# frontier corporations
this pertains to and is staging for, specifically megacorporations in oricon frontier space.
other galactic factions (that don't have serious oricon frontier presence) are not included, as they are too far from "playable" in game world space + have other 'qualifiers' for corporations that make theirs not directly interacting with nanotrasen.
- This is **not a full paragraphs upon paragraphs draft of lore. That ruins the point.**
- This **is** authoritative for future codebase development. This means lore maintainers should keep this up to date.
## Nanotrasen (primary playable corporation!)
Emerging tech giant.
- Formerly involved in high speed, efficient shipping.
- Maintains this efficiency in non-frontier areas, but no longer always the best / has a monopoly due to the loss of their overwhelming drive tech advantage.
- Had a 50 year war of attrition over bluespace / phoron research
- "Won" a pyrrhic victory. Didn't get dismantled, still powerful, **monopoly lost.**
- Power level optimally slightly above other corporations still, in general - but not the best at everything (duh).
- Slowly in decline. They have a lot in the bank, and a **lot** of assets, but top people know that they are going to be in the red without the Next Big Thing.
### Proposals
None currently - all existing proposals are already written / planned.
### Niche
- Core worlds:
- Stable, profitable, etc
- Involved, sells drives, recruiting runs, still involved in their shipping business.
- Does trading, R&D contracts, runs installations, etc - much like ther others.
- Frontier
- Most installations operate at neutral, or slightly above neutral - *some, notably in important areas,* operate at a loss. The goal is to attract intelligent workers in search for the next Phoron
- Odd jobs. They'll do R&D contracts for other corporations, show up for a cost if they're around to handle something. They're willing to do this at a neutral cost too, perhaps even at a loss if this'll get them more profit later. This is a big part of their frontier profit & operations.
- They'll, of-course, **like the others,** still sell mass market things like food / supplies / **raw & recovered materials** (NT has many, many salvage teams), but this isn't even a near majority of their profit. W-T and Glithari are just out of their league.
- Sells engine / drives.
- Otherwise, high emphasis on research / prototypes.
- Other corporations might not want NT's prototypes in some cases over established ones. You don't want experimental NT xenobiological medicine potentially melting your organs when Vey-Med can just fix you fine most of the time.
### Behavior
- The most 'experimental' megacorp. They **will** try to do it faster-than-thou - and they *might* fuck up and need to pay a few scientists off for their maimings, but they'll do it again, and again, until it works.
- Profit-driven, but maintains ties with Vey-Med and Hephaestus.
- **Attempts to have good public image.** They are not the objective good, but everything from their color scheme to the borderline propaganda they put out + their public relations stunts with the 'technology of the future' is meant to make them attractive to core worlders & frontier people.
- People who didn't make the cut are out of sight, and out of mind. They might end up working for a competitor. NT has artificial scarcity to spare when it comes to selection.
- In reality, frontier areas highly drop in 'quality', due to the lack of personnel, and perhaps rumors floating around about NT.
### Style
- Diverse, clean prototypes.
- Attempts to look as modern as possible - not overly flaunty/futuristic to the point of being unnecessary, but they shouldn't look jank.
- Highly depends on installation designation. A logistics vessel looks par for the course, different from science installations. Think how banks want to look 'stable', be big buildings with big lobbies. NT wants their installations to look their part. Military vessels might look imposing, science vessels might look *cutting edge.*
- Employees look crisp, clean in propaganda, and look like model citizens. This is again, to maintain public image to *sufficiently smart* civillians to join up.
## Aether Atmospherics & Recycling
Atmospherics & life support guys.
### Proposals
- **Make them the best engineering contractors.** Not the best at engineering, but the best engineering **contractors**, on average. Make their niche not just life support, but building livable things. ~silicons
- **Do not make them a monopoly.** If you are a spacefaring corporation, you probably want your own in house engineers and atmospherics equipment. It shouldn't be a trade secret to make a standardized pipe or pump. However, make them able to cheaply manufacture massive amounts of it, making them still important if you want something done fast, and cheaply. They're basically who you call to have a mechanic install your sink, instead of buying the sink in 50 different pieces and having to DIY.
### Niche
- Runs atmospherics systems, often contracted to keep things habitable for crew, etc.
- Likely mass produces engineering systems - the RPD is probably not canon in lore, and you probably are getting most of your systems from them.
### Behavior
- Neutral
### Style
- Rugged, modern, techy engineering gear.
## Blackstar Legion: by Sentre
The Reputable PMCs. Most reputable corporations / colonies / groups / people will want them over shadier places.
### Proposals
- Most corporations will still use them to avoid having too big of internal security - they're preferable if you don't need a high level of trust and cohesion. ~silicons
- **Have part of their power come from being directly in obedience with 'inner system' governance.** They're more reputable for this, and their operations extend to beyond just frontier areas. ~silicons
- Have their main tools be outsourced, e.g. Hephaestus supplies a ton of their equipment. This also prevents them from having big conflicts of interests as they're not 'primarily' in the technology sector with the others. ~silicons
- Emphasize their shady past, and have them work reputable jobs **regardless of the ethics behind it**. If the money is good, then the morals can be flexibile.
### Niche
- Reputable PMCs. They have morals, operating standards, guidelines. They won't work for you to do Something Horrible. They won't work for you to raid / for offensive purposes (unless you're fighting outlaws - **they will fight criminals and similar.**) Their past history means they **have** to maintain a reputable image, or else be compared to the marauding pirates they used to be.
- Clean, efficient, organized. Information is compartmentalized but only to the level necessary - signing with them is an implicit agreement that they'll internally coordinate to do their jobs.
- Their job is to protect you and your interests and maybe recover your interests offensively depending on how much you pay them. Their job is **not** to do everything you want - their contractors will not start doing horrible things just because you ask.
- This makes them highly desired by colonies, decently desired by megacorps, yet not a group that can entirely replace Five Star / internal security for the reasons above.
- They have a long history with roots in pre-WWIII Earth, going from a private investigation company, to a proto-mercenary company, crumbling into pirate warbands, and going legit to work with NanoTrasen during the Syndicate Wars. -sentre
- This is probably where you want to work if you want to work as PMC / Private Security but not end up as a full on criminal.
### Behavior
- Maintains public image
- Defensive, not offensive
- Can + Will refuse to do things if it's criminal / adjacent.
### Style
- As opposed to Five Star, they should look less jagged / offensive, use a more professional color scheme than what resembles outlaws.
(The above's been verified, and used to write their wiki entry.) -Sentre
## Centauri Provisions
The Life Supplier - food, water, livestock, things for colonies, *colonies themselves*, labor, etc.
### Proposals
- Have a lot of colonies / civs be from here, even big corps might contract from them if they're trying to make somewhere homely / start a new proto-colony. ~silicons
- Make them the most 'moral' megacorp, as they're literally specializing in colonization + making living conditions, instead of often requiring the sacrifice of colonists to achieve their ends. This allows them to be the most liked corporation for regular civillians, and serve as the sanctuary corporation. ~silicons
### Niche
- Same as W-T/Glithari, being non tech + non military + *cheap* leads to widespread acceptance, little hostility, rendering them *more* resistant against violent corporate politics.
- Runs many colonies before they become full fledged governments.
- Probably supports many colonies in general.
- Not really super wealthy everywhere, runs a **ton** of slow but cheap logistics (making them inferior to FTU and internal corporate shipping for general purpose, but amazing for predictable supply of colonies).
- They refuse to handle anything considered military grade - supplying policing is fine, funding someone's war effort isn't. This is for their neutrality.
### Behavior
- Very inclusive, makes colonies for both Ori-Con races and aliens.
- They **may** have a dark side of having to handle the peacekeeping, but it might be optimal to out-source that to corporations if it's not directly in the colonies they run / contract to.
- They should ideally stay away from corporate law / etc, to avoid the red tape for themselves.
- Might hire Blackstar.
### Style
- Stardew Valley. Maybe less wood houses and more wild west retro-futuristic habitats that slowly transform into cities.
- Tries to look modern with their items / peacekeeping / etc. Think of sci-fi movies and their usual colonist peacekeepers, only since we're Citadel RP, Centauri actually looks nice instead of being dystopian.
## Donk Co: By Ruskit
Donk Co is the smallest of the major megacorporations. It specializes in toys, entertainment and home goods. In these areas however its so ubiquitous that most people can't imagine life without them and thanks to amazing marketing everyone loves them enough to forgive their past participation in the Syndicate where they commited all those war crimes.
### Proposals
- Donk Co is basically meant to be a contridiction in appearance. They are a joke, a funny loving happy company, this is an image Donk Co marketing has cultivated for centuries. The reality of them being just as vicious if not more vicious than other megacorps are lost in a sea of Toys donated to children's hospitals, animated comedies, and affordable nutrious microwave dinners.
### Niche
- Home Goods: Everyone in the galaxy probably has had a Donk Pocket at one point in their life. Toys are also a big deal, including high quality reproductions of Syndicate weapons as dart guns seen in game.
- Overall they basically use this to come off as harmless. They aren't mind you. They probably have the greatest share of old Syndicate hardware and manufacturing devices outside of Five Star and its gaggle of ex-Gorlex Marauder crew.
- Entertainment: Their influence on media is second only to Oculum and they use it as propaganda.
- In the write up they produced 'Space Station 31' a comedic satire about life on a NT space station as more or less war propaganda during the Syndicate War. The show is basically SS13 LRP/MRP stereotypes and pleb lore as an in universe piece of propaganda.
### Behavior
- Former Enemy of NT now Neutral to them. "No Hard Feelings Right~?" Enmity still exists between the two but the shooting is over and frankly NT is glad to have Donk Co products on their department stores shelves again. Much better they are bought there then through competeing stores or over Exo.
- Generally neutral though they still remain in contact with their old syndicate allies now Kynde Pharmaceuticals and Five Star Securities. There still may be favors to call in.
### Style
- Green and Orange Color Scheme
- Loud, silly, and somewhat Obnoxious Marketing: They will not pass up on a chance to add in a "DONK!" somewhere in their marketing.
- Please remember this is all designed to make you forget **they were actively engaged in war crimes less then a decade ago**. *Commits Bombing on a Civian Station* "Ha get DONKed on!"
- Generally all their civilian products will seem as non threatening and silly as possible.
## Free Trade Union
The rough alliance of All The People that do freelance shipping & trading, organized enough to be considered at the level of a full megacorp.
### Proposals
- Cargo rework already has everything for this. Make Nebula Gas hosted by them, make Nebula Gas available in most populated systems. ~silicons
- Get assists from NT sometimes due to NT's engine shit. ~silicons
### Niche
- They're the balanced middle for speed vs cost in shipping. Getting stuff your corporation does best is cheaper than getting it from them. Getting stuff directly from a corporation is probably cheaper than them, but if they happen to have it laying around, *you* might get it cheaper than 'retail'.
- They're loved by everyone for their shipping.
- Making enemies of them is a horrible idea, especially if you're a fledgling colony. The 200 spacers who ship you stuff on the dot every day is quite convenient - and many places probably found out the hard way that it's a bad idea to take them for granted.
- Runs 'neutral ground' shipping, refueling, etc in every sector. It's often advantageous to pay them for refueling when your corporation has insufficient infrastructure to run your own refueling ports.
- Their stuff's overall more expensive than doing it efficiently in house, but, problem is, most corporations **cannot do everything efficiently in house**.
### Behavior
- Neutral, traders, etc. Each trader differs, there's probably rogue traders.
- Most corps + people have good reason to not aggro them, as being banned globally from refueling ports for looting / etc is gonna suck.
- Even outlaws / pirates respect their stations, as they're otherwise the only people who are 'neutral' to them.
- Same protectoins apply less to individual ships under their flag, other than important vessels, which gets the same unspoken protection as their stations for the same reasons.
- *Very inclusive* - great choice for those who can't get hired at a corporation (or otherwise would be kicked to say, Five Star).
### Style
- Diverse ships & everything! They're basically a massive alliance of spacers agreeing to band together to form a profitable and neutral union, and stay out of violent corporate politics.
## Glithari Exports: by Sentre
Luxury goods providers.
### Proposals
- Make them the cheapest provider of otherwise expensive, luxury items and have refined enough methods like W-T that it's hard for their dominance to be clawed, meaning they're the other untouched manufacturing guys who aren't at huge odds with the tech / military giants.
### Niche
- Luxury goods come from them. Remember that lathes are more powerful in game than they canonically are.
- They probably have a lot of popularity in frontier colonies and even corporate locations, as people want to be reminded of the luxuries of core worlds when they're out on the frontier. This is especially true if someone's not working in a prototype facility that's full of "relative" luxuries.
- W-T but luxury, they have an easier time manufacturing luxury goods by far - others probably don't know how and don't care to find out because climbing into a market dominated by them is hard.
### Behavior
- Ward-Takashi, etc etc, their niche isn't technology/military based so they're not hugely contested.
### Style
- Luxury goods. You can figure it out.
(As nondescriptive as this is, it's verified, and used for their wiki entry.) -Sentre
## Hephaestus Industries
Hephaestus Industries primarily specializes in defense, colonization, and rugged equipment. Think PMCs, only they're the guys you call out to do the literal heavy lifting.
### Proposals
- I'd love to see expansion on their robotics lore / reliance. It would be interesting to have this be the **rugged, inhuman** mech/robot machine corporation that's responsible for mass manufacture. ~silicons
### Niche
- Arms manufacturers - both ballistics & energy, very little in the way of prototypes other than still-reliable experimental weapons like x-ray lasers.
- Robotics: Rugged, rigid, hardened synthetic parts for their line of positronic models, as well as export for FBPs/synthetics. Less worried about being pretty, function over form.
- Their synthetics are rigidly programmed compared to others, and are usually for colonization / defense / labor / combat.
### Behavior
- Considered 'allied' with Nanotrasen.
- Otherwise neutral - they profit off of arms sales and expansions due to their services.
- **They are not PMCs.** They **sell** arms and positronic units, **they** are not the ones doing the fighting.
### Style
- Rugged looking items
- Less flashy, more function.
- Ergonomic for what / who's using it - they aim to be reliable and efficient.
## Onkhera Synthetic Solutions
Multi-species prosthetics / biotech guys. Non-ori-con races probably benefit a lot from them being around, as most biotech is aimed towards species that are highly populated in ori-con.
### Proposals
- *Very* integrated into Alien biologies, they don't shy from hiring Doctors, Geneticists and even Roboticists from any alien race they find to understand foreign biologies to further their Prosthetic and Implant developements.
- Might want to make them the major supplier of goods from Hegemony - Talk to merne about that :)
### Niche
- Megacorporation owned and registered outside of OriCon - Owned by Naramadi House Onkhera.
- OSS: Lifelike prosthetics that mimic organic limbs perfectly. They sell basic designs to facilities that can produce their own prosthetics, but they recommend that clients buy directly from them to have their limbs adjusted, as long as they pay a 'subscription'.
- Necropolis Industries: Military Grade bioagumentations and implants, as well as Augumented Security forces. The more a client pays for Security forces, the more augumented (and effective) they get.
### Behavior
- Complete neutrality. They cooperate with NT-Aligned corporations, as well as Five Star Security, Kynde and the like.
- They **DO NOT** produce their own weapons. Close cooperation with Hephaesteus on that front.
- Only Megacorp with a lot of established, stable supply lines to and from Hegemony.
### Style
OSS:
- Well designed, well constructed.
- Reliable, efficient, undetectable to naked eye.
- Affordable by everyday citizens - Subscription plans that give both care from specialists and spread the cost over the course of years.
Necropolis Industries:
- Combat Grade: Sleek, functional, minimalistic.
- Used by a lot of PMC groups, praised for effectiveness.
- Top shelf equipement, rarely affordable by normal citizens.
- Implants leave marks on skin, think Renegade Shepard from ME2/ME3. (more implants = more tissue damage around them.)
## Five Star Security
PMCs / Private Security, alike to Blackstar, but shady.
### Proposals
- Openly known to do shady things, less caring about image than Blackstar. Or notably less caring, and more unable to maintain it due to what they do. ~silicons
### Niche
- Private security group, unemployable by more reputable corps most of the time.
- *Effective*, and less morals.
- They're the guys you turn to if you want something done that Blackstar *won't*, or you're basically half-criminals / immoral anyways.
- Some corps *can't* hire these guys (NT and the Squad) because it looks bad for press if you go to a gang and ask for help as the "authorities" of the frontier.
- They probably are very good about protecting the identities of their clients. You will never know who they work for because its not handled by people on the ground. Only the people at the top shuffling around secret money. Which is a long way of saying that *can't* is a *"Can't"* and NT probably uses them on occasion can't send the D-Squads Everywhere after all. -Ruskit
### Behavior
- Their employees probably are viewed in a more bleak light, given their activities.
- They will basically take anyone, no questions asked up and including the creation of new identities. Five Star is a haven for many former criminals and pirates like the French Foriegn Legion,. -Ruskit
- Also Frontier World conscripts who choose the risky life of the merc over sheer boredom and/or crushing proverty of their Frontier world. -Ruskit
- No loyalty other than somewhat to each other. Realities of "true" PMC groups: you might have to fight the other guys from the same board. This leads to conflicts and situations where you can't hire them because asking someone to shoot someone they've known for a while just doesn't end well a lot of the time.
- Decentralized Command Structure? Had an idea that maybe there is competeing rival warlords in Five Star that on occasion come to blows. -Ruskit
### Style
- Rugged
- Outlaws
- Lmao give them futuristic revolvers and RIGs with cowboy hats for all I care, go wild.
- As much of their equipment was inherited from the Syndicate they may also have a "Post Soviet State" sort of vibe for their troops. -Ruskit
## Kynde Group Pharmaceuticals
Ex 'Waffle Co', illegal / wild west of biological research. Extremely shady.
### Proposals
- Make them the source of contraband / ghetto medicines and drugs. I'd love to see them being 'liked' by some really poor places, as piss poor quality medicine is still medicine in an absolute emergency. ~silicons
- Illegal augments / research into this, potentially even used by other more reputable corporations in niche circumstances where they don't want to have their own tech tied into things? ~silicons
### Niche
- Medicine, biotech, etc. Lower quality than Vey-Med & Zeng-Hu, but beggars can't be choosers.
### Behavior
- Probably doesn't like Nanotrasen.
- Probably on terse terms with some corporations.
- Shady!
- You like them with inverse relationship to how proper you are as a corporation / colony, as their medicine is low quality, and only preferable if you can't afford the genuine stuff from the glittertech medical corporations.
- Their staff probably range from viewing them as the last resort and wanting to move elsewhere, or remarkably disliking the other corporations for bringing them down.
### Style
- Augments should be remarkably experimental, but discreet - unless they're specifically supposed to be 'loud' combat stuff.
- Medicine shouldn't look as sterile / clean / crisp as Vey-Med / Zeng-Hu
- Generally run-down, etc; they're not super rich, as they have to invest more in keeping afloat than luxury.
## Oculum News Network
They're like the Free Trade Union of journalism. Rough hierarchy, etc etc, but still mildly loose and chaotic.
- They do have a heirachy a very strict one, namely its about Quality Assurance and determining how far a story goes. Local reporter reports to a local station which reports to regional station, the regional station to a planetary station, ecetera all the way up HQ in Sol. At any point if a reporter is found to be falsely reporting they can become permanently blacklisted from Oculum's network. ~Ruskit
### Proposals
- Given their large coverage, it'd make sense to want to be on 'decent' terms with some of them so you get positive press out in the frontier. ~silicons
- They have no loyalty to any other megacorps and are not to trifled with. They care only for engagement and will publish anything if it will make people tune in. ~Ruskit
- Megacorps tend not to screw with Oculum since Oculum has dirt against most Megacorporations and many of their employees, They hold this info in secret to be used in retaliation for any attacks against Oculum or its reporters. If they don't have blackmail against a person of interest they will find it.~Ruskit
### Niche
- They broadcast news. A **lot** of it.
- They probably have very up to date and reliable communications.
- This also means they are excellent at gathering intelligence. This is why pirates don't fuck with their shit. ~Ruskit
- Also Communications Infastructure, If you are outside the core then getting messages anywhere off world probably used Oculum Subspace relays. ~Ruskit
- NT and other major megacorps have their own relays but these mostly transmit private information. Civilians working for these companies probably use Oculum relays for personal use.
### Behavior
- Neutral. Journalists love stories, and go to... well, report.
- Oculum take neutrality very seriously. They build their reputation off of that neutrality and if they become percieved as biased then the independents reporters they rely on may break off or other megacorps may stop cooperating with their reporters. ~Ruskit
### Style
- **Newspapers, headlines, flashy colors, consumerism that makes Nanotrasen blush.** Sell some fidget spinners, probably, who knows!
- Neon Teal, their HQ in Sol is a giant slowly rotating cube shaped space station with their neon teal eye logo (same color as their crate in game) plastered on every side. Its between Earth and Mars too so thousands of ships pass by the HQ every day.
- Also ads: Oculum is the most watched news network in the galaxy they use lotteries to auction off their ad space. The sign a corp has made it big is its ad's appearing on Oculum's Galaxy spanning brodcasts.
## Vey-Med
A supplier of advanced medical technology and provider of life-changing medical treatments, or what happens if the Red Cross was taken over by capitalism, depending on which side you're on.
### Proposals
- Lifelike positronic units? Not too sensical, I suppose. They're a medical company; you could always have them sell parts to Ward-Takashi for the latter to make them, I guess. ~silicons
- There is an ongoing power struggle between the Vikaran half of the corporation where the company has its roots and the Orion half of the corporation which is growing faster and also controls more of the frontier medical trade. -Ruskit
### Niche
- Doctors, doctors, doctors, and more well trained doctors.
- Amazing, efficient, and reliable medical technology.
- Robotics: Efficient, life-like, life-saving prosthetics / cybernetics. They probably don't have state of the art armblades, but you bet they can replace your arm with something that's *even better*, or your money back!
- You can also expect to pay a very pretty penny for their life-like limbs.
### Behavior
- Allegedly allied to Nanotrasen, close ties.
- An early draft for Vey-Med had them providing 'humanitarian aid' to the syndicate in order to help prolong the phoron wars (keeps demand up and secretly they wanted NT growth to be checked) during the phoron wars. Not sure if it still fits. -Ruskit
- Still very neutral; they profit off of neutrality and being the life-savers; they in-fact, escape conflicts using this, because no one wants to bite the hand that saves.
- Same early draft mentioned above had them not being above taking government contracts with OriCon and Vikara to spread their influence to parts of the frontier. There is no more profitable contract then government contracts after all. -Ruskit
### Style
- Crisp, and clean sprites. Their stuff is literally medical equipment.
## Ward-Takashi GMB
This is basically space IKEA, only they have a deranged amount of manufacturing capability.
### Proposals
- Other corps should use these guys for raw part manufacturing, e.g. "you put toegether the frame and parts and we do the final assembly with our proprietary methods". You wouldn't want to tell your potential competitor how to do something only you can do, but you might still need these guys to manufacture most of what you're making. Supply chain, etc. ~silicons
- Give them a robotics line of servitor-like robots that can do some manual labor (not as well as Hephaestus bots) but are usually done for the 'housekeeping' part of colony / ship work, as opposed to the rugged labor part. Maids :) ~silicons
### Niche
- Want something done / mass produced? They're your guys.
- Want basic prefab *anything*'s? They're your guys.
- They, however, do not have massive R&D / whatever's other than for, well, manufacturing. If you want specialty gear you're better off elsewhere.
### Behavior
WIP
### Style
- *Slightly* rounded edges, etc. They make consumer goods.
## Zeng-Hu Pharmaceuticals
Big Pharma, but in space. They produce a lot of chemicals and medicines used by, well, everyone. (Sorry guys, magical chemical synthesis dispensers aren't actually canon).
### Proposals
- In the far, far future, if we decide to do away with infinite chemicals, these guys will be a massive presence in game compared to now. Don't panic though, this is definitely a 2024+ ~~project~~ potential proposal. ~silicons
### Niche
- **Chemicals.** They have a lot. While they specialize in medicine, they can probably produce any common chemical in bulk and for *cheap*.
- ... medicine, medicine development, big pharma, drug research, etc?
### Behavior
- It's the Ward-Takashi of chemistry but they're **mean.** They can and will withhold supplies in some disputes, leading to uneasy "cooperation" between them and other corporations out of necessity.
### Style
- Likely similar to Vey-Med, given their similar niches. Crisp, clean on the customer side. Chemical *storage* and the nitty gritty side of their niche is probably far more rugged, though.
## Xsysorr Arms and Materiel
The Unathi corp, who is basically the only source for Unathi exports.
### Proposals
- **Big Ass Guns.** Unathi are fuckhuge compared to the average human and I want any weapons that come from them to be so powerful they have very real, mechanical blowback. You fire one of their Claymore Heavy Shotguns(tm) and it breaks your fucking arm or blasts you into a wall. But you should see the other guy! -Merne23
- **Breacher Suits.** If there ever was a way to make these accessable in game, this is how. Even the knockoff version that exists as currently NT brand.
- **Limited Access.** The Wacky Idea: only a certain amount of orders can be purchased from the provider per round. If business starts booming or there's another reason for relations to improve, then this limit will increase. ~~Or if you screw things up, the limit can be reduced, down to zero!~~
### Niche
- Hegemony (but really Unathi) exports of any kind. Foodstuffs are a bit fluid, but practically any other goods that the Unathi may have will come from them.
- **Land-lease.** XAM is kinda also but not really an empire in its own right, able to own and operate land legally under the protection of the Hegemony. They then rent this land out to others at extortionist rates, for absolute protection from any raids.
### Behavior
- **Cold.** Unathi and Humans do not get along. Their corporations do not get along. Unless there is very real and visible profit or gain (particularly in land) then they will not go forward with any agreement. This will likely be to the other corps' loss.
### Style
- "Heavy", cumbersome and stiff. Made for the average Unathi in mind.