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* ColonyShip: The ''Noah's Ark'' held 500 settlers in stasis, plus also kept a million-strong gene pool in order to add genetic variety. The ship becomes the basis for the Noah station and is later turned into a museum.

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** The majority of the Noah colonists still live aboard their space station, with the rest living in the only city on the habitable planet below.


* MegaCorps: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), OSEC (formerly Outer Space Exploration Community), [=AeroSpace=], and Orbital Limited.

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* MegaCorps: MegaCorp: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), OSEC (formerly Outer Space Exploration Community), [=AeroSpace=], and Orbital Limited.

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* FantasticShipPrefix: Some governments and companies use these and some don't. For example, the ISA uses either ISF or FSF (the former is stated, and the latter could be a typo). OSEC uses OSF, and Kissaki Syndicate uses KSK. [=SpaceTech=] and the Noah colonists don't use prefixes.


* MegaCorps: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), [=AeroSpace=], and Orbital Limited.

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* MegaCorps: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), OSEC (formerly Outer Space Exploration Community), [=AeroSpace=], and Orbital Limited.

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** Prior to the ''Angelwing'', the ''Stiletto'' certain fits the part, being highly reminiscent of ''Series/BabylonFive'' human ships. Despite being only a corvette, she can punch well above her weight class and can even take on heavy frigates. She also has the distinction of being the lead ship of her highly successful class, which comprises 47 ships.


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* MegaCorps: Most of the Solar System is run by various corporations that maintain their own corporate fleets. In fact, three of them fought and won a war against the Earth government for the right to live by their own rules. The key corporations are [=SpaceTech=] (responsible for most shipbuilding), Kissaki Syndicate (youngest and most advanced), [=AeroSpace=], and Orbital Limited.


* FasterThanLightTravel: Interplanetary drives generate SubspaceOrHyperspace bubbles that allow a ship to cross interplanetary distances extremely quickly. Sol humans don't have this technology and have to take the slow path. However, even IP drives aren't fast enough for reasonable travel between stars, which is where wormholes come in. On the other hand, it's never specified if IP drives really do travel faster than light or simply much faster than normal travel using conventional drives.

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* FasterThanLightTravel: Interplanetary drives generate SubspaceOrHyperspace bubbles that Wormholes are the basis for interstellar civilization, and the collapse of the Wormhole Network is the source of most of the conflict between sapient races in the setting. Starships are also equipped with 'IP Drives' which allow a ship to cross interplanetary distances extremely quickly. Sol humans don't have this technology and have to take travel at relativistic speeds; the slow path. However, even IP drives aren't fast enough for reasonable Drive used by the Angelwing allows it to travel between stars, which is where wormholes come in. On the other hand, it's never specified if IP drives really do travel faster than light or simply much faster than normal travel using conventional drives.Jupiter and Pluto in just a few weeks.


* OrganicTechnology: The Locust.
** The Ghost use organic ships.

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* OrganicTechnology: The Locust.
** The Ghost use organic ships.
Locust, and possibly the Ghosts.



* SpaceWhale: The Locust queen.

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* SpaceWhale: The Locust queen. It's also somewhat ambiguous whether the Ghosts use OrganicTechnology or the {{Living Ship}}s that we see in-game ''are'' the Ghost.


For a summary of the game's plot (warning: unmarked spoilers), see [[Synopsis/NexusTheJupiterIncident here]]. For a work-in-progress character sheet, see [[Characters/NexusTheJupiterIncident here]].

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For a summary of the game's plot (warning: unmarked spoilers), see [[Synopsis/NexusTheJupiterIncident [[Recap/NexusTheJupiterIncident here]]. For a work-in-progress character sheet, see [[Characters/NexusTheJupiterIncident here]].


* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to care for them, compared to ''Homeworld'''s units just being a bunch of disposable {{Mook Mobile}}s.

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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you [[YouRequireMoreVespeneGas gather and spend resources resources]] to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to care for them, compared to ''Homeworld'''s units just being a bunch of disposable {{Mook Mobile}}s.


* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to care for them, compared to ''Homeworld'''s units just being a bunch of disposable{{Mook Mobile}}s.

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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to care for them, compared to ''Homeworld'''s units just being a bunch of disposable{{Mook disposable {{Mook Mobile}}s.


* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives the game a sense of [[DesignItYourselfEquipment ship customization]] that ''Homeworld'' could never provide.

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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, ''Nexus: The Jupiter Incident'' instead encourages takes out unit production and only gives you preset units. This would, in-turn, give the various ships their own unique identities and thus reasons for you to spend resource points on repairing and upgrading the ships you're given. This gives the game care for them, compared to ''Homeworld'''s units just being a sense bunch of [[DesignItYourselfEquipment ship customization]] that ''Homeworld'' could never provide.disposable{{Mook Mobile}}s.


* WaveMotionGun: The Siege Laser requires the combined energy of up to four ships to fire. However, it is capable of quickly taking down any known shield.

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* WaveMotionGun: The Siege Laser requires the combined energy of up to four no less than three ships placed in specific order to fire. However, it is capable of penetrating any shields and quickly taking down any known shield.ship at huge range.


* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: The Jupiter Incident instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld could never provide.

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* SpiritualAntithesis: To ''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: ''Nexus: The Jupiter Incident Incident'' instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this the game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld ''Homeworld'' could never provide.


* SpiritualAntithesis: To ''VideoGame/Homeworld''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: The Jupiter Incident instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld could never provide.

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* SpiritualAntithesis: To ''VideoGame/Homeworld''.''VideoGame/{{Homeworld}}''. Compared to it letting you gather and spend resources to mass-produce a fleet, Nexus: The Jupiter Incident instead encourages you to spend resource points on repairing and upgrading the ships you're given. This gives this game a sense of [[DesignItYourselfEquipment ship customization]] that Homeworld could never provide.

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