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Dispatch → Factbook → Overview
Tech, Hyperspace & Psionics
Hyperspace Jump Theory: Gravity ManipulationThe "Three Graces", in Lareshian terminology, are the foundation for modern interplanetary travel and colonization, consisting of hyperspace jump theory, which enables faster-than-light travel; gravitational control technology; and inertial control technology.
In its essence hyperspace jump theory involves the advanced understanding of gravimetric physics and the generation and manipulation of gravitons. Even though hyperspace is its own dimension it is an observed fact that the gravitational mass of sufficiently large stellar objects, such as stars and black holes, can have their gravity bleed into hyperspace and create what is known as a "Phantom Stellar Mass". The key phenomenon that enables navigation inside hyperspace.
This understanding of gravimetric physics enables the opening of jump-points into hyperspace. It also enables the creation of artificial-gravity and inertia-dampeners that makes space travel at high speeds into a comfortable experience. Should an inertia-dampener fail while a vessel is traveling under speed all crew will most likely be crushed against the vessel’s walls due to suddenly being subjected to the intense forces of inertia.
The theory also enables the creation of Gravitic shields to defend against incoming fire. The manipulation of gravitational fields also enables for certain weapons systems, like certain lasers and particle beams, to reach further damage potential.
Hyperspace is an alternate dimension which is used for interstellar faster-than-light travel between locations that would otherwise take longer to travel to in normal space. Hyperspace is a different dimension and once entered ships use their regular thrusters to navigate through hyperspace. Hyperspace itself is an empty vacuum that lacks any stars, planetoids or other points of interest with which one can use to navigate. Visual observation of hyperspace is either an intense darkness devoid of light or strange optical illusions of shimmering and wavelike movements similar to an Aurora borealis and or Cherenkov radiation. These visual light phenomenons are not permanent and are constantly changing, flowing and shifting and can not be used for navigation. Both organic senses and mechanical sensors struggle with perception inside hyperspace. Partly due to the lack of any reference points and partly due to how hyperspace interacts with sensors and senses. Time and distance is hard if not impossible to determine within hyperspace and the fickle nature of the optical illusions makes them confusing and deceitful if one tries to use them to gauge distances.
For safety reasons, jump-points are normally opened only in deep space, away from any potential navigational hazards. Though with sufficiently accurate targeting information it is possible to open a jump point within, and transit from/into, a planetary atmosphere. However, due to the massive release of energy involved, doing so in a highly combustible atmosphere will cause a suitably large explosion and shock wave. Precision errors and the navigational risk is however so dangerous that in-atmosphere jumps are not guaranteed to be successful. To observe minimum safety standards jump-points are usually avoided within gravity wells.
Hyperspace speed and Travel time
Traveling in hyperspace is relative and depends on many local factors as well as the vessel's own propulsion. The following numbers are an estimate of expected traveltimes.
The galaxy is 100,000 lightyears across. One grid square is 5,000 lightyears across.
Crossing the longest stretch of the Commonwealth’s hyperlane takes roughly 8 months and has 59 connected systems. The distance is roughly 60,000 light years.
In theory 100,000 lightyears would take 13 months to cross on the hyperlane.
One grid square would take 20 days, on the Hyperlane.
Crossing a similar distance outside the Hyperlanes but on the Beacon Network is roughly 2.5 times slower.
100,000 lightyears on the Beacon Network would take 33 months.
One grid square would take 1.6 months or 48 days, on the Beacon Network.
Crossing a similar distance using blind jumps without any guidance is roughly 3 times slower than the Beacon Network.
100,000 lightyears without guidance would take 99 months.
One grid square would take close to 5 months or 150 days.
A blind jump between to average stars with a distance of 5 lightyears would take roughly 3-4 hours.
Beacon Network
Safe travel through hyperspace is conducted through a network of beacons. Two places that are connected through hyperspace have a beacon located inside hyperspace at each location. A beacon network is set up to navigate the perilous and constantly shifting nature of hyperspace and consists of a series of tachyon beams connecting two points together so that vessels can follow the beacons from one point to the next and thus navigate to their ultimate destination.
Individual beacons generally remain stationary around the phantom gravity well corresponding to a real world star. The two beacons then lock on to one another and vessels navigate by following the linked beacon signal. If a vessel, for any reason, drifts too far off course from the beacons they may lose contact with the signal and risk getting lost in hyperspace. Vessels that travel off the beacon and lose the lock-on signal risk getting lost forever.
However, a rescue effort can be made by having a chain of ships maintaining a lock-on signal with each other, with one remaining on the beacon to act as anchor while the others extend out into open hyperspace. Timing is crucial as the longer a ship is off the beacon the further away it will drift and the less likely it is for a rescue chain to locate it.
Thanks to the trackable signal between two connected beacons, vessels don’t need to navigate by tracking the gravitational phantom image of a stellar object through hyperspace. This allows for ships to travel much faster as long as they follow the beacon. Normal hyperspace routes are “straight lines” between two star system locations as reflected in hyperspace. The connection between beacons also can’t handle curvatures and bends in a plot. Given that hyperspace isn’t a perfect parallel to the real world this means that there are star systems that while seemingly close to one another in real space may not be able to connect through hyperspace. This phenomenon is handled by the creation of transfer points. While system A and B may be seemingly impossible to connect through hyperspace it’s usually possible to find a system C which connects to both and can thus be used as a transfer point.
Hyperlanes
It has long been recognized that the Commonwealth’s Spacing Guild have uncovered secrets of hyperspace that still eludes the other races. The Spacing Guild has managed to establish a beacon network called the hyperlanes. Hyperlanes can connect systems that are much further apart than is regularly feasible without Spacing Guild tech. Hyperlanes can also curve and bed and adapt to the shifting nature of hyperspace. To succeed in this the hyperlanes rely on a series of powerful tachyon buoys that connect and bolster the signal between two beacons. It is unknown how the Spacing Guild have managed to stabilize these buoys as they seem to be able to maintain their stationary positions within hyperspace without relying on phantom gravity wells. Thanks to the strengthened signal enabled by the buoys, vessels can travel along hyperlanes with speeds that greatly exceed that of normal beacon signals.
System-to-System: Without Beacons
The most basic, and the first to be discovered, form of faster-than-light travel through hyperspace is the act of traveling from one star system to its closest neighboring star without guidance. This is the slowest and most dangerous form of hyperspace travel since there are no beacons for guidance involved. While hyperspace is perilous to traverse and while it doesn’t perfectly match with reality, it is still usually possible to detect the nearest stellar mass once entering hyperspace. It is generally considered that 5 light years are the upper end of safe travel for this kind of blind jumps. If a stellar mass is further away that 5 light years it is usually much harder to lock on to that stellar mass’s signature once entering hyperspace. Signal interference and false-positives are common problems. In some cases it isn’t possible to locate one's nearest stellar mass in hyperspace due to local conditions and interference.
Loss of power in Hyperspace
If a vessel loses power or if its FTL engine fails while in hyperspace, the vessel will be stuck in hyperspace. Escaping hyperspace relies on creating jump-points to exit back into reality. If a vessel loses that capability for any reason then the vessel will be stuck in hyperspace. Due to the perilous and drifting nature of hyperspace vessels will most likely be lost forever in hyperspace.
It’s recommended that vessels that travel in hyperspace have a built-in fail-safe that automatically shuts down the sublight engines if the nav computer fails to receive a given command during a predetermined period of time. This guards against a ship drifting too far off the beacon in the event that the crew are incapacitated or killed and increases the chances of the vessel being found and rescued by a passing vessel.
Combat in Hyperspace
Engagements in hyperspace are possible but rare and most often avoided by all parties as such battles have often turned out to be disasters in the past. Aside from the dangers inherent with hyperspace travel, the unpredictable spatial knots and gravitational inclines can cause missiles and even energy weapons to bend off course, either missing the target entirely or even strike a friendly ship. It has also been noted that firing powerful energy weapons inside hyperspace may trigger a worsening of local conditions and sensory interference. The primary danger of hyperspace combat is the risk of losing contact with the beacon network or drifting outside of the beacon’s pathway. Another danger is that of losing one's hyperspace drive and thus being unable to exit hyperspace. As such, what little fighting in hyperspace does take place is usually one-on-one over a very short range and often strictly hit-and-run strikes.
Psionics is the ability of individuals, either through natural evolutionary occurrence or augmentation, to manipulate or distort interdimensional energies to enable a user a vast array of abilities. Psionics is usually expressed through telekinesis, as most forms of energy manipulation appear to be done non-physically and require little exertion on the user’s part. The presence of psionics in subjects of a species varies radically from group to group, depending mostly on unique brain development and functions, and correlates with species noted for large cerebrums and higher cognitive functions. This divide results in a wide range of psionic expressions in species, varying from only a few in a thousand experiencing psi-affinity, to the plurality of a race being familiar with such abilities, to even an entire species being capable of manipulating forces of energy. The inverse is also true, with some species, such as baseline humans, being naturally incapable of psionic abilities without guided evolutionary assistance or invasive surgeries.
The existence of psionics across the galaxy, while rare, is not unheard of by any means, and many civilizations, both historical and contemporary, have placed a great deal of importance on psionic prowess and traditions. The perception of psionics, as well as deeper explanations into it often verge into mysticism and spirituality, with some civilizations like the Lareshians attributing a philosophical undertone to telepathic abilities which form a cornerstone of Lareshian culture.
Capabilities of figures with psy-affinity vary radically from species to species and individual to individual. Training and practicing rarely improves the power and grasp of energy manipulation harnessed by an individual, but may increase reliability and understanding behind controlling psionic powers. The forms of these abilities themselves take on different expressions, but typically revolve around the telekinetic movement of energy into different forms and shapes. Waves of energy can be turned into sliding walls capable of preventing gunfire and and sight; bursts of energized bolts can be thrown with enough kinetic impact to incapacitate or kill; energy can be imbued into objects and activated to send them flying with telekinesis; sheer force itself can be mustered to crush and tear objects and people apart. Where psionic capabilities meet their natural limits, advancements in science and medicine have enabled enterprising and risk-tolerant individuals to further increase and specialize their powers through brain implants and artificial cranial nerve rewiring.
Telepathy is commonly compared to psionics due to shared traits between individuals capable of psionic abilities, but is a tendency of its own as some species have naturally expressed telepathic abilities without telekinetic powers frequently commonly associated with psy-affinity. Telepaths have numerous abilities, but are most known for their capability to communicate through thoughts and non-physical expressions; these communications are usually regarded as visual stimulus, similar to experiencing memories that have never occurred, and used to transfer direct thoughts and concepts between two or more telepaths, or between a telepath and non-telepath individual. The visual clarity of these foreign memories varies wildly, though some affected subjects have reported eidetic-like recalling of these implanted conversations, controversially in some societies allowing telepathy as a valid form of testimony in legal situations.
The relationship between telepaths and non-telepaths vary depending on individuals’ familiarity, temperance and measure of capabilities. Between telepaths, such mental conversations are instant and clear; communication is often rapid and without any delay, with distances commonly occurring at sight range or within distances where normal communication could also be used. Some talented individuals have showcased capabilities of communicating much further, to ranges of a few kilometers or more. Some relation, although yet to be fully discovered, exists as well between telepaths and preternatural knowledge of each other’s presence. This knowledge often allows telepaths to communicate with one another over distances, even without sight range, so long as individuals are aware of one another. This sensing power, combined with the ability to communicate over distances, have seen telepaths used in military and communication-based fields. In incidents involving non-telepaths, communication is much less reliable and typically vague, with implanted communication memories less clear and defined. Mental acumen may improve results, and mnemonic training can result in improved readiness and accurate interpretation of messages.
Beyond simple communication, many telepaths are capable of mind-reading by accessing present thoughts or active working memories, with individuals capable of accessing explicit or implicit memory incredibly rare and valued by intelligence and police services. The pervasiveness of this is controversial, especially among species lacking telepathic capabilities or psy-affinity, and has resulted in mistrust and discrimination towards telepathic races at times. Telepathic cultures themselves vary radically from their customs revolving around telepathic mind-reading, with many species ranking high on telepathic likelihood charts placing different values on memory, information recording, and historically relied on group-thought as a mechanism for knowledge transfer and keeping.
Fears of telepaths emerge further in many societies with the combination of memory communication and mind-reading, allowing telepaths to nudge and direct conversations into ways that benefit them, and also to influence emotions to a minor extent to either soothe or encourage tensions. These concerns have often presented themselves in diplomatic and state communications between telepathic and non-telepathic races, resulting in elaborate training regimens to prepare officials before meeting with telepathic races, and those that rank highly on telepathic interpretation tests also typically have natural resilience to evasive influences, and find themselves regularly recruited by intelligence services and other sensitive operations.
Consequences of psionic usage by individuals vary as well, but many universal constants can be addressed. In species naturally capable of telekinetic manipulation, such exertions can easily tire an individual, many times compared with physical exertion itself, and is akin to body exhaustion. Though fatigue is the most common symptom, overexertion can take many forms, ranging from minor to life-threatening. Loss of consciousness and inflammation of the brain are more typical, but extreme cases can result in burst blood vessels in the brain, aneurysms and temporary or permanent loss of movement across the body. Though training and regimen cannot improve the strength of psionics, many psionic-capable individuals report regular practice and drilling to improve resilience, similar to physical exercise. In species that have been modified through implants and surgical augmentation, overexertion is much more dangerous, with seizures and epileptic attacks reported, and in rare cases total breakdown of the nervous system and post-recovery implant rejection.
Tractor Beams:
A Tractor Beam, or Graviton Beam, is a linear projection of gravitons based on the same gravitational field technology that enables Gravitic Shields. By connecting two objects through the tractor beam’s gravitons it is possible to subject the two objects by an artificial gravitational force.
The artificial gravitational force affects both objects equally. If starship A is emitting a tractor beam towards starship B then both starships will be equally affected by the gravitational force and both would be pulled closer unless one or both ships use thrusters to maintain their position.
Tractor beams are mainly used to tow objects or to manipulate the position of objects or vessels. If Object A is being pulled closer to object B and the tractor beams shuts down, Object A will still travel towards Object B for as long as no other force affects Object A’s movement.
The projection of gravitons that make up the Tractor Beam gets weaker with range and requires more energy to affect objects with larger mass. It is generally impossible to capture, lock, or affect space vessels that are using their thrusters. Most normal thrusters can apply enough thrust to overcome the gravitational pull of a regular tractor beam. Vessels affected by a tractor beam will not be able to open a hyperspace jump-point without disengaging safety-protocols, and the beam's influence on the jump point may cause it to fail upon initiation.
Interdictors: Gravity Well Projector
Interdictors or Gravity Well Projectors are phased arrays of graviton emitters that produce intense graviton pulses directed at a specific area of space in order to mimic a gravity well. The faux well doesn’t project gravitational force out in space like a true gravity well. The gravitational influence of the faux well only exists within the area that is covered by the Interdictors phased array. While no one will be affected by anything outside of the Faux gravity well field, any vessel inside it will be unable to open a hyperspace jump-point due to the strong graviton interference with the jump-point process.
Weapons:
Weapon systems can be split up into four general groups: Electromagnetic weapons, Laser weapons, Plasma weapons & Particlea Beam Weapons.

Electromagnetic Weapons:
EM Weapons are a type of kinetic weapon that use electromagnetic force to launch physical projectiles at a high-velocity. Typical such weapons are Railguns, Coilguns, Gauss guns and Mass drivers. The physical projectile or slug is accelerated up to a fraction of the speed-of-light. While the projectile’s traveltime is slow compared to other weapon systems the EM weapons utilize the physical mass of its projectile at high speed to deliver devastating damage. In practical warfare EM weapons are considered short ranged, in terms of effective targeting solutions, but a launched projectile has effectively unlimited range in space. The heaviest type of EM projectiles have also been known to fully ignore defensive shields.
Laser Weapons:
A laser is a device that emits a concentrated beam of coherent light, called photons. Unlike ordinary light sources, which emit light in all directions and wavelengths, lasers produce a narrow beam of light with a specific wavelength and phase coherence that superheats its target. Upon reaching the target, the concentrated energy of the laser beam causes localized heating and thermal damage to the surface of the target. This can result in the melting, burning, or vaporization of materials, depending on the intensity and duration of the laser exposure.
Lasers travel at the speed of light and are the most accurate weapon types at any range but are limited in range due to thermal blooming. Over time the laser beam will widen and lose its cohesion, spreading its damage dealing energy out over a larger and larger area which greatly reduces its effectiveness. A laser that might evaporate a target within half a light second, may only be able to burn or heat the same target at 4 light seconds.
Unlike some weapon types lasers don’t require its laser generator to be in a direct line of contact with its laser emitter. This means that the energy going into the laser emitter before being fired can be rerouted and manipulated without lowering the efficiency of the laser. Vessels can therefore have many more laser emitters than they are capable of firing at the same time. Giving them backup emitters as well as always being able to use the optimally positioned emitter to fire any specific laser.
Plasma Weapons:
Plasma weapons fire a bolt or beam of ionized, superheated plasma sheathed in an electromagnetic field and propelled by an opposed magnetic field. Upon reaching the target, the superheated plasma inflicts damage through thermal and kinetic energy transfer. The intense heat of the plasma can melt through armor and vaporize biological tissue, while the kinetic energy of the rapidly moving particles delivers a powerful impact force upon impact.
Plasma bolt weapons as sidearms are commonly used onboard spaceborne vessels or stations. This is as the plasma bolt is effective against organic targets and thin metals but will dissipate quickly when striking denser surfaces. This means that while in a pressurized environment, a stray shot will not cause a hull breach, as is the risk with some other weapon types. Sustained fire will burn though some thick metals but require a more dedicated action.
Particle Beam Weapons [PBW]:
A PBW operates by accelerating particles, often electrons or protons, to near the speed of light. Beams of such accelerated particles slam into their target and transfer their energy into the target. This primarily causes kinetic damage, but also thermal damage and depending on the specific particles used it can even cause radiation damage and typically have minor localized EMP effects.
The general advantage of PBWs are their ability to deliver kinetic damage accurately at ranges that are usually considered far beyond normal electromagnetically accelerated weapons. Their effective range is generally limited by particle bloom which depends on the particle used and the specific system used to fire the beam. Particle bloom, like thermal bloom with lasers, causes the particle beam to widen and disperse as the firing distance increases. The general drawbacks of PBWs are that some models may cause their own vessel to become statically charged and most PBWs can be affected or even deflected by strong electromagnetic shields.
Shields:
Ship-based shields come in two variants. Electromagnetic (EM) shields and Gravitic shields. Electromagnetic shields are equipped on most spaceborne vessels and come in weaker Civilian variants and stronger Military variants.
Electromagnetic shields operate by creating a charged electromagnetic field around the vessel. On lower energy settings and on civilian variants the EM shield protects the ship from space radiation and diverts space dust around the vessel. EM shields are necessary to safely travel through space at high speeds without having the vessel's hull integrity become compromised by repeated pelting of space dust and micrometeoroids.
Military grade EM shields are stronger and can affect somewhat larger meteoroids and can deflect weaker Particle Weapons as long as the EM shield has a similar charge to the incoming Particle Weapon. Military EM shields are often constructed to cycle through different types of electromagnetic charge in order to adapt to incoming particle weapons. Weaker Plasma weapons can also be deflected by the same principle.
Gravitic shields are strictly military grade and immensely power hungry. Gravitic shields operate by manipulating artificial gravitational fields through the generation of gravitons Gravitic Shields form a 'Cohesive Graviton Field'. The influence of the Gravition field will cause objects, particles and photons to bend under its influence. With the appropriate strength it will deflect any incoming threat. The Graviton field itself is surrounded by a distortion field that helps hold the Gravitons in a stable position. The distortion field is also what negates the Gravitons from forming a collapsing mass that would injure the vessel that the shield is trying to protect. The intermingling of the Graviton field and its distortion field generally makes perfect deflections impossible. While they do happen, depending on the angle of attack and the strength of the shield. It is far more common that an attack gets redirected and simultaneously stuck between the Graviton field and the distortion field - forcing the attack to be absorbed by the shield system. This is the main acute drain of energy for the Gravitic Shield system as an attack is being absorbed by the shield.
The Gravitic Shield system is highly energy intensive and is used to defend against most known weapon types. Due to the intense power requirements these systems often run on a low output "idling" mode, which then increase in power automatically upon detection of weapon fire due to an automatic feedback system.
These shields can handle most incoming fire depending on the strength of the shield and the strength of the intercepted fire. Shields require equal energy to the incoming fire in order to disperse it. Energy required to feed the shield during contact is drained from the shield’s capacitors. If incoming fire transfers more energy to the shield then shield generators can handle the shield’s capacitors will drain and the shields will go down and let through enemy fire.
Should two vessels make contact with each other's active shields the results can be catastrophic. Shields making contact with one another will quickly overload its system, short circuit its generator and drain its capacitors within milliseconds. Shields shutting down in this manner will generally cause a discharge of energy at its contact point that will harm any nearby electronics and potentially cause thermal damage. In a worst case scenario this will also cause the vessel’s capacitors to explode.
Shielded Cities
It is possible to build Gravitic Shields that are capable of enveloping and protecting city-sized areas on planets. These planet based shields can also be far more powerful than spaceborne shields given their possible access to further power generation. Cities that are purpose built to be shielded are generally very simplistic in their geometric design, particularly their skyline, in order to effectively utilize shield emitters that can’t be spread out too far apart. Some cities, with diverse skylines, have been retrofitted to be protected by a shield. Such cities generally have raisable towers housing shield emitters that rise above the skyline.
Planet based shields, like all Gravitic Shields, can be disabled by being overpowered and having their capacitors drained empty. This can most easily be done using nuclear weapons thanks to their ability to deliver high amounts of energy within a miniscule fraction of time. Prolonged orbital bombardments can also drain the shield, if the bombardment is stronger than the Shield’s capacity to refill its capacitors. Crashing an asteroid into the shield is sufficient to disable it but also destroys the city under it. In order to break a shield that’s situated on a planet where the aggressor doesn’t want to damage the city, or the environment, aggressor usually land planetary invasion forces in order to tunnel under the shield and disable it from within the city.
Capacitors:
Weapon systems and shield systems rely on capacitors to function. Capacitors store energy that can be more rapidly expelled compared to how fast a ship's generators can produce energy. If a weapon system or shield system drains its capacitors completely the system can no longer operate and will have to wait until the capacitor is recharged. Ships can have both independent capacitors for each system using one or have a shared capacitor construction for multiple systems. Advantages of having a shared capacitor is that ships can effectively divert power between weapons and shields depending on the situational requirements. Drawbacks of shared capacitors is that they are larger and may cause more severe damages in case of a capacitor failure. Capacitors can explode and they are sensitive to spikes in voltages. Such spikes may occur if a ship is stressing its generators to prioritize the capacitors during intense combat. Onboard safety systems usually maintain capacitors within safety margins but critical failures can occur in the heat of combat. Losing or damaging one's capacitors will lead to the loss of weapon systems, shield systems or both of them. Leaving a ship without any defensive or offensive capabilities in a worst case scenario.

Tachyon Credit [T-Cred] (₮):
The T-Cred (₮), or Galactic Tachyon Exchange Credit, stands as the predominant virtual currency within the Commonwealth, its value is based on a fixed amount of Tachyon Guild service, transmission time, or delivery distance. Initially intended to operate as a stable exchange rate between different galactic currencies, the T-Cred quickly became the de facto currency of the Commonwealth. This unique currency system reflects the critical role of the Tachyon Guild in facilitating communication and information exchange across the galaxy, making it an indispensable asset for commerce, diplomacy, and governance.
The value of the T-Cred is derived from the efficiency and reliability of the Tachyon Guild's communications network, which enables near-instantaneous transmission of data and messages across vast distances of space. Access to this network is essential for conducting business, coordinating logistics, and maintaining social connections within the Commonwealth, giving the T-Cred inherent value as a medium of exchange.
As the backbone of the Commonwealth's economy, the T-Cred sets the basic exchange rate for other galactic currencies, serving as a universal benchmark against which the value of other currencies is measured. Governments, corporations, and individuals alike rely on the stability and liquidity of the T-Cred to conduct transactions and store wealth, making it the de facto standard for financial transactions within the Commonwealth.
The Banking Guild plays a crucial role in regulating the exchange rate of T-Creds and ensuring the integrity of the currency system. Through careful management of access to the communications network and enforcement of strict security protocols, the Tachyon Guild maintains confidence in the stability and reliability of the T-Cred, preventing inflationary pressures and safeguarding against attempts at counterfeiting or manipulation.
Overall, the T-Cred represents more than just a medium of exchange; it embodies the interconnectedness and interdependence of the Commonwealth, serving as a symbol of unity and cooperation among its diverse member states and civilizations. As long as the Tachyon Guild continues to provide essential communication services, the T-Cred will remain the cornerstone of the galactic economy and the primary unit of value for galactic trade and commerce.


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