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As we eagerly await the return of a live and in-person CitizenCon, we couldn't let any more of 2023 pass without the chance to spend time with all of you again. This year, the Bar Citizen World Tour continues with members of our teams visiting your local events, with various goodies and loot in tow (including Banu cubes... and post Alien Week, we'll have a new Bar Citizen goodie to give away, stay tuned for details)!!
We've talked to many of the Community Bar Citizen Organizers out there who have been planning events around the globe, and we're excited to share an update on some of the initial events we'll be attending, including some starting very soon! For more information on gaining access to a particular event, or to speak to the Community Organizer directly, you can browse the events on barcitizen.sc.
It's important to note that this initial list is just the beginning. We wanted to get this information out there to spread the word so we could see as many of you as possible for the immediate events. We're still actively chatting with community organizers, so expect more events/locations to be announced in the weeks to come.
We're also still eager to hear about the events you may be planning in your local area. If you're working on something and you think it would be a great fit for us to visit, let us know!
*All times listed below are local time
Phoenix, AZ
April 1st, 2023 at 2pm Four Peaks Brewing Company 1340 8th St, #104 Tempe, AZ 85281
Paris, France
April 1st, 2023 at 5pm Dernier Bar avant la Fin du Monde 19 Avenue Victoria Paris, France 75001
Belgium
May 20th, 2023 at 10am HEPL - Campus 2000 - Liège/Seraing Rue de la Meuse 43 - 4101 Seraing Belgium
Columbus, OH
June 3rd, 2023 at 11am Equinox at Game Arena Columbus 1556 N High St Columbus, OH 43201
Shanghai, China
June 23rd, 2023 (Time TBD) Super Brand Mall, 168 Lujiazui Xi Lu, Pudong New Area, Shanghai
Hong Kong, China
June 25th, 2023 (Time and location TBD) Hong Kong, China
Incheon, Korea
July 1st, 2023 (Time TBD) Bali&Bali Soju & Beer 2F, 48 Gyeyangmunhwa-ro, Gyeyang-gu Incheon, Republic of Korea
Cologne, Germany
August 24th to 26th, 2023 (Time and location TBD) Cologne, Germany
Vienna, Austria
September 16th, 2023 at 12:00pm Wiener Prater Vienna, Austria
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THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the dying Tyrol system and the thriving Genesis system, get to know General Neal Socolovich, check out the Perseus, and learn about the history of secondary education in the UEE. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
Equivalency – Equivalent to a secondary education.
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Happy Monday, everyone!
Last week's episode of Inside Star Citizen had us beaming with excitement as we explored how the tractor beam will enhance future gameplay experiences. Then, on Star Citizen Live, members of the Turbulent Environment teams discussed their work on Alpha 3.18 and 3.19. We also got to meet Lukas Genever, Senior Manager for the Global Talent Acquisition team.
We'd also like to give a shout-out to everyone who participated in last weekend's PTU playtests! Your participation has been instrumental in bolstering the upcoming Alpha 3.18.1 build, which will address some of the more common connection and stability issues, including the seat bug. We're looking to get this into your hands as soon as possible, so keep your eyes peeled on the status page for the latest information.
This Saturday, Zyloh will be headed to Phoenix, Arizona, for one of the first stops of the Bar Citizen World Tour 2023! Or if you're on the other side of the pond, you can catch some members of the team in Paris, France, also happening this Saturday. We'll be posting the full schedule of the Bar Citizen World Tour 2023 later this week, and we hope to see you in person soon! Don't forget, if you're organizing an event or just looking for one to attend in your vicinity, you'll find everything you need at barcitizen.sc.
Finally, our friends at Atmo Esports will be kicking off the first leg of the System 7 event series this Saturday, April 1, at 20:00 UTC. 16 teams will race to the finish line on Clio's Snake Pit on Twitch; you don't want to miss it!
Now, let's see what's going on this week:
This Tuesday, the Narrative team brings us the latest monthly Galactapedia update.
On Thursday's episode of Inside Star Citizen, it's the return of the ALL SPRINT REPORT SHOW. Learn about everything from spaceships to planets to coffee machines and more.
Join us on Friday for Star Citizen Live on Twitch at 15:00 UTC / 8 am Pacific. Guests will be announced later in the week. You'll also receive our weekly RSI Newsletter delivered to your inbox.
Have a fantastic week, and we'll see you in the 'verse!
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
The Icebreaker Track Guide
BlackMaze's guide to the Icebreaker track will have you weaving through the Euterpe Advanced Research Laboratories like a pro.
View the full video on the Community Hub to gain the edge over your racing competitors!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Today on Star Citizen Live, you'll have the chance to meet members from the Turbulent Environment Teams as they discuss their work contributions on Alpha 3.18 and 3.19.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
You may have noticed a new Tractor Beam card was recently added to the 3.19 Roadmap. How will this new iteration of Tractor Beams enhance future gameplay experiences? Join us for this episode of Inside Star Citizen to find out!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for March 22, 2023
Release View
The following card has been added to the Alpha 3.19 column on Release View:
Tractor Beam - Attach and Detach
This iteration of the tractor beam gameplay will add functionality to the tractor beam attachment of the multitool, allowing it to detach and attach items from ship itemPorts. This functionality can either be used for component exchange, replacement or restocking (rockets) or to scavenge other ships.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, June 20th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
Question: Why is it still called the United Empire of Earth when the Messers, now widely seen as malevolent dictators, originally gave it that name? Is there some reason why they opted not to rename the UEE to something new, without the historical baggage, after the Messer Era?
Answer: The simple answer is democracy. On April 30, 2793, the Senate voted on the massive Governance Modernization Act (GMA) meant to repair and reform a system warped to the will of the Messer's for far too long. Within this piece of legislation was a provision that would've renamed the United Empire of Earth to the Democratic Stellar Union (DSU), while another would have moved the empire's capital from Earth to Terra. Following a spirited debate within the Senate, the GMA fell three votes short of passing.
Of course, the real answer is much, much more complicated. It's a mixture of politics, optics, adoration for the past, and other factors. While the revolution was successful, not everyone supported it. Plenty of people and systems benefitted from the Messer regime and their policies, while others were happy to see the Messers go but believed the underlying institutions didn't need to be drastically overhauled. It could be argued that bundling the name change alongside other initiatives in the GMA, like the still controversial proposal to move the capital to Terra, forever tainted and politicized the idea. It made supporting a new name synonymous with moving the capital to Terra, an idea Earth-centric politicians and corporations strongly opposed.
Meanwhile, others argued that renaming the empire would make Humanity look weak to the Xi'an Empire and immediately nullify trade treaties with the Banu, grinding vital inter-species trading to a halt. One anti-name change Senator even calculated the cost of updating the empire's name on buildings, ships, equipment, armor, stationary, and more. Though the astronomical sum and the methodology used to achieve it were widely disputed, the number became a cultural punchline, turning people off to the idea and onto the immensity of the issue it would be to rename the empire.
Changing the name of the UEE has never come to a vote again after the failure of the GMA. Blame the politicization of the idea, or the Earth-centric entities desperate not to lose political, economic, or cultural cache. Blame the potential real world and political cost. All of these factors, and more, combined to keep the name United Empire of Earth around after the downfall of the Messers. Once it survived that turbulent time, the UEE worked hard to redefine itself so it would symbolize something other than the despotic regime that named it.
Question: Why doesn't the Intergalactic Aerospace Expo (IAE) have a historical ship hall? It would be great to have historical ships, like the Zeus, for players to see even if it's only the outside.
Answer: This is a fun idea but probably beyond the current scope for the IAE. Having a historical ship hall makes sense in lore, but would require extensive support from other teams. Even showing only the ship exteriors would necessitate that they go through the concept phase, which would include creating or reworking each ship's design language to be unique and era appropriate, before being modeled in-engine to meet our high standards. That would be a lot of work for an IAE hall. That said, there is interest in making flyable versions of historic ships. If we end up building enough of these, then there could potentially be such a hall at a future IAE expo.
Question:How are we supposed to sort our trash and recycling? Based on the bins currently in-game, it doesn't make a lot of sense. It's sparked some serious discussions between me and my friends and kept me up at night. I even asked the Reddit SC Discord but everyone had different answers.
Please help us settle this important waste separation discussion! It's more relevant than ever and also has some potential gameplay around it. Cleaning up the trash could offer a small incentive, like improving your rep, reducing fines, lowering crimestats, and so forth.
Answer: Not only does litter make us bitter, it's also a potential issue for servers to handle. While the game could just magically make garbage disappear, the hope is that we can develop it as part of possible gameplay loops and allow players to help with properly discarding items. That's why Design has been tasked with figuring out how to handle things players want to throw away. The Narrative team has had an initial, broad discussion with them, but it's still very much a work in progress. While nothing is set in stone, one of the proposed ideas is that the player shouldn't have to sort anything. A player could place their unwanted items into any bin and it would be sorted behind the scenes. This would make it easy for players to help keep the servers from getting bogged down. If that path is chosen, the lore could lean into a bit of future tech, like a smart trash sorting system, to explain how it works.
There's also been discussions about how to incentivize players to toss things in the trash, but nothing has been settled on yet. Would certain kinds of trash offer higher incentives than others? One thing to keep in mind is that providing a perk, like improving rep or lowering a crimestat, ties into other systems and might lead to unintended consequences. For example, imagine a player who is focused on earning reputation with a particular gang. They take a few minutes to toss trash into the bins at Orison only to have the rep boost with Crusader mess with their outlaw status. However these issues get sorted, the Narrative team is definitely looking forward to the satisfaction of placing an empty Pips can where it belongs.
Question: How do you plan to introduce tension and suspense into the narrative of this universe? Everyone is functionally immortal. No one can die from anything but old age. How do you write around that?
Answer: The opportunities to introduce drama and tension into the narrative of the universe are limitless. There's tension in what system lies on the other side of a newly discovered jump. There's drama in a Hurston hiding from their family that they fell in love with a member of the United Workers of Hurston. Death is fertile ground for drama and tension but not the sole source.
Also, I wouldn't classify regen tech as functional immortality. It may currently feel that way in-game because the mechanic hasn't been fully implemented, but the regen system should have plenty of interesting wrinkles that create tension. For example, catastrophic deaths may result in injuries or affects that stick with your character. The loss of a ship or a frantic race to retrieve a precious or valuable item following a death is another. Plus, there's always the chance that this death might be the final one and result in that character passing on their stuff to an heir (new character).
Since the full system isn't in-game yet, it's worth reading both the original Death of a Spacemanpost and the Loremakers' Guide to Regenerationto better understand our goals. Within the lore, we've already explored drama and tensions around regen and death in posts like Far From Home: Regen Contemplation, Starwatch: Bo 2.0, and Crossroads. Death won't be without consequence, tension, and drama in the game. It'll just be different than what we're used to.
Question: How is time handled in the UEE? Is one year still 365 days? How is that counted when the length of a day can vary from planet to planet? Do alien species have a sense of time? If so, do they have a different year than ours and a completely different time? How do you talk about time between two different species?
Answer: You're right, it's very complicated to figure out time in a universe where we have multiple planets, each with their own day/year cycle. How do you make plans to meet with someone, for example? The way we got around it was establishing Standard Earth Time (SET) as a standardized date/time signature that's embraced around the UEE. That way everyone would adhere and could plan to a single clock, even though they would still potentially have their own local time.
Aliens would also use SET when dealing with Humans, but have their own sense and scale of time. 100 Xi'an years roughly equates to 128 Standard Earth Years, and rai.Hy’ūm is their word for a Human year. Meanwhile, the Banu count time in "beats," which they call umi and equates to five seconds in Human Standard time. As members of the UEE, Tevarins would use SET. Finally, anyone who’s taken a moment to ask a Vanduul about their concept of time has died, so their perception and experience of it remains unknown.
Question:Do you have any information about this planet? I did not find any in the Galactapedia.
Answer: The Gliese system in-game is not meant to represent the real Gliese 667 triple-star system. Outside of Sol, all other systems in the game are fictional and, even if they share a name, are not intended to have a real world equivalent. As the old Star Citizen adage goes, "space be crazy" and Human knowledge of what lies out there is ever expanding. To save ourselves from constantly updating or retconning system information based on new discoveries, the Narrative team decided it would be best to keep them fictional.
Question: I was wondering what the Narrative team's plans are for naming features in the 'verse? Names for things like the lakes, seas and oceans, and rivers. Larger craters on moons often have a distinct name, as do mountains and plains. This makes wayfinding easier and fleshes out the believability of the places. Colonized worlds would undoubtedly have named features, often given to them by the first person to discover or traverse them. I haven't seen any references to names or the naming convention, so I was just curious.
Answer: This topic pops up often, as we continue to build out and expand planetside locations. Much of the discussion around it is actually what or how much information should be given to the player. Does every mountain peak need a name? What about a small squatter's camp set up within the husk of a crashed ship? Would its name show up on the StarMap, and if so, would it be the name used by its residents? Is it weird that a group of ten who took to living in a crashed ship somehow got their name for the place on the StarMap? Should names of places only reveal themselves once players visit them? Should players be able to adjust the names of things on their own StarMap?
For now, Narrative has only named what's been deemed essential. How far we go with the naming of locations and environmental features is still to be seen, but one option would be to create a "name generator" that could kick out a bunch of distinct names that could then be assigned to locations. We already use one to generate names used in bounty missions and have messed around with one for businesses that could be used in building interiors. Such a location name generator would be very helpful if we need to name a bunch of places for the StarMap, because as fun as it sounds coming up with names for things, that fun fades fast and can become mentally exhausting once you have a couple hundred to tackle. While we'd still look to handcraft as many names as feasible, by utilizing a name generator for smaller locations we'd be able to quickly get a wide swath of options and can then spend our time picking and placing the good ones.
Question: I’m curious to hear from the Narrative team on the effects that regeneration has on a society. I was trying to think how such a fundamental shift would affect society, since many of our longstanding laws and morals would be deeply challenged by the fact that death is no longer final.
Would execution as a punishment even exist? Would murder be as heavily punished as it is now? It would seem that in general, people would value life less as death would not be final. Assuming a person imprinted before a dangerous mission, non-traumatic suicide (i.e. cyanide pill) would be a mostly viable means of escaping capture. High-risk economic activity would be seen as more viable. In fact, it's likely that crime would explode for a period while society adjusts to the fact that being killed in the commission of a crime is no longer "the end". Resources once considered too dangerous to extract would be actively sought out by those with the means to imprint/regen. Acts once considered extremely noble (i.e. captain going down with the ship) would be simply commonplace or even contractually required. Sorry, I know this has been kinda rambling, but it's something I've been wondering about more and more. I'd love to hear the lore team's take on regeneration and what it would mean for society.
Answer: We know this question comes around a lot and is of great interest to the community. The Narrative team actually dedicated one of our recent "lore jams" to elaborate on the subject of this question.
First, the death penalty. This practice would be impacted by regeneration tech, but the death penalty itself has already been outlawed in the 'verse for hundreds of years. As for murder, the law has gone a simple route. It is the act of murder that is being punished. Whether someone successfully regenerates or not, the prosecution is the same.
Second, using Regeneration as an "Out." It's not unheard of for criminals to use regenerating to escape a disadvantageous situation, but it's not all that common, either. It's important to remember that regeneration is not pleasant. Even if death itself is painless, regenerating is not. And then there's all the other side effects, like scarring, loss of memory, or being unable to use limbs you've previously lost even after they've been regenerated because the loss has deeply imprinted itself upon your consciousness. Using regeneration as an "out" is an extreme action - like sawing off your arm when you've been pinned under a rock - even if it's your only way out, how many people would actually go through with it?
Third, the broader cultural impact. It's understandable that we want to try and explain the risk-embracing behavior of players as an indication of the broader cultural impact of regeneration. But people don't drive more recklessly because they have seat belts. A lot of the repercussions and limitations of regeneration aren't represented in the current iteration of the game so while some individuals might be more reckless, it's likely they were predisposed for that behavior regardless of the wide availability of regeneration. For companies and organizations like the UEE, regeneration is still a costly process, and it's almost always either cheaper, easier, or simply more moral, to focus on saving lives than it is to rely on this imperfect technology.
Regeneration is a huge topic that we could explore for days on end. It is definitely part of the fabric of what makes Star Citizen unique as a science-fiction setting. Don't forget that in the lore of the universe regeneration is still very new technology. It was only released publicly in the UEE a few years ago, so the full extent of its impact hasn't been seen yet.
Question: While searching for information about badges given at the first referral program level, I discovered the incredible stories of some squadrons, but found nothing related to the 323th. Is there any lore around the 323th? I'm really curious to know the notable actions of this squadron.
Answer: The UEEN Aggressor Squadron 323 was first introduced into lore as part of the announcement for the Esperia-manufactured Vanduul Glaive reproduction. Specializing in mimicking Vanduul tactics, the highly-skilled squadron was selected to be outfitted with the first production run of Human-made Glaives so they could operate training skirmishes to better prepare Navy pilots going up against Vanduul clans. Traditionally, an aggressor squadron is one that serves the role of being the "enemy" during training exercises and war games. In Star Citizen, this means that the 323 have become masters of Vanduul combat behavior and can fly with their unique aggressive flight style in a convincing manner. Before Esperia started making accurate reproductions, aggressor squadrons like the 323 would fly either normal military ships (frequently outfitted in special livery to make them seem more Vanduul), or the rare Vanduul salvaged ship; though the latter was infrequently used owing to impracticalities involved. Based out of MacArthur (Kilian V), the Navy's official headquarters, the 323 frequently recruit pilots who are near the end of their service commitment as a way to utilize their combat experience before they retire.
As mentioned in the question, Star Citizen's Referral Program features an Aggressor Squadron 323 "No Quarter Given" badge to display as part of the "Badger and Badges" reward given for obtaining the rank of Recruiter. However, in researching this question, the Narrative team discovered a typo in the description of this reward where the squadron was referred to incorrectly as the "35th." It should now be correct.
"S-pop (abbreviation of Saisei Pop) is a form of Human popular music originating on Saisei (Centauri III). Common characteristics of S-pop include the incorporation of relaxing organic-sourced sounds and traditional Saisei instruments. The term can refer either specifically to the popular music of Saisei or to any music functionally derived therefrom."
What would be the closest contemporary equivalent to S-Pop? I've found some genres which might fit the description but without knowing what traditional Saisei instruments are or how they would sound I'd love to know more.
Answer: You asked this question at just the right time! We recently posted a Galactapedia article on S-pop that gets into what it generally sounds like. Check it out!
Many S-pop songs incorporate synthesizers that source their sounds from organic noise, like crickets chirping, wind blowing through leaves, or water flowing. These aren't 1:1 replications, but baseline sounds that are used to build different notes (although directly sampled natural noises do pop up from time to time). The genre also utilizes instruments built from softwood trees that grow on Saisei. One mainstay, the s-guitar, is an all-softwood guitar that creates a deep, clear, and resonant sound. Look up an all-spruce guitar for a great example. Many songs use the chord progressions IV-V-iii-vi and vi–IV–V–I, along with minor keys. There are a lot of subgenres within S-pop, so you will find styles like pop, rock, dance, hip hop, metal, etc. within the genre. Saisei band the Claw famously covered "Moonlight" by metal band Clover and kicked off the S-pop craze that dominated UEE charts from 2932 to 2934.
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Happy Monday, everyone!
This week we're celebrating Stella Fortuna with a community contest, so gear up in your glorious green garments, visit the event page, and challenge Lady Fortuna for the chance to win some gleaming prizes!
In case you missed it, last week's episode of Inside Star Citizen had the Missions Feature team discussing the procedures and benefits of adopting a modular mission-creation process, while Star Citizen Live followed up on your potential career as an engineer in the 'verse. Also, Miss New Babbage took us on a journey behind the curtain of Star Citizen's development and paid homage to William Shakespeare - a worthy watch!
As an update to Alpha 3.18’s current state, we're aware that some of you are still encountering issues with connecting and/or playing. While we’ve made great progress through a variety of hotfixes, the team continues to hammer away at remaining issues. We’re currently focused on a 3.18.1 patch, which we hope will bring some much-needed relief, and aim to roll this one out as quickly as possible. Stay tuned for further updates!
Now, let's see what's going on this week:
This Tuesday, the Narrative team will publish their monthly comm-link answering some of the community’s burning questions from the Ask A Dev section of Spectrum.
Wednesday,we’ll publish our bi-weekly Roadmap Update and associated Roadmap Roundup.
On Thursday, get pulled into the world of tractor beams on Inside Star Citizen. Learn about the present status, future direction, and upcoming Alpha 3.19 additions linked to Salvage and Mining gameplay.
Friday brings another episode of the Talk Show at the End of the Universe. That begins at 9am Pacific / 4pm UTC on twitch.tv/starcitizen. Stay tuned, as we will reveal the guests later in the week. You'll also receive our weekly RSI Newsletter in your inbox.
Have a stellar week both in and out of the 'verse!
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Racing Ships Info Panel
sp33dweed presents the current racing ships in a handy overview and shares their opinion about strengths and weaknesses in Alpha 3.18 on an individual basis. Do you agree, and which is your favorite speedster?
Please hop over to the Community Hub and leave them an upvote for their excellent work.
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This week on Star Citizen Live, we're bringing in Lead Systems Designer Thorsten Leimann to discuss Engineer gameplay as a follow-up to our last Journey to 4.0 episode. Plus, a special guest appearance from a familiar voice you may have heard around the 'verse!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Gather your closest cohorts, throw caution to the wind, and raise a glass in jubilant defiance of the odds. That's right, Stella Fortuna is upon us once more, so why not roll the dice? As they say, ‘no guts, no glory.’
With new Fortuna paints, an adventurous screenshot contest, and a chance to pick up one of Origin Jumpworks' most sought-after ships, you won't want to spend the rest of the year wondering what might have been.
Stella Fortuna is a cultural celebration held each year on March 15 throughout the United Empire of Earth (UEE). It was established to commemorate the successful colonization of Mars (Sol IV) though has evolved to celebrate good fortune, boldness, tempting fate, and embarking on new business ventures.
Feasting, fireworks, festivals, and other forms of mass celebration are hallmarks of the holiday, along with the colors gold and green.
Learn more about Stella Fortuna’s origin on the GALACTAPEDIA.
Freeze Frame of Fortune
Show Us How You Tempt Fate
Show us how you're tempting fate in our Stella Fortuna screenshot contest! Capture your daring exploits or unlikely victories and upload them to the Community Hub for the chance to win festive prizes. For the complete contest rules and details, check out the post on Spectrum. Remember, no guts, no glory!
Head to the Hub
and Join the Celebration
This Stella Fortuna sees the debut of a new section of the Star Citizen Community Hub allowing players to submit and peruse all content related to holidays and other Community events. Check it out.
Greenhorns
More Ships Get Lucky
The Hammerhead, Redeemer, and beloved Vanguard series join the ranks of ships bestowed with the luck of the Fortuna paint scheme. Pick one up and show the 'verse that fortune favors your ship. Plus, if you missed past years' Fortuna paints, pick them up for a limited time now.
Love Rare Ships?
It’s Your Lucky Day
Connoisseurs of the new, rare, and refined, look no further for premiering paint schemes, the return of some stock-limited Fortuna ship packs (which includes the super-rare Constellation Phoenix Emerald), and a chance to pick up one of Origin Jumpworks' most sought-after ships, the illustrious 890 Jump.
Wave 1: March 17 - 1600 UTC Wave 2: March 18 - 0000 UTC Wave 3: March 18 - 0800 UTC
Limited-Time Paints
Add a limited-edition green paint to your Vanguard, Redeemer, or Hammerhead. If you missed past years' Fortuna paints, pick them up for a limited time now.
We've brought back legendary Fortuna ships, including the stock-limited Constellation Phoenix Emerald. These limited-quantity packs will release in three waves. Click on more info to see the contents.
Wave 1: March 17 - 1600 UTC Wave 2: March 18 - 0000 UTC Wave 3: March 18 - 0800 UTC
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How has the mission creation process become more efficient by adopting a modular process? In this episode of Inside Star Citizen, the Mission Feature Team will walk us through how it works while also uncovering how mission modularity is beneficial to both the creators and players alike.
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Eigentlich sollte Alpha 3.18 einen neuen Meilenstein für Star Citizen darstellen. Das bisher größte Update für die Weltraum-Simulation sorgt aber für mehr Frust als Begeisterung.
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This article originally appeared in Jump Point 6.04.
Origin 300 Series
POINTS OF ORIGIN
Origin Jumpworks unveiled their X3 prototype at the 2889 Terra Air and Space Show, sending a shock to aerospace watchers and industry insiders alike: a company previously known for fusion engines and industrial transport ships was looking to take on the competitive single-seat market with a bold new aesthetic that looked like nothing else in the galaxy. While only a one-off technology and ‘look’ demonstrator, the reception of the X3 made it clear that the company was capable of competitive single-seat starcraft design and that there was an audience for their new design philosophy: there’s room for style in the vacuum. Emboldened by the public’s reaction to their new charge to combine aesthetic and utility, Origin began the conversion to single-seat manufacturer. There followed nearly a decade of work to develop a marketable ship and expand design facilities and factories for mass production of the final spacecraft.
The X3 programme had been headed by Otto and Andreas Lang, brothers and aerospace wunderkinds who were known for melding form and function. The Langs were not yet 35 when they were recruited from Seal Corporation to oversee advanced plasma manifold development at Origin. It was a position the brothers held only briefly: together the pair threw out the current design and outlined their own more efficient version in the first six months. Thanks to profits generated from that change, within a year they were appointed to head up the highly experimental X3 programme. The ultimate vision, they insisted, was clear from the start: manufacture a single-seat luxury spacecraft that incorporated clean, modern design. “Many creatures create tools,” Andreas would preach, “but Humanity is defined by a more sacred ability to appreciate beauty and to use that appreciation to create art.” It was their calling, then, to design spacecraft that would maintain our innate Humanity as we reached to ever-further stars and expanded beyond the ability to maintain a singular society. In the wake of the X3’s success, each brother built out his own team: Otto, the younger of the two, to shepherd the 200 series observation craft and Andreas to design what the company saw as its crown jewel: the 300 series personal spacecraft.
Andreas stacked his design team with fanatics, idealists after his own heart who believed in making sure the 300’s styling would carry some higher ideal. The resultant team was an eclectic mix: standard ship design specialists focused on areas like power plants, thrusters and life support, while outsiders from other industries were brought in to work on aesthetics, comfort and the general feel of the ship.
Despite all of this, a major factor in the 300’s success came not from the design think tank on the Rhine, but instead from the depths of the United Empire of Earth’s legal system. In 2898, the high court passed down a verdict in Pressman v. United Empire of Earth that allowed civilian craft to use the same speed safety standards that racing ships had been using for years. Pressman argued that with the current advances in avionics, the older safety regulations set by the Department of Transportation and Navigation were an unfair burden for modern pilots. The court agreed and the timing could not have been better for Origin: the 300 would be the first new spacecraft to take advantage of these new speed safety limits. As a result, in 2899, the 300 was one of the fastest ships available in its class. Although RSI, Drake and others quickly followed suit and produced ships that were ‘uncapped,’ Origin won popular acclaim by getting there first.
TAKING FLIGHT
The first hand-machined Origin 300 prototype (pre-production models lacked the closing alphabetic variant designators such as “-i” or “-p”) took flight at Frankfurt Cosmodrome on August 3, 2897. From a technical standpoint, the first flight was an enormous success: the prototype completed nine Earth orbits without a hitch. Additional early tests rapidly checked off the standard first flight objectives, including the Earth-Luna slingshot and the initial quantum to Io. Inside six months, 300-1 was ready to perform the first jump tests in real space. The only problem: a complete materials manifest of the current metals, alloys and components indicated that the end retail cost of the ship would be over fifteen times that of an Aurora. The company’s board, previously content to let Lang work without restrictions, stepped in. For the next fourteen months, the factions of the company fought a viscious internal battle over the 300’s production model, with a chain of executives resigning in defiance of Lang’s obstinance. Spacecraft designers and outside consultants were tasked with determining how to turn a perfect, expensive prototype into a working production model without sacrificing the soul of the machine. The result of these reworkings was a spacecraft with a sticker price roughly four times that of the contemporaneous Aurora. On December 18, 2899, the 300 series premiered at a special reveal ceremony at Baikonur to incredible acclaim. The combination of its stunning lines and incredible performance won over audiences immediately. The Origin 300 quickly became the ‘look’ of popular spaceflight — a symbol of success and a goal for everyone setting out into the galaxy. While RSI may have offered Humanity an easier path to the stars, Origin offered a collective chance to make that leap in style.
VARIANTS
The 300 series launched in 2899 with a single model: the 300i. Andreas was insistent that Origin would begin producing variants in the third model year by designing entirely new models to fulfill different specialized tasks. Origin, remembering the expense of the first prototype and the ensuing battle to lower production costs, balked at the idea. For all of the project’s rhetoric, later amplified by the series’ initial marketing, the company wanted to borrow an important aspect from RSI’s Aurora: a modular space frame designed to easily adapt variants. Like the Aurora, the 300 series would adapt the initial version into a host of different factory models built atop the standard design. By all accounts, the decision to develop variants instead of bespoke models soured Lang on the project altogether. Instead of helming the 2903 model year as previously intended, he built a smaller, separate team to construct the Origin 350r speed model. Not intended for wide sale, the 350r project allowed Lang and his most fervent acolytes a chance to build the high performance ships he desired for the racing circuit.
Over a dozen 300 series variants have been offered since the line’s inception, with the majority being minor, one-off yearly models themed for particular events, such as the Origin 320c “Imperator’s Edition.” However, two design variants have proven so effective that they have become part of the standard production run, receiving the same incremental model year improvements as the base ship. The Origin 315p was launched in 2930 as a ‘pocket explorer,’ an unusual attempt to marry the 300i’s lines with improved power output and a newly-developed scanning package. Despite the odd duck nature of the design, the 315p proved a reliable performer, with much of the success coming because smaller prospecting outfits were happy to have a dedicated spacecraft that could perform just as well, but provide the comfort and style that was often overlooked by other manufacturers.
The second long-standing variant is the 325a dogfighter, generally believed to be the result of a naval contract. No information has ever been declassified on why the UEEN might have utilized a fighting-focused 300i design, but an in-depth analysis of the ship’s properties suggest it was actually first designed as much as a decade before its 2940 reveal. In any case, the 325a adapts the 300i concept into a dedicated combat ship with upgrades to the weapons payload and the addition of a specialized targeting system.
Origin has expanded their production capabilities every year since the 300 launched, using the success of the design to finance more spacecraft that follow the same aesthetic philosophy. From the starter-level Origin 100 series to the beautiful-while-functional 600 ships to the luxurious 890 Jump flagship, Origin continues to adhere to Andreas Lang’s basic belief that the look and handling of spacecraft should speak to our deeper nature.
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Happy Monday, everyone!
Star Citizen Alpha 3.18: Lasting Legacies has launched to the live servers. This significant release represents a crucial milestone for the project, as it introduces the implementation of Persistent Entity Streaming (PES), a vital core scalable technology crucial for Server Meshing and the entire Star Citizen experience. We want to express our immense gratitude to our community who provided invaluable feedback during the PTU testing phase, which helped us get this one out the door.
We knew that a live release was necessary to continue testing at a scale only possible in the live environment. Since releasing, hundreds of thousands of you have turned up to check out the latest update. However, we understand that many of you are currently encountering issues preventing you from logging in, and for those who are able to get in, you may be experiencing a less than ideal gameplay experience.
First, we would like to apologize for the turbulence and frustration that many of you have experienced since release. While we anticipated that there might be some initial hiccups with the launch, and tried to set expectations accordingly, it is still unacceptable to us that so many of you have been unable to enjoy 3.18 properly. Please note that we we're all hands on deck working to get remaining issues resolved, and getting things running smoothly as quickly as possible. While we've already seen improvements in many areas, there's still more work to do, and the right people are on it.
In the meantime, we'd like to take a moment to highlight some vital resources at your disposal:
This page is your one-stop-shop for the latest updates on the current state of the game. We'll continue to update this page regularly, so check back often - especially if you're experiencing an issue related to connectivity or stability.
This Knowledge Base page is dedicated to highlighting the top known issues that many of you are experiencing. Most importantly it also houses any known workarounds or updates related to said issues.
It's likely that the issues you are experiencing are already reported on the Issue Council. Make sure to head over and contribute or submit a bug of your own.
Once again, we want to thank you all for your patience and support. Rest assured that we're aware of the current issues and working diligently to get them addressed so that we can all dive in and enjoy the new and exciting content in Alpha 3.18, such as the long-awaited introduction of Salvage, the Cargo Refactor, new race tracks, locations, and more.
Now, let's see what's going on this week:
This Tuesday, the Narrative team will post a Whitley's Guide on the 300 Series, originally debuted in Jump Point for subscribers.
Thursday on Inside Star Citizen, we dive deep into the modular mission system, the modular system that allows missions to be made modularly. They explain it better in the episode.
This Friday, join us for Star Citizen Live on Twitch! Guests and times to be announced later this week. You'll also receive our weekly RSI Newsletter delivered to your inbox.
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Race The Verse - Episode 1
A group of players decided to take a crack at a version of "The Amazing Race" in the Stanton System, and the results are....well, amazing!
Watch the full video by Roshiu on the Community Hub!
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Now that the Scorpius Antares from Roberts Space Industries has been added to the 'verse, we posed a few questions to the Vehicle team about the new dedicated short-range interdiction fighter. Here are the answers, straight from the designers themselves.
Are there any advantages over the base Scorpius, such as armor, shields, and maneuverability? Will the Antares have improved speed to chase down targets over the base Scorpius?
The Antares' armor and shields are the same as the base Scorpius. However, the lack of a turret makes it lighter, so the Antares has a marginally higher top speed. For balance, its handling performance has been slightly reduced too.
Will the Antares' cockpit setup differ from the base Scorpius'? For example, will it have four MFDs instead of just two?
The cockpit setups are virtually identical, with only minor changes to the co-pilot seat to account for the extra functionality. The Scorpius was intentionally built with two MFDs, as we plan to bring back additional helmet-based MFDs in the future.
Despite losing the turret and therefore a substantial amount of its original firepower, as well as reduced angles of cover fire, the Antares still packs a punch in terms of weaponry. Would the Antares technically classify as a heavy fighter?
The Antares is still classified as a Heavy Fighter due to its remaining firepower, which, while lower in raw DPS, provides punch in alternate ways with the EMP and quantum jammer. However, it does somewhat straddle the line between a Heavy Fighter and an Interdictor.
How does the extra interdiction and EMP modules affect the Antares' signature when being scanned?
As it has more energy-hungry components and an additional powerplant to run them, the Antares' signature is higher than the regular Scorpius, meaning it can be detected more easily.
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How does the Antares' quantum enforcement device (QED) component differ from that of the RSI Mantis?
The Antares does not have a full QED, just a quantum jammer, which prevents nearby ships from using their quantum drive. The Mantis has both a quantum jammer and a quantum snare, which pulls other ships out of quantum travel. However, the Mantis does not have an EMP, like the Antares.
What advantages and disadvantages does the Antares have over, for example, the Cutlass Blue and the Vanguard Sentinel?
The key advantage is the combination of both a quantum jammer and an EMP device, whereas the Cutlass Blue and Sentinel only have one of the two. However, the Sentinel and Cutlass Blue benefit from having an accessible interior space, providing greater flexibility in role.
Will the EMP be as powerful as the Vanguard Sentinel's?
It is very similar in power to the Sentinel's, trading a slightly slower charge time for a slightly increased range. These values will likely be adjusted over time to ensure both remain competitive but different.
As the Antares is not as maneuverable or nimble as the Avenger Warlock, is the EMP's area of effect large enough to make up for this?
Yes. The Antares' EMP radius is higher than the Warlock's to account for its reduced mobility relative to the smaller ship.
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What size EMP generator will the Antares have? How many ships can the EMP take out?
The EMP generator is a bespoke item and doesn't fit within the usual component parameters. How many ships it can disable entirely depends on how close they are and their component sizes, as it's a radial effect that targets components directly.
What is the spooling time of the EMP on the Antares?
Giving concrete times for spool rates is something we wish to avoid at this point, as further balance and iteration post-launch is inevitable. Instead, it's better to think of it in a hierarchy compared to the other ships with EMP devices, such as the Sabre Raven, Avenger Warlock, and Vanguard Sentinel. Currently, the Raven is the fastest spooling, and the Antares and Sentinel are the slowest.
If someone is playing solo, can the pilot control the quantum jammer and the EMP?
No. A co-pilot is required to activate the quantum jammer and EMP.
Does the co-pilot have control of the missiles as well as the EMP?
No, the co-pilot just has access to the EMP and quantum jammer. The pilot controls the wing weapons and missiles.
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Is the e-warfare component (the EMP) of the Antares fully modular? For example, can it be replaced with the Scorpius' turret? Is the Antares a full variant of the original Scorpius?
The two ships have distinct geometry changes to the hulls, making them full variants. The components are not modular, so there is no possibility of equipping the others' items.
With the introduction of Master Modes, will the quantum jammer affect a ship's ability to quantum boost?
Yes. The quantum jammer is currently planned to interfere with the ability to quantum boost.
The possibility of extending the Scorpius' wing configuration to include the flat pattern was previously mentioned; is there any update to this?
It's still planned but low down on the priority list. We'll also be looking into other vehicles with third states (including the Dragonfly's compact state and Eclipse's tucked wings) when we do this.
What is the reasoning behind making the Antares a two-seater vs a one-seater?
Gameplay-wise, having all that on a single player would be quite overwhelming compared to splitting the load between two, especially in the heat of combat. For example, a single player having to deal with guns, missiles, the EMP, and quantum jammer when engaging a group of enemies alongside friendly ships would be too much.
Disclaimer
The answers accurately reflect development's intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
From RSI’s celebrated Applied Innovations division comes the latest in battlefield dominance - the Scorpius Antares.
Redesigned to house a devastating EMP device and quantum jammer, the Antares shuts down enemy combatants, leaving them open to attack or boarding.
Fully endorsed by the UEE Navy, and receiving the same glowing recommendations from the Wreckless 999th Test Squadron and Civilian Defense Force as its forebear, the Antares is the keystone of a next-generation battle fleet.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Drake Interplanetary is proud to release the Vulture - a light industrial salvage vessel that lets you do you.
Rip and strip without the cumbersome hardware and multi-crew rigmarole of a larger ship, cut out the middleman, and answer to no one.
With the Vulture, one crew’s wreck becomes another pilot's riches.
SOLO SALVAGE
Be your own boss and take total control of navigation, defense, and the Vulture’s unique all-in-one Ripper utility rig.
Who needs a crew or a cumbersome ship when you can do it yourself in half the time?
SCRAPE WRECKS FAST AND EASY
The Vulture’s Ripper salvage rig keeps the entire operation simple. Dual integrated scraper beams, featuring Drake’s patented Tomium system, allow the operator to scrape hulls with maximum speed and efficiency.
EFFORTLESS INTAKE
The Ripper salvage rig is outfitted with a Lariot tractor beam designed specifically for the Vulture.
This industrial-grade system’s innovative beam configuration makes it more powerful than larger off-the-shelf setups, instantly pulling raw scrap into the ship. Ready for onboard processing.
ONBOARD PROCESSING
A fully integrated onboard scrap processor breaks down salvaged substances as quickly as the Lariot tractor system pulls them in, instantly processing raw scrap into sailable material.
Please note that due to issues with disrupted supply routes through the Ferron system, Vulture chassis are currently being issued minus their full processing capabilities. The necessary parts will be supplied to Vulture owners as soon as they become available.
CUT OUT THE MIDDLEMAN
In the Vulture, you’re truly the model of self-sufficiency. No more paying couriers, crew members, choppers, or haulers. With the onboard scrap processor and a generous 12 SCU of cargo space, you can put the weight on your shoulders and the profit in your pocket. You’re a wrecking crew of one.
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Alpha 3.18 throws open the door to the next stage of Star Citizen’s groundbreaking universe. Alongside adding immersive careers, stunning locations, and thrilling gameplay, the latest patch holds the key to true in-game persistence – one of the biggest hurdles in the pursuit of a living universe that evolves alongside its inhabitants.
Play now to discover everything Alpha 3.18 brings to the 'verse. And remember, this is just the beginning; there’s much, much more on the horizon.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Today on Star Citizen Live, we'll discuss how the long-standing partnership between Turbulent and Cloud Imperium Games began followed by an interview with members of the Squadron 42 art team to explore how they entered the gaming industry.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…