recursal/Fanatic-Fandom huggingface dataset:
Model 8

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Ramscoop
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Shipyard Description

The primary role of the smallest Kor Mereti drones is asteroid mining, but their lasers can also be employed as offensive weapons when necessary.

## Location

The Model 8 cannot be purchased, but can be captured from Kor Mereti space.

## Outfits

These are the standard outfits equipped on each Model 8.

## Information

* Kor Sestor and Kor Mereti ships are automated and require no crew.
* Automata ships use a different boarding system than usual. Instead of having crew, they have a self destruct chance. With the Model 8, you have a 40% chance of being able to board and loot it, and then an additional 40% chance of being able to capture it. In total, you have a 16% chance of being able to capture the Model 8.
* The Model 8 is the smallest Kor Mereti ship.
Moktar

Moktar is an uninhabited binary system in the Core that is controlled by the Syndicate.

## Landing Locations

Moktar does not have any landing locations.

## Links

Moktar links to the following systems:

* Cardax
* Mirfak
* Oblate

## Mining

The following mineable asteroids spawn in Moktar:

* Aluminum
* Lead
* Silicon

## Fleets

The following fleets spawn in Moktar:

* Small Core Merchants
* Large Core Merchants
* Small Core Pirates
* Small Northern Pirates
* Small Syndicate
* Large Syndicate
Mars

**Mars** is a planet in the Sol system. It is controlled by the Republic.

## Description

Mars was humanity's first attempt at terraforming. Although it remains a dry, cold desert, the air is now breathable without an oxygen tank, and there are sections of the planet where a fair number of plants can grow.

Because far more hospitable planets are available to those with enough money to pay for interstellar travel, the farms and ranches of Mars are run mostly by poorer Earth families who want to escape the pollution and congestion, along with some young adults who do farm work to help finance their once-in-a-lifetime opportunity to stand on another world.

## Spaceport

The spaceport on Mars is situated next to the northern Polar Basin, one of the few places where, post-terraforming, a natural lake exists. Here, far more trees grow than elsewhere on the planet, and in the few warm months when the lake is not frozen, Mars almost looks like a friendly place.

## Information

* Mars is one of the landing locations in Sol, along with Earth and Luna.
* Mars has a tribute value of 1,800 and you will need to fight a lot of Republic ships to take it over.
Kraz Cybernetics

This page contains summary information for the in-game Human Organization Kraz Cybernetics*.*

*This page may contain **Spoilers.***

Kraz Cybernetics is a maker of robots, computers, and advanced weapons systems. It features in existing missions through its Chief Offensive Engineer Barmy Edward. The home world has only a small population, and so the company aggressively invests in the local spaceport infrastructure and technology to draw attention to itself.

Kraz Cybernetics retails its products across the Free Worlds and broader South of human space. It is unclear if the availability of advanced Kraz Cybernetics products on certain pirate worlds is indicative of secret deals or merely a highly effective smuggling operation.

Kraz Cybernetics is an Outfitter only, with in-game retail groupings Kraz Basics and Kraz Advanced. The Basics list is *included* in the Advanced.

## Retail Locations

### Kraz Cybernetics Basics

* Dune (Zeta Centauri)
* Glaze (Aldhibain)
* Greenrock (Shaula) (Illegal Resale)
* New Britain (Dabih)
* New China (Merak)
* Poseidos (Izar)
* Solace (Pherkad)
* Thunder (Alkaid)
* Zug (Zubeneschamali)

### Kraz Cybernetics Advanced

* Bourne (Gamma Corvi)
* Rust (Kraz)

* Smuggler's Den (Men) (Illegal Resale)

* Thule (Men) (Illegal Resale)

* Wayfarer (Tarazed)
Lovelace Advanced

This page shows the outfits that will be added to planets and stations with "Lovelace Advanced" in their outfitters. These outfits are produced by Lovelace Labs.

## Outfits

### Turrets

* Anti-Missile Turret
* Heavy Anti-Missile Turret

### Secondary Weapons

* Sidewinder Missile Launcher
* Sidewinder Missile Pod
* Torpedo Launcher
* Torpedo Pod

### Ammunition

* Sidewinder Missile
* Sidewinder Missile Rack
* Torpedo
* Torpedo Storage Rack

### Systems

* D23-QP Shield Generator
* Luxury Accommodations
* Outfit Scanner
* Scram Drive

### Power

* Armageddon Core
* Fusion Reactor

### Engines

* A120 Atomic Thruster
* A125 Atomic Steering
Saryd Traveller

## Description

Travelers were originally designed as science vessels, thousands of years ago before the Saryds had catalogued all the life forms and physical phenomena of every world in Coalition space. Today, many Saryd communities still choose to live in a Traveler and journey together from system to system rather than putting down roots on a planet.

## Location

The Saryd Traveller is found in Coalition space.

These are the ports where the Traveller can be purchased.

* Bright Echo, Ancient Hope
* Chosen Nexus, Silver Bell
* Far Home, Homeward
* Saros, Sol Saryd

## Outfits

These are the standard outfits initially equipped on each Saryd Traveller.

## Information

* Purchasing the Saryd Traveller requires a Coalition License.
* Saryd Travellers have built-in asteroid and atmosphere scanning.
Nelmeb GP Hybrid Thruster

## Description

Korath physicists have, for several centuries, understood concrete aspects of the unity that underlies both quantum gravity and the forces that bind quarks and gluons together. However, as Efreti efforts are comparatively recent, this technological synthesis lags behind comparable Quarg technology.

These are the largest gravitoplasma thrusters that the Efreti have to offer, and as such are usually only found on their gargantuan civilian ships. Despite their size and thrusting power, the Quarg are still rather unimpressed with the inefficient nature of the design.

## Location

This outfit is not purchasable but can be found equipped on some Kor Efreti ships.

## Information

* The only way to obtain this is by looting it.
Mani

Mani is a moon in the Avior system. It is controlled by the Republic.

## Image

Mani is a small moon, with an atmosphere thick enough to keep your blood from boiling off but too thin to breathe without assistance. It is used only as a cargo depot and a spot for refueling and repairs.

The native plant life mostly consists of pale-colored lichens and a few species of grass. The only animals are insects.

## Spaceport

The spaceport is shaped like a wheel with no rim: a series of spokes jutting out from a central hub, where each spoke is a docking tunnel that can connect to any ship that lands beside it.

Inside are about a dozen people and a couple hundred robots. The people and robots alike seem uninterested in any interactions with you. It is a strange sort of aloofness that you have heard is common to all the worlds in the Deep.

## Information

* Mani has a tribute value of 500 and is defended by small Deep Security fleets.
Maelstrom

Maelstrom is a planet in the Nihal system. It is controlled by the Republic.

## Image

Maelstrom is a stormy, geologically young world with towering mountains and frequent earthquakes. Most of the large cities are near the center of the planet's main continent, where the iron beds from an ancient ocean are exposed. Maelstrom is one of the chief exporters of iron, copper, gold, titanium, and other metals to Ada, where Lovelace Labs and the associated industries have a continuous need for raw materials.

Extreme rock climbing is a hugely popular sport among the mining workers here, who have a tendency to be young, male, and reckless. The mountains are dramatic enough to even attract off-world climbers as tourists, though more than once a favorite climbing face has been sloughed off its mountain in an earthquake.

## Spaceport

The spaceport is a single massive complex of buildings, with hangars large enough for even a Bulk Freighter or a Navy flagship. A railroad runs through several of the nearby mining towns and straight into the spaceport building itself, allowing ore and processed metal to be loaded directly from the mine cars into the waiting freighters.

## Outfitter

* Ammo North
* Common Outfits
* Lovelace Basics

## Information

* Maelstrom has a tribute value of 2700 and is defended by large Republic fleets.
Kort Kehai

Kort Kehai is a planet in the Ek'kek'ru system. It is controlled by the Wanderers.

## Background

### Outfitter

No

This planet has a temperate climate, yet its surface is nearly lifeless, perhaps due in part to the high concentration of radioactive isotopes in the soil. The only plant growing on most of the land is a hardy bioengineered moss designed by the Wanderers to accumulate heavy metals and other toxins in its root system. These plants are then periodically harvested by flocks of unpiloted robots and buried in deep pits near the planet's poles.

## Spaceport

This is the only Wanderer spaceport on the entire planet, with a population of no more than a few hundred Wanderers, most of them engineers and robot technicians. At the center of the port is a glass dome nearly a hundred meters tall, enclosing a garden with cliffs, streams, and towering trees, where the Wanderers can stretch their wings and relax in a green and growing environment without being exposed to the outside air.

The hallway that loops around the outside of the garden is decorated with an incredibly detailed mural. At one end the mural depicts a barren and blasted landscape, which gradually transitions along the length of the hallway to a green and growing world. The mural must be a reminder to the workers of what they are striving to accomplish here.

## Information

* Landing on Kort Kehai requires the player to have 2 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Local Map

This data chip contains complete information on the twelve star systems closest to this one: planets, ports, governments, trade prices, available services, etc. You can get all the same information just by exploring those systems yourself, but having a map can save you from making wrong turns if you are trying to travel through new territory to reach a certain system quickly.

## Location

This outfit is available at any planet with an outfitter.

## Information

* Purchasing this outfit will give you all the information about the 12 closest star systems accessible with a Hyperdrive.
* This can only be purchased if you don't already have all of the information.
Navy Cruiser License

## Description

It is a very rare privilege to be permitted to purchase a Navy capital ship for private use - not just because of a Cruiser's firepower, but because it is a potent symbol of the Republic's strength.

## Information

* This license is required to be able to purchase Cruisers.
* This license exists in the game, but it currently cannot be legitimately obtained.
M-1188

## M-1188

### Outfitter

No

M-1188 is an uninhabited system in The Umbral Reach.

## Landing Locations

M-1188 does not have any landing locations.

## Links

M-1188 links to the following systems:

* E-4183
* L-6181
* MS-219

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in this system:

* Iije (Uninterested)
* Iije (Swarming)
* Iije (Surveillance)
Laser Rifle

A laser rifle is a step up from the sidearms that crew members typically carry for defense against pirates: more powerful, and more accurate as well. For each of these rifles that one of your crew is wielding, your odds of capturing another ship or defending your own ship from boarders are increased substantially.

## Location

The Laser Rifle can be purchased from the following outfitters:

* Common Outfits
* Syndicate Basics
* Syndicate Advanced
* Kraz Advanced
* Pirate Outfits

## Information

Boosts attack and defense when boarding or being boarded. Despite having a weaker defense than the Security Station outfit, it does not take up any outfit space or have any mass, meaning it is always better to have some of these. Useful for defending, but has lower attack than the Fragmentation Grenades.
Large Heat Shunt

## Description

Without these powerful cooling systems, most Korath warships would overheat within seconds as soon as they began to fire their weapons.

## Location

Large Heat Shunts can be found equipped on the following Kor Efreti, Kor Mereti, Kor Sestor, and Korath Exiles ships:

* Arch-Carrack
* Charm-Shallop
* Echo-Galleon
* Kar Ik Vot 349
* Kasichara A'awoj
* Lor'kas Ik 577
* Lor'nag Ik 590 (Standard variant only)
* Met Par Tek 53
* Model 256
* Model 512
* Palavret (Standard, Blaze and Ember Blaze variants)
* Ra'at Ik 621 (Standard, Digger and Storm variants)
* Ra'gru Ik 618 (Ember variant only)
* Rano'erek (Standard, Crippled, Ground Assault and Heaver variants)
* Tek Far 71 - Lek
* Tek Far 78 - Osk
* Tubfalet

After making sufficient progress in the Remnant storyline, Large Heat Shunts can be purchased from the following locations:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* This is one of two Korath cooling outfits. The other is the Small Heat Shunt. A large shunt provides cooling exactly equivalent to 4 small shunts (while weighing 4 tons less).
* This outfit is normally only obtainable by looting Korath ships; however, this outfit becomes available for purchase late in the Remnant campaign.
* This outfit is the most efficient passive cooling outfit in the game and one of the most efficient cooling outfits in general. Ka'het Primary Cooling can vent slightly more heat per-outfit and is considerably lighter, but unlike Primary Cooling, the Large Heat Shunt does not consume energy while in use, and its effect is constant, slowing heat buildup even when your ship is not close to overheating.
* One large and two small heat shunts render the Liquid Helium Cooler obsolete, providing 17% more cooling with 3 less mass.
Mekislepti

Mekislepti is a binary system in Korath space. It is controlled by the Kor Mereti.

## Landing Locations

Mekislepti has the following landing locations:

* Aresepru Nat
* Merask Fortuno

## Links

Mekislepti links to the following systems:

* Chimitarp
* Eshkoshtar
* Fornarep
* Kaliptari
* Similisti

## Mining

The following mineable asteroids spawn in Mekislepti:

* Iron
* Silicon

## Fleets

The following fleets spawn in Mekislepti:

* Kor Mereti Miners
* Small Kor Mereti
* Large Kor Mereti
* Large Kor Sestor
New Tortuga

New Tortuga is a planet in the Misam system. It is controlled by Pirates.

## Image

A planet of violent storms and frequent earthquakes, New Tortuga does not have a lot to offer the average spacefarer. The most significant settlements on the planet are built predominantly underground, far from any fault lines, with only obscure, hardened access areas. Combined with the fortress-like blast doors that blockade the spaceport entrances, New Tortuga is the perfect place for those looking for somewhere to hide.

Most of the inhabitants of this planet are Syndicate dissidents who mainly support themselves through manufacturing. The Syndicate often destroys pirate factories at their borders, but their fleets do not find the monetary cost of venturing as far as New Tortuga worth the benefit. Here, shipyards, factories, and outfitters provide a continuous supply of goods and services for the system.

## Spaceport

As you walk through the spaceport, scattered amidst the bars and black-markets, you notice a surprising number of religious buildings. There are a variety of churches, synagogues, mosques, temples, and others you can't quite remember the names of. Most of the shops are run not by pirates, but by ordinary folk, many wearing religious garb. The citizens here interact with pirates with friendliness and warmth, rather than the hostility and fear you see on other pirate worlds.

The relative peace is frequently broken by a pirate band wandering through the spaceport. While perhaps an auditory nuisance, the pirates here are generally more obedient and disciplined than those seen on other planets. Their ships are more advanced too, judging by the armaments and engines you noticed in the hangar.

## Shipyard

* Advanced Core Pirates
* Basic Ships
* Core Pirates
* Megaparsec Basics
* Northern Pirates
* Southern Pirates

## Outfitter

* Ammo North
* Ammo South
* Basic Outfits
* Common Outfits
* Pirate Outfits
* Syndicate Basics
* Syndicate Advanced

## Information

* New Tortuga has a tribute value of 1,400 and is defended by small and large Core Pirate fleets.
* Landing on New Tortuga requires a reputation of -10.
Large Radar Jammer

## Description

This high-power radar jammer will make it much more difficult for missiles that rely on radar to track you. It will not affect missiles that track you optically or that look for your ship's heat signature.

## Location

Large Radar Jammers can be purchased at the following ports:

* Bourne, Gamma Corvi
* Rust, Kraz
* Smuggler's Den, Men
* Solace, Pherkad
* Thule, Men
* Wayfarer, Tarazed
* Zug, Zubeneschamali

## Information

* Radar Jamming works by making it so that missiles that use radar tracking will have a harder time to lock on and may also lose their target.
* There are only two Radar Jammers in the game; the other is the Small Radar Jammer.
Norn

Norn is a planet in the Adhara system. It is controlled by the Republic.

## Image

Norn is a water world, with low gravity but an atmosphere dense enough to breathe easily. Large mats of seaweed and algae form natural rafts that drift around with the ocean currents, and a few intrepid settlers have colonized them, people who prefer a life of relative solitude and are willing to trust their fates to wherever the winds might take them. Others have settled the few, low islands, which are prone to frequent flooding.

Fish are common here, including a few species of flying fish which travel in large packs and are a considerable nuisance for the land-dwellers.

## Spaceport

The spaceport is on one of the larger islands, a network of small buildings connected by bridges and raised up on enormous stilts about fifty meters high. Cargo winches are used to load and unload cargo from the boats that dock below. Starships dock in individual hangars, to protect them from the wind.

The whole complex sways slightly, almost imperceptibly, as if it were a large boat at sea. The walkways all have tall railings, but you still find yourself afraid to venture too near the edge or to look down at the island and the sea below. The locals, however, walk swiftly and gracefully, with no sign of fear.

## Outfitter

* Ammo North
* Basic Outfits
* Deep Sky Basics

## Information

* Norn has a tribute value of 500 and is defended by Small Deep Security Fleets.
* Landing here has no required reputation.
Levana

## Levana

### Outfitter

No

Levana is an uninhabited system in The Ember Waste.

## Links

Levana links to the following systems.

* Coluber

A wormhole opens to Egeria during the Remnant storyline.

## Mining

These are the mineable asteroids that spawn in Levana.

* Lead
* Uranium

## Fleets

These are the fleets that naturally spawn in Levana.

* Korath Ember Waste Raid
* Korath Rescue
Korath World-Ship

"World-Ship" refers to a category of Korath ships that all use the same basic chassis, but are designed for different roles and usages. Each of these ships have a unique ship sprite. While still referred by the general name of "World-Ships", these ships are actually of several types, some now referred to as Korath "Production Vessels".

Due to their nomadic and spaceborne lifestyle, the majority of the Korath Exiles live on these ships.

Space Liner

* Kasichara A'awoj
* Lor'nag Ik 590

Heavy Freighter

* Kas'lor Ik 582
* Lor'kas Ik 577

Heavy Warship

* Ra'at Ik 621
* Ra'gru Ik 618

Utility

* Echo-Galleon
* Korsmanath A'awoj

## Trivia

* There used to be three "Korath World-Ships" that all had the same stats and name, but used three different sprites A, B, and C. As of patch 0.9.15, these three ships have now been converted to the Lor'kas Ik 577, the, Ra'gru Ik 618, and the Kas'lor Ik 582 respectively. The other three ships use new sprites and were not previously in the game.
* These "World-Ship" updates are based on the ones found in an old Korath Exile Expansion project and went under names similar to previous Korath names.
New Portland

New Portland is a planet in the Delta Sagittarii system. It is controlled by the Republic.

## Background

### Outfitter

No

New Portland is a cloudy planet orbiting a dim star; the only reason it is not completely frozen is because of the heat trapped by its upper atmosphere. There are only a handful of towns here, and nothing big enough to warrant being called a city. Most of the settlers are subsistence farmers who can only dream about life on other worlds. Many houses here do not even have running water or personal computers.

Some of the farms near the spaceport are planted with different crops forming abstract patterns visible from the air. Such a whimsical extravagance seems particularly odd when you consider that the owners will never be able to afford to see their fields from that angle. But perhaps that is precisely the point.

## Spaceport

The largest town on New Portland has set aside a landing area for ships, but it is barely what could be called a spaceport. Aside from the refueling station and a few sheds, there are no other buildings, just an open field of packed gravel, with grass and weeds peeking up in places where it has avoided the blast from landing spacecraft. A few farmers have parked wagons here and are trading food and other goods with the visiting ships.

## Information

* New Portland has a tribute value of 200 and is defended by small Militia fleets.
Navy License

## Description

It is unusual, but not unheard of, for private citizens to be given the right to purchase Navy ships for their own private use. Recently, certain rich worlds have also begun petitioning Parliament for special permission to purchase Navy warships for their private security forces.

## Information

* The Navy License will be required to purchase navy ships such as the Gunboat or the Frigate. The Navy's heavy warships such as the Cruiser and the Carrier require the Navy Cruiser License and the Navy Carrier License, respectively.
* The Navy License cannot yet be obtained, and will be added with the Republic storyline when that is created. You cannot legitimately obtain a Navy License in the current version.
Korath Civilians

Korath Civilians are a sub-faction of the Korath Exiles that are non-hostile. They have green highlights, and only attack the player if the player attacks them (and not the hostile Exiles ships).

Korath Civilians have their own variants of ships such as the Palavret and the Rano'erek, but generally are seen using the larger production vessels such as the Lor'kas Ik 577, Lor'nag Ik 590, Kas'lor Ik 582, and most notably, the Kasichara A'awoj and the massive World-ship Korsmanath A'awoj. The last two ships are only found with the Civilians and are suggested to carry a majority of the Korath Exiles/Civilians remaining population.

## Ships

The Korath Civilians use most of the ships that the regular Korath Exiles use, but they also have their own unique ships.

Space Liner

* Kasichara A'awoj
* Lor'nag Ik 590

Heavy Freighter

* Kas'lor Ik 582
* Lor'kas Ik 577

Utility

* Palavret
* Rai'alorej
* Rano'erek

Heavy Warship

* Ra'at Ik 621
* Ra'gru Ik 618

Superheavy

* Ikatila'ej
* Korsmanath A'awoj

Fighter

* 'olofez
Megaparsec Incorporated

This page contains summary information for the in-game Human Organization Megaparsec Incorporated*.*

Megaparsec Incorporated is a shipyard that specializes in designing fast, lightweight ships, and is a relatively young shipyard. While Megaparsec do not produce heavy warships, the largest warships they offer are some of the most heavily armed for their size. Megaparsec is an affiliate of the Syndicate.

Megaparsec Incorporated retails its ships principally in the Core and the North, with its main shipyard on Sunracer, Mirfak. Their ships are likely licenced by the Syndicate to be produced on their shipyards as well. It has the in-game retail groupings Megaparsec Basics and Megaparsec Advanced. The Basics list is *distinct* from the Advanced.

## Retail Locations

### Megaparsec Basics

* Ada, Aldebaran
* Foundry, Achernar
* Hephaestus, Markab
* Prime, Betelgeuse
* Reunion, Caph
* Shangri-La, Polaris
* Sunracer, Mirfak
* Tinker, Diphda

### Megaparsec Advanced

* Foundry, Achernar
* Sunracer, Mirfak

## Ships

### Medium Warship

* Manta
* Splinter
L-6181

## L-6181

### Outfitter

No

L-6181 is an uninhabited system in The Umbral Reach.

## Landing Locations

L-6181 does not have any landing locations.

## Links

L-6181 links to the following systems:

* M-1188
* MS-219

## Mining

The following mineable asteroids spawn in this system:

* Titanium
* Copper

## Fleets

The following fleets spawn in this system:

* Iije (Uninterested)
* Iije (Swarming)
* Iije (Surveillance
LP036a Battery Pack

## Description

A ship can run without batteries if its generator's instantaneous power output is higher than the total energy consumption of its systems, but batteries make it possible to store up energy when it is not needed and thus to use a much smaller and cheaper generator.

## Location

The LP036a Battery Pack can be purchased at most human ports.

## Information

The LP036a Battery Pack is an entry-level energy storage outfit. It expands your energy storage capacity by 4000.
New China

New China is a planet in the Merak system, and part of the Near Earth sector. It is controlled by the Republic.

## Background

### Outfitter

Yes

In the very early days of hyperspace travel, most settlers chose to put down roots within a few jumps of Earth, because until more fuel depots were built, colonies farther out would seldom be visited by cargo ships. As a result, a lot of effort was put into terraforming and developing worlds that would have been passed over by most colonists today.

New China is one such world, and it is now overpopulated, and poor enough that maintaining the terraforming equipment and climate requires almost a third of the planetary government's tax income.

## Spaceport

The "new port" here was built several centuries ago, when the grand but impractical spaceport built by the original settlers had deteriorated to the point where it was no longer usable. This port is much simpler by comparison: just a ring of landing pads of various sizes around a large central building with ten levels of warehouse space accessible by freight elevator.

There are always locals hanging around the port, some of them mere children, who are trying to find a cheap ride off-planet.

## Outfitter

* Ammo South
* Common Outfits
* Delta V Basics
* Kraz Basics

## Information

* New China has a tribute value of 1400 and is defended by small Republic fleets.
Nuclear Missile

## Description

It has been centuries since the last nuclear war was fought, and until very recently, most people in the galaxy assumed that that era of chaos and destruction was forever behind us...

[Nuclear missiles are a one-shot weapon: each missile occupies a gun slot, and after it is fired, the slot it was in is left empty.]

## Location

These are the locations where the Nuclear Missile will be available for purchase if you choose the Checkmate branch. (Otherwise they cannot be purchased)

* Solace, Pherkad

## Information

* Nuclear Missiles are only available for purchase if you choose the Checkmate path of the Free Worlds campaign.
* If you choose the Reconciliation route, you will have to fight against nukes, and if you choose Checkmate, you will be able to fight with them.
* Nuclear Missiles are one shot weapons. Each missile will occupy a gun port which will be left empty once the missile is fired.
Okoity

Okoity is a planet in the Urba Pest system. It is controlled by the Bunrodea.

## Image

Due to an overabundance of natural resources and arable land when the planet was discovered, Okoity has achieved the highest population of any Bunrodean world, with a staggering 24 billion people. All but the most inhospitable regions of the planet have been settled in some shape or form.

Unfortunately, time has taken its toll on the planet, as the once prosperous lands have run dry as a result of millennia of industrial habitation. While the planet isn't completely barren of natural resources, an increasing large amount of supplies must be brought in from other worlds to sustain the population.

## Spaceport

The spaceport of Okoity is completely packed with Bunrodeans. You have little room to maneuver as you explore the spaceport while trying to not bump into anyone. Many of the Bunrodeans here show signs of being genetically engineered, from Bunrodeans with extra limbs to one that you see up high climbing on walls and jumping from building to building to avoid the crowd below.
Mods

Mods (officially known as "plugins," in keeping with the original Escape Velocity naming scheme) add content to the game.

In order to access additional content, it is sometimes necessary to start a new pilot, as creators sometimes add new event flags and other mission content to trigger their missions, which do not affect players who have completed those missions on an unmodified save file.

*This page is a work in progress and is continually being updated. If you want your mod added to this list, you can mention it on the discord. If a mod maker wishes for their mod to be taken off of this list, they automatically reserve the right to do so.*

Eventually, there will be a mod database built into the game, from where mods can be reviewed and downloaded. A proof-of-concept website can be found here.

For mod guides, check the Guides page.

An official mod formatting scheme is given here.

## Installation - How to Install a Mod

Installing mods is simple: place the folder containing the mod files in a folder labeled "plugins" in **one** of the following locations, depending on your operating system.

### Linux

* `/usr/share/endless-sky/plugins/`
* `~/.local/share/endless-sky/plugins/`

### Windows

* `plugins\` (in the same folder as the Endless Sky executable)
* %AppData%\`endless-sky\plugins\` which will result in something like `C:\Users\[yourusername]\AppData\Roaming\endless-sky\plugins\`

### Mac OS X

* `Content/Resources/plugins/` (within the application bundle)
* `~/Library/ApplicationSupport/endless-sky/plugins`

The end result should be something like `[file-path]\endless-sky\plugins\[plugin-name]`, which in turn will contain that specific mod's data, images, and sounds folders, and possibly readme and copyright info.

## List of Mods

This page will list some of the most popular mods available to Endless Sky players. If you have a mod that you wish to post here, feel free to place it in the right category.

\*Note that these categories are not finalized.

Mod Categories\*
 Story
 Ships/Outfits
 Gameplay
 Test/Cheat
 Miscellaneous
 Mixtape

## List of known Mods

Github: "Endless-sky-plugins" is the central plug-in index for Endless Sky. All plugins should get added to this github page in order to be distributed when plugin-manager is finished.

Click here to see the short list:

All plugins wanting to be considered for game inclusion will need to have this information: RFC

### Other Mod Lists

* Mention it on the discord to get it added here.
* The Plugin Archive has collected over 500 ancient and new plugins.
* Github.io: OpenGameMods Group
* Github: Endless Sky Plugins
* Reddit: r/endlesssky... This Mods collection page (Sept 2020 by endlessmodgamer):
* Steam : Library of Plugins (Amazinite*; Jan 9, 2021)*:
* Endless-Web (Endless-Sky In Browser): (Nov 23, 2020 by Grape)
	+ (save and load game files via debug bar)
	+ Reddit discussion
Mebla

## Commodity Prices

### Luxury Goods

1381

Mebla is a system in Arach space. It is controlled by the Coalition.

## Landing Locations

Mebla has the following landing locations:

* Mebla's Portion

## Links

Mebla links to the following systems:

* Ablodab
* Debrugt
* Pelubta

## Amenities

Mebla does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Mebla:

* Gold
* Iron

## Fleets

The following fleets spawn in Mebla:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Quad Blaster Turret

## Description

A Quad Blaster Turret carries four guns on a single turret mount, doubling the firepower of an ordinary Blaster Turret for ships with enough space to install one and energy to drive it.

## Location

The Quad Blaster Turret can be purchased at the following ports:

* Delve, Scheat
* Foundry, Achernar
* Hephaestus, Markab
* New Tortuga, Misam
* Shangri-La, Polaris
* Sunracer, Mirfak
* Bourne, Gamma Corvi (Becomes available during the Free Worlds storyline)
* Glaze, Aldhibain (Becomes available during the Free Worlds storyline)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)
* Rust, Kraz (Becomes available during the Free Worlds storyline)
* Solace, Pherkad (Becomes available during the Free Worlds storyline)
* Wayfarer, Tarazed (Becomes available during the Free Worlds storyline)
* Zug, Zubeneschamali (Becomes available during the Free Worlds storyline)

## Information

* The Quad Blaster Turret is more space-efficient than the Blaster Turret.
Martini

Martini is a planet in the Pollux system. It is controlled by the Republic.

## Image

Before July 4, 3014.

Martini is a world of exotic beaches and perfect weather. The Republic's central bank and the galactic stock exchange are headquartered here, and so much money flows through this world's economy every day that the cost of utterly controlling its weather and climate is only a drop in the bucket. Not surprisingly, real estate prices here are astronomical; a small condo in one of Martini's main cities costs more than a capital starship.

After July 4, 3014.

Martini is a world of exotic beaches and perfect weather. The Republic's central bank and the galactic stock exchange were previously headquartered here, before a terrorist attack destroyed them and a large portion of the capital city as well.

## Spaceport

The spaceport is a set of four skyscrapers joined by bridges and platforms at various levels. Hangars are built directly into the towers themselves, with deflector shield generators set up to ensure that ships do not crash, intentionally or otherwise, while approaching the towers to dock. Inside, all the floors and walls are gleaming granite, with teams of workers constantly polishing everything to ensure that not even so much as a fingerprint smudge is visible.

## Information

* Martini has a tribute value of 5,600 and is defended by Large Republic fleets.
* The bombing of Geminus and Martini are part of the chain of events leading to the galactic civil war.
Nest

* Overhead
* Thumbnail

The **Nest** is a light fighter carrier used by the Free Worlds militia.

## Description

Southbound Shipyards quickly answered the Free Worlds' call for a carrier by building modified cargo containers for Haulers - adding a pair of Fighter docking arms, some additional outfit space, and even a couple of bunks. Access to the fighters from within the ship is so inconvenient that most pilots opt to just stay aboard their fighters when in flight. While the technical name for this ship is "Hauler I: Type F," Southbound assembly workers started calling the single container variant the "Nest" due to its complement of Finch Fighters, and the name stuck.

## Location

The Nest can be purchased at the following ports:
(after November 27, 3014)

* Rust, Kraz
* Zug, Zubeneschamali

(after May 26, 3015)

* Wayfarer, Tarazed

## Outfits

These are the standard outfits initially equipped on each Nest.

 Laser Rifle (2)

## Performance Information

This ship fits its description nicely: a freighter that has had its cargo bays converted to fighter bays. Besides carrying fighters and launching missiles it has little to offer as a central fighting vessel, making it more of an escort if the player should wish to field one. Players should note that the small engine space on this vessel makes it difficult for a Nest to escape a battle going poorly. Pirates tend to use these ships and they are fairly easy to capture once the fighters are destroyed, making them a potential cash source for combat-minded players.

The Free Worlds will field these in fairly large numbers during the campaign, so the player will learn how to fight with them fairly quickly. Essentially the Nest will launch fighters and missiles to soften up an enemy before engaging with its turrets.

The Nest is part of a class of carrier ships based on the Hauler series of ships, the other two being the Roost and the Skein.
Medium Graviton Steering

## Description

Quarg steering engines are as similarly impressive as their thrusters in how much energy they consume. The Quarg don't seem to be bothered by this cost though, given the unmatched strength of their reactors.

They also have strange capabilities which seem to violate the laws of physics as humanity understands them. Ships with these engines accelerate faster under their own power than one would expect given the thrust of their engines, while also taking less impact from external forces.

## Location

The Medium Graviton Steering cannot be purchased, but it can be found equipped on Quarg ships.

## Information

* The only way to obtain these is by looting them.
* Quarg engines have above average space- and heat-efficiency, but they have an enormous energy drain and the worst energy efficiency in the game. They are clearly intended for use with Quarg energy systems like the Antimatter Core and are of little use to the player otherwise.
* This steering module provides considerably less turning than what would be expected based on the Medium Graviton Thruster's capabilities, especially in comparison to its Korath equivalent's, the Planetary Class Thruster, which both produce the same thrusting value of 288,000. Comparing this engine with the Planetary Class Steering, it occupies 2 tons less, but produces 28,176 less turning for a bit over twice the turning energy and ~7% the turning heat.
* However, the 15% inertia reduction increases this module's effective Turn to 110,400 - or 124,800 when used together with the Medium Graviton Thrusters, outperforming the Korath equivalents by 0.5% steering and 30% acceleration (but identical top speed) at the same 120 tons.
Nocte

**Nocte** is an uninhabited system near Earth that is controlled by the Republic.

## Landing Locations

Nocte does not have any landing locations.

## Links

Nocte links to the following systems:

* Vega

## Mining

The following mineable asteroids spawn in Nocte:

* Copper
* Iron
* Titanium

## Fleets

The following fleets spawn in Nocte:

* Human Miners
* Small Northern Merchants
* Small Northern Pirates
* Small Republic
* Large Republic
Miaplacidus

Miaplacidus is a system in the Paradise Planets region that is controlled by the Republic.

## Landing Locations

Miaplacidus has the following landing locations:

* Vinci

## Links

Miaplacidus links to the following systems:

* Alphard
* Talita
* Tejat

## Amenities

Miaplacidus does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Miaplacidus:

* Iron

## Fleets

The following fleets spawn in Miaplacidus:

* Small Northern Merchants
* Large Northern Merchants
* Paradise Merchants
* Small Republic
* Large Republic
Moonbeam Turret

## Description

This turret only carries a single Moonbeam weapon, but with its duty cycle increased so it can do 50% more damage than the non-turreted version.

## Location

After making sufficient progress in the Wanderer storyline, Moonbeam Turrets can be purchased from the following locations:

* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Vara Rakak, Es'sprak'ai

## Information

* Purchasing this outfit requires a Wanderer Outfits License.
* The Moonbeam Turret operates in a burst-fire fashion, even though it is a beam weapon, similar to Husk-Slice Turret.
Olohoa

Olohoa is an uninhabited planet in the Sera Natta system that is controlled by the Bunrodea.

## Background

### Outfitter

No

From afar, Olohoa looks like it might be a pleasant place to live, with clear oceans not too dissimilar to what you might find on a Paradise World. But your ship's sensors tell you a different story, one of a planet with immense amounts of ultraviolet radiation bombarding its surface. Nothing short of an extremophile could survive on the surface here, and any life in the oceans is likely deep down where no radiation can reach.

## Information

* Olohoa is an uninhabited planet and cannot be dominated.
Pug Akfar Thruster

## Description

This is a small thruster designed by the Pug. It is not quite as powerful as a similarly sized atomic engine, but it makes up for that by being almost as energy efficient as ion engines.

## Location

Pug Akfar Thrusters can only be obtained by looting Pug Zibrukas.

## Information

* Pug Engines are more space efficient than Human Ion Engines.
Large Collector Module

## Description

One of these solar panels is enough to meet the energy needs of a medium-sized Coalition civilian ship, especially given the energy efficiency of their engines and the fact that under their laws only Heliarch ships are allowed to have weapons.

## Location

This outfit can be purchased from Coalition space.

## Information

* Purchasing this outfit requires a Coalition License.
* This is one of the two Coalition solar panels. The other is the Small Collector Module.
* For ships requiring very little energy and very little heat management (such as freighters or transports), this panel has the highest energy to heat ratio of any outfit in game except the KP-6 panel/array (which produce no heat, but are much less space-efficient).
* Two large collectors together render the RT-I Radiothermal obsolete, since they will produce more energy while taking up less space and producing vastly less heat. Three large collectors render the NT-200 Nucleovoltaic obsolete. (However, since players must have a jump drive to access Coalition technology, they might instead choose to use Wanderer reactors.)
Lurata

Lurata is an uninhabited system that is located in the South. It is controlled by the Republic.

## Landing Locations

Lurata does not have any landing locations.

## Links

Lurata links to the following systems:

* Albireo
* Dabih

## Mining

The following mineable asteroids spawn in Lurata:

* Aluminum
* Lead

## Fleets

The following fleets spawn in Lurata:

* Quarg
* Small Militia
* Small Southern Merchants
* Large Southern Merchants
* Large Southern Pirates
Mahoganybox

Mahoganybox is a station in the Ya Hai system. It is controlled by the Hai.

## Image

A visitor to this station will immediately notice that the gravity is lower than most planets by about a third. Leaving the docking bay brings you into a tastefully decorated room with a donut-shaped reception desk made of an exotic material that you can't immediately identify. A smiling Hai in a suit behind the desk informs you that this is a respite home for the elderly, and unless you have family here, you will not be permitted to wander beyond this room. You are, however, welcome to visit with anyone who has come down or ask an orderly if you need to contact someone on business.

## Spaceport

The spaceport here is scarcely worthy of the name and does not facilitate trading, but is well equipped to handle regular traffic bringing people to and from the station. This place appears to service the fit but retiring demographic, whose minds are as sharp as ever but benefit from fewer demanding pressures on their physical bodies.

## Information

Hai planets and stations cannot be dominated.
Merask Fortuno

Merask Fortuno is a station in the Mekislepti system. It is controlled by the Kor Mereti.

## Background

### Outfitter

No

This station was built primarily for harvesting hyperspace fuel. Even when the Korath were still here, the harvesting was almost entirely automated, so the station only has living quarters for a handful of people.

## Spaceport

Despite their masters being gone, the machines and robots of this station carry out their work just as diligently as before, harvesting fuel that will now be used only by other automata.

## Information

* Korath planets and stations cannot be dominated.
* Landing on Merask Fortuno requires a reputation of 1; this cannot be bypassed through bribery.
Oasis

Oasis is a planet in the Spica system. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

No

Although much of Oasis is desert, a few tropical regions exist that are more suited to human habitation. The settlements are small, and rely mostly on agriculture, ranching, and textiles to produce goods that can be sold off-world.

For those who are drawn to simple frontier living, it is a paradise, where you can earn a living just by working with your hands, and where the only mode of transportation anyone needs is a horse. Many outsiders, of course, view the Oasis lifestyle as backward and primitive.

## Spaceport

Most cargo on Oasis is carried by horse-drawn wagons. Some of them are made of steel, but others seem to be built of hand-hewn wood. The sight of horses drawing loads onto and off of gleaming starships is almost surreal.

## Information

* Oasis has a tribute value of 300 and is defended by large Militia fleets.
New Boston

New Boston is a planet in the Rutilicus system. It is controlled by the Republic and is the starting location of the player.

## Background

### Outfitter

Yes

New Boston is a completely unremarkable world... except, of course, for the fact that you happen to have been born here.

Most of the land is wet and marshy, and the coastal regions are prone to flooding. Some food crops are grown here, but most of the farmers instead plant flax and jute, which grow well in wet soil and are used to make linen and burlap cloth. The textile mills are hot and poorly ventilated, but they offer higher and more reliable income than farming.

## Spaceport

Someday New Boston may be a prosperous enough planet to afford a better spaceport, but not yet. Many of the concrete landing pads have sunk into the muddy soil over the years since they were poured, and are now tilted and uneven.

The market where ship captains buy and sell cargo is a large tent rather than a permanent building, but it is sturdy enough to keep off the rain. Loads are brought in and out by trucks and the occasional hovercraft. Here some enterprising local mechanics have set up not only a repair shop and outfitter, but also a shipyard with several small, refurbished ships for sale.

## Outfitter

* Basic Outfits
* Ammo South

## Information

* New Boston is the planet where the game begins.
* New Boston has a tribute value of 300 and is defended by small militia fleets.