; These menus have been created by the Discovery Tutorial Team [Config] Enabled = yes ; SYNTAX: help = command, Title, XML String ; Example: help = test, A Test, A quick test ; To use this command, we would type in /helpmenu test ; The XML string must be valid or the menu will not function as intended. ; Each menu has a maximum size of 4000 characters. (This is everything from the command to the XML string) ; If you have something over this size, either cut it down to less than 4000 or split it up unto multiple commands [Commands] help = commands, All Commands, Below is a list of all commands available for use within Discovery. For usage you can type the commands without any parameters. In some cases, the commands will not require parameters to function. Example of this would be ‘/time'.Cash Commands: /givecash, /givecasht, /set cashcode, /drawcash, /showcash.Chat Commands: /l, /s, /g, /r, /fm, /pm, /mail, /ignore, /delignore, /ignored.Config Commands: /set chatfont, /set chattime, /set diemsg, /set diemsgsize .Group Commands: /join, /leave, /i, /invite, /fi, /marktarget, /target.Jump Drives: /jump, /jumpbeacon, /canjump, /canbeacon, /setsector.Misc Commands: /rename, /id, /ids, /time, /conn, /return, /movechar, /ping, /pingtarget, /help, /helpmenu, /laws, /checkcargo, /rules, /start.Playerbase Commands: Please type /helpmenu pobs for information on PoBs.Ship Commands: /lights, /shields, /pos, /coin, /dice, /stuck, /autobuy, /droprep, /cloak, /disruptor, /nodock, /police, /set movecharcode, /si, /setinfo, /showinfo.Tag Commands: /maketag, /droptag, /settagpass.See /helpmenu jump for stats on jumpdrives.See /helpmenu cloaks for stats on Cloaking Devices.See /helpmenu cloakdisrupt for stats on Cloak Disruptors. help = restarts, Restarts, When you make a new character, they will appear in a Stargazer and will have a few thousand credits onboard. This is the default for all new characters and can be hardcore working your way with such few resources.That's where restart commands come into play. They are all within the scope of rules and can't be exploited. Restart commands allow your new character to begin in a desired place and faction, same ship but with a bit more money than before.Type the '/showrestarts' command to see the list of accessible restarts.All restarts affect your reputation. When your reputation with a faction is below a certain number, (-0.55 or half of a square before going red) it means you cannot dock on this faction bases and will turn on you if their allied, but hostile to you, ships come into the vicinity. Reputation lower than that will trigger all said faction's NPCs and stations to attack your ship, possibly turning other neutral to you, but allied to them, factions against you.Neutral factions allow you to dock and trade, but may not offer you the best of their equipment and/or ships. Commodities aren't normally affected by reputations. Allied reputation means this faction will sell it's best equipment to you, help you fight factions neutral to them, but hostile to you, and possibly offer you their ID, which you can mount on your ship to become affiliated with said allies. IDs change reputation just as restarts do, so be careful when mounting them.Now that you know the risks, you might want to join some, say, a revolutionary group such as the Blood Dragons. Just type '/restart kudragon' and you are ready to fight for the better future of Kusari.Want to lift the Coalition from its knees and crush capitalism once and for all? Type '/restart fccoalition'. Want to be neutral for everyone and just strive to live a peaceful life away from the colonies? Type '/restart fcZoner'. And so on.Faction prefixes like 'ku', 'br', 'li', 'rh', and 'ga' tell you where you will appear after the restart. Factions without a clear zone of influence have the prefix 'fc' in front of them. Factions with the prefix 'Corp' in them mean they are a Corporation and will most likely involve lots of trading and mining.Using this command will delete your current ship with all its equipment, stats such as time spent, etc and make a new one in a location depending on which command you input, unless you have a sum of credits above a certain minimum, and/or are of a too high rank. That means, even if you have empty pockets, you current equipment such as ship and weapons will have an impact on your net worth, and as such on your rank.Now that you have this nice tool and a little bit of direction, go out there and fight, explore, trade, pirate, do none of that, and much much more. See you in two weeks! help = pob, Player Bases (PoBs), The prospect of making a player-owned based "Pob" , whether to store and sell ore, produce special equipment, or just as a roleplay asset, is on inviting idea for new and old players. However, building, maintaining and upgrading a Pob can be a hefty investment of time and credits so you'll want to be prepared.Disclaimer: It is recommended that you get familiar with the game, forums, and community, before attempting to build a PoB. This is because they are quite difficult to maintain and keep, and depending on where you construct one, you may attract the attention of the local factions which may intent to extort or destroy it. There is a detailed guide on the forums available, and it's recommended that you view that before proceeding with the construction of a base.First, consider getting some friends to help you- It may mean splitting the profits but it could be worth it for the long-term survival of your base. Next, consider location of your new base. Some things to keep in mind: - A base needs daily supplies to keep running. The main commodity is "Reinforced Alloy" but "Robotic Hardware" and "Hull Segments" may also be used. The base needs 8640 per day, to maintain its condition. Ideally, you'll want at least 1 base nearby thats sells one of these.-Additionally, the base will "crew" to run it and keep it in tip-top shape. Each core level of base will need 200 crew members to work, and each crew member consumes 1 unit of "Food Rations", "Oxygen" and "Water" every 10 hours. Any variety of "Food Rations" will work but you can also use "Synth Paste", "Kyushu Rice" and "Gaian Wildlife". Since you'll need less of these than the previous commodities, you can generally get away with the base being a bit further away.-See what factions have an interest in the areas you are considering. All house governments have some restrictions, and fees, that must be paid to allow your base to be built. Additionally, organized pirates and factions in the independent and edge worlds can make similar demands of your base, so don't think you'll be entirely left alone outside of house space either. With all that taken into mind, now you can get down to the business of actually making your base. You'll need a specific ship to do that, the "Base construction Platform" (BCP). You can buy one off a corporate base throughout Sirius, or another player. Next, you need to collect the resources to build the initial station core. You will need:- 140 PlasFoam Conduits- 140 Industrial Hardware- 100 Reinforced Alloy- 140 High Performance Alloy- 50 Optronic Arrays- 50 Heat Sinks- 30 Fusion Diodes Once you have gathered those, put them into the cargo hold of the BCP and fly it out to your bases to-be location. Once you enter the command to build the base, it will be spawned out 200 meters in front facing you, with 1% health. You should consider having a transport parked nearby, or flown by a friend, with the required 200 "Crew" 200, "Food Rations" 200, "Oxygen", 200"Water" and fill the rest of the cargo hold with with "Reinforced Alloy", or one of the other repair commodities listed above. Once that is ready, enter the command "/base deploy password basename" Where 'password' is the administrator password to login and manage the base. Keep this secret to anyone you don't want to have full access and control over the base. And 'base name' is the name under which the station will show up to others. At first, only your BCP will be allowed to dock, you will need to adjust adjust the docking rights for other ships to dock. From inside the base, you can use the "/base" command to manage your new installation. help = ids, Discovery IDs, The Discovery universe is largely governed by equipment accessories known as IDs. All players must have no more than one type of ID mounted at any time. It is impossible to launch without one. These IDs occupy your ship's tractor beam equipment slot and change your beam's colour depending on what ID you mount. Most importantly, in the description notes of each of these IDs are rules that outline what you can and cannot do with that ID. The differences between each ID's parameters can vary, but all will outline your character's limitations with regard to:-What actions are prohibited to you-Any special combat and engagement rules-What types of ships you are allowed to fly-Where you are allowed to go, otherwise known as your 'ZoI' or Zone of InterestA breach of any of these parameters is a direct violation of server rules.With each ID comes it's own reputation override. When an ID is mounted, your reputation with every faction will be automatically re-calibrated to match the political standing of the faction ID you have chosen. In addition your ship will be labelled with an NPC faction tag before your character name like other NPC ships in-game. It is important to be mindful that your reputation effects where you can fly safely and where you can land.Generic IDs are more neutral than most and are quite relaxed in their roaming restrictions. This makes them ideal for you to explore the discovery universe and it's wide variety of factions. Therefore it is recommended that you mount a generic ID until you are familiar enough with a faction to join it. The following are generic IDs and can be found on most bases:Freelancer IDPirate IDMiner IDRecruit IDFor more information visit www.discoverygc.com/forums help = ships, Ships Of Discovery, The Discovery mod has over 280 unique ships for you to fly. So the categories of ships have greatly proliferated from the original Freelancer settings. Not only has Discovery opened up access to many larger ships from the original game, but has also added a vast number of new ships designed for all sorts of roles. Ships of the Discovery mod are divided into the following categories in ascending order of size and power:-Fighters -Light Fighters -Interceptors -Heavy Fighters -Very Heavy Fighters -Super Heavy Fighters -Mining Ships-Bombers-Cargo Ships -Freighters -Mining Ships -Transports -Medium Transports -Container Transports -Super Transports -Mining Ships -Liners-Capital Ships -Gunboats and Gunships -Destroyers -Cruisers -Battlecruisers -Battleships -Carriers-Special ShipsRemember that each of these ships serve specific functions, many of which are tied to the factions that they are designed for. Check before you buy that your ID allows you to fly a ship of a certain class and be mindful that with great power comes great responsibility.For more information visit www.discoverygc.com/wiki help = rp, Role-Playing and You!, What is 'RP'?Simply put: RP stands for Role Play, or Role Playing.When you RP, it means that you assume the role of a character. Imagine yourself as an actor in a play or movie. You pretend that you are someone else for the sake of the movie or play in order to entertain the audience, as well as provide a bit of fun for yourself. While acting, you may take on personality traits that differ from your own for the sake of playing true to a character.Role Playing is much like acting in a movie or play! The key difference is that, while a movie may have a script, typical Role Playing includes a lot of improvisation. In this sense, Role Playing is also like writing a book, except that you are the author of your own character, while others are the authors of their own characters. When brought together, a fluid, ever-changing story unfolds in front of the players in the form of their characters interacting with one another.In a nutshell, Role Playing is a bunch of people pretending to be someone whom they are not in order to entertain themselves and others. In Discovery, Role Playing is mandatory by the rules, however there is no specific definition on what passes as Role Playing. Generally speaking, the easiest character to RP is one that shares personality traits with your real life self. Think about how you as a person would react to certain situations. Alternatively, what would you NOT do when faced with certain decisions?One key thing to keep in mind when Role Playing is to separate what *you* as the player know, and what *your character* knows. Just because you know something juicy or interesting doesn't necessarily mean that your *character* knows the same information. For example, let's say that you see a character (Sam) on the Discovery forums in a story that reveals Sam to be a spy. You as the *player* know this, but unless your *character* is in that story, your character does *not* know that Sam is a spy. Attempting to act otherwise is considered 'meta-gaming', which is taking player knowledge and magically causing your character to have this knowledge, too.RP stands for Role Playing. When you Role Play, you pretend to be someone else, much like how actors in movies do. Unlike a movie with a script, Role Playing is usually improvised, and as such is fluid and ever-changing. You are the author of your own character, just as other players are the authors of their characters.When you play a character, think about how they would react to certain situations and the actions of other characters. Much like in a movie, remember: The villain and hero of a story can be best friends off-camera. Likewise, you may not particularly like someone as a person, but your character may consider their character a worthwhile ally.In Discovery, Role Playing is mandatory. However, *how much* effort you place into RP is completely up to you. From the casual actor to the pour-your-heart-out author - the choice is yours.So get your name out there, pilot. See where life takes you. Make allies and enemies; establish a name for yourself. Adventure awaits! ; Equipment - Split into two bits help = equipment1, Equipment (Part 1), In Discovery there is a very wide range of equipment for you to choose from when equipping your ship. The vast majority of this equipment is combat oriented. However there are also specialised pieces of equipment that have miscellaneous functions that can be useful in various ways.Following is a list of equipment types with minor notes:Armour Upgrades - Items that multiply a ship's hull statisticCargo Pods - Cosmetic container designs mountable on generic civilian transportsCloaking Devices - Machines that render you invisible and near silent to other ships. Type '/helpmenu cloaks' for more infoCloak Disruptors - Devices that interrupt or prevent other ships from cloakingCountermeasure Droppers - Decoy deployment mechanisms that distract homing missiles and torpedoes with flaresCruise Disruptors - Fast, weak, long range missile launchers capable of slowing a target ship to impulse speedDocking Bays - Modules that allow for small player ships to dock with larger player ships. Type /helpmenu dockingbays' for more infoEngines - Cosmetic equipment that changes the type and colour of your ship's engineGuns - Offensive weaponry largely utilised by fighters, bombers and freightersHyperspace Matrices - Beacons that allow for any ships in the vicinity with a jump drive to jump directly to. Type '/helpmenu jump' for more infoHyperspace Survey Modules - Machines that let you set a target destination for you to jump to with a jump drive. Type '/helpmenu jump' for more infoIDs - Mandatory equipment that functions as a tractor beam. For more info type '/helpmenu ids'Jump Drives - Machines that allow you to jump to any point in the discovery universe. Type '/helpmenu jump' for more infoMines - Powerful, slow moving projectiles that home in on a nearby targetMining Arrays - Low power guns modified to enhance the yield of ores and other ambient materials while miningMining Emitters - Low power turrets modified to enhance the yield of ores and other ambient materials while miningMissiles - Offensive projectile launchers largely utilised by fighters, bombers and freightersMissile Turrets - Offensive weaponry utilised by capital shipsNanobots - Auxiliary repair robots that regenerate a ships hull rating mid flightNanotool Upgrades - Modified weaponry that restores the hulls of other shipsScanners - HUD enhancement equipment that extends the range a ship can be detected and scannedShields - Externally mounted nodes that generate an additional defensive layer against offensive weaponryShield Batteries - Auxiliary power sources that regenerate a ships shields mid flightThrusters - Auxiliary engines that propel ships at a faster rate for a limited timeTorpedoes - Powerful, slow travelling projectile launchers largely utilised by bombers and very heavy fightersTurrets - Offensive weaponry utilised by all ship typesIn Discovery, equipment is not only classed by strength, but with regard to the class of ship that this equipment piece can be mounted on. You can see a comprehensive list of how Discovery classes its ships by typing '/helpmenu ships'. This means that while certain equipment pieces may be of a higher class, this doesn't necessarily mean that they are more powerful. help = equipment2, Equipment (Part 2), Following is a list of equipment classes and their respective weapon types:Class 1: Fighters and Freighters (Turrets)Class 2: Bombers (Guns), Battlecruisers (Turrets)Class 3: Capital Ships (Forward Guns), Transports (Turrets)Class 4: Bombers (Special Weaponry), Gunboats (Turrets)Class 5: Gunboats and Transports (Heavy Turrets)Class 6: Light Fighters (Guns), Cruisers (Heavy Turrets)Class 7: Cruisers (Primary Turrets)Class 8: Heavy Fighters, Very Heavy Fighters and Super Heavy Fighters (Guns), Battleships (Heavy Turrets)Class 9: Battleships (Primary Turrets) and CODENAME WeaponryClass 10: Battleships (Secondary Turrets)For more information visit www.discoverygc.com/wiki ; Special Equipment help = jump, Jump Drives, Jump Drives in Discovery are dangerous experimental devices that have the ability to warp ships huge distances ignoring the normal rules of inter-stellar travel. These drives are incredibly expensive and require huge power cores to even attempt usage. There are a number of different types of jump drive currently being manufactured within Sirius and Gallia, each having their own unique pros and cons.Jumpdrive MKIIProperties:Powercore Requirement: 1,500,000Maximum Jump Range: 3 SystemsCharge Time: 15 SecondsJumphole Lifetime: 30 SecondsJumphole Traffic Limit: 1 ShipFuel Consumption Rates:1-System Jump: 375 Batteries2-System Jump: 600 Batteries3-System Jump: 975 BatteriesJumpdrive MKIIIProperties:Powercore Requirement: 2,500,000Maximum Jump Range: 3 SystemsCharge Time: 30 SecondsJumphole Lifetime: 60 SecondsJumphole Traffic Limit: 2 ShipFuel Consumption Rates:1-System Jump: 360 Batteries2-System Jump: 600 Batteries3-System Jump: 960 BatteriesJumpdrive MKIVProperties:Powercore Requirement: 4,500,000Maximum Jump Range: 3 SystemsCharge Time: 60 SecondsJumphole Lifetime: 120 SecondsJumphole Traffic Limit: 8 ShipFuel Consumption Rates:1-System Jump: 360 Batteries2-System Jump: 600 Batteries3-System Jump: 960 Batteries help = cloaks, Cloaking Devices, Cloaking Devices are machines originally created by Rheinland using Nomad technology. After the Nomad war the technology was salvaged from wrecks from all around the houses allowing for cloaking devices to become publicly available. These days there are numerous types of cloaking device, all with their own unique durations and ship class.Mk1 Light Cloaking DeviceShip Classes: Fighters and FreightersCharge Time: 3 Seconds Cooldown Time: 120 secondsDetection Range: 1,500m Fuel: Cloak BatteriesMk2 Medium Cloaking DeviceShip Classes: Gunboats and CruisersCharge Time: 20 SecondsCooldown Time: 10 secondsDetection Range: 3,000m Fuel: Cloak BatteriesMk2Adv Large Cloaking DeviceShip Classes: Capital ShipsCharge Time: 60 SecondsCooldown Time: 120 secondsDetection Range: 4,500m Fuel: Cloak BatteriesMk3 Transport Cloaking DeviceShip Classes: Fighters and FreightersCharge Time: Cooldown Time: 10 secondsDetection Range: 3,000m Fuel: Heavy Cloak Batteries help = cloakdisrupt, Cloak Disrupters, Cloaks Disrupters are devices that exist only to counter cloaking devices. They work by overloading the cloaking device and forcing it to disengage and cooldown, at which point the ship becomes vulnerable. Cloaking Disrupters were originally developed by the Liberty Navy during the Nomad war to detect Rheinland warships, but the technology has since become public.Cloak Disrupter Type-1Range: 3kCooldown: 30 SecondsCargo Usage: 10Mounted on: Fighters, Bombers, FreightersCloak Disrupter Type-2Range: 6kCooldown: 60 SecondsCargo Usage: 200Mounted on: Destroyers, Cruisers, BattlecruisersCloak Disrupter Type-3Range: 9kCooldown: 90 SecondsCargo Usage: 450Mounted on: Battleships, Dreadnoughts, Carriers Note: All Disrupters use 50 cloak batteries per use. ; PvP - Split up due to size (like 4500 characters) help = pvp, PvP Summary, PvP, or Player vs Player, is an integral part of the Discovery mod and a large amount of content is tailored towards it. PvP in Freelancer is a very niche and unique form of combat that is not really like any other game out there, and it extends even further within Discovery.There is a rather steep learning curve when it comes to Freelancer combat that, while at first seems simple, can be rather difficult and tedious to master. There are numerous tutorials on the Official Discovery Forums with information on how to better train yourself in PvP and many people will be willing to fight you in the game to help you get better.There is a training system that is ooRP (out of roleplay) that can be accessed when docked. By typing the /conn command when docked you will be beamed to the training system where you can train or fight for fun until your heart's content. There are more often than not people there that will be willing to offer tips and techniques should you ask them, all of which will help you get better at combat within Discovery.To see more information on the more specific elements of Discovery PvP you can see one other helpmenu./helpmenu pvpg - This menu has information on the guidelines for PvP within Discovery help = pvpg, PvP Guidelines, PvP GuidelinesThe following are guidelines on the Discovery Freelancer server, doing the following is not against any sort of rules, but are things most players would consider scummy, unorthodox, or wrong:- Attacking a player/players with significantly more ships (aka ganking). While this is done semi-frequently by most people it does often garner a very negative reception. Try to avoid piling multiple ships on a lone fighter, for instance.- Attacking ships with significantly higher classed vessels. Another thing that should be avoided is dropping capital ships on a snub fights. A well balanced fight doesn't require a capital ship to cruise in and start shooting the snubs.- Dodging for very long periods in a 1v1 (aka shieldrunning). Not the worst thing to do, but still very frustrating to fight people when they prolong a fight for extremely long times.- Uncloaking a capital ship right behind another capital ship (aka buttcloaking). This tactic is extremely hard to defend against as the only option for someone in this situation is to use a cloak disrupter, which most people do not have. (This also sits on a very fine line with the rule about RP before engagement, so if you do this, take caution as not to break the rules)- Using a jumpdrive while cloaked to catch other people and teleport them somewhere else (aka snaring). Again, another tactic that is very hard to defend against and just adds unneeded frustration.- Using loadouts designed to kill ships of a very particular class. Example of this would be a Liberty Carrier using all solarisis (anti-fighter loadout). help = regions, Regions, For the purpose of Zone of Influence (ZOI) definitions in server rules and player IDs, systems are classified in the categories below: Liberty House Space: New York, Alaska, California, Colorado, Pennsylvania, Texas.Direct Borders: Kepler, Galileo, Cortez, Magellan, Kansas, Bering, Hudson, Omicron MinorBretonia House Space: New London, Cambridge, Leeds, Manchester, Newcastle.Direct Borders: Dublin, Tau-31, Coronado, Cortez, Magellan, Omega-3, Omega-5Rheinland House Space: New Berlin, Frankfurt, Hamburg, Stuttgart, Thuringia.Direct Borders: Cologne, Dresden, Omega-7, Omega-11, Bering, Hudson, Sigma-15Kusari House Space: New Tokyo, Hokkaido, Honshu, Kyushu, Shikoku.Direct Borders: Chugoku, Tohoku, Sigma-13, Sigma-19, Sigma-59, Tau-23, Tau-29, Kepler, GalileoGallia House Space: Ile-de-France, Burgundy, Champagne, Languedoc, Orleanais, Picardy.Direct Borders: Provence, Orkney, Tau-23, Omicron Alpha, ZurichIndependent Worlds: Cortez, Hudson, Bering, Coronado, Dublin, Galileo, Kepler, Copernicus, Magellan, Ontario, Inverness, Unknown, Vespucci, Cologne, Zurich, Chugoku, Tohoku, Kansas.Taus: Baffin, Edinburgh, Orkney, Roussillon, Tau-23, Tau-29, Tau-31, Tau-37, Tau-44, Tau-61, Provence.Sigmas: Sigma-13, Sigma-15, Sigma-17, Sigma-19, Sigma-59.Omegas: Omega-3, Omega-5, Omega-7, Omega-11, Omega-41, Omega-48, Omega-52, Omega-55, Dresden.Omicrons: Omicron Alpha, Omicron Beta, Omicron Gamma, Omicron Delta, Omicron Theta, Omicron Iota, Omicron Kappa, Omicron Major, Omicron Mu, Omicron Pi, Omicron Zeta. help = laws-liberty, Liberty House Laws, This is a brief summary of Liberty Laws that contain the most important regulations within Liberty house space. Please read complete and up-to-date house laws at www.discoverygc.comHouse laws are only recognized as part of roleplay and are enforced by lawful characters. Violating these laws is not against the server rules.- The following commodities are considered contraband: All Cardamine Products Artifacts Black Market Light Arms Black Market Munitions Blood Diamonds Counterfeit Software Demolition Charges EFL Blue Packs Hypnotainment Bands Kemwer Munitions Nomad Remains or materials Nox Separatist Material Shigeakiki Slaves Sorted Artifacts Volgograd Ordinance Xeno Relics- The following commodities have restrictions imposed on them: Ageira White Boxes (Ageira Technologies, Deep Space Engineering, Universal Shipping) Azurite Gas (Ageira Innovations, Universal Shipping Incorporated) Human Organs (Cryer Pharmaceuticals) Military Salvage (Liberty and Bretonia corporations, [ALG], Bristol Constructions, Junker Congress) Stabiline (Cryer Pharmaceuticals) Synthetic Marijuana (Cryer Pharmaceuticals)- Only Freighters, Armored "Pelican" Transport, Liners and Yachts may transport various classifications of passengers.- The possession of Civilian pilots and Liberty personnel is not permitted.- It is illegal to affiliate with, work for, possess identification, ship, equipment, technology of factions considered hostile to Liberty lawfuls.- In order to legally register a modular base in the Republic of Liberty, it is required that the owner obtain a license from Liberty Government. help = laws-bretonia, Bretonia House Laws, This is a brief summary of Bretonia Laws that contain the most important regulations within Bretonia house space. Please read complete and up-to-date house laws at www.discoverygc.comHouse laws are only recognized as part of roleplay and are enforced by lawful characters. Violating these laws is not against the server rules.- The following commodities are considered contraband: Ageira White Boxes (except for Ageira, DSE and Universal vessels) APM Advanced Hardware Artifacts (including Sorted and Xeno) Azurite Gas (except for Bowex, Core and Gateway vessels and Licensed military logistics vessels) Black Market Munitions Black Market Light Arms Blood Diamonds Cardamine, inc Liquid (except for Cryer transporting samples to a place of research) Counterfeit Software Gaian Wildlife (except for Planetform Licensed Vessels) Human Organs (except for Cryer Licensed Vessels) Hypnotainment Bands Kwemer Munitions Military Vehicles (except for Bowex, Gateway vessels, and Licensed military logistics vessels) Nomad Materials, including Remains (except for Licensed research vessels) Nox Plutonium (except for Bowex, Gateway, GMG vessels and Licensed military logistics vessels) Slaves Volograd Munitions- It is an offence to construct, establish or operate a Modular Base within Bretonian territory in contravention of the licensing requirements- It is an offence to: own or use ships or equipment produced by or affiliated with any entity defined as hostile under Section 1 of the Charter, except where prior approved by the Bretonian government. own or use ships or equipment produced by Gallia, except where prior approved by the Bretonian government. own or use Bretonian military ships or equipment without the permission of a duly authorized official. use Jump Drives or Survey Modules unless registered and approved in the Bretonian Office of Jump Drive and Hypserspace Scanning Registry. help = laws-rheinland, Rheinland House Laws, This is a brief summary of Rheinland Laws that contain the most important regulations within Rheinland house space. Please read complete and up-to-date house laws at www.discoverygc.com House laws are only recognized as part of roleplay and are enforced by lawful characters. Violating these laws is not against the server rules.- The following commodities are considered contraband: Artifacts (of any sort) Black Market Arms (of any sort) Black Market Munitions Blood Diamonds Cardamine and all derivative products Counterfeit Software Human Organs (except Cryer in limited amounts) Kemwer Munitions Nomad Materials (of any sort) Nox Slaves Stabiline above 5 units for personal use (except Cryer in limited amounts) Synthetic Marijuana (except Cryer in limited amounts) Xeno Relics Azurite Gas- The following are restricted illegal equipment: Rheinland restricted technology such as Firekiss, Hornviper or Stealthblade weapons, combat vessels (e.g. Wraith, Bergelmir, Fafnir, Mjolnir, Oder class gunboat and capital ships) and other equipment. Nomad equipment, except experimental technology used by the Rheinland Armed Forces. Equipment or ships that belong to, or are manufactured by, hostile organizations. Cloaking devices, Jump Drives and Hyperspace Survey Modules mounted on ships not belonging to Rheinland Armed Forces.- The following cargo is restricted in Rheinland House Space: Ageira White Boxes - Ageira Technologies, Deep Space Engineering, Universal Shipping and their affiliates Armaments - Rheinland corporations, Law enforcement Azurite Gas - Rheinland corporations Blue Jillies - Rheinland corporations, Orbital Spa and Cruise Criminals - Law enforcement DT Fuel - Rheinland corporations Hydrogen Cyanide - Rheinland corporations Light Arms - Rheinland corporations, ships tagged EFL| Military Salvage - Rheinland corporations, ships tagged B|- Military Vehicles - Rheinland corporations, ships tagged EFL| Munitions - Rheinland corporations Nuclear Devices - Rheinland corporations Plutonium - Rheinland corporations Prisoners - Law enforcement Side Arms - Rheinland corporations, ships tagged EFL|- Transportation of more than 100 persons is restricted only to liners and ships of size up to 3.000 cargo units.- All modular bases within Rheinland have to be registered in the Modular bases registry before the construction begins. help = laws-kusari, Kusari House Laws, This is a brief summary of Kusari Laws that contain the most important regulations within Kusari house space. Please read complete and up-to-date house laws at www.discoverygc.comHouse laws are only recognized as part of roleplay and are enforced by lawful characters. Violating these laws is not against the server rules.- The following commodities are considered contraband: Black Market Munition and Light Arms, Volvograd and Kenwer Munitions Cloaking Devices Captured Lawful Pilots Cardamine (All Forms) Counterfeit Software Fugitivies Hypnotainment Bands Nomad-Related Materials Nox Slaves Survey Modules Synthetic Marijuana- These commodities have the following restrictions: Ageira Whiteboxes (Ageira, DSE and Universal vessels) Artifacts, all types (Kusari Corp vessels) Azurite Gas (Kusari Corp vessels) Human Organs (Kusari Corp vessels) Jump Drive Equipment (Kusari Corp vessels and licensed vessels) Marines (Kusari Corp vessels) Modular Base Construction Material (Registered vessels) Nuclear Devices (Kusari Corp Vessels) Stabiline (Kusari Corp vessels-anywhere, Cryer-Fuchu Prison and export only) Synthetic Marijuana (Cryer-export only)- The following ship classes are prohibited from entering Kusari territory without permission: Destroyers Cruisers Battlecruisers Battleships Carriers Bustard Civilian Carrier- The following ship types and technology are considered hostile in Kusari: Blood Dragon Golden Chrysanthemum Outcast Junker Pirate (Z-Line)- Please read Kusari House Laws on the forum regarding construction of modular bases in Kusari. help = laws-gallia, Gallia House Laws, This is a brief summary of Gallia Laws that contain the most important regulations within Gallia house space. Please read complete and up-to-date house laws at www.discoverygc.comHouse laws are only recognized as part of roleplay and are enforced by lawful characters. Violating these laws is not against the server rules.- The following commodities are considered contraband: Ageira Data packs and White Boxes Black Market Light Arms and Munitions Cardamine (All derivatives) Counterfeit Software Hypnotainment Bands Nomad Materials Nox- The following commodities are restricted (require Gallic license): Artifacts (all derivatives) Azurite Gas EFL Blue Packs Human Organs Military Salvage Munitions Nuclear Devices Slaves- Restricted technology (require Gallic license): Pirate (Z-line) ships Survey Modules Jump Drives Cloaks Cloak disruptors Military ships classed Cruiser or higher (except Bustard Carrier and Corvo Explorer) Nomads - Any modular base intended to be located within Gallic space must follow registration procedures with the Office of Spatial Planning prior to its construction ;help = event, Event Information, -- Duration: June 24th to 27th (9AM UTC)Six unlawful groups have chosen to converge on New York system in an effort to gain an economic foothold in Liberty's black market. Choose which commodity you wish to smuggle to Manhattan Landing Site.-- Trade Event: Cardamine with the Outcasts from Planet Malta in Omicron Alpha Artifacts with the Corsairs from Planet Crete in Omicron Gamma Blood Diamonds with the Unioners from Leipheim Base, Munich Nox with the Corsairs from Planet Crete in Omicron Gamma Sorted Artifacts with the Junkers from Liner Brixton in Languedoc Artifacts with the Corsairs from Planet Crete in Omicron GammaWhichever faction you choose, remember that Manhattan Landing Site will only accept freighter class transports. You may deliver Kidnapped VIPs on the return trip for a considerable bonus.-- Combat Event:If you wish to join the 'legal' side of things, you may choose instead to join forces with the Liberty lawfuls in their attempt to stem the flow of contraband. /restart EventLPI-1 will provide a fully kitted LPI Light Fighter. /restart EventLPI-2 will provide a fully kitted LPI Freighter.LPI and other Liberty lawful IDs will receive a 10,000,000 reward on smugglers and their escorts. Confiscated contraband will be sellable by LPI only at Sunbucks Cafe, the base is located above Fort Bush. The prices will be set to encourage interdiction.Zone of Influence rules will be suspended for the duration of the event. You do not have to wait to be shot before attacking a member of another group while in Liberty or when spotting an opposing group carrying one of the seven event commodities listed above.