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* BountyHunter: A few assassination quests task you with hunting down pirates and/or criminals using civilian ships, although some of these actually have the questgiver lie to you about the target's identity. The "Borzuhan" also has a side objective of capturing the titular Borzuhan in exchange for a small cash reward.

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* BountyHunter: A few assassination quests task you with hunting down pirates and/or criminals using civilian ships, although some of these actually have the questgiver lie to you about the target's identity. The "Borzuhan" quest also has a side objective of capturing the titular Borzuhan in exchange for a small cash reward.

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Law Of Alien Names is now a disambiguation page.


* FantasticNamingConvention: The Maloqs have a lot of R and voiced stops (b, d, g) in their names (and their planet names etc.), Pelengs have a lot of "ts", "ch", "sh" sounds, Faeyans have a lot of l, m, n, f, p and y sounds and Gaalians have a lot of doubled vowels (such as "Gaaldok", "Raalito", etc.).



* LawOfAlienNames: The Maloqs have a lot of R and voiced stops (b, d, g) in their names (and their planet names etc.), Pelengs have a lot of "ts", "ch", "sh" sounds, Faeyans have a lot of l, m, n, f, p and y sounds and Gaalians have a lot of doubled vowels (such as "Gaaldok", "Raalito", etc.).

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* AmbiguousCriminalHistory: The Mercenary start will give you some pirate rating, along with a few damaged relationships, but the details of what you did aren't explained.

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* AmbiguousCriminalHistory: The Mercenary start in the second game will give you some pirate rating, along with a few damaged relationships, but the details of what you did aren't explained.



* ContrastingSequelMainCharacter: In the first game, the quests give you a more defined backstory, and you're allowed to engage in some rather immoral actions, along with being more of a {{Jerkass}}. In the sequel, however, your backstory is more vague, and you're generally nicer.



* ExperiencedProtagonist: Although you're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that you had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills. In particular, the "Commando" quest in the first game has you state that you served in a military, and received training with vehicles and artillery, while the "Energy" one reveals that you studied quasiphysics in a vocational school.

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* ExperiencedProtagonist: Although you're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that you had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills. In particular, the "Commando" quest in the first game has you state that you served in a military, and received training with vehicles and artillery, while the "Diamond" makes it clear that you were a pirate until you went to prison, and "Energy" one reveals that you studied quasiphysics in a vocational school.


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* FromCamouflageToCriminal: [[ImpliedTrope Implied]] in the first game, as you've served in a military, but were also a pirate before signing up as a ranger. The order of events isn't quite clear, however, as you also had five years of honest living before joining the Ranger Corps.


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* ReformedCriminal: In the first game, you were a pirate in your backstory. After going to prison, however, you lived honestly for five years before becoming a ranger, and it's possible to avoid commiting any further crimes, while also destroying pirates and engaging in law enforcement quests.


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* WarCrimeSubvertsHeroism: The "Bomber" quest tasks you with performing an air raid on a Human city just so that Maloqs can test their new bomber. While the quest is valid for pirates, it can also be given to warriors, making it possible for you, with a "Hero" status, to take part in an attack on civilians.


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* RecruitingTheCriminal: The Ranger Corps is okay with recruiting people with criminal records, at least if their crimes are minor, as the "Diamond" quest in the first game reveals that you managed to get in despite going to prison for being a pirate.

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* BecomingTheMask: Although the Ranger program encourages you to join the Pirate Clan in order to destroy it from within, it's extremely easy for you to become more of a menace than the rest of the Clan. [[spoiler:The end of the storyline even allows you to become the Clan's baron, ultimately making it stronger than ever.]]

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* AmbiguousCriminalHistory: The Mercenary start will give you some pirate rating, along with a few damaged relationships, but the details of what you did aren't explained.
* AntiHero: You can go all over the scale, depending on what you do, down to being a NominalHero. Fully completing ''HD'', in particular, ''requires'' performing some anti-heroic actions, as you won't be able to advance in the Pirate Clan otherwise.
* BecomingTheMask: Although the Ranger program encourages you to join the Pirate Clan in order to destroy it from within, it's extremely easy for you to become more of a menace than the rest of the Clan. [[spoiler:The end of the storyline even allows you [[BigBadSlippage to become the Clan's baron, baron]], ultimately making it stronger than ever.]] ]]
* BigBadSlippage: During the Pirate Clan questline, you start as a regular pirate. By the end of it, however, you're given the option to become the baron, making you into one of the main enemies of the Coalition.
* BountyHunter: A few assassination quests task you with hunting down pirates and/or criminals using civilian ships, although some of these actually have the questgiver lie to you about the target's identity. The "Borzuhan" also has a side objective of capturing the titular Borzuhan in exchange for a small cash reward.


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* FromNobodyToNightmare: Over the course of the Pirate Clan questline, you go from an ordinary low-ranking pirate to being one of the most important figures in it, [[spoiler:causing the current baron to become afraid of your power and try to eliminate you]]. You can then take it one step farther [[BigBadSlippage by becoming the baron]].


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* ProfessionalKiller: You can dabble as one in the assassination quests.


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* VillainProtagonist: If so desired, you can be a loyal member of the Pirate Clan, making you one of the enemies of the Coalition. This can even escalate into you [[BigBadSlippage becoming the baron]].
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* MenOfSherwood: Their military is a reliable ally in most campaigns, so long as you don't set the difficulty too high. While they're less powerful individually than the pirates and Rangers, they have the benefit of discipline, which makes them capable of holding and taking back systems without any cowardly behavior, even if they still need your help in order to deal with the bosses.

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* ExperiencedProtagonist: Although you're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that you had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills. In particular, the "Commando" quest in the first has you state that you served in a military, and received training with vehicles and artillery.

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* EveryoneHasStandards: Even though being a DeepCoverAgent in the Pirate Clan questline requires you to kill many Rangers and Coalition soldiers, refusing to suffocate the entire hospital in the Thug promotion quest will be explained as you not wanting to murder everybody in there, [[WouldNotShootACivilian as they're all completely innocent]].
* ExperiencedProtagonist: Although you're new to being a ranger and a spaceship pilot, various excerpts from the text quests make it obvious that you had quite a life before the game's start, and have a lot of knowledge and experience in all kinds of skills. In particular, the "Commando" quest in the first game has you state that you served in a military, and received training with vehicles and artillery.artillery, while the "Energy" one reveals that you studied quasiphysics in a vocational school.


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* MyGodWhatHaveIDone: Or, rather, "My god, what I have ''almost'' done?", as approaching the airflow control panel in the Thug promotion quest gives you the option to refuse to tamper with it at the very last second, since doing so means suffocating an entire hospital just to get at one guy. You then cement your refusal by confessing the assassination plot to the hospital's administration, so as to devise a plan that satisfies the pirates ''and'' your conscience.


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* WouldNotShootACivilian: Depending on your choices, you can refuse to harm non-combatants in some quests:
** The "Bomber" quest can be refused right away on the basis of how amoral it is to bomb innocent civilians. This fails the quest, but you step away with a clean conscience.
** Completing the Thug promotion quest in the pro-Clan way requires you to make an entire hospital suffocate to death, just to get at a single Ranger whose ship you blew up earlier. Upon realizing this, however, you can refuse to go through with it, exactly because you're not going to murder everybody, and simply confess the assassination plot to the hospital's administration.
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* BurialInSpace: Their funeral traditions include this, with the deceased placed into a pod and thrown into space. You'll see a slide of this if you die as a Gaalian.

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* ContractualBossImmunity: Dominator leaders, as well as all Bertor-class ships, are immune to anti-Dominator programs. The scientists would eventually research the programs tailor-made to deal with specific leaders, though.

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* ContractualBossImmunity: ContractualBossImmunity:
**
Dominator leaders, as well as all Bertor-class ships, are immune to anti-Dominator programs. The scientists would eventually research the programs tailor-made to deal with specific leaders, though.though.
** Dominator leaders (and any ships involved in some scripts, for that matter) are programmed to not take damage from asteroids (they just pass through harmlessly). Given that collision damage from asteroids scales with max HP, without that adjustment, the potential damage would've been colossal (and they're big and slow enough to have no chance to dodge the asteroids).

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* CanonName: Gref, which is the default name used if you start a text quest from the menu.

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* CanonName: Gref, which Gref is the default name used if you start a text quest or planetary battle from the menu.



* HelloInsertNameHere

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* HelloInsertNameHereHelloInsertNameHere: When starting a new game, the game generates random name for your ranger, appropriate to race you picked, but you're free to rename them according to your tastes.



* ItsUpToYou: Played with. The Coalition forces can easily deal with Klissans and Dominators without you, especially at low difficulties. The player is not only one who can kill Makhpella and the Dominator bosses, however the player is needed to be present in the same star system, or otherwise they can't be killed, and killing them with just weapons is very difficult, so a Mental Communicator and Anti-Dominator programs are needed, which can only used by player.

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* ItsUpToYou: Played with. PlayedWith. The Coalition forces can easily deal with liberate the systems captured by Klissans and or Dominators without you, especially at low difficulties. The player is not only one who can kill Makhpella and the Dominator bosses, however the player is needed to be present in the same star system, or otherwise they difficulties, but can't be killed, deal with bosses (Makhpella in the first game, and killing Dominator leaders in the sequel) without player being presented, and even then, they're programmed to deal reduced damage; on top of that, [=NPCs'=] chances to deal with them with just weapons is very difficult, so a are further reduced by their inability to use Mental Communicator and Anti-Dominator programs are needed, / anti-Dominator programs, which can are only used by available to the player.



* OneManArmy: You usually end up as this in space gameplay, as allied [=NPCs=] often suffer from ArtificialStupidity or [[DirtyCoward cowardice]], and your ship tends to have better stats than most others. The text quests, however, tend to [[DownplayedTrope downplay]] this in regards to your personal combat skills - you can consistently take on 2-3 {{Mooks}} at a time if there isn't a significant disparity in equipment, but anything more will vary on quest-by-quest basis.
* PurelyAestheticGender: In Space Rangers 2, you can choose a female face for your ranger, but it doesn't affect anything in the game -- you're still treated as a male.

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* OneManArmy: You usually end up as this in space gameplay, as allied [=NPCs=] often suffer from ArtificialStupidity or [[DirtyCoward cowardice]], and your ship tends to have better stats than most others. The text quests, however, tend to [[DownplayedTrope downplay]] this in regards to your personal combat skills - -- you can consistently take on 2-3 {{Mooks}} at a time if there isn't a significant disparity in equipment, but anything more will vary on quest-by-quest basis.
* PurelyAestheticGender: In Space Rangers 2, you can choose a female face for your ranger, ranger when playing as human, but it doesn't affect anything in the game -- you're still treated as a male.



* HumansAreWhite: [[DownplayedTrope Downplayed]] - while the government/station officials and most portraits for humans are clearly of European descent, there's one that appears East Asian, and a few AmbiguouslyBrown ones.

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* HumansAreWhite: [[DownplayedTrope Downplayed]] - Downplayed]], while the government/station officials and most portraits for humans are clearly of European descent, there's one that appears East Asian, and a few AmbiguouslyBrown ones.



* RobotWar: In backstory, humans have fought against murderous robots called simply "the bots", which is when the Rangers were originally created (long before the structure with same name was re-established against the Klissans.

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* RobotWar: In backstory, humans have fought against murderous robots called simply "the bots", which is were only defeated when the Rangers were originally created (long before corps was established (which is where they got the idea to create the same structure with same name was re-established against the Klissans.Klissans and later Dominators).



* AmbiguouslyEvil: On the one hand, they're the race of {{Martial Pacifist}}s who always tries peaceful approach first, seeks the best in everyone (even Pelengs), and prefers to quietly meditate and study. But humans suspects that their philanthropy is actually a disguise for spreading the web of their influence. And then there's their practice of kicking out any dissidents or putting them into "[[WrongfullyCommitted sanatoriums]]", from where they never returns.

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* AmbiguouslyEvil: On the one hand, they're the race of {{Martial Pacifist}}s who always tries peaceful approach first, seeks the best in everyone (even Pelengs), and prefers to quietly meditate and study. But humans suspects suspect that their philanthropy is actually a disguise for spreading the web of their influence. And then there's their practice of kicking out any dissidents or putting them into "[[WrongfullyCommitted sanatoriums]]", from where they never returns.



* CondescendingCompassion: They're not very liked by Pelengs: Gaalians looks at younger races as some sort of "younger brothers" whom they need to guide, while Pelengs thinks of themselves as superior.

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* CondescendingCompassion: They're not very liked by Pelengs: Gaalians looks look at younger races as some sort of "younger brothers" whom they need to guide, while Pelengs thinks think of themselves as superior.



* ContractualBossImmunity: Dominator leaders, as well as all Bertor-class ships, are immune to anti-Dominator programs. The scientists would eventually research the programs tailor-made to deal with specific leaders, though.



* MookCommander: Bertors serve in this role, with their field giving a buff to any nearby Dominator ship (damage for Blazeroids, repair for Terronoids, and shields for Keller).

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* GameplayAndStoryIntegration: Dominator equipment is compatible with every single micromodule, even race-restricted ones, because they're explicitly based on Dominator technologies.
* MookCommander: Bertors serve in this role, as Dominator flagships of sort, with their field giving a buff to any nearby Dominator ship (damage for Blazeroids, repair for Terronoids, and shields for Keller).



* ActionBomb: In the planetary battles, Blazeroids is more likely to install nuclear bombs on some of their robots; not intercepting them before they get close can lead to serious damage.



The Dominators of green color, the "Converters", seek to recycle all the matter of the Universe into themselves.

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The Dominators of green color, the "Converters", seek to recycle all the matter of the Universe into themselves. The only Dominator faction to have a fixed home base -- at the system where Dominators were originally born.



* ExtremeOmnivore: "The final goal is to absorb all the matter in the universe into my species." One of the ways of defeating the Terron boss is to tell him to go eat a star, out of all things.

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* ExtremeOmnivore: "The final goal is to absorb all the matter in the universe into my species." One of the ways of defeating the Terron boss is to tell him it to go eat a star, out of all things.



* HurlItIntoTheSun: One of the ways of dealing with Terron is to give him a program of transforming the star. Scientists say that he will probably melt within a year. However, it's stated that this can irreversibly damage the star itself in time.

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* HurlItIntoTheSun: One of the ways of dealing with Terron is to give him it a program of transforming the star. Scientists say that he it will probably melt within a year. However, it's stated that this can irreversibly damage the star itself in time.



* PlanetaryParasite: The scientists thought he was based on a some planet. In a talk to him, it's revealed that he is not based on the planet, he ''is'' the planet, which was consumed by him.

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* PlanetaryParasite: The scientists thought he it was based on a some planet. In a talk to him, it, it's revealed that he it is not based on the planet, he it ''is'' the planet, which was consumed by him.it.



* TalkingTheMonsterToDeath: It's possible to defeat Terron without fighting by [[HurlItIntoTheSun tricking it into transfomring the sun]]; [[BittersweetEnding this would eventually destroy the star itself, though]].

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* TalkingTheMonsterToDeath: It's possible to defeat Terron without fighting by [[HurlItIntoTheSun tricking it into transfomring transforming the sun]]; [[BittersweetEnding this would eventually destroy the star itself, though]].



The Dominators of blue color, "Scientists", destroying all life for the sake of studying its atomic structure. The boss -- Keller can be defeated either by following him into a black hole and persuading him to fade (You just need to choose the second option in the dialogue), or buy a special program on a scientific base that blocks Keller's recovery and destroy him in a black hole.

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The Dominators of blue color, "Scientists", destroying all life for the sake of studying its atomic structure. The boss -- Keller can be defeated either by following him into a black hole and persuading him to fade (You just need to choose the second option in the dialogue), fade, or buy a special program on a scientific base that blocks Keller's recovery and destroy him in a black hole.



* BackFromTheDead: When defeated in the blackhole, Keller would reassemble back. Through usage of anti-Dominator program, it's possible to prevent it, [[KilledOffForReal ensuring that it stays dead]].

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* BackFromTheDead: When defeated in the a blackhole, Keller would reassemble back. Through usage of anti-Dominator program, it's possible to prevent it, [[KilledOffForReal ensuring that it stays dead]].dead]].
* ContractualBossImmunity: {{Exaggerated|Trope}}, Keller is completely invulnerable while in real space (it does take damage, but can't be reduced below 1 HP); when it takes enough damage, it retreats to blackhole, which is where the proper fight begins (the damage suffered ''does'' carry over, however).



* HitAndRunTactics: Keller attacks from blackhole, summons a fleet and, once the battle starts, retreats back into blackhole, so it can launch assault somewhere else. Because of that, it's nearly impossible to kill it in the real space; you have to follow it and defeat in arcade battle.

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* HitAndRunTactics: Keller attacks from blackhole, summons a fleet and, once if the battle starts, goes south, retreats back into blackhole, so it can launch another assault somewhere else. Because of that, it's nearly impossible to kill it in the real space; you have to follow it h and defeat in arcade battle.



* WeakButSkilled: Kelleroids lack sheer numbers of Terronoids, or raw firepower of Blazeroids, but compensate for it with unique technologies, like experimental stealth fields, or ability to strike at any place in the galaxy from the hyperspace, using blackholes to launch the assault.

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* WeakButSkilled: Kelleroids lack sheer numbers of Terronoids, or raw firepower of Blazeroids, but compensate for it with unique technologies, like experimental stealth fields, or ability to strike at any place in the galaxy from the hyperspace, using blackholes to launch the assault. Additionally, Keller is the only Dominator leader who can't be just fooled into offing himself without a fight.
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* GameplayAndStoryIntegration: Lore-wise, it's humans who introduced the other species to alcohol (only Maloqs are known to have analogue, but it's more of a ritual drink), and still actively consume it by the time when game starts.

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* GameplayAndStoryIntegration: Lore-wise, it's humans who introduced the other species to alcohol (only Maloqs are known to have analogue, but it's more of a ritual drink), and still actively consume it by the time when game starts. As such, they're the only non-Peleng race that never bans alcohol.

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*** Maloqs despise luxury (excluding their stools), and always ban it, with only (traditionally rich) monarchic planets legalising it.
*** Dictator and Monarchic planets always ban alcohol. Lore-wise, it's because conservative Maloqs find it foreign to their culture.

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*** Maloqs despise luxury (excluding their stools), and always ban it, with only (traditionally rich) monarchic planets legalising it.
it (and even they only legalised it in the sequel).
*** Dictator and Monarchic planets always ban alcohol. Lore-wise, it's because conservative Maloqs find it the alcohol foreign to their culture.culture, and try to shut down trading with imported booze; in the first game, it's banned everywhere, while the second one has it banned on conservative monarchic and dictatorship planets.



* SocialDarwinist: They considers weak being unworthy to live; for the long time, there was tradition to kill anyone old or disabled, and they never bothered to develop medicine.

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* SocialDarwinist: They considers weak being unworthy to live; for the long time, there was tradition to kill anyone old or disabled, and they never bothered to develop medicine. It's also why they're so tolerant to pirates: their culture sees nothing wrong with strong robbing the weak.



* BlueAndOrangeMorality: Pelengs do have concept of "good" and "evil", it's just twisted up, compared to our standards; they don't see anything wrong with piracy for as long as no one gets killed, readily buy and sell drugs, cheat, scam, spy, steal... but see snitching as the heinous crime.



*GameplayAndStoryIntegration: Lore-wise, it's humans who introduced the other species to alcohol (only Maloqs are known to have analogue, but it's more of a ritual drink), and still actively consume it by the time when game starts.



* RobotWar: In backstory, humans have fought against murderous robots called simply "the bots", which is when the Rangers were originally created (long before the structure with same name was re-established against the Klissans.



** Faeyans easily becomes addicted to alcohol, and often readily buy it. In attempt to fight with it, any republican and democratic planets would ban it.

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** Faeyans easily becomes addicted to alcohol, and often readily buy it. In attempt to fight with it, any republican it's banned outright in first game, and democratic banned on democratic/republican planets would ban it.in the sequel.
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* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]]. The "Pilot" quest also implies that your driver's license is literally universal, as your goal is to get a license for piloting passenger liners (which you don't have), but you're allowed to pilot liners in the actual game with no issue. The first game [[JustifiedTrope justifies]] this, however, as you received vehicular training [[ExperiencedProtagonist back when you served in a military]].

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* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]]. The "Pilot" quest also implies that your driver's license is literally universal, as your goal is to get a license for piloting passenger liners cargo ships (which you don't have), but you're allowed to pilot liners cargo ships in the actual game with no issue. The first game somewhat [[JustifiedTrope justifies]] this, your ability to operate anything, however, as you received vehicular training [[ExperiencedProtagonist back when you served in a military]].

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* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]]. The first game [[JustifiedTrope justifies]] this, however, as you received vehicular training [[ExperiencedProtagonist back when you served in a military]].

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* UniversalDriversLicense: Your ability to pilot a spaceship apparently translates to all other vehicles in the text quests, from foncers (future motorcycles, effectively) and automobiles (both antique and contemporary), to submarines and [[JetPack jet packs]]. The "Pilot" quest also implies that your driver's license is literally universal, as your goal is to get a license for piloting passenger liners (which you don't have), but you're allowed to pilot liners in the actual game with no issue. The first game [[JustifiedTrope justifies]] this, however, as you received vehicular training [[ExperiencedProtagonist back when you served in a military]].
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* HumansAreDiplomats: Sort of. The Coalition uses human currency and time system for a reason.
* HumansAreWarriors: {{Downplayed|Trope}}; Humans are one of the three races (other two are Maloq and Peleng) who can develop Holy Zealotry disease (renders individual obsessed with fighting Dominators, and prone to rage outbursts), and never impose ban on weapons (excluding democratic planets).

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* HumansAreDiplomats: Sort of. The Coalition uses human currency and time system for a reason.
reason. If you're playing a human character, you can also receive the majority of the game's text quests and planetary battles, whereas other races tend to have a lot more quests locked out.
* HumansAreWarriors: {{Downplayed|Trope}}; Humans are one of the three races (other two are Maloq and Peleng) who can develop Holy Zealotry disease (renders the individual obsessed with fighting Dominators, and prone to rage outbursts), and never impose ban on weapons (excluding democratic planets).planets).
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* MadeOfIron: The text quests that track your health allow you to take truly prodigious amounts of injury before dying, such as getting electrocuted, falling onto a pile of scrap metal, getting one's leg clawed, and then falling 25 meters off a cliff, all in one quest and without receiving any medical aid.

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Removed some hard-to-verify info, while expanding on confirmed one.


** Maloqs' culture and history affects what kinds of goods they buys or have on sell:
*** Maloqs despises luxury (excluding their stools); as results, luxury is both cheap (only outsiders buys it) and illegal; the only places where it's not outlawed are traditionally rich monarchic planets.
*** Due to their SocialDarwinist values, they never bothered to develop their own medicine; now, they must import medicaments produced by the other races, which makes selling those profitable.
*** As may be expected from the race with the cult of strength and war, they readily buys any weapons imported to them.
*** As their technologies are underdeveloped, they readily buys tech, and sells cheap minerals (not much use for those, so may as well sell to those who need them).
** Maloqs specialises in brute strength and compensates the lack of tech (speed, subtlety, etc) with sheer size and resilience. This applies to their ships, too: Maloq ships are typically bigger, which directly contributes to more hitpoints and carrying capacity, but reduces their speed. It's also common for them to have extra weapon slot unlocked, including all starting options.

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** Maloqs' culture and history affects what kinds of goods they buys buy or have on sell:
*** Maloqs despises despise luxury (excluding their stools); as results, luxury is both cheap (only outsiders buys it) stools), and illegal; the always ban it, with only places where (traditionally rich) monarchic planets legalising it.
*** Dictator and Monarchic planets always ban alcohol. Lore-wise,
it's not outlawed are traditionally rich monarchic planets.
*** Due
because conservative Maloqs find it foreign to their SocialDarwinist values, they never bothered to develop their own medicine; now, they must import medicaments produced by the other races, which makes selling those profitable.
culture.
*** As may be expected from Being the race with the cult of strength and war, they readily buys any weapons imported to them.
*** As their technologies are underdeveloped, they readily buys tech, and sells cheap minerals (not much use for those, so may as well sell to those who need them).
Maloqs never ban weapons, regardless of current regime.
** Maloqs specialises specialise in brute strength and compensates compensate the lack of tech (speed, subtlety, etc) with sheer size and resilience. This applies to their ships, too: Maloq ships are typically bigger, which directly contributes to more hitpoints and carrying capacity, but reduces their speed. It's also common for them to have extra weapon slot unlocked, including all starting options.



** Pelengs are not liked by other members of the Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out and even start a war against them, but it went nowhere, as the others found excuses not to go to war: Maloqs are buying stolen tech from them, Humans don't like an idea to start a war, and Gaalians claimed that they're "controlling" Pelengs and wouldn't let them go beyond petty piracy.

to:

** Pelengs are not liked by the other members of the Coalition, with everyone having at least one reason to dislike them (Maloqs for their cowardice, Humans for their piracy, Faeyans for their espionage, Gaalians for drug trading); Faeyans actually tried to push for kicking them out and even start a war against them, but it went nowhere, as the others found excuses not to go to war: Maloqs are buying stolen tech from them, Humans don't like an idea to start a war, and Gaalians claimed that they're "controlling" Pelengs and wouldn't let them go beyond petty piracy.



** Their society is highly unstable, with regimes changing semi-regularly. As result, there's no stable law, so don't expect anything being illegal, and people are always ready to buy weapons.
** Pelengs are obsessed with fun and self-indulging -- so they always buys luxuries.

to:

** Their society is highly unstable, with regimes changing semi-regularly. As result, there's no stable law, so semi-regularly, which affects the market.
** Pelengs never ban weapons or drugs, as they simply
don't expect see anything being illegal, and people are always ready to buy weapons.
** Pelengs are obsessed
wrong with fun and self-indulging -- so they always buys luxuries.openly selling them.



*** Whenever they give protection quests (don't let any ship die in a system X for Y days), it includes the pirate ships; any other race allows you to kill pirates at will.

to:

*** Whenever they give protection the peacekeeper quests (don't let any ship die in a system X for Y days), it includes the pirate ships; any other race allows you to kill pirates at will.



* HumansAreWarriors: {{Downplayed|Trope}}; Humans are one of the three races (other two are Maloq and Peleng) who can develop Holy Zealotry disease (renders individual obsessed with fighting Dominators, and prone to rage outbursts), and never impose ban on weapons (excluding democratic planets).



* LegalizedEvil: Monarchist planets lift the ban on drugs (otherwise presented on any non-anarchic human planet).



** Faeyans easily becomes addicted to alcohol. As result, it's vey profitable to sell it to them, but it's also often illegal (any republican and democratic planets would outlaw it).
** The food suitable for them is hard to produce, which makes selling it to them highly profitable.

to:

** Faeyans easily becomes addicted to alcohol. As result, it's vey profitable to sell it to them, but it's also alcohol, and often illegal (any readily buy it. In attempt to fight with it, any republican and democratic planets would outlaw it).
** The food suitable for them is hard to produce, which makes selling it to them highly profitable.
ban it.



* LegalizedEvil: Faeyan planets, when run by dictators, instead of imposing any extra bans, lift the existing bans on drugs and weapons.



* GameplayAndStoryIntegration:
** Selling them drugs is even more profitable than to other races (due to their mystics historically using them), but quickly deteriorates relationship with the planet where the deal gets done (drugs are ''never'' legal on their planets, unless they're in a state of anarchy).
** Their technologies allows them to easily mass-produce cheap medicine for export. Also, notably, medical stations are always stuffed by Gaalians.

to:

* GameplayAndStoryIntegration:
**
GameplayAndStoryIntegration: Selling them drugs is even more profitable than to other races (due to their mystics historically using them), but quickly deteriorates relationship with the planet where the deal gets done (drugs are ''never'' legal on their planets, unless they're in a state of anarchy).
** Their technologies allows them to easily mass-produce cheap medicine for export. Also, notably, medical stations are always stuffed by Gaalians.
anarchy).


Added DiffLines:

* LegalizedEvil: Gaalian dictatorships always legalize trading with weapons, despite their culture discouraging violence.


Added DiffLines:

* LegalizedEvil: The Pirate Clan, being run by actual pirates, sees nothing wrong with mugging and even killing anyone who isn't part of the Clan (and may actually reward such behaviour).


Added DiffLines:

* TotalitarianGangsterism: On the Clan's territory, any non-Clan ships are free game, and can be robbed or killed at will, with zero repercussions.

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