To Boldly Go
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This is To Boldly Go, a Star Trek quest run through the eyes of Commander, Starfleet.
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Map of Known Space - Nix
These maps are based on in-quest events and QM statements, with some interpretation to make the routes of our explorers look as neat as possible.

General notes:
  • This post is generally updated twice a year. Sometimes extra updates are posted somewhere in the thread to get feedback, but due to the 20 image limit it's a bit too much of a pain to add them here. If extra updates are sufficiently important they will be posted here regardless.
  • Absence from the map does not imply non-existence, just insufficiently definite knowledge. Changes are done conservatively, so things will not be removed due to mere uncertainty about their continued existence in the state depicted.
  • Maps are not updated retroactively, neither when previous in character knowledge is revealed to the players, nor to fix errors.
Spatial relations and topography:
  • Conventions involved in the depiction evolved in a constant conflict between usability, realism and consistency with previous quest canon.
  • Grid lines were originally supposed to be 10 light years apart. This is consistent with the few distances explicitly mentioned in the quest as well as real distances from Sol to Alpha Centauri, Vega and various stars with Eridani in their name and also with the TOS warp scale, but inconsistent with stellar density and the width of the galactic disc. No depiction that would be compatible with both of the latter is possible, stellar density would call for something on the order of 20-40 light years, width of the galactic disc for several hundred light years. It is recommended to avoid the topic, but if necessary the 10 light years scale can be used and is preferable to the alternatives.
  • Grid squares are also called "subsectors". Grid coordinates treat Sol as the origin point with everything spinward considered part of the alpha and everything tailward considered part of the beta quadrant. Note the case sensitivity. Examples: The subsector Indoria is located in is -3f, while Adad Bande is located in subsector 3F.
  • A position inside a subsector can optionally be specified by a second set of coordinates, with the top left (coreward-spinward) corner as origin, using (positive) numbers for the rimward offset and lower case letters for the tailward offset from the origin point, and so implicitly dividing the subsector into a 10x10 grid. For example 2B.9j would be a location near the rimward-tailward corner of subsector 2B (this is the location given for the Clover outpost).
  • The plane Sol lies on is referred to as the galactic plane (Sol is actually about 60 light years above the real galactic plane, but unfortunately we found out about that a bit too late). A light grey vertical line from an object to the center of a light grey ellipse indicates distance to the galactic plane (z-axis). The center of the ellipse corresponds to the vertical projection of the object onto the galactic plane. Assumed viewing angle is 75°, from rimward above. Except for Sol and Alpha Centauri lack of such an indication indicates that the z-axis location is unknown, though objects are treated as being very close to the galactic plane unless indicated otherwise.
Meaning of symbols:
  • For the purposes of this map there is no hard line between major and minor colony. Generally major colony means that the colony is already important due to its size, not just incidentally due to its location. Inside the federation there is a strong correlation between that and qualifying for a council seat, but in principle a colony that does not qualify for a council seat could still be classed as a major colony. Council seats are by default assumed to be (at least) major colonies, though how representation of the population of minor colonies is handled is still an open question and in principle minor colonies as aggregate seats for an entire region without any other special importance are conceivable.
  • There exist many more minor colonies than depicted, the ones that are are strategically important or have been plot relevant. In general minor colonies do not even have a defined location previous to becoming plot relevant to maintain flexibility when coming up with events.
  • Outposts at the same location as a Starbase are excluded unless they have different owners, the same for multiple outposts and for shipyards (only the largest depicted).
  • Diagonally striped symbols and names means that the object in question is currently under foreign occupation, the parties involved being specified by the colors.
Things we know the name of, and know the location of IC, but not OOC:
  • The major Cardassian world of Todamak, probably somewhere in -3k:-6j.
Things we know the location of IC:
  • A major Interstellar Commonwealth world, probably in 5d or 6d.
Miscellaneous:
  • The Gaeni minor colony at 1C.10h is called either Agat or Idaran.





maps 2309
maps 2308
maps 2306

The first set of complete 5 Year Missions, 2301.Q1 - 2305.Q4.

most recent svg file

Older Maps

Getting started:
  • Download and install Inkscape.
  • Start Inkscape, go to File -> Inkscape preferences ... -> Filters and set both display quality options to lowest (this is likely needed for performance reasons when you open the file and may be difficult to do with the file open)
  • Get the current svg file (as of now in the threadmarked map post, or here with various old/unused layers removed, later where whoever last updated it is making it available) and open it with Inkscape.
Exporting a pixel-based image file (e. g. png):
  • Zoom out enough to see the entire map area.
  • Select and unlock background layer.
  • Select background.
  • Go to File -> Export Bitmap -> Selection (can take a while if it defaults to open the first tab instead, such as when there is no valid selection)
  • Set a width or height in pixels.
  • Export.
  • Relock background layer.
Adding a trade route/ supply line:
  • Select and unlock supply lines layer.
  • Select the lines, Object -> Mask -> Release (you should see the light grey mask with holes around various systems, and the actual supply lines through those holes)
  • Cut out holes in the mask for any systems the new supply line is supposed to cover that don't already have a hole:
    • Draw a circle of appropriate size around the system with the circle tool (or copy one from the far right on this layer).
    • Select the circle and the mask (shift-click to add to current selection).
    • Path -> Difference
  • (If the mask is too small: Draw a rectangle that fits inside the mask and covers all of the existing holes, and another one that is as large as you want the mask to be. Cut the smaller rectangle out of the larger one with Path -> Difference, then merge the result with the mask using Path -> Union)
  • Draw new supply line/trade route:
    • Draw line segment sequence with the bezier curve and straight lines tool (shift + F6) (left click each stopping point, right click when done)
    • Make sure a stroke color is set (doesn't matter which one).
    • Set fill color to none.
    • Set stroke width (right click on number next to stroke color) to 8px if minor, 10px if major.
    • Path -> Stroke to Path
    • Set stroke color to 10% grey
    • Set stroke with to 4px if minor, 6px if major.
    • Set fill to none.
  • (Optional: repeat to draw mutltiple new supply lines and group them)
  • Select Both the new supply lines and the old ones (shift-click to add to current selection).
  • Object -> Ungroup (each individual supply line is now part of the selection)
  • Object -> Group (all supply lines are now grouped together)
  • Add mask to selection
  • Object -> Mask -> Set
  • Relock supply lines layer.

Occupation:
  • Unlock occupation layer.
  • Unlock whatever layer the objects to be occupied are on, and select all of them (shift-click to add to current selection).
  • Edit -> Duplicate
  • Object -> Group
  • Move the duplicates to occupation layer (Layer -> Move Selection to Layer Above as often as needed)
  • Make sure the original objects are still where they are supposed to be by temporarily hiding the occupation layer
  • Copy black diagonal lines from the far right of the occupation layer and place appropriately.
  • Replace black with color of the occupier (Extensions -> Color -> Replace color...). Make sure only the color of those lines is being replaced.
  • Select both the object duplicates group and the diagonal lines.
  • Object -> Clip -> Set
  • (If updating an existing occupation release clip, update what objects have duplicates on the occupation layer (ungrouping and grouping as necessary) and set clip again)
  • Relock layers.
Nebulae:
  • Select and unlock nebulae etc layer.
  • Draw outline of the new nebula, e. g. with the freehand tool.
  • Set fill to pattern26909.
  • Set stroke to none.
  • Relock nebulae etc layer.
Fuzzy borders:
  • Select and unlock territory uncertain layer.
  • Draw the rough outline, set the appropriate fill color.
  • If at all possible make do with the gradient tool, gradients mean much less slowdown than filters.
  • If not:
    • Filters -> Filter Editor..., tick box for Fuzzy Borders custom filter.
    • Verify result by exporting a bitmap (or increasing quality in File -> Inkscape preferences ... -> Filters if your computer can handle it with the current map)
    • If There is an undesired sharp edge because the area the filter is calculated is too small extend that area by extending the shape with a thin line in that direction (which will become invisible), you will probably want to untick the box for this.
  • Relock territory uncertain layer.
 
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Image - Renaissance - Gravitas Hunt
Plenty of views! Are those the impulse engines mounted on the side?

Here's my latest render: A shot of the Renaissance under construction at Utopia Planitia. No windows yet. Assume they haven't treated the aluminium to make it transparent yet, or something. It's not my starship berth model, but one I downloaded years ago, probably from trekmeshes.ch*. I need to update the materials on it to blend better with the starship.

I've finished unwrapping the saucer section. Lots of calculations to avoid excessive face stretching:

* A quick check leaves me inclined to credit it as Nico Weigland's Drydock model, converted to Blender.

Edit: not actually Mars in the background, but close enough!
 
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Throne Room - Leila
This was one bloody month. We've now passed our resilience limit. And no reduction in world corruption this time around :(

Geez that initial cost made me think the capture wasn't worth the cost, but it's good to get further confirmation that successful captures are critical to the whole operation.

On the flip side, more confirmation of corruption within Orion ranks with that semi-failed Shodar capture.

We're getting there. Its costing us, but still, slowly but surely, we're getting there.

 
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