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	<id>https://elite.mistflux.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=82.7.0.0%2F16</id>
	<title>Elite Dangerous Wiki - User contributions [en-gb]</title>
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	<updated>2026-10-30T05:03:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Silent_Running&amp;diff=31013</id>
		<title>Silent Running</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Silent_Running&amp;diff=31013"/>
		<updated>2019-01-01T20:48:33Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Heat Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Silent Running&#039;&#039;&#039; mode can be activated to reduce the visibility of a ship to others, allowing it to remain undetected and making it harder to be targeted.&lt;br /&gt;
&lt;br /&gt;
The visibility of a ship depends on its heat signature - that is the amount of heat that it generates. A high heat signature means that the ship will be easier to see on the sensors of other ships and can be detected from further away.&lt;br /&gt;
&lt;br /&gt;
== Heat Management ==&lt;br /&gt;
All powered ship modules (including the reactor) generate heat. When a module&#039;s thermal limit is exceeded, heat is transferred to the ship’s cooling system which radiates the heat away from the ship via cooling vents. If more heat is being generated than radiated, the excess heat will build up in the modules, causing overheating. When heat levels exceed set thresholds, some modules may automatically turn off or begin to suffer damage. Excessive heat puts a strain on the ship’s atmosphere control, reducing the capability of life support modules. Further increase in heat directly impacts the pilot and crew’s ability to function and will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
Most ships have articulated heat vanes which can be raised, significantly increasing heat dissipation from the ship. However, such activity normally affects the flight model of the ship and always increases the ship’s thermal signature whilst active. Heat stored in a ship’s cooling system generates a thermal signature for the ship; a high signature makes it easier for other ships to locate it using heat-based sensors, and for heat-tracking weapons to lock on.&lt;br /&gt;
&lt;br /&gt;
== Engaging Silent Running ==&lt;br /&gt;
When silent running is engaged, shields immediately go offline (and won&#039;t recharge until silent running is disengaged), and the cooling vents of the ship shut, preventing any heat from escaping. The heat signature dramatically reduces, causing the ship to become more difficult to detect on newrby ships’ scanners. The less heat a ship generates and the farther away it is from another ship, the more effective this will be.&lt;br /&gt;
&lt;br /&gt;
Heat generated by any active ship systems and modules starts to build up inside the ship, causing the ship’s temperature gauge to rise.&lt;br /&gt;
&lt;br /&gt;
Using systems that generate heat (such as firing energy weapons) while in silent running will cause the ship to show up on other ships’ scanners.&lt;br /&gt;
&lt;br /&gt;
The heat signature may be reduced even further while in silent running by switching off non-essential ship modules (even including life support). The total current heat output of active systems on the ship can be seen on the Modules section of the right-hand systems panel, and individual modules can be toggled on and off from this screen.&lt;br /&gt;
&lt;br /&gt;
To go totally dark (i.e. completely undetectable), the ship must generate virtually no heat, to the point where it is so cold that ice forms on the cockpit canopy, with weapons stored in their bays and engines turned off.&lt;br /&gt;
&lt;br /&gt;
Silent running never, by itself, hides a ship completely from the scanner. It will make the ship appear as a &amp;quot;ghost&amp;quot; or &amp;quot;vague&amp;quot; contact though, so other pilots will know something is there but they won&#039;t be able to lock on to it.&lt;br /&gt;
&lt;br /&gt;
== Heatsinks ==&lt;br /&gt;
{{Main|Heatsink Launcher}}&lt;br /&gt;
Heatsink Launcher modules can be fitted to Utility Mounts. When activated (i.e. fired), a heat sink module flushes the cooling system’s heat into a heat sink, an expendable unit which is then ejected from the ship. This will cause a blip to be generated on the scanners of any nearby ships. Ejected heat sinks can also be used as a form of chaff against heat tracking missiles, causing them to lock on to the sink instead of your ship (n.b. This is not a behaviour of regular chaff, which only disrupts enemy gimballed and turret weaponry, so does not affect missiles that have already been launched).&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&#039;&#039;(This info needs to be cleaned up and the info put into the above...)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From Sandro Sammarco  (Lead Designer- Elite: Dangerous)&lt;br /&gt;
&lt;br /&gt;
Just thought maybe I could help out with explaining &amp;quot;rigged for silent running&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ship heat: As you power draw increases (from turning on modules that require power), your power plant generates heat inside the ship. This is represented by the heat bar to the left of your sensor disc.&lt;br /&gt;
&lt;br /&gt;
The effects of heating up your ship are that eventually some systems might shut down and the ship will start taking damage - effectively cooking itself.&lt;br /&gt;
&lt;br /&gt;
Separately from this, your ship has a signature, which describes how visible you are to other ship&#039;s sensors. As heat is radiated out, your signature increases. This radiation rate is not the same as your internal ship heat, though obviously there is a direct connection. The hotter your ship is, the more heat it&#039;s radiators put out, and the bigger its signature.&lt;br /&gt;
&lt;br /&gt;
When you rig for silent running, you close off your ship&#039;s radiators. Your ship still generates heat and cooks, but to other vessels it appears cold. As part of silent running you also turn off shields as the context is that these effectively radiate heat directly.&lt;br /&gt;
&lt;br /&gt;
So how does signature work? Well, the smaller your signature, the closer a ship has to be before its sensors will detect you as a fuzzy contact (where the sensor marker flickers and moves around) and then as a resolved contact.&lt;br /&gt;
&lt;br /&gt;
You can gain a similar benefit that silent running gives you by manually turning off modules. Your power plant runs cooler so less heat is generated and radiated. However, unless you basically turn off everything (including life support) the effect will be less effective.&lt;br /&gt;
&lt;br /&gt;
There are two caveats to silent running benefits:&lt;br /&gt;
&lt;br /&gt;
A) when your ship gets very close to another vessel its sensors will be able to detect you even if you are rigged for silent running. This auto-resolve distance is normally around two to three hundred metres.&lt;br /&gt;
&lt;br /&gt;
B) ships can be fitted with more powerful sensors that increase the distance that they can detect you, and that can push the auto-resolve distance out to around five hundred metres or more (good sensors are the silent runner&#039;s worst nightmare).&lt;br /&gt;
&lt;br /&gt;
All this being said, silent running can be used during combat, but it&#039;s a very dangerous gambit. Missiles, turrets and gimbal-mounted weapons *do* use signature to determine when they can lock on, so going silent can often make them lose lock until you are very close. In fact, if you rig for silent running and you&#039;re not within auto resolve distance then an aggressor will not even be able to target you to check your shield/hull status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Silent running is certainly most effective at range, of course, out beyond the auto-resolve distance.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to note that we specifically did not want a &amp;quot;cloak&amp;quot; stealth ability that was indefinite, which is why silent running has various limitations.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36898</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36898"/>
		<updated>2019-01-01T20:38:25Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Silent Running */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an age where many radio based systems have fallen into disuse due to effective countermeasures, the &#039;&#039;[[Elite Dangerous]]&#039;&#039; stealth system is based almost entirely on heat. The range at which you are picked up by a ship&#039;s scanner is directly proportional to the amount of heat you are generating. If your ship is giving off no heat, another ship has to get very close indeed to properly register you.&lt;br /&gt;
&lt;br /&gt;
There are two ways in &#039;&#039;Elite Dangerous&#039;&#039; to reduce heat signature: Silent Running and Cool Running.&lt;br /&gt;
&lt;br /&gt;
== Silent Running ==&lt;br /&gt;
{{main|Silent Running}}&lt;br /&gt;
&lt;br /&gt;
[[File:Silentrun.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
Silent running can be toggled in your ship&#039;s interface (Right Panel: Functions) or by pressing a key binding. When in Silent Running mode your shields and radiators will shut down. This means your ship will hold on to almost all the heat it generates, reducing its heat signature to virtually zero and becoming nearly invisible to other ships&#039; scanners.&lt;br /&gt;
&lt;br /&gt;
Although this can be useful, confining heat to the body of a ship means it can quickly overheat and start to take damage if you leave Silent Running mode active for too long. You should avoid using excessive thrust and energy weapons while in this state, and it is advisable to have a [[Heatsink Launcher]] on hand.&lt;br /&gt;
&lt;br /&gt;
Also note that upon exiting Silent Running mode, your shields will take several seconds to come back online and regain full strength. If you exit Silent Running in an overheating ship, the release of excess heat will make your ship highly visible on all scanners in the local area, making you very vulnerable while your shields are still charging up. &lt;br /&gt;
&lt;br /&gt;
== Cool Running ==&lt;br /&gt;
Cool Running is when most, if not all, modules or systems of a ship are switched off. This causes the temperature of the ship to drop to single digits or even zero. Currently, there is no convenient way to initiate Cool Running without third-party software. Instead, the player must use the Modules tab in the Systems Panel (the right-hand panel in the cockpit) to manually turn off non-essential systems. Because Cool Running mode does not confine all heat to a ship, it avoids both the risk of overheating and the short time limit imposed on the player before their ship becomes too hot and takes damage. This means a ship can remain in Cool Running much longer than would be possible in Silent Running.&lt;br /&gt;
&lt;br /&gt;
Which of a ship&#039;s modules are considered non-essential depends on the situation. For example, where one wishes to smuggle illegal goods into a starport, all but Drives and Sensors would be considered non-essential, so should be switched off. If one wishes to ambush another pilot, all but Thrusters, Shields and Life Support may be considered non-essential, allowing the Shields to be fully operational as the ambush takes place.&lt;br /&gt;
&lt;br /&gt;
[[File:Art1-sep24-14-main.jpg|thumb]]&lt;br /&gt;
As a ship&#039;s temperature drops to zero in Cool Running, ice will form on the cockpit&#039;s glass. However, this can take a considerable amount of time, so a [[Heatsink Launcher|heatsink]] may be used to speed the process up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Both ==&lt;br /&gt;
The best sneaks and smugglers use a combination of Cool and Silent Running. They will use Cool Running on approach to get their temperature to zero and stay off the scanner, and then use Silent Running when they get up close. The combination of a low temperature starting point and already having many systems off means that Silent Running can last a very long time this way.&lt;br /&gt;
&lt;br /&gt;
And finally it&#039;s worth noting that many players turn [[Flight Assist]] off while Cool Running so they can be moving while their drives are off. While this helps, it is not in any way necessary in most situations, unless you want to approach with your shields ready to go.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36896</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36896"/>
		<updated>2019-01-01T20:31:29Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Silent Running */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an age where many radio based systems have fallen into disuse due to effective countermeasures, the &#039;&#039;[[Elite Dangerous]]&#039;&#039; stealth system is based almost entirely on heat. The range at which you are picked up by a ship&#039;s scanner is directly proportional to the amount of heat you are generating. If your ship is giving off no heat, another ship has to get very close indeed to properly register you.&lt;br /&gt;
&lt;br /&gt;
There are two ways in &#039;&#039;Elite Dangerous&#039;&#039; to reduce heat signature: Silent Running and Cool Running.&lt;br /&gt;
&lt;br /&gt;
== Silent Running ==&lt;br /&gt;
{{main|Silent Running}}&lt;br /&gt;
&lt;br /&gt;
[[File:Silentrun.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
Silent running can be toggled in your ship&#039;s interface (Right Panel: Functions) or by pressing a key binding. When in Silent Running mode your shields and radiators will shut down. This means that any heat built up in your ship will be confined to within your ship and you will be almost invisible to other ships&#039; scanners.&lt;br /&gt;
&lt;br /&gt;
Although this can be useful, confining the ship&#039;s heat means it can quickly overheat and take damage if you leave Silent Running mode active for too long. You should avoid using excessive thrust and energy weapons while in this state and it is advisable to have a [[Heatsink Launcher]] on hand.&lt;br /&gt;
&lt;br /&gt;
Also note that upon exiting Silent Running mode, it will take several seconds for your shields to come back online and regain full strength. If you exit Silent Running in an overheating ship, the release of excess heat will make your ship highly visible on all scanners in the local area, making you very vulnerable while your shields are still charging up. &lt;br /&gt;
&lt;br /&gt;
== Cool Running ==&lt;br /&gt;
Cool Running is when most, if not all, modules or systems of a ship are switched off. This causes the temperature of the ship to drop to single digits or even zero. Currently, there is no convenient way to initiate Cool Running without third-party software. Instead, the player must use the Modules tab in the Systems Panel (the right-hand panel in the cockpit) to manually turn off non-essential systems. Because Cool Running mode does not confine all heat to a ship, it avoids both the risk of overheating and the short time limit imposed on the player before their ship becomes too hot and takes damage. This means a ship can remain in Cool Running much longer than would be possible in Silent Running.&lt;br /&gt;
&lt;br /&gt;
Which of a ship&#039;s modules are considered non-essential depends on the situation. For example, where one wishes to smuggle illegal goods into a starport, all but Drives and Sensors would be considered non-essential, so should be switched off. If one wishes to ambush another pilot, all but Thrusters, Shields and Life Support may be considered non-essential, allowing the Shields to be fully operational as the ambush takes place.&lt;br /&gt;
&lt;br /&gt;
[[File:Art1-sep24-14-main.jpg|thumb]]&lt;br /&gt;
As a ship&#039;s temperature drops to zero in Cool Running, ice will form on the cockpit&#039;s glass. However, this can take a considerable amount of time, so a [[Heatsink Launcher|heatsink]] may be used to speed the process up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Both ==&lt;br /&gt;
The best sneaks and smugglers use a combination of Cool and Silent Running. They will use Cool Running on approach to get their temperature to zero and stay off the scanner, and then use Silent Running when they get up close. The combination of a low temperature starting point and already having many systems off means that Silent Running can last a very long time this way.&lt;br /&gt;
&lt;br /&gt;
And finally it&#039;s worth noting that many players turn [[Flight Assist]] off while Cool Running so they can be moving while their drives are off. While this helps, it is not in any way necessary in most situations, unless you want to approach with your shields ready to go.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36894</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36894"/>
		<updated>2019-01-01T20:29:30Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Cool Running */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an age where many radio based systems have fallen into disuse due to effective countermeasures, the &#039;&#039;[[Elite Dangerous]]&#039;&#039; stealth system is based almost entirely on heat. The range at which you are picked up by a ship&#039;s scanner is directly proportional to the amount of heat you are generating. If your ship is giving off no heat, another ship has to get very close indeed to properly register you.&lt;br /&gt;
&lt;br /&gt;
There are two ways in &#039;&#039;Elite Dangerous&#039;&#039; to reduce heat signature: Silent Running and Cool Running.&lt;br /&gt;
&lt;br /&gt;
== Silent Running ==&lt;br /&gt;
{{main|Silent Running}}&lt;br /&gt;
&lt;br /&gt;
[[File:Silentrun.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
Silent running can be toggled in your ship&#039;s interface (Right Panel: Functions) or by pressing a key binding. When in Silent Running mode your shields and radiators will shut down. This means that any heat built up in your ship will be confined to within your ship and you will be almost invisible to other ship&#039;s scanners.&lt;br /&gt;
&lt;br /&gt;
Although this can be useful, confining the ship&#039;s heat means it can quickly overheat and take damage if you leave Silent Running mode active for too long. You should avoid using excessive thrust and energy weapons while in this state and it is advisable to have a [[Heatsink Launcher]] on hand.&lt;br /&gt;
&lt;br /&gt;
Also note that upon exiting Silent Running mode, it will take several seconds for your shields to come back online and regain full strength. If you exit Silent Running in an overheating ship, the release of excess heat will make your ship highly visible on all scanners in the local area, making you very vulnerable while your shields are still charging up. &lt;br /&gt;
&lt;br /&gt;
== Cool Running ==&lt;br /&gt;
Cool Running is when most, if not all, modules or systems of a ship are switched off. This causes the temperature of the ship to drop to single digits or even zero. Currently, there is no convenient way to initiate Cool Running without third-party software. Instead, the player must use the Modules tab in the Systems Panel (the right-hand panel in the cockpit) to manually turn off non-essential systems. Because Cool Running mode does not confine all heat to a ship, it avoids both the risk of overheating and the short time limit imposed on the player before their ship becomes too hot and takes damage. This means a ship can remain in Cool Running much longer than would be possible in Silent Running.&lt;br /&gt;
&lt;br /&gt;
Which of a ship&#039;s modules are considered non-essential depends on the situation. For example, where one wishes to smuggle illegal goods into a starport, all but Drives and Sensors would be considered non-essential, so should be switched off. If one wishes to ambush another pilot, all but Thrusters, Shields and Life Support may be considered non-essential, allowing the Shields to be fully operational as the ambush takes place.&lt;br /&gt;
&lt;br /&gt;
[[File:Art1-sep24-14-main.jpg|thumb]]&lt;br /&gt;
As a ship&#039;s temperature drops to zero in Cool Running, ice will form on the cockpit&#039;s glass. However, this can take a considerable amount of time, so a [[Heatsink Launcher|heatsink]] may be used to speed the process up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Both ==&lt;br /&gt;
The best sneaks and smugglers use a combination of Cool and Silent Running. They will use Cool Running on approach to get their temperature to zero and stay off the scanner, and then use Silent Running when they get up close. The combination of a low temperature starting point and already having many systems off means that Silent Running can last a very long time this way.&lt;br /&gt;
&lt;br /&gt;
And finally it&#039;s worth noting that many players turn [[Flight Assist]] off while Cool Running so they can be moving while their drives are off. While this helps, it is not in any way necessary in most situations, unless you want to approach with your shields ready to go.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36892</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36892"/>
		<updated>2019-01-01T20:26:58Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Cool Running */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an age where many radio based systems have fallen into disuse due to effective countermeasures, the &#039;&#039;[[Elite Dangerous]]&#039;&#039; stealth system is based almost entirely on heat. The range at which you are picked up by a ship&#039;s scanner is directly proportional to the amount of heat you are generating. If your ship is giving off no heat, another ship has to get very close indeed to properly register you.&lt;br /&gt;
&lt;br /&gt;
There are two ways in &#039;&#039;Elite Dangerous&#039;&#039; to reduce heat signature: Silent Running and Cool Running.&lt;br /&gt;
&lt;br /&gt;
== Silent Running ==&lt;br /&gt;
{{main|Silent Running}}&lt;br /&gt;
&lt;br /&gt;
[[File:Silentrun.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
Silent running can be toggled in your ship&#039;s interface (Right Panel: Functions) or by pressing a key binding. When in Silent Running mode your shields and radiators will shut down. This means that any heat built up in your ship will be confined to within your ship and you will be almost invisible to other ship&#039;s scanners.&lt;br /&gt;
&lt;br /&gt;
Although this can be useful, confining the ship&#039;s heat means it can quickly overheat and take damage if you leave Silent Running mode active for too long. You should avoid using excessive thrust and energy weapons while in this state and it is advisable to have a [[Heatsink Launcher]] on hand.&lt;br /&gt;
&lt;br /&gt;
Also note that upon exiting Silent Running mode, it will take several seconds for your shields to come back online and regain full strength. If you exit Silent Running in an overheating ship, the release of excess heat will make your ship highly visible on all scanners in the local area, making you very vulnerable while your shields are still charging up. &lt;br /&gt;
&lt;br /&gt;
== Cool Running ==&lt;br /&gt;
Cool Running is when most, if not all, modules or systems of a ship are switched off. This causes the temperature of the ship to drop to single digits or even zero. Currently, there is no convenient way to initiate Cool Running without third-party software. Instead, the player must use the Ship&#039;s Modules tab from the right-hand side of their ship to manually turn off non-essential systems. Because Cool Running mode does not confine all heat to a ship, it avoids both the risk of overheating and the short time limit imposed on the player before their ship becomes too hot and takes damage. This means a ship can remain in Cool Running much longer than would be possible in Silent Running.&lt;br /&gt;
&lt;br /&gt;
Which of a ship&#039;s modules are considered non-essential depends on the situation. For example, where one wishes to smuggle illegal goods into a starport, all but Drives and Sensors would be considered non-essential, so should be switched off. If one wishes to ambush another pilot, all but Thrusters, Shields and Life Support may be considered non-essential, allowing the Shields to be fully operational as the ambush takes place.&lt;br /&gt;
&lt;br /&gt;
[[File:Art1-sep24-14-main.jpg|thumb]]&lt;br /&gt;
As a ship&#039;s temperature drops to zero in Cool Running, ice will form on the cockpit&#039;s glass. However, this can take a considerable amount of time, so a [[Heatsink Launcher|heatsink]] may be used to speed the process up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Both ==&lt;br /&gt;
The best sneaks and smugglers use a combination of Cool and Silent Running. They will use Cool Running on approach to get their temperature to zero and stay off the scanner, and then use Silent Running when they get up close. The combination of a low temperature starting point and already having many systems off means that Silent Running can last a very long time this way.&lt;br /&gt;
&lt;br /&gt;
And finally it&#039;s worth noting that many players turn [[Flight Assist]] off while Cool Running so they can be moving while their drives are off. While this helps, it is not in any way necessary in most situations, unless you want to approach with your shields ready to go.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36890</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36890"/>
		<updated>2019-01-01T20:25:54Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Cool Running */  Tidied up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an age where many radio based systems have fallen into disuse due to effective countermeasures, the &#039;&#039;[[Elite Dangerous]]&#039;&#039; stealth system is based almost entirely on heat. The range at which you are picked up by a ship&#039;s scanner is directly proportional to the amount of heat you are generating. If your ship is giving off no heat, another ship has to get very close indeed to properly register you.&lt;br /&gt;
&lt;br /&gt;
There are two ways in &#039;&#039;Elite Dangerous&#039;&#039; to reduce heat signature: Silent Running and Cool Running.&lt;br /&gt;
&lt;br /&gt;
== Silent Running ==&lt;br /&gt;
{{main|Silent Running}}&lt;br /&gt;
&lt;br /&gt;
[[File:Silentrun.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
Silent running can be toggled in your ship&#039;s interface (Right Panel: Functions) or by pressing a key binding. When in Silent Running mode your shields and radiators will shut down. This means that any heat built up in your ship will be confined to within your ship and you will be almost invisible to other ship&#039;s scanners.&lt;br /&gt;
&lt;br /&gt;
Although this can be useful, confining the ship&#039;s heat means it can quickly overheat and take damage if you leave Silent Running mode active for too long. You should avoid using excessive thrust and energy weapons while in this state and it is advisable to have a [[Heatsink Launcher]] on hand.&lt;br /&gt;
&lt;br /&gt;
Also note that upon exiting Silent Running mode, it will take several seconds for your shields to come back online and regain full strength. If you exit Silent Running in an overheating ship, the release of excess heat will make your ship highly visible on all scanners in the local area, making you very vulnerable while your shields are still charging up. &lt;br /&gt;
&lt;br /&gt;
== Cool Running ==&lt;br /&gt;
Cool Running is when most, if not all, systems of a ship are switched off. This causes the temperature of the ship to drop to single digits or even zero. Currently, there is no convenient way to initiate Cool Running without third-party software. Instead, the player must use the Ship&#039;s Modules tab from the right-hand side of their ship to manually turn off non-essential systems. Because Cool Running mode does not confine all heat to a ship, it avoids both the risk of overheating and the short time limit imposed on the player before their ship becomes too hot and takes damage. This means a ship can remain in Cool Running much longer than would be possible in Silent Running.&lt;br /&gt;
&lt;br /&gt;
Which systems are considered non-essential depends on the situation. For example, where one wishes to smuggle illegal goods into a starport, all but Drives and Sensors would be considered non-essential, so should be switched off. If one wishes to ambush another pilot, all but Thrusters, Shields and Life Support may be considered non-essential, allowing the Shields to be fully operational as the ambush takes place.&lt;br /&gt;
&lt;br /&gt;
[[File:Art1-sep24-14-main.jpg|thumb]]&lt;br /&gt;
As a ship&#039;s temperature drops to zero in Cool Running, ice will form on the cockpit&#039;s glass. However, this can take a considerable amount of time, so a [[Heatsink Launcher|heatsink]] may be used to speed the process up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Both ==&lt;br /&gt;
The best sneaks and smugglers use a combination of Cool and Silent Running. They will use Cool Running on approach to get their temperature to zero and stay off the scanner, and then use Silent Running when they get up close. The combination of a low temperature starting point and already having many systems off means that Silent Running can last a very long time this way.&lt;br /&gt;
&lt;br /&gt;
And finally it&#039;s worth noting that many players turn [[Flight Assist]] off while Cool Running so they can be moving while their drives are off. While this helps, it is not in any way necessary in most situations, unless you want to approach with your shields ready to go.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36889</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36889"/>
		<updated>2019-01-01T20:11:40Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Silent Running */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an age where many radio based systems have fallen into disuse due to effective countermeasures, the &#039;&#039;[[Elite Dangerous]]&#039;&#039; stealth system is based almost entirely on heat. The range at which you are picked up by a ship&#039;s scanner is directly proportional to the amount of heat you are generating. If your ship is giving off no heat, another ship has to get very close indeed to properly register you.&lt;br /&gt;
&lt;br /&gt;
There are two ways in &#039;&#039;Elite Dangerous&#039;&#039; to reduce heat signature: Silent Running and Cool Running.&lt;br /&gt;
&lt;br /&gt;
== Silent Running ==&lt;br /&gt;
{{main|Silent Running}}&lt;br /&gt;
&lt;br /&gt;
[[File:Silentrun.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
Silent running can be toggled in your ship&#039;s interface (Right Panel: Functions) or by pressing a key binding. When in Silent Running mode your shields and radiators will shut down. This means that any heat built up in your ship will be confined to within your ship and you will be almost invisible to other ship&#039;s scanners.&lt;br /&gt;
&lt;br /&gt;
Although this can be useful, confining the ship&#039;s heat means it can quickly overheat and take damage if you leave Silent Running mode active for too long. You should avoid using excessive thrust and energy weapons while in this state and it is advisable to have a [[Heatsink Launcher]] on hand.&lt;br /&gt;
&lt;br /&gt;
Also note that upon exiting Silent Running mode, it will take several seconds for your shields to come back online and regain full strength. If you exit Silent Running in an overheating ship, the release of excess heat will make your ship highly visible on all scanners in the local area, making you very vulnerable while your shields are still charging up. &lt;br /&gt;
&lt;br /&gt;
== Cool Running ==&lt;br /&gt;
Cool Running is when most, if not all, systems of a ship are switched off. This causes the temperature of the ship to drop to single digits or even zero. Currently, there is no convenient way to initiate Cool Running without third party software. Instead, the player must use the Ship&#039;s Modules tab from the right-hand-side of their ship to manually turn off non-essential systems. Cool Running is slightly better than Silent Running interms of stealth, as it does not have the time limit imposed by continued heat generation and heat confinement.&lt;br /&gt;
&lt;br /&gt;
The non-essential systems are situation dependent. In a situation where one wishes to smuggle illegal goods into a starport, all but Drives and Sensors would be considered non-essential, so should be switched off. If one wishes wishes to ambush another pilot, all but Thrusters, Shields and Life Support may be considered non-essential, allowing the Shields to be fully operational as the ambush takes place.&lt;br /&gt;
&lt;br /&gt;
[[File:Art1-sep24-14-main.jpg|thumb]]&lt;br /&gt;
Also, as a ship&#039;s temperature drops to zero in Cool Running, ice will form on the cockpit&#039;s glass. However, this can take a considerable amount of time, so a [[Heatsink Launcher|heatsink]] may be used to speed the process up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Both ==&lt;br /&gt;
The best sneaks and smugglers use a combination of Cool and Silent Running. They will use Cool Running on approach to get their temperature to zero and stay off the scanner, and then use Silent Running when they get up close. The combination of a low temperature starting point and already having many systems off means that Silent Running can last a very long time this way.&lt;br /&gt;
&lt;br /&gt;
And finally it&#039;s worth noting that many players turn [[Flight Assist]] off while Cool Running so they can be moving while their drives are off. While this helps, it is not in any way necessary in most situations, unless you want to approach with your shields ready to go.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36887</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36887"/>
		<updated>2019-01-01T20:10:14Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Silent Running */  Tidied up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an age where many radio based systems have fallen into disuse due to effective countermeasures, the &#039;&#039;[[Elite Dangerous]]&#039;&#039; stealth system is based almost entirely on heat. The range at which you are picked up by a ship&#039;s scanner is directly proportional to the amount of heat you are generating. If your ship is giving off no heat, another ship has to get very close indeed to properly register you.&lt;br /&gt;
&lt;br /&gt;
There are two ways in &#039;&#039;Elite Dangerous&#039;&#039; to reduce heat signature: Silent Running and Cool Running.&lt;br /&gt;
&lt;br /&gt;
== Silent Running ==&lt;br /&gt;
{{main|Silent Running}}&lt;br /&gt;
&lt;br /&gt;
[[File:Silentrun.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
Silent running can be toggled in your ship&#039;s interface (Right Panel: Functions) or by pressing a key binding. When in Silent Running mode your shields and radiators will shut down. This means that any heat built up in your ship will be confined to within your ship and you will be almost invisible to other ship&#039;s scanners.&lt;br /&gt;
&lt;br /&gt;
Although this can be useful, confining the ship&#039;s heat means it can quickly overheat and take damage if you leave Silent Running mode active for too long. You should avoid using excessive thrust and energy weapons while in this state and it is advisable to have a [[Heatsink Launcher]] on hand.&lt;br /&gt;
&lt;br /&gt;
Also note that upon exiting Silent Running mode, it will take several seconds for your shields to come back online and regain full strength. If you exit Silent Running in an overheating ship, the release of excess heat will make your ship show up on all scanners in the local area, making you very vulnerable while your shields are still charging up. &lt;br /&gt;
&lt;br /&gt;
== Cool Running ==&lt;br /&gt;
Cool Running is when most, if not all, systems of a ship are switched off. This causes the temperature of the ship to drop to single digits or even zero. Currently, there is no convenient way to initiate Cool Running without third party software. Instead, the player must use the Ship&#039;s Modules tab from the right-hand-side of their ship to manually turn off non-essential systems. Cool Running is slightly better than Silent Running interms of stealth, as it does not have the time limit imposed by continued heat generation and heat confinement.&lt;br /&gt;
&lt;br /&gt;
The non-essential systems are situation dependent. In a situation where one wishes to smuggle illegal goods into a starport, all but Drives and Sensors would be considered non-essential, so should be switched off. If one wishes wishes to ambush another pilot, all but Thrusters, Shields and Life Support may be considered non-essential, allowing the Shields to be fully operational as the ambush takes place.&lt;br /&gt;
&lt;br /&gt;
[[File:Art1-sep24-14-main.jpg|thumb]]&lt;br /&gt;
Also, as a ship&#039;s temperature drops to zero in Cool Running, ice will form on the cockpit&#039;s glass. However, this can take a considerable amount of time, so a [[Heatsink Launcher|heatsink]] may be used to speed the process up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Both ==&lt;br /&gt;
The best sneaks and smugglers use a combination of Cool and Silent Running. They will use Cool Running on approach to get their temperature to zero and stay off the scanner, and then use Silent Running when they get up close. The combination of a low temperature starting point and already having many systems off means that Silent Running can last a very long time this way.&lt;br /&gt;
&lt;br /&gt;
And finally it&#039;s worth noting that many players turn [[Flight Assist]] off while Cool Running so they can be moving while their drives are off. While this helps, it is not in any way necessary in most situations, unless you want to approach with your shields ready to go.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36885</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Stealth&amp;diff=36885"/>
		<updated>2019-01-01T19:55:16Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Cool Running */  Tidied up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an age where many radio based systems have fallen into disuse due to effective countermeasures, the &#039;&#039;[[Elite Dangerous]]&#039;&#039; stealth system is based almost entirely on heat. The range at which you are picked up by a ships scanner is directly proportional to the amount of heat you are generating. If your ship is giving off no heat, another ship has to get very close indeed to properly register you.&lt;br /&gt;
&lt;br /&gt;
There are two ways in &#039;&#039;Elite Dangerous&#039;&#039; to reduce heat signature: Silent Running and Cool Running&lt;br /&gt;
&lt;br /&gt;
== Silent Running ==&lt;br /&gt;
{{main|Silent Running}}&lt;br /&gt;
&lt;br /&gt;
[[File:Silentrun.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
Silent running can be toggled in your ships interface (right panel: functions) or by pressing a key binding. When in silent running mode your shields and radiators will shut down. This means that any heat built up in your ship will be confined within your ship and you will be almost invisible to other ship&#039;s scanners.&lt;br /&gt;
&lt;br /&gt;
On the downside if you let the heat build up too much your ship will overheat and take damage. You should avoid using excessive thrust and energy weapons while in this state and you should have a [[Heatsink Launcher]] on hand.&lt;br /&gt;
&lt;br /&gt;
Be warned, if you end silent running with high heat you will suddenly show up on all local scanners, with your shields still down. Make sure you are ready if you do this.&lt;br /&gt;
&lt;br /&gt;
== Cool Running ==&lt;br /&gt;
Cool Running is when most, if not all, systems of a ship are switched off. This causes the temperature of the ship to drop to single digits or even zero. Currently, there is no convenient way to initiate Cool Running without third party software. Instead, the player must use the Ship&#039;s Modules tab from the right-hand-side of their ship to manually turn off non-essential systems. Cool Running is slightly better than Silent Running interms of stealth, as it does not have the time limit imposed by continued heat generation and heat confinement.&lt;br /&gt;
&lt;br /&gt;
The non-essential systems are situation dependent. In a situation where one wishes to smuggle illegal goods into a starport, all but Drives and Sensors would be considered non-essential, so should be switched off. If one wishes wishes to ambush another pilot, all but Thrusters, Shields and Life Support may be considered non-essential, allowing the Shields to be fully operational as the ambush takes place.&lt;br /&gt;
&lt;br /&gt;
[[File:Art1-sep24-14-main.jpg|thumb]]&lt;br /&gt;
Also, as a ship&#039;s temperature drops to zero in Cool Running, ice will form on the cockpit&#039;s glass. However, this can take a considerable amount of time, so a [[Heatsink Launcher|heatsink]] may be used to speed the process up.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Both ==&lt;br /&gt;
The best sneaks and smugglers use a combination of Cool and Silent Running. They will use Cool Running on approach to get their temperature to zero and stay off the scanner, and then use Silent Running when they get up close. The combination of a low temperature starting point and already having many systems off means that Silent Running can last a very long time this way.&lt;br /&gt;
&lt;br /&gt;
And finally it&#039;s worth noting that many players turn [[Flight Assist]] off while Cool Running so they can be moving while their drives are off. While this helps, it is not in any way necessary in most situations, unless you want to approach with your shields ready to go.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Human&amp;diff=19269</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Human&amp;diff=19269"/>
		<updated>2018-12-25T19:28:47Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Superpowers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Human-Race-Male.png|thumb|250px|Human Male]]&#039;&#039;&#039;Humans&#039;&#039;&#039; are a sentient [[species]] of bipedal mammals, native to planet [[Earth]] and the [[Sol]] system. Since the discovery of faster than light [[hyperspace]] travel, humans have rapidly expanded beyond Sol. They primarily populate a region of the [[galaxy]] known as the [[Core Systems]] and have colonized all sorts of [[planets]] from airless to atmospheric worlds. Many [[Station|stations]] were constructed so that humans can live, produce and trade goods and services in space. Humans engage many different activities such as trading and exploration. They&#039;re a [[Elite Universe#Type II Civilizations|Type II civilization]] according to the Kardashev scale.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Human-Race-Female.png|thumb|250px|Human Female]]Humans have a robust physiology. They are bipedal mammals and generally strong, fast and agile. They reach physical maturity at around 18 years old. Then they enter the workforce or continue their education for a profession. The average human lifespan is naturally about 79 years, but advanced biotechnology and cybernetics have substantially increased longevity. [[Progenitor Cells]] are used to restore damage in older human cells and greatly extend human life expectancy.&lt;br /&gt;
&lt;br /&gt;
Since the late 20th century there&#039;s been increased mixing of different human ethnicities. This resulted in certain recessive physical traits becoming rare such as blue and green eyes as well as blonde and red hair.&lt;br /&gt;
&lt;br /&gt;
The Empire supports and uses human cloning extensively. Other factions find it abhorrent and have banned it within their own jurisdictions. The Federation prefers mechanical artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Evolution ===&lt;br /&gt;
The human species (Homo sapiens) evolved from apelike ancestor over the course of 6 million years BCE (Before Common Era). Scientific evidence shows that humans and the great apes have a common ancestor that existed 8 to 6 million years BCE. Earth&#039;s African continent is where much of human evolution occurred. Fossils dating from 6 to 2 million years BCE originate only in Africa.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;[http://humanorigins.si.edu/education/introduction-human-evolution Introduction to Human Evolution - Smithsonian]&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A defining human trait to walk on two legs (bipedalism) evolved 4 million years BCE. Other human characteristics like a complex brain, using tools and capacity for language developed much later. Advanced human traits such as art, cultural diversity and symbolic expression developed during the last 100,000 years BCE.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Agriculture ===&lt;br /&gt;
During much of human history, people lived hunter-gatherer lifestyles. The invention of agriculture in 12,000 BCE allowed people to live in permanent settlements which became cities and civilizations. Food could be produced to meet consumer demand so Earth&#039;s population grew from 5 million in 8,000 BCE to over 7 billion in the 21st century CE.&amp;lt;ref&amp;gt;[https://genographic.nationalgeographic.com/development-of-agriculture/ The Development of Agriculture - National Geographic]&lt;br /&gt;
&amp;lt;/ref&amp;gt; As agriculture secured people&#039;s primary needs for food, this allowed attention to be focussed on other things, like science, trade, technology, art and innovation.&lt;br /&gt;
&lt;br /&gt;
=== Commerce ===&lt;br /&gt;
The demand of individuals and businesses to trade easily led to innovations in commerce and finance. In 9000 BCE people bartered goods they had in surplus for things they lacked, such as cattle, sheep, vegetables and grain. The first known currency was created by King Alyattes in the ancient kingdom of Lydia, modern-day Turkey, in 600 BCE. The first coin ever minted featured a roaring lion design. Bank notes were developed in around 1661 AD. An advantage of paper money was that it could be mass-produced without relying on rare or expensive raw materials like gold and silver; in spite of this, its value is more unstable than precious metals. The first credit card was introduced in 1946. The first decentralized digital currency, Bitcoin, was invented in 2009 and wireless payments gained popularity. The invention of money and commerce has been essential to developing trade networks, fostering cooperation and understanding between different cultures and peoples across Earth.&amp;lt;ref&amp;gt;[http://www.telegraph.co.uk/finance/businessclub/money/11174013/The-history-of-money-from-barter-to-bitcoin.html The history of money: from barter to bitcoin - Telegraph.co.uk]&lt;br /&gt;
&amp;lt;/ref&amp;gt; Entrepreneurship and innovation lead to the Industrial Revolution, starting in Western Europe in 1760 AD, and the Digital Revolution in 1970 AD with inventions like digital electronics. Commerce brought people and [[countries]] together through mutual cooperation, division of labour and trade.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Great Powers &amp;amp; Empires&#039;&#039;&#039; ===&lt;br /&gt;
Many great powers and empires have risen and fallen throughout [[Earth]]&#039;s history. According to the treaty of Chaumont in 1814, a &amp;quot;great power&amp;quot; is a nation or state that, through its great economic, political and military strength, is able to exert power and influence over not only its own region of the world, but beyond to others.&amp;lt;ref&amp;gt;Powell, Philip Wayne (October 16, 2008). Tree of Hate: Propaganda and Prejudices Affecting United States Relations with the Hispanic World. University of New Mexico Press; First Edition, First Printing edition. ISBN 978-0826345769.&lt;br /&gt;
&amp;lt;/ref&amp;gt; The most significant were:&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/List_of_ancient_great_powers&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Ancient Egypt (3150 BCE - 332 BCE)&lt;br /&gt;
* Babylonia (1895 BCE – 619 BCE)&lt;br /&gt;
* Kingdom of Kush (785 BCE - CE 350)&lt;br /&gt;
* Achaemenid Empire (550 BCE – 330 BCE)&lt;br /&gt;
* Roman Empire (509 BCE - 1453 CE) &lt;br /&gt;
* Macedonian Empire ( 359 BCE - 323 BCE)&lt;br /&gt;
* Maurya Empire (322 BCE - 180 BCE)&lt;br /&gt;
* Mongol Empire (1206 CE - 1368 CE)&lt;br /&gt;
* Ottoman Empire (1566 CE - 1789 CE)&lt;br /&gt;
* Spanish Empire (1492 CE - 1810 CE, it was the first global empire in world history)&amp;lt;ref&amp;gt;Thomas, Hugh (August 11, 2015). World Without End: Spain, Philip II, and the First Global Empire. Random House. pp. 496 pages. ISBN 0812998111.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Spanish_Empire&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mughal Empire (1526 CE - 1857 CE)&lt;br /&gt;
* British Empire (1583 CE - 1913 CE)&lt;br /&gt;
* French Colonial Empire (1534 CE –1939 CE)&lt;br /&gt;
* Qing Dynasty (1644 CE to 1912 CE)&lt;br /&gt;
* Russian Empire (1721 CE – 1917 CE)&lt;br /&gt;
&lt;br /&gt;
=== Colonialism and Imperialism ===&lt;br /&gt;
In the 16th century to the mid-20th century several European maritime powers used their technological and military advantages to establish colonies and claim vast territories in Asia, Africa, and the Americas. European culture and technology spread throughout the less developed world. During the 19th century and early 20th century most of Earth&#039;s landmass was controlled by European powers.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Colonialism&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Imperialism&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
World War I (28 July 1914 to 11 November 1918) was the first global war, and originated in Europe. World War II was the second global war (1939 to 1945) and had two opposing military alliances, known as the Allied and the Axis powers, comprising the majority of Earth&#039;s countries. World wars were different from previous wars, because they were fought between powers that had many colonies overseas. This meant that when two colonial powers went to war, their overseas territories went to war as well. The different ideologies and regimes from classical liberalism to national socialism, fascism and communism clashed in very destructive conflicts which killed tens of millions of people in both world wars. The remaining colonies gained independence in the mid-20th century, after World War II came to an end.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/World_War_I&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/World_War_II&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Superpowers ===&lt;br /&gt;
A Superpower is a state with a dominant position, which is characterized by its extensive ability to exert influence or project power on a global scale. They are the preeminent powers among the great powers. After World War II, the United States of America and the Soviet Union were the only remaining superpowers.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Superpower&amp;lt;/ref&amp;gt; The Soviet Union&#039;s communist regime dissolved in January 1992. Afterwards, the United States was considered a hyperpower for a short time,&amp;lt;ref&amp;gt;[https://www.nytimes.com/1999/02/05/news/05iht-france.t_0.html To Paris, U.S. Looks Like a &#039;Hyperpower&#039;] French Minister Hubert Védrine popularized the term in 1998&amp;lt;/ref&amp;gt; because it greatly exceeded any others in its political environment along several axes (military, economic, cultural). &lt;br /&gt;
&lt;br /&gt;
After the 21st century came to a close, the United States of America developed into the [[United States of the Americas]], which comprised North and South America. Eventually, all other [[countries]] on Earth joined it, and it became the [[Federation]] with the Federation Accord in 2242.&amp;lt;ref&amp;gt;[https://community.elitedangerous.com/en/galnet/uid/5597abc79657bab1445913c2 The Founding of the Federation - GalNet]&amp;lt;/ref&amp;gt; The Federation consolidated all political power on Earth as the world government.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/World_government&amp;lt;/ref&amp;gt; In the centuries thereafter the Federation expanded as a [[:Category:Galactic Superpower|galactic superpower]] that governs many [[Star Systems|star systems]].&lt;br /&gt;
&lt;br /&gt;
== History in Elite ==&lt;br /&gt;
[[File:Elite-Dangerous-Banner-Official-Art.png|thumb|250px|Elite Dangerous art]]&lt;br /&gt;
&lt;br /&gt;
The history and lore of Elite is a continuation of real-life modern history. Elite Dangerous takes place 1286 years in the future. In-game time moves at the same speed as real time. &lt;br /&gt;
&lt;br /&gt;
World War III (2044-2055 AD) was the worst war ever waged across planet [[Earth]]. It brought much destruction and loss of life. Eventually, after 11 years of war, the fight was gradually abandoned.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=-x-kaGsHvv0 Elite: Dangerous - Epic History of The Federation]&amp;lt;/ref&amp;gt; The dominant power after the Third World War was the United States of the Americas. The remaining other [[countries]] joined it over the next few decades and it was renamed &amp;quot;The Federation.&amp;quot;&amp;lt;ref&amp;gt;Tourist Spot 0165 beacon near Earth&amp;lt;/ref&amp;gt; Civilization had been severely ruptured, and the governments and military no longer had the ability to repair the damage done. The [[corporations]] of the era stepped in and began the slow rebuilding process. This gained the corporations a huge increase in dominance over Earth&#039;s political landscape. In many ways this was perhaps the birth of the ideologies that would ultimately influence the Federation. The 2070s saw the first human on [[Mars]] and the first permanent lunar base. This allowed humans far easier access to space, and soon many orbital cities were constructed around Earth. This was followed by the launch of interstellar probes, the heavy industrialization of the Moon and the first base construction on Mars.&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=-x-kaGsHvv0 Elite: Dangerous - Epic History of The Federation]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 22nd century was a time of great change. Fossils were discovered on Mars proving that life once existed there. Human expansion slowly progressed throughout the solar system. Perhaps the biggest discovery of all time was [[hyperspace]]. The ability to travel faster than light allowed humanity to escape the confines of the solar system. It was discovered in the early 22nd century, but only since 2800s could consumer ships take advantage of it.&amp;lt;ref&amp;gt;[https://community.elitedangerous.com/en/galnet/uid/586f796c9657ba3357039d07 Galnet News - Galactic News: Hyperspace, Jan 07 3303]&amp;lt;/ref&amp;gt; Hyperspace travel and spaceships became affordable for middle-class people, similarly to cars through the 20th century.&amp;lt;ref name=&amp;quot;:2&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Elite-Dangerous-Milky-Way-Galaxy.png|thumb|250px|Milky Way galaxy in Elite Dangerous]]&lt;br /&gt;
&lt;br /&gt;
In 2210 the first signals of probes at [[Alpha Centauri]] confirmed a habitable planet existing outside our solar system. From this point on, probes continued to arrive in neighbouring star systems and soon life is discovered on Tau Ceti 3. Thus begins a new path of exploration and discovery. With the knowledge that [[Tau Ceti]] could support life, a colony ship was sent there. Before long the first colony to exist outside [[Sol]], our original solar system, was formed. With the proof that life existed away from Earth, a mass exodus began. Massive ships were constructed to establish human colonies anywhere that may support human life. The expansion of humanity rapidly moved apace, crossing the void between star systems. New colonies and ultimately cities were formed. The Federation is dominated by corporations. They control many aspects of life, politics and business within Federation space. Most aspects of life is focused on profit. Whilst [[corporations]] are not above the law, they hold a very wide remit as far as what they&#039;re permitted to do in the name of profit. &lt;br /&gt;
&lt;br /&gt;
The colossal requirements of modern interstellar economies can only be met by super-rich and super-powerful [[corporations]], whose innumerable companies gouge entire worlds for minerals and foods, and whose factories churn out the basic goods that trillions of people need to survive. Without them and their continual drive for ever higher growth, people would starve, choke or become isolated on worlds surrounded by technology they could not use or maintain.&amp;lt;ref&amp;gt;[https://www.edrpg.co.uk/what-s-in-the-books Elite Dangerous Role Playing Game, Corporate Guide book]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The official [[Elite Dangerous Role Playing Game|Elite: Dangerous Role Playing Game]] has in-depth lore about the universe of Elite: Dangerous. Here&#039;s a summary:&lt;br /&gt;
&lt;br /&gt;
Cheap, faster-than-light travel has enabled humanity to expand across the stars. This led to the rise of the [[Federation]], [[Empire]] and [[Alliance]]. These major [[factions]] attract [[Powers|powerful people]] who scheme to gain more power.&amp;lt;ref name=&amp;quot;:2&amp;quot;&amp;gt;[https://www.kickstarter.com/projects/edrpg/elite-dangerous-role-playing-game Elite Dangerous Role Playing Game - Kickstarter]&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle classes of the galaxy can afford spaceships, akin to how the 20th-century middle classes could increasingly afford cars. People who own spaceships gain tremendous freedom. They&#039;re encouraged to do all kinds of jobs such as delivering goods and supplies to [[station]]s. For people at the bottom of society, however, little has changed. Space trade is seldom hampered by politics. The planet-spanning [[Mega Corporation|mega corporations]] employ entire nations and rule unchecked over vast sections of the [[galaxy]]. There&#039;s a laissez-faire attitude towards weapon ownership and people are inclined to shoot first, ask later. The general lawlessness of space, navigational hazards and fierce creatures on [[planets]] make it a dangerous place.&amp;lt;ref name=&amp;quot;:2&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human Space ==&lt;br /&gt;
[[File:Elite_Dangerous_Powerplay_Bubble.jpg|thumb|250px|The bubble is where powers compete for influence, resources, territory and control.]]&lt;br /&gt;
&lt;br /&gt;
Humans primarily reside in a colonized region colloquially known as the [[Core Systems]], which contains about 19,000 [[Star Systems|star systems]]. They originated from the single-star system [[Sol]] and the terrestrial planet Earth in the Orion-Cygnus Arm of the [[galaxy|Milky Way]]. Humans have created more bubbles in deep space such as the [[Colonia Region]], [[Pleiades Nebula]] and [[California Nebula]].&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
[[File:Elite Dangerous Human City Concept Art.png|thumb|250px|Human Megalopolis City Concept Art]]&lt;br /&gt;
&lt;br /&gt;
As has been recorded throughout history, humanity is not  prone to agreement over ethical, political, religious, and economic views. It remains this way today in the 34th century, with the human-colonized space held by numerous groups with various ideals and conflicts of interest.&lt;br /&gt;
&lt;br /&gt;
There are three major [[factions]], known as galactic superpowers, and several lesser [[Powers]] in human-colonized space. The [[Federation]] is based in [[Sol]] and is a representative-electing democracy. The [[Empire]] is based from the system of [[Achenar]] and is a hereditary monarchy. The [[Alliance]] is based from the system of [[Alioth]] and is a confederation of independent systems working cooperatively. Powers are influential individuals or organizations who strive to control human-inhabited space for their own agendas in [[Powerplay]]. Each Power can control a vast number of systems that are aligned to both major and minor factions. In addition to the three galactic superpowers and the powers, there are also many minor factions. The faction with the highest influence within the system will usually be the controlling faction of that system. System control falls on the faction that owns the controlling station. The government of a system is ruled by a controlling faction, and if that faction is classed as Anarchy, then no formal laws will apply in the system.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Human-Race-Male.png|Human Male&lt;br /&gt;
Human-Race-Female.png|Human Female&lt;br /&gt;
Elite Dangerous Human City Concept Art.png|Human Megalopolis City Concept Art&lt;br /&gt;
Elite-Dangerous-Milky-Way-Galaxy.png|Milky Way galaxy in Elite Dangerous&lt;br /&gt;
Elite_Dangerous_Powerplay_Bubble.jpg|The Core Systems is where powers compete for influence, resources, territory and control.&lt;br /&gt;
Elite-Dangerous-Banner-Official-Art.png|Elite Dangerous banner art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpeciesNavbox}}&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Human&amp;diff=19268</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Human&amp;diff=19268"/>
		<updated>2018-12-25T19:27:04Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Evolution */ Tidied up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Human-Race-Male.png|thumb|250px|Human Male]]&#039;&#039;&#039;Humans&#039;&#039;&#039; are a sentient [[species]] of bipedal mammals, native to planet [[Earth]] and the [[Sol]] system. Since the discovery of faster than light [[hyperspace]] travel, humans have rapidly expanded beyond Sol. They primarily populate a region of the [[galaxy]] known as the [[Core Systems]] and have colonized all sorts of [[planets]] from airless to atmospheric worlds. Many [[Station|stations]] were constructed so that humans can live, produce and trade goods and services in space. Humans engage many different activities such as trading and exploration. They&#039;re a [[Elite Universe#Type II Civilizations|Type II civilization]] according to the Kardashev scale.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Human-Race-Female.png|thumb|250px|Human Female]]Humans have a robust physiology. They are bipedal mammals and generally strong, fast and agile. They reach physical maturity at around 18 years old. Then they enter the workforce or continue their education for a profession. The average human lifespan is naturally about 79 years, but advanced biotechnology and cybernetics have substantially increased longevity. [[Progenitor Cells]] are used to restore damage in older human cells and greatly extend human life expectancy.&lt;br /&gt;
&lt;br /&gt;
Since the late 20th century there&#039;s been increased mixing of different human ethnicities. This resulted in certain recessive physical traits becoming rare such as blue and green eyes as well as blonde and red hair.&lt;br /&gt;
&lt;br /&gt;
The Empire supports and uses human cloning extensively. Other factions find it abhorrent and have banned it within their own jurisdictions. The Federation prefers mechanical artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Evolution ===&lt;br /&gt;
The human species (Homo sapiens) evolved from apelike ancestor over the course of 6 million years BCE (Before Common Era). Scientific evidence shows that humans and the great apes have a common ancestor that existed 8 to 6 million years BCE. Earth&#039;s African continent is where much of human evolution occurred. Fossils dating from 6 to 2 million years BCE originate only in Africa.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;[http://humanorigins.si.edu/education/introduction-human-evolution Introduction to Human Evolution - Smithsonian]&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A defining human trait to walk on two legs (bipedalism) evolved 4 million years BCE. Other human characteristics like a complex brain, using tools and capacity for language developed much later. Advanced human traits such as art, cultural diversity and symbolic expression developed during the last 100,000 years BCE.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Agriculture ===&lt;br /&gt;
During much of human history, people lived hunter-gatherer lifestyles. The invention of agriculture in 12,000 BCE allowed people to live in permanent settlements which became cities and civilizations. Food could be produced to meet consumer demand so Earth&#039;s population grew from 5 million in 8,000 BCE to over 7 billion in the 21st century CE.&amp;lt;ref&amp;gt;[https://genographic.nationalgeographic.com/development-of-agriculture/ The Development of Agriculture - National Geographic]&lt;br /&gt;
&amp;lt;/ref&amp;gt; As agriculture secured people&#039;s primary needs for food, this allowed attention to be focussed on other things, like science, trade, technology, art and innovation.&lt;br /&gt;
&lt;br /&gt;
=== Commerce ===&lt;br /&gt;
The demand of individuals and businesses to trade easily led to innovations in commerce and finance. In 9000 BCE people bartered goods they had in surplus for things they lacked, such as cattle, sheep, vegetables and grain. The first known currency was created by King Alyattes in the ancient kingdom of Lydia, modern-day Turkey, in 600 BCE. The first coin ever minted featured a roaring lion design. Bank notes were developed in around 1661 AD. An advantage of paper money was that it could be mass-produced without relying on rare or expensive raw materials like gold and silver; in spite of this, its value is more unstable than precious metals. The first credit card was introduced in 1946. The first decentralized digital currency, Bitcoin, was invented in 2009 and wireless payments gained popularity. The invention of money and commerce has been essential to developing trade networks, fostering cooperation and understanding between different cultures and peoples across Earth.&amp;lt;ref&amp;gt;[http://www.telegraph.co.uk/finance/businessclub/money/11174013/The-history-of-money-from-barter-to-bitcoin.html The history of money: from barter to bitcoin - Telegraph.co.uk]&lt;br /&gt;
&amp;lt;/ref&amp;gt; Entrepreneurship and innovation lead to the Industrial Revolution, starting in Western Europe in 1760 AD, and the Digital Revolution in 1970 AD with inventions like digital electronics. Commerce brought people and [[countries]] together through mutual cooperation, division of labour and trade.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Great Powers &amp;amp; Empires&#039;&#039;&#039; ===&lt;br /&gt;
Many great powers and empires have risen and fallen throughout [[Earth]]&#039;s history. According to the treaty of Chaumont in 1814, a &amp;quot;great power&amp;quot; is a nation or state that, through its great economic, political and military strength, is able to exert power and influence over not only its own region of the world, but beyond to others.&amp;lt;ref&amp;gt;Powell, Philip Wayne (October 16, 2008). Tree of Hate: Propaganda and Prejudices Affecting United States Relations with the Hispanic World. University of New Mexico Press; First Edition, First Printing edition. ISBN 978-0826345769.&lt;br /&gt;
&amp;lt;/ref&amp;gt; The most significant were:&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/List_of_ancient_great_powers&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Ancient Egypt (3150 BCE - 332 BCE)&lt;br /&gt;
* Babylonia (1895 BCE – 619 BCE)&lt;br /&gt;
* Kingdom of Kush (785 BCE - CE 350)&lt;br /&gt;
* Achaemenid Empire (550 BCE – 330 BCE)&lt;br /&gt;
* Roman Empire (509 BCE - 1453 CE) &lt;br /&gt;
* Macedonian Empire ( 359 BCE - 323 BCE)&lt;br /&gt;
* Maurya Empire (322 BCE - 180 BCE)&lt;br /&gt;
* Mongol Empire (1206 CE - 1368 CE)&lt;br /&gt;
* Ottoman Empire (1566 CE - 1789 CE)&lt;br /&gt;
* Spanish Empire (1492 CE - 1810 CE, it was the first global empire in world history)&amp;lt;ref&amp;gt;Thomas, Hugh (August 11, 2015). World Without End: Spain, Philip II, and the First Global Empire. Random House. pp. 496 pages. ISBN 0812998111.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Spanish_Empire&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mughal Empire (1526 CE - 1857 CE)&lt;br /&gt;
* British Empire (1583 CE - 1913 CE)&lt;br /&gt;
* French Colonial Empire (1534 CE –1939 CE)&lt;br /&gt;
* Qing Dynasty (1644 CE to 1912 CE)&lt;br /&gt;
* Russian Empire (1721 CE – 1917 CE)&lt;br /&gt;
&lt;br /&gt;
=== Colonialism and Imperialism ===&lt;br /&gt;
In the 16th century to the mid-20th century several European maritime powers used their technological and military advantages to establish colonies and claim vast territories in Asia, Africa, and the Americas. European culture and technology spread throughout the less developed world. During the 19th century and early 20th century most of Earth&#039;s landmass was controlled by European powers.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Colonialism&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Imperialism&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
World War I (28 July 1914 to 11 November 1918) was the first global war, and originated in Europe. World War II was the second global war (1939 to 1945) and had two opposing military alliances, known as the Allied and the Axis powers, comprising the majority of Earth&#039;s countries. World wars were different from previous wars, because they were fought between powers that had many colonies overseas. This meant that when two colonial powers went to war, their overseas territories went to war as well. The different ideologies and regimes from classical liberalism to national socialism, fascism and communism clashed in very destructive conflicts which killed tens of millions of people in both world wars. The remaining colonies gained independence in the mid-20th century, after World War II came to an end.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/World_War_I&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/World_War_II&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Superpowers ===&lt;br /&gt;
A Superpower is a state with a dominant position, which is characterized by its extensive ability to exert influence or project power on a global scale. They are the preeminent powers among the great powers. After World War II, the United States of America and the Soviet Union were the only remaining superpowers.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/Superpower&amp;lt;/ref&amp;gt; The Soviet Union&#039;s communist regime dissolved in January 1992. Afterwards, the United States was considered a hyperpower for a short time,&amp;lt;ref&amp;gt;[https://www.nytimes.com/1999/02/05/news/05iht-france.t_0.html To Paris, U.S. Looks Like a &#039;Hyperpower&#039;] French Minister Hubert Védrine popularized the term in 1998&amp;lt;/ref&amp;gt; because it greatly exceeded any others in its political environment along several axes (military, economic, cultural). &lt;br /&gt;
&lt;br /&gt;
After the 21st century came to a close, the United States of America evolved as the [[United States of the Americas]] which comprised North and South America. Eventually, all other [[countries]] on Earth joined it, and it became the [[Federation]] with the Federation Accord in 2242.&amp;lt;ref&amp;gt;[https://community.elitedangerous.com/en/galnet/uid/5597abc79657bab1445913c2 The Founding of the Federation - GalNet]&amp;lt;/ref&amp;gt; The Federation consolidated all political power on Earth as the world government.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/World_government&amp;lt;/ref&amp;gt; In the centuries thereafter the Federation expanded as a [[:Category:Galactic Superpower|galactic superpower]] that governs many [[Star Systems|star systems]].&lt;br /&gt;
&lt;br /&gt;
== History in Elite ==&lt;br /&gt;
[[File:Elite-Dangerous-Banner-Official-Art.png|thumb|250px|Elite Dangerous art]]&lt;br /&gt;
&lt;br /&gt;
The history and lore of Elite is a continuation of real-life modern history. Elite Dangerous takes place 1286 years in the future. In-game time moves at the same speed as real time. &lt;br /&gt;
&lt;br /&gt;
World War III (2044-2055 AD) was the worst war ever waged across planet [[Earth]]. It brought much destruction and loss of life. Eventually, after 11 years of war, the fight was gradually abandoned.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=-x-kaGsHvv0 Elite: Dangerous - Epic History of The Federation]&amp;lt;/ref&amp;gt; The dominant power after the Third World War was the United States of the Americas. The remaining other [[countries]] joined it over the next few decades and it was renamed &amp;quot;The Federation.&amp;quot;&amp;lt;ref&amp;gt;Tourist Spot 0165 beacon near Earth&amp;lt;/ref&amp;gt; Civilization had been severely ruptured, and the governments and military no longer had the ability to repair the damage done. The [[corporations]] of the era stepped in and began the slow rebuilding process. This gained the corporations a huge increase in dominance over Earth&#039;s political landscape. In many ways this was perhaps the birth of the ideologies that would ultimately influence the Federation. The 2070s saw the first human on [[Mars]] and the first permanent lunar base. This allowed humans far easier access to space, and soon many orbital cities were constructed around Earth. This was followed by the launch of interstellar probes, the heavy industrialization of the Moon and the first base construction on Mars.&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=-x-kaGsHvv0 Elite: Dangerous - Epic History of The Federation]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 22nd century was a time of great change. Fossils were discovered on Mars proving that life once existed there. Human expansion slowly progressed throughout the solar system. Perhaps the biggest discovery of all time was [[hyperspace]]. The ability to travel faster than light allowed humanity to escape the confines of the solar system. It was discovered in the early 22nd century, but only since 2800s could consumer ships take advantage of it.&amp;lt;ref&amp;gt;[https://community.elitedangerous.com/en/galnet/uid/586f796c9657ba3357039d07 Galnet News - Galactic News: Hyperspace, Jan 07 3303]&amp;lt;/ref&amp;gt; Hyperspace travel and spaceships became affordable for middle-class people, similarly to cars through the 20th century.&amp;lt;ref name=&amp;quot;:2&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Elite-Dangerous-Milky-Way-Galaxy.png|thumb|250px|Milky Way galaxy in Elite Dangerous]]&lt;br /&gt;
&lt;br /&gt;
In 2210 the first signals of probes at [[Alpha Centauri]] confirmed a habitable planet existing outside our solar system. From this point on, probes continued to arrive in neighbouring star systems and soon life is discovered on Tau Ceti 3. Thus begins a new path of exploration and discovery. With the knowledge that [[Tau Ceti]] could support life, a colony ship was sent there. Before long the first colony to exist outside [[Sol]], our original solar system, was formed. With the proof that life existed away from Earth, a mass exodus began. Massive ships were constructed to establish human colonies anywhere that may support human life. The expansion of humanity rapidly moved apace, crossing the void between star systems. New colonies and ultimately cities were formed. The Federation is dominated by corporations. They control many aspects of life, politics and business within Federation space. Most aspects of life is focused on profit. Whilst [[corporations]] are not above the law, they hold a very wide remit as far as what they&#039;re permitted to do in the name of profit. &lt;br /&gt;
&lt;br /&gt;
The colossal requirements of modern interstellar economies can only be met by super-rich and super-powerful [[corporations]], whose innumerable companies gouge entire worlds for minerals and foods, and whose factories churn out the basic goods that trillions of people need to survive. Without them and their continual drive for ever higher growth, people would starve, choke or become isolated on worlds surrounded by technology they could not use or maintain.&amp;lt;ref&amp;gt;[https://www.edrpg.co.uk/what-s-in-the-books Elite Dangerous Role Playing Game, Corporate Guide book]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The official [[Elite Dangerous Role Playing Game|Elite: Dangerous Role Playing Game]] has in-depth lore about the universe of Elite: Dangerous. Here&#039;s a summary:&lt;br /&gt;
&lt;br /&gt;
Cheap, faster-than-light travel has enabled humanity to expand across the stars. This led to the rise of the [[Federation]], [[Empire]] and [[Alliance]]. These major [[factions]] attract [[Powers|powerful people]] who scheme to gain more power.&amp;lt;ref name=&amp;quot;:2&amp;quot;&amp;gt;[https://www.kickstarter.com/projects/edrpg/elite-dangerous-role-playing-game Elite Dangerous Role Playing Game - Kickstarter]&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle classes of the galaxy can afford spaceships, akin to how the 20th-century middle classes could increasingly afford cars. People who own spaceships gain tremendous freedom. They&#039;re encouraged to do all kinds of jobs such as delivering goods and supplies to [[station]]s. For people at the bottom of society, however, little has changed. Space trade is seldom hampered by politics. The planet-spanning [[Mega Corporation|mega corporations]] employ entire nations and rule unchecked over vast sections of the [[galaxy]]. There&#039;s a laissez-faire attitude towards weapon ownership and people are inclined to shoot first, ask later. The general lawlessness of space, navigational hazards and fierce creatures on [[planets]] make it a dangerous place.&amp;lt;ref name=&amp;quot;:2&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human Space ==&lt;br /&gt;
[[File:Elite_Dangerous_Powerplay_Bubble.jpg|thumb|250px|The bubble is where powers compete for influence, resources, territory and control.]]&lt;br /&gt;
&lt;br /&gt;
Humans primarily reside in a colonized region colloquially known as the [[Core Systems]], which contains about 19,000 [[Star Systems|star systems]]. They originated from the single-star system [[Sol]] and the terrestrial planet Earth in the Orion-Cygnus Arm of the [[galaxy|Milky Way]]. Humans have created more bubbles in deep space such as the [[Colonia Region]], [[Pleiades Nebula]] and [[California Nebula]].&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
[[File:Elite Dangerous Human City Concept Art.png|thumb|250px|Human Megalopolis City Concept Art]]&lt;br /&gt;
&lt;br /&gt;
As has been recorded throughout history, humanity is not  prone to agreement over ethical, political, religious, and economic views. It remains this way today in the 34th century, with the human-colonized space held by numerous groups with various ideals and conflicts of interest.&lt;br /&gt;
&lt;br /&gt;
There are three major [[factions]], known as galactic superpowers, and several lesser [[Powers]] in human-colonized space. The [[Federation]] is based in [[Sol]] and is a representative-electing democracy. The [[Empire]] is based from the system of [[Achenar]] and is a hereditary monarchy. The [[Alliance]] is based from the system of [[Alioth]] and is a confederation of independent systems working cooperatively. Powers are influential individuals or organizations who strive to control human-inhabited space for their own agendas in [[Powerplay]]. Each Power can control a vast number of systems that are aligned to both major and minor factions. In addition to the three galactic superpowers and the powers, there are also many minor factions. The faction with the highest influence within the system will usually be the controlling faction of that system. System control falls on the faction that owns the controlling station. The government of a system is ruled by a controlling faction, and if that faction is classed as Anarchy, then no formal laws will apply in the system.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery hideaddbutton=&amp;quot;true&amp;quot;&amp;gt;&lt;br /&gt;
Human-Race-Male.png|Human Male&lt;br /&gt;
Human-Race-Female.png|Human Female&lt;br /&gt;
Elite Dangerous Human City Concept Art.png|Human Megalopolis City Concept Art&lt;br /&gt;
Elite-Dangerous-Milky-Way-Galaxy.png|Milky Way galaxy in Elite Dangerous&lt;br /&gt;
Elite_Dangerous_Powerplay_Bubble.jpg|The Core Systems is where powers compete for influence, resources, territory and control.&lt;br /&gt;
Elite-Dangerous-Banner-Official-Art.png|Elite Dangerous banner art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SpeciesNavbox}}&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Internal_Compartment&amp;diff=40511</id>
		<title>Internal Compartment</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Internal_Compartment&amp;diff=40511"/>
		<updated>2018-12-25T18:38:51Z</updated>

		<summary type="html">&lt;p&gt;82.7.54.150: /* Optional Internal */ Tidied up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Internal Compartments can fit a multitude of different equipment types, some mandatory and some optional. The amount and size of Internal Compartments varies per ship. Some compartments are restricted to only specific equipment, while others permit any equipment type.&lt;br /&gt;
&lt;br /&gt;
Internal Compartments are accessed via the [[Outfitting]] menu of Starport Services. They are divided into 2 categories: Core Internal and Optional Internal.&lt;br /&gt;
&lt;br /&gt;
==Core Internal==&lt;br /&gt;
These are the ship&#039;s main internal modules. All ships have the same types of Core Compartments. The sizes of these compartments vary from ship to ship. Each Core Compartment is restricted to a specific type of equipment. These modules are required on every ship and while they can be upgraded, they cannot be removed. No other module types can be fitted into these specific slots.&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Compartment&lt;br /&gt;
!Module&lt;br /&gt;
|-&lt;br /&gt;
|Bulkheads&lt;br /&gt;
|[[Bulkheads]]&lt;br /&gt;
|-&lt;br /&gt;
|Reactor Bay&lt;br /&gt;
|[[Power Plant]]&lt;br /&gt;
|-&lt;br /&gt;
|Thruster Mounting&lt;br /&gt;
|[[Thrusters]]&lt;br /&gt;
|-&lt;br /&gt;
|Frame Shift Drive Housing&lt;br /&gt;
|[[Frame Shift Drive]]&lt;br /&gt;
|-&lt;br /&gt;
|Environment Control&lt;br /&gt;
|[[Life Support]]&lt;br /&gt;
|-&lt;br /&gt;
|Power Coupling&lt;br /&gt;
|[[Power Distributor]]&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Suite&lt;br /&gt;
|[[Sensors]]&lt;br /&gt;
|-&lt;br /&gt;
|Fuel Store&lt;br /&gt;
|[[Fuel Tank]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Optional Internal==&lt;br /&gt;
The amount and size of Internal Compartments varies by ship and only certain modules (listed below) can be placed into a ship&#039;s Internal Compartments, or they may be left empty. With some module types, only one can be installed per ship.&lt;br /&gt;
&lt;br /&gt;
* [[Auto Field-Maintenance Unit]]&lt;br /&gt;
* [[Cargo Rack]]&lt;br /&gt;
* [[Detailed Surface Scanner]]&lt;br /&gt;
* [[Discovery Scanner]]&lt;br /&gt;
* [[Fighter Hangar]] (Only available for certain ships)&lt;br /&gt;
* [[Frame Shift Drive Interdictor]]&lt;br /&gt;
* [[Fuel Scoop]]&lt;br /&gt;
* [[Fuel Tank]]&lt;br /&gt;
* [[Guardian Frame Shift Drive Booster]]&lt;br /&gt;
* [[Guardian Hull Reinforcement Package]]&lt;br /&gt;
* [[Guardian Module Reinforcement Package]]&lt;br /&gt;
* [[Guardian Shield Reinforcement Package]]&lt;br /&gt;
* [[Hull Reinforcement Package]]&lt;br /&gt;
* [[Limpet Controller]] (Collector, Decontamination, Fuel Transfer, Hatch Breaker, Prospector, Recon, Repair, Research)&lt;br /&gt;
* [[Meta Alloy Hull Reinforcement]]&lt;br /&gt;
* [[Module Reinforcement Package]]&lt;br /&gt;
* [[Passenger Cabin]]&lt;br /&gt;
* [[Planetary Vehicle Hangar]]&lt;br /&gt;
* [[Refinery]]&lt;br /&gt;
* [[Shield Cell Bank]]&lt;br /&gt;
* [[Shield Generator]]&lt;br /&gt;
* [[Standard Docking Computer]]&lt;br /&gt;
&lt;br /&gt;
=== Military Compartments ===&lt;br /&gt;
Military Compartments are found only on certain ships.&amp;lt;ref&amp;gt;https://forums.frontier.co.uk/showthread.php/320627-Elite-Dangerous-2-2-03-Update-incoming&amp;lt;/ref&amp;gt; Only the following module types can be fitted into Military Compartments.&lt;br /&gt;
&lt;br /&gt;
* [[Hull Reinforcement Package]]&lt;br /&gt;
* [[Module Reinforcement Package]]&lt;br /&gt;
* [[Shield Cell Bank]]&lt;br /&gt;
* [[Guardian Shield Reinforcement Package]]&lt;br /&gt;
* [[Guardian Hull Reinforcement Package]]&lt;br /&gt;
* [[Guardian Module Reinforcement Package]]&lt;br /&gt;
&lt;br /&gt;
Only the following ship types have Military Compartments. The number and size of Military Compartments varies per ship.&lt;br /&gt;
&lt;br /&gt;
* [[Alliance Challenger]]&lt;br /&gt;
* [[Alliance Chieftain]]&lt;br /&gt;
* [[Alliance Crusader]]&lt;br /&gt;
* [[Anaconda]]&lt;br /&gt;
* [[Eagle MkII]]&lt;br /&gt;
* [[Federal Assault Ship]]&lt;br /&gt;
* [[Federal Corvette]]&lt;br /&gt;
* [[Federal Dropship]]&lt;br /&gt;
* [[Federal Gunship]]&lt;br /&gt;
* [[Imperial Cutter]]&lt;br /&gt;
* [[Imperial Eagle]]&lt;br /&gt;
* [[Type-10 Defender]]&lt;br /&gt;
* [[Viper Mk III]]&lt;br /&gt;
* [[Viper Mk IV]]&lt;br /&gt;
* [[Vulture]]&lt;br /&gt;
&lt;br /&gt;
=== Planetary Approach Suite ===&lt;br /&gt;
When &#039;&#039;[[Elite Dangerous: Horizons]]&#039;&#039; is installed, all ships gain a single reserved Internal Compartment that is automatically equipped with the [[Planetary Approach Suite]], which is used to allow a ship to make planetary landings. The Planetary Approach Suite has no mass or power draw, and can be removed and stored or sold, but no other module can be equipped in its reserved slot.&lt;br /&gt;
&lt;br /&gt;
=== Reserved Compartments ===&lt;br /&gt;
From &#039;&#039;[[Elite Dangerous]]&#039;&#039; version 1.0 to &#039;&#039;[[Elite Dangerous: Beyond]]&#039;&#039; Chapter Four (3.3), passenger ships featured Reserved Compartments. Only the following module types could be fitted into Reserved Compartments:&lt;br /&gt;
* [[Cargo Rack]]s&lt;br /&gt;
* [[Hull Reinforcement Package]]s&lt;br /&gt;
* [[Module Reinforcement Package]]s&lt;br /&gt;
* [[Passenger Cabin]]s&lt;br /&gt;
&lt;br /&gt;
Only three ships had Reserved Compartments:&lt;br /&gt;
* [[Beluga Liner]] (2x Class 5, 2x Class 6)&lt;br /&gt;
* [[Dolphin]] (1x Class 5)&lt;br /&gt;
* [[Orca]] (1x Class 5, 1x Class 6)&lt;br /&gt;
&lt;br /&gt;
As of &#039;&#039;Beyond&#039;&#039; Chapter Four (3.3), Reserved Compartment restrictions were removed from the Beluga, Dolphin, and Orca.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>82.7.54.150</name></author>
	</entry>
	<entry>
		<id>https://elite.mistflux.co.uk/w/index.php?title=Thargoid&amp;diff=5924</id>
		<title>Thargoid</title>
		<link rel="alternate" type="text/html" href="https://elite.mistflux.co.uk/w/index.php?title=Thargoid&amp;diff=5924"/>
		<updated>2016-03-18T22:11:51Z</updated>

		<summary type="html">&lt;p&gt;82.7.216.22: /* Origins of name */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thargoid ship.gif|thumb|320px|A Thargoid ship in Frontier: First Encounters]]&lt;br /&gt;
The &#039;&#039;&#039;Thargoids&#039;&#039;&#039; are an insectoid alien race who are said to originate outside of known space, perhaps existing in a parallel universe or spacial dimension.  Thargoids are the one of two known sentient species in the galaxy (the other being human), although artefacts of other races have been found. Of course a lot of the galaxy remains unexplored so there may be races not yet discovered, but we should expect them to be quite rare.&amp;lt;ref&amp;gt;http://forums.frontier.co.uk/showthread.php?p=38820#post38820&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They are very hostile and aggressive and have not been interested in diplomatic relations to date. It has been rumoured that Thargoids could be capable of building large artificial structures which could possibly be on a scale with planets, and certainly large enough to negate a ship&#039;s warp ability.&amp;lt;ref&amp;gt;http://forums.frontier.co.uk/showthread.php?p=85034#post85034&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Certain events in Frontier: First Encounters have indicated that there may be another side to Thargoids; in prior conflicts, they have shown some anomalous behavior that does not entirely match with their popular image as relentless killing machines. At some point, a Commander Jameson may or may not have interacted with them, and may or may not have chosen to provide them with the vaccine to a genetically-engineered fungus (&amp;quot;hyper-mycoid&amp;quot;) that attacked critical materials in their hyperdrives, preventing the construction of interstellar vehicles. If not, and if they appear in Dangerous regardless, then it can be assumed they developed a countermeasure on their own.&lt;br /&gt;
&lt;br /&gt;
Frontier Development staff have previously commented that all Thargoids are female.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1461411552/elite-dangerous/comments?cursor=2332567#comment-2332566&amp;lt;/ref&amp;gt; David Braben hinted that should peace have ever been found with Thargoids, it would be a temporary measure.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1461411552/elite-dangerous/comments?cursor=1970411#comment-1970410&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not known what role they will take in Elite: Dangerous in their final incarnation, initially though they will be limited to encounters,&amp;lt;ref&amp;gt;http://forums.frontier.co.uk/showthread.php?p=160991#post160991&amp;lt;/ref&amp;gt; but we can be sure they will be there.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1461411552/elite-dangerous/posts/377497#comment-2014816&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://forums.frontier.co.uk/showthread.php?t=77358&amp;amp;p=1262252&amp;amp;viewfull=1#post1262252&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Society==&lt;br /&gt;
Not much information has been obtained about Thargoid society or culture. The only known fact is that the society is hive based, with no sense of close family. It is thought that the society is divided into colonies, possibly along the lines of ant colonies.&lt;br /&gt;
&lt;br /&gt;
Thargoids are thought to have a natural affinity with space, and with witchspace in particular. This is due to the fact that Thargoid warriors seem to spend a large amount of time in space. Naval pilots and crews report that the warships in the war zones are encountered on repeated occasions over a period of months often without respite.&lt;br /&gt;
&lt;br /&gt;
Based on the study of some wrecked ships, Thargoids as a race seem to have a very spartan approach to furnishing and belongings. Crew quarters are practically devoid of possessions other than those necessary for military crew. All belongings are functional and necessary.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Nothing is known about internal Thargoid politics.&lt;br /&gt;
&lt;br /&gt;
Thargoid relations with other races is frighteningly simple: war. The three largest organisations in Galaxy 1 are all at war with the Thargoid race, and they are constantly under threat of planetary invasion.&lt;br /&gt;
&lt;br /&gt;
The Thargoid invasions usually seem to be prompted by the need for either agricultural or mineral resources, rather than a sociological or anthropological need to expand or colonise. In fact, the animal life on an invaded world is largely ignored unless it poses a threat to Thargoids.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Thargoid technology is vastly different and in many ways far superior to established GalCop technology. The warships have no visible form of propulsion, neither from vented emissions nor engine exhausts, yet they are manoeuvrable and agile.&lt;br /&gt;
&lt;br /&gt;
The Thargoids are also superior in the use of advanced AI and remote craft, an area in which GalCop is sadly behind.&lt;br /&gt;
&lt;br /&gt;
Other fields of technology that the Thargoids are in advance of GalCop, include metallurgy, biogenetics, physics and weapons tech. Their hyperdrives and shield technologies are also superior.&lt;br /&gt;
&lt;br /&gt;
==Origins of name==&lt;br /&gt;
The name &#039;Thargoid&#039; is believed to have come from the regular skit &#039;Captain Kremmen&#039; performed by radio and TV personality Kenny Everett on both his radio shows and, in animated form, on TV.&amp;lt;ref&amp;gt;http://en.wikipedia.org/wiki/Captain_Kremmen&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The animated skits show the Thargoids as a race of tall, transparent creatures who are part of a highly-wealthy monarchical society.&amp;lt;ref&amp;gt;http://youtu.be/pyjKPbkkW9k?t=2m26s&amp;lt;/ref&amp;gt; It is assumed that their main source of income is profiting from the sale of natural resources taken from planets they have colonised stretching thousands of light years.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Alien life]]&lt;/div&gt;</summary>
		<author><name>82.7.216.22</name></author>
	</entry>
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