NEBULOUS: Fleet Command Lore & Story explained - Shelter Alliance vs Outlying Systems Protectorate

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