-1
20
Sapphire:
This is the main trading center in Evochron and is firmly in Alliance control.
It has jump gates to all 4 sections of the Evochron quadrant. Sapphire is
considered the launching point for new mercenaries due to its strong Alliance
presence resulting in a well protected system with a positive reputation level.
Few major conflicts ever occur in this system, mostly minor fighting between
individual mercenary ships. Because of a saturated market, commodity values and
contract pay is generally very low, but the safety of the system makes it a good
starting point for new mercenaries to learn basic skills in trade, ship control,
racing, equipment cleaning, mining, and other activities.

Economy Classes:
Energy, Agricultural, Industrial

Faction Details:
Energy Companies - Strong presence and influence, main economic factor.
Navy/Military - Strong presence, central system of Alliance military.
Rebels - No significant presence.
Guilds/Clans - No significant presence.
Miners - Moderate presence, works with energy companies.

-5
21
Lambda:
Lambda is a lightly populated system, but was once the home of the Federation
Military Command Center. Most of the system's population departed in the late
24th century due to increasing living costs, high Federation taxes and the
resulting decrease of opportunities for freelance mercenaries. By the turn of
the century, most Federation companies departed the system and Lambda now 
primarily consists of just a few scattered independent colonies. While not a
particularly hostile system, the quest for survival does lead to several small
scale conflicts. A good buy can sometimes be found here, but Lambda is not
considered a good place to make a profit.  Although in Richton space, a division
of Federation territory, Lambda is now primarily independent.

Economy Classes:
Technology, Agricultural

Faction Details:
Energy Companies - Moderate presence and influence, main economic factor.
Navy/Military - Moderate presence, scattered and not well organized.
Rebels - Light presence, mostly independent groups that reject local leadership.
Guilds/Clans - Light presence, occasionally engage local forces for resources.
Miners - Unknown presence, likely a few scattered ships, not significant.

-7
23
Emerald:
Emerald is arguably one of the most beautiful systems in Evochron. A bright
green planet orbits a warm yellow star with a soft blue-green nebula backdrop.
It's a peaceful setting for a system with a moderate level of conflict. Emerald
offers good opportunities for independent ship owners, but reports continue to
come in about attacks from rogue groups ambushing traders in the area. Emerald
is also subject to high Federation taxes for local residents, which frequently
drives away trade to nearby systems and has created a somewhat low end market
for such a distant system. Emerald was one of the staging areas for the Alliance
during the last war and played a critical role in providing the resources needed
to hold back advancing Federation forces from reaching systems closer to Sol.
As a result, some older military weaponry and technology occasionally makes its
way into the market here. 

Economy Classes:
Technology, Agricultural

Faction Details:
Energy Companies - Strong presence and influence, involved in government.
Navy/Military - Light presence, little protection/defense capability.
Rebels - Moderate presence, occasionally attack local traders for cargo.
Guilds/Clans - Moderate presence, active in smuggling and attacking traders.
Miners - No significant presence.

-8
19
Rigel:
The Rigel system is the primary trading center between Sirius and Emerald. 
It is free of most Federation regulation, so many mercenaries from Emerald
enjoy travelling to Rigel for tax free trade with local companies and other
mercenaries from Sirius. Rigel is fiercely independent and does not identify
itself as an Alliance or a Federation territory, so stations and planets
here often charge docking fees and other fines to any outside mercenary
regardless of where they came from. Most mercenaries agree that the minor
cost in fees is largely offset by the higher market values found here.

Economy Classes:
Industrial

Faction Details:
Energy Companies - Moderate presence, controlled by industrial factions.
Navy/Military - Moderate presence, defends local interests, protects traders.
Rebels - Moderate presence, hostile and well equipped, against Energy companies.
Guilds/Clans - Moderate presence, generally united with rebels, oppose navy.
Miners - Limited presence, works with energy companies.

-9
19
Sirius:
Sirius is a distant system with a good economy similar to Rigel's. A few
key difference between Sirius and Rigel are the low cost of operations
(typically no docking fees) and high paying contracts with relatively easy
objectives. The gate system between Sirius and Sol was destroyed in the
last war and has not yet been rebuilt, cutting off the main supply line to
this system. So supplies are somewhat scarce resulting in fairly high
prices paid for needed commodities and equipment. The planet Sirius B is
generally considered a very good trade location for selling. 

Economy Classes:
Energy

Faction Details:
Energy Companies - Strong presence, dominate political and economic force.
Navy/Military - Moderate presence, primarily protects energy interests.
Rebels - Light presence, primarily opportunistic explorers who remain reclusive.
Guilds/Clans - Uncertain presence, rumored to patrol low traffic areas.
Miners - No significant presence.

-10
20
Orion:
Orion was one of the earliest Federation controlled systems, dating back
as far as the late 23rd century. It has several well established colonies
and companies that support its local economy. Orion is largely self-sufficient
with most local mercenaries working for one of the energy companies, so there
isn't much demand for outside assistance in trade. On the positive side, this
means low prices for available items and ship construction is similarly affordable.
This makes Orion a good location for buying and it's a fairly safe system for
new mercenaries who may not be ready for more hostile systems with more
advanced technology.

Economy Classes:
Biological

Faction Details:
Energy Companies - Strong presence, dominate political and economic force.
Navy/Military - Moderate presence, primarily protects energy interests.
Rebels - Light presence, primarily opportunistic explorers who remain reclusive.
Guilds/Clans - Uncertain presence, rumored to patrol low traffic areas.
Miners - Moderate presence, works with energy companies.

-3
19
Thuban:
Thuban is the home of the Federation and although the war has ended, tensions
remain high between the Alliance controlled system of Sapphire and Thuban.
Local mercenaries here are known to attack ships from the Alliance without
provocation. As a result, Alliance command continues to warn against
travelling to this system. Thuban is often in conflict with various
companies and military factions battling for control of the system's abundant
resources. For well equipped mercenaries interested in combat roles, this
system offers some of the most attack, patrol, and spy contracts.

Economy Classes:
Energy, Biological

Faction Details:
Energy Companies - Strong presence, owned by military and government.
Navy/Military - Strong presence, aggressively attacks Alliance ships.
Rebels - Moderate presence, frequently attacks many civilian Thuban ships.
Guilds/Clans - Moderate presence, disrupts energy shipping, wants own territory.
Miners - Limited presence, mostly independent ships.

-19
19
Pices:
Pices is a neutral system that is often used as a trade center between
Thuban and Pearl. Mercenaries looking for a central meeting point without
the risks of attack common to both Thuban and Pearl often use Pices as the
location to meet in. The economy is low here, but there are no docking fees
for most mercenaries and expenses are equally low, including some of the
lowest prices for fuel in the lower region of Evochron.  It's industrial
economy is one of the leading suppliers of low cost ship components and 
weapons in central Evochron.

Economy Classes:
Industrial

Faction Details:
Energy Companies - Light presence, primarily serves industrial energy needs.
Navy/Military - Moderate presence, maintains peace between trade factions.
Rebels - Moderate presence, unaffiliated mercenaries, unpredictable.
Guilds/Clans - Light presence, mostly independent mercenary groups.
Miners - No significant presence.

-20
20
Pearl:
Pearl is a large system consisting of several planets and is the site of
the Arvoch Conflict that took place a few years ago. Abundant resources
and numerous opportunities make Pearl a system with some of the wealthiest
and best equipped mercenaries in all of Evochron. Even though resources are
readily available, shipping them in this system is extremely risky, so
premium prices are paid for even the most basic supplies and equipment.
Survival here depends on skill, wealth, and a powerful ship. Rumors suggest
there is a remote research facility in this system that provides the
advanced and experimental technology. 

Economy Classes:
Biological, Technology, Energy, Agricultural

Faction Details:
Energy Companies - Strong presence, dominate political and economic force.
Navy/Military - Moderate presence, primarily protects energy interests.
Rebels - Light presence, primarily opportunistic explorers who remain reclusive.
Guilds/Clans - Uncertain presence, rumored to patrol low traffic areas.
Miners - Moderate presence, works with energy companies and for own interests.

-21
18
Rucker:
Rucker is named for the admiral of the Alliance fleet in the first
Alliance-Federation war. It is a large system filled with asteroids, making
jump drive navigation dangerous. While not a common stop for mercenaries
due to the difficult navigation conditions, it does offer a moderate economy
with no docking fees and low prices. It is considered a potential gold mine
for well equipped mercenaries interested in mining due to its vast asteroid
fields and its close proximity to the high paying Pearl system.

Economy Classes:
Industrial

Faction Details:
Energy Companies - Strong presence, includes miners for harvesting ore.
Navy/Military - Moderate presence, primarily protects energy interests.
Rebels - Light presence, occasionally seen joining with Guilds/Clans.
Guilds/Clans - Light presence, primarily opportunistic explorers.
Miners - Joined with energy companies for common energy supply goals.

-40
20
Virgo:
Virgo is a lightly populated system of mostly colonists. While the system is
technically in Federation controlled space, it was given independence in 2374
and has been almost entirely self-sufficient since that time. Its inhabitants
pride themselves in their abilities to live off their own resources and
typically discourage outside trade. As a result, they offer very little for
most items and commodities. How this system has remained to survive for so
long without outside assistance and do so well has been a continuing mystery.
Rumors suggest they control a hidden world somewhere nearby that supplies
resources they would otherwise not have access to. 

Economy Classes:
Agricultural

Faction Details:
Energy Companies - Light presence, serves agricultural industry.
Navy/Military - Moderate presence, well equipped for such limited resources.
Rebels - Light presence, elusive, mostly remain outside of traffic areas.
Guilds/Clans - Light presence, also mostly remain outside of traffic areas.
Miners - No significant presence.

-25
15
Aquila:
Aquila consists of one planet in orbit around a blue-white star. While it
may seem like an empty system, it does provide a high paying trade location
with several stations and a relatively strong technology based economy.
It is the central trade location between Alpha Centauri, Deneb, and Rucker.

Economy Classes:
Technology

Faction Details:
Energy Companies - Moderate presence, devotes production to technology.
Navy/Military - Moderate presence, high ship and weapon technology.
Rebels - Moderate presence, battles outsiders frequently.
Guilds/Clans - Light presence, shares common interests with energy companies.
Miners - No significant presence.

-27
18
Alpha Centauri:
Alpha Centauri has the distinction of being the first system to be colonized
outside of Sol. The open trade between this system and Aquila results in it
having a strong exchange of energy for technology. The planet AC528 is known
for paying slightly more for most items. There are also no docking fees for
most mercenaries in this system, giving it a cost advantage over both Aquila
and Deneb.  Most ships are friendly to outsiders, but occasional trade
blocks and attacks do occur.

Economy Classes:
Energy

Faction Details:
Energy Companies - Strong presence, primary faction with economic control.
Navy/Military - Strong presence, well equipped, controlled by energy companies.
Rebels - Uncertain presence.
Guilds/Clans - Uncertain presence.
Miners - Light presence, short trade runs from asteroids to planet.

-28
18
Deneb:
Deneb is a remote system that has only one gate exchange with Alpha Centauri.
Resources are scarce, so premium prices are paid for commodities, but the
system has very advanced technology. Deneb has admitted to having an advanced
weapon research facility, but refuses to reveal the location. They've likely
constructed it well outside the range of most navigation sensors and long
range scanners.  Political and faction disputes have resulted in frequent
conflicts throughout the system.  Outsiders are generally treated poorly.

Economy Classes:
Agricultural, Industrial

Faction Details:
Energy Companies - Light presence, works to provide resources to agriculture.
Navy/Military - Moderate presence, advanced technology, monitors outsiders.
Rebels - Moderate presence, fights Federation control, rejects local laws.
Guilds/Clans - Light presence, shares isolation interests with Rebels.
Miners - No significant presence.

-2
20
Fauston:
Fauston borders on being a hostile system, but most ships generally leave
each other alone. It's low economy makes it an unpopular trade stop for
selling, but a common one for buying and refueling. Many new mercenaries
visit this system first once they leave Sapphire and try some of their first
combat contracts here. The level of technology is very similar to Sapphire,
so most ships have limited capabilities and don't pose much of a threat to
rookie mercenaries with entry level ships. Fauston is known for its amazing
scenery, especially its icy blue world with liquid methane lakes, and is
a significant supplier of medical supplies with a vast bio-research network.

Economy Classes:
Biological, Agricultural

Faction Details:
Energy Companies - Light presence, primarily supplies military and research.
Navy/Military - Moderate presence, low level technology and lightly armed.
Rebels - Moderate presence, strongly against Alliance control and influence.
Guilds/Clans - Moderate presence, shares anti-Alliance interests with Rebels.
Miners - Minimal presence, mostly remain neutral.

-18
17
Cygnus:
Cygnus is the primary refueling location for traders travelling between
Fauston and Aries. Its low prices for fuel and equipment make it one of
the most popular stops for travelling mercenaries in the entire upper region
of Evochron. Docking fees generally apply here, except for Federation
citizens and their allies. Cygnus is known for its strong industrial economy
and interest in forming a single government with Fauston.

Economy Classes:
Industrial

Faction Details:
Energy Companies - Strong presence, works to provide resources to industry.
Navy/Military - Moderate presence, well equipped, generally against Alliance ships.
Rebels - Moderate presence, fights for unification with Fauston.
Guilds/Clans - Light presence, joins with Rebels only to share resources.
Miners - Light presence, generally work for energy companies.

-17
19
Aries:
Aries is a hostile system where battles often rage for the few scarce
resources available. Not much trading takes place here due to the system
only having one planet with two stations, instead many mercenaries have
resorted to fighting each other for the cargo they are carrying. Aries is
considered to be one of the most dangerous systems in Evochron and
generally best avoided. Why the system is home to so many mercenaries
remains a mystery, it's quite possible there are resources available here
that aren't in the charted part of the system. 

Economy Classes:
Unknown

Faction Details:
Energy Companies - Unknown presence.
Navy/Military - Unknown presence, likely scattered patrols.
Rebels - Unknown presence, likely a powerful local faction.
Guilds/Clans - Unknown presence, likely a powerful local faction.
Miners - Unknown presence.

-15
19
Sierra:
Sierra is another hostile system. It was recently reclaimed by the 
Federation, but the local leadership has fiercely fought for independence.
Very little organized trading takes place here, although some traders
travel from Talison for the higher selling values. It is one of the most
recent systems to be colonized and as a result, doesn't have an established
government or economy. The two planets in this system are also known for
their bad weather, Sierra in particular has extremely windy conditions
making atmosphere descents much more challenging. 

Economy Classes:
Limited Industrial

Faction Details:
Energy Companies - Light presence, mostly scattered after the last war.
Navy/Military - Light presence, no longer a single, well organized force.
Rebels - Strong presence, fights against Federation control.
Guilds/Clans - Strong presence, shares isolation interests with Rebels.
Miners - No significant presence.

-11
21
Talison:
Talison has a moderate economy and technology level without docking fees
for most mercenaries. This is an active trading location with ships coming
from Fauston and Cerulean on a regular basis. Although the government of 
Talison considers itself independent, they were part of the Federation
until just recently. Now without Federation supply deliveries, Talison
offers good prices for most items and equipment. This is a popular location
for mercenaries heading to Cerulean and Onyx for high value sales. Talison
is also on the frontlines of the war against the Vonari.  The system is
used as a base of operations for Alliance military ships moving up to the
nearby war zone.

Economy Classes:
Industrial

Faction Details:
Energy Companies - Moderate presence, works to provide resources to military.
Navy/Military - Strong presence, supports war effort, escorts Alliance ships.
Rebels - Light presence, unknown interests.
Guilds/Clans - Light presence, unknown interests.
Miners - Moderate presence, frequently harvests ore from local asteroids.

-12
21
Cerulean:
Cerulean is known for its beautiful blue starscapes and planets. Trade
between the two planets in this system is popular for quick credits with
a short trip. Cerulean is currently under Alliance control and does not
generally charge docking fees for mercenaries. Strong markets with high
demand for commodities along with a relatively high technology level provide
several unique qualities in this region of Evochron. High radiation conditions
have resulted in a strong biological research division that is frequently
attacked by local rebel/guild groups interested in acquiring important
medicine and technology.  This system is also part of the frontline
region of the war.

Economy Classes:
Agricultural, Biological

Faction Details:
Energy Companies - Moderate presence, primarily focuses on local production.
Navy/Military - Moderate presence, protects bio-research interests.
Rebels - Light presence, occasional reports of trade interference.
Guilds/Clans - Light presence, often tries to steal biological resources.
Miners - Light presence, owned by energy companies.

-13
19
Onyx:
As its name implies, Onyx is a dark system with a blank backdrop and
cold rocky planets. It remains a mysterious system where frequent conflicts
break out between local government supported energy companies and rebels
trying to take over the local asteroid sector.  Military intervention has
kept the rebels from succeeding in their efforts, but the continuing battle
has drained the local economy and created a lot of uncertainty for local
colonies.  Protecting the valuable asteroid clusters has become a top
priority for the local government.

Economy Classes:
Industrial

Faction Details:
Energy Companies - Moderate presence, often hires mercenaries for protection.
Navy/Military - Moderate presence, fights to defend local asteroid clusters.
Rebels - Moderate presence, fights to take control of asteroid clusters.
Guilds/Clans - Moderate presence, occasionally joins with rebels.
Miners - Moderate presence, struggles to continue harvesting resources.

-14
20
Olympus Prime:
Olympus Prime is often considered an extension of Sapphire. It is a large
system that is used for repairing, reloading, and refueling by many
mercenaries who are travel to the upper Evochron systems. While not a 
particularly wealthy or advanced system, it is a good second system for
new mercenaries looking for a mostly safe system with low level threats
and plenty of job opportunities. Olympus has a strong industrial and
energy production economy that exports many needed resources to nearby
systems and is generally considered a safe system for mercenaries
interested in mining, racing, equipment cleaning, and trade.

Economy Classes:
Industrial, Energy

Faction Details:
Energy Companies - Strong presence, competition helps keep prices low.
Navy/Military - Strong presence, defends energy interests and trade lanes.
Rebels - Unknown presence, likely rare and avoids high traffic areas.
Guilds/Clans - Unknown presence, scattered, encounters are fairly rare.
Miners - Moderate presence, works with energy companies.

-30
8
Vonari:
The Vonari system is home to the aggressive race that is responsible for
several wars and continues to attack randomly. Mercenaries are advised to
avoid this system entirely as the technology level of the Vonari is very 
advanced. The hidden Alliance outpost is still being operated, although a
cloaking field protects it from detection. It has been a stop for a few
brave mercenaries who have traveled to this system in their efforts to 
explore the area and test Vonari capabilities. 

-2036
18
Agate:
The Agate system was recently colonized by explorers from the Sierra
system. While the economy is barely noteworthy, several powerful Energy 
companies have diverted their main efforts to Agate recently. The Guild 
and Rebel colonists in the system are opposing these corporations. 
Through unknown paths, large amounts of the rare ores Gold and Silver 
have been appearing on the black market in the system. The Alliance has 
stationed the carrier Verity in Agate, due to its relative proximity to 
the Vonarian sectors. There have not been any reports of Vonarian 
sightings, however, leading to the belief the Vonari are not aware of 
the Agate system.

Faction Details:
Energy Companies - Strong presence, run by Agate Construction Corp.
Navy/Military - Strong presence, defends energy interests and trade lanes.
Rebels - Small presence, native colonists, opposing the ACC.
Guilds/Clans - Unknown presence, scattered, encounters are fairly rare.
Miners - Moderate presence, works with energy companies.

-88
13
Atlas:
Atlas has a very small population and is generally a quiet system.
It's often a destination for mercenaries looking to escape for a while
to enjoy some scenery and peaceful contracts.  Due to its proximity to
Cerulean and relatively stable economy, pay here is decent.  Some
mercenaries refer to this system as the vacation spot of Evochron.

Faction Details:
Energy Companies - Moderate presence, mostly solar/photon collection.
Navy/Military - Moderate presence, popular location for training.
Rebels - No significant presence.
Guilds/Clans - No significant presence.
Miners - Moderate presence, works with energy companies.

-89
18
Capella:
Although a known solar system for many years, Capella wasn't colonized
until recently due to an apparent lack of resources.  In their efforts
to expand, Clan colonies from nearby Rucker decided to terraform the
nearby planet and establish a base of operations in the system.  Since
then, security issues have resulted as attacks by clan forces from
Capella to Rucker increased.  This has resulted in an almost constant
state of conflict in the system with Navy forces from Rucker trying
to eliminate the Clan threat.  Mercenaries are advised to avoid this
system unless they are well equipped and trained to survive in such
hostile space.

Faction Details:
Energy Companies - Light presence, primarily independent operations.
Navy/Military - Moderate presence, forces from Rucker.
Rebels - Strong presence, support clan efforts to attack Rucker.
Guilds/Clans - Strong presence, uses system as base of operations.
Miners - Moderate presence, often works for Clan forces.

-90
18
Vega:
Vega is one of the closest systems to Earth, being only 25 light
years away.  It remained an independent colony for many years, 
consisting mostly of scientific research teams.  However, Rebel forces
from Virgo recently invaded the system in an attempt to control its
resources.  While they failed in their efforts in Virgo, they achieved
significant gains in Vega since the local population was not equipped
to defend themselves from attack.  Distress calls were sent to the
Alliance and Navy forces were dispatched to fight off the Rebels
and protect the system.  The future of this system remains uncertain,
it's currently still considered an undefined territory.

Faction Details:
Energy Companies - Light presence, primarily independent operations.
Navy/Military - Moderate presence, defending against Rebels.
Rebels - Strong presence, attempting to conquer the system.
Guilds/Clans - Moderate presence, united with Rebels.
Miners - Light presence, a few mining operations do occur.

-91
18
Iota:
Even though it is considered a Richton territory, Iota citizens
consider themselves to be independent from any major government
or military faction.  Shortly after the system was colonized, the
colonies asked for independence.  Richton leadership initially
denied the request, but due to their inability to enforce their
rule as a result of the ongoing Federation war at the time, Iota
was allowed to govern itself and has remained an independent 
system since that time.  A strong economy and an advanced industrial
manufacturing system provides one of the most high paying systems
in the region where even raw metal ore is a valuable commodity.

Faction Details:
Energy Companies - Strong presence, supports manufacturing.
Navy/Military - Strong presence, well equipped.
Rebels - Unknown presence, scattered, encounters are fairly rare.
Guilds/Clans - Unknown presence, scattered, encounters are fairly rare.
Miners - Moderate presence, metal ore is generally in high demand.

-92
18
Merak:
Merak is a system of devastation and desperation.  It is the site of
one of the largest battles against the Vonari where victory came at
an immense cost.  Countless lives were lost when the Vonari invasion
reached this system and a massive battle unfolded to stop them here.
As the battle began to favor the Vonari, a controversial decision
was made to unleash numerous Fulcrum weapons.  The counter-attack
worked, but the destruction was vast, leaving the system shattered.
Now only a handful of the population remains, often fighting each
other for the few scraps of resources left.  Those lucky enough to
find passage on a ship often escape to other systems.  But a few
remain here, calling this system home, determined to restore it to
its former powerful status.

Faction Details:
Energy Companies - Light presence, resourceful, but limited.
Navy/Military - Light presence, generally temporary operations.
Rebels - Strong presence, opportunistic hunters and salvage experts.
Guilds/Clans - Strong presence, Rebels who unite to work together.
Miners - Light presence, few mining operations.