaign)|Deneb III]]|| Released|| Yes  || FSO &amp;amp; FSP  ||   [[User:Goober5000|Goober5000]] || The last mission || 3|| Set during the height of the Battle of Deneb in 2335. As a Vasudan pilot assigned to the PVD Guardian, you must defend your systems against the Shivan advance at any cost.  ||[http://www.hard-light.net/forums/index.php?topic=93950.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Echo Gate]]||   Released|| Yes  ||  FSO &amp;amp; FSP ||  [[User:Blaise Russel|Blaise Russel]] || Music files || 4|| Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;The Sixth Seal&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[The Sixth Seal]] sub-continuity of the user-made [[Silent Threat: Reborn]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Sixth Seal]]|| Released  || Yes || FSO &amp;amp; FSP || Shiv and contributors || T-V War era ships and weapons || 16 || It is 2334, and the Terran-Vasudan War rages on. The PVE is preparing to launch a major offensive in the Antares system, and as a new pilot within the GTI ranks, you are tasked with assessing and containing this threat. Little do you know, greater schemes are unfolding in the shadows, as traitors conspire to end the war on their own terms. || [https://fsnebula.org/mod/tss Knossos]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Keys of Ruin]]|| Released || Yes || FSO &amp;amp; FSP || TSS Team || New ships, SCP UI support, system Map, new music || 6 || You&#039;re a pilot of the Imperial Guard, a branch of the Vasudan Security Directorate that reports directly to the Imperial Court. As the Terran-Vasudan allies prepares their final offensive against the Shivans in Ross 128, the Imperial Guard is given a very different mission: To capture the Hammer of Light carrier HLCa Eternity. || [https://fsnebula.org/mod/tss2 Knossos]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Memories of the Great War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Memories of the Great War]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellgate Ikeya]]|| Released|| No|| FSO &amp;amp; FSP||  [http://wo.proxima-fleet.com/ Orph3u5] ||None||4|| On the 2nd of February 2335, the GTD Galatea is ordered to locate the Shivan entry node in Ikeya.|| [http://www.freespacemods.net/download.php?view.21 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Light of Antares]]|| Released|| No || FSO &amp;amp; FSP ||   [http://wo.proxima-fleet.com/ Orph3u5] || None || 5|| On the 3rd of February 2335, the GTA Myrmidon is ordered to reinforce Ribos system, but the Hammer of Light tries to hamper it ||[http://www.freespacemods.net/download.php?view.8 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rain on Ribos 4]]||  Released|| No  || FSO &amp;amp; FSP ||  [http://wo.proxima-fleet.com/ Orph3u5] || None|| 18|| The Tombaugh station is overseeing the capturing of the SC Taranis || [http://www.freespacemods.net/download.php?view.22 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Reconstruction Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set between the events of [[FreeSpace 1]] and [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[25th Year]]||Released||No||FS1||KolChak||None||3|| 25 years after the Great War, the Hammer of Light is a major power, at war with the Terran Vasudan Alliance. Now, it seeks to acquire a new Shivan weapon ||  [http://www.freespacemods.net/download.php?view.49 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Horizon]]||Released||No||FS1||Jason &#039;Rizbre&#039; Wollenberg||New ships||2x10||100 years after the Great War, the Sol node is reopened (campaign was made before FS2 was published) ||  None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eagle Takes Flight]]||Released||No||FSO &amp;amp; FSP||Robert Carol, macfie||Several table hacks, retextures||4||Alpha 1 and his best buddy start their own security company|| [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Enemies United]]||Released||No||FS2||Aki malinen||None||Unknown|| Terran-Vasudan Alliance tries to eliminate a new thread before it gets larger... or, has it already got large enough?|| [http://www.freespacemods.net/download.php?view.445 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[GTI Rebellion (campaign)|GTI Rebellion]]|| Cancelled || Unknown|| FSO || Various ||Music, maybe other || 6 || Unknown || [http://www.game-warden.com/forum/showthread.php?s=eedf06f0563adab40c05645382600660&amp;amp;t=639 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Homesick]] || Released || No|| FSO || [[User:Blaise Russel|Blaise Russel]] ||None||37||In 2355, during the Reconstruction era, a mercenary must protect trader from the ever-growing threat of piracy || [http://www.hard-light.net/forums/index.php/topic,19306.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Lost]] || Released || Partially || FSO || [[User:HLD_Prophecy|HLD_Prophecy]] || Fan-made/borrowed music, weapons, ships. Some assets hacked/edited by the mod author. ||6|| You awaken, lost in space. Find answers... or not. Fulfill an ancient destiny. Author was formerly known as PVD_Hope. || [http://www.hard-light.net/forums/index.php?topic=92823.0Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Marduk&#039;s Shroud]]||Released||No||FS1 &amp;amp; FSP||Unknown||None||4||A new Shivan technology must be destroyed by the GTVA || [http://www.freespacemods.net/download.php?view.344 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[MindGames]]||Work-in-progress||Unknown||FSO || Various||Complete mod||20+ || Thirty years ago Sol&#039;s only jump node collapsed and mankind turned frightened eyes to the unknown skies. As time passed with no new Shivan assault, the fear turned inward. The face of the Alien Enemy slowly changed from Shivan to Vasudan. || [http://mindgames.hard-light.net/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogues!]]||Released||No||FreeSpace Open||[[User:TopAce|TopAce]]||Insubstantial||8||A story of three criminals that undertook a business that they should have avoided.|| [http://www.hard-light.net/forums/index.php?topic=74936.0;topicseen Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shrouding The Light]]||Released||Yes||FSO &amp;amp; FSP||[[User:Blaise Russel|Blaise Russel]]||None||32||In the year 2336, as dissidents and splinter groups jeopardise the hopes of peace, you are transferred, from the safety of the 1st Battlegroup of Vasuda to the the troubled hotspot of Deneb... || [http://www.hard-light.net/forums/index.php/topic,26961.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sol: A History]] || Released || Yes || FSO, Inferno Release 1 || Blaise Russel, [[FreeSpace Campaign Restoration Project|FSCRP]] || Campaign using the Inferno mod|| 40+|| After the Sol node collapses, conflicts span from 2355 to 2372 in the Sol system || [http://www.freespacemods.net/download.php?view.108 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sync]] ||Released || No || FSO  || Ransom Arceihn  ||None|| Unknown || Two years after escaping death in an uncharted nebula, three mercenaries are hired to escort freighters to the Betelgeuse system. It quickly becomes clear that this is no ordinary mission  ||  [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Between the Ashes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Between the Ashes]] continuity.&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mefistofele]]||Released||Yes||FSO || BtA Team ||Demo||2 || The day is July 25, 2336. Sixteen months have passed since the Lucifer was destroyed, mysteriously locking the Sol system away. It&#039;s barely been two months since the Hades superdestroyer was destroyed in orbit of Deneb, and the rogue GTI reduced to silence. There are many wounds to lick for the GTA, as the weakened fleet struggles to maintain order in its systems. Although the cease-fire treaty with their new Vasudan allies is still holding, the PVE is still busy dealing with the terrorist HoL faction. Now is our chance to get past them. We no longer need to so carefully hide. Now we can make our deal with the devil. || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Slaves of Chaos]]||Released||Yes||FSO || BtA Team ||Complete mod||17 || The losses to the Shivans and the crippled state of the GTA from the Fourteen Year War has caused many to lose faith in a unified government. And the Hammer of Light has become a dangerous terrorist group, but to what end? || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Antwerp]]||Released||Yes||FSO || BtA Team ||New ships, new music, new backgrounds|| 2 || Roughly three years have passed since the events in Antares. As a pilot with the 47th Cutthroats stationed on the Intrepid, you will perform a strategic role in the destruction of a major Hammer of Light target. || None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Growing Silence]]||WiP||Yes||FSO || BtA Team ||Complete mod|| TBA || TBA || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:Freespace 2|The Main FreeSpace 2 Campaign]] || Released || Yes  ||FSO or FS2|| [[Volition]]  || Official Campaign|| 35||  In 2367, the GTVA is facing the NTF rebellion, but an older enemy is lurking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alcibiades&#039; Gamble]]|| Demo released || Unknown  ||FSO || Various  || None|| Unknown|| The combats of a GTVA pilot against the growing NTF rebellion||[http://ag.hard-light.net/FAQ.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Chasing Demons]] ||Work-in-progress|| No    || FSO   ||[[Phoenova]]||None||Unknown||Follow the GTD Phoenicia in its actions against the Shivans.|| [http://www.hard-light.net/forums/index.php?topic=54907.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crossing the Styx]] || Released || No    || FSO   ||[[User:SpaceFreak|FSF]]||New interface||11||Take part in an operation that will change the future of mankind.|| [http://freespacemods.net/download.php?view.564 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Darkness Rising]] || Work-in-progress||No||FSO|| Gai Daigoji|| Unknown || Unknown|| The Second Great War as seen by the Shivans ||[http://www.freewebs.com/darkness_rising_camp/index.htm Website]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Desperation|Desperation - Chapter 2]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a distress call is send from the Nebula by isolated GTVA forces || [http://www.freespacemods.net/download.php?view.62 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Dark Waters | Exile: Into the Dark Waters]]||Act I Released||No||FSO||Exile Team||Complete mod||27|| In 2367, the Shivan armada appeared in Sol system. Terran factions exhausted by long years of war, now must commence unusual operation to ensure survival of mankind.||[https://www.hard-light.net/forums/index.php?topic=91646.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eyebleach]]|| Released|| No|| FSO|| NeonShivan || None|| 7|| &amp;quot;Mr Shivan Sir, what&#039;s Eyebleach?&amp;quot; Well little Susan, Eyebleach is a campaign set during the Second Battle for Deneb where Bosch did his thing, but we don&#039;t follow Bosch&#039;s story.|| [https://www.hard-light.net/forums/index.php?topic=95395.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fall of Epsilon Pegasi]]||  Released ||Yes || FSO || [[User:Blaise Russel|Blaise Russel]]|| None|| 10||While the Aquitane battles Shivans in the nebula beyond Gamma Draconis, the Epsilon Pegasi 6th Fleet must defend against the attacks of the Neo-Terran Front|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Flames of War - Chapter 1]] || Released   || No || FSO  || TrashMan, ET-1087, kv1at3485  ||New ships, new music||  24||  In 2367, the GTD Delacroix is participating in the war effort against the NTF. After its destruction,a Fast Response Task Force is created and include its former pilots.||&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Into the Depths of Hell]]|| Partial || Unknown  || ||  Unknown ||New ships, new weapons ||Unknown|| After the Capella supernova, the remnants of the Terran troops and refugees in Capella  destruction of the Sathanas have no other choice but jumping into Shivan space, hopefully back to the GTVA space.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[The Journey to Epsilon Pegasi|Journey to Epsilon Pegasi]]|| Released|| No ||FSO  || [[User:TopAce|TopAce]]||None||10|| There are some rumors that some Shivan forces have entered Epsilon Pegasi. You&#039;re part of the task force that is about to find it out.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Neo Terra]]||Partial, postponed||No||FSO||Gai Daigoji||None||19 released|| A new Terran pilot who defected to the NTF must ensure the rebellion succeeds - Alternative plotline||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Neo-Terra Victorious]] || Cancelled|| No||FSO|| Alikchi, Blackwolf, maybe other || New ships, new weapons || 5 released&lt;br /&gt;
|| As a pilot of the NTF, the player must fight against the GTVA traitors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Savior]]||  Released   || No||FSO   || [[User:Ngtm1r|Ngtm1r]] ||None||  5|| At the beginning of the NTF rebellion, the GTVA attemps a rescue mission deep into the NTF-controlled Polaris system  || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pandora&#039;s Box (campaign)|Pandora&#039;s Box]]||  Released   || Yes||FSO   ||Unknown, [[FreeSpace Campaign Restoration Project|FSCRP]] ||Branching||25||One year prior to the return of the Shivans, the NTF Civil War is at its peak.  But the Vasuda system is secure... until the NTF makes a bold raid|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogue Intentions]]|| Part I Released  || No ||FS2  || Nuclear1 || None||11 released|| In order to prevent the NTF from acquiring control of the Knossos portal and the nebula beyond,the GTCv Spinnaker, and her sister ship, the GTCv Methodus are called up to reinforce the jump node defenses || [http://www.hard-light.net/forums/index.php?topic=36062.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Front]]||  Released         || No   ||FS2||    [[User:BlueFlames|BlueFlames]]  ||New ships||7|| During the Second Great War, in Altair, an exploration convoy has returned after decades away. Oblivious to events elsewhere in the GTVA, the explorers do not understand why they must face continuous delays to be readmitted to alliance space and become evermore beligerant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shepherds]] ||Released|| No || FSO || Colt ||None||12||Sequel to [[Walls Closing]] covering behind-the-scenes events during Capella crisis. || [https://www.hard-light.net/forums/index.php?topic=96154.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Aeos Affair]] || Released || No || FS2 ||  Derek &amp;quot;PickelHead&amp;quot; Pickering , [[FreeSpace Campaign Restoration Project|FSCRP]] ||Mines, new jump gates, reworked IA|| 10|| The isolated Aeos base has been set up to study an ancient outpost. But the Shivans are ready to throw everything they have to destroy it|| [http://www.hard-light.net/forums/index.php/topic,58354.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Knights of Alrukabi]] || Work-in-progress||Unknown ||FSO   ||eliex, Commander Zane, Dilmah G|| None||  Unknown|| The  Special Operations Command devise a daring operation against NTF : Strike Alrukabi to shatter their command structure|| [http://www.hard-light.net/forums/index.php/topic,62753.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Lightning Marshal|Lightning Marshal]] || Released ||Yes ||FS2  ||Various, updated by [[FreeSpace Campaign Restoration Project|FSCRP]]|| Music, maybe other ||  Unknown|| In 2366, the GTCv Actium is fighting the NTF|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Sagitta Project]] ||  Work-in-progress ||  Yes ||FSO|| Bob-san, Moebius  ||Fully branching, maybe other ||  Unknown|| Admiral Bosch prepared to counter every GTVA measure and make contact with potentially-hostile Shivans. However, unbeknown to the GTVA, Admiral Bosch&#039;s rebellion stemmed much deeper then suspected&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Their Finest Hour]]||Released||No||FSO||Thadeus||None||1|| A diversionary force is sent to buy time for the Bastion to close the Epsilon Pegasi ||[http://www.hard-light.net/forums/index.php/topic,61153.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Troubles at Home]]||Released||No||FSO||Petrarch of the VBB||Unknown||Unknown|| In Beta Aquilae, the GTVA is trying to weakenth support for the NTF|| [http://www.hard-light.net/forums/index.php/topic,39019.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Uncharted Territory]]||Released||No||FSO||ReeNoiP||Unknown||9|| You have recently been transferred to the GTtca Reuil and must now join the 33rd blackbirds in defending a science group from attack.|| [http://www.hard-light.net/forums/index.php?topic=67327.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vassago&#039;s Dirge]]||Released||Yes||FSO||[[User:Axem|Axem]]||New Ships, New Music||9|| Shortly after the Sathanas is destroyed, the GTVA begins an operation to take down a Ravana-class destroyer, the SD Vassago and its fleet. Meanwhile the Vassago begins an operation of its own.|| [http://www.hard-light.net/forums/index.php?topic=70568.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Walls Closing]]||Released||No||FSO||Colt||None||4|| A 4 mission campaign set during and after the battle between the Colossus and the Sathanas, where the GTVA search for the Phoenicia after it narrowly escaped the juggernaut in Bearbaiting.|| [https://www.hard-light.net/forums/index.php?topic=95476.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Post-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Post-Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set after the Capella supernova&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[9th Fleet]]||Unknown||No||FSO||[[User:Eolis|Eolis]]||New weapons, new ships, new textures||Unknown|| The GTVA discovers a new Knossos&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[A New Era]]&#039;&#039; ||Work-in-progress || No   ||FSO||  Hiigara ||None || Unknown|| By 2370, the Vasudan race has disappeared and mankind is limited to an handful of ships|| None yet&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[All is Fair in Love and War - Chapter 1]]&#039;&#039; ||Released  || No   ||FSO|| adwight||None|| 5|| A mining operation by GTVA trggers a full-fledged rebellion || [http://www.hard-light.net/forums/index.php/topic,16058.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Apocalypse : Vega]]&#039;&#039; ||Released  || No   ||FSO (3.6.11 build)|| Shiv ||Polish version available|| Unknown||After Capella has been cut from GTVA, a new front open on Vega || [http://www.hard-light.net/forums/index.php/topic,64384.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Artifice]]&#039;&#039; ||Released  || No   ||FS2||    [[User:BlueFlames|BlueFlames]] ||New ships || 11|| Sequel to &#039;&#039;Second Front&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Back From the Grave]] ||Work-in-progress||No||FSO||[[User:Ngtm1r|Ngtm1r]] ||New ships, new weapons, new race||Unknown||  By 2372, through a node in Vega thought collapsed, new ships emerge...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Boomerang]] || Released||Yes||FSO ||Peter Drake,  [[FreeSpace Campaign Restoration Project|FSCRP]] || None  ||    3|| A powerful new Shivan technology leads to trouble for the GTVA||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Casualties of War]]||Released (v2)||Partial||FSO||Various||New ships, weapons, backgrounds||9 (v2)+10||The SOC is sent to thwart a planetary coup d&#039;etat || [http://www.hard-light.net/forums/index.php?topic=74695.new#new Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Children of Shiva]]||Work-in-progress||No||FSO||[[User:Axem|Axem]]||New ships, new textures||20||  In the year 2372, Rane Gribek, a self proclaimed prophet of the Shivans embarks on a quest to spread the philosophy of death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cleaning Crew]] || Released  || No    || FSO   || [[User:Ngtm1r|Ngtm1r]]||New ship, new weapons, new race||10|| Post-Capella mop-up with the 33rd Heavy Fighter Squadron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Das Gizeh Projekt]]||Prologue out of 3 acts released. Only in German.||Yes but TTS.||FSO||FreespaceGalaxy Community||New ships, new weapons, Head.ANIs and &amp;quot;voice acting&amp;quot;||21||You play as the nephew of Admiral Koth, sent to the backwaters of Procyon for your past. Internal conflict within the GTVA leads to the Vasudans growing ever more resentful, and there appears to be another race lurking in the shadows.||No]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dawn of Sol]]||Released||No||FSO||ShadowGorrath, EW team||Complete mod||25|| Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.||  [http://www.hard-light.net/forums/index.php?topic=66994.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deep Blood]]||Released||Yes||Unknown||Gai Daigoji||None||11|| The GTVA decides to give what lies beyond a ew jump node in Altair to the Capella refugees ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dissident Theory]]||Work-in-progress||No||FSO||freespacegundam||Unknown||Unknown||In the seven years since Capella, the GTVA has set about the task of relocating the millions of Capella refugees. Then was discovered the Acacia system.  Lush, vibrant, teaming with life and resources, its worlds have become the hope for the destitute masses - and also for castoffs, pirates and other opportunists || [http://www.freewebs.com/gundamvsff/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Earth Defense]]||Cancelled||Unknown||None||Various||Complete mod||30+||The aftermath of Capella, 20 years ago, has manifested in widespread unhappiness throughout the Terran and Vasudan populace. Political strife and scheming have begun to decay the established government from the inside out. As a new Vasudan leadership emerges, a breakaway faction forms.||[http://www.game-warden.com/earthdefence/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eos (campaign)|Eos: The Coward&#039;s Blade]]||Work-in-progress||No||FSO||Apollo||New ships, new weapons, new race||12+||Join the 5th fleet as they reclaim the Eos-256 system from Shivan forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Flames of War - Coming of the Storm]]||Released||NO||FSO||TrashMan||Various||26||Unknown|| [http://www.hard-light.net/forums/index.php/topic,58162.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Final Generation]] || Work-in-progress||No||FSO|| NeonShivan|| New ships, new weapons || Unknown|| It is the year 2380, thirteen years after the Second Shivan Incursion, the GTVA is now dealing with a new security crisis the likes of which it has yet encountered. ||[https://www.hard-light.net/forums/index.php?topic=96021.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ghost Revenants]]||Released||No||FSO||griffon67||New ships, new weapons||40||The life of merchant is sometimes more boring that we could imagine. You found a way to live your life as you wanted, but the strange artifact you got recently is gonna put you in the worse situations.|| [http://www.hard-light.net/forums/index.php/topic,54854.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Luyten Civil War]]||Released||No||FSO||[[User:TopAce|TopAce]]||Some||13 + cutscenes||A pure, [[Silent Threat: Reborn]]-inspired military campaign with most emphasis on gameplay and quality mission design.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Machina Terra]]||Cancelled||Yes||FSO||Various||Complete mod||40||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Olympus Burning]]||Work-in-progress||Yes||FSO||sigtau||New ships, weapon, sounds||Unknown||The hunt for an extremely enhanced Orion goes awry||[http://www.hard-light.net/forums/index.php/topic,63657.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pathways]] ||Work-in-progress||Unknown||FSO||Various||Unknown||Unknown||Shortly after the Capella accident, pirates raid civilian and military assets, compelling the GTVA to get into police actions&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pirates of Yore]] ||Work-in-progress ||No   ||FSO   || [CommanderDJ]||||2 released  ||When Lieutenant Graham Helix hears about a slightly unusual group of pirates operating in Vega, his interest is sparked.  || [http://www.hard-light.net/forums/index.php?topic=72989.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Police Action]] ||Work-in-progress ||No   ||FSO   || [[User:Ngtm1r|Ngtm1r]]||New ships, new installations||30  || Five months after the last of the Shivan forces were mopped up the GTVA&#039;s naval presence vastly reduced, allowing pirates to operate more freely. Meanwhile, the last NTF battlegroup is raising hell in Deneb ; and there are discontent voices amongst the Vasudans, there are discontent voices -- Sequel to Cleaning Crew&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Race for Altair XI]]||Work-in-progress   || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relentless]]||Released || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces||[http://www.hard-light.net/forums/index.php?topic=68750.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Renegade Resurgence]]||Released||No||FSO||[[User:TopAce|TopAce]]||New ships|||About 30||The GTVA initiates a very ambitious project to learn more about Ancient civilization. Ships keep disappearing, however.||[http://www.hard-light.net/forums/index.php/topic,55043.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Revenge: Final Conflict]]||Released|| No||FSO||Florian Meyer||None||88||Eleven years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past.|| [http://www.freespacemods.net/download.php?view.399 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rise of the Corporate]] ||Released||No||FSO|| wistler ||None||6|| In order to stave of a new depression, the GTVA sells off its aging and mothballed ships to various trusted Corporate interests. || [http://www.hard-light.net/forums/index.php/topic,63451.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Great War Part II]]||Released||No||FS2||C. &amp;quot;Sunil&amp;quot; Reddy||None||30||In 2379, Shivans launch a third assault on Terran and Vasudan systems&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Genesis]]||Released||No||FSO|| Shadow Genesis Team ||Complete Mod||47|| The GTVA must face the Cerberus Legacy - a dangerous terrorist organization. The goal of Cerberus is claiming mysterious, ancient artifacts from recently-colonized systems known as Wolf&#039;s Group.|| [http://www.hard-light.net/forums/index.php?topic=83942.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadows of Kraken]]||Released||No||Unknown|| [User:Axem|Axem ||None||5|| A week after the Capella incident, GTVA attemps to salvage debris in the Adhara system&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stand Against the Night]]||Demo||No||FSO|| mr WHO ||new faction and sounds||3 released|| GTVA is performing military exercices simulating a SHivan attack on Sol || [http://www.hard-light.net/forums/index.php/topic,61304.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Teeth of the Tiger]] ||Work-in-progress||Unknown||FSO||Various||Complete mod||3 released|| In the weeks after the Capella accident, the GTVA decides to explore new systems || [http://www.hard-light.net/forums/index.php/topic,61004.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Enemies Return]]||Released||No||FSO||KappaWing||None||26|| 12 years after the Capella accident, there are still Shivan entry point to the T-V systems || [http://www.hard-light.net/forums/index.php/topic,38491.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Omicron Incident]]||Work-in-progress||No||FSO||macfie||Unknown||6 released|| The Omicron system is open to colonisation. But piracy must be wiped out before || [http://www.freespacemods.net/download.php?view.213 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Procyon Insurgency]]||Released ||No||FSO||CP5670||Various||17|| A young Vasudian pilot assist the GTVA in crushing the Procyon Insurgency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Scroll of Atankharzim]] ||Part I released||Synthesized voice||FSO||  Sesquipedalian||New ships, new weapons||24 released, 49 total||In this Vasudan campaign, set in 2378, a new subspace node is discovered in Beta Cygni, leading to hope and peril. || [http://scroll.hard-light.net Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tides of Darkness]]||Released||No||FSO||Droid803||Shivan ships played||12||The Sathanas fleet has been trapped in Gamma Draconis and Capella for years by the sudden collapse of the nebula node. As a anti-terran cult make its move, the exiled Terrans that joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.|| [http://www.hard-light.net/forums/index.php/topic,60136.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Titan Rebellion]]||Released||Yes||FSO||FSCRP||Large Battles||16|| The Shivans are sealed away beyond Capella. The Alliance is at peace, for now. Lurking in the shadows is a clandestine organization: NeoIntel.  Their mission is to preserve the peace at any cost.  Terran or Vasudan.  Soldier or civilian. None will be spared in NeoIntel&#039;s quest for peace! ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Transcend]]||Released||No||FSO||Ransom Arceihn||Minor mods||44||Everyone has a limit...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twisted Infinities]]||Act 1 Released||Unknown||FSO|| Various||Complete mod, atmospheric combat||35|| By 2378, some pirate groups in former NTF systems have gained a technological edge over the GTVA itself - Features atmospheric combat || [https://www.hard-light.net/forums/index.php?topic=96379.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Unification Prequel]] ||Released||No||FS2||Gai Dagoji||Unknown||9||The GTD Avenger has been assigned to the Hydra system, to protect the Capella refugees || [http://www.hard-light.net/forums/index.php/topic,28371.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Utopia - Return to Neo Terra]]||Partial, postponed||No||Unknown||Gai Daigoji||None||11 released|| Three years after Capella, the small Vasudan garrison of Solaris is unable to maintain control as Terrans begin to turn on each other. Stuck in the middle, a former NTF pilot must choose his path ||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Windmills]] ||Released||No||FSO||Ransom Arceihn||Proof-of-concept||4||A proof-of-concept aiming at showing that FS2 can be turned into a (somewhat) RTS ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Blue Planet&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Age of Aquarius|Age of Aquarius]]||Released||Yes||FSO||Darius||Complete mod||22||While trying to travel back to Sol for the first time, a GTVA fleet faces peculiar events&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: War in Heaven|War in Heaven]]||3 of 5 acts released||Partial (Acts 1 and 2)||FSO||Darius||Complete mod||23 released, 33 planned||The war between Sol and its colonies continues, as seen through a young Earth pilot&#039;s eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Chanticleer|Chanticleer]]||Released||Yes||FSO||qweqwe321||Complete mod||13||The closing stages of the Sol-GTVA war, as seen through the eyes of a GTVA pilot ||  [https://www.hard-light.net/forums/index.php?topic=98933.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battle of Neptune]]||Released||Yes||FSO||Dilmah G||Complete mod||2||The initial GTVA offensive at Neptune has gone awry.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Warmachine&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Warmachine]] sub-continuity of the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warmachine]]||Released||Yes||FSO &amp;amp; BP||EatThePath||Pew Pews to the max||22 (It&#039;s AoA)||A high octane modification of Age of Aquarius, featuring exciting new weapons to play around with while watching warships tear eachother to shreds with the latest in FSO&#039;s weapon capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Cold Element&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Derelict]] ||Released||Yes||FS2||Various||New ships, new jump node||45 + 1 Credits Mission|| 5 years after the collapse of Capella, a derelict Lucifer is found hovering in space ||  [http://www.hard-light.net/forums/index.php?topic=85745.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Aftermath_(CE)|Aftermath]]||Released||Text to Speech||FS1/FSO/FSPort||Cold Element Team,[[FreeSpace Campaign Restoration Project|FSCRP]]||Music Files||4 Episodes 19 missions total||A plague errupts in Epsilon Pegasi, which the GTVA tries to quarantine ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blackwater Operations]]|| Demo||Yes||FSO||Various||Complete mod, branching campaign||Unknown||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twilight]]||Released||No ||FS2||Ace||Unknown ||6 || In 2372, the GTD Morgain is sent in Ikeya system to investigate the disappearance of several GTVA ships&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warzone]] ||Released|| Yes ||FS2|| IceFire,[[FreeSpace Campaign Restoration Project|FSCRP]]||New ship ||19|| In the midst of another Shivan invasion of the GTVA home systems, a mystery begins to unravel itself||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Independent&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set independently in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Meditations on the Abyss]]||Partial||No||FS2||Akalabeth Angel || None||6 released||Miranda Doué yearns for asignment of low prestige, but sometimes fate is lacking of heroes ||[http://www.hard-light.net/forums/index.php?topic=52267.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Into the Halls of Valhalla&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Into the Halls of Valhalla]] sub-continuity of the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla|Police Action(ITHOV)]]||Released||No||FSO||[User:TopAce|TopAce, Thor ||None||4||The 70th Blue Lions must escort the Representative Men&#039;Su&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla]]||Released||No||FSO||Various||New ship, new installation||Unknown||After being caught spying, Commander McCrae is reassigned in a border world&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Incursion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Incursion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Incursion]] ||Released||No||FS2||MAW||Unknown||26|| In 2676, the Shivans appear in greater forces than ever&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Return to Sol]]||Released||No||FS2||MAW||New ships, maybe other||20|| In 2680, after the final defeat of the Shivan, the GTVA is about to travel back to Sol -- Sequel to Incursion&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;End War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made End War continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[End War]]||Work-in-progress||No||FSO||ShadowGorrath, EW team||Complete mod||Unknown|| 32 years has passed since the second Shivans incursion, but now at last,  mankind will be able to connect back with their homeworld ||[http://www.hard-light.net/forums/index.php/topic,57037.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Inferno&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Inferno]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno]]||Parts 1 and 2 Released||Yes||FSO||Inferno Team||||31||A war with old friends, the return of old enemies. But can either be stopped in time to save humanity?||[https://www.hard-light.net/forums/index.php?topic=99492.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Alliance]]||Released||No||FSO||INFA Team||||20||15 years after the destruction of the Sol node, Sol is at war.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Alliance 2]]||Postponed||No||INFA SA||INFA Team||||30+||The newly born Earth Alliance faces the Jovian Coalition and its allies&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno Classic]]||Released||Yes||INFR1, FS2||Inferno R1 Team||||14||The GTVA and the Earth Alliance are at war, while the Shivans are back&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solar Wars]]||Part 1 released||No||INFR1, FSO||Gai Daigoji||||13|| 48 hours after the surrender of the Earth Alliance, an EA is called into action again||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Steadfast|Steadfast Episode One]]||Cancelled||No||FSO, Inferno R1, INFA, FSPort||Steadfast Team||||25||The GTCa Steadfast is sent to deal with Altair Phoenixes forces in Alpha Centauri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Steadfast|Steadfast Episode Two]]||Cancelled||No||FSO, Inferno R1, INFA, FSPort||Steadfast Team||||20 c.a.||The AP Rebellion continues and the integrity of the Alliance is threatened&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Seeds of Rebellion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Seeds of Rebellion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Seeds of Rebellion]]||Postponed||No||FSO||Karajorma||Unknown||5||By 2368, on a shakedown cruise to test its new systems, the GTAC Aethalides ends up in the middle of a war zone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Centaur Project]]||Partial||Yes||FS2 or FSO||Grunt, Laibon, stepanshuk||New ships, new installation, branching||18 released||In 2377, the Centaur Project aims at clearing definitly attacking the Shivans in their very systems||[http://w3.enternet.hu/fscult/TCP.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Mercury Affair|Mercury Affair]]||Postponed||No||FSO||Karajorma||Unknown||20+||In 2376, secret cargos of the GTVA are mysterioulsy received in the Ross 128 system -- Sequel to Seeds of Rebellion&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;New Path&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[New Path]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Path]]||Released || No ||FSO||[[User:SilverAngelX|SilverAngelX]]||Live-action cutscenes||20||In the aftermath of Capella a new government seeks to learn from the mistakes of the past and forge a new path for the GTVA. One pilot gets a surprise chance to help with that challenge...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Games]]||Released || No||FSO||[[User:SilverAngelX|SilverAngelX]]||New ships, live-action cutscenes||16||After that fateful last mission that left his life hanging in the balance, Lt. Cmdr. Carl Bristow&#039;s life and career take an unexpected turn when an old friend reappears...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Workings of the Warp&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Working of the Warp]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Faces of Treason]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]||Branching campaign||Unknown||Unknown|| [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Workings of the Warp]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]|| Various||Unknown||Commander Alexander Couter, Squadron Leader of 41st Squadron of the GTVA will take part in an epic struggle in a divided galaxy, once again battle against the Shivans and will uncover a mystery which even the powerful Shivans have to fear. || [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Omens]]||Work-in-progress||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5] || Various ||Unknown||Unknown || [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-FreeSpace continuity ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Allied Worlds]]||Released||No||FSO||Alex Harris || New Textures, new weapons||6||The Allied Worlds are sending a last ressort attack against the Leedran || [http://www.freespacemods.net/download.php?view.59 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Great War - Independence]]||Demo||No||FSO||Alex Navarro|| New textures, music, sounds, weapons||5 dogfight missions||In year 2630, in a future distopia, human colonies claim their independence (Production Stalled) || [http://www.hard-light.net/forums/index.php?topic=66284.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[SHMUPSpace: Battle of Deneb]]||Demo v 1.2 ||No||FSO||[[User:AndrewofDoom | AndrewofDoom]] || Complete change in genre. ||1 (demo), 8-14 (planned)|| FreeSpace: The Shoot em up! Who needs a plot when you&#039;ve got explosions! || [http://www.hard-light.net/forums/index.php?topic=81443.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Civil War]]||Teaser Released||No||FSO &amp;amp; FSP||Tane Zezo Piper, macfie || None||7 for the teaser||In an alternate FreeSpace universe, Vasudans are traders and Shivans a mysterious warrior race|| [http://www.freespacemods.net/download.php?view.81 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Merkar]]||Demo||No||FSO &amp;amp; FSP||Mustang19|| None||4(demo)|| The Merkar Campaign|| [http://www.hard-light.net/forums/index.php?topic=72885.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twist of Fate]]||Partial||No||FSO $ FSP||Woolie Wool and Various ||New ships, weapons, backgrounds, and music||4 (demo), 15 (Chapter 1), 48 (all chapters)||An alternate continuity where the Shivans died out and the Terna-Vasudan War rages on || [http://www.freespacemods.net/download.php?view.15 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Deepness Within | Shattered Stars: A Deepness Within]] || Work-in-progress || Not Planned || FSO || Bryan See || Complete mod || Unknown || Many years after the Second Great War, the Shivans are at war with a mysterious robotic race with the same capabilities as them. || [https://www.hard-light.net/forums/index.php?topic=94941 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Storm Front&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Storm Front]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[What if - Another Great War]]||Released||No||FSO||SF-Junky||New ships, new weapons||30|| A reimagination of the Great War as it happened in the Storm Front Universe&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php/topic,56156.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront I - Prophecy|Prophecy]] ||Released||No||FSO||SF-Junky||New ships||22||The GTVA confronts a newly flamed Hammer of Light rebellion in Laramis one year after the Capella incident&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront II - Cthulhu|Cthulhu]] ||Released||No||FSO||SF-Junky||New ships||22|| Sequel to Stormfront I - Prophecy&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Storm Chasers]] ||Released||No||FSO||SF-Junky|| || 4-6 each|| A series of minicampaigns that tell the stories of some pilots during and after the NTF war.&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=68872.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parodies == &lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina]] ||Released||No||FS2 ||Goober5000||None||5||As a member of the NTF 47th Red Shirts, you must protect Bosch Beer shipping lines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina|Deus Ex Machina: Interlude]] ||Released||No||FS2 ||Goober5000||None||5||Mysterious things have been happening on the edge of NTF space. Unexplained appearances, strange plot holes...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[DW]] ||Released||Yes||FSPort ||TheAiler (Joacim Holst) and Zhapod (Robert Nilsson) ||None||2||A slow patrol becomes a fight for your life.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Freespace 3 the search For bosch]] ||Released||No||FSO ||xX_LORD_ULTRA_DEATH_Xx||Music||5||A character-driven post-Capella epic that at last gives us answers about Bosch, the Shivans, and the nature of the universe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[happynewyear]] ||Released||Partial||FSO ||Goober5000 and Woutersmits||Music, Effects||1||As a member of the ANTIHUMANS, you must betray the humans and have a happynewyear.||[https://www.hard-light.net/forums/index.php?topic=96175.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are Alpha One, the greatest pilot ever, facing your worst enemies: the FREDder and plotholes. This campaign has one more level than Deus Ex Machina&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2: Electric Boogaloo]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are still Alpha One, and being the best pilot and all, you must uncover what are the Shivans&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 3: Shivans on a Plane]]||Released||No|| FSO||[[user:Axem|Axem]]||Shivans on a Plane (supposedly), Music||8|| You are still Alpha One, and Shivans are trying to take over former human aero-transport.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: Christmas Special]]||Released||No|| FSO||[[user:Axem|Axem]] ||Music||1|| You are still Alpha One, and it is Christmas somewhere&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2.21: You Are (Not) Alpha 1]]||Released||No|| FSO||[[user:Axem|Axem]] ||Tons o&#039; Stuff||9|| You are not Alpha 1, but that&#039;s okay. There&#039;s still lots of fun to be had.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2.22: You Can (Not) Win]]||Work-in-progress||No|| FSO||[user:Axem|Axem ||Even more Stuff||?|| You still aren&#039;t Alpha 1, but you don&#039;t care. You&#039;re having too much fun!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: eXtreme arcAde]]||Released||No|| FSO||[[user:Axem|Axem]] ||MegaTons o&#039; Stuff||9|| eXtreme arcAde action!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ridiculous]]||Released||No|| FSO||[user:IronBeer|IronBeer ||Music, New Effects||9|| This mod is Ridiculous, and you should feel ridiculous while playing it.||[https://www.hard-light.net/forums/index.php?topic=72554.0 Thread]&lt;br /&gt;
|} &lt;br /&gt;
                                 &lt;br /&gt;
[[Category:User-made Campaigns|*]]&lt;br /&gt;
&lt;br /&gt;
== [[The Babylon Project]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Achen Schooling Flight]]||Released||Yes||Vidmaster|| 1|| ||TBP Tutorial Mission&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Children]]||Released||Yes ||Vidmaster|| 5 || Bullet-time, in-system jumping  || Campaign made to test new features&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War]]||Released||No||0rph3u5||5|| ||The year is 2262 and the Interstellar Alliance faces its first major crisis. And the NRS Vol&#039;Toth uncovers a dark truth... &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War 2]]||Released||No||0rph3u5||5|| ||The drums are being played again. The song of war rises and you have the chance to join the pilots of the Narn Destroyer Vol&#039;toth again...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Earth Minbari War]]||Released||Yes|| The TBP team||Unknown|||| The demo campaign for the Babylon Project&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Emearon Incident]]||Released||No|| Ker.soth ||8||Multi possible|| Unknown || [https://www.hard-light.net/forums/index.php?topic=67320.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2259]]||Released||No (planned)||Vidmaster|| 9|| ||Raiding defenseless convoys to make a living, the Fortune Hunters get pulled into events between powers that are destined to change the face of the galaxy forever. Alien races go to war with each other, trade routes are disrupted and terrors yet unseen lurk somewhere in the void. It is the year 2259, the year the Great War started. - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2260]]||Released||No (planned)||Vidmaster||13 || ||Alliances and balances are shifting. The Great War is upon the galaxy and the Hunters have to decide what their place will be in this new world - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2261]]||Released||No (planned)||Vidmaster||12 || ||The saga concludes, the Great War is in its final stage. Gods clash, worlds vanish and all hope is lost. This is it, your final moment, victory is impossible and survival doubtful. And even if you would make it through, what would you do afterwards? - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[In the Name of the Emperor]]||Released||No||Skullar||3|| ||A training from the Centauri point of view || [https://www.hard-light.net/forums/index.php?topic=60914.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operations]]||Released||Yes||Vidmaster||6||Multiplayer campaign||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Raider Wars]]||Released||Yes||The TBP team||17+cutscene||||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relic]]||Released||Unknown||Slasher||4||||Background from the 4th season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Battlestar Galactica ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Adversary]] || Released || Yes || Adversary Team || ??? || An even newer HUD and plenty of pre-rendered cutscnees || Another total conversion based on the Battlestar Galactica universe || [https://adversarygame.carrd.co/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Diaspora|Diaspora: Shattered Armistice]] || Released || Yes || Diaspora Team || 6+2 training || Semi-Newtonian Physics, Cockpits, Custom Music || A total conversion based on the Battlestar Galactica universe || [http://www.diaspora-game.com/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Beyond the Red Line|BattleStar Galactica: Beyond the Red Line]]||Demo released||Yes||unknown||2+training||unknown||Beyond the Red Line is a standalone total conversion based on the popular new tv-show Battlestar Galactica (Re-imagined) - Main campaign||[http://www.game-warden.com/bsg/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battlecruiser Archangel]]||Demo released||No ||Shiv||Unknown || || The untold story of Geminion survivors || [http://www.hard-light.net/forums/index.php?topic=49205.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Star Fox ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Starfox: Shadows of Lylat|Star Fox: Shadows of Lylat]] || Cancelled ||  ||  ||  ||  || Starfox: Shadows of Lylat is a standalone mod for FreeSpace 2 Open based on the Star Fox games, with many new features such as rail missions and planet-side missions. || [http://www.game-warden.com/starfox Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Star Fox Event Horizon]] ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:Wings of Dawn Universe| Wings of Dawn]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wings of Dawn]]||Released|| Spoon||28 + 5||Main campaign|| WoD is a FreeSpace mod with a strong anime vibe, filled with custom content. || [http://www.hard-light.net/forums/index.php?topic=71092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Nordera Day]]||Released|| Spoon ||2|| || A Nordera Day is a short addon for Wings of Dawn that describes the average life of a Nordera pilot. || [http://www.hard-light.net/forums/index.php?topic=72092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stranded]]||Released|| Spoon ||8 + 4|| || After a freak incident involving a subspace drive malfunction, Johan Sturmritter finds himself stuck behind enemy lines. He must now fight his way back into friendly space! || [http://www.hard-light.net/forums/index.php?topic=82674.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wings of Dawn 2: Into the Void|Wings of Dawn 2: Into the Void]]||Discontinued|| Spoon ||Unknown|| || Former sequel to the first version of [[Wings of Dawn]]; instead the standalone TC was made. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:First Contact War| First Contact War]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation: Cloak and Dagger]]||Released ||Strygon|| 7 || Total Conversion || A short 7 mission near-total conversion about the 26th Scorpions and their involvement in the fall of the pirate faction, the Legion of Dragons. || [https://www.hard-light.net/forums/index.php?topic=95375.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Cold Day in Hell]]||Postponed|| Strygon ||Unknown|| Total Conversion, ground combat || It is a time of great political tension. The United Star Front and the Glisean Steel Pact are at the brink of war. The possibility of a second Interstellar Conflict is higher than ever before. || [[https://www.hard-light.net/forums/index.php?topic=95487.0 Thread]] ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[First Contact War]]||Work-in-progress|| Strygon ||Unknown|| Total Conversion || Roughly 10 years after the events of OCaD, the First Contact War no longer puts you in the shoes of a silent protagonist mercenary pilot, but rather, you play as a lively United Solarian Defense Federation Naval Pilot Ensign, Ayako Matoke. Transferred into the 58th Stormclouds, your missions will initially involve fighting off your long time foe, the Glisean Confederate Steel Pact. || [[https://www.hard-light.net/forums/index.php?board=273.0 Board]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Solaris (TC)|Solaris]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solaris (campaign)|Solaris]]||Released ||Darius|| 10 || Total Conversion || It is 2476 and a war of bestial savagery looms over the horizon. A young Commonwealth pilot is eager to trade a quiet backwater station post for front-line duty, but be careful what you wish for... ||[https://www.hard-light.net/forums/index.php?topic=95719 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Sun]]||Released ||Darius|| 12 || Total Conversion || Ross is contacted by an old friend to take up a mercenary job. This seems like a perfect change of pace - but you can&#039;t always run from your past. ||[https://www.hard-light.net/forums/index.php?topic=97833.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Sun]]||Released ||Darius|| 6 || Total Conversion || A Commonwealth battle squadron arrives in Sulsia and prepares for war. Ross travels down the path of self-realisation, and finds acceptance in the most unlikely of places. ||[https://www.hard-light.net/forums/index.php?topic=99701 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other universes ==&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Project !!Website !!Mod status !!Main campaign release status!!  Description !!&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Dimensional Eclipse]]|| None || Released || Released || Anime themed mod featuring high speed, fast paced, high stakes gameplay. Oh, and lots of pettanko too.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fate of the Galaxy]]|| [http://swc.hard-light.net/ Link] ||Work-in-progress|||| An attempt to bring Star Wars to FreeSpace, also known as the Star Wars Conversion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[FreeSpace: Reunited]]|| None ||Work-in-progress|||| This mod aims at merging the universe of FreeSpace with the one of BattleStar Galactica&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fringespace]]||[http://fringespace.org Link]||Work-in-progress||||This project is designed to duplicate, as closely as possible, the &amp;quot;feel&amp;quot; of Tachyon: The Fringe, within the Freespace2_Open game engine as well as an attempt to update the visuals and the playing experience for Tachyon fans.  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Star Fleet Academy]]||None||Work-in-progress|||| This project aims at entailling events from multi-eras of the Trek Continuum&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Starforce Mod|Starforce]]||None||Work-in-progress||||The Starforce Mod is a continuation of the FS universe into the 41st century.The project is intended to be more of a starting point for other projects rather than a full campaign in itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Apocalypse Project]]||[http://tap.hard-light.net/ Link]||Cancelled|||| A project to create a space combat simulator set in the Homeworld universe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Robotech 2.0]]||None||Unknown|||| This project plan to expand the original Robotech mod&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Wing Commander Saga]]||[http://www.wcsaga.com/ Link]||Released||Released||Wing Commander Saga (WCS) is a standalone total conversion based on the universe familiar from the Wing Commander games&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(campaign)&amp;diff=67291</id>
		<title>Solaris (campaign)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(campaign)&amp;diff=67291"/>
		<updated>2026-06-01T06:47:02Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the total conversion in which this campaign is found, see [[Solaris (TC)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is the first campaign released with the total conversion project bearing the same name. Its sequel is [[Black Sun]].&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
[[Image:SolarisDemoLogo.png|240px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Author: Darius &amp;lt;br&amp;gt;&lt;br /&gt;
Missions: 10 &amp;lt;br&amp;gt;&lt;br /&gt;
Released: June 9th, 2019&lt;br /&gt;
&lt;br /&gt;
===Plotline===&lt;br /&gt;
&#039;&#039;&amp;quot;The cycle begins again.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is 2476 and a war of bestial savagery looms over the horizon. A young Commonwealth pilot is eager to trade a quiet backwater station post for front-line duty, but be careful what you wish for...&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
* Standalone total conversion&lt;br /&gt;
* Fast-paced combat in the vein of Diaspora or Dimensional Eclipse&lt;br /&gt;
* Uses an overhauled AI to create dynamic, intelligent enemies&lt;br /&gt;
* Cinematic battles&lt;br /&gt;
* Epic soundtrack&lt;br /&gt;
* 10-mission first episode of planned wide-ranging story&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=95719.0 &#039;&#039;&#039;Solaris release thread | Hard-Light Productions&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image: SolarisR1-gallery01.jpg | Standing Guard&lt;br /&gt;
Image: SolarisR1-gallery02.jpg | Graveyard&lt;br /&gt;
Image: SolarisR1-gallery03.jpg | Overwhelming Force&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&#039;&#039;oh my god. It&#039;s a darius release.&#039;&#039; - -Joshua-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Black_Sun&amp;diff=67290</id>
		<title>Black Sun</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Black_Sun&amp;diff=67290"/>
		<updated>2026-06-01T06:46:05Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Sun&#039;&#039;&#039; is the second campaign set in the Solaris continuity, and continues the story from the first [[Solaris (campaign)|Solaris campaign]]. The story arc concludes in [[Albion]].&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
[[Image:SolarisBlackSunLogo.png|240px]]&lt;br /&gt;
&lt;br /&gt;
Author: Darius &amp;lt;br&amp;gt;&lt;br /&gt;
Missions: 12 &amp;lt;br&amp;gt;&lt;br /&gt;
Released: October 9th, 2021&lt;br /&gt;
&lt;br /&gt;
===Plotline===&lt;br /&gt;
&#039;&#039;&amp;quot;Night fades, and the black sun rises.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Ross is contacted by an old friend to take up a mercenary job. This seems like a perfect change of pace - but you can&#039;t always run from your past.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
* Standalone total conversion&lt;br /&gt;
* A new 12-mission campaign&lt;br /&gt;
* Fast-paced, intense fighter combat&lt;br /&gt;
* Uses an overhauled AI to create dynamic, intelligent enemies&lt;br /&gt;
* Cinematic battles&lt;br /&gt;
* Epic soundtrack&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=97833.0 &#039;&#039;&#039;Black Sun release thread | Hard-Light Productions&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67178</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67178"/>
		<updated>2026-05-07T15:32:22Z</updated>

		<summary type="html">&lt;p&gt;Darius: /* Children of Renewal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation defines the galactic order. Whether viewed as a benevolent hegemon or a veiled empire, its influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. &lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience&amp;quot;. Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimised for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle. Officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of how they are categorised, the Militia fights wherever the promise of freedom sounds loudest.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity and neo-Mormon theology. Unlike most factions, they possess no standing army. Instead, they operate as a constellation of missionary fleets and humanitarian outposts, bound together by faith in the coming “Promised Land”. All souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Renewal vessels travel the edge of settled space, providing medical aid and repairs to stricken ships. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal mission is often the only source of food or medicine.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67177</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67177"/>
		<updated>2026-05-07T15:32:14Z</updated>

		<summary type="html">&lt;p&gt;Darius: /* Children of Renewal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation defines the galactic order. Whether viewed as a benevolent hegemon or a veiled empire, its influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. &lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience&amp;quot;. Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimised for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle. Officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of how they are categorised, the Militia fights wherever the promise of freedom sounds loudest.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity and neo-Mormon theology. Unlike most factions, they possess no standing army. Instead, they operate as a constellation of missionary fleets and humanitarian outposts, bound together by faith in the coming “Promised Land”. All souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Renewal vessels travel the edge of settled space, providing medical aid and repairs to stricken ships. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal mission is often the only source of food, or medicine.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67176</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67176"/>
		<updated>2026-05-07T15:29:34Z</updated>

		<summary type="html">&lt;p&gt;Darius: /* Children of Renewal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation defines the galactic order. Whether viewed as a benevolent hegemon or a veiled empire, its influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. &lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience&amp;quot;. Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimised for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle. Officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of how they are categorised, the Militia fights wherever the promise of freedom sounds loudest.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements bound together by faith in the coming “Promised Land”. All souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67175</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67175"/>
		<updated>2026-05-07T15:27:54Z</updated>

		<summary type="html">&lt;p&gt;Darius: /* Malika People&amp;#039;s Militia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation defines the galactic order. Whether viewed as a benevolent hegemon or a veiled empire, its influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. &lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience&amp;quot;. Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimised for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle. Officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of how they are categorised, the Militia fights wherever the promise of freedom sounds loudest.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67174</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67174"/>
		<updated>2026-05-07T15:24:29Z</updated>

		<summary type="html">&lt;p&gt;Darius: /* Greater Yamatan Union */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation defines the galactic order. Whether viewed as a benevolent hegemon or a veiled empire, its influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. &lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience&amp;quot;. Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimised for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle. Officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of what they are called, the Militia endures; fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67173</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67173"/>
		<updated>2026-05-07T15:19:01Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation defines the galactic order. Whether viewed as a benevolent hegemon or a veiled empire, its influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. &lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience&amp;quot;. Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimised for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of what they are called, the Militia endures; fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67172</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67172"/>
		<updated>2026-05-07T15:16:06Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation defines the galactic order. Whether viewed as a benevolent hegemon or a veiled empire, its influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil, but the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience.&amp;quot; Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of what they are called, the Militia endures; fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67167</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67167"/>
		<updated>2026-04-09T02:29:43Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation doesn’t just lead the galactic order, it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil, but the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience.&amp;quot; Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of what they are called, the Militia endures; fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67166</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67166"/>
		<updated>2026-04-09T02:29:16Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation doesn’t just lead the galactic order, it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil, but the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience.&amp;quot; Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of what they are called, the Militia endures; fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67165</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67165"/>
		<updated>2026-04-09T02:21:44Z</updated>

		<summary type="html">&lt;p&gt;Darius: improved writing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation doesn’t just lead the galactic order, it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil, but the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience.&amp;quot; Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of what they are called, the Militia endures; fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67023</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67023"/>
		<updated>2025-11-10T16:39:06Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order - it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil, but the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience.&amp;quot; Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of what they are called, the Militia endures; fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67022</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67022"/>
		<updated>2025-11-10T16:37:29Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order - it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil, but the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience.&amp;quot; Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of what they are called, the Militia endures; fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67021</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67021"/>
		<updated>2025-11-10T16:36:44Z</updated>

		<summary type="html">&lt;p&gt;Darius: streamlined the writing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order - it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil, but the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience.&amp;quot; Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve—or a dangerous destabiliser. Regardless of what they are called, the Militia endures—fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Animation.tbl&amp;diff=66325</id>
		<title>Animation.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Animation.tbl&amp;diff=66325"/>
		<updated>2025-09-24T11:26:19Z</updated>

		<summary type="html">&lt;p&gt;Darius: ===$Type: Translation=== ====+Target:==== Fixed wrong description text, need to check if fix is accurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
The new table format to specify subobject animations for models.&lt;br /&gt;
Animations in this form are only added in modular table files which end with -anim.tbm.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=#Animations=&lt;br /&gt;
&lt;br /&gt;
Animations defined here are a pre-defined sequence of movement and actions, that you can then trigger to play/reverse during a mission.&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
*The name used to identify the animation when adding it to a model. Must be unique.&lt;br /&gt;
&lt;br /&gt;
==$Type:==&lt;br /&gt;
*The type of trigger that will start this animation&lt;br /&gt;
**&#039;&#039;&#039;initial&#039;&#039;&#039;&lt;br /&gt;
***Animation is started (and completed) when the mission begins.&lt;br /&gt;
**&#039;&#039;&#039;on-spawn&#039;&#039;&#039;&lt;br /&gt;
***Animation is started once the ship or modelled weapon spawns.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-1&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship follows the docking path.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-2&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship moves to the second to last point in the docking path.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-3&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship is moving onto the dockpoint itself.&lt;br /&gt;
**&#039;&#039;&#039;docked&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started once the ship is docked.&lt;br /&gt;
**&#039;&#039;&#039;primary-bank&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a primary bank is selected (armed).&lt;br /&gt;
**&#039;&#039;&#039;primary-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a primary bank has fired (Useful for recoil or similar things). Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;secondary-bank&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a secondary bank is selected (armed).&lt;br /&gt;
**&#039;&#039;&#039;secondary-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a secondary bank has fired (Useful for recoil or similar things). Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;fighterbay&#039;&#039;&#039;&lt;br /&gt;
***Animation code starts when ship launches from or receives others through its fighterbay.&lt;br /&gt;
**&#039;&#039;&#039;afterburner&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when ships afterburner is engaged.&lt;br /&gt;
**&#039;&#039;&#039;turret-firing&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started while a turret is firing. Gets triggered once a turret starts firing and ends once it has no more targets to shoot.&lt;br /&gt;
**&#039;&#039;&#039;turret-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started whenever a turret has fired (Useful for recoil or similar things). Triggers on each shot. Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;scripted&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when it is triggered with scripts or SEXPs (see [[scripting.tbl]])&lt;br /&gt;
&lt;br /&gt;
===+Triggered By:===&lt;br /&gt;
*Optional more accurate specification of when the animation triggers. Form and value depends on the trigger type. No &amp;lt;tt&amp;gt;+Triggered By:&amp;lt;/tt&amp;gt; usually means &amp;quot;in every applicable case&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;initial&#039;&#039;&#039;, &#039;&#039;&#039;on-spawn&#039;&#039;&#039;, &#039;&#039;&#039;afterburner&#039;&#039;&#039;&lt;br /&gt;
***No further specification is possible, &amp;lt;tt&amp;gt;+Triggered By:&amp;lt;/tt&amp;gt; must not be specified&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-1&#039;&#039;&#039;, &#039;&#039;&#039;docking-stage-2&#039;&#039;&#039;, &#039;&#039;&#039;docking-stage-3&#039;&#039;&#039;, &#039;&#039;&#039;docked&#039;&#039;&#039;&lt;br /&gt;
***The docking port number or name on the ship&lt;br /&gt;
**&#039;&#039;&#039;primary-bank&#039;&#039;&#039;, &#039;&#039;&#039;primary-fired&#039;&#039;&#039;, &#039;&#039;&#039;secondary-bank&#039;&#039;&#039;, &#039;&#039;&#039;secondary-fired&#039;&#039;&#039;&lt;br /&gt;
***The number of the weapon bank&lt;br /&gt;
**&#039;&#039;&#039;fighterbay&#039;&#039;&#039;&lt;br /&gt;
***The number or name of the fighterbay path to open. Can be prefixed with a &amp;lt;tt&amp;gt;NOT&amp;lt;/tt&amp;gt; to trigger when any fighterbay path except for the specified is used.&lt;br /&gt;
**&#039;&#039;&#039;turret-firing&#039;&#039;&#039;, &#039;&#039;&#039;turret-fired&#039;&#039;&#039;&lt;br /&gt;
***The name of the turret subsystem that has fired&lt;br /&gt;
**&#039;&#039;&#039;scripted&#039;&#039;&#039;&lt;br /&gt;
***An arbitrary, user-defined name to specify in a triggering SEXP or Lua method&lt;br /&gt;
&lt;br /&gt;
==$Flags:==&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Some flags are so-called &amp;quot;Auto-resetting&amp;quot; flags. These will cause an animation to not stay in their completed state, but in their untriggered state. This can happen by automatically reversing the animation, resetting it once it is complete, or else, depending on the flag used.&lt;br /&gt;
===&amp;quot;auto reverse&amp;quot;===&lt;br /&gt;
*Once the animation completes, automatically reverse it with no explicit trigger to do so&lt;br /&gt;
**Is an auto-resetting flag&lt;br /&gt;
===&amp;quot;reset at completion&amp;quot;===&lt;br /&gt;
*Once the animation ends, reset its state to the start of the animation. Only useful if the animation ends in the same position as it starts in.&lt;br /&gt;
**Is an auto-resetting flag&lt;br /&gt;
===&amp;quot;loop&amp;quot;===&lt;br /&gt;
*The animation will automatically reverse when complete, and then restart itself once it&#039;s back in it&#039;s original position, repeating infinitely&lt;br /&gt;
**If used together with the &amp;quot;reset at completion&amp;quot; flag, it will instantly snap back to the start and resume playing instead of reversing the animation at completion.&lt;br /&gt;
===&amp;quot;random starting phase&amp;quot;===&lt;br /&gt;
*The animation will start at a random point of its duration instead of at the beginning. Useful if you trigger multiple looping animations at once, but don&#039;t want the animations to synchronize to each other&lt;br /&gt;
===&amp;quot;pause on reverse&amp;quot;===&lt;br /&gt;
*The animation will pause instead of starting in reverse when triggered to play in reverse. This is &#039;&#039;only ever&#039;&#039; useful when using a looping animation with some sort of engine-trigger, like &amp;quot;afterburner&amp;quot;&lt;br /&gt;
{{Table224|&lt;br /&gt;
===&amp;quot;seamless with startup x&amp;quot;===&lt;br /&gt;
*A flag for any animation that is a seamless animation which has a startup prepended. Replace x with the time from which the animation needs to be looped to be seamless. If the animation is started forwards, it&#039;ll play the startup animation, and from then on will repeat from the specified time, playing the animation seamlessly. If reversed, it will play until the point where the seamless animation starts and then repeat back to the animations end. When stop-looping-animation is used, the animation will play until the next time it reaches the point where the seamless part starts, and will then play the startup part in reverse to then stop in its initial state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Segment==&lt;br /&gt;
*Here, the actual animation is specified. The segment that is defined here, needs to be one of the following:&lt;br /&gt;
&lt;br /&gt;
===$Set Orientation:===&lt;br /&gt;
*This segment instantly sets the orientation of a submodel. Especially useful for initial-type animations.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should be at. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Absolute====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this angle is the target angle of this subobject. If not set, this angle is what the submodel is rotated by from its current orientation.&lt;br /&gt;
====&amp;lt;span id=&amp;quot;SubmodelExplanation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;+Submodel:====&lt;br /&gt;
*The name of the submodel this segment applies to.&lt;br /&gt;
**If the target submodel is part of a multipart turret, use &amp;lt;tt&amp;gt;+Turret Base:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Turret Arm:&amp;lt;/tt&amp;gt; respectively instead of &amp;lt;tt&amp;gt;+Submodel:&amp;lt;/tt&amp;gt;, followed by the &#039;&#039;subsystem&#039;&#039; name of the turret.&lt;br /&gt;
***Note that multipart turrets may only be rotated along their axis. Any other rotation or translation is possible (for cutscenes, for example), but will cause undefined behaviour once the turret starts aiming on its own again. Use carefully.&lt;br /&gt;
----&lt;br /&gt;
===$Set Angle:===&lt;br /&gt;
*This segment instantly rotates a submodel on its rotation axis. Useful for initial-type animations, especially on multipart turrets.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should be at. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, angle in degrees&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Rotation:===&lt;br /&gt;
*This segment rotates a submodel. Out of &amp;lt;tt&amp;gt;+Angle:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should rotate by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
=====+Absolute=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this angle is the target angle of this subobject. If not set, this angle is what the submodel is rotated by from its current orientation. Note, that this will almost certainly require acceleration values in all three axes to be non-zero and large enough for the movement, unless acceleration is omitted for pure linear motion.&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines rotation direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the rotation might not be fully completed. Depends on rotation mode:&lt;br /&gt;
***&#039;&#039;&#039;Angle+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target angle within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Angle+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the angle is reached.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the rotation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Axis Rotation:===&lt;br /&gt;
*This segment rotates a submodel around a specified axis. Out of &amp;lt;tt&amp;gt;+Angle:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Axis:====&lt;br /&gt;
*Specified the axis this submodel will rotate around. Does not need to be normalized&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should rotate by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines rotation direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second &lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the rotation might not be fully completed. Depends on rotation mode:&lt;br /&gt;
***&#039;&#039;&#039;Angle+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target angle within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Angle+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the angle is reached.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the rotation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second squared&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
{{Table224|&lt;br /&gt;
===$Translation:===&lt;br /&gt;
*This segment moves a submodel. Out of &amp;lt;tt&amp;gt;+Vector:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Vector:====&lt;br /&gt;
*Sets the movement vector this submodel should move by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
=====+Absolute=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this position is the target position of this subobject within the defined reference frame. If not set, this position is what the submodel is moved by from its current position. Note, that this will almost certainly require acceleration values in all three axes to be non-zero and large enough for the movement, unless acceleration is omitted for pure linear motion.&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should move at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines movement direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the movement.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the translation might not be fully completed. Depends on translation mode:&lt;br /&gt;
***&#039;&#039;&#039;Vector+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target vector within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Vector+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the movement is completed.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the translation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second squared&lt;br /&gt;
====+Coordinate System:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the coordinate system this translation operates in. One of:&lt;br /&gt;
**&#039;&#039;&#039;Parent&#039;&#039;&#039; - The translation is in the coordinate system of its parent submodel (so, unless the parent submodel is rotated, the same as the ship&#039;s local coordinates).&lt;br /&gt;
**&#039;&#039;&#039;Local at start&#039;&#039;&#039; - The translation is in the coordinate system of this submodel as it is once the translation starts, not considering other animations.&lt;br /&gt;
**&#039;&#039;&#039;Local current&#039;&#039;&#039; - The translation is in the coordinate system of this submodel as it is currently. This includes rotations parallel to the translation, even from other animations.&lt;br /&gt;
*Defaults to &#039;&#039;&#039;Parent&#039;&#039;&#039; when not set.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Inverse Kinematics:===&lt;br /&gt;
*This segment performs inverse kinematics to position a submodel by rotating individual parts of a chain of submodels. It is highly recommended to not run any other animation in parallel to an inverse kinematic segment that operates on one of the chain&#039;s submodules.&lt;br /&gt;
====+Target Position:====&lt;br /&gt;
*Sets the position the last link in the submodule chain should be after the IK segment is complete. Relative to the first link in the chain.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Target Orientation:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the orientation the last link in the submodule chain should be after the IK segment is complete. If left out, it will be in the same orientation as the penultimate link. Relative to the first link in the chain.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time the movement should take.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====$Chain Link:====&lt;br /&gt;
*Specifies the individual links. This and all following properties of this segment are repeated for each chain link. There need to be at least two chain links for the IK segment.&lt;br /&gt;
*Each new chain link&#039;s submodel &#039;&#039;must&#039;&#039; be a direct child of the preceding chain link&#039;s submodel in the pof it is applied to&lt;br /&gt;
=====+Submodel:=====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
=====+Acceleration:=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: Make &#039;&#039;absolutely&#039;&#039; sure that the acceleration is sufficient for the submodel to reach where it needs to go in the time specified, or the chain will not end up where you specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
=====+Constraint=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Can be used to constrain the movement of the current chain link relative to its parent. Either of:&lt;br /&gt;
**&#039;&#039;&#039;Window&#039;&#039;&#039;, used to specify a maximum x, y, z rotation of this submodel&lt;br /&gt;
***&#039;&#039;&#039;+Window Size:&#039;&#039;&#039; Specifies this window, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees&lt;br /&gt;
**&#039;&#039;&#039;Hinge&#039;&#039;&#039;, used to constrain the chain link to rotate on an axis (note, can cause problems, especially as the first link. If issues occur, report them please)&lt;br /&gt;
***&#039;&#039;&#039;+Axis:&#039;&#039;&#039; Specifies the rotation axis, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
----&lt;br /&gt;
===$Sound During:===&lt;br /&gt;
*Plays a sound during another segment&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, a 3D-Sound played with this segment will be anchored to the submodels position. If not set, any sounds will be played as 2D-Sounds&lt;br /&gt;
**Syntax: [[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
====+Start:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be played once the child segment starts&lt;br /&gt;
====+Loop:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be looped while the child segment runs&lt;br /&gt;
====+End:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be played once the child segment ends&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*The additional radius for a 3D-Sound playing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;,&lt;br /&gt;
====+Position:====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: The additional offset of the sound position from the submodel center. Only valid if &amp;lt;tt&amp;gt;+Submodel:&amp;lt;/tt&amp;gt; is set&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
}}&lt;br /&gt;
====+Flip When Reversed====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, when the animation is played in reverse, the start sound will play first (so technically at the end of the animation), and the end sound will play once the segment has completely reset.&lt;br /&gt;
====+Don&#039;t Interrupt Playing Sounds====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, playing sounds will not be stopped once they start playing. This means start sounds will not be interrupted by end sounds or the end of the segment.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Child Segment====&lt;br /&gt;
Specify a child segment here by normal [[#Segment|segment definition rules]], during which the sound should play.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Wait:===&lt;br /&gt;
*A segment to wait for a specific time.&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Wait for a specified time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
----&lt;br /&gt;
===$Segment Sequential:===&lt;br /&gt;
*Perform different segments one after another. The length of this segment is the sum of the length of the child segments.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If a submodel is specified here, it is automatically applied to the child segments, which then don&#039;t need to specify a submodel themselves. Explicit definitions by child segments override this setting.&lt;br /&gt;
[[#SubmodelExplanation|See above as for how to specify a submodel]]&lt;br /&gt;
====Child Segments====&lt;br /&gt;
Specify any number of child segments here by normal [[#Segment|segment definition rules]] that should be played one after another.&lt;br /&gt;
====+End Segment====&lt;br /&gt;
Once the last child segment of this sequence is specified, &amp;lt;tt&amp;gt;+End Segment&amp;lt;/tt&amp;gt; must follow.&lt;br /&gt;
----&lt;br /&gt;
===$Segment Parallel:===&lt;br /&gt;
*Perform different segments at the same time. The length of this segment is defined by the longest child segment.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If a submodel is specified here, it is automatically applied to the child segments, which then don&#039;t need to specify a submodel themselves. Explicit definitions by child segments override this setting.&lt;br /&gt;
[[#SubmodelExplanation|See above as for how to specify a submodel]]&lt;br /&gt;
====Child Segments====&lt;br /&gt;
Specify any number of child segments here by normal [[#Segment|segment definition rules]] that should be played at the same time.&lt;br /&gt;
====+End Segment====&lt;br /&gt;
Once the last child segment of this sequence is specified, &amp;lt;tt&amp;gt;+End Segment&amp;lt;/tt&amp;gt; must follow.&lt;br /&gt;
&lt;br /&gt;
=#Moveables=&lt;br /&gt;
&lt;br /&gt;
Unlike normal Animations, moveables can only define one specific type of movement, but its movement targets can be set at runtime through SEXP.&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
*The name used to identify the animation when adding it to a model. Must be unique.&lt;br /&gt;
&lt;br /&gt;
===$Type: Orientation===&lt;br /&gt;
This can be used to set the orientation of a submodel during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the pitch, heading and bank in degrees the submodels orientation should be set to.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should point to at the start of the mission. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Rotation===&lt;br /&gt;
This can be used to slowly rotate a submodel to a new target orientation during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the pitch, heading and bank in degrees the submodel should then rotate towards.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should point to at the start of the mission. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is ignored. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 in any axis.&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Axis Rotation===&lt;br /&gt;
This can be used to slowly rotate a submodel around an axis during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects one number after the moveable name: the new angle this submodule should rotate towards.&lt;br /&gt;
====+Axis:====&lt;br /&gt;
*Sets the axis that the moveable should rotate around&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, does not need to be normalized&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is ignored. Must not be 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 if specified&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Type: Translation===&lt;br /&gt;
{{Table232|&lt;br /&gt;
This can be used to slowly translate a submodel to a new target position during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the x, y and z in 100th&#039;s of a meter the submodel should move towards.&lt;br /&gt;
====+Target:====&lt;br /&gt;
*Sets the distance this submodel should travel. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should move at. The sign is ignored. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second squared&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Inverse Kinematics===&lt;br /&gt;
This moveable performs inverse kinematics to position a submodel by rotating individual parts of a chain of submodels&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: The x, y and z position of the target, in 0.01 meters. Optionally, add the pitch, heading and bank in degrees to specify the end effector orientation target.&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time any movement should take.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====$Chain Link:====&lt;br /&gt;
*Specifies the individual links. This and all following properties of this segment are repeated for each chain link. There need to be at least two chain links for the IK segment.&lt;br /&gt;
*Each new chain link&#039;s submodel &#039;&#039;must&#039;&#039; be a direct child of the preceding chain link&#039;s submodel in the pof it is applied to&lt;br /&gt;
=====+Submodel:=====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
=====+Acceleration:=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: Make &#039;&#039;absolutely&#039;&#039; sure that the acceleration is sufficient for the submodel to reach where it needs to go in the time specified, or the chain will not end up where you specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
=====+Constraint=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Can be used to constrain the movement of the current chain link relative to its parent. Either of:&lt;br /&gt;
**&#039;&#039;&#039;Window&#039;&#039;&#039;, used to specify a maximum x, y, z rotation of this submodel&lt;br /&gt;
***&#039;&#039;&#039;+Window Size:&#039;&#039;&#039; Specifies this window, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees&lt;br /&gt;
**&#039;&#039;&#039;Hinge&#039;&#039;&#039;, used to constrain the chain link to rotate on an axis (note, can cause problems, especially as the first link. If issues occur, report them please)&lt;br /&gt;
***&#039;&#039;&#039;+Axis:&#039;&#039;&#039; Specifies the rotation axis, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Animations&lt;br /&gt;
&lt;br /&gt;
$Name: Lid&lt;br /&gt;
$Type: scripted&lt;br /&gt;
+Triggered By: openlid&lt;br /&gt;
$Rotation:&lt;br /&gt;
+Angle: 70,0,0&lt;br /&gt;
+Time: 5&lt;br /&gt;
+Acceleration: 17,0,0&lt;br /&gt;
+Submodel: lid&lt;br /&gt;
&lt;br /&gt;
$Name: Wings&lt;br /&gt;
$Type: on-spawn&lt;br /&gt;
$Flags: ( &amp;quot;Loop&amp;quot; )&lt;br /&gt;
$Segment Parallel: &lt;br /&gt;
	$Rotation:&lt;br /&gt;
	+Angle: 0,0,150&lt;br /&gt;
	+Time: 1.5&lt;br /&gt;
	+Acceleration: 0,0,50&lt;br /&gt;
	+Submodel: wingleft&lt;br /&gt;
	$Rotation:&lt;br /&gt;
	+Angle: 0,0,-150&lt;br /&gt;
	+Time: 1.5&lt;br /&gt;
	+Acceleration: 0,0,50&lt;br /&gt;
	+Submodel: wingright&lt;br /&gt;
+End Segment&lt;br /&gt;
&lt;br /&gt;
$Name: HangarDoor3&lt;br /&gt;
  $Type: scripted&lt;br /&gt;
    +Triggered By: HangarDoor3_Toggle&lt;br /&gt;
  $Sound During:&lt;br /&gt;
    +Loop: 175&lt;br /&gt;
    +Radius: 100&lt;br /&gt;
  $Axis Rotation:&lt;br /&gt;
    +Axis: -0.5, 0.0, -0.866&lt;br /&gt;
    +Angle: -90&lt;br /&gt;
    +Time: 5.0&lt;br /&gt;
    +Submodel: HangarDoor03&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
#Moveables&lt;br /&gt;
&lt;br /&gt;
$Name: Canard&lt;br /&gt;
$Type: Rotation&lt;br /&gt;
+Angle: 0,0,0&lt;br /&gt;
+Velocity: 20,20,20&lt;br /&gt;
+Submodel: canard&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66309</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66309"/>
		<updated>2025-09-06T13:28:34Z</updated>

		<summary type="html">&lt;p&gt;Darius: Sample&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SolarisLogo2.png&amp;diff=66306</id>
		<title>File:SolarisLogo2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SolarisLogo2.png&amp;diff=66306"/>
		<updated>2025-08-30T12:44:54Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:SolarisLogo2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Albion&amp;diff=66260</id>
		<title>Albion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Albion&amp;diff=66260"/>
		<updated>2025-07-26T14:14:10Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albion&#039;&#039;&#039; is the third campaign in the Solaris continuity, and finishes the story arc started in [[Black Sun]].&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
[[Image:SolarisAlbionLogo.png|240px]]&lt;br /&gt;
&lt;br /&gt;
Author: Darius &amp;lt;br&amp;gt;&lt;br /&gt;
Missions: 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Released: 25 July, 2025&lt;br /&gt;
&lt;br /&gt;
===Plotline===&lt;br /&gt;
&#039;&#039;&amp;quot;You&#039;re not alone.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A Commonwealth battle squadron arrives in Sulsia and prepares for war. Ross travels down the path of self-realisation, and finds acceptance in the most unlikely of places.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=99701&#039;&#039;&#039;Albion release thread | Hard-Light Productions&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66253</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66253"/>
		<updated>2025-07-24T14:39:43Z</updated>

		<summary type="html">&lt;p&gt;Darius: intro and gameplay cutscenes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization—a stabilising force in an otherwise volatile galaxy. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders. The Federation’s institutions are robust, its cultural exports omnipresent, and its fleet unmatched in size.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install “friendly” regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order—it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere, and its reach seldom questioned.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil—it&#039;s the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and “civic resilience.” Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes—especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. In the Commonwealth, one’s title is earned by action more than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings, anti-monarchist insurgencies, and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia; it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements; lower castes perform logistical, agricultural, or menial duties, often in lifelong devotion to their local daimyō. While the system appears oppressive, many citizens embrace it—believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve—or a dangerous destabiliser. Regardless of what they are called, the Militia endures—fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SolarisLogo2.png&amp;diff=66252</id>
		<title>File:SolarisLogo2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SolarisLogo2.png&amp;diff=66252"/>
		<updated>2025-07-22T13:36:44Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:SolarisLogo2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66251</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66251"/>
		<updated>2025-07-22T06:44:01Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization—a stabilising force in an otherwise volatile galaxy. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders. The Federation’s institutions are robust, its cultural exports omnipresent, and its fleet unmatched in size.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install “friendly” regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order—it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere, and its reach seldom questioned.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil—it&#039;s the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and “civic resilience.” Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes—especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. In the Commonwealth, one’s title is earned by action more than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings, anti-monarchist insurgencies, and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia; it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements; lower castes perform logistical, agricultural, or menial duties, often in lifelong devotion to their local daimyō. While the system appears oppressive, many citizens embrace it—believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve—or a dangerous destabiliser. Regardless of what they are called, the Militia endures—fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;8AJFfbnYreU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;-odgGMlEQx4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
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		<updated>2025-07-22T06:35:21Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:FederationLogo.png&lt;/p&gt;
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		<updated>2025-07-21T16:38:20Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:FederationLogo.png&lt;/p&gt;
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		<updated>2025-07-21T16:37:42Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:CombineLogo.png&lt;/p&gt;
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		<updated>2025-07-21T16:35:32Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:CommonwealthLogo.png&lt;/p&gt;
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		<updated>2025-07-21T16:34:42Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:UnionLogo.png&lt;/p&gt;
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		<updated>2025-07-21T16:09:22Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:SpeciesMIR.png&lt;/p&gt;
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		<updated>2025-07-21T15:36:02Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:RepubliqueLogo.png&lt;/p&gt;
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		<updated>2025-07-21T15:12:11Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:UnionLogo.png&lt;/p&gt;
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		<updated>2025-07-21T13:29:18Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:KaiserreichLogo.png&lt;/p&gt;
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66241</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66241"/>
		<updated>2025-07-21T12:57:18Z</updated>

		<summary type="html">&lt;p&gt;Darius: punctuation&lt;/p&gt;
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&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|80px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization—a stabilising force in an otherwise volatile galaxy. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders. The Federation’s institutions are robust, its cultural exports omnipresent, and its fleet unmatched in size.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install “friendly” regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order—it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere, and its reach seldom questioned.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|80px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil—it&#039;s the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and “civic resilience.” Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes—especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|80px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. In the Commonwealth, one’s title is earned by action more than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|80px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings, anti-monarchist insurgencies, and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia; it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|80px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements; lower castes perform logistical, agricultural, or menial duties, often in lifelong devotion to their local daimyō. While the system appears oppressive, many citizens embrace it—believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|80px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve—or a dangerous destabiliser. Regardless of what they are called, the Militia endures—fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;8AJFfbnYreU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;-odgGMlEQx4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66215</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66215"/>
		<updated>2025-07-07T06:58:53Z</updated>

		<summary type="html">&lt;p&gt;Darius: /* Rheinische Kaiserreich */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|80px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization—a stabilising force in an otherwise volatile galaxy. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders. The Federation’s institutions are robust, its cultural exports omnipresent, and its fleet unmatched in size.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install “friendly” regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order—it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere, and its reach seldom questioned.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|80px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil—it&#039;s the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and “civic resilience.” Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes—especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|80px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. In the Commonwealth, one’s title is earned by action more than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|80px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty—a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé—the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
Its navy—the La Marina—is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings, anti-monarchist insurgencies, and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia—it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|80px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements; lower castes perform logistical, agricultural, or menial duties, often in lifelong devotion to their local daimyō. While the system appears oppressive, many citizens embrace it—believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|80px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine—an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path—neither fully aligned with the Commonwealth nor hostile to the Combine—hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve—or a dangerous destabiliser. Regardless of what they are called, the Militia endures—fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;8AJFfbnYreU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;-odgGMlEQx4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66214</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66214"/>
		<updated>2025-07-07T06:53:25Z</updated>

		<summary type="html">&lt;p&gt;Darius: /* Campaigns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|80px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization—a stabilising force in an otherwise volatile galaxy. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders. The Federation’s institutions are robust, its cultural exports omnipresent, and its fleet unmatched in size.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install “friendly” regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order—it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere, and its reach seldom questioned.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|80px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil—it&#039;s the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and “civic resilience.” Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes—especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|80px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. In the Commonwealth, one’s title is earned by action more than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|80px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty—a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé—the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
Its navy—the La Marina—is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings, anti-monarchist insurgencies, and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia—it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|80px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements; lower castes perform logistical, agricultural, or menial duties, often in lifelong devotion to their local daimyō. While the system appears oppressive, many citizens embrace it—believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|80px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbors.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine—an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path—neither fully aligned with the Commonwealth nor hostile to the Combine—hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve—or a dangerous destabiliser. Regardless of what they are called, the Militia endures—fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;8AJFfbnYreU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;-odgGMlEQx4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66200</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66200"/>
		<updated>2025-07-04T11:03:34Z</updated>

		<summary type="html">&lt;p&gt;Darius: kaiserreich faction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*Albion (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|80px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization—a stabilising force in an otherwise volatile galaxy. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders. The Federation’s institutions are robust, its cultural exports omnipresent, and its fleet unmatched in size.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install “friendly” regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order—it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere, and its reach seldom questioned.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|80px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil—it&#039;s the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and “civic resilience.” Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes—especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|80px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. In the Commonwealth, one’s title is earned by action more than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|80px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty—a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé—the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
Its navy—the La Marina—is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings, anti-monarchist insurgencies, and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia—it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|80px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements; lower castes perform logistical, agricultural, or menial duties, often in lifelong devotion to their local daimyō. While the system appears oppressive, many citizens embrace it—believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|80px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbors.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine—an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path—neither fully aligned with the Commonwealth nor hostile to the Combine—hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve—or a dangerous destabiliser. Regardless of what they are called, the Militia endures—fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;8AJFfbnYreU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;-odgGMlEQx4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:ReichCarrier.png&amp;diff=66199</id>
		<title>File:ReichCarrier.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:ReichCarrier.png&amp;diff=66199"/>
		<updated>2025-07-04T10:53:38Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66196</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=66196"/>
		<updated>2025-06-29T15:33:23Z</updated>

		<summary type="html">&lt;p&gt;Darius: Rewrote faction entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*Albion (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|80px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Peace Through Strength&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization—a stabilising force in an otherwise volatile galaxy. Its federal government, elected by a wide-ranging electorate, functions in concert with a powerful defense establishment and a sprawling network of corporate stakeholders. The Federation’s institutions are robust, its cultural exports omnipresent, and its fleet unmatched in size.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong executive. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris; supporters claim it’s the reason the Federation endures.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install “friendly” regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
Beneath the noble rhetoric lies a hard truth: the Federation doesn’t just lead the galactic order—it defines it. Whether viewed as a benevolent hegemon or a veiled empire, the Federation’s influence is everywhere, and its reach seldom questioned.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|80px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. To Combine leadership, authoritarianism is not an evil—it&#039;s the only thing that works.&lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and “civic resilience.” Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimized for pre-emptive strikes—especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian; its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees: shelter, education, order. The state may be intrusive, but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|80px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. Ruled by King Edward Wynson, a widely respected sovereign believed by many to possess a gift for political foresight, the Commonwealth positions itself as a principled middle path between autocracy and populism.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. In the Commonwealth, one’s title is earned by action more than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, its neutrality strategic, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|80px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty—a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé—the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
Its navy—the La Marina—is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings, anti-monarchist insurgencies, and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia—it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|80px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements; lower castes perform logistical, agricultural, or menial duties, often in lifelong devotion to their local daimyō. While the system appears oppressive, many citizens embrace it—believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle—officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve—or a dangerous destabiliser. Regardless of what they are called, the Militia endures—fighting, fragmenting, and reforming wherever the promise of freedom collides with the reality of control.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity, neo-Mormon theology, and zen-like asceticism. Unlike most factions, they possess no standing army, no territorial ambitions, and no central command. Instead, they operate as a constellation of missionary fleets, humanitarian stations, and outreach settlements—bound together by faith in the coming “Promised Land” and the belief that all souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Children of Renewal vessels travel the edge of settled space, providing medical aid, repairs, and guidance to stranded travellers. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts, perform religious rites, and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal station is often the only source of order, food, or medicine.&lt;br /&gt;
&lt;br /&gt;
Their influence spreads not through conquest, but through quiet presence. They do not seek converts—they invite wanderers.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;8AJFfbnYreU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;-odgGMlEQx4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=65856</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=65856"/>
		<updated>2024-09-28T04:38:49Z</updated>

		<summary type="html">&lt;p&gt;Darius: tidying up the writing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*Albion (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
The Miranda Accord of 2436 was signed into effect amongst the ashes of the Great War. The war was remarkable in its excess, harkening to the unrestrained industrialised warfare of centuries ago. Unrestricted nuclear orbital bombardment had left several planets ecologically devastated, including Earth. Billions had died. Humanity would not survive another such war.&lt;br /&gt;
&lt;br /&gt;
A conference attended by representatives of every sovereign star nation set into motion a solemn, binding vow - never again will such horrors be repeated.&lt;br /&gt;
&lt;br /&gt;
In addition to finalising the terms of armistice, a major tenet of the treaty restricted the storage and deployment of spaceborne nuclear weapons to the three recognised Great Powers: the Atlantean Federation, Sinarus Combine and Alban Commonwealth. If any other nation violated these restrictions, an automatic declaration of war by the Great Powers would be enacted to enforce the treaty.&lt;br /&gt;
&lt;br /&gt;
The balance of power to enforce this treaty has been upended by the explosive expansion of the Atlantean Federation Navy, which now doubles the combined tonnage of the Commonwealth and Combine navies. Dissenting voices questioning the relevance of the Miranda Accord have been increasing, with many political commentators suggesting the need of a new Accord to limit naval construction.&lt;br /&gt;
&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|80px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|480px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Liberty. Independence. Justice.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alantean Federation is the pre-eminent military and economic power in the galaxy. Federation borders make up a vast area of territory in the Orion Arm almost 500 light years across, and encompasses dozens of multi-system subnations under the umbrella of a mutual defense pact. The Federation is by far the most heterogenous of the Terran Great Powers, which it champions as its biggest strength. However, this heterogeneity makes for an administrative nightmare, and the Federation strains under the tension of balancing member systems economic and political autonomy with the need for a centralised government to efficiently manage an increasingly hungry military budget.&lt;br /&gt;
&lt;br /&gt;
The Federation is a federal republic and a representative democracy. Sovereignity is shared between the national and subnational levels of government, with subnational governments representing the various polities that make up the Federation. Military spending and procurement is traditionally under the purview of the National Fleet Department but there have been increasing calls from subnational members for more financial autonomy, including military funding.&lt;br /&gt;
&lt;br /&gt;
Federation naval doctrine begins and ends with working around the difficulties of covering a vast area of space. The Federation Navy is numerous, with a focus on maximising power projection and strategic reach of its task groups. Carrier strike groups are thus highly represented in the Federation Navy, with a fleet doctrine based around utilising numerous strikecraft as the mainstay of power projection. Supporting cruisers and other escorts armed with multiple small-calibre autocannons are effective enough in ship-to-ship combat but these units are not designed to provide the primary offensive punch. As a result, the Federation makes limited use of anti-ship missiles in its direct combat units, opting instead to install them on carriers and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation Navy is by far the largest of the Great Powers by numbers and tonnage, twice as large as the Sinarussian and Alban fleets combined. The Navy operates a National Service model with those undertaking compulsory military service primarily assigned to support or logistics duties. Combat elements of the fleet are made up by regular servicemen and volunteers, with occasional representatives from other navies rotating through as part of an exchange program.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|80px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|480px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The successor state of the Sol Combine is a shadow of its progenitor. Rising from the ashes of Earth&#039;s devastation, the leaders of the once-monolithic administrative and political core of Humanity collectively dusted themselves off and set about rebuilding anew. The economic fortunes of the Old World were left in ruins and significant challenges were faced by it&#039;s inheritors - densely populated systems previously dependant on Earth&#039;s infrastructure needed to be supplied, with resource-rich systems in the periphery having been ceded to the Federation.&lt;br /&gt;
&lt;br /&gt;
What the Combine did have was population. The ruling government mobilised entire swathes of society into rebuilding the industrial infrastructure. Outside investment was encouraged, creating the capital to expand further. Combine leaders were decisive and utterly efficient - there was no room for error. Political dissent was pursued and quashed, with power increasingly concentrated at the upper echelons of the single-party government. Effective propaganda dissemination by the government ensured everyone knew this was a necessary sacrifice to ensure a future for generations to come.&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine star fleet benefited from an extensive modernisation program. Combine warships were designed with an emphasis on flexibility of movement and firepower. The Combine Navy emphasises a &amp;quot;First Strike&amp;quot; battle doctrine, utilising shock jump attacks with large-calibre weapons and heavy missiles. Combine battlecruisers with their balance of mobility and firepower have developed a fearsome reputation in the galaxy after several demonstrations of this doctrine. However, the Combine fleet has not been able to keep up in tonnage with the Federation, being one third the size of it&#039;s Great Power rival&#039;s.&lt;br /&gt;
&lt;br /&gt;
Combine warships extensively utilise heavy anti-ship missiles as well as batteries of large-calibre mass drivers. Rather than concentrate fighters and other strike craft in large carriers, Combine battle squadrons are instead supplemented by numerous small support carriers for defensive purposes. These support carriers are often produced in substantial numbers: the Khopesh aviation frigates are by far most widely produced warship class in the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|80px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|480px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the political landscape of the 25th century, a monarch as the head of state of a Great Power seems almost fanciful. Despite this, the Alban Commonwealth has emerged as the standard bearer for tolerance, social justice and non-partisanship in an increasingly hostile galaxy. The Commonwealth is a constitutional monarchy ruled by the youthful Edward Wynson, a perspicacious and well-loved sovereign. Rumours circulate regarding House Wynson&#039;s ability to read and influence people, a trait shared by each generation of Wynson monarchs. This ability has taken on an almost mystical status from various embellishments over time, and the origin of King Edward&#039;s talent is kept a closely guarded national secret.&lt;br /&gt;
&lt;br /&gt;
Fortune and foresight secured Commonwealth power. The capital system of Alba is the nexus of a densely populated hyperspace network, with extensive trading lanes established rapidly after the system was colonised. The Commonwealth&#039;s economy almost exclusively relies on trade, with Alban corporations maintaining some of the largest merchant navies in the galaxy.&lt;br /&gt;
&lt;br /&gt;
During the final stages of the Great War, the Commonwealth took advantage of a unique opportunity to offer its services at mediation. In a diplomatic triumph, the Commonwealth arbitrated terms that satisfied both the Federation&#039;s territorial demands and the Combine&#039;s need to save face to its citizens. In 2436, the Alban Commonwealth chaired a conference attended by representatives from every independent star nation to draft the Miranda Accord. The prestige secured the recognition of the Commonwealth as a Great Power. Though not the military or industrial equal of the Federation or Combine, the Commonwealth still commands substantial economic and cultural power.&lt;br /&gt;
&lt;br /&gt;
Commonwealth military strengths lie in research and development, personnel training and naval intelligence. His Majesty&#039;s Navy is the smallest of the three Great Powers, only half the size of the Combine&#039;s and one sixth the size of the Federation. Commonwealth foreign policy has thus been to form coalitions with allied nations to offset the numerical and mass disadvantage. Commonwealth military doctrine revolves around numerous cruiser patrols safeguarding the extensive trade lanes - the source of the nation&#039;s wealth. With the added clout of being a Great Power came increasing calls for naval funding of capital ship construction and increased power projection.  However, financing the significant operating expenses of the new Regent-class dreadnoughts remains a point of contention in the Alban parliament.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
The central powers of the Combine and Federation dominate the heavily populated first colonies of humankind. Out in the anti-Spinward peripheries of the Orion arm, however, smaller powers jostle amongst each other for advantage. Middle powers can often approach Great Powers in terms of conventional military. For example, though the rising power of the Alban Commonwealth helps acts as a tempering force for regional tensions, the newly minted Great Power lacks the monolithic influence of the two premier powers in Terran space, and the primacy of its conventional military remains fragile.&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|80px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|480px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
The Republique Jacobine is a Terran Middle Power born out of the rapid and tumultous colonisation throughout the Cygnus Reaches, with a combination of shrewd economic management and military successes consolidating Jacobine power in the region. The Republique is an ambitious rising power convinced of it&#039;s place among the stars, willing to advance Jacobine national interests where possible. Several naval outposts based in neutral or friendly nations form the mainstay of Jacobine power projection.&lt;br /&gt;
&lt;br /&gt;
Though officially a democratic parliamentary government, the Republique government tends to employ authoritarian practices as part of nation building, social engineering and promoting of civic values. Part of this is a self-described necessity against the unstable and hostile environment of the Cygnus Reaches. Other justifications include ensuring the Republique remains a strong and stable nation able to overpower rival nations and competitors. Economically the Jacobines benefit from proximity to the dense trade lanes shared by the Alban Commonwealth, though this same proximity was the source of much tension with the Commonwealth for decades.&lt;br /&gt;
&lt;br /&gt;
Relations with the Alban Commonwealth were reset with the Pour Toujours Entente, signed in 2436 shortly after the nuclear destruction of Earth. This marked the beginning of forty years of scientific, military and economic cooperation between the two nations. Recent years have seen a concerted effort by the Jacobine and Alban Parliaments to create a bloc separate to the Sinarus and Atlantean behemoths. &lt;br /&gt;
&lt;br /&gt;
The La Marine is one of the most capable spacefaring navies in Terran space, operating a fleet of advanced warships. Recent territorial expansions and establishment of distant naval bases has increased the operational requirements of the Republican Navy, with a concomitant increase in shipbuilding and hull numbers. Republique military doctrine favours employing large numbers of fast, high-endurance warships able to operate far from friendly bases and infrastructure. Regular combined exercises with Commonwealth forces ensure a high degree of interoperability between the two navies. As part of a combined expeditionary force, Jacobine warships are expected to provide the bulk of escort hull numbers for the Commonwealth&#039;s dreadnought battle groups. In this role, the Jacobine Navy expects to complement, rather than compete with the Commonwealth Navy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|80px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|480px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
The powerful Greater Yamatan Union ranks among the Middle Powers. The vast regions of the Cygnan Wastelands belong to those strong enough to claim them, and strongest among these is the Khan-like Kamaro, overseer and High Dragon of the Union. Militant and isolationist, the Yamatan people have embraced a mechanistic, materialistic worldview, leaving little room for luxury or frivolity. &lt;br /&gt;
&lt;br /&gt;
The Yamatan Union is ruled by the overseer Shin Kamaro, whose iron hand has been credited with forging a powerful nation state in the hostile but resource-rich regions of the Cygnus Wastelands. A sprawling region of space known for intense gravitational anomalies and magnetic storms, astrogation is hazardous, often requiring the use of navigational buoys and waystations to guide spacecraft. Yamatan space lies at the very edge of colonised space in the Orion Arm, and the extent of the Union&#039;s territory is unconfirmed. Estimates place the size and extent of the Union&#039;s domain as second only to that of the Federation.&lt;br /&gt;
&lt;br /&gt;
A dearth of Earth-like planets has forced swathes of the Yamatan population to adapt to hostile environments, with a substantial proportion of Yamatans living in monolithic megacities or self-sustainable space habitats. The Yamatan Union routinely applies bioprosthetic enhancement technology to its citizens, with labourers and soldiers receiving particularly drastic augmentations. The psychological unease from outsiders regarding the extent of these modifications as well as condemnation over the sometimes brutal regimentation of Yamatan citizens has placed the Union at odds with other Cygnus Region nations. The Yamatan Union is particularly hostile towards the Alban Commonwealth, who it sees as undermining expansion of the Yamatan sphere of influence.&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Navy is the primary tool for advancing national interests in a nation with ambitions towards Great Power status with a conventional space military that rivals the Alban Commonwealth. Compulsory military service is enforced for all Yamatan citizens above a certain age, who upon completing their service hold reservist status for life. Union warships are stripped down, heavily armed weapons platforms that seem primitive in comparison to warships of other Middle Powers, but the martial nature of Yamatan society combined with comprehensive military training has given the Union Navy a formidable reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
Though hyperspace lanes provide natural points of interest and roads for expansion, the huge distances involved present challenges for national governments to maintain the infrastructure required for effective and cohesive running of a state. &lt;br /&gt;
&lt;br /&gt;
When weaker nations are unable to provide security or maintain the loyalty of their populations, non-state armed groups such as citizen militias, criminal organisations and warlords develop as alternatives to governance by the state. These groups vary widely in capability and goals, but all contribute to the challenges faced by governing states in the 23rd century.&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|480px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
The Malika People&#039;s Militia is officially classified as a Violent Non-State Actor.&lt;br /&gt;
&lt;br /&gt;
The Fringe is a vast, sparsely populated region of space at the rimward edge of the Orion Arm, notable for an abundance of mineral resources. The Sulsian Hegemony had an iron grip on the major population centres, but corrupt bureaucracy and underdeveloped infrastructure allowed various militia groups in the region to flourish. Chief among these groups was the Malika People&#039;s Militia.&lt;br /&gt;
&lt;br /&gt;
The Malika People&#039;s Militia is a disparate coalition of paramilitary organisations, warbands and armed worker groups across Fringe space, mustering under the banner of mercenary-turned-corsair Andri Gadaria. The overarching creed of the Militia is the &amp;quot;liberation of all indentured workers from exploitation,&amp;quot; and &amp;quot;the right to Self-Determination&amp;quot;. In practice, this means utilising violence to disrupt or control Sulsian resource operations, bringing &amp;quot;what is rightfully ours&amp;quot; to the Malikan people. Despite Gadaria&#039;s stated aims to found a Malikan nation, the Malikans do not yet have a centralised government, with various groups in the Fringe still maintaining their own localised rule. Alban Naval Intelligence&#039;s impressions of Gadaria&#039;s activities suggest that he is making preparations to transition these groups to a central planetary government, despite the Malikans not yet having settled a capital world.&lt;br /&gt;
&lt;br /&gt;
The Militia had an unassuming beginning as an armed rebellion on the asteroid mining hub Jotram Station in 2473. Already a precarious situation due to unsafe working conditions with minimal pay, the powder keg exploded when an engineering failure led to a loss of critical supplies and the deaths of several workers. Seeing an opportunity, Andri Gadaria diverted several captured supply ships to Jotram with the intention of winning over the worker population and create a new base of support. Gadaria&#039;s charity and charisma combined with an unyielding sense of social justice ensured his message of worker liberation propagated widely across Sulsia, making him a popular figure amongst indentured labourers.&lt;br /&gt;
&lt;br /&gt;
From these humble beginnings, the Militia forces are beginning to organise into a cohesive, coordinated institution. Supplied with powerful modern weapons by a mysterious benefactor, the Militia Navy has been able to challenge the Sulsian Hegemony for control of the resource-rich Fringe. However, the majority of the Malikan navy still consists of converted mining ships and transports - low-performance and low-maintenance hulls that the Militia could find and convert at short notice.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|480px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
In the fertile ground of the Fringe, the Children of Renewal found a people primed to receive their message. The Renewal emphasis on the individual ability of a person to effect his or her own salvation resonated greatly. The message of charity and emphasis on personal development was especially popular with wealthy investors in the Federation, which provided finance for several major projects for expansion in the Fringe. These investors helped fund the construction of the hub vessel &#039;&#039;Covenant&#039;&#039; which serves as the administrative centre of the Children of Renewal, as well as the explorer ship &#039;&#039;Pillar of Fire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal believe in salvation through charity and have several outreach programs throughout the Fringe. Flotillas of repair ships and supply transports crewed by volunteers are deployed to areas of need, all in the name of the Lord. A core belief of the Renewal is that the most important work is the most difficult, which means Renewal ships are often found in disaster zones and contested regions thought too dangerous for other organisations to operate.&lt;br /&gt;
&lt;br /&gt;
The end goal of the Children of Renewal is focused around the discovery of the &amp;quot;Promised Land&amp;quot;, a mystical, mythical paradise in the vein of Eden or Elysium where humankind can live free from want or suffering. Though no different to previous renditions of the paradise myth, the Promised Land dream has been sufficiently compelling to garner significant support and resourcing. Investigations are underway as to whether this manifestation is based on a verifiable location in space.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;8AJFfbnYreU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;-odgGMlEQx4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Rebellion&amp;diff=65660</id>
		<title>Rebellion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Rebellion&amp;diff=65660"/>
		<updated>2024-05-04T14:46:01Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
{{Mission|next=Reunion|previous=Rights of Man|campaign=Solaris Campaigns Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Solaris (TC)|Solaris]] Campaign [[Black Sun]] - Mission 4: Rebellion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Alrai&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Sulsian-Malikan war begins with an emphatic statement of intent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Created:&#039;&#039;&#039; September 1st, 2020&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Released:&#039;&#039;&#039;  October 9th, 2021&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Gadaria&#039;s Militia continues to grow in power, absorbing the last remaining rival Fringe group. The Malikans now have uncontested ownership of a large swathe of Fringe space, and enough materiel to challenge the Sulsian Navy. Tensions with the Sulsian Hegemony are at breaking point.&lt;br /&gt;
&lt;br /&gt;
Kaur, rolling his eyes at Lau&#039;s fiscal thriftiness, advises Ross that the Hoshikuzu finally has some new equipment. Maxim cannons are available, which do less damage per second than Huaqings but have a higher muzzle velocity and accuracy. Depending on the player&#039;s piloting style, this has the potential to get more rounds on target, increasing the practical damage per second.&lt;br /&gt;
&lt;br /&gt;
Lau gets a distress call from the Sulsian flagship Protogeneia. The Malikans have drawn the [[Impetus-class_Battlecruiser|battlecruiser]] into a trap, disabled her reactor and are attacking from range with an artillery cruiser. The Hoshikuzu is the closest ship in range, and likely the only one that can arrive in time.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Loadout options are still limited to the [[Comet-class_Gunship|Comet missile gunship]], Sparrow AAMs and either Maxim or Huaqing primary cannons. Both cannons have a similar performance.&lt;br /&gt;
&lt;br /&gt;
The mission starts with the Protogeneia about eight klicks away from the Hoshikuzu with the Malikan [[Goliath-class_Cruiser|cruiser]] Opus bombarding the battlecruiser with Javelin ASMs. A wing of Malikan [[Mace-class_Fighter|swarm fighters]] is burning to attack Hoshikuzu and the gunships. The player is vulnerable docked to the fighter rail and should detach as soon as possible. The Hoshikuzu is already making best speed to the Protogeneia, so there may be slight collision damage from a messier-than-usual combat drop.&lt;br /&gt;
&lt;br /&gt;
Meiks tells Ross to ignore the fighters and head straight for the Sulsian flagship, but the player can launch missiles at the Malikan fighters without losing too much time. Once there the player should intercept incoming ASMs while the Hoshikuzu takes position alongside Protogeneia. Opus launches a wing of [[Jackal-class_Gunship|gunships]] and escorting Armadillo fighters. Both ships are new to Hoshikuzu&#039;s crew, but Lau notes the heavy gunships carry a single underslung ASM and Limonka grenade launchers. Meiks notices missile pods on the fighter escorts and warns Ross to be careful.&lt;br /&gt;
&lt;br /&gt;
The Jackals are the clear threat to the player&#039;s friendly capital ships, but the escorting fighters won&#039;t let the player attack the Jackals unimpeded. Similar to the player&#039;s Comet gunships, Armadillo missile gunships are well armoured with poor manoeuvrability. The same approach should be taken as with the missile corvettes in the [[Rights_of_Man|previous mission]], with early launching of countermeasures and evasive action. However, unlike the Mace swarm fighters, both the Jackal and Armadillo carry countermeasures of their own and Sparrow AAMs are ineffective against these craft.&lt;br /&gt;
&lt;br /&gt;
A second wave of Jackals and Armadillos is launched, along with a simultaneous Javelin silo launch from the cruiser to try and saturate friendly CIWS defenses. Missiles in flight should take target precedence over the incoming gunships. It is imperative that any missiles heading for Hoshikuzu are intercepted, as the corvette will go down with only a few hits.&lt;br /&gt;
&lt;br /&gt;
The Protogeneia is able to restore power to her engines, and approaches Opus for a counter-attack. The Opus turns and flees, charging her impeller. Ross and Meiks must disable the Astrogation systems of the cruiser (or the much tougher Engine subsystem) to prevent her escape. The full firepower of the Protogeneia is demonstrated against the Opus, and the ship is reduced into a floating hulk.&lt;br /&gt;
&lt;br /&gt;
The logistics ship Palos and destroyer Fafnir arrive to assist the Protogeneia and Hoshikuzu. The mission is complete.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* Hoshikuzu - Rasputin-class corvette&lt;br /&gt;
* Protogeneia - Impetus-class battlecruiser&lt;br /&gt;
* Fafnir - Leonidas-class destroyer&lt;br /&gt;
* Palos - Fortitude-class auxiliary&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Opus - Goliath-class cruiser&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
* Sulsian victory&lt;br /&gt;
* Cruiser Opus is mission-killed&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Protogeneia&#039;s spinal mass driver turrets have a longer range than turreted Combine equivalents.&lt;br /&gt;
&lt;br /&gt;
[[Category: Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Post_Tenebrus&amp;diff=65657</id>
		<title>Post Tenebrus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Post_Tenebrus&amp;diff=65657"/>
		<updated>2024-05-02T16:32:44Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
{{Mission|next=Fall of Angels|previous=Proschemata|campaign=Solaris Campaigns Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Solaris (campaign)|Solaris]] - Mission 5: Post Tenebrus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Durius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The command carrier Excelsior attacks. Artemis and Euphrates hold the fort for the dreadnought Colossus. Ross has finally found the action he was looking for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Created:&#039;&#039;&#039; March 10th, 2018&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Released:&#039;&#039;&#039;  June 9th, 2019&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The international order goes up in flames as the Sinarus Combine withdraw from the Miranda Accord. Forty years of bitterness comes to a head with a massive multi-system invasion of Durius by Combine battlegroups. Both sides take huge casualties as the command ship Excelsior sweeps through Elam space, her sights set on the Durius system. Admiral Akrami deploys his dreadnought Colossus to intercept the carrier.&lt;br /&gt;
&lt;br /&gt;
Artemis and Euphrates are all that stands between the Excelsior and Durius Station. Akrami is en route, but the Excelsior must be held off until the Colossus arrives. As if things weren&#039;t difficult enough, a Combine wolfpack is also on the way and will arrive before Akrami&#039;s dreadnought.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&#039;&#039;Recommended loadout: Thunderbolt-class Interceptor, Vulcan.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This mission requires the player to apply the skills gained from previous missions: dogfighting, ASM interception, turret suppression and wingmen management. &lt;br /&gt;
&lt;br /&gt;
The player has the choice of [[Viper-class_Fighter|F-80 Vipers]], [[Hornet-class_Striker|A-66 Hornets]], [[Cobra-class_Fighter|M-21 Cobras]] or [[Stalker-class_Striker|A-15 Stalkers]] as pilotable craft. The previously unseen [[Thunderbolt-class_Interceptor|F-75 Thunderbolt]] interceptor is also available. The choice of craft will determine the primary role the player will take on during this mission, and what roles will need AI wingmen to fill. Choosing the Thunderbolt interceptor will give the player the greatest freedom to influence the different phases of battle, despite not performing particularly well in any specific role. Craft loadout for AI wingmen is fixed.&lt;br /&gt;
&lt;br /&gt;
The mission opens with a wing of [[Defender-class_Fighter|Ka-15 Defender]] air superiority fighters on the attack. Quick reflexes on the first pass may destroy one of the fighters, tilting the balance of the ensuing dogfight. As Alpha wing enters battle, it becomes evident that several Artemis pilots have indulged in a higher-than-normal dose of the cocktail beforehand. &lt;br /&gt;
&lt;br /&gt;
A wing of [[Interdictor-class_Striker|Uly-34 Interdictor]] strikers attacks the destroyer Euphrates, with the potential for heavy damage from their HEAP grenade launchers. The Ka-15s are a distraction force and are best treated as low priority targets in favour of the incoming strikers. The player needs to balance intercepting the striker wing with evading Combine fighters.&lt;br /&gt;
&lt;br /&gt;
Two [[Retaliator-class_Bomber|nuclear bombers]] are launched from Excelsior&#039;s hangar. The Excelsior is still some distance away at this point, but if the bombers are allowed to close the distance a swarm of Eos nuclear missiles is launched at Artemis. The Elam contribution to the battle launches from Durius Installation soon after - Gamma wing flying Rhenaric-made [[Rapier-class_Fighter|Rapier heavy fighters]]. It is recommended to send these Elam fighters with their heavy cannons to intercept the medium-armoured bombers.&lt;br /&gt;
&lt;br /&gt;
With the nuclear threat over, a wing of [[Raider-class Interceptor|Ka-18 &amp;quot;Raider&amp;quot; interceptors]] are launched at the same time the Excelsior enters ASM range of the Artemis. The interceptors are meant to tie up Artemis&#039;s wings to allow the Javelin missiles to reach their target. Though not as devastating as nuclear missiles, these conventional ASMs still hit hard and should not be ignored. The second ASM launch is accompanied by an Eos nuclear missile salvo. The nukes should be prioritised over the conventional ASM launch, but if the player feels confident enough they can target the closer Javelins before moving onto the Eos missiles.&lt;br /&gt;
&lt;br /&gt;
Captain Ramly has had enough of swatting away Combine missiles at range and orders the Artemis to close quarters battle with the Excelsior. The Euphrates takes position alongside Artemis as fire support. However, the stakes increase further with the arrival of a Combine wolfpack consisting of three [[Glory-class_Destroyer|Glory-class destroyers]], accompanied by two [[Khopesh-class_Frigate|support carriers]] from the remnants of the Qahtadnan Navy. The support carriers launch a striker wing to attack Artemis. The danger from the destroyer mass driver turrets is acute - if the player is flying a striker or interceptor the mass drivers should be targeted as a priority. Gamma wing will also serve well in this role. Delta wing in Hornet strikers is launched from Artemis soon after - they should be directed at the destroyers as a priority. &lt;br /&gt;
&lt;br /&gt;
Fire from the Combine mass drivers is withering and the Federation ships take heavy damage. Just when the situation looks bleakest, the [[Vanguard-class_Dreadnought|dreadnought]] Colossus arrives at the port flank of the Excelsior and opens fire with her main battery. The destroyers move to engage this new threat, but not without firing a few parting shots at the Euphrates and Artemis. &lt;br /&gt;
&lt;br /&gt;
The Excelsior ignores the new arrival, firing further missile salvos at Artemis. As heavy shells impact the carrier&#039;s hull and the ship flounders in space, Admiral Akrami authorises the use of Aurora nuclear weapons against her. If the nuclear salvo isn&#039;t intercepted enroute to Excelsior, a couple hits is enough to destroy her outright. Neutralising warship point defenses and Combine fighters will help in this regard. Otherwise the carrier engages hyperspace impellers, abandoning the attack.&lt;br /&gt;
&lt;br /&gt;
The Colossus cleans up the rest of the Combine ships with mass driver fire and the battle for Durius is soon over.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* FNS Artemis - Leander-class cruiser&lt;br /&gt;
* FNS Euphrates - Constitution-class destroyer&lt;br /&gt;
* FNS Colossus - Vanguard-class dreadnought&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CS Excelsior - Executrix-class carrier&lt;br /&gt;
* CS Majestic - Glory-class destroyer&lt;br /&gt;
* CS Independence - Glory-class destroyer&lt;br /&gt;
* CS Dauntless - Glory-class destroyer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Qadesh - Khopesh-class frigate&lt;br /&gt;
* Gassulawiya - Khopesh-class frigate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
* Decisive Coalition victory.&lt;br /&gt;
* The Combine invasion of Durius is repelled.&lt;br /&gt;
* Several ships of Task Force 55 are destroyed or heavily damaged.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This mission has the mood set to &amp;quot;Desperate&amp;quot;, with built-in wingman messages reflecting this.&lt;br /&gt;
* There are two bonus objectives for destroying the nuclear bombers before they launch their payload, and keeping the Euphrates alive until the end of the mission. The second objective is particularly difficult and requires quick disabling of the destroyer mass drivers. Flying a Hornet or Stalker Striker will make this easier.&lt;br /&gt;
* There are no advantages to choosing the Cobra-class fighter over the Viper, but the Stalker gives the player the option of a faster striker (320m/s on afterburners compared to the Hornet&#039;s 250m/s) with the same firepower, at the cost of rate of turn and durability.&lt;br /&gt;
&lt;br /&gt;
[[Category: Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Post_Tenebrus&amp;diff=65656</id>
		<title>Post Tenebrus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Post_Tenebrus&amp;diff=65656"/>
		<updated>2024-05-02T16:27:48Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
{{Mission|next=Fall of Angels|previous=Proschemata|campaign=Solaris Campaigns Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Solaris (campaign)|Solaris]] - Mission 5: Post Tenebrus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Durius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The command carrier Excelsior attacks. Artemis and Euphrates hold the fort for the dreadnought Colossus. Ross has finally found the action he was looking for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Created:&#039;&#039;&#039; March 10th, 2018&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Released:&#039;&#039;&#039;  June 9th, 2019&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The international order goes up in flames as the Sinarus Combine withdraw from the Miranda Accord. Forty years of bitterness comes to a head with a massive multi-system invasion of Durius by Combine battlegroups. Both sides take huge casualties as the command ship Excelsior sweeps through Elam space, her sights set on the Durius system. Admiral Akrami deploys his dreadnought Colossus to intercept the carrier.&lt;br /&gt;
&lt;br /&gt;
Artemis and Euphrates are all that stands between the Excelsior and Durius Station. Akrami is en route, but the Excelsior must be held off until the Colossus arrives. As if things weren&#039;t difficult enough, a Combine wolfpack is also on the way and will arrive before Akrami&#039;s dreadnought.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&#039;&#039;Recommended loadout: Thunderbolt-class Interceptor, Vulcan.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This mission requires the player to apply the skills gained from previous missions: dogfighting, ASM interception, turret suppression and wingmen management. &lt;br /&gt;
&lt;br /&gt;
The player has the choice of [[Viper-class_Fighter|F-80 Vipers]], [[Hornet-class_Striker|A-66 Hornets]], [[Cobra-class_Fighter|M-21 Cobras]] or [[Stalker-class_Striker|A-15 Stalkers]] as pilotable craft. The previously unseen [[Thunderbolt-class_Interceptor|F-75 Thunderbolt]] interceptor is also available. The choice of craft will determine the primary role the player will take on during this mission, and what roles will need AI wingmen to fill. Choosing the Thunderbolt interceptor will give the player the greatest freedom to influence the different phases of battle, despite not performing particularly well in any specific role. Craft loadout for AI wingmen is fixed.&lt;br /&gt;
&lt;br /&gt;
The mission opens with a wing of [[Defender-class_Fighter|Ka-15 Defender]] air superiority fighters on the attack. Quick reflexes on the first pass may destroy one of the fighters, tilting the balance of the ensuing dogfight. As Alpha wing enters battle, it becomes evident that several Artemis pilots have indulged in a higher-than-normal dose of the cocktail beforehand. &lt;br /&gt;
&lt;br /&gt;
A wing of [[Interdictor-class_Striker|Uly-34 Interdictor]] strikers attacks the destroyer Euphrates, with the potential for heavy damage from their HEAP grenade launchers. The Ka-15s are a distraction force and are best treated as low priority targets in favour of the incoming strikers. The player needs to balance intercepting the striker wing with evading Combine fighters.&lt;br /&gt;
&lt;br /&gt;
Two [[Retaliator-class_Bomber|nuclear bombers]] are launched from Excelsior&#039;s hangar. The Excelsior is still some distance away at this point, but if the bombers are allowed to close the distance a swarm of Eos nuclear missiles is launched at Artemis. The Elam contribution to the battle launches from Durius Installation soon after - Gamma wing flying Rhenaric-made [[Rapier-class_Fighter|Rapier heavy fighters]]. It is recommended to send these Elam fighters with their heavy cannons to intercept the medium-armoured bombers.&lt;br /&gt;
&lt;br /&gt;
With the nuclear threat over, a wing of [[Raider-class Interceptor|Ka-18 &amp;quot;Raider&amp;quot; interceptors]] are launched at the same time the Excelsior enters ASM range of the Artemis. The interceptors are meant to tie up Artemis&#039;s wings to allow the Javelin missiles to reach their target. Though not as devastating as nuclear missiles, these conventional ASMs still hit hard and should not be ignored. The second ASM launch is accompanied by an Eos nuclear missile salvo. The nukes should be prioritised over the conventional ASM launch, but if the player feels confident enough they can target the closer Javelins before moving onto the Eos missiles.&lt;br /&gt;
&lt;br /&gt;
Captain Ramly has had enough of swatting away Combine missiles at range and orders the Artemis to close quarters battle with the Excelsior. The Euphrates takes position alongside Artemis as fire support. However, the stakes increase further with the arrival of a Combine wolfpack consisting of three [[Glory-class_Destroyer|Glory-class destroyers]], accompanied by two [[Khopesh-class_Frigate|support carriers]] from the remnants of the Qahtadnan Navy. The support carriers launch a striker wing to attack Artemis. The danger from the destroyer mass driver turrets is acute - if the player is flying a striker or interceptor the mass drivers should be targeted as a priority. Gamma wing will also serve well in this role. Delta wing in Hornet strikers is launched from Artemis soon after - they should be directed at the destroyers as a priority. &lt;br /&gt;
&lt;br /&gt;
Fire from the Combine mass drivers is withering and the Federation ships take heavy damage. Just when the situation looks bleakest, the [[Vanguard-class_Dreadnought|dreadnought]] Colossus arrives at the port flank of the Excelsior and opens fire with her main battery. The destroyers move to engage this new threat, but not without firing a few parting shots at the Euphrates and Artemis. &lt;br /&gt;
&lt;br /&gt;
The Excelsior ignores the new arrival, firing further missile salvos at Artemis. As heavy shells impact the carrier&#039;s hull and the ship flounders in space, Admiral Akrami authorises the use of Aurora nuclear weapons against her. If the nuclear salvo isn&#039;t intercepted enroute to Excelsior, a couple hits is enough to destroy her outright. Neutralising warship point defenses and Combine fighters will help in this regard. Otherwise the carrier engages hyperspace impellers, abandoning the attack.&lt;br /&gt;
&lt;br /&gt;
The Colossus cleans up the rest of the Combine ships with mass driver fire and the battle for Durius is soon over.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* FNS Artemis - Leander-class cruiser&lt;br /&gt;
* FNS Euphrates - Constitution-class destroyer&lt;br /&gt;
* FNS Colossus - Vanguard-class dreadnought&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* CS Excelsior - Executrix-class carrier&lt;br /&gt;
* CS Majestic - Glory-class destroyer&lt;br /&gt;
* CS Independence - Glory-class destroyer&lt;br /&gt;
* CS Dauntless - Glory-class destroyer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Qadesh - Khopesh-class frigate&lt;br /&gt;
* Gassulawiya - Khopesh-class frigate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
* Decisive Coalition victory.&lt;br /&gt;
* The Combine invasion of Durius is repelled.&lt;br /&gt;
* Several ships of Task Force 55 are destroyed or heavily damaged.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This mission has the mood set to &amp;quot;Desperate&amp;quot;, with built-in wingman messages reflecting this.&lt;br /&gt;
* There are two bonus objectives for destroying the nuclear bombers before they launch their payload, and keeping the Euphrates alive until the end of the mission. The second objective is particularly difficult and requires quick disabling of the destroyer mass drivers. Flying a Hornet or Stalker Striker will make this easier.&lt;br /&gt;
* There are no advantages to choosing the Cobra-class fighter, but the Stalker gives the player the option of a faster striker (320m/s on afterburners compared to the Hornet&#039;s 250m/s) with the same firepower, at the cost of rate of turn and durability.&lt;br /&gt;
&lt;br /&gt;
[[Category: Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Albion&amp;diff=65655</id>
		<title>Albion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Albion&amp;diff=65655"/>
		<updated>2024-05-02T16:25:09Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albion&#039;&#039;&#039; is the third campaign in the Solaris continuity, and finishes the story arc started in [[Black Sun]].&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
[[Image:SolarisAlbionLogo.png|240px]]&lt;br /&gt;
&lt;br /&gt;
Author: Darius &amp;lt;br&amp;gt;&lt;br /&gt;
Missions: 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Released: TBC&lt;br /&gt;
&lt;br /&gt;
===Plotline===&lt;br /&gt;
&#039;&#039;&amp;quot;You&#039;re not alone.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A Commonwealth battle squadron arrives in Sulsia and prepares for war. Ross travels down the path of self-realisation, and finds acceptance in the most unlikely of places.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
Coming soon...&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Albion&amp;diff=65654</id>
		<title>Albion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Albion&amp;diff=65654"/>
		<updated>2024-05-02T16:24:40Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albion&#039;&#039;&#039; is the third campaign in the Solaris continuity, and finishes the story arc started in [[Black Sun]].&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
[[Image:SolarisAlbionLogo.png|240px]]&lt;br /&gt;
&lt;br /&gt;
Author: Darius &amp;lt;br&amp;gt;&lt;br /&gt;
Missions: 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Released: 2023&lt;br /&gt;
&lt;br /&gt;
===Plotline===&lt;br /&gt;
&#039;&#039;&amp;quot;You&#039;re not alone.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A Commonwealth battle squadron arrives in Sulsia and prepares for war. Ross travels down the path of self-realisation, and finds acceptance in the most unlikely of places.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
Coming soon...&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Black_Sun&amp;diff=65653</id>
		<title>Black Sun</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Black_Sun&amp;diff=65653"/>
		<updated>2024-05-02T16:23:18Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Sun&#039;&#039;&#039; is the second campaign set in the Solaris continuity, and continues the story from the first [[Solaris (campaign)|Solaris campaign]]. The story arc concludes in [[Albion]].&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
[[Image:SolarisBlackSunLogo.png|240px]]&lt;br /&gt;
&lt;br /&gt;
Author: Darius &amp;lt;br&amp;gt;&lt;br /&gt;
Missions: 12 &amp;lt;br&amp;gt;&lt;br /&gt;
Released: October 9th, 2021&lt;br /&gt;
&lt;br /&gt;
===Plotline===&lt;br /&gt;
&#039;&#039;&amp;quot;Night fades, and the black sun rises.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Two weeks have passed since the events at Morik. A disillusioned Stuart Ross is contacted by an old friend from a previous backwater Navy posting to take up a mercenary job in the fringes of colonised space. This seems like a perfect change of pace - until Ross realises that you can&#039;t always run from your past.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
* Standalone total conversion&lt;br /&gt;
* A new 12-mission campaign&lt;br /&gt;
* Fast-paced, intense fighter combat&lt;br /&gt;
* Uses an overhauled AI to create dynamic, intelligent enemies&lt;br /&gt;
* Cinematic battles&lt;br /&gt;
* Epic soundtrack&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=97833.0 &#039;&#039;&#039;Black Sun release thread | Hard-Light Productions&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(campaign)&amp;diff=65652</id>
		<title>Solaris (campaign)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(campaign)&amp;diff=65652"/>
		<updated>2024-05-02T16:21:19Z</updated>

		<summary type="html">&lt;p&gt;Darius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the total conversion in which this campaign is found, see [[Solaris (TC)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is the first campaign released with the total conversion project bearing the same name. Its sequel is [[Black Sun]].&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
[[Image:SolarisDemoLogo.png|240px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Author: Darius &amp;lt;br&amp;gt;&lt;br /&gt;
Missions: 10 &amp;lt;br&amp;gt;&lt;br /&gt;
Released: June 9th, 2019&lt;br /&gt;
&lt;br /&gt;
===Plotline===&lt;br /&gt;
&#039;&#039;&amp;quot;The cycle begins again.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is 2476 and Lieutenant Stuart Ross, a young Commonwealth Navy officer, volunteers for a pilot exchange aboard a Federation warship. As a war of bestial savagery looms over the horizon, Ross is eager to trade a quiet backwater station post for front-line duty. However, he soon finds himself at the centre of events which threaten the entire international order...and the survival of human civilisation.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
* Standalone total conversion&lt;br /&gt;
* Fast-paced combat in the vein of Diaspora or Dimensional Eclipse&lt;br /&gt;
* Uses an overhauled AI to create dynamic, intelligent enemies&lt;br /&gt;
* Cinematic battles&lt;br /&gt;
* Epic soundtrack&lt;br /&gt;
* 10-mission first episode of planned wide-ranging story&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=95719.0 &#039;&#039;&#039;Solaris release thread | Hard-Light Productions&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image: SolarisR1-gallery01.jpg | Standing Guard&lt;br /&gt;
Image: SolarisR1-gallery02.jpg | Graveyard&lt;br /&gt;
Image: SolarisR1-gallery03.jpg | Overwhelming Force&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&#039;&#039;oh my god. It&#039;s a darius release.&#039;&#039; - -Joshua-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Promised_Land&amp;diff=65310</id>
		<title>Promised Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Promised_Land&amp;diff=65310"/>
		<updated>2023-11-09T19:08:05Z</updated>

		<summary type="html">&lt;p&gt;Darius: Fixed errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
{{Mission|last=|previous=Esta Tierra es Nuestra|campaign=Solaris Campaigns Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Solaris (TC)|Solaris]] Campaign [[Black Sun]] - Mission 12: Promised Land&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Children of Renewal finally find their Blue Planet. The Combine secret is unveiled. Gadaria and Kakotchka&#039;s alliance begins to falter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Created:&#039;&#039;&#039; January 1st, 2021&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Released:&#039;&#039;&#039;  October 9th, 2021&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The Sulsians and Malikans fall back to consolidate their holdings. Admiral Bertini, unsuccessful in bringing the war to an end, awaits the arrival of Commonwealth reinforcements. The Malikans are reeling from their loss of Jotram Station but Gadaria&#039;s new flagship, the single most powerful warship in Sulsia, represents a step change in the Militia&#039;s military capability.&lt;br /&gt;
&lt;br /&gt;
During all of this, Commander Cameron contacts Ross with news that the Children of Renewal congregation is moving out to the Veil. Lightowler plans to complete the pilgrimage to the Promised Land, and Commonwealth High Command wants to know if they present a threat to Cleghorn&#039;s ships. In return for her ongoing friendship and to reward her interest in the Renewal&#039;s mission, Katherine Lau is invited to accompany the Renewal convoy to their final destination. Commander Cameron intends to join them.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&#039;&#039;Recommended loadout: Vulture-class Striker, Gattler&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The convoy exits hyperspace in orbit of an Earth-like planet near a black hole and small star. Nearby is a huge gateway structure similar to that encountered at [[Survival|Mira]]. Ross recognises it instantly.&lt;br /&gt;
&lt;br /&gt;
It turns out the Renewal&#039;s Promised Land is real. The planet is alien and forbidding, covered with rivers of blue material easily visible from orbit. A palpable unease is felt by everyone in the convoy. Cameron reminds Ross of his duty by ordering him to collect information on a human-built station near the black hole. Ross gains access to the station&#039;s main systems, but finds the computer banks wiped of all data. Simple automated processes like emergency life support and auxiliary power is intact, but there are no life signs or signal traffic anywhere in the station.&lt;br /&gt;
&lt;br /&gt;
A surveillance drone is launched from Aria and enters the station&#039;s hangar. In addition to the alien planet, the ghostly station is unsettling. Ross agrees with Lau: they shouldn&#039;t be here. Reports from Aria&#039;s drones report that the station is uninhabited, with biological residue suggesting human remains. Something has wiped out the station&#039;s inhabitants without leaving any trace of a fight or damage to the station itself.&lt;br /&gt;
&lt;br /&gt;
The intelligence mission is interrupted by the arrival of Gadaria&#039;s carrier Tower of Dawn, the captured Renewal explorer ship Pillar of Fire and several Malikan logistics ships. This force significantly outguns Lau&#039;s flotilla. Gadaria orders the Renewal convoy to leave, claiming this alien planet for the Malikan people. A panicked Lau and Ross advise Lightowler to comply with Gadaria&#039;s demand, as they won&#039;t be able to counter any attack by the Malikan carrier. Lightowler is serene in the face of this new danger, stating that Gadaria will not be allowed to take any hostile action against them. The situation escalates further with the arrival of the Zaragoza, the arsenal cruisers Ariadne and Thresher, and the aviation cruiser Kerebin. Kakotchka chides Gadaria, saying this planet is not his to claim for the Malikan people and orders him to destroy the Renewal ships immediately. The planet is under quarantine. Gadaria is initially defiant but the Combine admiral reminds him of the power balance by threatening to open fire on his carrier with the arsenal ships. Reminded of the leash around his neck, Gadaria complies with Kakotchka&#039;s orders and launches a squadron of nuclear bombers to attack Covenant. The Kerebin launches wings of Ka-15 fighters to escort.&lt;br /&gt;
&lt;br /&gt;
Feroz on the Pillar of Fire angrily demands an explanation why Gadaria is still following Combine orders, despite promising his people they will be their own masters. Gadaria is forced to divulge the foundation behind working with the Combine: he was promised a new home for the Malikan people by Admiral Kakotchka. Everything he has done up until this moment has not been through hate of the Sulsians or a desire to meddle in Great Power politics: he only wanted what was best for his people.&lt;br /&gt;
&lt;br /&gt;
As the nuclear bombers approach Covenant, the alien gateway activates. A huge power surge engulfs the area, and as it subsides the strike force is nowhere to be seen. A shocked Lau asks Lightowler if he was responsible. Lightowler is evasive, but advises the flotilla to leave. The Promised Land is not a welcoming place for those who aren&#039;t chosen by the Lord.&lt;br /&gt;
&lt;br /&gt;
As the flotilla ships spool their impallers, the Angel Company ship Andalucia reports problems with the nav calculations. This is similar to the interdiction effect from the [[Broken Promises|Malikan attack]] in the Veil, and Lau realises the source must be coming from nearby. The source is identified as a frigate-sized ship of unknown class. Ross and Meiks are given orders to take it down.&lt;br /&gt;
&lt;br /&gt;
Once the interdictor ship is destroyed or driven off, the gravity fluctuations clear and the flotilla is able to make their escape. Ross and Meiks are ordered back to the Hopewell to dock before Kakotchka&#039;s arsenal ships get into missile range of the carrier. As Ross docks with the Hopewell, the flotilla escapes the Veil, and the mission is over.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* Hoshikuzu - Hoshikuzu-class corvette refit&lt;br /&gt;
* Nassau - Horizon-class destroyer&lt;br /&gt;
* Hopewell - Argus-class carrier&lt;br /&gt;
* HMS Aria - Arrowhead-class corvette&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Covenant - Revelation-class explorer&lt;br /&gt;
* Remembering Gogoltha - Lugus-class freighter&lt;br /&gt;
* Frontier Ordinance - Lugus-class freighter&lt;br /&gt;
* Great Awakening - Lugus-class freighter&lt;br /&gt;
* St Guerin - Lugus-class freighter&lt;br /&gt;
* Andalucia - Magellan-class explorer &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Tower of Dawn - Polaris-class carrier&lt;br /&gt;
* Pillar of Fire - Moshe-class explorer&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Zaragoza - Astral-class battlecruiser&lt;br /&gt;
* Ariadne - Torrent-class cruiser&lt;br /&gt;
* Thresher - Torrent-class cruiser&lt;br /&gt;
* Kerebin - Praetor-class cruiser&lt;br /&gt;
* Unknown - Suppressor-class gravity ship&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
* Combine and Malikan victory&lt;br /&gt;
* The flotilla escape the Veil&lt;br /&gt;
* Covenant and the other Renewal ship&#039;s fate is unknown.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Another significant Combine asset is revealed - the Suppressor gravity ship uses exotic technology to prevent ships from calculating a hyperspace jump&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=64920</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=64920"/>
		<updated>2023-07-20T02:45:38Z</updated>

		<summary type="html">&lt;p&gt;Darius: changed youtube link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris is a fast-paced and engaging space combat game set in an original universe.&lt;br /&gt;
&lt;br /&gt;
This is combat in the FSO engine taken to another level.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
Movement equals power. You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies have just as much mobility as you do.&lt;br /&gt;
&lt;br /&gt;
==Released Campaigns==&lt;br /&gt;
Two Solaris campaigns have been released so far:&lt;br /&gt;
&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Walkthroughs]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age in humanity&#039;s history, but instead was witness to a cataclysmic series of events that shook humankind to its core.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit and took on new context through the Orion Arm. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s last efforts to keep the colonies under its rule, set against increasingly powerful nationalistic independence movements. The war forged the national identities of fledgling nations while past empires died. The remnants of the Old World were swept away in nuclear fire. &lt;br /&gt;
&lt;br /&gt;
With the end of the Great War a new international order was born. Humanity had been freed from the fetters of its history, and could finally set its sights out towards the stars.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
The Miranda Accord of 2436 was signed into effect amongst the ashes of the Great War. The war was remarkable in the excesses of the tactics and weapons used, harkening back to the unrestrained industrial warfare of centuries ago. Unrestricted nuclear orbital bombardment had left several planets ecologically devastated, including Earth. By the time of ceasefire, billions of souls had perished. Humanity would not survive another such war.&lt;br /&gt;
&lt;br /&gt;
A conference attended by representatives of every sovereign star nation set into motion a solemn, binding vow - never again will such destruction visit humanity&#039;s homes among the stars.&lt;br /&gt;
&lt;br /&gt;
In addition to finalising the terms of armistice, a major tenet of the treaty was drafted to prevent a repeat of this tragedy by restricting the storage and deployment of spaceborne nuclear weapons to capital ships. Further treaty restrictions to nuclear proliferation limited capital ships to the three recognised Great Powers: the Atlantean Federation, Sinarus Combine and Alban Commonwealth. If any nation violated these restrictions, an automatic declaration of war by the three Great Powers would be enacted to enforce the treaty.&lt;br /&gt;
&lt;br /&gt;
The galactic balance of power to enforce this treaty has been upended by the explosive expansion of the Atlantean Federation Navy, which in numbers and tonnage is double the combined strength of the Commonwealth and Combine navies. Dissenting voices questioning the relevance of the Miranda Accord have been increasing in volume, with many political commentators suggesting the need of a new Accord to limit naval construction.&lt;br /&gt;
&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|80px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|480px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Liberty. Independence. Justice.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alantean Federation is the pre-eminent military and economic power in the galaxy. Federation borders make up a vast area of territory in the Orion Arm almost 500 light years across, and encompasses dozens of multi-system subnations under the umbrella of a mutual defense pact. The Federation is by far the most heterogenous of the Terran Great Powers, which it champions as its biggest strength. However, this heterogeneity makes for an administrative nightmare, and the Federation strains under the tension of balancing member systems economic and political autonomy with the need for a centralised government to efficiently manage an increasingly hungry military budget.&lt;br /&gt;
&lt;br /&gt;
The Federation is a federal republic and a representative democracy. Sovereignity is shared between the national and subnational levels of government, with subnational governments representing the various polities that make up the Federation. Military spending and procurement is traditionally under the purview of the National Fleet Department but there have been increasing calls from subnational members for more financial autonomy, including military funding.&lt;br /&gt;
&lt;br /&gt;
Federation naval doctrine begins and ends with working around the difficulties of covering a vast area of space. The Federation Navy is numerous, with a focus on maximising power projection and strategic reach of its task groups. Carrier strike groups are thus highly represented in the Federation Navy, with a fleet doctrine based around utilising numerous strikecraft as the mainstay of power projection. Supporting cruisers and other escorts armed with multiple small-calibre autocannons are effective enough in ship-to-ship combat but these units are not designed to provide the primary offensive punch. As a result, the Federation makes limited use of anti-ship missiles in its direct combat units, opting instead to install them on carriers and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation Navy is by far the largest of the Great Powers by numbers and tonnage, twice as large as the Sinarussian and Alban fleets combined. The Navy operates a National Service model with those undertaking compulsory military service primarily assigned to support or logistics duties. Combat elements of the fleet are made up by regular servicemen and volunteers, with occasional representatives from other navies rotating through as part of an exchange program.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|80px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|480px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The successor state of the Sol Combine is a shadow of its progenitor. Rising from the ashes of Earth&#039;s devastation, the leaders of the once-monolithic administrative and political core of Humanity collectively dusted themselves off and set about rebuilding anew. The economic fortunes of the Old World were left in ruins and significant challenges were faced by it&#039;s inheritors - densely populated systems previously dependant on Earth&#039;s infrastructure needed to be supplied, with resource-rich systems in the periphery ceded to the Federation in the aftermath of the Great War.&lt;br /&gt;
&lt;br /&gt;
What the Combine did have was population - a population made up of skilled, driven workers. The ruling government mobilised entire swatches of this population into rebuilding the industrial infrastructure. Investment from resource-rich nations was encouraged and economic output strengthened in the years to come. Combine leaders had to be ruthlessly efficient and utterly dedicated - there was very little room for error. Political dissent was relentlessly pursued and quashed, and power was concentrated at the upper echelons of the single-party government. Effective propaganda dissemination by the government ensured the nation&#039;s citizens knew this was a necessary sacrifice to ensure a future for generations to come.&lt;br /&gt;
&lt;br /&gt;
As the economy recovered, the Sinarus Combine star fleet benefited from an extensive modernisation program. Heavily-armed warships are designed with less specialised roles than Federation equivalents with an emphasis on flexibility of movement and independent operations. The Combine Navy emphasises a &amp;quot;First Strike&amp;quot; battle doctrine, utilising shock jump attacks with large-calibre weapons and heavy missiles. Combine battlecruisers with their balance of mobility and firepower have developed a fearsome reputation in the galaxy after successful demonstrations of these attacks. However, the Combine fleet has not been able to keep up in tonnage with the Federation, being one third the size of it&#039;s Great Power rival&#039;s.&lt;br /&gt;
&lt;br /&gt;
The Combine extensively utilises heavy anti-ship missiles in its fleet units as well as batteries of large-calibre mass drivers. Rather than concentrate fighters and other strike craft in large carriers, Combine battle squadrons are often supplemented by numerous small support carriers for defensive purposes. These support carriers are often produced in substantial numbers: the Khopesh aviation frigates are by far most widely produced warship class in the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|80px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|480px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the political landscape of the 25th century, a monarch as the head of state of a Great Power seems almost fanciful. Despite this, the Alban Commonwealth has emerged as the standard bearer for tolerance, social justice and non-partisanship in an increasingly hostile galaxy. The Commonwealth is a constitutional monarchy ruled by the youthful Edward Wynson, a perspicacious and well-loved sovereign. Rumours circulate regarding House Wynson&#039;s ability to read and influence people, a trait shared by each generation of Wynson monarchs. This ability has taken on an almost mystical status from various embellishments over time, and the origin of King Edward&#039;s talent is kept a closely guarded national secret.&lt;br /&gt;
&lt;br /&gt;
Fortune and foresight secured Commonwealth power. The capital system of Alba is the nexus of a densely populated hyperspace network, with extensive trading lanes established rapidly after the system was colonised. The Commonwealth&#039;s economy almost exclusively relies on trade, with Alban corporations maintaining some of the largest merchant navies in the galaxy.&lt;br /&gt;
&lt;br /&gt;
During the final stages of the Great War, the Commonwealth took advantage of a unique opportunity to offer its services at mediation. In a diplomatic triumph, the Commonwealth arbitrated terms that satisfied both the Federation&#039;s territorial demands and the Combine&#039;s need to save face to its citizens. In 2436, the Alban Commonwealth chaired a conference attended by representatives from every independent star nation to draft the Miranda Accord. The prestige secured the recognition of the Commonwealth as a Great Power. Though not the military or industrial equal of the Federation or Combine, the Commonwealth still commands substantial economic and cultural power.&lt;br /&gt;
&lt;br /&gt;
Commonwealth military strengths lie in research and development, personnel training and naval intelligence. His Majesty&#039;s Navy is the smallest of the three Great Powers, only half the size of the Combine&#039;s and one sixth the size of the Federation. Commonwealth foreign policy has thus been to form coalitions with allied nations to offset the numerical and mass disadvantage. Commonwealth military doctrine revolves around numerous cruiser patrols safeguarding the extensive trade lanes - the source of the nation&#039;s wealth. With the added clout of being a Great Power came increasing calls for naval funding of capital ship construction and increased power projection.  However, financing the significant operating expenses of the new Regent-class dreadnoughts remains a point of contention in the Alban parliament.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
The central powers of the Combine and Federation dominate the heavily populated first colonies of humankind. Out in the anti-Spinward peripheries of the Orion arm, however, smaller powers jostle amongst each other for advantage. Middle powers can often approach Great Powers in terms of conventional military. For example, though the rising power of the Alban Commonwealth helps acts as a tempering force for regional tensions, the newly minted Great Power lacks the monolithic influence of the two premier powers in Terran space, and the primacy of its conventional military remains fragile.&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|80px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|480px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
The Republique Jacobine is a Terran Middle Power born out of the rapid and tumultous colonisation throughout the Cygnus Reaches, with a combination of shrewd economic management and military successes consolidating Jacobine power in the region. The Republique is an ambitious rising power convinced of it&#039;s place among the stars, willing to advance Jacobine national interests where possible. Several naval outposts based in neutral or friendly nations form the mainstay of Jacobine power projection.&lt;br /&gt;
&lt;br /&gt;
Though officially a democratic parliamentary government, the Republique government tends to employ authoritarian practices as part of nation building, social engineering and promoting of civic values. Part of this is a self-described necessity against the unstable and hostile environment of the Cygnus Reaches. Other justifications include ensuring the Republique remains a strong and stable nation able to overpower rival nations and competitors. Economically the Jacobines benefit from proximity to the dense trade lanes shared by the Alban Commonwealth, though this same proximity was the source of much tension with the Commonwealth for decades.&lt;br /&gt;
&lt;br /&gt;
Relations with the Alban Commonwealth were reset with the Pour Toujours Entente, signed in 2436 shortly after the nuclear destruction of Earth. This marked the beginning of forty years of scientific, military and economic cooperation between the two nations. Recent years have seen a concerted effort by the Jacobine and Alban Parliaments to create a bloc separate to the Sinarus and Atlantean behemoths. &lt;br /&gt;
&lt;br /&gt;
The La Marine is one of the most capable spacefaring navies in Terran space, operating a fleet of advanced warships. Recent territorial expansions and establishment of distant naval bases has increased the operational requirements of the Republican Navy, with a concomitant increase in shipbuilding and hull numbers. Republique military doctrine favours employing large numbers of fast, high-endurance warships able to operate far from friendly bases and infrastructure. Regular combined exercises with Commonwealth forces ensure a high degree of interoperability between the two navies. As part of a combined expeditionary force, Jacobine warships are expected to provide the bulk of escort hull numbers for the Commonwealth&#039;s dreadnought battle groups. In this role, the Jacobine Navy expects to complement, rather than compete with the Commonwealth Navy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|80px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|480px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
The powerful Greater Yamatan Union ranks among the Middle Powers. The vast regions of the Cygnan Wastelands belong to those strong enough to claim them, and strongest among these is the Khan-like Kamaro, overseer and High Dragon of the Union. Militant and isolationist, the Yamatan people have embraced a mechanistic, materialistic worldview, leaving little room for luxury or frivolity. &lt;br /&gt;
&lt;br /&gt;
The Yamatan Union is ruled by the overseer Shin Kamaro, whose iron hand has been credited with forging a powerful nation state in the hostile but resource-rich regions of the Cygnus Wastelands. A sprawling region of space known for intense gravitational anomalies and magnetic storms, astrogation is hazardous, often requiring the use of navigational buoys and waystations to guide spacecraft. Yamatan space lies at the very edge of colonised space in the Orion Arm, and the extent of the Union&#039;s territory is unconfirmed. Estimates place the size and extent of the Union&#039;s domain as second only to that of the Federation.&lt;br /&gt;
&lt;br /&gt;
A dearth of Earth-like planets has forced swathes of the Yamatan population to adapt to hostile environments, with a substantial proportion of Yamatans living in monolithic megacities or self-sustainable space habitats. The Yamatan Union routinely applies bioprosthetic enhancement technology to its citizens, with labourers and soldiers receiving particularly drastic augmentations. The psychological unease from outsiders regarding the extent of these modifications as well as condemnation over the sometimes brutal regimentation of Yamatan citizens has placed the Union at odds with other Cygnus Region nations. The Yamatan Union is particularly hostile towards the Alban Commonwealth, who it sees as undermining expansion of the Yamatan sphere of influence.&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Navy is the primary tool for advancing national interests in a nation with ambitions towards Great Power status with a conventional space military that rivals the Alban Commonwealth. Compulsory military service is enforced for all Yamatan citizens above a certain age, who upon completing their service hold reservist status for life. Union warships are stripped down, heavily armed weapons platforms that seem primitive in comparison to warships of other Middle Powers, but the martial nature of Yamatan society combined with comprehensive military training has given the Union Navy a formidable reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
Though hyperspace lanes provide natural points of interest and roads for expansion, the huge distances involved present challenges for national governments to maintain the infrastructure required for effective and cohesive running of a state. &lt;br /&gt;
&lt;br /&gt;
When weaker nations are unable to provide security or maintain the loyalty of their populations, non-state armed groups such as citizen militias, criminal organisations and warlords develop as alternatives to governance by the state. These groups vary widely in capability and goals, but all contribute to the challenges faced by governing states in the 23rd century.&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|480px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
The Malika People&#039;s Militia is officially classified as a Violent Non-State Actor.&lt;br /&gt;
&lt;br /&gt;
The Fringe is a vast, sparsely populated region of space at the rimward edge of the Orion Arm, notable for an abundance of mineral resources. The Sulsian Hegemony had an iron grip on the major population centres, but corrupt bureaucracy and underdeveloped infrastructure allowed various militia groups in the region to flourish. Chief among these groups was the Malika People&#039;s Militia.&lt;br /&gt;
&lt;br /&gt;
The Malika People&#039;s Militia is a disparate coalition of paramilitary organisations, warbands and armed worker groups across Fringe space, mustering under the banner of mercenary-turned-corsair Andri Gadaria. The overarching creed of the Militia is the &amp;quot;liberation of all indentured workers from exploitation,&amp;quot; and &amp;quot;the right to Self-Determination&amp;quot;. In practice, this means utilising violence to disrupt or control Sulsian resource operations, bringing &amp;quot;what is rightfully ours&amp;quot; to the Malikan people. Despite Gadaria&#039;s stated aims to found a Malikan nation, the Malikans do not yet have a centralised government, with various groups in the Fringe still maintaining their own localised rule. Alban Naval Intelligence&#039;s impressions of Gadaria&#039;s activities suggest that he is making preparations to transition these groups to a central planetary government, despite the Malikans not yet having settled a capital world.&lt;br /&gt;
&lt;br /&gt;
The Militia had an unassuming beginning as an armed rebellion on the asteroid mining hub Jotram Station in 2473. Already a precarious situation due to unsafe working conditions with minimal pay, the powder keg exploded when an engineering failure led to a loss of critical supplies and the deaths of several workers. Seeing an opportunity, Andri Gadaria diverted several captured supply ships to Jotram with the intention of winning over the worker population and create a new base of support. Gadaria&#039;s charity and charisma combined with an unyielding sense of social justice ensured his message of worker liberation propagated widely across Sulsia, making him a popular figure amongst indentured labourers.&lt;br /&gt;
&lt;br /&gt;
From these humble beginnings, the Militia forces are beginning to organise into a cohesive, coordinated institution. Supplied with powerful modern weapons by a mysterious benefactor, the Militia Navy has been able to challenge the Sulsian Hegemony for control of the resource-rich Fringe. However, the majority of the Malikan navy still consists of converted mining ships and transports - low-performance and low-maintenance hulls that the Militia could find and convert at short notice.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|480px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
In the fertile ground of the Fringe, the Children of Renewal found a people primed to receive their message. The Renewal emphasis on the individual ability of a person to effect his or her own salvation resonated greatly. The message of charity and emphasis on personal development was especially popular with wealthy investors in the Federation, which provided finance for several major projects for expansion in the Fringe. These investors helped fund the construction of the hub vessel &#039;&#039;Covenant&#039;&#039; which serves as the administrative centre of the Children of Renewal, as well as the explorer ship &#039;&#039;Pillar of Fire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal believe in salvation through charity and have several outreach programs throughout the Fringe. Flotillas of repair ships and supply transports crewed by volunteers are deployed to areas of need, all in the name of the Lord. A core belief of the Renewal is that the most important work is the most difficult, which means Renewal ships are often found in disaster zones and contested regions thought too dangerous for other organisations to operate.&lt;br /&gt;
&lt;br /&gt;
The end goal of the Children of Renewal is focused around the discovery of the &amp;quot;Promised Land&amp;quot;, a mystical, mythical paradise in the vein of Eden or Elysium where humankind can live free from want or suffering. Though no different to previous renditions of the paradise myth, the Promised Land dream has been sufficiently compelling to garner significant support and resourcing. Investigations are underway as to whether this manifestation is based on a verifiable location in space.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;8AJFfbnYreU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;-odgGMlEQx4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:ChildrenCovenant.png&amp;diff=64919</id>
		<title>File:ChildrenCovenant.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:ChildrenCovenant.png&amp;diff=64919"/>
		<updated>2023-07-20T02:43:52Z</updated>

		<summary type="html">&lt;p&gt;Darius: Darius uploaded a new version of File:ChildrenCovenant.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Darius</name></author>
	</entry>
</feed>