Guide to the Galaxy – The Grand Galactic War and Factions

War! The galaxy is in the midst of turmoil as the ceasefire between the Union of Galactic Systems and the Grand Xaltiam Empire comes to an end. Conflict is everywhere. There are heroes on both sides.

 

 

This week, I’d like to talk about a major piece of lore in The Chaser’s Voyage that will directly affect how you play and what clients you will choose, but first, here’s a little bit of backstory. Seven years before you take off on the Chaser to pay back your debt, the two galactic super powers signed a ceasefire that would have been the first step towards ending a centuries long war. Those factions are the Union of Galactic Systems, commonly referred to as the UGS, and the Grand Xaltiam Empire, or just the Empire. Along with this ceasefire came an unprecedented cooperation between the two sides as they aided each other in dealing with common issues, like the rise of piracy amongst the galaxy. Then, three years into the ceasefire, the Battle of Yeppa happened. It was the first major conflict between the UGS and the Empire since the ceasefire and though many attribute the conflict to a misunderstanding, it rattled any further talks of peace. By the time you’re ready to start your voyage, what was known as the Galactic Ceasefire had come to an end and war continued as normal, only this time, it was spilling into the borders of Sector 99.

Over the course of your adventure, you will feel the effects of the escalating conflict, such as finding some clients that will need your help on behalf of one of the factions or other clients who are trying desperately to escape them. Having an aligned client offers new challenges. While occasionally you might encounter a UGS or Imperial fleet, they normally will fly in the background and can even offer you a place to get some repairs should you need them. A fleet that detects one of their enemies aboard your ship however, will instead try to block you off, forcing you to make an exciting dash through the fleet as you evade laser fire, avoid crashing into the massive battleships, and contend with the fighters they’ve sent out to slow you down. Needless to say, they provide a challenge that can end your adventure very quickly.

 

 

But that’s not all, individual battleships can also be sent on solo missions to pursue you. In these scenarios, the battleship will be free to use their ultimate weapon, the particle disruptor cannon. You’re not likely to survive a hit from one of their blasts, but luckily, they emit a targeting beam that can be picked up by your sensors. You can use this while you learn to pick up on the cues to avoid these devastating attacks. Of course, space isn’t always accommodating to your sensors and a surprise hail or radiation storm can remove this as one of your options. What’s key is that you move outside their firing range, which should be easy with the Chaser’s engines at their maximum level. I say should be, because these battleships will also be sending fighters to try and slow you down. You’ll be in trouble if they catch you in difficult to maneuver in terrain, such as asteroid fields.

 

While there are other challenges that come with picking up an aligned client, there are some benefits too. In addition to acquiring a new enemy for a trip, you also acquire new friends. While enemy fleets will try to impede your path, friendly fleets will still offer you repairs, only this time they’ll do it for free. So you better take advantage of their generosity as much as possible, since it can be a huge money saver.

 

As the days progress, you’ll start encountering battles between the Empire and UGS, whether you’re aligned with either of them or not. These scenarios can be chaotic as you’re surrounded by fighters battling it out and battleships constantly firing and blowing up. It will take nerves of steel to weave you’re way through the conflict safely and if you happen to have a client who is an enemy to one of the factions, you will also be targeted. Luckily, if that same client is also an ally to the other side, you can call for aid and they’ll send some escorts to protect you.

 

 

Something else to keep in mind regarding the factions are the territories you’ll be jumping through. Sector 99 is known as a contested sector, meaning it’s a part of space that is being fought over by both sides. Due to different policies laid out by each faction, different territories have different odds of encountering certain challenges and obstacles. For instance, the UGS has more of a free trade policy, which is great for merchants, but also allows pirates to thrive. Meanwhile, the Empire has more restricted routes, meaning you’ll be less likely to encounter any hard to navigate terrain. Instead, you’ll find more minefields, which is how the Empire controls their trade routes. Also, due to a deal with the Bounty Hunter’s Guild, bounty hunters are more free to operate in Imperial space as opposed to in UGS space, where bounty hunting is outlawed. You also won’t find any fleets roaming around in their enemy’s territories. That means no imperial fleets in UGS territory and visa versa, though you can still find yourself being pursued by a single battleship. You also won’t be able to land at any space ports in imperial territory while transporting enemies of the Empire and the same goes for the UGS.

 

In addition to the Imperial and UGS territories, there are two others. The first is the neutral territory belonging to people who aren’t controlled by either side. These territories have either made arrangements to stay out of the conflict with the UGS and Empire or are being actively fought over. It may seem safer, but in reality, it’s a wild card. The second remaining territory belongs to the hidden third enemy of the galaxy: the pirates!

Some places in the sector are so hostile, that neither the UGS nor the Empire have or even want to conquer them. They are often havens for outlaws, due to the high amount of asteroid fields, uncharted stars, strange stellar weather phenomenons, and more. Pirate territory offers reduced chances of encounters with either faction, but (obviously) has more pirates and bounty hunters to shake off. Not to mention, less safe havens for repairs like space ports and merchant fleets, though they are still possible to find, if you’re lucky.

 

Ultimately, a lot of your major decision making will be happening when you choose a client. While money and time is certainly a factor, not paying attention to each client’s backstory or what territories they’ll have you traveling through is a certain way to have your voyage end prematurely. So remember, fly smart and fly safe.

 

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