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* [[Ancients]]
 
* [[Ancients]]
 
* [[Grady & Brunt Prospects]]
 
* [[Grady & Brunt Prospects]]
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* [[Demilitarized Zone]]
   
 
[[Category:Factions]]
 
[[Category:Factions]]

Revision as of 01:03, 25 August 2017



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Everspace-Codex-ColonialFleet

The Colonial Fleet in the Codex

The Colonials are a major faction in the Everspace universe. They are all Humans. You rarely encounter actual Colonial ships like you do the Okkar and G&B ships, but the faction's influence is clearly seen throughout the sectors.

Lore, in the Codex...

The Colonial Fleet:
[[File:]]
The Colonial Fleet is the vanguard and defense infrastructure of human galactic expansion. Originating from the Sol System, the relatively recent development of interstellar travel led to a rapid demand for more able bodies to explore and occupy new regions. The sophisticated cloning technology developed to meet this demand has become both the envy of, and reviled by, other races. Although the Fleet consists predominantly of humanoids, other alien races enroll or collaborate independently.


The Fleet's primary purpose in Cluster 34 is protection of mining interests, which are managed by private corporations, against Outlaw raiders. A heavy military presence maintains the peace in the outer limits of Colonial territories and is administered from the vast Colonial Fleet HQ. In accordance with the peace-treaty with the Okkar, the Fleet is not permitted access to the demilitarized zone except for special situations, such as rescue or humanitarian relief missions.

Colonial HQ
[[File:]]
The Colonial Fleet Headquarters, [in] Cluster 34, is a megastructure facilitating all military operations for the frontier region. Completed in the aftermath of the war with the Okkar (See below codex entry), it is regarded as the strongest and most heavily defend Colonial structure outside the Sol system. All Fleet movements are coordinated from this central control hub and it is the seat of the local Admiralty. Specific details of the number of craft, types of weaponry or access points are not contained on the AETERNA for security reasons. The base does, however, contain several bars and clubs and more than twenty fine dining establishments. There is also a sports venue and retirement gardens for Fleet personnel to enjoy.
Colonial-Okkar War
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With the first arrival of Colonial mining interests in 3022 (C.E. Sol), the Okkar experienced a dramatic shift in how they perceived their relation to the galaxy, and how other civilizations could potentially encroach upon their homeworlds. The subsequent arrival of the Colonial Fleet and establishment of jumpgates escalated tensions in the Cluster which eventually triggered all-out warfare between the species. Equally matched in strength and sophistication, the Okkar held their ground against the Colonials to devastating effect. A ceasefire was brokered out of necessity as there was no clear projected victor. The Demilitarized Zone was established as part of the subsequent peace treaty, delineating new limits of each of the species' territories, which the Okkar were given the right to administer.

Colonial Fleet Ships

Player Ships

The Colonial Fleet manufactures the three ship types that the player can use in each run; the Colonial Interceptor, Colonial Scout, and Colonial Gunship. These three ships are only seen in use by the player controlled clone, other clones, and the major characters the player comes across in the main story.

Colonial Warship

Everspace-Colonial-Warship

An early concept image of the Colonial Warship

After the first few waves of the Okkar invasion after waiting too long in a sector, a massive Colonial Warship jumps in. It has a health bar, but is unable to be destroyed completely. The player can destroy the various gun points on the warship, but it is very difficult to do so, and there is no reward.





Colonial Structures

Derelict Stations

Randomly generated through each sector and the zones, you will find many derelict Colonial space stations. Some large or small (might look like a broken piece of a larger station), or are based in a large asteroid, the designs vary. Perhaps victims of the Colonial-Okkar War, they are abandoned and mostly destroyed now.

Most are unguarded except some by minefields, but the larger ones usually have turrets defenses and rogue lasers which severely damage your ship. These large derelict stations almost always contain, in a locked room, a Subroutine, along with a Special Container. To get in, you need an Access Key from an elite enemy ship. To know if the room with the special container has a subroutine, simply move around to outside of the room and look through the damaged walls (they're usually cracked). If you don't see a large blue hologram, don't bother with opening the doors. Save your access keys for other derelicts.

Others

In addition to the various stations, the Colonial Fleet also established the network of Jump Gates.

See Also