MOD:WCU:PR0

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Privateer Zero Origins of the Steltek Hypothesis, and of the Church of Man.


Preface

This project began as part of Starlord's proposed "WC Zero". Starlord's original idea, actually, did not include any privateering; it was me (chuck_starchaser) who first proposed ties to Privateer within WC0. Starlord's idea was to play Ripper/Bossman (Chen) from McAuliffe to Custer's Carnival. But according to the Timeline, Ripper graduates in 2637; and that's a problem because McAuliffe takes place 3 years earlier, in 2634. I then proposed that perhaps we should make Bossman a privateer prior to his graduation. Starlord liked the idea, but Maverick later expressed reservations about playing Bossman, and particularly about mixing Privateer and WC gameplay paradigms. I felt we could work out the paradigm shift, but I also realised that, as a privateer, Bossman might be a pirate at the time of getting his Confed Flight Academy graduation, which would make absolutely no sense. At the time of this writing I'm still waiting for a response by Starlord to my email, but assuming he will agree, here I begin to put together a separate Privateer Zero page.

UPDATE:

Starlord just expressed a bit of sadness at letting go of the idea of combining privateering and fleet combat. I suggested to him that I feel the same way, and that perhaps the best way to go is to elaborate Priv 0 and WC 0 further, separately, and leaving open the question of combining them or separating them. So, officially, as of this writing, I'll be working on the Priv 0 storyline while trying not to preclude either possibility.

UPDATE2:

For a possible transition from privateering to military career, here's one possible scenario: Once the player owns a cargo ship as well as a fighter he carries aboard the cargo ship in an installable launch bay, he gets sent to defend a passenger shuttle in Oxford. As soon as he gets to Oxford, he gets attacked by Y-12 ships. After he launches in his fighter from the cargo ship, the Y-12 ships torpedo the cargo ship before he manages to destroy them. The captain of the shuttle greets the player and says he regrets your loss of your cargo ship, and invites you to catch a ride aboard his ship. If the player says "no", the Captain insists, saying he has an encrypted message disk for you, from a Confed base in Sol. You dock with the ship, read the message from Paladin to meet him at McAuliffe, and then the captain tells you he's bound for McAuliffe, and that you're welcome to ride along, free of charge. Once in McAuliffe, the kats lay siege, your fighter is destroyed at dock, and you have no choice but to pilot a Confed fighter and help defend McAuliffe.

That's just an example; but the point is, if, as he gets the chance to go into service, his privateering career is economically shattered and he faces starting again from zero, the choice is a no-brainer. But if the player decides to go back to privateering regardless, we could have him meet with so much bad luck as to make it impossible to get back in business. Additionally, we could have his family sending him mail, encouraging him to go for the career with the Confed, saying how proud they are and stuff; plus bartenders no longer tell rumors, but instead congratulate him and say that with his skills, the war with the kats will be a short one, and so on.

UPDATE3:

An even better idea: Business is booming prior to the war; but after war is declared and taxes are hiked, commercial activity gradually winds down. Thus, making any money at all, as a privateer, is almost impossible; and then the offer to join the Confed comes along. By 2636, the player begins to lose money if he/she hasn't registered with Flight Academy. Joining with the Academy could be made to result in immediate remuneration at half pay, in the sense of Chen becoming an officer on account of his degree; but he has to pass flight training to get full pay plus bonuses.

Game style

Privateer Zero is intended to be fairly similar in gameplay to Privateer and Righteous Fire. A few differences are noted, however:

  • Base interiors to be similar in looks to the original Privateer but modelled in 3D and including more places to go:
    • A door marked "Concourse" leading to a space with all the additional doors as per below:
    • SIM: A door leading to an arcade-like place where the player can practise dogfighting or take gunner/pilot courses.
    • Militia: A place to get jobs advertised by the (local) militias
    • Confed: A place to get jobs advertised by the confeds (or by confed militias)
    • News: A place to read news and electronic magazines, --as well as an electronic database/encyclopaedia a la Privateer 2 -The Darkening.
    • Parking: Where ships are kept :)
    • Travel: A place to buy tickets to travel to other places aboard shuttles.
    • Administration: Where the base or planet's governor works. Most of the time, this door is locked.
  • No jump drives: Back in the 2630's and 40's, jump drives were big and bulky, and could not fit in small ships. Note that in the 2660's a big change takes place: First the Broadsword appears in 2665, featuring a jump drive. The Broadsword is officially a "heavy bomber", though. By 2667, two more medium-small ships appear with jump drives: The Crossbow bomber and the Morningstar heavy fighter. This miniaturization revolution is completed by 2669 with the Confed's Excalibur, and the availability of installable jump drives for private ships, at least in Gemini. But, to get back to the pre-war era of Privateer Zero, the large size of jump drives makes them unsuitable for small ships, such that only medium size cargo ships like the Drayman, and frigates like Caernavens, can sport one. And what this means for gameplay is that, until the player owns a larger ship, he or she must rely on a larger ship to go across systems. This is not a problem, because most jobs for small ships are escort jobs, and the escorted ship must have docking space for its escorts, precisely to get its escorts across jumps. And the player can hire a cargo ship, as well... See next point.

UPDATE: Targ Collective proposed (by email): "Some thoughts on getting to jump-capable status in P0 - giving the player a small cut of trading profits in the first phase; missions in which the player can tag along with larger vessels when needing to jump in return for escort duty; allowing the player to trade cargo of his/her own before jump-capability at the price of a small 'cut' going to the owner of the larger ship."

  • Cargo ships can be hired, like in Privateer 2.
  • Escort docking expansion can be installed in cargo and other larger ships.
  • If your ship has turrets, you can hire gunners for them (temporary or permanent).
  • If you don't have a ship, such as at the start of Privateer Zero, you can get a job as turret gunner.
  • New job types, such as exploration, and transporting passengers, a la Fronteer Elite.
  • New buyable items, such as "treasure maps" and cargo scanners at pirate bases, and launch bay modules for larger ships.
  • Multiple choice conversations: being able to ask pre-canned questions, etceteras.
  • Date-keeping: The game will track current date by measuring per-cent of main plot achieved and fuzzily interpolating across a model timeline; as well as counting jumps and judging by the player's net worth, prior to starting the main story. The object of tracking date is to synchronize news items that appear in electronic news and magazines, and to trigger the release of dated bar rumors. Dated bar rumors are those bar rumors that have the objective of providing hints to the player about what's going on. When a dated bar rumor is triggered, it is put into a priority queue of pending rumors the player should get to read at least once. As soon as the player goes to a bar and talks to the bartender, rumors from this queue are first served. Each rumor has a counter for number of times read, and queue priority is based on this number. Thus, rumors that have been triggered and haven't been read even once, have the highest priority. Rumors can also be triggered by an event, such as if the player does something specific that doesn't have a strongly attached date to it. And rumors can also be marked obsolete after they've been read for a third time, for example, or because of event-triggered or date-triggered obsolescence. However, and for the sake of "social realism", a vast majority of bar rumors will be marked as "chit-chat", be upbeat and timeless, usually funny stories; and more importantly, whenever you speak to a bartender, the first rumor will be of this upbeat type; and only the second rumor will come out of the priority queue. The third type of rumor is the "back-to-business" type: Something the bartender says to disengage from conversation. Normally, the first rumor is chit-chat, and the last rumor is back-to-business. In-between, there may be zero, one or two "hint-rumors", the number depending on the size of the pending rumor queue.
  • In-flight emails and distress calls, a la Privateer 2.

Privateer Zero Universe and Background

The map includes the entire WC universe map (LOAF's map), from Avalon to Landreich to Hari; however, most of the story takes place in or near Gemini. Many of the systems in Gemini won't have been settled, or even explored yet. Thus, there will be a need to be able to add systems, jump points and stations as the story progresses. Also, at the beginning of Privateer Zero, pirate bases --Tuck, Drake, KM-252 and Pentonville-- are, perhaps not entirely inaccessible, but at least off the official maps. The jump points are there, but they don't show; --neither on the map, nor in the HUD, unless someone gives you the coordinates. (NOTE: The fancy display of jump points as blue balls in space is an HUD projection by civilian ships' nav computers. Jump points are NOT visible to the naked eye. In fact, military ships traditionally don't make use of such fancy displays, as the Confed military prefers to rely on buoys to mark jump point locations.)

UPDATE: Kvasir, at wcplanet, suggested we don't hide pirate bases, but make them officially "mining" bases, with an extra door, kind of hidden, leading to the pirate section of the station. I think this is a great idea: much easier to explain the change of faction status later, than to try and explain why they were off the official maps before, but on them later.

A lot of stuff is happening that the player may never come to realise or understand without analytical effort. Here I will explain what's going on in detail, and therefore you should NOT read it; as it may be a terrible spoiler (an even worse spoiler than reading the plot, in fact; this is like a god's perspective of all that is really going on; no secrets whatsoever). Having said that, if you are contributing to this project you may have no choice but to read it ;-( ...


Characters

  • Deiter Lang: "Spice merchant", food tycoon, influential among the pirates based on Tuck, Sherwood. Main distributor for the planet Palan, both for its food and spice products. "Spice" isn't just any spice, though: When people say "spice" they mean "THE Spice". A nut similar to nutmeg, used in fine cuisine, but whose concentrated extract is used in the production of Ultimate. Spice grows in very few planets, in the entire Confederation; --Palan being one of them. Besides Ultimate distilleries in secret pirate bases, the main consumer of Spice is exiled Pilgrims in hidden systems. Damien Lang made his fortunes in piracy and racketeering, but is now trying to become a food and spice tycoon. Later in the story, Deiter forges a truce between the Tuck pirates and the Merchants' Guild, acquiring greatly favored status with both parties, helping him choke off Romulo Lynch's access to cheap food, and drastically cutting his profits. Much later in the story, Deiter launches a crusade to try to acquire Steltek artifacts. Some day, Deiter Lang's son, Damien, will take over Deiter's food empire, after his father's violent death.
  • Romulo Lynch: A business tycoon, but fair; a man of his word, and not a gangster at all. (The same will not be true of his young son, Roman, or of his nephew, Regis, when they grow up; but that's far in the future...). Mr. Romulo Lynch has gradually acquired a near monopoly in Gemini's asteroid mining industry. His first company, Lynch Mining, legally owns almost half of all asteroid mining bases in Gemini, including over two thirds of those producing gems and iron. Iron's main consumer, however, is the Terran Confederation, for the production of durasteel, which is what most ships are made of, in pre-war times. This is a bit uncomfortable for Mr. Lynch, in the sense that just as he has a near monopoly of production, the Confed has a near monopoly of consumption. This is not the kind of "free market" paradigm that's good for stable profits; it's an unstable situation that can lead to stalemates or deal breakdowns. And the Confeds have a Secret Service that's known to be dangerous. Therefore lynch would like to "diversify", while at the same time softening the immediate impact of floating prices of ores on Confed shipyards: Rather than try to get total mining and refining monopoly, Lynch plans to go into banking and lending, so as to be able to legally lend money to the Confed. He will at some point start a company called Lynch Trust, such that he can let the prices of ores rise and fall as per offer and demand, but be able to say to the Confed "Uhm.. The price of iron is higher this week than it will probably be next week, but I can lend you the difference, and you can pay me back when the price goes down". The trick will work, --too well, in fact; but he will get greedy and try to hook other parties on credit also. But his more serious problems will commence after he founds the company Lynch Shipping. He will fall out of grace with the Merchants Guild... which will cause the price of food at the bases he controls to rise, affecting his mining profits. He will try to address this problem by taking control of Bronte Corporation, a non-producing, food-producers' consortium, based in New Detroit...
  • Young Lemuel Monkhouse and Masterson: Freshmen Oxford students. They look a bit crazy, hippyish, and firmly believe the Steltek Hypothesis (and talk about just nothing else); and insist that artifacts and remains of the Steltek have been uncovered by the dozens, but that the Confed keep suppressing the news and confiscating evidence. Legends about the Steltek have survived among the Varni and Mopok: The Steltek learned, from painful first-hand experience, that most civilizations will eventually self-destroy; that the key to avoid self-destruction is to exercise restraint and control their own technological advances. Although they live in isolation at the core of the galaxy, the Steltek try to help other civilizations wisen up, by using "agents", which are supposedly robots made to resemble a typical member of the civilization they infiltrate. The work of the agents is benign, Monkhouse and Masterson believe; and amounts to raising public awareness. The Steltek have achieved physical immortality, and don't aim to conquer other civilizations, because they believe that diversity is good for the galactic ecology. They do, however, collect genetic samples of races they encounter, and had been doing that with humans long before the latter became space faring. Monkhouse and Masterson want to help the Steltek agents by spreading the word about the Steltek, and their story; and have founded a small club, called "The Steltekers' Club". So far, at the beginning of Priv Zero, they are the club's only two members.
  • Miss Smithers: Librarian at Oxford and friend of Madamme Silverspring.
  • Madamme Silverspring: A rich widow who is one of the main funding benefactors of Oxford. She's taken a liking to these "kids", --Masterson and Monkhouse; and is willing to pay for whatever services they need in the pursuit of their interest in the Steltek.
  • Andropolos Belisarius: An officer within the secret Black Ops branch of the Confed. No one knows his age, or about his past; few know that he even exists, let alone seen him face to face. He appears to believe that only through constant war a technological race can evolve and prevail. He founded the Belisarius Group, of which group almost no one has yet heard about, except its own members. Andropolos is believed to be able to read minds, and is said to have killed former members of the Belisarius Group for lying to him, even about some insignificant detail. The group is small, in numbers, but highly efficient. They were active instigators of the Pilgrim War. They are planning to instigate a war with the Kilrathi, but presently, ironically perhaps, are trying to delay the starting time of the imminent war, --as they believe the kilrathi aren't a strong enough opponent to guarantee a lasting war. First they want to set up a spy network to help the kats out, should they need help. This spy network, drawn from pirates and secret service officers, will later be known as the Mandarins. Andropolos had the forethought that, sooner or later, funding for Black Ops would dwindle. He therefore works on a way to generate covert income for Black Ops, by setting up a corruption ring within Decommissionings and selling supposedly mothballed ships in the black market. The most difficult part is money-laundering; but eventually Menesch comes up with the means and the will. When funding for Black Ops finally does dwindle, Andropolos supplements the incomes of those agents that join his cause, thereby gaining personal control of Black Ops. "Y-12" is merely a nickname for agents in Black Ops that are Belisarius members and elite pilots; and do black ops on Belisarius' behalf.
  • Craig Bodeno: Administrator with the Exploratory Service, headquartered in Basra, Palan. Well dressed, soft spoken and amiable on the surface. He has the power to control which explored systems are put into the official maps, and which are to remain hidden. He is Secret Service, and a member of Belisarius Group. His main job is to climb up the ladder of power in the ES and remain a sleeper there until his help is needed. But later in the story he will become a bit of a spy-master, keeping tabs on the Steltekers Club.
  • Young cadet Leanne Mullings: A fresh recruit with the Confed Militias, her kill scores are rising so rapidly that some of the more senior officers with the militia decide to frame her in order to end her career. Their plan succeeds and she has no choice but to become a fugitive and a pirate. In Tuck, she meets Deiter Lang, who helps her get a new identity, as "Lynn Murphy", in exchange for her becoming his personal pilot/body-guard. After Deiter's death, she finds a job with the Merchants' Guild, and will, decades later, become the Lanes and Safety officer.
  • Benjamin Galliot: Young employee at Exploratory Services, at the start of the storyline. A bit crazy. When Craig Bodeno receives orders to watch the Steltekers Club, he promotes Ben to Administrative Assistant and sends him to penetrate the Steltekers Club. Ben enrolls at Oxford, befriends Masterson and Monkhouse, and promises them he can get access to ES ships and jump point analysis equipment and computers, to help look for Steltek remains in unexplored systems. Later in the game, the Belisarius Group are concerned about the Steltekers' rising popularity, and ask Bodeno to use his plant to control or derail the Steltekers' Club. Ben at first tries to moderate Stelteker ideology. When that fails, he gets instructions to go the other way and turn it into an extremist ideology, opposing all technology. When that also fails, he splits the Steltekers and founds the Church of Man, changing his name to Father Bennegelli. He no longer answers to Craig Bodeno. Craig thinks his spy has gone crazy, but what has actually happened is that Belisarius have taken direct control of him. Much later, when he comes to know that the Steltek actually exist, and to understand the intentions of Belisarius, he refuses to cooperate, so they try to kill him and replace him with an engineer from Black Ops Research and Development. Ben escapes to the Fariss Quadrant, where he meets Deiter. Deiter helps Ben get a new identity, Hunter Toth; and learns from him about the Steltek. Deiter then launches on a crusade to try and obtain Steltec relics, believing that they can give him an edge in trying to iron an arms deal with the Confed. All he ever obtains is a fragment of a Steltek tablet full of symbols, and for that he will pay with his life.
  • Young Warrant Officer Terrel: Boss of Confed Decommissionings Division at a Confed base in some system in Avalon. When asked by the Secret Service to write off ships as having been recycled that were actually being siphoned off, he requests transfer. He is refused transfer, so he threatens to blow the whistle unless transfer is granted. Transfer is finally granted, but then he fears for his life, so he hires a privateer to escort him to his new base, Perry. This will be a difficult mission, as the attacking Black Ops pilots are aces.
  • Menesch: Lawyer, and former Secret Service agent, had been hired because of family links to important people; fired for his ineptitude. His gift for speaking out of both sides of his mouth and promising the full moon to more than one party, leads him first to mediating deals between enemy factions, and later to politics. His political career gets heavy funding from shady quarters within Confed. Money laundering is an art and a science, and what better way to do it than to have a corrupt guy at the top of a whole administrative chain? He gets elected, with a bit of ballot fraud, to governor of a planet; --in the same system in Avalon where Confed Decommissionings has the space station where Terrel is Warrant Officer. Then he begins a gradual trade of Confed Talons to pirates, --at the beginning only accepting pay in gems, but eventually accepting any form of payment; and he gets caught, thrown out of office, and charged with corruption of every sort. He escapes across Gemini to the Grovsner Colonies; --a legal heaven for pirates and Mandarins. During his stay in Grovsner he meets Mandarins who in turn introduce him to Khal. He is also noticed by Belisarius agents, who, much later in the story, will propose to him to become the arms supplier for the Retros. While he was in office in Avalon, and accepting only gems as payment, pirates become very selective in their merchant shipping attacks, looking for cargos of gems above all else. It is at this time that the Merchants Guild decides to refuse transportation of gems for Lynch, and Lynch decides to found Lynch Shipping; --at the beginning just to get the gems moving, but later to save costs on iron shipments as well, leading to the Merchants Guild cutting him off, etceteras. But, to get back to Menesch, he keeps his fingers on the illegal ship trade from the safety of Grovsner. By 2667, when the false peace or armistice with the Kilrathi is signed, he foresees a huge surplus of ships being sent for decommissioning, and decides to come out of hiding to take on the offer to become the Retro supplier. By then, however, Roman Lynch and Damien Lang (the sons of Romulo Lynch and Deiter Lang, respectively), have become direct buyers of decommissioned ships, and the Confed bureaucrats at Decommissionings refuse to give him priority for the full surplus. Those bureaucrats are unknowingly controlled by Black Ops and Belisarius, who would have ordered them to give Menesch the priority he sought; but things happen too fast: Menesch takes their refusal to be final, goes back to Grovsner, asks the Mandarins for a meeting with Khal, and irons out a deal for Salthis. After all, the Kilrathi should have as much of a "ship surplus problem" as the confeds, he figures. Peace comes to an end, but Khal keeps his side of the deal, and shipments of Salthis begin in 2669.


Organizations

  • AVR Ships: Ship sales and repairs, Gemini monopoly, headquartered in New Detroit. In spite of its monopoly status, their situation isn't as good as it might appear. Few ship buyers have enough patience to save money towards a Centurion purchase while avoiding the temptation to get a cheap Talon in the black market; and sales of Orions and Galaxies have been dropping as more buyers prefer to buy Demons from Enigma, or Draymans from Sol. Another problem is their inability to finance purchases: Most financial institutions avoid financing ship purchases, in light of the high risks involved, given the extent of piracy in Gemini. Shareholders of AVR ships feel they are being unfairly taxed, and unfairly regulated. They are not allowed to sell Talons, as Talons were never approved for sale to the civilian market. They are not allowed to sell imports, such as Drayman and Demon, or second hand ships, for that matter, on the pretext tho help Gemini-based manufacturers. They aren't even allowed to lower prices, based on the argument or offer financing
  • Belisarius: See Andropolos Belisarius, above.
  • Rondell: Founded by the original settlers of Palan. Over time, one client comes to dominate their exports: Deiter Lang. At one point they become alarmed that Lang appears posed to buy Rondell, and they decide to IPO the corporation as a public company, and so hopefully put it out of his financial reach. To their dismay, Lang buys most of the shares at the IPO. The trend of producing less food and more "spice" continues. Many citizens of Palan feel queasy about their spice output being mostly for Ultimate production at pirate bases. On the other hand, they enjoy the fact that their planet and system is largely spared from piracy. Later they feel equally ambiguous about Rondell's growth and its acquisitions of many other food producing companies around Gemini; and the growing use of slave labor at those other agricultural planets. On the other hand, they enjoy the full employment that Rondell provides at their own planet. Being often mentioned as the planet with the largest share of business with the Merchants Guild is a source of pride that helps forget the other details.
  • Bronte: A food producers consortium created by non-aligned food producers to help each other remain out of the tentacles of growing Rondell. Its largest marketshare member is Beto Food Corp. Later in the story, Romulo Lynch first becomes their benefactor, and eventually owns Bronte. That's after Lynch's falling out with the Merchants Guild.
  • Corcoran: Corcoran was a small refinery until Romulo Lynch became its main shareholder. It was his first step in a plan to monopolize the production of durasteel from iron ore. His action caused share prices of refineries to more than double over the next month; but Lynch quietly abandons the plan, though he keeps his Corcoran shares, if only for the sake of controlling Liverpool. His change of heart came when he realised that having a durasteel production monopoly was of little use, when the Confed shipyards had a near monopoly of consumption... After the ousting of Governor Menesch, Roman Lynch convinces his father to try and fill the vacuum Menesch left behind, and to get into the illegal arms and ships sales. Romulo Lynch was reluctant, but finally acquiesces with his son, after the latter argues that Pentonville pirates will be at a relative disadvantage to Drake and KM-252 pirates, otherwise. Romulo Lynch doesn't have a "deal" with the pirates of Pentonville (yet), but there's a bit of an understanding: Lynch, directly or indirectly, pays for the salaries of the Liverpool and New Detroit local militias, as well as those of many asteroid mining bases. If the Pentonville pirates attack Merchants' Guild shipping rather than Lynch Shipping, the militias are much more likely to aim at an angle and miss. But Roman Lynch has something else in mind he doesn't share with his father: He's been pondering about the problem of production monopoly versus consumption monopoly, and thinks that the black market of Talons is a way of capturing part of the consumption monopoly, and grabbing the Confed in a vise. But I was speaking about Corcoran and got sidetracked...
  • Confeds (political branch): (research needed)
  • Confeds (military branch): (research needed)
  • Militias (confed): These are the guys that do the contraband checks. While pirates all around are attacking Draymans worth millions of credits, these fat militias all they seem to care about is a box or two of brilliance in someone's cargo. Why? Because pirates are the main buyers of illegally sold Confed Talons; that's why. Confeds instruct their militias to put on a public show about doing something about the pirates, but to really do nothing about them. Well, as individuals, Confeds would choose to do something about pirates, but the bureaucrats that give the orders are infiltrated by a mixture of Secret Service, Black Ops and Belisarius agents. Secret Service and Black Ops are themselves penetrated by Belisarius. And few Confeds are willing to stick their necks out to Y-12.
  • Militias (local): Local militias are paid for by the local administrations of stations and planetary bases. Local administrations are low budget, typically their revenue coming from landing fees. Badly trained and badly equipped, unless local corporations agree to support them.
  • Mercenaries Guild:
  • Merchants Guild: Headquartered in New Constantinople at the start of the game, but will move its headquarters to New Caledonia towards the end of the game, as Lynch's influence in New Constantinople, and the strength of Pentonville pirates, increase. New Caledonia is closer to Lang and the friendlier Tuck pirates, and at the center of their shipping lanes web: secret Pilgrim bases to the Northeast, Palan to the East, Sherwood to the South, Avalon to the West.
  • Exploratory Service: Their official job is to explore new systems on behalf of the Terran Confederation. However, not all systems explored are necessarily reported or made part of the official maps. Pirate bases, for example, are kept hidden in order to protect them. Pirates being the main buyers of illegally sold Confed ships, there more than just a slight vested interest in keeping them around. Other systems are excluded from ES reporting for somewhat similar reasons: Powerful corporations, such as Rondell, need secret agricultural bases where they can use slave labor. Corrupt politicians and secret organizations within the government and military need secret places to call home. Finally, paying the salaries for militias to patrol all hidden systems would obliterate the Confed budget.
  • Pirates (in general): The most salient difference about Priv 0 vs. Priv 1 pirates is that Priv 1 pirates use Talons almost exclusively. At the start of Priv 0, pirate Talons aren't very common. Pirates have whatever kinds of ships they were able to steal or buy. Talons can only be obtained by stealing them from militias, which is not easy: you have to first disarm, then cripple the ship, and finally board it or tractor it into a larger ship. Most common ship among pirates, at the start of Priv 0 is the Tarsus; and to bring their Tarsus across jump points they have to have a jump-capable ship... --usually a Drayman, but occasionally a Caernaven. As mentioned earlier, pirate bases don't appear in the official maps, in Priv Zero, until near the end of the plot line.
  • Pirate base Tuck: The Tuck pirates are aligned with Deiter Lang from the start of Priv Zero. They distill Ultimate from raw Spice that Lang brings to them from Palan. They pay Lang in various ways for the spice shipments, but mostly with slaves, whom Lang sends to work at various agricultural bases he is gradually acquiring. At some time during the game, Lang forges a truce between Tuck and the Merchants Guild.
  • Pirate bases Drake and KM252: Independent pirates until, later in the game, Menesch becomes their ship supplier, during his tenure as governor of a base in Avalon, and even later from hiding in the Grovsner colonies.
  • Pirate base Pentonville: These are also "independent" pirates until much later in the game, when they go from mutual understandings to actual deals with Lynch (junior, Roman Lynch), after which they ignore Lynch Shipping convoys, and attack mostly Merchants Guild vessels.
  • Secret Service: Originally an arm of the Confed political branch to keep tabs on the Confed military, but currently serves the highest bidder; often Belisarius.
  • Y-12: A group of elite Black Ops operatives that are also Belisarius members; they carry out black ops on Belisarius's behalf. Just like the militaries of many 3rd world countries change helmets and become "paramilitary" by night, when raiding villages on behalf of the IMF and/or World Bank; similarly, Black Ops agents aligned with the Belisarius group change insignias to Y-12 when they operate for Belisarius.


Timeline (grand plan)

  • First part of the game is all about training, working, saving money, buying a first ship, taking missions, upgrading... As well as talking to bartenders and reading news wires, magazines and publications, --to get a general idea of the sociopolitical background. The player could meet some of the main story characters at bars, but they won't have missions to give you, yet; they only chat about themselves and their endeavors, if they are the talkative type. The player cannot move between systems except while docked onto a larger, jump-capable ship. The story can therefore only begin after the player owns a Drayman or Caernaven, and a fighter to launch off it on.
  • To recap and expand on the starting background situation:
    • Rondell is a food and spice producer in Palan agricultural base, Palan.
    • The Exploratory Services is headquartered in Basra refinery, Palan.
    • The Sherwood, Capella, KM-252 and Pentonville systems are kept off the official maps.
    • Systems North of Palan are yet unexplored.
    • Construction of Perry Naval Base has only just begun.
    • New Detroit is an industrial planet, but not the kind of planet-wide metropolis it is in late 2660's.
    • Avalon is mostly unexplored, but there is a naval base and shipyard there, that will soon come under the control of Decommissionings. There's also another industrial planet, similar to New Detroit, in that same system in Avalon.
    • Deiter Lang is the main middleman/buyer of Palan's output, and is friends with some of the Tuck pirates, as he himself used to be a Brotherhood pirate at that base. Tuck pirates leave ships carrying his cargo alone, but attack any other ships of Merchants Guild, or of any other affiliation.
    • Romulo Lynch is a mining tycoon, --Lynch Mining having a major portion of iron and gems mining in Gemini. He uses the Merchants Guild services for transportation, and has recently acquired a controlling share of Corcoran Corporation, in an attempt to cementing a production side monopoly in durasteel.
    • Leanne Mullings is rising to stardom at the Confed Militias, blasting pirates left and right. Articles about her question why can't the rest of the militias operate like she does.
    • Masterson and Monkhouse are busy trying to gain support for their Steltekers Club at Oxford.

All of the above situational details should come to the awareness of the player by means of news, magazine articles and bar rumors, while the player is busy trying to get proper privateering ships and equipment.

Facts that will NOT be known to the player include knowledge of Belisarius, Secret Service and Black Ops operations, the fact that the ES is being less than open about its exploration results, the fact that there are hidden systems, including but not limited to the four pirate bases, and the fact that Leanne Mullings has been disobeying orders in order to chase pirates, --breaking formation to go after them--; and that she's making a lot of enemies among the Confed Militias, and among the Confed bureaucracies.

Finally, some of the facts listed as knowable will take some effort to deduce. Romulo Lynch's ownership of Lynch Mining, the fact he controls iron and gems, the fact he's trying to monopolize durasteel production; as well as Deiter Lang's rivalry with Lynch and cozy relationship to Tuck pirates. Deiter Lang's character will look a bit like a Hell's Angel with a pirate hat and a business suit; and sometimes he'll ask you to meet him at Tuck's bar; so it won't take a genius...

There isn't a single linear campaign here, nor is there an attempt or desire to throw choices and forks in the story, just to complicate things for the sake of complicating things. There's simply the fact that several story lines can overlap somewhat in time. "Somewhat" is a key word here: The main plot story-lines are related to one another, through interdependencies, date co-dependencies, rather than completely independent. There will probably be a number of independent story lines, as well, called "side-plots", such as AVR Ships and Exile Shipyards's regulatory struggles, and Beto Foodcorp's attempt to save Bronte; but I won't cover those in this wiki page.

Main plot story lines:

  • Leanne Mullings' story
  • The Steltekers' Club story
  • Deiter Lang's story
  • Romulo Lynch's story
  • Steltek artifact story
  • Menesch story
  • Hunter Toth's story
  • Warrant Officer Terrel's story

Time-wise, the above stories span from a little before Menesch's getting elected to Governor of a planet in Avalon, to a little after his disgraceful ousting amidst charges of fraud and corruption. But keep in mind that the stories overlap in time. Events within those stories that link to each other or must coincide in time are marked below by numbers in parenthesis.


Story lines, in more detail

(Keep in mind that each item could comprise 1, 2, 3 or more missions. Or more items could be added... Just a rough plan here.)

  • Leanne Mullings' story
    • Rising pop star of the Confed Militias
    • (1) Menesch's election (Corrupt Confeds begin selling Talons to pirates, and Confed militias are thereafter swamped in rules and regulations designed to prevent them from effectively fighting pirates).
    • When player meets Leanne, she's received an anonymous threat from within the militias, for refusing to follow the new regulations; and she needs a witness to fly near her, to testify before a jury of her being attacked first, should that happen.
    • She needs the player's nav computer log encrypted and delivered to her lawyer.
    • A report was 'leaked' about many of her kills being fabricated. She needs the player to accompany her in one of her pirate hunting sprees.
    • She wants the players' nav comp log delivered to a courageous media reporter friend of hers.
    • She's been told that that reporter "is as good as dead" and so she wants the player to bring her to her protection.
    • She's under attack by unmarked ships and needs help. Bartenders later say that it was Secret Service or Black Ops that attacked her.
    • Etceteras...
    • Last mission: Someone plants a box of brilliance in her Talon and all Confeds and Militias everywhere you go attack her. She decides she's had enough and asks the player to help her exact revenge before her becoming a fugitive. Along a path meeting dozens of attacking militias, she goes straight to Confed Militia headquarters and destroys all the ships docked to the station that personally belong to high officials in the Confed Militia, then heads into exile at Tuck.
    • (2) If you meet her at the bar, she pays your fee, and then Deiter Lang joins the table and hires her as his private pilot in exchange for a new identity: Lynn Murphy.
  • The Steltekers' Club story
    • Player meets Monkhouse and Masterson at Oxford, who recount for him the Steltek Hipothesis. They want to get exploration equipment to go looking for Steltec evidence in unexplored systems. Player meets Madamme Silverspring who vows to pay the privateering fees on behalf of "those bright kids".
    • At the Exploratory Service in Basra, player meets Craig Bodeno, who says he cannot rent out equipment, but that one of his employees, Ben Galliot, has expressed an interest in the Steltek Hypothesis, and he's willing to allow this employee to take paid leave to work with Monkhouse and Masterson. He asks he player to take Ben to Oxford.
    • A number of missions follow, involving making contact with various Steltek Hypothesis investigators, getting a sample of a book that was taken out of circulation by the Secret Service, rescuing an archeologist and writer who was framed and is being kept prisoner without trial in an unmarked prison ship; and finally to recover a Steltek artifact hidden somewhere in the Grovsner Colonies. Each time the player gets back to Oxford, Masterson and Monte are having different kinds of problems with Ben. First he was insisting that there was nowhere "firm evidence" of the Steltek; then he insists that limiting destructive technology is unnecessary, as long as access to it is controlled; third time he is insisting that all technologies can be used for destructive purposes, and therefore all technology must be eradicated; and the fourth time he's gone with about half the Stelteker's Club members, and has founded a religion called The Church of Man. Some of the club members who decided to stay said that he had changed his name to Father Benegeli.
  • Deiter Lang's story
    • Acquires Rondell
    • Acquires other agri bases
    • Makes deal with Tuck: Spice for Slaves
    • (1) Menesch becomes governor
    • (2) Leanne Mullings joins him and becomes Lynn Murphy
    • (3) Makes deal between Merchants Guild and Tuck
    • KM-252 and Drake pirates, now getting ships from Menesch, become a problem along the Tuck-Palan route.
    • (4)Menesch deposed
    • Lang jumps on the arms/ships trade with corrupt Confeds
  • Romulo Lynch's story
    • Acquires Liverpool
    • (1) Menesch becomes governor
    • Gem prices go up as they are the only form of payment Menesch takes for Talons, initially
    • Pirates singling out cargos of gems, which is Lynch's cash cow
    • Merchants Guild demand that Lynch provide protection
    • Lynch tries to comply by hiring extra mercenaries to escort gem shipments, and the player too
    • Merchants Guild also begin hiring their own members as mercenaries
    • Mercenaries Guild get pissed at the Merchants Guild and stop doing business with them
    • (3) With Lang's help, the Merchants Guild make a deal with Tuck pirates
    • Lynch founds Lynch Shipping
    • Merchants Guild get pissed and stop doing business with Lynch
    • Food deliveries to Lynch controlled systems dwindle, food prices go up, Lynch hires player to bring him foodstuffs
    • Lynch moves to gain control of Bronte Coop to secure output of non-Rondell-aligned agricultural bases
    • (4) Menesch deposed
    • Roman Lynch (junior) jumps on the ships/arms trade and makes deal with Pentonville pirates.
  • Steltek artifact story
    • ... (to be done) ...
    • ... (to be done) ...
    • ... (to be done) ...
  • Menesch story
    • ... (to be done) ...
    • ... (to be done) ...
    • ... (to be done) ...
  • Hunter Toth's story
    • ... (to be done) ...
    • ... (to be done) ...
    • ... (to be done) ...
  • Warrant Officer Terrel's story

Note: Terrel missions could be the first to appear; some of which being gunner jobs aboard cargo ships bound to/from Perry.

    • Missions protecting the construction of Perry from being discovered by the cats (distraction missions).
    • Missions escorting construction workers shuttles and materials shipments.
    • Missions escorting decommissioned ship shipments bound for Avalon.
    • (1) Menesch becomes governor
    • Terrel explains to player situation that some ships supposed to be decommissioned are being siphoned off, and that he's being asked to sign them as being decommissioned. He doesn't know where the ships are ending up, but has a plan to put a transmitter on a ship and then follow it, all of which the player has to do.
    • Next set of missions are about finding out who's behind the sales to pirates, and where the income produced is going.
    • Terrel says he's asked for transfer, but that he bows to continue the investigation; --player to deliver request for transfer to Perry.
    • His transfer request was denied, not by Perry, but by nameless Decommissionings Personnel Officials. He's threatened to blow the whistle unless transfer is granted; and then the decision was reversed. He fears he'll be attacked on the way to Perry and requests player to help. Unmarked ships attack. Pilots are few but aces or elite. Very hard mission.
    • More fact-finding missions lead to Menesch and discover ship routes and money laundering methods.
    • Terrel devices a plan: If Menesch can't be caught, he can at least be framed. Player to somehow switch a cargo of gems bound for Menesch's base in Avalon, for Brilliance and Ultimate, just as a high Confed official is expected for a visit to Decommissionings in Avalon; then to defend the departing official from attack by unmarked ships.
    • (4) Menesch deposed.