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			<title><![CDATA[Hazeron Play By Email (PBEM) Campaign]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3145</link>
			<pubDate>Sun, 11 Jan 2026 01:44:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1519">Phoenix</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3145</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align">This post is intended to chronical the Hazeron Play By Email (PBEM) Campaign set up by Player Lumin </div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">This initial post will serve as an introduction and brief description of the Arcadian Empire and hopefully a dramatis personae for the other empires as they post their Empire's background</span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">The Arcadian Federation</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/MBobs1e.jpeg" loading="lazy"  width="150" height="80" alt="[Image: MBobs1e.jpeg]" class="mycode_img" /></div>
<br />
<span style="font-style: italic;" class="mycode_i">(</span><span style="font-style: italic;" class="mycode_i">Excerpt from the Intergalactic Guidebook: Peoples &amp; Polities, 9th Edition — compiled by Archivist-Observer Keleth of the Glitter-cliff Monastery</span><span style="font-style: italic;" class="mycode_i">)</span><br />
<br />
The Arcadians are a extremely reclusive near-human people whose true origins, territorial extent, and internal affairs remain largely unknown to outside observers. Contact is restricted to three state-regulated freeports (AF-2201 Helios, AF-993 Adelph Null, AF-111 Mu Cephei) where outsiders may trade, petition for services, or contract mercenaries. Beyond these hubs, Arcadian space disappears behind navigational secrecy and cultural reticence. No formal contact from the Arcadian Government has been made. All communication with Arcadian authorities is conducted via the "Arcadian Trade Authority," who claims to pass along relevant messages to their parent government. <br />
<br />
Arcadians are, however, indisputably industrious. Their trade hubs export an immense volume of spacecraft, industrial equipment, modular structures, and prefabricated habitats, driving entire colonial economies beyond their borders. Numerous frontier polities employ Arcadian-derived ship hulls, station components, and habitation designs exclusively, and such architecture has become so widespread that some analysts consider it a de facto standard in younger sectors of civilized space. In addition to material exports, Arcadian traders and mercenaries are frequently encountered abroad. They are generally recognized as elite pilots and proficient naval tacticians, though their performance in ground combat is regarded as merely adequate by comparative measure. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">History</span></span><br />
<br />
Arcadians rarely speak of their origins but various confirmed conversations make it clear that they believe they are not native to this sector of space. No confirmed historical record identifies the Arcadians’ cradle-world or the era of their great departure. Indeed Arcadians themselves have made comments indicating that they are not entirely clear on their own origins. Vague refences to a "primary artifact," have appeared in multiple locations and reference it's location in a temple of ancestor worship. A single image of this artifact was recovered from the doomed AMV Yukon, in the captain's quarters in a paper book. <br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/mF6JHSt.png" loading="lazy"  width="200" height="200" alt="[Image: mF6JHSt.png]" class="mycode_img" /></div>
<div style="text-align: center;" class="mycode_align">
 (Attachment 1)  Recovered image of the so called "Primary Artifact," </div>
<br />
All accounts agree only that the Arcadian arrival to our sector predates current political epochs by centuries or millennia. Fragments of an educational broadcast recovered from a trade hub refer to vast colony ships arriving in the sector and establishing an initial infrastructure of spinning orbital habitats, asteroid refineries, and elevator-linked surface stations. Notably, these texts emphasize that planetary settlement came only after extensive orbital development, suggesting a cultural preference for artificial environments that continues in the present age. The subsequent expansion of Arcadian civilization is deeply obscure. <br />
<br />
No official star charts have been released, and all Arcadians encountered claim (even under duress, see interrogation attachment 3A)  that the routes to internal colonies are known only to state-approved navigators if they ever speak on the subject at all. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Biology</span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><img src="https://i.imgur.com/Jec2ouV.png" loading="lazy"  width="300" height="500" alt="[Image: Jec2ouV.png]" class="mycode_img" /></span></div>
<div style="text-align: center;" class="mycode_align">
Typical Arcadian Spacers</div>
<br />
Arcadians are near-human in baseline biology. Physically, they are typically taller and leaner than standard humans, with a consistently pale complexion possibly a secondary consequence of generations spent beneath filtered starlight. Bone density and overall strength seems lower than baseline human standards, although variations exist among the population. <br />
<br />
Arcadians appear to be a biologically immortal with no documented cases of death to old age. All Arcadians seen (aside from children) appear as Humans approximately in the mid thirties where their age seems to stabilize. This appears to be a technological achievement rather than a natural evolutionary development. The oldest Arcadian referenced with any certainty is alleged to be over nine hundred years old. This longevity seems to give the Arcadians a willingness to "wait and see," during many events. <br />
<br />
Despite these enhancements, Arcadians remain close enough to baseline human stock to reproduce with standard humans, and several documented hybrid births exist within frontier regions and mercenary communities. These cases further support the theory that their longevity is engineered rather than intrinsic.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Culture </span></span><br />
<br />
Reliable information on Arcadian culture remains scarce, as the people themselves are notably reticent on matters concerning their society and personal origins. What can be pieced together suggests that they overwhelmingly prefer life in space habitats, with planetary surfaces regarded primarily as industrial worksites or resource zones. A small minority is said to live on planets, though Arcadians encountered at the trade hubs speak of them with mild derision, implying a cultural bias toward artificial environments. Questions to individuals concerning population, internal governance, or colony locations are routinely met with polite evasion, claims of ignorance, or deflection. It is unclear whether this secrecy is cultural, legal, or both, but long-term observers suspect a mixture of state security practices and a deeply ingrained civil habit of discretion. <br />
<br />
<div style="text-align: center;" class="mycode_align"> <img src="https://i.imgur.com/wavjcE3.jpeg" loading="lazy"  width="250" height="200" alt="[Image: wavjcE3.jpeg]" class="mycode_img" /></div>
<div style="text-align: center;" class="mycode_align">
(Attachment 2) An image of a Small Arcadian Habitat found within the doomed AMV Yukon's crew quarters</div>
<br />
Despite this opacity, foreign travelers and commercial partners consistently describe the Arcadians as energetic builders and explorers. Wherever they appear, they construct habitats, depots, or manufactories, (all within their own enclaves) and some frontier settlements seem to rely almost entirely on Arcadian engineering standards. Arcadian traders and mercenaries are also known for pursuing personal enterprise without seeking broader political influence, and they speak highly of personal liberty while refusing entanglement in foreign conflicts. Notably Arcadian military forces and merceries have failed to intervene when ships nearby were under attack of raiders, but outside the influence of their trade hubs.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Government</span></span><br />
<br />
The Arcadians appear to be have an extremely decentralized representative government. External observers have confirmed the use of titles such as <span style="font-style: italic;" class="mycode_i">Senator</span> and <span style="font-style: italic;" class="mycode_i">Legate</span> at the trade hubs, but the precise functions of these offices remain uncertain. A distinction exists between civilians and veterans, with the latter enjoying greater participation in civic decision-making. This may suggest a citizenship model linked to military or civic service.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Known and Suspected Star Systems / Colonies</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i">Note: All data listed below is drawn from intercepted manifests, stray mercenary testimony, mislabeled export documents, and spacer rumor. None of the colonies listed here has been verified by direct external survey.</span><br />
<br />
Ozark System<ul class="mycode_list"><li>Primary Colony: Salem (forested habitable moon)<br />
</li>
<li>Notes: Reference originates from the recovered ship logs of the doomed freighter AMV Yukon, which listed delivery of Listed among its inventory was a large amount of heavy munitions and chemical defoliants to Emerald Colony, Salem. Suggesting some sort of conflict. <br />
</li>
</ul>
Appalachia System<ul class="mycode_list"><li>Primary Colony: Blue Ridge Habitat Cluster<br />
</li>
<li>Notes: Deciphered trade hub communication list several ships “arriving ex–Blue Ridge." Believed to be an old and well-developed cluster of habitats based on fragmented reporting.<br />
</li>
</ul>
<br />
Kansai System<ul class="mycode_list"><li>Primary Colony: Yamato <br />
</li>
<li>Notes: The name appears in the journals of a spacer who claimed to have worked alongside Arcadian contractors on a frontier mining station. The authenticity of the journal is disputed.<br />
</li>
</ul>
Liberty System<ul class="mycode_list"><li>Primary Colony: AEC Industrial Ring<br />
</li>
<li>Secondary Facility: Scioto Works (Industrial)<br />
</li>
<li>Notes: Export data for bulk reactor shielding indicates routing through “Scioto Works.” Unverified accounts from traders suggest a high density of shipyards in this system.<br />
</li>
</ul>
<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Military</span></span><br />
<br />
Arcadians appear to maintain a capable military. At the trade hubs several distinct classes of modern warships have been identified, including strike escorts, carrier-analogs, and heavier capital hulls. These designs appear current by galactic standards and display high maintenance quality. Older variants of the same vessels have been seen in the hands of Arcadian mercenary groups operating abroad, implying either deliberate export or sanctioned auxiliary deployment. <br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/LSKFnNQ.png" loading="lazy"  width="275" height="200" alt="[Image: LSKFnNQ.png]" class="mycode_img" /></div>
<div style="text-align: center;" class="mycode_align">
Arcadian "Starseeker" corvette class vessel </div>
<br />
Evidence suggests that fleets and ground formations are raised and supplied at the colony or habitat level. Ships of identical design often bear distinct uniforms, insignia, and command protocols, further supporting the theory of localized defense forces. Coordination at the state level appears limited to deployment and strategic assignment; once committed to an operation, Arcadian units demonstrate notable discipline and tactical cohesion. <br />
<br />
There has never been an overt military deployment of Arcadian Government forces. All evidence is based on mercenaries and Trade Hub defense units. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Foreign Relations</span></span><br />
<br />
The foreign posture of the Arcadian polity is difficult to characterize with confidence, as direct diplomacy is restricted to their three trade hubs and no Arcadian ambassador or envoy has ever been accredited to an external state. Most observers describe their stance as one of formal non-alignment: the Arcadians decline participation in alliances, treaties, or collective security arrangements, and their officials consistently frame foreign disputes as “internal to the disputants” with no bearing on Arcadian interests. Requests for military cooperation, mutual defense, or even basic political recognition have been declined without hostility but also without explanation. <br />
<br />
In summary, the Arcadians appear content to trade extensively, wander selectively, fight for hire when it suits them, and otherwise remain aloof from the diplomatic machinery of the wider galaxy.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Trade Hubs</span></span><br />
<br />
<span style="font-size: small;" class="mycode_size">Arcadian trade hubs are the only sanctioned interfaces between Arcadian civilization and the larger galaxy. Each consists of an immense orbital station paired with a small outpost on the planetary surface, based around a massive orbital elevator complex. These ground facilities seem largely intended for resource extraction, apparently to provide capability to produce some products in situ. </span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: small;" class="mycode_size"><img src="https://i.imgur.com/EDf49QX.jpeg" loading="lazy"  width="250" height="200" alt="[Image: EDf49QX.jpeg]" class="mycode_img" /></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: small;" class="mycode_size">F-993 Adelph Null Trade Hub, ground base of orbital elevator facility</span></div>
<span style="font-size: small;" class="mycode_size">All foreign trade passes through these stations under strict rules, and only designated commercial zones are accessible to outsiders. Arcadian personnel seem to ben drawn from multiple colonies and operate the facilities with polite detachment, declining to engage on questions about internal routes, populations, or governance. The hubs serve as both marketplaces and filters, allowing Arcadians to engage in commerce while exposing virtually nothing of their true infrastructure.</span><br />
<br />
<span style="font-size: small;" class="mycode_size">Much of the economic lifeblood of these hubs arrives aboard colossal super-container vessels whose cavernous holds are filled with manufactured goods of Arcadian origin. Carrying everything from starship hulls to habitat modules, industrial tools, and medical instruments. The majority of these goods are branded under the Arcadian Engineering Corporation, apparently a megastructure-scale enterprise (some reports indicate they operate an artificial ring surrounding an entire world) considered by Arcadians to be the gold standard for quality and reliability. Blueprints and fabrication patterns are also available for purchase, allowing foreign yards to construct Arcadian designs locally, a practice that has seeded entire frontier economies with Arcadian-derived technology. </span><br />
<br />
<span style="font-size: small;" class="mycode_size">Defensively, the hubs maintain a curious posture. In cases of pirate incursions or low-level raiding, Arcadian forces intervene swiftly, repulsing attackers and establishing a safety buffer with cold efficiency. However, when confronted by organized aggression from a sovereign state, the Arcadians have repeatedly chosen evacuation over confrontation. Personnel are withdrawn, facilities are stripped or sabotaged, and the station is abandoned to destruction. In the aftermath, the Arcadians simply declare the offender and any polity trading with them to be barred from all remaining hubs. </span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: small;" class="mycode_size">--End Guidebook Entry--</span></div>
<br />
<br />
<br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">Dramatis personae</span></span></span> <span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">Dramatis personae</span></span></span> <span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">Dramatis personae</span></span></span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align">This post is intended to chronical the Hazeron Play By Email (PBEM) Campaign set up by Player Lumin </div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">This initial post will serve as an introduction and brief description of the Arcadian Empire and hopefully a dramatis personae for the other empires as they post their Empire's background</span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">The Arcadian Federation</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/MBobs1e.jpeg" loading="lazy"  width="150" height="80" alt="[Image: MBobs1e.jpeg]" class="mycode_img" /></div>
<br />
<span style="font-style: italic;" class="mycode_i">(</span><span style="font-style: italic;" class="mycode_i">Excerpt from the Intergalactic Guidebook: Peoples &amp; Polities, 9th Edition — compiled by Archivist-Observer Keleth of the Glitter-cliff Monastery</span><span style="font-style: italic;" class="mycode_i">)</span><br />
<br />
The Arcadians are a extremely reclusive near-human people whose true origins, territorial extent, and internal affairs remain largely unknown to outside observers. Contact is restricted to three state-regulated freeports (AF-2201 Helios, AF-993 Adelph Null, AF-111 Mu Cephei) where outsiders may trade, petition for services, or contract mercenaries. Beyond these hubs, Arcadian space disappears behind navigational secrecy and cultural reticence. No formal contact from the Arcadian Government has been made. All communication with Arcadian authorities is conducted via the "Arcadian Trade Authority," who claims to pass along relevant messages to their parent government. <br />
<br />
Arcadians are, however, indisputably industrious. Their trade hubs export an immense volume of spacecraft, industrial equipment, modular structures, and prefabricated habitats, driving entire colonial economies beyond their borders. Numerous frontier polities employ Arcadian-derived ship hulls, station components, and habitation designs exclusively, and such architecture has become so widespread that some analysts consider it a de facto standard in younger sectors of civilized space. In addition to material exports, Arcadian traders and mercenaries are frequently encountered abroad. They are generally recognized as elite pilots and proficient naval tacticians, though their performance in ground combat is regarded as merely adequate by comparative measure. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">History</span></span><br />
<br />
Arcadians rarely speak of their origins but various confirmed conversations make it clear that they believe they are not native to this sector of space. No confirmed historical record identifies the Arcadians’ cradle-world or the era of their great departure. Indeed Arcadians themselves have made comments indicating that they are not entirely clear on their own origins. Vague refences to a "primary artifact," have appeared in multiple locations and reference it's location in a temple of ancestor worship. A single image of this artifact was recovered from the doomed AMV Yukon, in the captain's quarters in a paper book. <br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/mF6JHSt.png" loading="lazy"  width="200" height="200" alt="[Image: mF6JHSt.png]" class="mycode_img" /></div>
<div style="text-align: center;" class="mycode_align">
 (Attachment 1)  Recovered image of the so called "Primary Artifact," </div>
<br />
All accounts agree only that the Arcadian arrival to our sector predates current political epochs by centuries or millennia. Fragments of an educational broadcast recovered from a trade hub refer to vast colony ships arriving in the sector and establishing an initial infrastructure of spinning orbital habitats, asteroid refineries, and elevator-linked surface stations. Notably, these texts emphasize that planetary settlement came only after extensive orbital development, suggesting a cultural preference for artificial environments that continues in the present age. The subsequent expansion of Arcadian civilization is deeply obscure. <br />
<br />
No official star charts have been released, and all Arcadians encountered claim (even under duress, see interrogation attachment 3A)  that the routes to internal colonies are known only to state-approved navigators if they ever speak on the subject at all. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Biology</span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><img src="https://i.imgur.com/Jec2ouV.png" loading="lazy"  width="300" height="500" alt="[Image: Jec2ouV.png]" class="mycode_img" /></span></div>
<div style="text-align: center;" class="mycode_align">
Typical Arcadian Spacers</div>
<br />
Arcadians are near-human in baseline biology. Physically, they are typically taller and leaner than standard humans, with a consistently pale complexion possibly a secondary consequence of generations spent beneath filtered starlight. Bone density and overall strength seems lower than baseline human standards, although variations exist among the population. <br />
<br />
Arcadians appear to be a biologically immortal with no documented cases of death to old age. All Arcadians seen (aside from children) appear as Humans approximately in the mid thirties where their age seems to stabilize. This appears to be a technological achievement rather than a natural evolutionary development. The oldest Arcadian referenced with any certainty is alleged to be over nine hundred years old. This longevity seems to give the Arcadians a willingness to "wait and see," during many events. <br />
<br />
Despite these enhancements, Arcadians remain close enough to baseline human stock to reproduce with standard humans, and several documented hybrid births exist within frontier regions and mercenary communities. These cases further support the theory that their longevity is engineered rather than intrinsic.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Culture </span></span><br />
<br />
Reliable information on Arcadian culture remains scarce, as the people themselves are notably reticent on matters concerning their society and personal origins. What can be pieced together suggests that they overwhelmingly prefer life in space habitats, with planetary surfaces regarded primarily as industrial worksites or resource zones. A small minority is said to live on planets, though Arcadians encountered at the trade hubs speak of them with mild derision, implying a cultural bias toward artificial environments. Questions to individuals concerning population, internal governance, or colony locations are routinely met with polite evasion, claims of ignorance, or deflection. It is unclear whether this secrecy is cultural, legal, or both, but long-term observers suspect a mixture of state security practices and a deeply ingrained civil habit of discretion. <br />
<br />
<div style="text-align: center;" class="mycode_align"> <img src="https://i.imgur.com/wavjcE3.jpeg" loading="lazy"  width="250" height="200" alt="[Image: wavjcE3.jpeg]" class="mycode_img" /></div>
<div style="text-align: center;" class="mycode_align">
(Attachment 2) An image of a Small Arcadian Habitat found within the doomed AMV Yukon's crew quarters</div>
<br />
Despite this opacity, foreign travelers and commercial partners consistently describe the Arcadians as energetic builders and explorers. Wherever they appear, they construct habitats, depots, or manufactories, (all within their own enclaves) and some frontier settlements seem to rely almost entirely on Arcadian engineering standards. Arcadian traders and mercenaries are also known for pursuing personal enterprise without seeking broader political influence, and they speak highly of personal liberty while refusing entanglement in foreign conflicts. Notably Arcadian military forces and merceries have failed to intervene when ships nearby were under attack of raiders, but outside the influence of their trade hubs.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Government</span></span><br />
<br />
The Arcadians appear to be have an extremely decentralized representative government. External observers have confirmed the use of titles such as <span style="font-style: italic;" class="mycode_i">Senator</span> and <span style="font-style: italic;" class="mycode_i">Legate</span> at the trade hubs, but the precise functions of these offices remain uncertain. A distinction exists between civilians and veterans, with the latter enjoying greater participation in civic decision-making. This may suggest a citizenship model linked to military or civic service.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Known and Suspected Star Systems / Colonies</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i">Note: All data listed below is drawn from intercepted manifests, stray mercenary testimony, mislabeled export documents, and spacer rumor. None of the colonies listed here has been verified by direct external survey.</span><br />
<br />
Ozark System<ul class="mycode_list"><li>Primary Colony: Salem (forested habitable moon)<br />
</li>
<li>Notes: Reference originates from the recovered ship logs of the doomed freighter AMV Yukon, which listed delivery of Listed among its inventory was a large amount of heavy munitions and chemical defoliants to Emerald Colony, Salem. Suggesting some sort of conflict. <br />
</li>
</ul>
Appalachia System<ul class="mycode_list"><li>Primary Colony: Blue Ridge Habitat Cluster<br />
</li>
<li>Notes: Deciphered trade hub communication list several ships “arriving ex–Blue Ridge." Believed to be an old and well-developed cluster of habitats based on fragmented reporting.<br />
</li>
</ul>
<br />
Kansai System<ul class="mycode_list"><li>Primary Colony: Yamato <br />
</li>
<li>Notes: The name appears in the journals of a spacer who claimed to have worked alongside Arcadian contractors on a frontier mining station. The authenticity of the journal is disputed.<br />
</li>
</ul>
Liberty System<ul class="mycode_list"><li>Primary Colony: AEC Industrial Ring<br />
</li>
<li>Secondary Facility: Scioto Works (Industrial)<br />
</li>
<li>Notes: Export data for bulk reactor shielding indicates routing through “Scioto Works.” Unverified accounts from traders suggest a high density of shipyards in this system.<br />
</li>
</ul>
<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Military</span></span><br />
<br />
Arcadians appear to maintain a capable military. At the trade hubs several distinct classes of modern warships have been identified, including strike escorts, carrier-analogs, and heavier capital hulls. These designs appear current by galactic standards and display high maintenance quality. Older variants of the same vessels have been seen in the hands of Arcadian mercenary groups operating abroad, implying either deliberate export or sanctioned auxiliary deployment. <br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/LSKFnNQ.png" loading="lazy"  width="275" height="200" alt="[Image: LSKFnNQ.png]" class="mycode_img" /></div>
<div style="text-align: center;" class="mycode_align">
Arcadian "Starseeker" corvette class vessel </div>
<br />
Evidence suggests that fleets and ground formations are raised and supplied at the colony or habitat level. Ships of identical design often bear distinct uniforms, insignia, and command protocols, further supporting the theory of localized defense forces. Coordination at the state level appears limited to deployment and strategic assignment; once committed to an operation, Arcadian units demonstrate notable discipline and tactical cohesion. <br />
<br />
There has never been an overt military deployment of Arcadian Government forces. All evidence is based on mercenaries and Trade Hub defense units. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Foreign Relations</span></span><br />
<br />
The foreign posture of the Arcadian polity is difficult to characterize with confidence, as direct diplomacy is restricted to their three trade hubs and no Arcadian ambassador or envoy has ever been accredited to an external state. Most observers describe their stance as one of formal non-alignment: the Arcadians decline participation in alliances, treaties, or collective security arrangements, and their officials consistently frame foreign disputes as “internal to the disputants” with no bearing on Arcadian interests. Requests for military cooperation, mutual defense, or even basic political recognition have been declined without hostility but also without explanation. <br />
<br />
In summary, the Arcadians appear content to trade extensively, wander selectively, fight for hire when it suits them, and otherwise remain aloof from the diplomatic machinery of the wider galaxy.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Trade Hubs</span></span><br />
<br />
<span style="font-size: small;" class="mycode_size">Arcadian trade hubs are the only sanctioned interfaces between Arcadian civilization and the larger galaxy. Each consists of an immense orbital station paired with a small outpost on the planetary surface, based around a massive orbital elevator complex. These ground facilities seem largely intended for resource extraction, apparently to provide capability to produce some products in situ. </span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: small;" class="mycode_size"><img src="https://i.imgur.com/EDf49QX.jpeg" loading="lazy"  width="250" height="200" alt="[Image: EDf49QX.jpeg]" class="mycode_img" /></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: small;" class="mycode_size">F-993 Adelph Null Trade Hub, ground base of orbital elevator facility</span></div>
<span style="font-size: small;" class="mycode_size">All foreign trade passes through these stations under strict rules, and only designated commercial zones are accessible to outsiders. Arcadian personnel seem to ben drawn from multiple colonies and operate the facilities with polite detachment, declining to engage on questions about internal routes, populations, or governance. The hubs serve as both marketplaces and filters, allowing Arcadians to engage in commerce while exposing virtually nothing of their true infrastructure.</span><br />
<br />
<span style="font-size: small;" class="mycode_size">Much of the economic lifeblood of these hubs arrives aboard colossal super-container vessels whose cavernous holds are filled with manufactured goods of Arcadian origin. Carrying everything from starship hulls to habitat modules, industrial tools, and medical instruments. The majority of these goods are branded under the Arcadian Engineering Corporation, apparently a megastructure-scale enterprise (some reports indicate they operate an artificial ring surrounding an entire world) considered by Arcadians to be the gold standard for quality and reliability. Blueprints and fabrication patterns are also available for purchase, allowing foreign yards to construct Arcadian designs locally, a practice that has seeded entire frontier economies with Arcadian-derived technology. </span><br />
<br />
<span style="font-size: small;" class="mycode_size">Defensively, the hubs maintain a curious posture. In cases of pirate incursions or low-level raiding, Arcadian forces intervene swiftly, repulsing attackers and establishing a safety buffer with cold efficiency. However, when confronted by organized aggression from a sovereign state, the Arcadians have repeatedly chosen evacuation over confrontation. Personnel are withdrawn, facilities are stripped or sabotaged, and the station is abandoned to destruction. In the aftermath, the Arcadians simply declare the offender and any polity trading with them to be barred from all remaining hubs. </span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: small;" class="mycode_size">--End Guidebook Entry--</span></div>
<br />
<br />
<br />
<span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">Dramatis personae</span></span></span> <span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">Dramatis personae</span></span></span> <span style="color: #ffffff;" class="mycode_color"><span style="font-size: 1pt;" class="mycode_size"><span style="font-family: 'Inter Variable', Helvetica, sans-serif;" class="mycode_font">Dramatis personae</span></span></span>]]></content:encoded>
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			<title><![CDATA[How to modify a buiding ?]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3144</link>
			<pubDate>Fri, 28 Nov 2025 02:42:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1641">netshaman</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3144</guid>
			<description><![CDATA[Hi, after consulting the wiki , it is said that there is a button called " buiding" that allow to load existing buildings into the editor to modify it .<br />
But nothing like this in the game, the building blue button allows only to buid in game a building and produce items...<br />
I looked into the editor and there is only a "load from library" option ( i guess it is the local library you have save before with blank discs ).<br />
Then how to load the yet existing blueprints from Haxus ou Yano Gasai into the editor to modify them ( i want to add some interiors to them , especially the capitol from Haxus by adding a hull door and an average interior ).<br />
Didn't found how to.<br />
An idea ?<br />
If only it was easier than with the starship library embedded in game !<br />
Thx.]]></description>
			<content:encoded><![CDATA[Hi, after consulting the wiki , it is said that there is a button called " buiding" that allow to load existing buildings into the editor to modify it .<br />
But nothing like this in the game, the building blue button allows only to buid in game a building and produce items...<br />
I looked into the editor and there is only a "load from library" option ( i guess it is the local library you have save before with blank discs ).<br />
Then how to load the yet existing blueprints from Haxus ou Yano Gasai into the editor to modify them ( i want to add some interiors to them , especially the capitol from Haxus by adding a hull door and an average interior ).<br />
Didn't found how to.<br />
An idea ?<br />
If only it was easier than with the starship library embedded in game !<br />
Thx.]]></content:encoded>
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		<item>
			<title><![CDATA[Are NPC's allowed to pilot fighters ?]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3143</link>
			<pubDate>Sun, 09 Nov 2025 17:51:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1641">netshaman</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3143</guid>
			<description><![CDATA[Hi, i'm wondering if NPC's are able to enter a fighter and pilot it to fight ennemies.<br />
If yes , how to tell the crew to enter them and give the m orders in flight ?<br />
When i see for example the Atlantis and all the fighters it have in its hangar , it is the first thing that shows to my mind.^^]]></description>
			<content:encoded><![CDATA[Hi, i'm wondering if NPC's are able to enter a fighter and pilot it to fight ennemies.<br />
If yes , how to tell the crew to enter them and give the m orders in flight ?<br />
When i see for example the Atlantis and all the fighters it have in its hangar , it is the first thing that shows to my mind.^^]]></content:encoded>
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		<item>
			<title><![CDATA[Currently i have an issue with building a power plant]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3142</link>
			<pubDate>Wed, 15 Oct 2025 01:27:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1641">netshaman</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3142</guid>
			<description><![CDATA[I want to build a wind power plant , it needs mechanical parts.<br />
But to make them you need plastic or metal used by machine shop or plastic factory.<br />
Plastic factory NEEDS glue gun  to build mechanical parts and machine shop NEEDS soldering iron AND glue gun to be built. ( weird )<br />
Electronics factory makes glue gun and soldering iron BUT it NEEDS electricity !<br />
And electricity can't be produced without mechanical parts made with plastic factory or machine shop...<br />
Well , how to get rid of this mess ?<br />
I'm completely stuck here...<br />
An idea ?]]></description>
			<content:encoded><![CDATA[I want to build a wind power plant , it needs mechanical parts.<br />
But to make them you need plastic or metal used by machine shop or plastic factory.<br />
Plastic factory NEEDS glue gun  to build mechanical parts and machine shop NEEDS soldering iron AND glue gun to be built. ( weird )<br />
Electronics factory makes glue gun and soldering iron BUT it NEEDS electricity !<br />
And electricity can't be produced without mechanical parts made with plastic factory or machine shop...<br />
Well , how to get rid of this mess ?<br />
I'm completely stuck here...<br />
An idea ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Another Open Letter to Haxus: Inquiring of News, Well-Being, and Progress]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3141</link>
			<pubDate>Sat, 16 Aug 2025 01:10:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=603">Yurk Embassy</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3141</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Salutations!</span><br />
<br />
I couldn't help but notice the forum had quieted substantially and I seem to have recalled words wiser than ones I would come up with on my own: "be the change you wanna see." Some of you know might remember me as Senok on the Discord (I'm one of the French ones; it seems we lots have a thing for open letters, after all).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">First of all, hi Haxus,</span> I wanted to preface this by saying I hope all's going well on your end and this year has been a good one. It has obviously been a while (a year, give or take), and I figured one does not invite contact with silence, so I chose to instead write a little something. A bit of a personal recap regarding my personal sentiments and opinions on the game's state and the project's evolution thus far, that anyone reading is free to agree or disagree with.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">In a general sense, however,</span> I believe I can speak for quite a few of us when I say we're very curious to know of the progress there might have been since the last update you made. Hazeron Starship has undergone a level of fixing and polishing that's probably unprecedented for a while, until last year's summer, and I personally wish to inquire if your silence was due to you focusing onto the more challenging aspects of it (I seem to remember AI empires were a bit of a challenging prospect?), or if the hard work over the previous months has left you needing a break?<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">As far as my personal views on Hazeron's state are concerned,</span> I'd have to break that down in a couple of parts, and I'd be curious to read what everyone else thinks on the matter.<br />
<br />
As always, this is meant to be constructive, so I couldn't in good conscience only stick to the positive aspects. But positive aspects there are. Clearly Hazeron is a game that's hooked quite a few of us to its uniqueness from the get-go. Personally, I remember finding the graphics hard to move past, at first, when I first tried the game in 2011. But let me tell you, as soon as I delved deeper and started experiencing its more distinctive features such as city building and (relatively) seamless space travel in fully-custom ships, I was SOLD. I knew I was in for a ride, and what a ride. I think everyone's heard it time and again, how no other game has ever emulated the same gameplay values Hazeron pushes. I mean... I'm literally still here writing about it. It's gotta mean something, right?<br />
<br />
Where I grieve, however, is precisely in that the game is amazing <span style="font-style: italic;" class="mycode_i">but</span> has become so much harder to truly appreciate with the lack of an online feature. Simply put, and once again I'd love to hear everyone else's take on that, but I feel the community lacks the means to create proper engagement <span style="font-style: italic;" class="mycode_i">within</span> the game, through the means of proper multiplayer, beyond Discord discussions, design sharing and, in rarer cases, turn-based multiplayer with one shared save which is probably the most exciting prospect currently, but that just doesn't hit the same and severely limits the amount of interaction and freedom you get when playing like that. Multiplayer in the MMO version, brought along a variety of concerns: resources, ship types, colonisation, diplomacy, war, and so on. It <span style="font-style: italic;" class="mycode_i">drove</span>, in a way, the growth of empires who wanted to survive and thrive. The galaxy was completely and purely wilderness with the exception of the mysterious, abandoned Ringworlds, and <span style="font-style: italic;" class="mycode_i">players</span> got to carve its known History from those interactions. Sure, it wasn't perfect, but it brought a layer which I believe to be an essential difference. Solo play has the experience somewhat... eroded. It <span style="font-style: italic;" class="mycode_i">is</span> amazing that we got to keep this hidden gem of a game as an offline mode after the servers' end, but it does feel like it lacks something that made such a massive part of the experience to me. No one will ever find what you made, whether someone from your empire traveling from place to place, a neutral explorer, or a hostile-minded player vying for your riches. Not even the safe encounters you'd get in the neutral galaxy, are made possible here. This, I believe, is such a shame, because there is so much agency in what you can build out there for someone else to discover.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Haxus, I remember you saying back in December 2022, that LAN or peer-to-peer multiplayer would be an easy feature to add!</span><br />
( <a href="https://hazeron.com/mybb/showthread.php?tid=2825" target="_blank" rel="noopener" class="mycode_url">https://hazeron.com/mybb/showthread.php?tid=2825</a> )<br />
And I couldn't advocate more in favour of it being added as soon as time and schedule permits, should you still be working on the game. That is merely my two cents, I guess, but I firmly believe it to be the better way to sustain the game's life and community, until proper AI a la Spore may be added for proper PvE (if that project is still on the table). Because even though I would absolutely love to be able to play online and build an empire with the boys <span style="font-style: italic;" class="mycode_i">against</span> AI empires in a PvE-oriented fashion, I would, personally, absolutely prefer the immense and endless possibilities which online play brings, over an implementation of AI on it own with no multiplayer capabilities. I do think NPC empires, have immense merit to what it can bring to the game, especially if they're procedurally spawned in a Spore fashion, but I cannot see anything beat how infinitely superior the potential of once again allowing several <span style="font-style: italic;" class="mycode_i">players</span> to play together, is.<br />
<br />
Hence it would be a feature that, once added, would pretty much let the community <span style="font-style: italic;" class="mycode_i">play itself</span> and, hopefully, require little to no additional input, as the hosted servers would be entirely player-dependent. The whole thing would give to us the ability to team up to build our empires collectively (and perhaps <span style="font-style: italic;" class="mycode_i">against</span> one another, depending on whom you ask), which I cannot stress how much it changes the way one plays the game, and <span style="font-style: italic;" class="mycode_i">what</span> they play the game <span style="font-style: italic;" class="mycode_i">for</span>.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">With that being said,</span> allow me to renew my well-wishes to you. I don't know if you're still working on the game by that point but I do hope you're doing OK, considering how long we haven't heard from you. I also want to invite engagement from any and all still browsing around the forums. I'm genuinely curious to see how active the place turns out to be still, and I'd love to see what was quite a hot topic back in 2022, be debated once again here.<br />
<br />
Have a good one,<br />
Targoss guides.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Salutations!</span><br />
<br />
I couldn't help but notice the forum had quieted substantially and I seem to have recalled words wiser than ones I would come up with on my own: "be the change you wanna see." Some of you know might remember me as Senok on the Discord (I'm one of the French ones; it seems we lots have a thing for open letters, after all).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">First of all, hi Haxus,</span> I wanted to preface this by saying I hope all's going well on your end and this year has been a good one. It has obviously been a while (a year, give or take), and I figured one does not invite contact with silence, so I chose to instead write a little something. A bit of a personal recap regarding my personal sentiments and opinions on the game's state and the project's evolution thus far, that anyone reading is free to agree or disagree with.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">In a general sense, however,</span> I believe I can speak for quite a few of us when I say we're very curious to know of the progress there might have been since the last update you made. Hazeron Starship has undergone a level of fixing and polishing that's probably unprecedented for a while, until last year's summer, and I personally wish to inquire if your silence was due to you focusing onto the more challenging aspects of it (I seem to remember AI empires were a bit of a challenging prospect?), or if the hard work over the previous months has left you needing a break?<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">As far as my personal views on Hazeron's state are concerned,</span> I'd have to break that down in a couple of parts, and I'd be curious to read what everyone else thinks on the matter.<br />
<br />
As always, this is meant to be constructive, so I couldn't in good conscience only stick to the positive aspects. But positive aspects there are. Clearly Hazeron is a game that's hooked quite a few of us to its uniqueness from the get-go. Personally, I remember finding the graphics hard to move past, at first, when I first tried the game in 2011. But let me tell you, as soon as I delved deeper and started experiencing its more distinctive features such as city building and (relatively) seamless space travel in fully-custom ships, I was SOLD. I knew I was in for a ride, and what a ride. I think everyone's heard it time and again, how no other game has ever emulated the same gameplay values Hazeron pushes. I mean... I'm literally still here writing about it. It's gotta mean something, right?<br />
<br />
Where I grieve, however, is precisely in that the game is amazing <span style="font-style: italic;" class="mycode_i">but</span> has become so much harder to truly appreciate with the lack of an online feature. Simply put, and once again I'd love to hear everyone else's take on that, but I feel the community lacks the means to create proper engagement <span style="font-style: italic;" class="mycode_i">within</span> the game, through the means of proper multiplayer, beyond Discord discussions, design sharing and, in rarer cases, turn-based multiplayer with one shared save which is probably the most exciting prospect currently, but that just doesn't hit the same and severely limits the amount of interaction and freedom you get when playing like that. Multiplayer in the MMO version, brought along a variety of concerns: resources, ship types, colonisation, diplomacy, war, and so on. It <span style="font-style: italic;" class="mycode_i">drove</span>, in a way, the growth of empires who wanted to survive and thrive. The galaxy was completely and purely wilderness with the exception of the mysterious, abandoned Ringworlds, and <span style="font-style: italic;" class="mycode_i">players</span> got to carve its known History from those interactions. Sure, it wasn't perfect, but it brought a layer which I believe to be an essential difference. Solo play has the experience somewhat... eroded. It <span style="font-style: italic;" class="mycode_i">is</span> amazing that we got to keep this hidden gem of a game as an offline mode after the servers' end, but it does feel like it lacks something that made such a massive part of the experience to me. No one will ever find what you made, whether someone from your empire traveling from place to place, a neutral explorer, or a hostile-minded player vying for your riches. Not even the safe encounters you'd get in the neutral galaxy, are made possible here. This, I believe, is such a shame, because there is so much agency in what you can build out there for someone else to discover.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Haxus, I remember you saying back in December 2022, that LAN or peer-to-peer multiplayer would be an easy feature to add!</span><br />
( <a href="https://hazeron.com/mybb/showthread.php?tid=2825" target="_blank" rel="noopener" class="mycode_url">https://hazeron.com/mybb/showthread.php?tid=2825</a> )<br />
And I couldn't advocate more in favour of it being added as soon as time and schedule permits, should you still be working on the game. That is merely my two cents, I guess, but I firmly believe it to be the better way to sustain the game's life and community, until proper AI a la Spore may be added for proper PvE (if that project is still on the table). Because even though I would absolutely love to be able to play online and build an empire with the boys <span style="font-style: italic;" class="mycode_i">against</span> AI empires in a PvE-oriented fashion, I would, personally, absolutely prefer the immense and endless possibilities which online play brings, over an implementation of AI on it own with no multiplayer capabilities. I do think NPC empires, have immense merit to what it can bring to the game, especially if they're procedurally spawned in a Spore fashion, but I cannot see anything beat how infinitely superior the potential of once again allowing several <span style="font-style: italic;" class="mycode_i">players</span> to play together, is.<br />
<br />
Hence it would be a feature that, once added, would pretty much let the community <span style="font-style: italic;" class="mycode_i">play itself</span> and, hopefully, require little to no additional input, as the hosted servers would be entirely player-dependent. The whole thing would give to us the ability to team up to build our empires collectively (and perhaps <span style="font-style: italic;" class="mycode_i">against</span> one another, depending on whom you ask), which I cannot stress how much it changes the way one plays the game, and <span style="font-style: italic;" class="mycode_i">what</span> they play the game <span style="font-style: italic;" class="mycode_i">for</span>.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">With that being said,</span> allow me to renew my well-wishes to you. I don't know if you're still working on the game by that point but I do hope you're doing OK, considering how long we haven't heard from you. I also want to invite engagement from any and all still browsing around the forums. I'm genuinely curious to see how active the place turns out to be still, and I'd love to see what was quite a hot topic back in 2022, be debated once again here.<br />
<br />
Have a good one,<br />
Targoss guides.]]></content:encoded>
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		<item>
			<title><![CDATA[Web certificate expired]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3135</link>
			<pubDate>Mon, 17 Feb 2025 05:54:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=4">Celarious</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3135</guid>
			<description><![CDATA[The SSL certificate has expired again, causing browsers to do this:<br />
<img src="https://i.imgur.com/OvZp6Dp.png" loading="lazy"  alt="[Image: OvZp6Dp.png]" class="mycode_img" /><br />
<img src="https://i.imgur.com/XdNuV45.png" loading="lazy"  alt="[Image: XdNuV45.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[The SSL certificate has expired again, causing browsers to do this:<br />
<img src="https://i.imgur.com/OvZp6Dp.png" loading="lazy"  alt="[Image: OvZp6Dp.png]" class="mycode_img" /><br />
<img src="https://i.imgur.com/XdNuV45.png" loading="lazy"  alt="[Image: XdNuV45.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to load an old save ?]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3131</link>
			<pubDate>Tue, 12 Nov 2024 02:28:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1641">netshaman</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3131</guid>
			<description><![CDATA[Can't find out , the game loads only the last and offers only to exit to desktop*.<br />
*why it not have the possibility to return back to previous menu ?<br />
This is really annoying.<br />
Tried to delete all the old saves in the hazeron starship folder , but screwed my progression as the avatar was deleted too :/<br />
Damnit  !<br />
Edit : just found out  : But it DON't WORK in FULLSCREEN !!!! ( window DON'T SHOW UP  to make "restore" option ! ).<br />
Damnit , this bug ( also present with the designer and its drop down menus  ) literally bugs me out  !]]></description>
			<content:encoded><![CDATA[Can't find out , the game loads only the last and offers only to exit to desktop*.<br />
*why it not have the possibility to return back to previous menu ?<br />
This is really annoying.<br />
Tried to delete all the old saves in the hazeron starship folder , but screwed my progression as the avatar was deleted too :/<br />
Damnit  !<br />
Edit : just found out  : But it DON't WORK in FULLSCREEN !!!! ( window DON'T SHOW UP  to make "restore" option ! ).<br />
Damnit , this bug ( also present with the designer and its drop down menus  ) literally bugs me out  !]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to smelt ore manually ?]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3128</link>
			<pubDate>Thu, 07 Nov 2024 02:20:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1641">netshaman</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3128</guid>
			<description><![CDATA[I'm wondering to how smelt ores in a smelter MANUALLY.<br />
I'm stuck on a planet without ANY other city beings after the home planet was destroyed by the asteroid , and crash landed with the rocket on it ( ! ) ; the perfect start for a stranded planet survival experience  ! ^^<br />
So i' m ALONE with NO ONE to make working the infrastructures .<br />
I ' m forced to do the work manually for every  building.<br />
This isn't a big deal but there is one thing that bugs me out : i juste can't smelt ores that are in my backpack .<br />
I tried to put them on the ground of the smelter , but this does nothing , i tried to sell them to the retail store or directly to the smelter , this does nothing too; they just stay in my backpack even if it is said " offer bid accepted ".<br />
How to make them "workable" and smeltable , how to insert them in the "city items circuit" ?<br />
As i want to quit this planet by constructing by myself my own spaceship ( this will take a LOT of time , but will be so satisfying as a survivor experience on a stranded planet  ! )<br />
Thank you.]]></description>
			<content:encoded><![CDATA[I'm wondering to how smelt ores in a smelter MANUALLY.<br />
I'm stuck on a planet without ANY other city beings after the home planet was destroyed by the asteroid , and crash landed with the rocket on it ( ! ) ; the perfect start for a stranded planet survival experience  ! ^^<br />
So i' m ALONE with NO ONE to make working the infrastructures .<br />
I ' m forced to do the work manually for every  building.<br />
This isn't a big deal but there is one thing that bugs me out : i juste can't smelt ores that are in my backpack .<br />
I tried to put them on the ground of the smelter , but this does nothing , i tried to sell them to the retail store or directly to the smelter , this does nothing too; they just stay in my backpack even if it is said " offer bid accepted ".<br />
How to make them "workable" and smeltable , how to insert them in the "city items circuit" ?<br />
As i want to quit this planet by constructing by myself my own spaceship ( this will take a LOT of time , but will be so satisfying as a survivor experience on a stranded planet  ! )<br />
Thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Old assets please  ! Bring them back Haxus !]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3127</link>
			<pubDate>Fri, 01 Nov 2024 12:32:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1641">netshaman</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3127</guid>
			<description><![CDATA[Just because it was so cool to go inside them ! ( even if this was not really helpful )<br />
I really miss them !<br />
Just put them in the list please  !<br />
Or then make the new ones behave like them , with doors etc...<br />
Because it's boring to not have the possibility to enter them when the night comes ( except the cabin ).<br />
Thx.]]></description>
			<content:encoded><![CDATA[Just because it was so cool to go inside them ! ( even if this was not really helpful )<br />
I really miss them !<br />
Just put them in the list please  !<br />
Or then make the new ones behave like them , with doors etc...<br />
Because it's boring to not have the possibility to enter them when the night comes ( except the cabin ).<br />
Thx.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fuse roads together]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3122</link>
			<pubDate>Sun, 28 Jul 2024 22:35:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=57">Starhero</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3122</guid>
			<description><![CDATA[I decided AI was better at formatting my message, so the admins might see a completely different older version of this post. This is cleaned up by chatGPT. Least I'm honest!<br />
-------------------------------<br />
I was just thinking that maybe if roads actually fused together when you connect them, some of the cities might feel a bit better. Depending on how that’s done, you could also use roads as guide rails for fake traffic to simulate movement and activity.<br />
<br />
It’s just a thought! Since this is single-player now, if I could mod the game, I would add something like this, along with space traffic. For example, small crafts around stations in X4 add to the sense of activity, even though they’re just for show. Adding ground, air, and space traffic that looks proportional to the actual shipped goods would enhance the experience. These ships wouldn’t be destroyable but would just be for visual effect.<br />
<br />
This could be a starting point for better coding to truly represent the transportation of goods. Adding this feature would reinvigorate the base. I guarantee it.<br />
<br />
Logistics could become a completely different gameplay aspect, working well in single-player and serving as a great midway to AI empires.<br />
<br />
Just a thought. Oh, and hi! I’m also known as Vox. I pop in every year or so, but since it’s single-player now, I’ve been playing with barely any community interaction.<br />
We could still have IRC or something in the game. There are so many other things to add, but a lot of references to the previous MMO edition need to be removed. They are a sad, stinging reminder.<br />
<br />
I think I might find a way to inject my own mod API into this game if it’s not added by you, Haxus. This game has so much potential. I can’t think of another game where I can watch a planet come into view and fly directly from one system to another with so many stars.<br />
<br />
The only game that comes close is No Man’s Sky, but it’s just a different game. If you combined your game with No Man’s Sky’s graphical representation and execution, it would be amazing. No Man’s Sky lacks real civilization building, whereas your game has a great foundation for it.<br />
<br />
Your game’s concept and gameplay overrule graphics, which is why I keep coming back to Hazeron. Not everyone thinks this way, as some only play AAA games. A bit of an update would work wonders.<br />
Your IP has millions of dollars' worth of potential that’s hidden from many people and barely collecting on its own worth. For the love of the game, grow it!]]></description>
			<content:encoded><![CDATA[I decided AI was better at formatting my message, so the admins might see a completely different older version of this post. This is cleaned up by chatGPT. Least I'm honest!<br />
-------------------------------<br />
I was just thinking that maybe if roads actually fused together when you connect them, some of the cities might feel a bit better. Depending on how that’s done, you could also use roads as guide rails for fake traffic to simulate movement and activity.<br />
<br />
It’s just a thought! Since this is single-player now, if I could mod the game, I would add something like this, along with space traffic. For example, small crafts around stations in X4 add to the sense of activity, even though they’re just for show. Adding ground, air, and space traffic that looks proportional to the actual shipped goods would enhance the experience. These ships wouldn’t be destroyable but would just be for visual effect.<br />
<br />
This could be a starting point for better coding to truly represent the transportation of goods. Adding this feature would reinvigorate the base. I guarantee it.<br />
<br />
Logistics could become a completely different gameplay aspect, working well in single-player and serving as a great midway to AI empires.<br />
<br />
Just a thought. Oh, and hi! I’m also known as Vox. I pop in every year or so, but since it’s single-player now, I’ve been playing with barely any community interaction.<br />
We could still have IRC or something in the game. There are so many other things to add, but a lot of references to the previous MMO edition need to be removed. They are a sad, stinging reminder.<br />
<br />
I think I might find a way to inject my own mod API into this game if it’s not added by you, Haxus. This game has so much potential. I can’t think of another game where I can watch a planet come into view and fly directly from one system to another with so many stars.<br />
<br />
The only game that comes close is No Man’s Sky, but it’s just a different game. If you combined your game with No Man’s Sky’s graphical representation and execution, it would be amazing. No Man’s Sky lacks real civilization building, whereas your game has a great foundation for it.<br />
<br />
Your game’s concept and gameplay overrule graphics, which is why I keep coming back to Hazeron. Not everyone thinks this way, as some only play AAA games. A bit of an update would work wonders.<br />
Your IP has millions of dollars' worth of potential that’s hidden from many people and barely collecting on its own worth. For the love of the game, grow it!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Blowing doors?]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3105</link>
			<pubDate>Sat, 27 Apr 2024 23:06:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1774">Bobking</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3105</guid>
			<description><![CDATA[Hello will blowing spaceship doors with c4 come back soon? Been discussing with people on discord and I'd love to try to hijack a pirate ship but that requires either a transporter or blowing locked door with c4.. they said blowing up doors doesnt work anymore, cheers.. Im new player love this game it's legendary thanks Haxus sir &lt;3]]></description>
			<content:encoded><![CDATA[Hello will blowing spaceship doors with c4 come back soon? Been discussing with people on discord and I'd love to try to hijack a pirate ship but that requires either a transporter or blowing locked door with c4.. they said blowing up doors doesnt work anymore, cheers.. Im new player love this game it's legendary thanks Haxus sir &lt;3]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Airplane Saga]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3049</link>
			<pubDate>Wed, 21 Feb 2024 17:18:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3049</guid>
			<description><![CDATA[This has absolutely nothing to do with Hazeron. I felt like telling a story about my airplane. I fly a 1968 Piper Cherokee Six that I have owned since 2000. <br />
<br />
I was flying to Sioux City Iowa last July to get a routine semiannual avionics inspection done. I just got up to my cruising altitude of 5500ft MSL when there was a never-heard-before clunk from the engine. Engine RPMs spun way up past the red line. Propeller pitch control stopped responding, had no effect. It took some adjustments to get the engine RPMs under control enough to return to the airfield, which was about fifteen miles away.<br />
<br />
I told the Sioux City approach controllers what was going on. There was an airport just a mile away but the airplane was holding altitude. Weather was great. If the airplane was going to be grounded, I wanted it to be at home with my own mechanic.<br />
<br />
After landing I taxied straight over to the shop. What I thought was a propeller hub failure turned out to be much worse. The mechanics at the shop could not imagine what guardian angel kept my propeller spinning. The engine RPMs went up because the propeller drive shaft had sheared clean off, relieving the engine of its load.<br />
<br />
The loud clunk turned out to be an oh shit moment. That was the sound of the sheared-off drive shaft smacking against the engine case hard enough to crack it in a high-stress place that could not be repaired. <br />
<br />
The airplane has a 540 cubic inch six cylinder aircraft engine. This is an air cooled engine so the cylinder jugs are bolted onto the sides of it, kind of like a Harley Davidson engine. A new engine case from the factory is over &#36;30k and there is a two year lead time to buy one. <br />
<br />
By some miracle, the engine shop had a used one that was serviceable that they sold me for a fraction of the price of a new engine case. They cleaned it down to shiny metal, scanned it, painted it, rebuilt the entire engine with new cylinders (another miracle as they are getting hard to find) and other parts, ran it on their test stand for hours, and gave it their blessing.<br />
<br />
It was time for the annual inspection so the local mechanics did that while the engine was in the shop. The propeller was getting pretty long in the tooth and it was due for an overhaul. More bad news. The propeller hub was shot. It was a standard two blade propeller and nobody wants them anymore so nobody makes parts for them anymore. It was less expensive to buy a new three blade prop than a new two blade prop. I had misgivings about this because Hartzell's own web site says three blades isn't any better than two; they're just heavier.<br />
<br />
A few weeks ago they finally finished working on the airplane. It had to wait its turn and winter is super crunch time for the local airplane mechanics. The shop on our field is inundated all winter long with spray planes getting their annual inspections done; they work on spray planes from all the surrounding states, not just Nebraska.<br />
<br />
My wife thought the new prop and chrome spinner looked hot. The old straight two blades were replaced by three modern curved scimitar blades.<br />
<br />
The first thing I noticed was the old familiar whup whup whup of the prop at low idle and when taxiing is gone. It sounds more like a lawn mower now, one continuous growl.<br />
<br />
The power while taxiing felt ridiculous. I couldn't help but laugh. I'm quite accustomed to that airplane after twenty four years and I could tell this was no small change.<br />
<br />
The takeoff roll smashed me back into my seat. This airplane has never smashed me back into my seat. Ever.<br />
<br />
I was off the ground in probably the shortest takeoff distance ever. The airplane didn't stop there either; it just kept on climbing vigorously. As I climbed away from the runway I called the shop on the radio but all I could do was laugh maniacally.<br />
<br />
I kept that test flight short and close to the field.<br />
<br />
Now I am planning that trip to Sioux City once again. Will probably do it within the next week or so, whenever they can get me in. They are the only avionics shop in a wide area so they stay pretty busy.<br />
<br />
Then I have to break in the new engine. That requires a good 12 hours of run time, preferably flying at altitude and at a good operating temperature, not frozen winter air. I am planning a flight to Florida and back to get that done. I have some personal business to attend to there so this would be an opportunity to do that. It's that or dinner in New Orleans. The runway at their general aviation airport sticks out into Lake Pontchartrain like a boat dock; I thought the landing was fun but my wife didn't agree.<br />
<br />
People speculate that it must be cheap to travel when you own your own airplane. I always tell them it would be cheaper to fly first class everywhere you go for the rest of your life than it is to own an airplane. Buses are cheaper than cars to ride but I don't tend to ride them; I like the freedom that comes with owning a car, and an airplane.]]></description>
			<content:encoded><![CDATA[This has absolutely nothing to do with Hazeron. I felt like telling a story about my airplane. I fly a 1968 Piper Cherokee Six that I have owned since 2000. <br />
<br />
I was flying to Sioux City Iowa last July to get a routine semiannual avionics inspection done. I just got up to my cruising altitude of 5500ft MSL when there was a never-heard-before clunk from the engine. Engine RPMs spun way up past the red line. Propeller pitch control stopped responding, had no effect. It took some adjustments to get the engine RPMs under control enough to return to the airfield, which was about fifteen miles away.<br />
<br />
I told the Sioux City approach controllers what was going on. There was an airport just a mile away but the airplane was holding altitude. Weather was great. If the airplane was going to be grounded, I wanted it to be at home with my own mechanic.<br />
<br />
After landing I taxied straight over to the shop. What I thought was a propeller hub failure turned out to be much worse. The mechanics at the shop could not imagine what guardian angel kept my propeller spinning. The engine RPMs went up because the propeller drive shaft had sheared clean off, relieving the engine of its load.<br />
<br />
The loud clunk turned out to be an oh shit moment. That was the sound of the sheared-off drive shaft smacking against the engine case hard enough to crack it in a high-stress place that could not be repaired. <br />
<br />
The airplane has a 540 cubic inch six cylinder aircraft engine. This is an air cooled engine so the cylinder jugs are bolted onto the sides of it, kind of like a Harley Davidson engine. A new engine case from the factory is over &#36;30k and there is a two year lead time to buy one. <br />
<br />
By some miracle, the engine shop had a used one that was serviceable that they sold me for a fraction of the price of a new engine case. They cleaned it down to shiny metal, scanned it, painted it, rebuilt the entire engine with new cylinders (another miracle as they are getting hard to find) and other parts, ran it on their test stand for hours, and gave it their blessing.<br />
<br />
It was time for the annual inspection so the local mechanics did that while the engine was in the shop. The propeller was getting pretty long in the tooth and it was due for an overhaul. More bad news. The propeller hub was shot. It was a standard two blade propeller and nobody wants them anymore so nobody makes parts for them anymore. It was less expensive to buy a new three blade prop than a new two blade prop. I had misgivings about this because Hartzell's own web site says three blades isn't any better than two; they're just heavier.<br />
<br />
A few weeks ago they finally finished working on the airplane. It had to wait its turn and winter is super crunch time for the local airplane mechanics. The shop on our field is inundated all winter long with spray planes getting their annual inspections done; they work on spray planes from all the surrounding states, not just Nebraska.<br />
<br />
My wife thought the new prop and chrome spinner looked hot. The old straight two blades were replaced by three modern curved scimitar blades.<br />
<br />
The first thing I noticed was the old familiar whup whup whup of the prop at low idle and when taxiing is gone. It sounds more like a lawn mower now, one continuous growl.<br />
<br />
The power while taxiing felt ridiculous. I couldn't help but laugh. I'm quite accustomed to that airplane after twenty four years and I could tell this was no small change.<br />
<br />
The takeoff roll smashed me back into my seat. This airplane has never smashed me back into my seat. Ever.<br />
<br />
I was off the ground in probably the shortest takeoff distance ever. The airplane didn't stop there either; it just kept on climbing vigorously. As I climbed away from the runway I called the shop on the radio but all I could do was laugh maniacally.<br />
<br />
I kept that test flight short and close to the field.<br />
<br />
Now I am planning that trip to Sioux City once again. Will probably do it within the next week or so, whenever they can get me in. They are the only avionics shop in a wide area so they stay pretty busy.<br />
<br />
Then I have to break in the new engine. That requires a good 12 hours of run time, preferably flying at altitude and at a good operating temperature, not frozen winter air. I am planning a flight to Florida and back to get that done. I have some personal business to attend to there so this would be an opportunity to do that. It's that or dinner in New Orleans. The runway at their general aviation airport sticks out into Lake Pontchartrain like a boat dock; I thought the landing was fun but my wife didn't agree.<br />
<br />
People speculate that it must be cheap to travel when you own your own airplane. I always tell them it would be cheaper to fly first class everywhere you go for the rest of your life than it is to own an airplane. Buses are cheaper than cars to ride but I don't tend to ride them; I like the freedom that comes with owning a car, and an airplane.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Roleplaying historical challenge start]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3011</link>
			<pubDate>Mon, 11 Dec 2023 11:46:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1496">Kastuk</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3011</guid>
			<description><![CDATA[Planning how to start civilisation naturally with historically wise and smooth development by limitating myself with roleplay.<br />
Use simplest equipment and building designs matched to technologic age. Do sort of technology research to advance.<br />
Well, slow pace make it need to start without hurrying rock overhead.<br />
<br />
Cannot use topdown resource map until you properly survey area by legs/ air/ orbital scanning.<br />
Cannot use worldmap and compass either until you reach needful tech and global discoverings.<br />
Navigate with sun, planets and landmarks. Construct your own, mark the earth!<br />
<br />
Start as weak humanoid without abnormal abilities so you must use technology and allies to survive against wildlife.<br />
<br />
Initial age of tribal camps is skip paleolitic, so start with sorta early Mesolithic settlements...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Mesolithic age=</span> (wood\straw buildings)<br />
Nomadic tribe of hunters\gatherers wandering in the wilds.<br />
Must not use universal stone constructions from very start, as it's too easy. Nor cannot settle in caves (unless got an blueprint for that).<br />
Using campfires and tents to protect the settlement.<br />
Gather most of resources manually, as early foragers, wandering around with torches and camping near good resource sources until it exhausted, then moving to new place.<br />
Handcraft the tools or buy them from tribal camps (cannot make Boxes yet).<br />
Trying to got nice spot with foodplants and water nearby to start a bunch of little temporary settlements.<br />
Build small log or straw houses (need to design tribal style buildings pack), some of them may be combined use with logging camp.<br />
May emulate hunting, gathering camps by low efficiency farms with need of wide area. <br />
Also fishing huts.<br />
Cannot save too much of food without proper conservation yet.<br />
Hunters start taming wildlife, can mount something fast to become proper mobile nomad tribe and carry more with you around.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Neolithic age=</span> (stone\clay buildings)<br />
Got enough experience with primitive wood/stone tools, gathered materials and fire, so can advance.<br />
Can dig up stones instead of clay and make clayhuts.<br />
Hunters got tamed some wildlife, so you can got own meat farms. Gatherers got how to sow the plants, but need to collect enough to research how it must grow.<br />
Got fired pottery, so food and cooking got improved, can save more and preserve longer to survive in permanent settlement without moving around.<br />
Can burn that dangerous forest down to got more farming land and less of dangerous wildlife lurking around.<br />
<br />
Life become much more stable with own producing food, which got so excessed that we can become lazy and got to drink alcohol and eat a lot of baked carbohydrates.<br />
Well, alcohol bring up inspiration for new inventions... and fire up conflicts...<br />
Do some megalithic projects instead!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Bronze-Iron ages=</span> (lumber and stone blocks buildings)<br />
Fat population is growing, big people got need for new and rare resources, lands become limited, bigger conflicts arise...<br />
<br />
As our planet haven't native metal nuggets and iron meteorites, we must advance by collecting various rocks and firing them with biggest fires. Then we got first metal and reach simple metal tools. So now we can cut down all that dense forest around into charcoal and smoking area with furnaces and blacksmithers.<br />
Excess of logs can be multiplied into material-wise lumber planks, so can build complex structures now by mixing them with chiselled stones.<br />
Multilevel towers and castles arise, lands got repurposed for mans sake. Ships is exploring the world and colonise other continents.<br />
Got some epidemic outbreaks without proper medicine.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Industrial age=</span> (metal constructions, bricks buildings)<br />
Science advancing! Hungry people seeking new and want to catch and bend all of nature laws! <br />
Develop good and bad substances for experiments to find usefulness. Transform bad spirits into good medicines!<br />
Every resource got use or can be used in the future after research with various dangerous experiments. Best resources all over the world is shipping to capital of fast-growing Empire!<br />
Mines, refineries, factories, coal-powered industry, pipes everywhere...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Space age=</span> (concrete, plastic)<br />
Research various fuel and power sources, capture nuclear power, evade self-destruction of the civilisation...<br />
<br />
Explore stellar bodies from observatories.<br />
<br />
Develop various tech for prosperity of civilisation to fight against sickness and boredom.<br />
<br />
Crash a lot of testing air vehicles. Reach highest and deepest planet areas.<br />
Try to colonise seabed to mine more of rare resources and develop space-related tech.<br />
<br />
Send an satellite to orbit. Send a man.<br />
Explore closest moon from orbiting ships. Project small station to be highest observation post of your homeplanet. <br />
Send small expedition to the moon, bring back new unique resources. <br />
Develop new tech with acquired knowledge, send bigger expedition and settle down up there. Build up regular transportation of materials and colonists. Develop local resources, reach self-sufficiency of moon colony. Evade separation of newborn nation...<br />
Build up new complex ships to reach far and wide across your solar system.]]></description>
			<content:encoded><![CDATA[Planning how to start civilisation naturally with historically wise and smooth development by limitating myself with roleplay.<br />
Use simplest equipment and building designs matched to technologic age. Do sort of technology research to advance.<br />
Well, slow pace make it need to start without hurrying rock overhead.<br />
<br />
Cannot use topdown resource map until you properly survey area by legs/ air/ orbital scanning.<br />
Cannot use worldmap and compass either until you reach needful tech and global discoverings.<br />
Navigate with sun, planets and landmarks. Construct your own, mark the earth!<br />
<br />
Start as weak humanoid without abnormal abilities so you must use technology and allies to survive against wildlife.<br />
<br />
Initial age of tribal camps is skip paleolitic, so start with sorta early Mesolithic settlements...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Mesolithic age=</span> (wood\straw buildings)<br />
Nomadic tribe of hunters\gatherers wandering in the wilds.<br />
Must not use universal stone constructions from very start, as it's too easy. Nor cannot settle in caves (unless got an blueprint for that).<br />
Using campfires and tents to protect the settlement.<br />
Gather most of resources manually, as early foragers, wandering around with torches and camping near good resource sources until it exhausted, then moving to new place.<br />
Handcraft the tools or buy them from tribal camps (cannot make Boxes yet).<br />
Trying to got nice spot with foodplants and water nearby to start a bunch of little temporary settlements.<br />
Build small log or straw houses (need to design tribal style buildings pack), some of them may be combined use with logging camp.<br />
May emulate hunting, gathering camps by low efficiency farms with need of wide area. <br />
Also fishing huts.<br />
Cannot save too much of food without proper conservation yet.<br />
Hunters start taming wildlife, can mount something fast to become proper mobile nomad tribe and carry more with you around.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Neolithic age=</span> (stone\clay buildings)<br />
Got enough experience with primitive wood/stone tools, gathered materials and fire, so can advance.<br />
Can dig up stones instead of clay and make clayhuts.<br />
Hunters got tamed some wildlife, so you can got own meat farms. Gatherers got how to sow the plants, but need to collect enough to research how it must grow.<br />
Got fired pottery, so food and cooking got improved, can save more and preserve longer to survive in permanent settlement without moving around.<br />
Can burn that dangerous forest down to got more farming land and less of dangerous wildlife lurking around.<br />
<br />
Life become much more stable with own producing food, which got so excessed that we can become lazy and got to drink alcohol and eat a lot of baked carbohydrates.<br />
Well, alcohol bring up inspiration for new inventions... and fire up conflicts...<br />
Do some megalithic projects instead!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Bronze-Iron ages=</span> (lumber and stone blocks buildings)<br />
Fat population is growing, big people got need for new and rare resources, lands become limited, bigger conflicts arise...<br />
<br />
As our planet haven't native metal nuggets and iron meteorites, we must advance by collecting various rocks and firing them with biggest fires. Then we got first metal and reach simple metal tools. So now we can cut down all that dense forest around into charcoal and smoking area with furnaces and blacksmithers.<br />
Excess of logs can be multiplied into material-wise lumber planks, so can build complex structures now by mixing them with chiselled stones.<br />
Multilevel towers and castles arise, lands got repurposed for mans sake. Ships is exploring the world and colonise other continents.<br />
Got some epidemic outbreaks without proper medicine.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Industrial age=</span> (metal constructions, bricks buildings)<br />
Science advancing! Hungry people seeking new and want to catch and bend all of nature laws! <br />
Develop good and bad substances for experiments to find usefulness. Transform bad spirits into good medicines!<br />
Every resource got use or can be used in the future after research with various dangerous experiments. Best resources all over the world is shipping to capital of fast-growing Empire!<br />
Mines, refineries, factories, coal-powered industry, pipes everywhere...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">=Space age=</span> (concrete, plastic)<br />
Research various fuel and power sources, capture nuclear power, evade self-destruction of the civilisation...<br />
<br />
Explore stellar bodies from observatories.<br />
<br />
Develop various tech for prosperity of civilisation to fight against sickness and boredom.<br />
<br />
Crash a lot of testing air vehicles. Reach highest and deepest planet areas.<br />
Try to colonise seabed to mine more of rare resources and develop space-related tech.<br />
<br />
Send an satellite to orbit. Send a man.<br />
Explore closest moon from orbiting ships. Project small station to be highest observation post of your homeplanet. <br />
Send small expedition to the moon, bring back new unique resources. <br />
Develop new tech with acquired knowledge, send bigger expedition and settle down up there. Build up regular transportation of materials and colonists. Develop local resources, reach self-sufficiency of moon colony. Evade separation of newborn nation...<br />
Build up new complex ships to reach far and wide across your solar system.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hazeron Starship Steam release set to 1st December]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=2973</link>
			<pubDate>Wed, 22 Nov 2023 20:39:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=4">Celarious</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=2973</guid>
			<description><![CDATA[Saw there was no thread about this so just making one for discussion sake<br />
<br />
The Hazeron Starship Steam store page has been made public and the release date has been set to the 1st of December:<br />
<a href="https://store.steampowered.com/app/2239520" target="_blank" rel="noopener" class="mycode_url">https://store.steampowered.com/app/2239520</a><br />
<br />
Also a bunch of images, screenshots and a gameplay video were added to it<br />
<br />
Seems like the Workshop section is still private though, so no public viewing of designs yet<br />
<br />
Make sure to wishlist if you're interested (and not already in the closed beta)<br />
<br />
There's also system reqs listed:<br />
<img src="https://i.imgur.com/FVyq8ku.png" loading="lazy"  alt="[Image: FVyq8ku.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Saw there was no thread about this so just making one for discussion sake<br />
<br />
The Hazeron Starship Steam store page has been made public and the release date has been set to the 1st of December:<br />
<a href="https://store.steampowered.com/app/2239520" target="_blank" rel="noopener" class="mycode_url">https://store.steampowered.com/app/2239520</a><br />
<br />
Also a bunch of images, screenshots and a gameplay video were added to it<br />
<br />
Seems like the Workshop section is still private though, so no public viewing of designs yet<br />
<br />
Make sure to wishlist if you're interested (and not already in the closed beta)<br />
<br />
There's also system reqs listed:<br />
<img src="https://i.imgur.com/FVyq8ku.png" loading="lazy"  alt="[Image: FVyq8ku.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Getting rid of design by individual characters]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=2972</link>
			<pubDate>Fri, 13 Oct 2023 18:08:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=47">Ivan</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=2972</guid>
			<description><![CDATA[So it seems that new designs you make have your Steam ID as creator which is cool.<br />
<br />
All designs you previously made on individual characters however, are inaccessible and are removed from the library, but are still in the exchange.<br />
<br />
I cannot unpublish or remove them from the exchange. I now added a second passenger berth to all my designs and uploaded them to the steam workshop.<br />
<br />
Is there any way of getting rid of the old ones that does not involve deleting the savegames and starting over?]]></description>
			<content:encoded><![CDATA[So it seems that new designs you make have your Steam ID as creator which is cool.<br />
<br />
All designs you previously made on individual characters however, are inaccessible and are removed from the library, but are still in the exchange.<br />
<br />
I cannot unpublish or remove them from the exchange. I now added a second passenger berth to all my designs and uploaded them to the steam workshop.<br />
<br />
Is there any way of getting rid of the old ones that does not involve deleting the savegames and starting over?]]></content:encoded>
		</item>
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