Xbox game pass coming to steamsteam the floor NEBULOUS: FLEET COMMAND “If you know the enemy and know yourself, you need not fear the result of a hundred battles… and with this I welcome you cadets here to Fleet Commands history and current affairs class to learn about yourself, and your enemy, or you won’t last long during the NEBULOUS. This campaign is centered around the conflict between our Shelter Alliance and the breakaway Outlying Systems Protectorate which is attempting to re-assume autonomous control of Elshout’s Spur, the sub-region in which their systems reside. While the current stalemate at the Kribensis-Bethel Hyperspace Gate remains there is no action for you hot heads to get blown up in, so Command, in their infinite wisdom, has decided to rotate you back here for some R&R and these classes. Since I mentioned the Hyperspace Gate, here is a refresher course for all of you who slept through your Creeggan-Duport portal and Hyperspace vs Realspace classes at the Academy. Travel through the universe is done via Hyperspace, an extremely dangerous and unpredictable “other” space, which allows ships to transit the massive distances between stars in Realspace in weeks instead of centuries. While the benefits of such a massive cut in travel time is obvious, this speed of travel comes at a cost. Hyperspace itself is a turbulent mess of intense particle currents and appears as a dense, cloudy soup of gas and dust. Its ever-changing shape and limited visual distances make a visual frame of reference impossible, and the intense electrical storms and interference severely inhibit radio signals, making inter-ship communication difficult and preventing the establishment of any kind of transponder network except along the most well-traveled of routes. The only solace for navigators is the prevailing currents which flow from the galactic core towards the rim, enabling the determination of a galactic North and the subsequent “cardinal directions”, and the subtle effects of Realspace which can be seen in the shapes of the divisions between intense storms and relatively calm areas situated around stars. Penetration of Hyperspace from Realspace is done via a quantum explosive device (QEDs) which generates a Creeggan-Duport portal for a short time. These generators are usually housed in a torpedo-like device and fired ahead of the ship to keep it safe from the resulting physics calamity. In the early centuries of interstellar travel, ships had roughly even odds of arriving at their destination or being lost forever in Hyperspace with all hands. These derelicts litter Hyperspace, though they can be difficult to find, the more daring of the universe’s vultures sometimes brave the trip to loot the valuable historical artifacts. Memorials etched with the names of ships lost en route span whole city blocks on almost every world. Fortunately the invention of the Hyperspace Gates, massive structures which can stabilize a Creeggan-Duport portal indefinitely and provide a protected tunnel link to a receiving Gate, brought interstellar travel survival rates up to nearly 100%. Those hyperspace Gates (often shortened to “Gates” or sometimes referred to as Creeggan-Duport Gates) serve as anchor-points between star systems as a form of interstellar highway. The Gates function similarly to a warship’s standard hyperspace system, utilizing a quantum explosive charge to “rip” a hole into Hyperspace and stabilize a permanent connection between two Gates. Hyperspace gates are the safest form of traversing Hyperspace itself and are often the “centerpiece” for battles to take control of a system, though this means these gates are under heavy guard with flotillas, defense stations, and even their own contingent of infantry garrisons. Gates are large enough to support a permanent workforce maintaining the gate and this often leads to the development of unique cultures and identities aboard the attached stations. Aside from habitation and storage facilities, Gates can also support infrastructure such as bunkerage facilities, repair points, and in the case of the Pyxis Gate, bars. Now onto the stuff you should know but I will go through just in case your brains turned to mush from all that science talk: Excuse me a minute, yes what is it: A development? What do you mean a development? Who is in charge of the gate blockade now? What? Apologies cadets, there is something I have to turn my attention to, please bring in the political officer he shall continue this. Ah, yes, well as the major was about to go into: Our Shelter Alliance is a federation made up of 26 major populated planets across 17 star systems as well as numerous minor colonies all located within our borders. It is a relatively young entity, formed over 400 years ago as a mutual defense pact between three founding systems. This was in response to aggression from the neighboring Venuma Coalition, and this Alliance eventually developed into a full government. While most galactic nations are composed of different cultures within their borders, our Alliance is unique on the galactic stage in that it has no core dominant culture. Many of our planets are so different from each other that an outside observer might not believe we all belong to the same nation. Member states of the Alliance are mostly autonomous, but Alliance-wide policy is created and disseminated by a political body known as the Core Conference or “the Core” for short. The capital-world of the Alliance is Boardman, a large, semi-tropical world known for its vast mountain ranges, bright blue oceans, and lush jungles. Of special note are the twin moons of Boardman; Palaemon and Nike, which can be seen orbiting each other around Boardman. The cities of Boardman are often built into the mountain networks of the world, away from the difficulties of the jungle and secured against the occasional, though heavy, tropic storms. The planet is home to the towering and monolithic Administration Tower, playing host to the Core Conference and their discussions, as well as the nondescript HQs of the two Offices for the Alliance. Indigenous life does exist in the form of beautiful alien birds of paradise, dangerous jungle predators, and a vast library of ocean life, Humans are the only intelligent life still found in the Alliance’s territory, and Boardman is no different. The policy of the Alliance is formed by legislators appointed by the individual member governments according to population size. Some politicians argue that the weak associations between the members, with no strong central authority, is a recipe for disaster down the line, but the last four centuries have proven them wrong. So far. The ease of relocation between planets and changes of citizenship for those who are not content where they are, combined with the difficulty of rigid administration across interstellar space without strong forces, has left this faction as one of the Alliances minor parties. All members contribute to the common defense of the Alliances borders by providing ships and crews for the combined Fleets. For most of the Alliances history, member states have provided their own fleet ships of indigenous design and the crews to man them. Most Alliance crews were not integrated between planets, with most spacers - at least, those not working at the Fleet Command level - spending their entire careers serving with only people from their home world or system. The challenge of managing the repairs, shipyard schedules, modernization plans, and parts inventories for the slew of different ships left many a Depot commander burnt out after only a year and strained Fleet Logistics continuously. It was only in the last 150 years that our Navy Fleet Command undertook a standardization initiative and commissioned the design of a set of warship hulls across all of the core ship classes to reduce these logistics challenges. These new hulls have steadily replaced the older mixed designs as they reached the end of their useful lives. While it is still not uncommon to see unique designs in the Fleet, these are becoming the past, not the norm. The Alliance Navy Fleet itself is at the forefront of the Alliance, operating as the most recognizable branch of the Alliance military. While primarily a military force, Fleet Division also functions in a civilian role by providing the necessary infrastructure and enforcement for Alliance-wide space travel and space security. Fleet Division holds themselves in high regard as their professionalism and countless honors have given them a sterling reputation. The Division tends to have the most numerous personnel, tasked with securing Alliance space and laying the infrastructure for Alliance expansion, which may include light diplomatic roles. While the Fleet’s mission priority is centered around space naval warfare, the Fleet can also serve in a terrestrial role by constructing bases for exospheric spacecraft (such as the Alliance Claymore), temporary spaceports, and sometimes naval supply stations. Fleet Division colors consist of a bone-white base color with gold striping, or an olive drab base color with bone-white striping. The Headquarters is the Alliance Naval Office. Unlike the Marine Division, the Fleet does not have a strict separation of specialized personnel. Instead, the Fleet is organized into malleable task forces- or “tasks” in Fleet jargon- that are typically arranged for a single mission type. I hope you found all of this familiar and just a refresher course, so we can move over to the subject of The Outlying Systems Protectorate. They started as a minor political faction within our own Alliance government, but now the Protectorate is a singular entity consisting of 8 worlds across 3 systems. The Outlying Systems Protectorate or OSP for short is considered one of the oldest constituent entities in the Alliance and lies on the furthest rimward edge of Alliance space, away from any other border. Their distance from inter-empire borders, trade, and conflict have left the OSP systems as an afterthought in many Alliance dealings and they were rarely patrolled by official military elements. Depending more on each other than the seldom assistance of the Alliance, the Protectorate practices the timeless idea of succeeding through one’s own perseverance. While it’s certain that no one on the galactic stage refers to the Alliance as culturally homogenous, the OSP’s relative isolation and combined history has resulted in the cluster retaining much of its internal loyalties and often operated as a unified front in Alliance politics. Their sense of self-reliance has garnered an identity as outsiders to the rest of the Alliance worlds, and Protectorate leadership is more than happy to maintain this image as it benefits their goals of independence. The central authority of the OSP, known as the Conclave, is the collective term for the 8 representatives of the OSP worlds, known as “Barons”, who convene to discuss economic, infrastructural, and military matters. It is widely known that the Protectorate views the Alliance as “stale” and no longer necessary, as the external threats it was originally founded to counter have since shifted significantly. In their view, they provide far more to the Alliance than they receive back in benefits, and seek to return to a fully autonomous nation. Due to the geography of the Alliance and the difficulty of hyperspace travel without access to the Gates, political pundits often remark that the OSP simply wants to avoid paying their share while exploiting the protection the Alliance provides them simply by being a physical buffer from the rest of the populated galaxy. The OSP’s worlds are entirely self-sufficient in terms of food and common resource production, but they lack the high-level manufacturing of the Core worlds. In spite of this, their resourcefulness and solidarity can be seen in their fleet; what they lack in major shipyards they make up for in creative appropriation of retired Alliance vessels, as well as retrofitted freighters and mining haulers. Their fleet doctrines rely heavily on the use of these retrofitted civilian ships as brawlers - able to throw a punch but not take one - in such large numbers they exploit and overwhelm the more methodical tactics of the Alliance Navy, while reserving their few proper warships for command and control. The humbly-named Protectorate Navy serves as the first line of defense for the Protectorate’s territory. Lacking the access to standardized naval warships, the OSPN was forced to rapidly mobilize and commandeer a vast amount of freighters, mining vessels, and various civilian-grade ships to fill out the gaps of their naval roster. A handful of outdated museum ships function as their command-and-control vessels but, even while obsolete, these designs can be just as deadly as many of the Alliance’s current designs. The OSPN consists mostly of volunteer captains who have some naval experience but most have been career captains of freighters and bulk carriers. Despite this, the freighter fleet of the OSP is known to be a threat even to a standard Alliance taskforce and some of these captains show surprising initiative. However, the OSPN’s use of civilian-converted warships has drawn considerable criticism both within and from the outside of the OSP as the Bethel Rebellion’s use of similar tactics leading up to the Harper Incident has placed a serious blackmark on the OSP’s doctrine. The OSPN works directly with the respected Bulwark Heavy Industries, producing modified designs of vessels deemed tactically efficient and manufacturing freighters required for the OSP’s warmachine. Mining barges, rock haulers, liquid tankers, every ship is a potential war asset and the OSP is quick to commandeer these ships in the name of defense, but this can often raise tensions with civilians and companies. The OSPN colors are a base color of navy blue and orange striping. Alternative colors may also involve a gray base color with orange striping. The headquarters is the Otdel. The insidiously named “Department” is the OSP’s equivalent of the Naval Office, providing the Protectorate with their own technological advancements and designs to further the Protectorate’s fleet. While the OSP doctrine favors rearming and refitting of civilian-class vessels, this does not stop the Otdel from producing their own brand of chaotic firepower that has come to oppose the weapons of the Alliance. Regarded as secretive, close-fisted, and “instinctual”, the Otdel is known for their often unpredictable development breakthroughs that rival that of the Alliance. Similar to the Naval Office, the Otdel designs warships and weaponry while the actual manufacturing process is left to the OSP’s contracted shipyards and corporations. Now it’s time to get familiar with the three core systems making up the OSP. Also known as the Outlying Systems, Elshout’s Spur is widely regarded as the sovereign territory of the OSP (and by extension, the Alliance), containing Bethel, Roclaren, and Pyxis, among a scattering of uncharted systems. The Spur is one of the oldest clusters in the Alliance’s corner of space and has become a location of almost legendary repute for its vast mineral and precious metal deposits to be found in the Eight Ball Belt. Although facing a growing infestation of pirates, Elshout’s Spur is a relatively peaceful region of the Alliance, at least until the Bethel Rebellion began. Now, the system is a warzone for both the OSP and the Alliance, ripping apart the nearby systems to fuel their war effort. The largest of the OSP systems, Bethel is a titan of industry and hosts a number of local manufacturers, stations, and surface facilities that service the populated majority of Elshout’s Spur. Bethel is unique in that nearly all the worlds in the system are habitable (though not all are actually settled) and their environments vary dramatically, a perfect combination for research, mining, and even commerce. Bethel forms the pivot of the V-shaped OSP territory, serving as the link between Pyxis, Roclaren, and the rest of Alliance space through its hyperspace gate to Kribensis. This geography makes Bethel the gatekeeper of the OSP, a fact that is being capitalized on by both factions. The Bethel Rebellion has made this even more of a critical factor on the strategic level, as the potential loss of Bethel for the OSP will allow the Alliance to cut their territory in half and isolate the remaining systems from each other. The system of Roclaren is the OSP’s economic and naval hub, hosting the largest concentration of mining guilds, corporate stations, and the largest shipyard under the Bulwark Heavy Industries name. Roclaren was struck with a gold rush when prospecting probes detected an asteroid field rife with heavy and rare metals hidden in a dark nebula, now known as the Heartbreak Cloud. For some, Roclaren could be seen as the real source of power for the OSP, but the lack of habitable worlds means the majority of power and infrastructure still lies within Pyxis. On the military stage, Roclaren’s position in the Bethel Rebellion is a double-edged sword. Roclaren has the means to perform rapid Triple-R for the OSP fleets and a bottleneck for the Bethel-Roclaren Gate , but should the Alliance take control of Bethel, this will put the OSP’s largest ship manufacturing facility at even higher risk. Regarded as the “seat of power” for the OSP Conclave, Pyxis lies the furthest from the Alliance overall, set deep in the inhabited area of Elshout’s Spur. Pyxis is host to the tropical, ringed capital-world of Black Sands where the OSP manages their sovereignty and the bulk of the corporations make their headquarters. The space around Pyxis is snaked around by a bright and winding nebula, forming scenic views and a natural defensive layer for the entirety of the system. The Kribensis system is not part of the OSP but it is its gateway. Known mostly for the bright Wolf-Rayet star that dominates the system, spilling light throughout the shattered asteroid fields of the system. Clouds of ionized gas linger and threaten any vessel passing through with extremely high EM-Radiation. The hazards posed in the system provides a safe harbor for pirate clans and criminals, hiding away in bases attached to the ever-moving asteroids. Kribensis consists of the single habitable world Corvallis, now left abandoned following the Harper Incident. With the start of the Bethel Rebellion, the Alliance has begun using Kribensis as a naval muster point, setting up small outposts and stations to begin their push through the single Kribensis-Bethel Gate and finally establish a foothold into Bethel. This is made far more difficult with the system’s hazards and the constant hunt for pirates attempting to ambush freighter convoys or lone Alliance vessels. An infamous pirate crew, operating from the safety of the Eight Ball Belt and Kribensis. The Sevens came into existence during the Harper Incident as a result of abandoned refugees harboring an immense distrust towards the Alliance Core Conference following their hasty and fumbled withdrawal from the system. It is widely believed that the Sevens gained their strength from scavenging stranded remains of civilian and military vessels, cannibalizing parts and hull-sections to forge their own venerable fortresses of war, “sailing” open space to prey upon helpless vessels for a living. Despite their prominence in Elshout’s Spur, the Sevens employ clever tactics and techniques to hide their homeport, Shibuya Base, from the prying eyes of the OSP and the Alliance. The Sevens are considered one of the greatest mistakes of the Alliance, directly stemming from their inability to mitigate the aftershocks of the Harper Incident, leading to a growing blight upon the Spur. Since I have already mentioned the Bethel Rebellion and Harper Incident we might as well start at the beginning: The Guild Riots. While not a direct cause of the Bethel Rebellion, the Guild Riots were spurred on by the lack of infrastructural support from a supply-stretched Alliance, resulting in alarmingly high numbers of casualties from mining accidents. The exhausted Core Conference’s apathetic apology only brought harsh criticisms from major contractors and civilians, especially as it was made evident the Alliance could simply not spare the resources to improve the Guild situation, only asking for higher and higher production quotas to meet the Alliance’s needs. This inevitably reached a climax when increasingly-frustrated miners destroyed a communications satellite with their mine’s mass drivers. This prompted immediate action from Alliance peacekeepers and the strike turned into a full-blown riot. Though the riot itself only lasted for two days in standard time, countless tones of precious metals and materials were destroyed or looted by the time the riots were quelled and a heavy blow was dealt to the Alliance’s manufacturing power, the effects of which are still felt today. The Divide (or more commonly, the “Harper Incident”) was the week-long conflict that culminated in the beginning of the Bethel Rebellion. After decades of rising tensions between the Protectorate and the rest of the Alliance, a group of OSP extremists, disillusioned by what they viewed as the Protectorate’s weak will and inability to stand up to the Alliance, seized control of the ANS Open Flame, a Raines-class frigate docked with the Samedi Mining Station in the Eight Ball Belt for a brief port visit, by storming its airlock and killing the small contingent of crew left onboard. Before word could spread, they had infiltrated the Kribensis system and detonated the ship’s reactor in close proximity to the Harper Fund agricultural station over the Alliance-controlled colony world of Corvallis. As a station critical to the development of the colony, its destruction led to the abandonment of Corvallis and an outcry of condemnation from both the Alliance’s constituents and the Protectorate’s representatives. This gave the Alliance, fearful of further actions, a legal justification to mobilize what they could of their stretched fleets to blockade the Kribensis-Bethel Gate leading into Elshout’s Spur and effectively cutting off the Protectorate’s 3 systems. However, with the extreme self-sufficiency of the OSP systems, this blockade could have gone on for years before the Protectorate could feel any kind of strain. Instead, radical elements in Bethel’s government decided that the blockade provided the perfect impetus to declare the OSP’s independence. Representatives from the other two systems in the OSP - Pyxis and Roclaren - frantically urged restraint behind the scenes but were unwillingly swept along as the tensions escalated out of control in a place they had no direct influence over. In an attempt to let cooler heads prevail, the leaders of Pyxis and Roclaren sent an envoy through the Kribensis-Bethel Hyperspace Gate to negotiate a cease-fire but their efforts backfired. Due in part to Bethel’s aggressive rhetoric over the previous weeks and the fact the OSP was notorious for using retrofitted civilian ships as combatants, the envoy’s ship was identified as a blockade runner by human error onboard the lead blockade ship, the cruiser ANS Conclusion Absolute, and quickly destroyed by a missile strike. This triggered a domino effect across the system and, with tensions at an all-time high, the conflict soon boiled into a shooting war, the first of its kind in over 75 years. In response, Bethel mobilized every naval asset available and instituted a counter-blockade of the gate to Kribensis in order to buy them time to fortify their position. They then began a pre-planned rapid force buildup by issuing a call for all civilian ships over 5000 tones to report to the Sethfield, Blackwall, and Yatsumoto shipyards for refit. Those that did not comply were seized using emergency war powers, with the crews rotated for Bethel’s own crews to take command. Lastly, Bethel forces took control of a decommissioned museum battleship in orbit over Goguen, the ANS Strong The Root Beneath, and began rapidly preparing it for service. The only remaining Alliance-loyal warship in the system when the gate was blocked was the ANS Swift Toxin, another Raines-class frigate. Her captain had assumed the separatists would attempt to re-commission the antique warship, knowing the damage it could cause if it was able to augment their otherwise rag-tag fleet, and had proceeded directly to Goguen’s orbit when events began escalating. Unfortunately, the separatists had been able to transfer enough ammunition onboard by the time the Toxin arrived that it was unable to stop them from getting the ship underway. The frigate sustained heavy damage and was forced to withdraw. The locations of the Toxin and Root are currently unknown. This sets the stage for the Bethel Rebellion. The only hyperspace gate into Elshout’s Spur is blockaded from both sides, Roclaren and Pyxis are refusing to commit their own forces while Bethel tries to draw them into supporting the conflict, a lone Alliance warship is trapped behind enemy lines, and the Core Conference sees this conflict as the harbinger of the dissolution of the Alliance that must be stopped. Considered by many to have started immediately following the Harper Incident, the Bethel Rebellion is the on-going conflict between the Alliance, the OSP, and the Bethel Barony. Following the Incident, Bethel took complete control of the Sethfield, Blackwall, and Yatsumoto shipyards, along with nearly every military-weight ship present in the system. The Rebellion then commenced a blitz capture of all three gates, quickly seizing the Bethel-Kribensis, Bethel-Pyxis, and the Bethel-Roclaren gates, effectively cutting off the OSP and the Alliance from the majority of Elshout’s Spur. This action was helmed by both Cordova’s and Goguen’s Barons; Quintus “Quin” Reid and Sam Garnier. So far, the conflict has reached a standstill as Bethel has bottlenecked their system, and its self-reliance means it could go years without outside support. Bethel considers itself at war with both the OSP and the Alliance, putting itself into a three-way conflict that could last for years. They use the Barony Blue base colors with many different trims depending on the baron who equipped the ships. Sometimes they will even use the generic Protectorate Orange. All of this has left us in a precarious position and a stand off no one wants to break but all know must be broken at some point. Both the Alliance and the OSP feel they are fighting defensive wars, though both state different justifications, typically stemming from the Harper Incident. The Alliance wants to secure their stretched domain and to eventually incorporate the OSP back into their fold to refuel the demanding economy and industry, while the OSP aims to completely cut ties with the Alliance and establish more territory for their rapidly-growing population. While the Alliance’s size would be enough to intimidate the OSP into capitulation, the Alliance’s recent infrastructure troubles have left the fleets disorganized and supply lines stretched to their limit, something the OSP is keen to exploit. Among this, the Alliance, now feeling the effects of 400 years of stagnation and the lack of an external threat it was originally made to combat, is beginning to fracture and the Core Conference, aghast with how easily the OSP can withdraw from the Alliance, is adamant that the secession is a harbinger of the Alliance’s fall and believes that this must not be allowed to continue, lest more systems move for independence. And that would be all for now cadets. Dismissed. mr president game steam This campaign is centered around the conflict between Shelter Alliance and the breakaway Outlying Systems Protectorate which is attempting to re-assume autonomous control of Elshout’s Spur sub-region. Learn all about the Story and Lore in NEBULOUS: Fleet Command, a real time space RTS with fleets of space warships which use realistic radar, electronic warfare, advanced movement controls in 3D space.⭐UPCOMING STRATEGY GAMES⭐ 👓Game Previews: ☕ ---Buy me a coffee (donate) ---☕ 🔵Join my Discord: Chapters 0:00 NEBULOUS campaign 0:49 Hyperspace vs Realspace 4:27 Shelter Alliance 9:00 The Alliance Navy Fleet 10:27 The Outlying Systems Protectorate 12:47 Protectorate Navy 15:56 3 Main OSP systems 19:20 Gateway System - Kribensis 19:56 Sevens - Pirate Clan 21:16 The Guild Riots 22:31 Bethel Rebellion 26:30 Current situation Take command of your hand-tailored fleet of space warships and use realistic radar, electronic warfare, advanced movement controls in 3D space, and precision targeting to outmaneuver and outwit your opponents in a simulation-heavy tactical space game like no other. 🛒 Steam store link: ABOUT THIS GAME Do battle in a heavily simulation-based tactical game featuring everything from kinetics and beam weapons to realistic radar and electronic warfare. Nebulous seamlessly blends the thoughtfulness of pre-mission planning, tension of battle decision-making, pressure of real-time action, and pain of inevitable sacrifice into an intense tactical space game that will keep you reflecting on every decision (and mistake) for hours after each battle. Skip the economy management: youre here to dominate in battle. Drop into the battlespace with your full fleet and carefully plan your moves. Deep, methodical combat based on thrusts, withdrawals, and counter-thrusts keeps the tension ratcheted up without numbing you with a screen constantly full of explosions. With no reinforcements coming, every hit hurts and every loss counts. Victory favors thoughtful planning and precise execution. Use asteroids and gas clouds to obscure your ships from enemy sensor systems while illuminators and fire control radars mark targets and the enemy attempts to blind you with jammers. Occlusion, passive signal detection, and balancing radar signature size makes fighting for intel as vicious as firing missiles. “This campaign is centered around the conflict between our Shelter Alliance and the breakaway Outlying Systems Protectorate which is attempting to re-assume autonomous control of Elshout’s Spur, the sub-region in which their systems reside. While the current stalemate at the Kribensis-Bethel Hyperspace Gate remains there is no action for you hot heads to get blown up in, so Command, in their infinite wisdom, has decided to rotate you back here for some R&R and these classes.” “Shelter Alliance is a federation made up of 26 major populated planets across 17 star systems as well as numerous minor colonies all located within our borders. It is a relatively young entity, formed over 400 years ago as a mutual defense pact between three founding systems. This was in response to aggression from the neighboring Venuma Coalition, and this Alliance eventually developed into a full government.” “The Outlying Systems Protectorate started as a minor political faction within our own Alliance government, but now the Protectorate is a singular entity consisting of 8 worlds across 3 systems. The Outlying Systems Protectorate or OSP for short is considered one of the oldest constituent entities in the Alliance and lies on the furthest rimward edge of Alliance space, away from any other border.” The following music was used for this media project: Music: Emotional Piano Improvisation by Alexander Nakarada Free download: Music: The Great Battle by Alexander Nakarada Free download: Music: Dragonsong by Alexander Nakarada Free download: Artist website: Music: Unknown Space by WinnieTheMoog Free download: Artist website: License (CC BY 4.0): Epic by RamolPro Link: License: #NEBULOUS:FleetCommand#RTS#Story steamed salmon recipe torture games steam eb games steam card can you play steam games on mobile steam punk corsets
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