<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.risetvp.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=reskin</id>
	<title>Rise: The Vieneo Province - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.risetvp.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=reskin"/>
	<link rel="alternate" type="text/html" href="https://www.risetvp.com/Special:Contributions/reskin"/>
	<updated>2026-08-09T08:59:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Special_Commands&amp;diff=4698</id>
		<title>Special Commands</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Special_Commands&amp;diff=4698"/>
		<updated>2026-07-19T13:02:17Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These commands are entered in the [[Communications]] window and are not regurgitated to other players. First hit &amp;quot;Enter&amp;quot; to focus the chat line, then enter the commands below, then hit &amp;quot;Enter&amp;quot; again to send the request. If the request cannot be accommodated (for example no unoccupied vehicles of a specific type) the server will send a reply in the chat history.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;000DESTRUCT0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Initialize auto-destruct sequence (commit suicide)&lt;br /&gt;
&lt;br /&gt;
Using this command has the same implications as a normal [[deaths|death]]. You will also be refueled but there are limitations ... for example, you can&#039;t self-destruct to get fuel, sell all the fuel, and then expect to be awarded a full tank on subsequent self-destruct ... you must burn fuel awarded through self-destruct in order to get fuel in the future.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;000WEIGHT0&#039;&#039;&#039; through &#039;&#039;&#039;000WEIGHT100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Artificially set your vehicle weight (simulator)&lt;br /&gt;
&lt;br /&gt;
Set your vehicle weight between &amp;quot;empty weight&amp;quot; and &amp;quot;max gross weight&amp;quot; for flight testing (admins) or when in the simulator (all other players).&lt;br /&gt;
&lt;br /&gt;
==Admins Only==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;111VEHICLETYPE##&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Requests transfer to the nearest, unoccupied, active, empty vehicle not owned by Rusty&#039;s (preference for vehicles you have access to) &lt;br /&gt;
of the requested type in the same reference frame within 320 km&lt;br /&gt;
&lt;br /&gt;
Types are listed here:&lt;br /&gt;
&lt;br /&gt;
*C98 = 1,&lt;br /&gt;
*DIHV = 2,&lt;br /&gt;
*E10 = 3,&lt;br /&gt;
*P13 = 4,&lt;br /&gt;
*A4 = 5,&lt;br /&gt;
*C2 = 6,&lt;br /&gt;
*T120 = 7,&lt;br /&gt;
*E11 = 8,&lt;br /&gt;
*//T1 = 9, // UNUSED&lt;br /&gt;
*ARJ_PAX = 10,&lt;br /&gt;
*ARJ_CNST = 11,&lt;br /&gt;
*ARJ_CARGOAFT = 12,&lt;br /&gt;
*ARJ_FUEL = 13,&lt;br /&gt;
*ARJ_CARGOTOP = 14,&lt;br /&gt;
*ARJ_MUNITIONS = 15,&lt;br /&gt;
*ARJ_ENUM = 19, // ARJs reserved 10-1&lt;br /&gt;
*Apartment = 20, // reserved&lt;br /&gt;
*C2A = 21, // new dasher&lt;br /&gt;
*T27 = 22, // mammoth&lt;br /&gt;
*BeishtKione = 23,&lt;br /&gt;
*W6Manx = 24,&lt;br /&gt;
*SimBay = 25, // reserved&lt;br /&gt;
*ControlTower = 26, // reserved&lt;br /&gt;
*T19 = 27, // stratomaster&lt;br /&gt;
*FloatingMan = 28,&lt;br /&gt;
*T121 = 29 // steerhead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;111VEHICLE#####&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Requests transfer to the specified IVR as long as it is unoccupied, active vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;111VEHICLERETURN&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Requests transfer back to original vehicle before 111VEHICLETYPE## was ever used as long as it is within 320 km&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;111REFUELME&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Refuels your current vehicle to the maximum allowable for the vehicle type&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;111DIHVSTATUS#&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Queue up arrival or departure animation for the DIHV ship&lt;br /&gt;
 (does not affect newspaper, loading/unloading of materials from TAC)&lt;br /&gt;
&lt;br /&gt;
* 0 = Arrive and dock&lt;br /&gt;
* 1 = Undock and depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDW0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Repositions you to the currently selected waypoint. &lt;br /&gt;
&lt;br /&gt;
It will appear that you died but that death doesn&#039;t get reported ... it is just to give the system time to calculate new barycentric velocity, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDO0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Repositions you 500 km above the surface at your current location (for space-capable vehicles only) in a stable orbit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDD0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Repositions you to the currently selected dock (for space-capable vehicles only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDSIM0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Toggles whether your current vehicle is a simulator or not (only available on the T-1, T-19, and W-6 models currently)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDACL0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Re-positions you 20 km straight up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDSUN0&#039;&#039;&#039; , &#039;&#039;&#039;000COMMANDSUN1&#039;&#039;&#039; and &#039;&#039;&#039;000COMMANDSUN-1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Controls the light level&lt;br /&gt;
* SUN0 = Night&lt;br /&gt;
* SUN1 = Day&lt;br /&gt;
* SUN-1 = Reset to correct time of day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDALPHA0&#039;&#039;&#039; and &#039;&#039;&#039;000COMMANDALPHA1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Controls the alpha screen level (to simulate being in with 400m viz or out of the clouds with 42.16km viz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDGAMMA0&#039;&#039;&#039; and &#039;&#039;&#039;000COMMANDGAMMA1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Controls the gamma screen level (to simulate reentry, must also have 000COMMANDALPHA disabled)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDELMO0&#039;&#039;&#039; and &#039;&#039;&#039;000COMMANDELMO1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Controls the St. Elmo&#039;s Fire effect (must also have 000COMMANDALPHA enabled)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDBOLT&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A bolt of lightning 50% intensity and 50% distant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDRADIO&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Temporarily toggles whether the current vehicle is equipped with a [[JVC Radio]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDNVG&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Temporarily toggles whether the current vehicle is equipped with [[Night Vision Goggles]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Special_Commands&amp;diff=4697</id>
		<title>Special Commands</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Special_Commands&amp;diff=4697"/>
		<updated>2026-07-19T13:02:03Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These commands are entered in the [[Communications]] window and are not regurgitated to other players. First hit &amp;quot;Enter&amp;quot; to focus the chat line, then enter the commands below, then hit &amp;quot;Enter&amp;quot; again to send the request. If the request cannot be accommodated (for example no unoccupied vehicles of a specific type) the server will send a reply in the chat history.&lt;br /&gt;
&lt;br /&gt;
==Players==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;000DESTRUCT0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Initialize auto-destruct sequence (commit suicide)&lt;br /&gt;
&lt;br /&gt;
Using this command has the same implications as a normal [[deaths|death]]. You will also be refueled but there are limitations ... for example, you can&#039;t self-destruct to get fuel, sell all the fuel, and then expect to be awarded a full tank on subsequent self-destruct ... you must burn fuel awarded through self-destruct in order to get fuel in the future.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;000WEIGHT0&#039;&#039;&#039; through &#039;&#039;&#039;000WEIGHT100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Artificially set your vehicle weight (simulator)&lt;br /&gt;
&lt;br /&gt;
Set your vehicle weight between &amp;quot;empty weight&amp;quot; and &amp;quot;max gross weight&amp;quot; for flight testing (admins) or when in the simulator (all other players).&lt;br /&gt;
&lt;br /&gt;
==Admins Only==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;111VEHICLETYPE##&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Requests transfer to the nearest, unoccupied, active, empty vehicle not owned by Rusty&#039;s (preference for vehicles you have access to) &lt;br /&gt;
of the requested type in the same reference frame within 320 km&lt;br /&gt;
&lt;br /&gt;
Types are listed here:&lt;br /&gt;
&lt;br /&gt;
*C98 = 1,&lt;br /&gt;
*DIHV = 2,&lt;br /&gt;
*E10 = 3,&lt;br /&gt;
*P13 = 4,&lt;br /&gt;
*A4 = 5,&lt;br /&gt;
*C2 = 6,&lt;br /&gt;
*T120 = 7,&lt;br /&gt;
*E11 = 8,&lt;br /&gt;
*//T1 = 9, // UNUSED&lt;br /&gt;
*ARJ_PAX = 10,&lt;br /&gt;
*ARJ_CNST = 11,&lt;br /&gt;
*ARJ_CARGOAFT = 12,&lt;br /&gt;
*ARJ_FUEL = 13,&lt;br /&gt;
*ARJ_CARGOTOP = 14,&lt;br /&gt;
*ARJ_MUNITIONS = 15,&lt;br /&gt;
*ARJ_ENUM = 19, // ARJs reserved 10-1&lt;br /&gt;
*Apartment = 20, // reserved&lt;br /&gt;
*C2A = 21, // new dasher&lt;br /&gt;
*T27 = 22, // mammoth&lt;br /&gt;
*BeishtKione = 23,&lt;br /&gt;
*W6Manx = 24,&lt;br /&gt;
*SimBay = 25, // reserved&lt;br /&gt;
*ControlTower = 26, // reserved&lt;br /&gt;
*T19 = 27, // stratomaster&lt;br /&gt;
*FloatingMan = 28,&lt;br /&gt;
*T121 = 29 // steerhead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;111VEHICLE#####&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Requests transfer to the specified IVR as long as it is unoccupied, active vehicle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;111VEHICLERETURN&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Requests transfer back to original vehicle before 111VEHICLETYPE## was ever used as long as it is within 320 km&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;111REFUELME&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Refuels your current vehicle to the maximum allowable for the vehicle type&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;111DIHVSTATUS#&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Queue up arrival or departure animation for the DIHV ship&lt;br /&gt;
 (does not affect newspaper, loading/unloading of materials from TAC)&lt;br /&gt;
&lt;br /&gt;
* 0 = Arrive and dock&lt;br /&gt;
* 1 = Undock and depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDW0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Repositions you to the currently selected waypoint. &lt;br /&gt;
&lt;br /&gt;
It will appear that you died but that death doesn&#039;t get reported ... it is just to give the system time to calculate new barycentric velocity, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDO0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Repositions you 500 km above the surface at your current location (for space-capable vehicles only) in a stable orbit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDD0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Repositions you to the currently selected dock (for space-capable vehicles only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDSIM0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Toggles whether your current vehicle is a simulator or not (only available on the T-1, T-19, and W-6 models currently)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDACL0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Re-positions you 20 km straight up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDSUN0&#039;&#039;&#039; , &#039;&#039;&#039;000COMMANDSUN1&#039;&#039;&#039; and &#039;&#039;&#039;000COMMANDSUN-1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Controls the light level&lt;br /&gt;
* SUN0 = Night&lt;br /&gt;
* SUN1 = Day&lt;br /&gt;
* SUN-1 = Reset to correct time of day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDALPHA0&#039;&#039;&#039; and &#039;&#039;&#039;000COMMANDALPHA1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Controls the alpha screen level (to simulate being in with 400m viz or out of the clouds with 42.16km viz)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDGAMMA0&#039;&#039;&#039; and &#039;&#039;&#039;000COMMANDGAMMA1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Controls the gamma screen level (to simulate reentry, must also have 000COMMANDALPHA disabled)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDELMO0&#039;&#039;&#039; and &#039;&#039;&#039;000COMMANDELMO1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Controls the St. Elmo&#039;s Fire effect (must also have 000COMMANDALPHA enabled)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDBOLT&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A bolt of lightning 50% intensity and 50% distant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDRADIO&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Temporarily toggles whether the current vehicle is equipped with a [[JVC Radio]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;000COMMANDNVG&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Temporarily toggles whether the current vehicle is equipped with [[Night Vision Goggles]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Autoflyte&amp;diff=4696</id>
		<title>Autoflyte</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Autoflyte&amp;diff=4696"/>
		<updated>2026-06-01T21:08:40Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Vertical Modes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:fd1.jpg|thumb|200px|Flight Director]]&lt;br /&gt;
The [[Autoflyte]] System is a trademark of [[:Category:Orpex|Orpex]].  It is synonymous with &#039;&#039;autopilot&#039;&#039; and can be used interchangably. The system is also abbreviated &#039;&#039;AFCS&#039;&#039; for &#039;&#039;Autoflyte Control System&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Flight Director===&lt;br /&gt;
The Flight Director (also referred to as &#039;&#039;command bars&#039;&#039;) gives visual cues to the pilot on the [[artificial horizon]].  They show how the Autoflyte system suggests attitude changes to achieve the desired altitude, airspeed, heading, etc. Use the &amp;quot;f&amp;quot; [[controls|key]] to toggle it on and off.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lateral Modes=== &lt;br /&gt;
Cycle through these modes by pressing the &amp;quot;c&amp;quot; [[controls|key]].  Change the desired bank, heading, and radial with the &amp;quot;[&amp;quot; and &amp;quot;]&amp;quot; [[controls|keys]].&lt;br /&gt;
*&#039;&#039;&#039;T/O&#039;&#039;&#039; - Takeoff mode (also referred to as TOGA) is the default mode with weight-on-wheels and allows the keyboard pilot to bank left/right or return to wings level if no input is given&lt;br /&gt;
*&#039;&#039;&#039;ROL&#039;&#039;&#039; - Roll mode is the default mode airborne, dictates the desired bank angle &lt;br /&gt;
*&#039;&#039;&#039;HDG&#039;&#039;&#039; - Heading mode will turn the vehicle to the desired heading &lt;br /&gt;
*&#039;&#039;&#039;NAV&#039;&#039;&#039; - Navigation mode will intercept and track a radial to/from the [[waypoint]] selected in the [[Waypoint Management|Waypoint Manager]] (when it is first engaged it will select a &amp;quot;Direct-to-intercept&amp;quot; course)&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;NAV&#039;&#039;&#039; mode engaged, the &#039;&#039;&#039;LOC&#039;&#039;&#039; will appear in standby if the current waypoint is a LOM (Locator Outer Marker, see [[GLS]]) waypoint&lt;br /&gt;
*&#039;&#039;&#039;LOC&#039;&#039;&#039; - Localizer mode automatically appears within certain tolerances of an [[IAF]] while NAV/MSL are armed&lt;br /&gt;
&lt;br /&gt;
 1/2 BANK mode will automatically engage above 31,600 feet MSL when the IAS is above Vs. &lt;br /&gt;
 This will restrict the flight director to 15 degrees of bank instead of 30 degrees of bank.&lt;br /&gt;
&lt;br /&gt;
===Vertical Modes=== &lt;br /&gt;
Cycle through these modes by pressing the &amp;quot;v&amp;quot; [[controls|key]].  Change the desired pitch, vertical speed, altitude, or indicated speed using the &amp;quot;;&amp;quot; and &amp;quot;/&amp;quot; [[controls|keys]].&lt;br /&gt;
*&#039;&#039;&#039;T/O&#039;&#039;&#039; - Takeoff mode (also referred to as TOGA) is the default mode with weight-on-wheels and allows the keyboard pilot to increase/decrease the ROC (rate of climb) momentarily or return to level if no input is given&lt;br /&gt;
*&#039;&#039;&#039;PIT&#039;&#039;&#039; - Pitch mode is the default mode, dictates the desired pitch attitude (limited to 20° nose-high)&lt;br /&gt;
*&#039;&#039;&#039;V/S&#039;&#039;&#039; - Vertical Speed mode will adjust pitch to attain the desired climb/descent rate&lt;br /&gt;
*&#039;&#039;&#039;MSL&#039;&#039;&#039; - [[MSL]] mode will maintain the selected altitude in [[kilometer|km]] [[MSL]] &lt;br /&gt;
*&#039;&#039;&#039;AGL&#039;&#039;&#039; - [[AGL]] mode will maintain the selected altitude in [[kilometer|km]] [[AGL]] (from the radio altimeter, will not accept values below 0 [[meter|meters]] [[AGL]])&lt;br /&gt;
*&#039;&#039;&#039;IAS&#039;&#039;&#039; - [[IAS]] mode will vary the pitch attitude in order to maintain the target [[IAS]] (will not accept values below 0 [[meter|m]]/s [[IAS]]&lt;br /&gt;
&lt;br /&gt;
When the lateral mode is NAV and a LOM (Locator Outer Marker, see [[GLS]]) waypoint is active the &#039;&#039;&#039;G/S&#039;&#039;&#039; will appear in standby&lt;br /&gt;
*&#039;&#039;&#039;G/S&#039;&#039;&#039; - Glideslope mode automatically appears within certain tolerances of an [[IAF]] while NAV/MSL are armed&lt;br /&gt;
&lt;br /&gt;
===Coupling===&lt;br /&gt;
You can fly the ship by hand using the [[Autoflyte#Flight_Director|flight director]] information displayed on the [[artificial horizon]], or you can &amp;quot;couple&amp;quot; it and let the [[:Category:Aircraft|aircraft]]/[[:Category:Aerospace Vehicles|aerospace vehicle]] fly itself.  To engage/disengage the Autoflyte system, press the &amp;quot;F10&amp;quot; [[controls|key]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Modes===&lt;br /&gt;
*DOR (Directional Orbital Recalibration) automatically fires thrust to circularize an orbit&lt;br /&gt;
*[[TVM]] (Target Velocity Match) automatically fires thrust to match the velocity (or to zero the relative velocity) with the selected target&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Autoflyte&amp;diff=4695</id>
		<title>Autoflyte</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Autoflyte&amp;diff=4695"/>
		<updated>2026-06-01T21:07:42Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Lateral Modes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:fd1.jpg|thumb|200px|Flight Director]]&lt;br /&gt;
The [[Autoflyte]] System is a trademark of [[:Category:Orpex|Orpex]].  It is synonymous with &#039;&#039;autopilot&#039;&#039; and can be used interchangably. The system is also abbreviated &#039;&#039;AFCS&#039;&#039; for &#039;&#039;Autoflyte Control System&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Flight Director===&lt;br /&gt;
The Flight Director (also referred to as &#039;&#039;command bars&#039;&#039;) gives visual cues to the pilot on the [[artificial horizon]].  They show how the Autoflyte system suggests attitude changes to achieve the desired altitude, airspeed, heading, etc. Use the &amp;quot;f&amp;quot; [[controls|key]] to toggle it on and off.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lateral Modes=== &lt;br /&gt;
Cycle through these modes by pressing the &amp;quot;c&amp;quot; [[controls|key]].  Change the desired bank, heading, and radial with the &amp;quot;[&amp;quot; and &amp;quot;]&amp;quot; [[controls|keys]].&lt;br /&gt;
*&#039;&#039;&#039;T/O&#039;&#039;&#039; - Takeoff mode (also referred to as TOGA) is the default mode with weight-on-wheels and allows the keyboard pilot to bank left/right or return to wings level if no input is given&lt;br /&gt;
*&#039;&#039;&#039;ROL&#039;&#039;&#039; - Roll mode is the default mode airborne, dictates the desired bank angle &lt;br /&gt;
*&#039;&#039;&#039;HDG&#039;&#039;&#039; - Heading mode will turn the vehicle to the desired heading &lt;br /&gt;
*&#039;&#039;&#039;NAV&#039;&#039;&#039; - Navigation mode will intercept and track a radial to/from the [[waypoint]] selected in the [[Waypoint Management|Waypoint Manager]] (when it is first engaged it will select a &amp;quot;Direct-to-intercept&amp;quot; course)&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;NAV&#039;&#039;&#039; mode engaged, the &#039;&#039;&#039;LOC&#039;&#039;&#039; will appear in standby if the current waypoint is a LOM (Locator Outer Marker, see [[GLS]]) waypoint&lt;br /&gt;
*&#039;&#039;&#039;LOC&#039;&#039;&#039; - Localizer mode automatically appears within certain tolerances of an [[IAF]] while NAV/MSL are armed&lt;br /&gt;
&lt;br /&gt;
 1/2 BANK mode will automatically engage above 31,600 feet MSL when the IAS is above Vs. &lt;br /&gt;
 This will restrict the flight director to 15 degrees of bank instead of 30 degrees of bank.&lt;br /&gt;
&lt;br /&gt;
===Vertical Modes=== &lt;br /&gt;
Cycle through these modes by pressing the &amp;quot;v&amp;quot; [[controls|key]].  Change the desired pitch, vertical speed, altitude, or indicated speed using the &amp;quot;;&amp;quot; and &amp;quot;/&amp;quot; [[controls|keys]].&lt;br /&gt;
*&#039;&#039;&#039;T/O&#039;&#039;&#039; - Takeoff mode (also referred to as TOGA) is the default mode with weight-on-wheels and allows the keyboard pilot to increase/decrease the ROC (rate of climb) momentarily or return to level if no input is given&lt;br /&gt;
*&#039;&#039;&#039;PIT&#039;&#039;&#039; - Pitch mode is the default mode, dictates the desired pitch attitude (limited to 20° nose-high)&lt;br /&gt;
*&#039;&#039;&#039;V/S&#039;&#039;&#039; - Vertical Speed mode will adjust pitch to attain the desired climb/descent rate&lt;br /&gt;
*&#039;&#039;&#039;MSL&#039;&#039;&#039; - [[MSL]] mode will maintain the selected altitude in [[kilometer|km]] [[MSL]] &lt;br /&gt;
*&#039;&#039;&#039;AGL&#039;&#039;&#039; - [[AGL]] mode will maintain the selected altitude in [[kilometer|km]] [[AGL]] (from the radio altimeter, will not accept values below 0 [[meter|meters]] [[AGL]])&lt;br /&gt;
*&#039;&#039;&#039;IAS&#039;&#039;&#039; - [[IAS]] mode will vary the pitch attitude in order to maintain the target [[IAS]] (will not accept values below 0 [[meter|m]]/s [[IAS]]&lt;br /&gt;
*&#039;&#039;&#039;G/S&#039;&#039;&#039; - Glideslope mode automatically appears within certain tolerances of an [[IAF]] while NAV/MSL are armed&lt;br /&gt;
&lt;br /&gt;
===Coupling===&lt;br /&gt;
You can fly the ship by hand using the [[Autoflyte#Flight_Director|flight director]] information displayed on the [[artificial horizon]], or you can &amp;quot;couple&amp;quot; it and let the [[:Category:Aircraft|aircraft]]/[[:Category:Aerospace Vehicles|aerospace vehicle]] fly itself.  To engage/disengage the Autoflyte system, press the &amp;quot;F10&amp;quot; [[controls|key]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Modes===&lt;br /&gt;
*DOR (Directional Orbital Recalibration) automatically fires thrust to circularize an orbit&lt;br /&gt;
*[[TVM]] (Target Velocity Match) automatically fires thrust to match the velocity (or to zero the relative velocity) with the selected target&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Autoflyte&amp;diff=4694</id>
		<title>Autoflyte</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Autoflyte&amp;diff=4694"/>
		<updated>2026-06-01T21:07:09Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Lateral Modes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:fd1.jpg|thumb|200px|Flight Director]]&lt;br /&gt;
The [[Autoflyte]] System is a trademark of [[:Category:Orpex|Orpex]].  It is synonymous with &#039;&#039;autopilot&#039;&#039; and can be used interchangably. The system is also abbreviated &#039;&#039;AFCS&#039;&#039; for &#039;&#039;Autoflyte Control System&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Flight Director===&lt;br /&gt;
The Flight Director (also referred to as &#039;&#039;command bars&#039;&#039;) gives visual cues to the pilot on the [[artificial horizon]].  They show how the Autoflyte system suggests attitude changes to achieve the desired altitude, airspeed, heading, etc. Use the &amp;quot;f&amp;quot; [[controls|key]] to toggle it on and off.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lateral Modes=== &lt;br /&gt;
Cycle through these modes by pressing the &amp;quot;c&amp;quot; [[controls|key]].  Change the desired bank, heading, and radial with the &amp;quot;[&amp;quot; and &amp;quot;]&amp;quot; [[controls|keys]].&lt;br /&gt;
*&#039;&#039;&#039;T/O&#039;&#039;&#039; - Takeoff mode (also referred to as TOGA) is the default mode with weight-on-wheels and allows the keyboard pilot to bank left/right or return to wings level if no input is given&lt;br /&gt;
*&#039;&#039;&#039;ROL&#039;&#039;&#039; - Roll mode is the default mode airborne, dictates the desired bank angle &lt;br /&gt;
*&#039;&#039;&#039;HDG&#039;&#039;&#039; - Heading mode will turn the vehicle to the desired heading &lt;br /&gt;
*&#039;&#039;&#039;NAV&#039;&#039;&#039; - Navigation mode will intercept and track a radial to/from the [[waypoint]] selected in the [[Waypoint Management|Waypoint Manager]] (when it is first engaged it will select a &amp;quot;Direct-to-intercept&amp;quot; course)&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;NAV&#039;&#039;&#039; mode engaged, the &#039;&#039;&#039;LOC&#039;&#039;&#039; will appear in standby if the current waypoint is a LOM (Locator Outer Marker) waypoint&lt;br /&gt;
*&#039;&#039;&#039;LOC&#039;&#039;&#039; - Localizer mode automatically appears within certain tolerances of an [[IAF]] while NAV/MSL are armed&lt;br /&gt;
&lt;br /&gt;
 1/2 BANK mode will automatically engage above 31,600 feet MSL when the IAS is above Vs. &lt;br /&gt;
 This will restrict the flight director to 15 degrees of bank instead of 30 degrees of bank.&lt;br /&gt;
&lt;br /&gt;
===Vertical Modes=== &lt;br /&gt;
Cycle through these modes by pressing the &amp;quot;v&amp;quot; [[controls|key]].  Change the desired pitch, vertical speed, altitude, or indicated speed using the &amp;quot;;&amp;quot; and &amp;quot;/&amp;quot; [[controls|keys]].&lt;br /&gt;
*&#039;&#039;&#039;T/O&#039;&#039;&#039; - Takeoff mode (also referred to as TOGA) is the default mode with weight-on-wheels and allows the keyboard pilot to increase/decrease the ROC (rate of climb) momentarily or return to level if no input is given&lt;br /&gt;
*&#039;&#039;&#039;PIT&#039;&#039;&#039; - Pitch mode is the default mode, dictates the desired pitch attitude (limited to 20° nose-high)&lt;br /&gt;
*&#039;&#039;&#039;V/S&#039;&#039;&#039; - Vertical Speed mode will adjust pitch to attain the desired climb/descent rate&lt;br /&gt;
*&#039;&#039;&#039;MSL&#039;&#039;&#039; - [[MSL]] mode will maintain the selected altitude in [[kilometer|km]] [[MSL]] &lt;br /&gt;
*&#039;&#039;&#039;AGL&#039;&#039;&#039; - [[AGL]] mode will maintain the selected altitude in [[kilometer|km]] [[AGL]] (from the radio altimeter, will not accept values below 0 [[meter|meters]] [[AGL]])&lt;br /&gt;
*&#039;&#039;&#039;IAS&#039;&#039;&#039; - [[IAS]] mode will vary the pitch attitude in order to maintain the target [[IAS]] (will not accept values below 0 [[meter|m]]/s [[IAS]]&lt;br /&gt;
*&#039;&#039;&#039;G/S&#039;&#039;&#039; - Glideslope mode automatically appears within certain tolerances of an [[IAF]] while NAV/MSL are armed&lt;br /&gt;
&lt;br /&gt;
===Coupling===&lt;br /&gt;
You can fly the ship by hand using the [[Autoflyte#Flight_Director|flight director]] information displayed on the [[artificial horizon]], or you can &amp;quot;couple&amp;quot; it and let the [[:Category:Aircraft|aircraft]]/[[:Category:Aerospace Vehicles|aerospace vehicle]] fly itself.  To engage/disengage the Autoflyte system, press the &amp;quot;F10&amp;quot; [[controls|key]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Modes===&lt;br /&gt;
*DOR (Directional Orbital Recalibration) automatically fires thrust to circularize an orbit&lt;br /&gt;
*[[TVM]] (Target Velocity Match) automatically fires thrust to match the velocity (or to zero the relative velocity) with the selected target&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Maintenance_Schedules&amp;diff=4693</id>
		<title>Maintenance Schedules</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Maintenance_Schedules&amp;diff=4693"/>
		<updated>2026-05-23T13:40:06Z</updated>

		<summary type="html">&lt;p&gt;reskin: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable&amp;quot; ! System ! Job ! Frequency ! Scheduled Time (Central) ! Typical Duration ! Worst Duration ! Status / Notes |- | SQL Server | SQL Full Backup (Backup.Subplan_1) | Daily | 12:00 AM | 3m 51s | 4m 58s | Primary recovery mechanism for gameplay/player data. Keep daily. |- | SQL Server | Purge Backup History (Purge Backup History.Subplan_1) | Weekly, Sunday | 12:30 AM | 3s | 5s | Negligible impact. |- | SQL Server | Integrity Check (Integrity.Subpl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! System&lt;br /&gt;
! Job&lt;br /&gt;
! Frequency&lt;br /&gt;
! Scheduled Time (Central)&lt;br /&gt;
! Typical Duration&lt;br /&gt;
! Worst Duration&lt;br /&gt;
! Status / Notes&lt;br /&gt;
|-&lt;br /&gt;
| SQL Server&lt;br /&gt;
| SQL Full Backup (Backup.Subplan_1)&lt;br /&gt;
| Daily&lt;br /&gt;
| 12:00 AM&lt;br /&gt;
| 3m 51s&lt;br /&gt;
| 4m 58s&lt;br /&gt;
| Primary recovery mechanism for gameplay/player data. Keep daily.&lt;br /&gt;
|-&lt;br /&gt;
| SQL Server&lt;br /&gt;
| Purge Backup History (Purge Backup History.Subplan_1)&lt;br /&gt;
| Weekly, Sunday&lt;br /&gt;
| 12:30 AM&lt;br /&gt;
| 3s&lt;br /&gt;
| 5s&lt;br /&gt;
| Negligible impact.&lt;br /&gt;
|-&lt;br /&gt;
| SQL Server&lt;br /&gt;
| Integrity Check (Integrity.Subplan_1 / DBCC CHECKDB)&lt;br /&gt;
| Weekly, Sunday&lt;br /&gt;
| 6:00 AM&lt;br /&gt;
| 14m 02s&lt;br /&gt;
| 38m 00s&lt;br /&gt;
| Moved away from Rise maintenance window.&lt;br /&gt;
|-&lt;br /&gt;
| SQL Server&lt;br /&gt;
| syspolicy_purge_history&lt;br /&gt;
| Daily&lt;br /&gt;
| 2:00 AM&lt;br /&gt;
| 18s&lt;br /&gt;
| 33s&lt;br /&gt;
| Negligible impact.&lt;br /&gt;
|-&lt;br /&gt;
| SQL Server&lt;br /&gt;
| Windows Bare Metal Backup&lt;br /&gt;
| Weekly, Sunday&lt;br /&gt;
| 9:00 PM&lt;br /&gt;
| 20m&lt;br /&gt;
| 20m&lt;br /&gt;
| Reduced from nightly. SQL-native backups handle the main data protection.&lt;br /&gt;
|-&lt;br /&gt;
| Rise / Web Server&lt;br /&gt;
| RiseTVP Maintenance Window&lt;br /&gt;
| Daily&lt;br /&gt;
| 2:00 AM–5:00 AM&lt;br /&gt;
| ~3 hours&lt;br /&gt;
| ~3 hours&lt;br /&gt;
| Now largely isolated from other heavy jobs.&lt;br /&gt;
|-&lt;br /&gt;
| Rise / Web Server&lt;br /&gt;
| Windows Bare Metal Backup&lt;br /&gt;
| Weekly, Sunday&lt;br /&gt;
| 12:00 PM&lt;br /&gt;
| 3h 22m&lt;br /&gt;
| 3h 22m&lt;br /&gt;
| Reduced from nightly and moved away from the Rise maintenance window.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Port_Forwarding&amp;diff=4692</id>
		<title>Port Forwarding</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Port_Forwarding&amp;diff=4692"/>
		<updated>2026-05-23T13:38:49Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Port Forwarding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:port forwarding.png]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Port_Forwarding&amp;diff=4691</id>
		<title>Port Forwarding</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Port_Forwarding&amp;diff=4691"/>
		<updated>2026-05-23T13:38:39Z</updated>

		<summary type="html">&lt;p&gt;reskin: reskin moved page Infrastructure to Port Forwarding without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Port Forwarding ===&lt;br /&gt;
[[Image:port forwarding.png]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Airspace&amp;diff=4690</id>
		<title>Airspace</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Airspace&amp;diff=4690"/>
		<updated>2026-05-16T15:51:30Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Airport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently we have two (2) types of controlled airspace in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:DeoisClassBravo.png|thumb|right]]&lt;br /&gt;
= Deois =&lt;br /&gt;
[[Deois]] has what is very similar to an Enhanced Class B airspace (37km laterally and 5.5km vertically) with a procedural area (where the menus start appearing) at 55.5km and 18.25km respectively.&lt;br /&gt;
&lt;br /&gt;
Speed limit is 125 m/s [[IAS]]. Air Traffic Control cannot clear you to go faster.&lt;br /&gt;
&lt;br /&gt;
[[Image:JamesGarrett.png|48px|right]]&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Shifts lengths can be up to 10 hours. Controllers must not work more than 6 consecutive days.&lt;br /&gt;
&lt;br /&gt;
* Veena Russell - SATCS (retired)&lt;br /&gt;
* Swathi Patel - SATCS (active)&lt;br /&gt;
* James Garrett - SATCS (retiring October 3!)&lt;br /&gt;
* Lee Bush - ATCS (starting October 4!)&lt;br /&gt;
* Julie Williams - ATCS (started 6-18-2249)&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
* [[Media:VDEO LHEED1 (Chart 2-1).pdf|LHEED ONE]]&lt;br /&gt;
* [[Media:VDEO RUSTY1 (Chart 2-2).pdf|RUSTY ONE]]&lt;br /&gt;
* [[Media:VDEO FLEET2 &amp;amp; MUVER4 (Chart 2-3).pdf|FLEET TWO and MUVER FOUR]]&lt;br /&gt;
=== Approaches === &lt;br /&gt;
* [[Media:VDEO ILS 36 (Chart 1-1).pdf|ILS 36]]&lt;br /&gt;
=== Airport === &lt;br /&gt;
* [[Media:VDEO Airport Diagram (Chart 4-3).svg|Airport Diagram]]&lt;br /&gt;
&lt;br /&gt;
=== Departures ===&lt;br /&gt;
* [[Media:VDEO CARGO4 (Chart 3-2).pdf|CARGO FOUR]]&lt;br /&gt;
* [[Media:VDEO PRIMA1 (Chart 3-1).pdf|PRIMA ONE]]&lt;br /&gt;
&lt;br /&gt;
= Docks =&lt;br /&gt;
The docks have what is similar to a Class C airspace except that it is a sphere around the facility with a 20km procedural zone and a 18.5km perimeter.&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=File:VDEO_Airport_Diagram_(Chart_4-3).svg&amp;diff=4689</id>
		<title>File:VDEO Airport Diagram (Chart 4-3).svg</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=File:VDEO_Airport_Diagram_(Chart_4-3).svg&amp;diff=4689"/>
		<updated>2026-05-16T15:51:14Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Airspace&amp;diff=4688</id>
		<title>Airspace</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Airspace&amp;diff=4688"/>
		<updated>2026-05-16T15:40:16Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Airport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently we have two (2) types of controlled airspace in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:DeoisClassBravo.png|thumb|right]]&lt;br /&gt;
= Deois =&lt;br /&gt;
[[Deois]] has what is very similar to an Enhanced Class B airspace (37km laterally and 5.5km vertically) with a procedural area (where the menus start appearing) at 55.5km and 18.25km respectively.&lt;br /&gt;
&lt;br /&gt;
Speed limit is 125 m/s [[IAS]]. Air Traffic Control cannot clear you to go faster.&lt;br /&gt;
&lt;br /&gt;
[[Image:JamesGarrett.png|48px|right]]&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Shifts lengths can be up to 10 hours. Controllers must not work more than 6 consecutive days.&lt;br /&gt;
&lt;br /&gt;
* Veena Russell - SATCS (retired)&lt;br /&gt;
* Swathi Patel - SATCS (active)&lt;br /&gt;
* James Garrett - SATCS (retiring October 3!)&lt;br /&gt;
* Lee Bush - ATCS (starting October 4!)&lt;br /&gt;
* Julie Williams - ATCS (started 6-18-2249)&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
* [[Media:VDEO LHEED1 (Chart 2-1).pdf|LHEED ONE]]&lt;br /&gt;
* [[Media:VDEO RUSTY1 (Chart 2-2).pdf|RUSTY ONE]]&lt;br /&gt;
* [[Media:VDEO FLEET2 &amp;amp; MUVER4 (Chart 2-3).pdf|FLEET TWO and MUVER FOUR]]&lt;br /&gt;
=== Approaches === &lt;br /&gt;
* [[Media:VDEO ILS 36 (Chart 1-1).pdf|ILS 36]]&lt;br /&gt;
=== Airport === &lt;br /&gt;
* [[File:VDEO Airport Diagram (Chart 4-3).svg|Airport Diagram]]&lt;br /&gt;
&lt;br /&gt;
=== Departures ===&lt;br /&gt;
* [[Media:VDEO CARGO4 (Chart 3-2).pdf|CARGO FOUR]]&lt;br /&gt;
* [[Media:VDEO PRIMA1 (Chart 3-1).pdf|PRIMA ONE]]&lt;br /&gt;
&lt;br /&gt;
= Docks =&lt;br /&gt;
The docks have what is similar to a Class C airspace except that it is a sphere around the facility with a 20km procedural zone and a 18.5km perimeter.&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Airspace&amp;diff=4687</id>
		<title>Airspace</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Airspace&amp;diff=4687"/>
		<updated>2026-05-16T15:37:26Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Airport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently we have two (2) types of controlled airspace in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:DeoisClassBravo.png|thumb|right]]&lt;br /&gt;
= Deois =&lt;br /&gt;
[[Deois]] has what is very similar to an Enhanced Class B airspace (37km laterally and 5.5km vertically) with a procedural area (where the menus start appearing) at 55.5km and 18.25km respectively.&lt;br /&gt;
&lt;br /&gt;
Speed limit is 125 m/s [[IAS]]. Air Traffic Control cannot clear you to go faster.&lt;br /&gt;
&lt;br /&gt;
[[Image:JamesGarrett.png|48px|right]]&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Shifts lengths can be up to 10 hours. Controllers must not work more than 6 consecutive days.&lt;br /&gt;
&lt;br /&gt;
* Veena Russell - SATCS (retired)&lt;br /&gt;
* Swathi Patel - SATCS (active)&lt;br /&gt;
* James Garrett - SATCS (retiring October 3!)&lt;br /&gt;
* Lee Bush - ATCS (starting October 4!)&lt;br /&gt;
* Julie Williams - ATCS (started 6-18-2249)&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
=== Arrivals ===&lt;br /&gt;
* [[Media:VDEO LHEED1 (Chart 2-1).pdf|LHEED ONE]]&lt;br /&gt;
* [[Media:VDEO RUSTY1 (Chart 2-2).pdf|RUSTY ONE]]&lt;br /&gt;
* [[Media:VDEO FLEET2 &amp;amp; MUVER4 (Chart 2-3).pdf|FLEET TWO and MUVER FOUR]]&lt;br /&gt;
=== Approaches === &lt;br /&gt;
* [[Media:VDEO ILS 36 (Chart 1-1).pdf|ILS 36]]&lt;br /&gt;
=== Airport === &lt;br /&gt;
* [[Media:VDEO Airport Diagram (Chart 4-3).svg|Airport Diagram]]&lt;br /&gt;
&lt;br /&gt;
=== Departures ===&lt;br /&gt;
* [[Media:VDEO CARGO4 (Chart 3-2).pdf|CARGO FOUR]]&lt;br /&gt;
* [[Media:VDEO PRIMA1 (Chart 3-1).pdf|PRIMA ONE]]&lt;br /&gt;
&lt;br /&gt;
= Docks =&lt;br /&gt;
The docks have what is similar to a Class C airspace except that it is a sphere around the facility with a 20km procedural zone and a 18.5km perimeter.&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4686</id>
		<title>Rise: The Vieneo Province:About</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4686"/>
		<updated>2026-05-09T15:05:17Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rise: The Vieneo Province&#039;&#039;&#039; (Rise) is a persistent science fiction sandbox strategy MMO set on [[Vieneo]], an exomoon orbiting the planet [[Iomere]] in the [[:Category:Yonmaran_System|Yonmaran System]]. &lt;br /&gt;
&lt;br /&gt;
Get ready to explore a vast open world more than 100 million square kilometers in size! Use [[:Category:Ground_Vehicles|ground]], [[:Category:Aircraft|air]], and [[:Category:Aerospace_Vehicles|space]] [[:Category:Vehicles|vehicles]] to explore this vast land full of uncharted seas and deserts, valleys and forests. Help [[colonists]] arriving to Vieneo get settled, develop cities and settlements. Direct the growth of [[:Category:Economics|economic]] and social systems as your settlements advance. Fly up into space to experience a unique physics-accurate movement engine! You are helping establish a living, breathing world with virtually no boundaries! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Project led by [https://unistellar.risetvp.com/jason-reskin/ Jason Reskin].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Rise: The Vieneo Province Key Features====&lt;br /&gt;
* Unique Game Engine – Explore this huge world in a first person, vehicle focused view. With such a massive world and so much to see, you could make an entire game out of just traveling around.&lt;br /&gt;
* Construct Cities – Colonists arriving to Vieneo need help getting settled and beginning their new lives. You can assist them in developing thriving cities in secure, prosperous locations.&lt;br /&gt;
* Trade And Manipulate – Helping your cities become profitable by carefully shaping their economy is in your best interests. Trade between stations is key to making your fortune.&lt;br /&gt;
* Space As Never Before – Fly into space and experience a physics-correct orbital engine, and see the stars as few ever will. However, you must be careful; space travel is no place for mistakes!&lt;br /&gt;
* Protect Your Reputation – You have a reputation as a pilot and entrepreneur, and it impacts the opportunities available to you. If you have a reputation for crashing your ship, for instance, passengers will be very reluctant to fly with you!&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Category:Alliances&amp;diff=4685</id>
		<title>Category:Alliances</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Category:Alliances&amp;diff=4685"/>
		<updated>2026-05-09T12:57:24Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Alliance&#039;&#039;&#039; is an official, registered entity that is inclusive of corporations, nations, and labor unions.  Benefits vary depending on the alliance but all alliances share the following capabilities...  &lt;br /&gt;
   &lt;br /&gt;
*There is always one head of the alliance.  This starts as the player who created the alliance.  If that player &amp;quot;gives up their chair&amp;quot; the control of the alliance goes to the most senior member of the alliance based on the date they joined said alliance.  If there are no other players in the alliance, the alliance is dissolved.&lt;br /&gt;
*Alignment with other players is now dictated on the associations established by head of the alliance.  This is with the exception that the alliance head can not override the &amp;quot;partner&amp;quot; relationship (i.e. If the alliance head chooses a alliance member to be a partner, that does not mean that you will treat that player as a partner or vice versa).&lt;br /&gt;
*Assessments (referred to as dues or taxes depending on the type of organization) ensure that the alliance has funding.  These assessments are deducted automatically from every income transaction (when you sell goods or services to another player) at a rate established by the head of the alliance.  &lt;br /&gt;
*Redistribution of the alliance funds collected may also be established by the head of the alliance (as in profit-sharing groups) and is calculated on a daily basis.  The respective percentages for these are listed in the [[Player Portal]] are adjustable at any time by the alliance head.&lt;br /&gt;
*To ensure loyalty members that join an alliance are forced to remain members for a minimum of one week.&lt;br /&gt;
 &lt;br /&gt;
==Alliance Funds==&lt;br /&gt;
Alliances can use funding to help give new players a jump-start for pledging their allegiance.  These funds can also be used to organize offensive and defensive goals of the alliance.  Alliances can offer protection from powerful players. &lt;br /&gt;
&lt;br /&gt;
==Fundamental Types==&lt;br /&gt;
Alliances can be run as democracies or dictatorships, capitalist or communist societies... it all depends on the leader and the style of taxation and redistribution.  They can be economic or militarily driven so ask questions and help keep your leaders accountable.&lt;br /&gt;
&lt;br /&gt;
 No matter what type of alliance, the player camaraderie is an underlying purpose.&lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
The cost is 10,000 CR and will be deducted from your bank account. You can initiate this process on the [[Player Portal]]. &lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
You may join an alliance if you are not already a member of an alliance and the alliance head does not have you flagged as an &amp;quot;enemy&amp;quot;. Alliances are otherwise currently all &amp;quot;open&amp;quot; and require no invitation, password, or authorization.&lt;br /&gt;
&lt;br /&gt;
==Vacating==&lt;br /&gt;
You may leave an alliance after a 7 day cooling down period.  However, the head of the alliance can remove you from their alliance at any time either directly through the [[Player Portal]] or by changing you to an &amp;quot;enemy&amp;quot; alignment.&lt;br /&gt;
&lt;br /&gt;
==Taxation==&lt;br /&gt;
All transactions are taxed with the following exceptions:&lt;br /&gt;
===Cash Transactions Exemptions===&lt;br /&gt;
*Gambling winnings&lt;br /&gt;
*Cash withdrawals&lt;br /&gt;
===Bank Transactions Exemptions===&lt;br /&gt;
*Incoming wire transfer&lt;br /&gt;
*Cash deposit&lt;br /&gt;
*Interest earned&lt;br /&gt;
*Alliance distributions&lt;br /&gt;
*Loans from bank&lt;br /&gt;
*Vehicle or property auctions&lt;br /&gt;
*ATM fees&lt;br /&gt;
&lt;br /&gt;
==Special Scenario==&lt;br /&gt;
Members of an alliance that terminate their account will gift any remaining bank funds (after all debts are settled with the bank) to the alliance head (for redistribution, if applicable).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alignment]]&lt;br /&gt;
* [[Player Portal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Category:Alliances&amp;diff=4684</id>
		<title>Category:Alliances</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Category:Alliances&amp;diff=4684"/>
		<updated>2026-05-08T21:19:04Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Alliance&#039;&#039;&#039; is an official, registered entity that is inclusive of corporations, nations, and labor unions.  Benefits vary depending on the alliance but all alliances share the following capabilities... &lt;br /&gt;
   &lt;br /&gt;
*There is always one head of the alliance.  This starts as the player who created the alliance.  If that player &amp;quot;gives up their chair&amp;quot; the control of the alliance goes to the most senior member of the alliance based on the date they joined said alliance.  If there are no other players in the alliance, the alliance is dissolved.&lt;br /&gt;
*Alignment with other players is now dictated on the associations established by head of the alliance.  This is with the exception that the alliance head can not override the &amp;quot;partner&amp;quot; relationship (i.e. If the alliance head chooses a alliance member to be a partner, that does not mean that you will treat that player as a partner or vice versa).&lt;br /&gt;
*Assessments (referred to as dues or taxes depending on the type of organization) ensure that the alliance has funding.  These assessments are deducted automatically from every income transaction (when you sell goods or services to another player) at a rate established by the head of the alliance.  &lt;br /&gt;
*Redistribution of the alliance funds collected may also be established by the head of the alliance (as in profit-sharing groups) and is calculated on a daily basis.  The respective percentages for these are listed in the [[Player Portal]] are adjustable at any time by the alliance head.&lt;br /&gt;
*To ensure loyalty members that join an alliance are forced to remain members for a minimum of one week.&lt;br /&gt;
 &lt;br /&gt;
==Alliance Funds==&lt;br /&gt;
Alliances can use funding to help give new players a jump-start for pledging their allegiance.  These funds can also be used to organize offensive and defensive goals of the alliance.  Alliances can offer protection from powerful players. &lt;br /&gt;
&lt;br /&gt;
==Fundamental Types==&lt;br /&gt;
Alliances can be run as democracies or dictatorships, capitalist or communist societies... it all depends on the leader and the style of taxation and redistribution.  They can be economic or militarily driven so ask questions and help keep your leaders accountable.&lt;br /&gt;
&lt;br /&gt;
 No matter what type of alliance, the player camaraderie is an underlying purpose.&lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
The cost is 10,000 CR and will be deducted from your bank account. You can initiate this process on the [[Player Portal]]. &lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
You may join an alliance if you are not already a member of an alliance and the alliance head does not have you flagged as an &amp;quot;enemy&amp;quot;. Alliances are otherwise currently all &amp;quot;open&amp;quot; and require no invitation, password, or authorization.&lt;br /&gt;
&lt;br /&gt;
==Vacating==&lt;br /&gt;
You may leave an alliance after a 7 day cooling down period.  However, the head of the alliance can remove you from their alliance at any time either directly through the [[Player Portal]] or by changing you to an &amp;quot;enemy&amp;quot; alignment.&lt;br /&gt;
&lt;br /&gt;
==Taxation==&lt;br /&gt;
All transactions are taxed with the following exceptions:&lt;br /&gt;
===Cash Transactions Exemptions===&lt;br /&gt;
*Gambling winnings&lt;br /&gt;
*Cash withdrawals&lt;br /&gt;
===Bank Transactions Exemptions===&lt;br /&gt;
*Incoming wire transfer&lt;br /&gt;
*Cash deposit&lt;br /&gt;
*Interest earned&lt;br /&gt;
*Alliance distributions&lt;br /&gt;
*Loans from bank&lt;br /&gt;
*Vehicle or property auctions&lt;br /&gt;
*ATM fees&lt;br /&gt;
&lt;br /&gt;
==Special Scenario==&lt;br /&gt;
Members of an alliance that terminate their account will gift any remaining bank funds (after all debts are settled with the bank) to the alliance head (for redistribution, if applicable).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alignment]]&lt;br /&gt;
* [[Player Portal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Category:Alliances&amp;diff=4683</id>
		<title>Category:Alliances</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Category:Alliances&amp;diff=4683"/>
		<updated>2026-05-08T20:33:51Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Alliance&#039;&#039;&#039; is an official, registered entity that is inclusive of corporations, nations, and labor unions.  Benefits vary depending on the alliance but all alliances share the following capabilities... &lt;br /&gt;
  &lt;br /&gt;
*There is always one head of the alliance.  This starts as the player who created the alliance.  If that player &amp;quot;gives up their chair&amp;quot; the control of the alliance goes to the most senior member of the alliance based on the date they joined said alliance.  If there are no other players in the alliance, the alliance is dissolved.&lt;br /&gt;
*Alignment with other players is now dictated on the associations established by head of the alliance.  This is with the exception that the alliance head can not override the &amp;quot;partner&amp;quot; relationship (i.e. If the alliance head chooses a alliance member to be a partner, that does not mean that you will treat that player as a partner or vice versa).&lt;br /&gt;
*Assessments (referred to as dues or taxes depending on the type of organization) ensure that the alliance has funding.  These assessments are deducted automatically from every income transaction (when you sell goods or services to another player) at a rate established by the head of the alliance.  &lt;br /&gt;
*Redistribution of the alliance funds collected may also be established by the head of the alliance (as in profit-sharing groups) and is calculated on a daily basis.  The respective percentages for these are listed in the [[Player Portal]] are adjustable at any time by the alliance head.&lt;br /&gt;
*To ensure loyalty members that join an alliance are forced to remain members for a minimum of one week.&lt;br /&gt;
 &lt;br /&gt;
==Alliance Funds==&lt;br /&gt;
Alliances can use funding to help give new players a jump-start for pledging their allegiance.  These funds can also be used to organize offensive and defensive goals of the alliance.  Alliances can offer protection from powerful players. &lt;br /&gt;
&lt;br /&gt;
==Fundamental Types==&lt;br /&gt;
Alliances can be run as democracies or dictatorships, capitalist or communist societies... it all depends on the leader and the style of taxation and redistribution.  They can be economic or militarily driven so ask questions and help keep your leaders accountable.&lt;br /&gt;
&lt;br /&gt;
 No matter what type of alliance, the player camaraderie is an underlying purpose.&lt;br /&gt;
&lt;br /&gt;
== Creating ==&lt;br /&gt;
The cost is 10,000 CR and will be deducted from your bank account. You can initiate this process on the [[Player Portal]]. &lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
You may join an alliance if you are not already a member of an alliance and the alliance head does not have you flagged as an &amp;quot;enemy&amp;quot;. Alliances are otherwise currently all &amp;quot;open&amp;quot; and require no invitation, password, or authorization.&lt;br /&gt;
&lt;br /&gt;
==Vacating==&lt;br /&gt;
You may leave an alliance after a 7 day cooling down period.  However, the head of the alliance can remove you from their alliance at any time either directly through the [[Player Portal]] or by changing you to an &amp;quot;enemy&amp;quot; alignment.&lt;br /&gt;
&lt;br /&gt;
==Taxation==&lt;br /&gt;
All transactions are taxed with the following exceptions:&lt;br /&gt;
===Cash Transactions Exemptions===&lt;br /&gt;
*Gambling winnings&lt;br /&gt;
*Cash withdrawals&lt;br /&gt;
===Bank Transactions Exemptions===&lt;br /&gt;
*Incoming wire transfer&lt;br /&gt;
*Cash deposit&lt;br /&gt;
*Interest earned&lt;br /&gt;
*Alliance distributions&lt;br /&gt;
*Loans from bank&lt;br /&gt;
*Vehicle or property auctions&lt;br /&gt;
*ATM fees&lt;br /&gt;
&lt;br /&gt;
==Special Scenario==&lt;br /&gt;
Members of an alliance that terminate their account will gift any remaining bank funds (after all debts are settled with the bank) to the alliance head (for redistribution, if applicable).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Alignment]]&lt;br /&gt;
* [[Player Portal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4681</id>
		<title>Rise: The Vieneo Province:About</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4681"/>
		<updated>2026-05-08T19:12:31Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rise: The Vieneo Province&#039;&#039;&#039; (Rise) is a persistent science fiction sandbox strategy MMO set on [[Vieneo]], an exomoon orbiting the planet [[Iomere]] in the [[:Category:Yonmaran_System|Yonmaran System]]. &lt;br /&gt;
&lt;br /&gt;
Get ready to explore a vast open world more than 100 million square kilometers in size! Use [[:Category:Ground_Vehicles|ground]], [[:Category:Aircraft|air]], and [[:Category:Aerospace_Vehicles|space]] [[:Category:Vehicles|vehicles]] to explore this vast land full of uncharted seas and deserts, valleys and forests. Help [[colonists]] arriving to Vieneo get settled, develop cities and settlements. Direct the growth of [[:Category:Economics|economic]] and social systems as your settlements advance. Fly up into space to experience a unique physics-accurate movement engine! You are helping establish a living, breathing world with virtually no boundaries!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Project led by [https://unistellar.risetvp.com/jason-reskin/ Jason Reskin].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Rise: The Vieneo Province Key Features====&lt;br /&gt;
* Unique Game Engine – Explore this huge world in a first person, vehicle focused view. With such a massive world and so much to see, you could make an entire game out of just traveling around.&lt;br /&gt;
* Construct Cities – Colonists arriving to Vieneo need help getting settled and beginning their new lives. You can assist them in developing thriving cities in secure, prosperous locations.&lt;br /&gt;
* Trade And Manipulate – Helping your cities become profitable by carefully shaping their economy is in your best interests. Trade between stations is key to making your fortune.&lt;br /&gt;
* Space As Never Before – Fly into space and experience a physics-correct orbital engine, and see the stars as few ever will. However, you must be careful; space travel is no place for mistakes!&lt;br /&gt;
* Protect Your Reputation – You have a reputation as a pilot and entrepreneur, and it impacts the opportunities available to you. If you have a reputation for crashing your ship, for instance, passengers will be very reluctant to fly with you!&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4680</id>
		<title>Rise: The Vieneo Province:About</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4680"/>
		<updated>2026-05-08T19:11:46Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rise: The Vieneo Province&#039;&#039;&#039; (Rise) is a persistent science fiction sandbox strategy MMO set on [[Vieneo]], an exomoon orbiting the planet [[Iomere]] in the [[:Category:Yonmaran_System|Yonmaran System]]. &lt;br /&gt;
&lt;br /&gt;
Get ready to explore a vast open world more than 100 million square kilometers in size! Use [[:Category:Ground_Vehicles|ground]], [[:Category:Aircraft|air]], and [[:Category:Aerospace_Vehicles|space]] [[:Category:Vehicles|vehicles]] to explore this vast land full of uncharted seas and deserts, valleys and forests. Help [[colonists]] arriving to Vieneo get settled, develop cities and settlements. Direct the growth of [[:Category:Economics|economic]] and social systems as your settlements advance. Fly up into space to experience a unique physics-accurate movement engine! You are helping establish a living, breathing world with virtually no boundaries!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Project led by [[User_profile:reskin|Jason Reskin]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Rise: The Vieneo Province Key Features====&lt;br /&gt;
* Unique Game Engine – Explore this huge world in a first person, vehicle focused view. With such a massive world and so much to see, you could make an entire game out of just traveling around.&lt;br /&gt;
* Construct Cities – Colonists arriving to Vieneo need help getting settled and beginning their new lives. You can assist them in developing thriving cities in secure, prosperous locations.&lt;br /&gt;
* Trade And Manipulate – Helping your cities become profitable by carefully shaping their economy is in your best interests. Trade between stations is key to making your fortune.&lt;br /&gt;
* Space As Never Before – Fly into space and experience a physics-correct orbital engine, and see the stars as few ever will. However, you must be careful; space travel is no place for mistakes!&lt;br /&gt;
* Protect Your Reputation – You have a reputation as a pilot and entrepreneur, and it impacts the opportunities available to you. If you have a reputation for crashing your ship, for instance, passengers will be very reluctant to fly with you!&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4679</id>
		<title>Rise: The Vieneo Province:About</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4679"/>
		<updated>2026-05-08T19:11:05Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rise: The Vieneo Province&#039;&#039;&#039; (Rise) is a persistent science fiction sandbox strategy MMO set on [[Vieneo]], an exomoon orbiting the planet [[Iomere]] in the [[:Category:Yonmaran_System|Yonmaran System]]. &lt;br /&gt;
&lt;br /&gt;
Get ready to explore a vast open world more than 100 million square kilometers in size! Use [[:Category:Ground_Vehicles|ground]], [[:Category:Aircraft|air]], and [[:Category:Aerospace_Vehicles|space]] [[:Category:Vehicles|vehicles]] to explore this vast land full of uncharted seas and deserts, valleys and forests. Help [[colonists]] arriving to Vieneo get settled, develop cities and settlements. Direct the growth of [[:Category:Economics|economic]] and social systems as your settlements advance. Fly up into space to experience a unique physics-accurate movement engine! You are helping establish a living, breathing world with virtually no boundaries!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Project led by [[User_profile:Reskin|Jason Reskin]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Rise: The Vieneo Province Key Features====&lt;br /&gt;
* Unique Game Engine – Explore this huge world in a first person, vehicle focused view. With such a massive world and so much to see, you could make an entire game out of just traveling around.&lt;br /&gt;
* Construct Cities – Colonists arriving to Vieneo need help getting settled and beginning their new lives. You can assist them in developing thriving cities in secure, prosperous locations.&lt;br /&gt;
* Trade And Manipulate – Helping your cities become profitable by carefully shaping their economy is in your best interests. Trade between stations is key to making your fortune.&lt;br /&gt;
* Space As Never Before – Fly into space and experience a physics-correct orbital engine, and see the stars as few ever will. However, you must be careful; space travel is no place for mistakes!&lt;br /&gt;
* Protect Your Reputation – You have a reputation as a pilot and entrepreneur, and it impacts the opportunities available to you. If you have a reputation for crashing your ship, for instance, passengers will be very reluctant to fly with you!&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4678</id>
		<title>Rise: The Vieneo Province:About</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:About&amp;diff=4678"/>
		<updated>2026-05-08T19:09:49Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rise: The Vieneo Province&#039;&#039;&#039; (Rise) is a persistent science fiction sandbox strategy MMO set on [[Vieneo]], an exomoon orbiting the planet [[Iomere]] in the [[:Category:Yonmaran_System|Yonmaran System]]. &lt;br /&gt;
&lt;br /&gt;
Get ready to explore a vast open world more than 100 million square kilometers in size! Use [[:Category:Ground_Vehicles|ground]], [[:Category:Aircraft|air]], and [[:Category:Aerospace_Vehicles|space]] [[:Category:Vehicles|vehicles]] to explore this vast land full of uncharted seas and deserts, valleys and forests. Help [[colonists]] arriving to Vieneo get settled, develop cities and settlements. Direct the growth of [[:Category:Economics|economic]] and social systems as your settlements advance. Fly up into space to experience a unique physics-accurate movement engine! You are helping establish a living, breathing world with virtually no boundaries!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Project led by [[Jason Reskin]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Rise: The Vieneo Province Key Features====&lt;br /&gt;
* Unique Game Engine – Explore this huge world in a first person, vehicle focused view. With such a massive world and so much to see, you could make an entire game out of just traveling around.&lt;br /&gt;
* Construct Cities – Colonists arriving to Vieneo need help getting settled and beginning their new lives. You can assist them in developing thriving cities in secure, prosperous locations.&lt;br /&gt;
* Trade And Manipulate – Helping your cities become profitable by carefully shaping their economy is in your best interests. Trade between stations is key to making your fortune.&lt;br /&gt;
* Space As Never Before – Fly into space and experience a physics-correct orbital engine, and see the stars as few ever will. However, you must be careful; space travel is no place for mistakes!&lt;br /&gt;
* Protect Your Reputation – You have a reputation as a pilot and entrepreneur, and it impacts the opportunities available to you. If you have a reputation for crashing your ship, for instance, passengers will be very reluctant to fly with you!&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:Privacy_policy&amp;diff=4677</id>
		<title>Rise: The Vieneo Province:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:Privacy_policy&amp;diff=4677"/>
		<updated>2026-05-08T19:07:46Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PLEASE READ THE FOLLOWING PRIVACY POLICY CAREFULLY. BY USING THE RISETVP.COM WEBSITE AND RELATED WEBPAGES (THE “WEBSITE”) OR ANY OF THE CONTENT MADE AVAILABLE VIA THE WEBSITE INCLUDING THE “RISE: THE VIENEO PROVINCE” GAME AND RELATED MODULES (COLLECTIVELY THE “GAME”) AND ANY OTHER PRODUCT, ONLINE SERVICE OR WEB SITE (INDIVIDUALLY AND COLLECTIVELY THE “SERVICES”) YOU ACKNOWLEDGE THAT YOU HAVE READ, UNDERSTOOD, AND AGREE TO BE BOUND BY THIS PRIVACY POLICY.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The data controller in respect of any Personal Information that you submit to us via the Services (or otherwise) is Unistellar Industries, LLC, a company  (“we”, “us”, “our”) registered in the State of Kansas (EIN 46-4951450) and located at:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
2248 Broadway #1839&amp;lt;br /&amp;gt;&lt;br /&gt;
New York, NY 10024&amp;lt;br /&amp;gt;&lt;br /&gt;
United States&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Personal Information you submit to us via the Services (or otherwise) will be processed by us or by data processors appointed by us to undertake processing on our behalf.&lt;br /&gt;
&lt;br /&gt;
If you want to know what Personal Information or Non-Personal Information we hold about you or if you have any other queries in relation to this Privacy Policy, please [[Special:Contact|contact us]]. We will require you to verify your identity before releasing any information to you.&lt;br /&gt;
&lt;br /&gt;
We respect your privacy rights and recognizes the importance of protecting the information collected about you. We have adopted this Privacy Policy to explain how we collect, use and store your personal and non-personal information.&lt;br /&gt;
&lt;br /&gt;
== What Is Personal And Non-Personal Information?==&lt;br /&gt;
&lt;br /&gt;
“Personal Information” is information that we have collected from you that identifies you, or which, in conjunction with other information that is in our possession, or is likely to come into our possession, may be used by us to identify you.&lt;br /&gt;
&lt;br /&gt;
“Non-Personal Information”, is information that we have collected from you which cannot be used by us to identify you.&lt;br /&gt;
&lt;br /&gt;
== Which Data Do You Collect And Use At Which Stage?==&lt;br /&gt;
&lt;br /&gt;
=== Use Of Our Website===&lt;br /&gt;
&lt;br /&gt;
==== General====&lt;br /&gt;
&lt;br /&gt;
If you access or use our Website we may collect the following Non-Personal Information:&lt;br /&gt;
&lt;br /&gt;
Request (Name of the requested file)&lt;br /&gt;
Browser type/version (e.g.: Internet Explorer 11.0)&lt;br /&gt;
Browser language (e.g.: English)&lt;br /&gt;
Operating System (e.g.: Windows 7)&lt;br /&gt;
Resolution of the Browser window&lt;br /&gt;
Screen resolution&lt;br /&gt;
Javascript active&lt;br /&gt;
Java On /Off&lt;br /&gt;
Cookies On / Off&lt;br /&gt;
Color settings&lt;br /&gt;
Referral URL (the previously visited page)&lt;br /&gt;
Time of Access&lt;br /&gt;
Clicks&lt;br /&gt;
We also may maintain log files which contain IP addresses. An IP address is a numeric address that may be assigned to your computer by your Internet Service Provider and can, in certain circumstances, amount to Personal Information. In general, we use log files to monitor traffic on our Website and to troubleshoot technical problems. In the event of user abuse of our Website, however, we may block certain IP addresses.&lt;br /&gt;
&lt;br /&gt;
We use the information set out in this Section to optimize your experience of our Services. The collection of the information set out in this Section is mandatory. We are not able to properly provide you with the Services without this basic information.&lt;br /&gt;
&lt;br /&gt;
==== Cookies====&lt;br /&gt;
&lt;br /&gt;
We use cookies to ensure that you get the most out of our Services. Cookies are small text files that are applied to your Internet enabled device by websites. Cookies allow us to store and then retrieve information on your computer about your visit to our Website (e.g. when you accessed the Website). We may use cookies to deliver content specific to your interest and to monitor Website usage or to simplify your visits to our Services (for example, by remembering your login details).&lt;br /&gt;
&lt;br /&gt;
We may also store flash cookies, also known as “local shared objects,” on your Internet enabled device if the Website uses Adobe Flash. Flash cookies are small files similar to cookies and are used to remember the Website’s settings to personalize the look and feel of the Website. Flash cookies only collect data in the aggregate. Like normal cookies, Flash cookies are represented as small text files on your internet enabled device.&lt;br /&gt;
&lt;br /&gt;
The collection of information in this Section is not mandatory. Most browsers are automatically set to accept cookies whenever you visit a website. You can disable cookies or set your browser to alert you when cookies are being sent. However, your web experience may be less satisfying without the use of cookies. For more information about how to reject cookies using your Internet browser settings please consult the “Help” section of your Internet browser (or alternatively visit http://www.aboutcookies.org).&lt;br /&gt;
&lt;br /&gt;
The first time you visit the Website you will be presented with a notification that we use cookies. By proceeding to use the Website you are consenting to our use of cookies as described in this Privacy Policy.&lt;br /&gt;
&lt;br /&gt;
====Analytic Metrics Tools And Other Technologies====&lt;br /&gt;
&lt;br /&gt;
We may also use its own or third-party proprietary analytic metrics tools and other analytics technologies to collect the information referred to in this Privacy Policy. We may use such technology to deliver content specific to your interest and to monitor usage of our Services.&lt;br /&gt;
&lt;br /&gt;
The collection of the information set out in this Section is not mandatory, however, we cannot operate the Game properly without collecting this information. If you do not agree with this data collection and storage, we will need to deactivate your account and access to the Game.&lt;br /&gt;
&lt;br /&gt;
Our website uses Google Analytics. To learn how Google uses your data and how you can opt out click here: https://www.google.com/policies/privacy/partners/&lt;br /&gt;
&lt;br /&gt;
=== Account Registration And Commercial Transaction===&lt;br /&gt;
&lt;br /&gt;
You may need to register for an account in order to access and use some of our Services (“Account”). If you register for an Account, in addition to the information we collect under the Section &amp;quot;Use Of Our Website&amp;quot; we will also collect the following Personal Information:&lt;br /&gt;
&lt;br /&gt;
User name;&lt;br /&gt;
Password;&lt;br /&gt;
Email address;&lt;br /&gt;
Community moniker;&lt;br /&gt;
User handle; and&lt;br /&gt;
Birthday.&lt;br /&gt;
If you conduct and carry out commercial transactions via any of our Services, in addition to the Personal Information set out above, we may also collect the following Personal Information and Non-Personal Information:&lt;br /&gt;
&lt;br /&gt;
First name;&lt;br /&gt;
Last name;&lt;br /&gt;
Billing address (including street, ZIP code, country);&lt;br /&gt;
Shipping address for physical goods (including street, ZIP code, country);&lt;br /&gt;
Telephone number;&lt;br /&gt;
Date and Data of transaction;&lt;br /&gt;
Object purchased;&lt;br /&gt;
Purchase price;&lt;br /&gt;
Confirmation email address.&lt;br /&gt;
We use this Personal Information and Non-Personal Information to:&lt;br /&gt;
&lt;br /&gt;
fulfill our contractual obligations set forth in our Terms of Service and comply with applicable law;&lt;br /&gt;
&lt;br /&gt;
track the purchases you have made via our Services;&lt;br /&gt;
remember which products you have added to your basket;&lt;br /&gt;
provide customer service to you in relation to your use of our Services, to deal with enquiries and complaints relating to the use of our Services and to notify you about any changes to the services that we provide via our Services;&lt;br /&gt;
send you reminder and verification notifications such as password reminders; and&lt;br /&gt;
fulfill our contractual obligations set forth in our Terms of Service and comply with applicable law.&lt;br /&gt;
We are obliged by applicable law to identify our commercial customers. We are also obliged by applicable law to collect and store detailed information regarding all commercial transactions, especially for accounting and tax purposes. We will only store your Personal Information and other Non-Personal Information for a reasonable period of time or for as long as is required or permitted by applicable law.&lt;br /&gt;
&lt;br /&gt;
The collection of the information set out in this Section is mandatory. We are prohibited by law from providing you with commercial services without collecting such information.&lt;br /&gt;
&lt;br /&gt;
=== Playing the Game===&lt;br /&gt;
&lt;br /&gt;
Within the scope of applicable law we may create user profiles about you. We may use these user profiles for enhancing or operating the Game, marketing or advertising.&lt;br /&gt;
&lt;br /&gt;
We may collect the following game related Personal Information and Non-Personal Information while you play the Game or use any of the other Services:&lt;br /&gt;
&lt;br /&gt;
feature usage;&lt;br /&gt;
game play statistics and scores;&lt;br /&gt;
user rankings;&lt;br /&gt;
click paths;&lt;br /&gt;
data that you may provide in surveys;&lt;br /&gt;
your account preferences;&lt;br /&gt;
online profiles.&lt;br /&gt;
If you participate in any competitions, the relevant information such as your results or ranking may be displayed with your community moniker and handle on the Website.&lt;br /&gt;
&lt;br /&gt;
We use this information to fulfill our contractual obligations to you, and to optimize game play and enhance your game experience. We will only store the Personal Information and other Non-Personal Information set out in this Section for a reasonable period of time or for as long as is required or permitted by applicable law.&lt;br /&gt;
&lt;br /&gt;
When the Game, or any element or module thereof, is updated or “patched,” our patch routine may check your computer to see that you have the most recent version of Game-specific files; when you communicate within the Game or any communication feature in the Game or on the Website (e.g. live chat, instant message services and the like), even “privately” to another person, you do so with the understanding that those communications go through our servers, can be monitored by us and our third party service providers. Accordingly, you have no expectation of privacy in any of those communications and, accordingly, you expressly consent to us and our third party service providers monitoring any and all communications that you send and receive via our Services.&lt;br /&gt;
&lt;br /&gt;
The collection of the information set out in this Section 3.3 is not mandatory, however, we cannot operate the Game properly without collecting this information. If you do not agree with this data collection and storage, we will need to deactivate your account and access to the Game.&lt;br /&gt;
&lt;br /&gt;
=== Misuse===&lt;br /&gt;
&lt;br /&gt;
In addition, if we reasonably suspect that any of our Services or your Account is being, or has been, misused, including without limitation, by virtue of any:&lt;br /&gt;
&lt;br /&gt;
DoS attacks;&lt;br /&gt;
hacking;&lt;br /&gt;
cheating;&lt;br /&gt;
fraud;&lt;br /&gt;
distribution of spam and/or viruses;&lt;br /&gt;
gold farming;&lt;br /&gt;
defamation, racism, hate speech etc.;&lt;br /&gt;
other violations of our Terms of Service.&lt;br /&gt;
We may collect further Personal Information and Non-Personal Information to verify or refute such suspicions within the limits of applicable law and taking into account your reasonable data protection interests. We will use this information to comply with applicable law and enforce our rights under civil and penal law against the respective users. We will store this information until the suspicion is reasonably refuted or for as long as is required or permitted by applicable law.&lt;br /&gt;
&lt;br /&gt;
The collection of the information set out in this Section is mandatory. We may not be able to enforce our rights without such information.&lt;br /&gt;
&lt;br /&gt;
== Will You Share My Information With Third Parties?==&lt;br /&gt;
&lt;br /&gt;
Other than as expressly set out in this Privacy Policy, We will never share your Personal Information with third parties without your consent.&lt;br /&gt;
&lt;br /&gt;
We may share your Personal Information with:&lt;br /&gt;
&lt;br /&gt;
Third party service providers under our control and monitoring where such disclosure is necessary or helpful to enable us to provide you with any of our Services and such third parties are contractually bound to process your Personal Information and/or Non-Personal Information under the same restrictions as are set forth in this Privacy Policy;&lt;br /&gt;
third party payment providers which are bound by strict privacy policies to carry out payment transactions with you;&lt;br /&gt;
any person to whom disclosure is necessary to enable us to enforce our rights under this Privacy Policy or under our Terms of Service; and/or&lt;br /&gt;
any authority to which we are obliged by law to disclose your Personal Information and Non-Personal Information (e.g. tax authorities for commercial transactions).&lt;br /&gt;
We will not disclose your Personal Information to anybody else without your explicit approval.&lt;br /&gt;
&lt;br /&gt;
== How Do You Protect My Personal Information?==&lt;br /&gt;
&lt;br /&gt;
The security of your personal information is important to us. We follow generally accepted industry standards, to protect the Personal Information submitted to us, both during transmission and in storage.&lt;br /&gt;
&lt;br /&gt;
The Personal Information that you provide to us will be collected and processed by us or by data processors appointed by us to undertake processing on our behalf. Your Personal Information will be stored on servers which may be owned by third parties such as Amazon Web Services, Inc. (“AWS”), Google, Inc. (“Google”), Microsoft Corp. (“MS”) and/or their respective affiliates all of which are for purposes of data protection under contractual control by us and/or CIG. Any Personal Information that you provide to us in accordance with this Privacy Policy will be adequately protected by this Privacy Policy, our contract with CIG and Google, AWS, MS or any other third party service providers which implement the EU model clauses for data protection.&lt;br /&gt;
&lt;br /&gt;
We have implemented physical, electronic and managerial procedures in order to help safeguard and prevent unauthorized access, use, alteration, modification and/or disclosure of your Personal Information. Although we use reasonable efforts to safeguard the security of your Personal Information, transmissions made on or through the Internet and Personal Information stored on our servers or the servers of third parties that we use are vulnerable to attack and cannot be guaranteed to be secure. In addition, submissions made via e-mail are not protected by encryption and are vulnerable to interception during transmission.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about security on our Website, please [[Special:Contact|contact us]].&lt;br /&gt;
&lt;br /&gt;
== Review, Correction Of Your Information, Requesting Removal From Mailing Lists And Deactivating Your Account==&lt;br /&gt;
&lt;br /&gt;
You can correct, update or delete your Account information at any time by logging on our Website and navigating to “My Account,” “View My Profile” or other Account settings. Should you be unable to log in your Account, please [[Special:Contact|contact us]]. We will be happy to review, update or remove information as appropriate. If you wish to be removed from a mailing list or to have your account deactivated, please [[Special:Contact|contact us]].&lt;br /&gt;
&lt;br /&gt;
== User Generated Content, Online Forums, Blogs And Profiles==&lt;br /&gt;
&lt;br /&gt;
You may choose to disclose information about yourself in the course of contributing user generated content to the Website or in public online chat rooms, blogs, message boards, user “profiles” for public view or in similar forums on our Website. Information that you disclose in any of these forums is public information, and there is no expectation of privacy or confidentiality there.&lt;br /&gt;
&lt;br /&gt;
You should be aware that any Personal Information you submit in the course of these public activities can be read, collected, or used by other users of these forums, and could be used to send you unsolicited messages in breach of our Terms of Service. We are not responsible for the Personal Information you choose to submit in these forums.&lt;br /&gt;
&lt;br /&gt;
If you post a video, image or photo on any of our Website for public view you should be aware that these may be viewed, collected, copied and/or used by other users without your consent. We are not responsible for the videos, images or photos that you choose to submit to the Website.&lt;br /&gt;
&lt;br /&gt;
== Third Party Sites==&lt;br /&gt;
&lt;br /&gt;
Our Website may contain advertising or services which link to other websites such as X, Facebook and YouTube. The fact that we link to a third party website is not an endorsement, authorization or representation of our affiliation with that third party website or the operator of that third party website. If you click on a link to a third party site, including on an advertisement, you will leave our site you are visiting and go to the site you selected. Because we cannot control the activities of third parties, we cannot accept responsibility for any use of your personal information by such third parties, and we cannot guarantee that they will adhere to the same privacy and security practices as our Services. We encourage you to review the privacy policies of any other service provider from whom you request services. If you visit a third party website that is linked to one of our Services, you should consult that third party website’s privacy policy before providing any personal information.&lt;br /&gt;
&lt;br /&gt;
We may receive some of the information that you submit to any third party website that you access from an advertisement contained on any of our Services. Both we and the owner or operator of that third party website will be the data controller in respect of any such information.&lt;br /&gt;
&lt;br /&gt;
== Products/Services Offered In Partnership With Third Party(s)==&lt;br /&gt;
&lt;br /&gt;
Members may register for other products and/or services via our Services. Certain products and/or services available via the Services are provided to you in partnership with third party(s) and may require you to disclose Personal Information in order to register for and access such products and/or services. Such products and/or services shall identify the third party partners at the point of registration. If you elect to register for such products and/or services your Personal Information will be transferred to such third party(s) and will be subject to the privacy policy and practices of such third party(s). We are not responsible for the privacy practices and policies of such third party(s) and, therefore, you should review the privacy practices and policies of such third party(s) prior to providing your Personal Information in connection with such products and/or services.&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:Privacy_policy&amp;diff=4676</id>
		<title>Rise: The Vieneo Province:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Rise:_The_Vieneo_Province:Privacy_policy&amp;diff=4676"/>
		<updated>2026-05-08T19:07:12Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PLEASE READ THE FOLLOWING PRIVACY POLICY CAREFULLY. BY USING THE RISETVP.COM WEBSITE AND RELATED WEBPAGES (THE “WEBSITE”) OR ANY OF THE CONTENT MADE AVAILABLE VIA THE WEBSITE INCLUDING THE “RISE: THE VIENEO PROVINCE” GAME AND RELATED MODULES (COLLECTIVELY THE “GAME”) AND ANY OTHER PRODUCT, ONLINE SERVICE OR WEB SITE (INDIVIDUALLY AND COLLECTIVELY THE “SERVICES”) YOU ACKNOWLEDGE THAT YOU HAVE READ, UNDERSTOOD, AND AGREE TO BE BOUND BY THIS PRIVACY POLICY.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
The data controller in respect of any Personal Information that you submit to us via the Services (or otherwise) is Unistellar Industries, LLC, a company  (“we”, “us”, “our”) registered in the State of Kansas (EIN 46-4951450) and located at:&lt;br /&gt;
&lt;br /&gt;
2248 Broadway #1839&lt;br /&gt;
New York, NY 10024&lt;br /&gt;
United States&lt;br /&gt;
&lt;br /&gt;
The Personal Information you submit to us via the Services (or otherwise) will be processed by us or by data processors appointed by us to undertake processing on our behalf.&lt;br /&gt;
&lt;br /&gt;
If you want to know what Personal Information or Non-Personal Information we hold about you or if you have any other queries in relation to this Privacy Policy, please [[Special:Contact|contact us]]. We will require you to verify your identity before releasing any information to you.&lt;br /&gt;
&lt;br /&gt;
We respect your privacy rights and recognizes the importance of protecting the information collected about you. We have adopted this Privacy Policy to explain how we collect, use and store your personal and non-personal information.&lt;br /&gt;
&lt;br /&gt;
== What Is Personal And Non-Personal Information?==&lt;br /&gt;
&lt;br /&gt;
“Personal Information” is information that we have collected from you that identifies you, or which, in conjunction with other information that is in our possession, or is likely to come into our possession, may be used by us to identify you.&lt;br /&gt;
&lt;br /&gt;
“Non-Personal Information”, is information that we have collected from you which cannot be used by us to identify you.&lt;br /&gt;
&lt;br /&gt;
== Which Data Do You Collect And Use At Which Stage?==&lt;br /&gt;
&lt;br /&gt;
=== Use Of Our Website===&lt;br /&gt;
&lt;br /&gt;
==== General====&lt;br /&gt;
&lt;br /&gt;
If you access or use our Website we may collect the following Non-Personal Information:&lt;br /&gt;
&lt;br /&gt;
Request (Name of the requested file)&lt;br /&gt;
Browser type/version (e.g.: Internet Explorer 11.0)&lt;br /&gt;
Browser language (e.g.: English)&lt;br /&gt;
Operating System (e.g.: Windows 7)&lt;br /&gt;
Resolution of the Browser window&lt;br /&gt;
Screen resolution&lt;br /&gt;
Javascript active&lt;br /&gt;
Java On /Off&lt;br /&gt;
Cookies On / Off&lt;br /&gt;
Color settings&lt;br /&gt;
Referral URL (the previously visited page)&lt;br /&gt;
Time of Access&lt;br /&gt;
Clicks&lt;br /&gt;
We also may maintain log files which contain IP addresses. An IP address is a numeric address that may be assigned to your computer by your Internet Service Provider and can, in certain circumstances, amount to Personal Information. In general, we use log files to monitor traffic on our Website and to troubleshoot technical problems. In the event of user abuse of our Website, however, we may block certain IP addresses.&lt;br /&gt;
&lt;br /&gt;
We use the information set out in this Section to optimize your experience of our Services. The collection of the information set out in this Section is mandatory. We are not able to properly provide you with the Services without this basic information.&lt;br /&gt;
&lt;br /&gt;
==== Cookies====&lt;br /&gt;
&lt;br /&gt;
We use cookies to ensure that you get the most out of our Services. Cookies are small text files that are applied to your Internet enabled device by websites. Cookies allow us to store and then retrieve information on your computer about your visit to our Website (e.g. when you accessed the Website). We may use cookies to deliver content specific to your interest and to monitor Website usage or to simplify your visits to our Services (for example, by remembering your login details).&lt;br /&gt;
&lt;br /&gt;
We may also store flash cookies, also known as “local shared objects,” on your Internet enabled device if the Website uses Adobe Flash. Flash cookies are small files similar to cookies and are used to remember the Website’s settings to personalize the look and feel of the Website. Flash cookies only collect data in the aggregate. Like normal cookies, Flash cookies are represented as small text files on your internet enabled device.&lt;br /&gt;
&lt;br /&gt;
The collection of information in this Section is not mandatory. Most browsers are automatically set to accept cookies whenever you visit a website. You can disable cookies or set your browser to alert you when cookies are being sent. However, your web experience may be less satisfying without the use of cookies. For more information about how to reject cookies using your Internet browser settings please consult the “Help” section of your Internet browser (or alternatively visit http://www.aboutcookies.org).&lt;br /&gt;
&lt;br /&gt;
The first time you visit the Website you will be presented with a notification that we use cookies. By proceeding to use the Website you are consenting to our use of cookies as described in this Privacy Policy.&lt;br /&gt;
&lt;br /&gt;
====Analytic Metrics Tools And Other Technologies====&lt;br /&gt;
&lt;br /&gt;
We may also use its own or third-party proprietary analytic metrics tools and other analytics technologies to collect the information referred to in this Privacy Policy. We may use such technology to deliver content specific to your interest and to monitor usage of our Services.&lt;br /&gt;
&lt;br /&gt;
The collection of the information set out in this Section is not mandatory, however, we cannot operate the Game properly without collecting this information. If you do not agree with this data collection and storage, we will need to deactivate your account and access to the Game.&lt;br /&gt;
&lt;br /&gt;
Our website uses Google Analytics. To learn how Google uses your data and how you can opt out click here: https://www.google.com/policies/privacy/partners/&lt;br /&gt;
&lt;br /&gt;
=== Account Registration And Commercial Transaction===&lt;br /&gt;
&lt;br /&gt;
You may need to register for an account in order to access and use some of our Services (“Account”). If you register for an Account, in addition to the information we collect under the Section &amp;quot;Use Of Our Website&amp;quot; we will also collect the following Personal Information:&lt;br /&gt;
&lt;br /&gt;
User name;&lt;br /&gt;
Password;&lt;br /&gt;
Email address;&lt;br /&gt;
Community moniker;&lt;br /&gt;
User handle; and&lt;br /&gt;
Birthday.&lt;br /&gt;
If you conduct and carry out commercial transactions via any of our Services, in addition to the Personal Information set out above, we may also collect the following Personal Information and Non-Personal Information:&lt;br /&gt;
&lt;br /&gt;
First name;&lt;br /&gt;
Last name;&lt;br /&gt;
Billing address (including street, ZIP code, country);&lt;br /&gt;
Shipping address for physical goods (including street, ZIP code, country);&lt;br /&gt;
Telephone number;&lt;br /&gt;
Date and Data of transaction;&lt;br /&gt;
Object purchased;&lt;br /&gt;
Purchase price;&lt;br /&gt;
Confirmation email address.&lt;br /&gt;
We use this Personal Information and Non-Personal Information to:&lt;br /&gt;
&lt;br /&gt;
fulfill our contractual obligations set forth in our Terms of Service and comply with applicable law;&lt;br /&gt;
&lt;br /&gt;
track the purchases you have made via our Services;&lt;br /&gt;
remember which products you have added to your basket;&lt;br /&gt;
provide customer service to you in relation to your use of our Services, to deal with enquiries and complaints relating to the use of our Services and to notify you about any changes to the services that we provide via our Services;&lt;br /&gt;
send you reminder and verification notifications such as password reminders; and&lt;br /&gt;
fulfill our contractual obligations set forth in our Terms of Service and comply with applicable law.&lt;br /&gt;
We are obliged by applicable law to identify our commercial customers. We are also obliged by applicable law to collect and store detailed information regarding all commercial transactions, especially for accounting and tax purposes. We will only store your Personal Information and other Non-Personal Information for a reasonable period of time or for as long as is required or permitted by applicable law.&lt;br /&gt;
&lt;br /&gt;
The collection of the information set out in this Section is mandatory. We are prohibited by law from providing you with commercial services without collecting such information.&lt;br /&gt;
&lt;br /&gt;
=== Playing the Game===&lt;br /&gt;
&lt;br /&gt;
Within the scope of applicable law we may create user profiles about you. We may use these user profiles for enhancing or operating the Game, marketing or advertising.&lt;br /&gt;
&lt;br /&gt;
We may collect the following game related Personal Information and Non-Personal Information while you play the Game or use any of the other Services:&lt;br /&gt;
&lt;br /&gt;
feature usage;&lt;br /&gt;
game play statistics and scores;&lt;br /&gt;
user rankings;&lt;br /&gt;
click paths;&lt;br /&gt;
data that you may provide in surveys;&lt;br /&gt;
your account preferences;&lt;br /&gt;
online profiles.&lt;br /&gt;
If you participate in any competitions, the relevant information such as your results or ranking may be displayed with your community moniker and handle on the Website.&lt;br /&gt;
&lt;br /&gt;
We use this information to fulfill our contractual obligations to you, and to optimize game play and enhance your game experience. We will only store the Personal Information and other Non-Personal Information set out in this Section for a reasonable period of time or for as long as is required or permitted by applicable law.&lt;br /&gt;
&lt;br /&gt;
When the Game, or any element or module thereof, is updated or “patched,” our patch routine may check your computer to see that you have the most recent version of Game-specific files; when you communicate within the Game or any communication feature in the Game or on the Website (e.g. live chat, instant message services and the like), even “privately” to another person, you do so with the understanding that those communications go through our servers, can be monitored by us and our third party service providers. Accordingly, you have no expectation of privacy in any of those communications and, accordingly, you expressly consent to us and our third party service providers monitoring any and all communications that you send and receive via our Services.&lt;br /&gt;
&lt;br /&gt;
The collection of the information set out in this Section 3.3 is not mandatory, however, we cannot operate the Game properly without collecting this information. If you do not agree with this data collection and storage, we will need to deactivate your account and access to the Game.&lt;br /&gt;
&lt;br /&gt;
=== Misuse===&lt;br /&gt;
&lt;br /&gt;
In addition, if we reasonably suspect that any of our Services or your Account is being, or has been, misused, including without limitation, by virtue of any:&lt;br /&gt;
&lt;br /&gt;
DoS attacks;&lt;br /&gt;
hacking;&lt;br /&gt;
cheating;&lt;br /&gt;
fraud;&lt;br /&gt;
distribution of spam and/or viruses;&lt;br /&gt;
gold farming;&lt;br /&gt;
defamation, racism, hate speech etc.;&lt;br /&gt;
other violations of our Terms of Service.&lt;br /&gt;
We may collect further Personal Information and Non-Personal Information to verify or refute such suspicions within the limits of applicable law and taking into account your reasonable data protection interests. We will use this information to comply with applicable law and enforce our rights under civil and penal law against the respective users. We will store this information until the suspicion is reasonably refuted or for as long as is required or permitted by applicable law.&lt;br /&gt;
&lt;br /&gt;
The collection of the information set out in this Section is mandatory. We may not be able to enforce our rights without such information.&lt;br /&gt;
&lt;br /&gt;
== Will You Share My Information With Third Parties?==&lt;br /&gt;
&lt;br /&gt;
Other than as expressly set out in this Privacy Policy, We will never share your Personal Information with third parties without your consent.&lt;br /&gt;
&lt;br /&gt;
We may share your Personal Information with:&lt;br /&gt;
&lt;br /&gt;
Third party service providers under our control and monitoring where such disclosure is necessary or helpful to enable us to provide you with any of our Services and such third parties are contractually bound to process your Personal Information and/or Non-Personal Information under the same restrictions as are set forth in this Privacy Policy;&lt;br /&gt;
third party payment providers which are bound by strict privacy policies to carry out payment transactions with you;&lt;br /&gt;
any person to whom disclosure is necessary to enable us to enforce our rights under this Privacy Policy or under our Terms of Service; and/or&lt;br /&gt;
any authority to which we are obliged by law to disclose your Personal Information and Non-Personal Information (e.g. tax authorities for commercial transactions).&lt;br /&gt;
We will not disclose your Personal Information to anybody else without your explicit approval.&lt;br /&gt;
&lt;br /&gt;
== How Do You Protect My Personal Information?==&lt;br /&gt;
&lt;br /&gt;
The security of your personal information is important to us. We follow generally accepted industry standards, to protect the Personal Information submitted to us, both during transmission and in storage.&lt;br /&gt;
&lt;br /&gt;
The Personal Information that you provide to us will be collected and processed by us or by data processors appointed by us to undertake processing on our behalf. Your Personal Information will be stored on servers which may be owned by third parties such as Amazon Web Services, Inc. (“AWS”), Google, Inc. (“Google”), Microsoft Corp. (“MS”) and/or their respective affiliates all of which are for purposes of data protection under contractual control by us and/or CIG. Any Personal Information that you provide to us in accordance with this Privacy Policy will be adequately protected by this Privacy Policy, our contract with CIG and Google, AWS, MS or any other third party service providers which implement the EU model clauses for data protection.&lt;br /&gt;
&lt;br /&gt;
We have implemented physical, electronic and managerial procedures in order to help safeguard and prevent unauthorized access, use, alteration, modification and/or disclosure of your Personal Information. Although we use reasonable efforts to safeguard the security of your Personal Information, transmissions made on or through the Internet and Personal Information stored on our servers or the servers of third parties that we use are vulnerable to attack and cannot be guaranteed to be secure. In addition, submissions made via e-mail are not protected by encryption and are vulnerable to interception during transmission.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about security on our Website, please [[Special:Contact|contact us]].&lt;br /&gt;
&lt;br /&gt;
== Review, Correction Of Your Information, Requesting Removal From Mailing Lists And Deactivating Your Account==&lt;br /&gt;
&lt;br /&gt;
You can correct, update or delete your Account information at any time by logging on our Website and navigating to “My Account,” “View My Profile” or other Account settings. Should you be unable to log in your Account, please [[Special:Contact|contact us]]. We will be happy to review, update or remove information as appropriate. If you wish to be removed from a mailing list or to have your account deactivated, please [[Special:Contact|contact us]].&lt;br /&gt;
&lt;br /&gt;
== User Generated Content, Online Forums, Blogs And Profiles==&lt;br /&gt;
&lt;br /&gt;
You may choose to disclose information about yourself in the course of contributing user generated content to the Website or in public online chat rooms, blogs, message boards, user “profiles” for public view or in similar forums on our Website. Information that you disclose in any of these forums is public information, and there is no expectation of privacy or confidentiality there.&lt;br /&gt;
&lt;br /&gt;
You should be aware that any Personal Information you submit in the course of these public activities can be read, collected, or used by other users of these forums, and could be used to send you unsolicited messages in breach of our Terms of Service. We are not responsible for the Personal Information you choose to submit in these forums.&lt;br /&gt;
&lt;br /&gt;
If you post a video, image or photo on any of our Website for public view you should be aware that these may be viewed, collected, copied and/or used by other users without your consent. We are not responsible for the videos, images or photos that you choose to submit to the Website.&lt;br /&gt;
&lt;br /&gt;
== Third Party Sites==&lt;br /&gt;
&lt;br /&gt;
Our Website may contain advertising or services which link to other websites such as X, Facebook and YouTube. The fact that we link to a third party website is not an endorsement, authorization or representation of our affiliation with that third party website or the operator of that third party website. If you click on a link to a third party site, including on an advertisement, you will leave our site you are visiting and go to the site you selected. Because we cannot control the activities of third parties, we cannot accept responsibility for any use of your personal information by such third parties, and we cannot guarantee that they will adhere to the same privacy and security practices as our Services. We encourage you to review the privacy policies of any other service provider from whom you request services. If you visit a third party website that is linked to one of our Services, you should consult that third party website’s privacy policy before providing any personal information.&lt;br /&gt;
&lt;br /&gt;
We may receive some of the information that you submit to any third party website that you access from an advertisement contained on any of our Services. Both we and the owner or operator of that third party website will be the data controller in respect of any such information.&lt;br /&gt;
&lt;br /&gt;
== Products/Services Offered In Partnership With Third Party(s)==&lt;br /&gt;
&lt;br /&gt;
Members may register for other products and/or services via our Services. Certain products and/or services available via the Services are provided to you in partnership with third party(s) and may require you to disclose Personal Information in order to register for and access such products and/or services. Such products and/or services shall identify the third party partners at the point of registration. If you elect to register for such products and/or services your Personal Information will be transferred to such third party(s) and will be subject to the privacy policy and practices of such third party(s). We are not responsible for the privacy practices and policies of such third party(s) and, therefore, you should review the privacy practices and policies of such third party(s) prior to providing your Personal Information in connection with such products and/or services.&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Assessor%27s_Parcel_Number&amp;diff=4674</id>
		<title>Assessor&#039;s Parcel Number</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Assessor%27s_Parcel_Number&amp;diff=4674"/>
		<updated>2026-04-06T19:03:42Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Assessor&#039;s Parcel Number]] (abbreviated &#039;&#039;APN&#039;&#039;) is the addressing system for plots on [[Vieneo]].&lt;br /&gt;
&lt;br /&gt;
The APN is an eight (8) digit identifier used for addressing of plot locations. Near the equator, the digits 1-4 run east-west and the digits 5-8 run north-south.&lt;br /&gt;
&lt;br /&gt;
=== Size===&lt;br /&gt;
Each parcel of land is approximately 4 sq. [[kilometer|km]] or 2 [[kilometer|km]] by 2 [[kilometer|km]].  Each parcel is then subsequently divided into four (4) zones of approximately 1 sq. [[kilometer|km]] or 1 [[kilometer|km]] by 1 [[kilometer|km]].  With the exception of the [[:Category:Airfield|airfield colony]], colonies fit within one of these zones.&lt;br /&gt;
&lt;br /&gt;
=== Right of Way ===&lt;br /&gt;
Each plot has an easement crossing through the middle of the plot (north to south and east to west) to allow for roads and utilities.&lt;br /&gt;
&lt;br /&gt;
=== Pricing===&lt;br /&gt;
Land values across Vieneo are not fixed. Prices are dynamically calculated based on a variety of environmental, infrastructural, and societal factors. This system reflects a living world where desirability—and therefore cost—changes over time.&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
Each plot’s price is derived from a composite of multiple weighted scores, including:&lt;br /&gt;
&lt;br /&gt;
* Terrain characteristics (grade, elevation, landform)&lt;br /&gt;
* Proximity to infrastructure (roads, colonies, docks, airfields)&lt;br /&gt;
* Environmental features (water access, shoreline, scenic variation)&lt;br /&gt;
* Regional desirability (territory influence and population)&lt;br /&gt;
* Nuisances and industrial impact (mines, refineries, congestion)&lt;br /&gt;
&lt;br /&gt;
Rather than assigning static values, the system evaluates how appealing a plot would be to a prospective buyer based on its surroundings and usability.&lt;br /&gt;
&lt;br /&gt;
==== Key Factors ====&lt;br /&gt;
===== Terrain &amp;amp; Buildability =====&lt;br /&gt;
Flatter land is generally more valuable, as it is easier to develop. Steep or uneven terrain may reduce a plot’s desirability unless offset by scenic advantages.&lt;br /&gt;
&lt;br /&gt;
===== Infrastructure Access =====&lt;br /&gt;
Plots near roads, colonies, or transportation hubs tend to be more valuable. Accessibility is a major driver of land use and economic activity.&lt;br /&gt;
&lt;br /&gt;
===== Water &amp;amp; Shoreline =====&lt;br /&gt;
Plots with access to water—especially coastline—receive a premium. This reflects both aesthetic value and practical utility.&lt;br /&gt;
&lt;br /&gt;
===== Territory Influence =====&lt;br /&gt;
Each plot belongs to or is influenced by a &#039;&#039;territory&#039;&#039;. Territories are scored based on population, services, and overall development. Higher-scoring territories increase nearby land values.&lt;br /&gt;
&lt;br /&gt;
This scoring system is similar to a “tripadvisor”-style ranking, where regions with more activity, services, and appeal naturally become more desirable.&lt;br /&gt;
&lt;br /&gt;
===== Nuisances =====&lt;br /&gt;
Not all nearby features increase value. Industrial activity such as refineries or mines may reduce desirability depending on proximity.&lt;br /&gt;
&lt;br /&gt;
==== Example Scenarios ====&lt;br /&gt;
&lt;br /&gt;
===== Example 1: Remote Inland Plot =====&lt;br /&gt;
* Far from roads and colonies&lt;br /&gt;
* Minimal population influence&lt;br /&gt;
* No water access&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Low price due to isolation and limited usability.&lt;br /&gt;
&lt;br /&gt;
===== Example 2: Coastal Plot Near a Growing Colony =====&lt;br /&gt;
* Flat terrain&lt;br /&gt;
* Road access&lt;br /&gt;
* Within a high-scoring territory&lt;br /&gt;
* Near water&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Significantly higher price due to strong combined desirability.&lt;br /&gt;
&lt;br /&gt;
===== Example 3: Industrial Adjacent Plot =====&lt;br /&gt;
* Good infrastructure access&lt;br /&gt;
* Located near a refinery or heavy industry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Moderated price—benefits of access are offset by nuisance factors.&lt;br /&gt;
&lt;br /&gt;
==== Price Updates &amp;amp; Market Behavior ====&lt;br /&gt;
Land prices are not recalculated continuously. Instead, they are updated periodically to reflect changes in the world.&lt;br /&gt;
&lt;br /&gt;
* Prices typically update no more than once every &#039;&#039;&#039;24 hours&#039;&#039;&#039;&lt;br /&gt;
* Major developments (new roads, colonies, or infrastructure) may influence future updates&lt;br /&gt;
* Buyers should be aware that displayed prices reflect a recent snapshot, not real-time fluctuations&lt;br /&gt;
&lt;br /&gt;
This approach balances realism with stability, ensuring that:&lt;br /&gt;
&lt;br /&gt;
* Prices do not fluctuate unpredictably within short timeframes&lt;br /&gt;
* Buyers can make decisions without concern for minute-to-minute changes&lt;br /&gt;
* Large-scale development trends are still reflected over time&lt;br /&gt;
&lt;br /&gt;
==== What This Means for Buyers ====&lt;br /&gt;
* Land in developing areas may increase in value as nearby infrastructure expands&lt;br /&gt;
* Remote land may be inexpensive but carries long-term investment potential&lt;br /&gt;
* Prices are stable within a given day, allowing time to evaluate purchases&lt;br /&gt;
* Strategic positioning near growing territories can yield significant value gains&lt;br /&gt;
&lt;br /&gt;
==== Summary ====&lt;br /&gt;
The dynamic pricing system transforms land ownership into a strategic decision. Value is no longer arbitrary—it emerges from the world itself.&lt;br /&gt;
&lt;br /&gt;
Players who understand the underlying factors can identify opportunities, anticipate growth, and invest accordingly.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
[[Vieneo Land Management]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Assessor%27s_Parcel_Number&amp;diff=4673</id>
		<title>Assessor&#039;s Parcel Number</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Assessor%27s_Parcel_Number&amp;diff=4673"/>
		<updated>2026-04-06T19:01:43Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Assessor&#039;s Parcel Number]] (abbreviated &#039;&#039;APN&#039;&#039;) is the addressing system for plots on [[Vieneo]].&lt;br /&gt;
&lt;br /&gt;
The APN is an eight (8) digit number where the digits 1-4 = east-west and the digits 5-8 = north-south. The higher the number the more south and east a plot is (plot 0001 in west-east direction is at 180° west).&lt;br /&gt;
&lt;br /&gt;
=== Size===&lt;br /&gt;
Each parcel of land is approximately 4 sq. [[kilometer|km]] or 2 [[kilometer|km]] by 2 [[kilometer|km]].  Each parcel is then subsequently divided into four (4) zones of approximately 1 sq. [[kilometer|km]] or 1 [[kilometer|km]] by 1 [[kilometer|km]].  With the exception of the [[:Category:Airfield|airfield colony]], colonies fit within one of these zones.&lt;br /&gt;
&lt;br /&gt;
=== Right of Way ===&lt;br /&gt;
Each plot has an easement crossing through the middle of the plot (north to south and east to west) to allow for roads and utilities.&lt;br /&gt;
&lt;br /&gt;
=== Pricing===&lt;br /&gt;
&lt;br /&gt;
Land values across Vieneo are no longer fixed. Prices are now dynamically calculated based on a variety of environmental, infrastructural, and societal factors. This system reflects a living world where desirability—and therefore cost—changes over time.&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
Each plot’s price is derived from a composite of multiple weighted scores, including:&lt;br /&gt;
&lt;br /&gt;
* Terrain characteristics (grade, elevation, landform)&lt;br /&gt;
* Proximity to infrastructure (roads, colonies, docks, airfields)&lt;br /&gt;
* Environmental features (water access, shoreline, scenic variation)&lt;br /&gt;
* Regional desirability (territory influence and population)&lt;br /&gt;
* Nuisances and industrial impact (mines, refineries, congestion)&lt;br /&gt;
&lt;br /&gt;
Rather than assigning static values, the system evaluates how appealing a plot would be to a prospective buyer based on its surroundings and usability.&lt;br /&gt;
&lt;br /&gt;
==== Key Factors ====&lt;br /&gt;
&lt;br /&gt;
===== Terrain &amp;amp; Buildability =====&lt;br /&gt;
Flatter land is generally more valuable, as it is easier to develop. Steep or uneven terrain may reduce a plot’s desirability unless offset by scenic advantages.&lt;br /&gt;
&lt;br /&gt;
===== Infrastructure Access =====&lt;br /&gt;
Plots near roads, colonies, or transportation hubs tend to be more valuable. Accessibility is a major driver of land use and economic activity.&lt;br /&gt;
&lt;br /&gt;
===== Water &amp;amp; Shoreline =====&lt;br /&gt;
Plots with access to water—especially coastline—receive a premium. This reflects both aesthetic value and practical utility.&lt;br /&gt;
&lt;br /&gt;
===== Territory Influence =====&lt;br /&gt;
Each plot belongs to or is influenced by a &#039;&#039;territory&#039;&#039;. Territories are scored based on population, services, and overall development. Higher-scoring territories increase nearby land values.&lt;br /&gt;
&lt;br /&gt;
This scoring system is similar to a “tripadvisor”-style ranking, where regions with more activity, services, and appeal naturally become more desirable.&lt;br /&gt;
&lt;br /&gt;
===== Nuisances =====&lt;br /&gt;
Not all nearby features increase value. Industrial activity such as refineries or mines may reduce desirability depending on proximity.&lt;br /&gt;
&lt;br /&gt;
==== Example Scenarios ====&lt;br /&gt;
&lt;br /&gt;
===== Example 1: Remote Inland Plot =====&lt;br /&gt;
* Far from roads and colonies&lt;br /&gt;
* Minimal population influence&lt;br /&gt;
* No water access&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Low price due to isolation and limited usability.&lt;br /&gt;
&lt;br /&gt;
===== Example 2: Coastal Plot Near a Growing Colony =====&lt;br /&gt;
* Flat terrain&lt;br /&gt;
* Road access&lt;br /&gt;
* Within a high-scoring territory&lt;br /&gt;
* Near water&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Significantly higher price due to strong combined desirability.&lt;br /&gt;
&lt;br /&gt;
===== Example 3: Industrial Adjacent Plot =====&lt;br /&gt;
* Good infrastructure access&lt;br /&gt;
* Located near a refinery or heavy industry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Moderated price—benefits of access are offset by nuisance factors.&lt;br /&gt;
&lt;br /&gt;
==== Price Updates &amp;amp; Market Behavior ====&lt;br /&gt;
&lt;br /&gt;
Land prices are not recalculated continuously. Instead, they are updated periodically to reflect changes in the world.&lt;br /&gt;
&lt;br /&gt;
* Prices typically update no more than once every &#039;&#039;&#039;24 hours&#039;&#039;&#039;&lt;br /&gt;
* Major developments (new roads, colonies, or infrastructure) may influence future updates&lt;br /&gt;
* Buyers should be aware that displayed prices reflect a recent snapshot, not real-time fluctuations&lt;br /&gt;
&lt;br /&gt;
This approach balances realism with stability, ensuring that:&lt;br /&gt;
&lt;br /&gt;
* Prices do not fluctuate unpredictably within short timeframes&lt;br /&gt;
* Buyers can make decisions without concern for minute-to-minute changes&lt;br /&gt;
* Large-scale development trends are still reflected over time&lt;br /&gt;
&lt;br /&gt;
==== What This Means for Buyers ====&lt;br /&gt;
&lt;br /&gt;
* Land in developing areas may increase in value as nearby infrastructure expands&lt;br /&gt;
* Remote land may be inexpensive but carries long-term investment potential&lt;br /&gt;
* Prices are stable within a given day, allowing time to evaluate purchases&lt;br /&gt;
* Strategic positioning near growing territories can yield significant value gains&lt;br /&gt;
&lt;br /&gt;
==== Summary ====&lt;br /&gt;
&lt;br /&gt;
The dynamic pricing system transforms land ownership into a strategic decision. Value is no longer arbitrary—it emerges from the world itself.&lt;br /&gt;
&lt;br /&gt;
Players who understand the underlying factors can identify opportunities, anticipate growth, and invest accordingly.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
[[Vieneo Land Management]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Recreation&amp;diff=4672</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Recreation&amp;diff=4672"/>
		<updated>2026-04-06T18:58:14Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Recreation&#039;&#039;&#039; facility is a building expansion for [[:Category:Township|Townships]] in &#039;&#039;Rise&#039;&#039;. Designed to provide colonists with leisure and entertainment options, these domed structures house various recreational activities that contribute to the overall well-being of the population. In addition to increasing colonist satisfaction, Recreation buildings significantly boost tourism revenue and improve the Township’s overall rating.  &lt;br /&gt;
&lt;br /&gt;
=== Gameplay Purpose ===  &lt;br /&gt;
Recreation facilities serve several key functions within a Township:  &lt;br /&gt;
* **Boosts Tourism Revenue** – Increases the number of visitors and the amount they spend.  &lt;br /&gt;
* **Improves TripAdvisor Score** – Makes the Township a more attractive destination.  &lt;br /&gt;
* **Enhances Colonist Morale** – Provides relaxation and leisure, reducing stress.  &lt;br /&gt;
* **Supports Population Growth** – Encourages more settlers to move in by improving quality of life.  &lt;br /&gt;
&lt;br /&gt;
=== Recreation Facility Features ===  &lt;br /&gt;
Recreation facilities are large, domed environments that offer:  &lt;br /&gt;
* **Natural Light &amp;amp; Climate Control** – Allows for comfortable play conditions in an enclosed environment.  &lt;br /&gt;
* **Multiple Activity Zones** – Includes parks, sports fields, and other leisure areas.  &lt;br /&gt;
* **Advanced Turf Surfaces** – Engineered to mimic Earth-like playing conditions for various sports.  &lt;br /&gt;
&lt;br /&gt;
=== Types of Recreation ===  &lt;br /&gt;
&lt;br /&gt;
==== Active Play Areas ====  &lt;br /&gt;
These sections of the Recreation facility cater to sports and physical activities:  &lt;br /&gt;
* **Sports Fields** – Used for soccer, Ultimate Frisbee, and other team sports.  &lt;br /&gt;
* **Golf Courses** – A miniature, domed golf course for leisure and competition.  &lt;br /&gt;
* **Running Tracks** – Supports colonist fitness and training.  &lt;br /&gt;
* **Rock Climbing Walls** – Provides a high-intensity recreational challenge.  &lt;br /&gt;
&lt;br /&gt;
==== Parks &amp;amp; Green Spaces ====  &lt;br /&gt;
More relaxed leisure areas focused on scenery and social interaction:  &lt;br /&gt;
* **Botanical Gardens** – Displays of imported and genetically modified flora.  &lt;br /&gt;
* **Walking Trails** – Scenic paths for colonists and tourists to explore.  &lt;br /&gt;
* **Public Plazas** – Gathering spaces for events and socializing.  &lt;br /&gt;
&lt;br /&gt;
==== Tourism Impact ====  &lt;br /&gt;
A well-maintained Recreation facility significantly increases a Township’s attractiveness to visitors. Factors that improve its effectiveness include:  &lt;br /&gt;
* **High-Quality Maintenance** – Keeping the facility in top condition maximizes benefits.  &lt;br /&gt;
* **Proximity to Other Attractions** – Located near hotels and entertainment districts for better synergy.  &lt;br /&gt;
* **Special Events &amp;amp; Tournaments** – Hosting competitions draws additional tourists.  &lt;br /&gt;
&lt;br /&gt;
=== Strategy ===  &lt;br /&gt;
To maximize the benefits of a Recreation facility:  &lt;br /&gt;
1. Build it early to enhance colonist morale and attract tourists.  &lt;br /&gt;
2. Pair it with strong [[Processed Storage]] to support tourism-related inventory needs.  &lt;br /&gt;
3. Regularly upgrade and maintain facilities to sustain a high TripAdvisor score.  &lt;br /&gt;
4. Use multiple recreation zones to appeal to both colonists and tourists.  &lt;br /&gt;
&lt;br /&gt;
A well-designed Recreation facility is essential for a thriving Township, making it a prime investment for long-term colony success in &#039;&#039;Rise&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BuildingInfo&lt;br /&gt;
| image = Recreation.png|thumb&lt;br /&gt;
| grade_c = 240.17	&lt;br /&gt;
| grade_f = 176.05&lt;br /&gt;
| zoned = 3&lt;br /&gt;
| colonists_build = 3&lt;br /&gt;
| colonists_run = 3&lt;br /&gt;
| capacity_beds = 27&lt;br /&gt;
| capacity_storage = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Township]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Assessor%27s_Parcel_Number&amp;diff=4671</id>
		<title>Assessor&#039;s Parcel Number</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Assessor%27s_Parcel_Number&amp;diff=4671"/>
		<updated>2026-04-06T18:56:54Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Pricing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Assessor&#039;s Parcel Number]] (abbreviated &#039;&#039;APN&#039;&#039;) is the addressing system for plots on [[Vieneo]].&lt;br /&gt;
&lt;br /&gt;
The APN is an eight (8) digit number where the digits 1-4 = north-south and the digits 5-8 = west-east. The higher the number the more south and east a plot is (plot 0001 in west-east direction is at 180° west).&lt;br /&gt;
&lt;br /&gt;
=== Size===&lt;br /&gt;
Each parcel of land is approximately 4 sq. [[kilometer|km]] or 2 [[kilometer|km]] by 2 [[kilometer|km]].  Each parcel is then subsequently divided into four (4) zones of approximately 1 sq. [[kilometer|km]] or 1 [[kilometer|km]] by 1 [[kilometer|km]].  With the exception of the [[:Category:Airfield|airfield colony]], colonies fit within one of these zones.&lt;br /&gt;
&lt;br /&gt;
=== Right of Way ===&lt;br /&gt;
Each plot has an easement crossing through the middle of the plot (north to south and east to west) to allow for roads and utilities.&lt;br /&gt;
&lt;br /&gt;
=== Pricing===&lt;br /&gt;
&lt;br /&gt;
Land values across Vieneo are no longer fixed. Prices are now dynamically calculated based on a variety of environmental, infrastructural, and societal factors. This system reflects a living world where desirability—and therefore cost—changes over time.&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&lt;br /&gt;
Each plot’s price is derived from a composite of multiple weighted scores, including:&lt;br /&gt;
&lt;br /&gt;
* Terrain characteristics (grade, elevation, landform)&lt;br /&gt;
* Proximity to infrastructure (roads, colonies, docks, airfields)&lt;br /&gt;
* Environmental features (water access, shoreline, scenic variation)&lt;br /&gt;
* Regional desirability (territory influence and population)&lt;br /&gt;
* Nuisances and industrial impact (mines, refineries, congestion)&lt;br /&gt;
&lt;br /&gt;
Rather than assigning static values, the system evaluates how appealing a plot would be to a prospective buyer based on its surroundings and usability.&lt;br /&gt;
&lt;br /&gt;
==== Key Factors ====&lt;br /&gt;
&lt;br /&gt;
===== Terrain &amp;amp; Buildability =====&lt;br /&gt;
Flatter land is generally more valuable, as it is easier to develop. Steep or uneven terrain may reduce a plot’s desirability unless offset by scenic advantages.&lt;br /&gt;
&lt;br /&gt;
===== Infrastructure Access =====&lt;br /&gt;
Plots near roads, colonies, or transportation hubs tend to be more valuable. Accessibility is a major driver of land use and economic activity.&lt;br /&gt;
&lt;br /&gt;
===== Water &amp;amp; Shoreline =====&lt;br /&gt;
Plots with access to water—especially coastline—receive a premium. This reflects both aesthetic value and practical utility.&lt;br /&gt;
&lt;br /&gt;
===== Territory Influence =====&lt;br /&gt;
Each plot belongs to or is influenced by a &#039;&#039;territory&#039;&#039;. Territories are scored based on population, services, and overall development. Higher-scoring territories increase nearby land values.&lt;br /&gt;
&lt;br /&gt;
This scoring system is similar to a “tripadvisor”-style ranking, where regions with more activity, services, and appeal naturally become more desirable.&lt;br /&gt;
&lt;br /&gt;
===== Nuisances =====&lt;br /&gt;
Not all nearby features increase value. Industrial activity such as refineries or mines may reduce desirability depending on proximity.&lt;br /&gt;
&lt;br /&gt;
==== Example Scenarios ====&lt;br /&gt;
&lt;br /&gt;
===== Example 1: Remote Inland Plot =====&lt;br /&gt;
* Far from roads and colonies&lt;br /&gt;
* Minimal population influence&lt;br /&gt;
* No water access&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Low price due to isolation and limited usability.&lt;br /&gt;
&lt;br /&gt;
===== Example 2: Coastal Plot Near a Growing Colony =====&lt;br /&gt;
* Flat terrain&lt;br /&gt;
* Road access&lt;br /&gt;
* Within a high-scoring territory&lt;br /&gt;
* Near water&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Significantly higher price due to strong combined desirability.&lt;br /&gt;
&lt;br /&gt;
===== Example 3: Industrial Adjacent Plot =====&lt;br /&gt;
* Good infrastructure access&lt;br /&gt;
* Located near a refinery or heavy industry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Moderated price—benefits of access are offset by nuisance factors.&lt;br /&gt;
&lt;br /&gt;
==== Price Updates &amp;amp; Market Behavior ====&lt;br /&gt;
&lt;br /&gt;
Land prices are not recalculated continuously. Instead, they are updated periodically to reflect changes in the world.&lt;br /&gt;
&lt;br /&gt;
* Prices typically update no more than once every &#039;&#039;&#039;24 hours&#039;&#039;&#039;&lt;br /&gt;
* Major developments (new roads, colonies, or infrastructure) may influence future updates&lt;br /&gt;
* Buyers should be aware that displayed prices reflect a recent snapshot, not real-time fluctuations&lt;br /&gt;
&lt;br /&gt;
This approach balances realism with stability, ensuring that:&lt;br /&gt;
&lt;br /&gt;
* Prices do not fluctuate unpredictably within short timeframes&lt;br /&gt;
* Buyers can make decisions without concern for minute-to-minute changes&lt;br /&gt;
* Large-scale development trends are still reflected over time&lt;br /&gt;
&lt;br /&gt;
==== What This Means for Buyers ====&lt;br /&gt;
&lt;br /&gt;
* Land in developing areas may increase in value as nearby infrastructure expands&lt;br /&gt;
* Remote land may be inexpensive but carries long-term investment potential&lt;br /&gt;
* Prices are stable within a given day, allowing time to evaluate purchases&lt;br /&gt;
* Strategic positioning near growing territories can yield significant value gains&lt;br /&gt;
&lt;br /&gt;
==== Summary ====&lt;br /&gt;
&lt;br /&gt;
The dynamic pricing system transforms land ownership into a strategic decision. Value is no longer arbitrary—it emerges from the world itself.&lt;br /&gt;
&lt;br /&gt;
Players who understand the underlying factors can identify opportunities, anticipate growth, and invest accordingly.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
[[Vieneo Land Management]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Category:Estate&amp;diff=4670</id>
		<title>Category:Estate</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Category:Estate&amp;diff=4670"/>
		<updated>2026-03-25T14:53:10Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Estate]]&lt;br /&gt;
[[Category:Colonies]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Estate&amp;diff=4669</id>
		<title>Estate</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Estate&amp;diff=4669"/>
		<updated>2026-03-25T14:52:57Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At this point an Estate is a convenient place to park your self out of the way of others and to rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BuildingInfo&lt;br /&gt;
| image = Estate.png|thumb&lt;br /&gt;
| grade_c = 55.68&lt;br /&gt;
| grade_f = 25.178&lt;br /&gt;
| zoned = 1&lt;br /&gt;
| colonists_build = 1&lt;br /&gt;
| colonists_run = 1&lt;br /&gt;
| capacity_beds = 10&lt;br /&gt;
| capacity_storage = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Estate]]&lt;br /&gt;
[[Category:Seed Building]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Estate&amp;diff=4668</id>
		<title>Estate</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Estate&amp;diff=4668"/>
		<updated>2026-03-25T14:52:15Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At this point an Estate is a convenient place to park your self out of the way of others and to rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BuildingInfo&lt;br /&gt;
| image = Estate.png|thumb&lt;br /&gt;
| grade_c = 55.68&lt;br /&gt;
| grade_f = 25.178&lt;br /&gt;
| zoned = 1&lt;br /&gt;
| colonists_build = 1&lt;br /&gt;
| colonists_run = 1&lt;br /&gt;
| capacity_beds = 10&lt;br /&gt;
| capacity_storage = 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Estate]]&lt;br /&gt;
[[Category:Colonies]]&lt;br /&gt;
[[Category:Seed Building]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Transport_Passengers&amp;diff=4667</id>
		<title>Transport Passengers</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Transport_Passengers&amp;diff=4667"/>
		<updated>2026-02-23T19:24:26Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview===&lt;br /&gt;
A fun and easy way to make money in the universe is to transport [[passengers]].  There are always newly arrived [[colonists]] at [[Easydock]] and they want to get to the city [[Deois]] or other [https://www.risetvp.com/Category:Colonies Colonies] that want to hire them. The only time that the laborer are worth moving is if there is a [[Community Objective]] to move them. &amp;lt;br&amp;gt; &lt;br /&gt;
Every airport with a control tower, and passenger terminal will have people that want to take vacations.   You will need a Passenger [[ARJ]] which has accommodations (passenger service units, proper seating and restraints, environmental systems, gravity generators, etc). &amp;lt;br&amp;gt; &lt;br /&gt;
Some [[:Category:Vehicles|vehicles]] will also allow you to place laborers in the crew cabin, such as the [[C-2 Dasher]] that you start with can hold one extra person. &amp;lt;br&amp;gt; &lt;br /&gt;
Those seats are called jump seats and are for non-paying passengers. &amp;lt;br&amp;gt;&lt;br /&gt;
===== Jump seats per vehicle type =====&lt;br /&gt;
*C2, C2-A: 1 seat&lt;br /&gt;
*T-120, T-121: 1 seat&lt;br /&gt;
*A-4: 1 seat &lt;br /&gt;
*T-19: 1 seat&lt;br /&gt;
*W-6: 6 seats&lt;br /&gt;
*E-10, E-11: 6 seats&lt;br /&gt;
*P-13: 0 Seats &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Trips to and from all locations have a calculated time, the shortest is an hour.  If it takes an excessive amount of time, your passengers will not be required to pay you under [[United Stellar Republic]] law.  Worse yet they will give you bad reviews and that will affect your ability to attract more passengers. &amp;lt;br&amp;gt;&lt;br /&gt;
If you log off with [[passengers]] in vehicles or [[ARJ]]s that are under your control (or ownership in some cases) those [[passengers]] can only survive without [[Foodstuffs|food and water]] for a few days. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Passenger demand and fares===&lt;br /&gt;
In the picture below you can see how each destination has loads and fares listed.&amp;lt;br&amp;gt;&lt;br /&gt;
An example would be let’s look at the top left box that has numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
If we wanted to fly from 3M Comstosk to Alphaville I can see that there are 18 passengers each offering to pay 251 cr. So a total of 4,518 from that you would have to pay for fuel, vehicle rental, alliance dues, and landing fees. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:PassengerDemand.png|thumb|right|900px]]&lt;br /&gt;
This list is live and updates every time someone picks up and drops off passengers. &amp;lt;br&amp;gt;&lt;br /&gt;
You get to this list by going to the [https://portal.risetvp.com/ portal] and clicking ticketing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loading the passengers===&lt;br /&gt;
While sitting at the airport you look at the [[Intermedia]] and find Passenger Terminal.&lt;br /&gt;
[[File:Intermedia Pax.png|thumb]]&lt;br /&gt;
When you click Load you are prompted to enter the airport ID. &amp;lt;br&amp;gt;&lt;br /&gt;
They are listed in your waypoint list. &amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Airport IDs&lt;br /&gt;
|-&lt;br /&gt;
! [[Territory]] !! ID&lt;br /&gt;
|-&lt;br /&gt;
| 3M Comstock || VRAR&lt;br /&gt;
|-&lt;br /&gt;
| Alphaville || VAPL &amp;amp; VAPE&lt;br /&gt;
|-&lt;br /&gt;
| Bethleham || VABE&lt;br /&gt;
|-&lt;br /&gt;
| [[CPOC|Cutter&#039;s Port]] || CPOC&lt;br /&gt;
|-&lt;br /&gt;
| Deadwood || VDWD&lt;br /&gt;
|-&lt;br /&gt;
| [[Deois]] || VDEO&lt;br /&gt;
|-&lt;br /&gt;
| Ederar Outpost || VEDO&lt;br /&gt;
|-&lt;br /&gt;
| Kansas || VMCI&lt;br /&gt;
|-&lt;br /&gt;
| Lancaster || VLNS&lt;br /&gt;
|-&lt;br /&gt;
| [[Outer D]] || VCPS&lt;br /&gt;
|-&lt;br /&gt;
| [[TAC|EasyDock]] || TAC&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Outer_D&amp;diff=4666</id>
		<title>Outer D</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Outer_D&amp;diff=4666"/>
		<updated>2026-02-23T19:22:58Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outer D is one of the roughly 10 [[territory|territories]] that make up the greater metropolitan area of [[Deois]].&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Transport_Passengers&amp;diff=4665</id>
		<title>Transport Passengers</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Transport_Passengers&amp;diff=4665"/>
		<updated>2026-02-23T19:21:42Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview===&lt;br /&gt;
A fun and easy way to make money in the universe is to transport [[passengers]].  There are always newly arrived [[colonists]] at [[Easydock]] and they want to get to the city [[Deois]] or other [https://www.risetvp.com/Category:Colonies Colonies] that want to hire them. The only time that the laborer are worth moving is if there is a [[Community Objective]] to move them. &amp;lt;br&amp;gt; &lt;br /&gt;
Every airport with a control tower, and passenger terminal will have people that want to take vacations.   You will need a Passenger [[ARJ]] which has accommodations (passenger service units, proper seating and restraints, environmental systems, gravity generators, etc). &amp;lt;br&amp;gt; &lt;br /&gt;
Some [[:Category:Vehicles|vehicles]] will also allow you to place laborers in the crew cabin, such as the [[C-2 Dasher]] that you start with can hold one extra person. &amp;lt;br&amp;gt; &lt;br /&gt;
Those seats are called jump seats and are for non-paying passengers. &amp;lt;br&amp;gt;&lt;br /&gt;
===== Jump seats per vehicle type =====&lt;br /&gt;
*C2, C2-A: 1 seat&lt;br /&gt;
*T-120, T-121: 1 seat&lt;br /&gt;
*A-4: 1 seat &lt;br /&gt;
*T-19: 1 seat&lt;br /&gt;
*W-6: 6 seats&lt;br /&gt;
*E-10, E-11: 6 seats&lt;br /&gt;
*P-13: 0 Seats &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Trips to and from all locations have a calculated time, the shortest is an hour.  If it takes an excessive amount of time, your passengers will not be required to pay you under [[United Stellar Republic]] law.  Worse yet they will give you bad reviews and that will affect your ability to attract more passengers. &amp;lt;br&amp;gt;&lt;br /&gt;
If you log off with [[passengers]] in vehicles or [[ARJ]]s that are under your control (or ownership in some cases) those [[passengers]] can only survive without [[Foodstuffs|food and water]] for a few days. &amp;lt;br&amp;gt;&lt;br /&gt;
=== Passenger demand and fares===&lt;br /&gt;
In the picture below you can see how each destination has loads and fares listed.&amp;lt;br&amp;gt;&lt;br /&gt;
An example would be let’s look at the top left box that has numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
If we wanted to fly from 3M Comstosk to Alphaville I can see that there are 18 passengers each offering to pay 251 cr. So a total of 4,518 from that you would have to pay for fuel, vehicle rental, alliance dues, and landing fees. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:PassengerDemand.png|thumb|right|900px]]&lt;br /&gt;
This list is live and updates every time someone picks up and drops off passengers. &amp;lt;br&amp;gt;&lt;br /&gt;
You get to this list by going to the [https://portal.risetvp.com/ portal] and clicking ticketing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loading the passengers===&lt;br /&gt;
While sitting at the airport you look at the [[Intermedia]] and find Passenger Terminal.&lt;br /&gt;
[[File:Intermedia Pax.png|thumb]]&lt;br /&gt;
When you click Load you are prompted to enter the airport ID. &amp;lt;br&amp;gt;&lt;br /&gt;
They are listed in your waypoint list. &amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Airport IDs&lt;br /&gt;
|-&lt;br /&gt;
! [[Territory]] !! ID&lt;br /&gt;
|-&lt;br /&gt;
| 3M Comstock || VRAR&lt;br /&gt;
|-&lt;br /&gt;
| Alphaville || VAPL &amp;amp; VAPE&lt;br /&gt;
|-&lt;br /&gt;
| Bethleham || VABE&lt;br /&gt;
|-&lt;br /&gt;
| Cutters Port || CPOC&lt;br /&gt;
|-&lt;br /&gt;
| Deadwood || VDWD&lt;br /&gt;
|-&lt;br /&gt;
| Deois || VDEO&lt;br /&gt;
|-&lt;br /&gt;
| Ederar Outpost || VEDO&lt;br /&gt;
|-&lt;br /&gt;
| Kansas || VMCI&lt;br /&gt;
|-&lt;br /&gt;
| Lancaster || VLNS&lt;br /&gt;
|-&lt;br /&gt;
| Outer D || VCPS&lt;br /&gt;
|-&lt;br /&gt;
| EasyDock TAC || TAC&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Roads&amp;diff=4664</id>
		<title>Roads</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Roads&amp;diff=4664"/>
		<updated>2026-02-23T19:21:02Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Right of way ===&lt;br /&gt;
The government requires all plot owners to respect a right of way for road expansion. &amp;lt;br&amp;gt;&lt;br /&gt;
Roads are planned to go North and South, East and West, through the center of each plot sold. &lt;br /&gt;
=== People that can build on the right of way ===&lt;br /&gt;
The plot owner can build on their own plots.&amp;lt;br&amp;gt;&lt;br /&gt;
The owner of a [[territory]] that over laps a plot can build roads on the plot. &amp;lt;br&amp;gt;&lt;br /&gt;
The local governments may build roads deemed necessary. &lt;br /&gt;
=== Road Segments ===&lt;br /&gt;
Each of the 4 segments starting at the center of the plot is 1 (one) Km long. &amp;lt;br&amp;gt;&lt;br /&gt;
Each lane is 3.7m wide with a 0.5m shoulder&amp;lt;br&amp;gt;&lt;br /&gt;
Each segment uses 11,056 MT of common for a 1km stretch&lt;br /&gt;
=== Grade requirements ===&lt;br /&gt;
Roads over 8% grade are unsafe and there for denied without special exemptions. &lt;br /&gt;
=== Exempt plot types ===&lt;br /&gt;
The following types of colonies are exempted from right of way requirements. &lt;br /&gt;
*Airfields&lt;br /&gt;
Airfields are expected to maintain a secure area for aircraft to land.&amp;lt;br&amp;gt;&lt;br /&gt;
Letting roads cross the runway is inherently dangerous.&lt;br /&gt;
*Cities&lt;br /&gt;
The have already planned and paved their roads. &amp;lt;br&amp;gt;&lt;br /&gt;
Additional roads through the Cities are prohibited. &lt;br /&gt;
*Water&lt;br /&gt;
Without a foundation to support the road Vehicles would get stuck. &amp;lt;br&amp;gt;&lt;br /&gt;
Long distance causeways are actively being discouraged at this point.&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Runway&amp;diff=4663</id>
		<title>Runway</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Runway&amp;diff=4663"/>
		<updated>2026-02-23T19:20:47Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|airfield colony type runway expansion| airport diagram in [[Deois]]|[[ATC]]}} &lt;br /&gt;
&lt;br /&gt;
A colony runway is, on average, 1500 meters long (exact length varies depending on location) and 45 meters wide.&lt;br /&gt;
&lt;br /&gt;
===[https://en.wikipedia.org/wiki/Marston_Mat Marston Mat]===&lt;br /&gt;
This portable temporary surface-based solution requires 58,500 interconnected mats weighing approximately 30 kg each for a total amount of 1,593 MT of [[Fabricated]] required (broken into 3 phases).&lt;br /&gt;
&lt;br /&gt;
===Concrete===&lt;br /&gt;
Concrete runway requires 49,754 MT of [[Common Materials]] to build the runway 0.3 meters deep.  Ideally you would build the airport within the same [[territory]] as an established mining operation so that the materials can be shared!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BuildingInfo&lt;br /&gt;
| image = Marstan.png|thumb&lt;br /&gt;
| grade_c = 0&lt;br /&gt;
| grade_f = 1593&lt;br /&gt;
| zoned = 1&lt;br /&gt;
| colonists_build = 4&lt;br /&gt;
| colonists_run = 0&lt;br /&gt;
| capacity_beds = 0&lt;br /&gt;
| capacity_storage = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
[[Runway Lights]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Airfield]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Player_Portal&amp;diff=4662</id>
		<title>Player Portal</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Player_Portal&amp;diff=4662"/>
		<updated>2026-02-23T19:20:27Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Player Portal is a website that allows players to remotely manage a growing number of tasks for their [[:Category:Colonies|colonies]] and [[:Category:Alliances|alliances]].&lt;br /&gt;
&lt;br /&gt;
[[Image:PortalExample.png]]&lt;br /&gt;
&lt;br /&gt;
== Requirements==&lt;br /&gt;
To manage a colony through the Player Portal the colony must have a functioning [[up-link]] installed OR the player must be present (on the plot).&lt;br /&gt;
&lt;br /&gt;
== Supported Tasks==&lt;br /&gt;
* Set the reserve quantity of each commodity&lt;br /&gt;
* Set the selling price of each commodity&lt;br /&gt;
* Set the buying price of each commodity&lt;br /&gt;
* Set the maximum desired quantity of each commodity&lt;br /&gt;
* Change the name of a colony or the [[territory]] it is in&lt;br /&gt;
* Issue, rescind, or request temporary access (for items on [https://revs.risetvp.com REVS]) to vehicles [[biolock]]s&lt;br /&gt;
&lt;br /&gt;
=== Deprecation ===&lt;br /&gt;
The ability to manage transfers through the [[Intermedia]] menu has been deprecated in favor of all [[:Category:Colonies|colonies]] within a [[territory]] sharing the materials.&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol on Track !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Line || [[TAC]]&lt;br /&gt;
|-&lt;br /&gt;
| Green Line || [[CPOC]]&lt;br /&gt;
|-&lt;br /&gt;
| Red Line || [[YSP]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Weather]]&lt;br /&gt;
&lt;br /&gt;
== External Links==&lt;br /&gt;
* [https://portal.risetvp.com Player Portal]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Stealth&amp;diff=4661</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Stealth&amp;diff=4661"/>
		<updated>2026-02-23T19:19:55Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stealth ([[:Category:Dexterity|Dex]])&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039; is a mechanic used to determine whether a player can enter restricted areas (such as an FBO) without being detected. It is resolved using a d20 roll with modifiers based on player skills and environmental conditions.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
To attempt a stealth action (e.g., &#039;&#039;Sneak into FBO&#039;&#039;), the player rolls:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;d20 + Stealth Skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The result is compared against a calculated &#039;&#039;&#039;Stealth DC&#039;&#039;&#039; based on local conditions. If the result meets or exceeds the DC, the player is successful.&lt;br /&gt;
&lt;br /&gt;
== Stealth DC Calculation ==&lt;br /&gt;
&lt;br /&gt;
The base Stealth DC starts at &#039;&#039;&#039;0&#039;&#039;&#039; and is modified by the following factors:&lt;br /&gt;
&lt;br /&gt;
=== Colonists in [[Territory]] ===&lt;br /&gt;
* +1 for every 100 colonists in the [[territory]] (capped at +10)&lt;br /&gt;
&lt;br /&gt;
=== Colony Type Modifier ===&lt;br /&gt;
* &#039;&#039;&#039;+5&#039;&#039;&#039; if the colony is a &#039;&#039;&#039;Township&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+5&#039;&#039;&#039; if the colony is an &#039;&#039;&#039;Airport&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;–2&#039;&#039;&#039; if the colony is a &#039;&#039;&#039;Mine, Farm, or Refinery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Defense Towers ===&lt;br /&gt;
* &#039;&#039;&#039;+3&#039;&#039;&#039; for each active defense tower in the colony&lt;br /&gt;
&lt;br /&gt;
=== Time of Day Modifier ===&lt;br /&gt;
Time of day is represented by the &#039;&#039;&#039;Sun Elevation&#039;&#039;&#039; scalar:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;–1.0&#039;&#039;&#039; = Midnight&lt;br /&gt;
* &#039;&#039;&#039; 0.0&#039;&#039;&#039; = Sunrise/Sunset&lt;br /&gt;
* &#039;&#039;&#039;+1.0&#039;&#039;&#039; = Noon&lt;br /&gt;
&lt;br /&gt;
The time of day modifier is calculated as:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Time of Day Modifier = 5 × Sun Elevation&#039;&#039;&#039;&lt;br /&gt;
  &lt;br /&gt;
This yields a range from &#039;&#039;&#039;–5&#039;&#039;&#039; (midnight, easiest) to &#039;&#039;&#039;+5&#039;&#039;&#039; (noon, hardest).&lt;br /&gt;
&lt;br /&gt;
== Example Calculation ==&lt;br /&gt;
&lt;br /&gt;
A player attempts to sneak into an FBO at an Airport colony with the following conditions:&lt;br /&gt;
&lt;br /&gt;
* 750 colonists in [[territory]] → +7&lt;br /&gt;
* Airport colony → +5&lt;br /&gt;
* 0 defense towers → +0&lt;br /&gt;
* Sun Elevation = +0.8 → +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth DC = 7 + 5 + 0 + 4 = 16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Outcomes ==&lt;br /&gt;
&lt;br /&gt;
* If the player&#039;s roll (d20 + Stealth skill) is &#039;&#039;&#039;≥ Stealth DC&#039;&#039;&#039;, they gain temporary illicit access.&lt;br /&gt;
* On failure, the player is denied access and suffers a Lawfulness penalty:&lt;br /&gt;
** &#039;&#039;&#039;–15 Lawfulness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Dexterity]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Outer_D&amp;diff=4660</id>
		<title>Outer D</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Outer_D&amp;diff=4660"/>
		<updated>2026-02-23T19:19:24Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outer D is one of the roughly 10 [[territory|territories]] that make up the greater metropolitan area of [[Deois]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Territory&amp;diff=4659</id>
		<title>Territory</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Territory&amp;diff=4659"/>
		<updated>2026-02-23T19:18:26Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;territory&#039;&#039;&#039; is the highest hierarchy level of player ownership. Territories are made up of one or more [[:Category:Colonies|colonies]] owned by the same player. The zone of influence for a territory grows and shrinks using the location of the associated [[:Category:Colonies|colonies]] as well as the population density. Territories can overlap. When two territories owned by the same player begin to touch they will get merged together. Territories can be named (like cities) and the [[:Category:Colonies|colonies]] can be named to distinguish them within the territory (so an example... Alphaville is the territory... Town Hall East is the [[:Category:Colonies|colony]]). Territory naming and statistics are available through the [[Player Portal]].&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Territory&amp;diff=4658</id>
		<title>Territory</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Territory&amp;diff=4658"/>
		<updated>2026-02-23T19:17:59Z</updated>

		<summary type="html">&lt;p&gt;reskin: Created page with &amp;quot;A ***territory*** is the highest hierarchy level of player ownership. Territories are made up of one or more colonies owned by the same player. The zone of influence for a territory grows and shrinks using the location of the associated colonies as well as the population density. Territories can overlap. When two territories owned by the same player begin to touch they will get merged together. Territories can be named (like...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A ***territory*** is the highest hierarchy level of player ownership. Territories are made up of one or more [[:Category:Colonies|colonies]] owned by the same player. The zone of influence for a territory grows and shrinks using the location of the associated [[:Category:Colonies|colonies]] as well as the population density. Territories can overlap. When two territories owned by the same player begin to touch they will get merged together. Territories can be named (like cities) and the [[:Category:Colonies|colonies]] can be named to distinguish them within the territory (so an example... Alphaville is the territory... Town Hall East is the [[:Category:Colonies|colony]]). Territory naming and statistics are available through the [[Player Portal]].&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Industry&amp;diff=4657</id>
		<title>Industry</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Industry&amp;diff=4657"/>
		<updated>2026-02-23T19:13:50Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Industrial buildings can manufacture, [[Fabricated]], [[Consumer_Goods|Consumer Goods]], and [[Refined_Fuel|Refined Fuel]].&lt;br /&gt;
&lt;br /&gt;
Manufacturing in a [[territory]] is at the heart of independent survival. &lt;br /&gt;
&lt;br /&gt;
To flourish a [[territory]] need to grow its own food at [[:Category:Farming|Farms]] in the territory, [[:Category:Mining|mine]] the raw materials, and then turn them in to the commodities the colonist need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BuildingInfo&lt;br /&gt;
| image = Industry.png|thumb&lt;br /&gt;
| grade_c = 489.57	&lt;br /&gt;
| grade_f = 358.85&lt;br /&gt;
| zoned = 3&lt;br /&gt;
| colonists_build = 16&lt;br /&gt;
| colonists_run = 9&lt;br /&gt;
| capacity_beds = 1&lt;br /&gt;
| capacity_storage = 0&lt;br /&gt;
| manufacturing = 2.5 MT [[Consumer Goods]] per 100 colonists daily OR&amp;lt;br /&amp;gt;0.5 MT [[Fabricated]] per 100 colonists daily OR&amp;lt;br /&amp;gt;6.0 MT [[Refined Fuel]] per 100 colonists daily&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Township]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Category:Colonies&amp;diff=4656</id>
		<title>Category:Colonies</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Category:Colonies&amp;diff=4656"/>
		<updated>2026-02-23T19:10:41Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Rezoning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Vieneo]] moon is in the process of being colonized! You can directly help with this effort as a freelance pilot. Vieneo has the natural resources to be a self-sustaining province. In order to trade with the rest of the [[United Stellar Republic]] (USR), Vieneo needs to produce goods. The USR is waiving all claim fees and taxation until the province is turning a profit&lt;br /&gt;
&lt;br /&gt;
The buildings on the surface are unpressurized (to reduce construction costs) but strictly control the gas concentrations inside. Keep in mind when selecting a plot that you may require an EVA suit if you don&#039;t want to wait for the pressure in your vehicle to adjust!&lt;br /&gt;
&lt;br /&gt;
==Starting a Colony==&lt;br /&gt;
* Find a suitable plot using [[assay]], [[Player Portal]], and record the [[APN]](s)&lt;br /&gt;
* Gather the appropriate [[CR]] necessary for the plot purchase(s)&lt;br /&gt;
* Purchase the plot(s) through the [[Player Portal]]&lt;br /&gt;
===New Territory===&lt;br /&gt;
* Haul the requisit passengers (either in jumpseat or Passenger [[ARJ]](s))&lt;br /&gt;
* Haul the requisit [[Common Materials]] (either in stowage or in Cargo [[ARJ]](s))&lt;br /&gt;
* Haul the requisit [[Fabricated]] (either in stowage or in Cargo [[ARJ]](s))&lt;br /&gt;
* [[Navigation|Navigate]] to your plot(s) and start construction using the [[Intermedia]] menu&lt;br /&gt;
===Existing Territory===&lt;br /&gt;
* Start construction using the [[Intermedia]] menu or the [[Player Portal]] to use the territory resources&lt;br /&gt;
&lt;br /&gt;
==Maintaining==&lt;br /&gt;
* You must visit your [[:Category:Seed Building|seed building]] every few months to keep the plot from going into government [http://en.wikipedia.org/wiki/Price_control price control] (optional). This can be done in person by landing on the plot or through the [[Player Portal]].&lt;br /&gt;
* The [[up-link]] is prone to failure and will need to be replaced occasionally (optional) but allows two-way communication with the [[Player Portal]]&lt;br /&gt;
&lt;br /&gt;
==Rezoning==&lt;br /&gt;
You may rezone a plot by shuttering the colony, demolishing existing structures, and then starting new construction.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The total population for a colony is based on the number of available beds and the total population for the territory that the colony is a part of. &lt;br /&gt;
===Laborers===&lt;br /&gt;
The able-bodied working [[colonists|colonist]] &amp;quot;laborers&amp;quot; account for roughly 66% of the overall population.  In all cases in this section we are referring to this pool.  The [[Township|township]] further reduces this pool by 25% for infrastructure.&lt;br /&gt;
There is a minimum number of laborers required for day-to-day operations and management.  Without this compliment there will be no production. To a certain degree, having more than the minimum will boost production. You can &amp;quot;mothball&amp;quot; a given colony (using the [[Player Portal]]) in order to reallocate the labor to other colonies within the same territory.&lt;br /&gt;
===Construction Workers===&lt;br /&gt;
Laborers used to construct new structures are taken from the laborer pool and can affect whether or not the minimum colonist threshold above is maintained.&lt;br /&gt;
===States===&lt;br /&gt;
You can &amp;quot;shutter&amp;quot; a colony (through the [[Player Portal]]) which will force the colonists to relocate to other available colonies within the territory. In that case the storage and beds cannot be used and there will be no allocated labor and therefore no production or maintenance.&lt;br /&gt;
You can &amp;quot;mothball&amp;quot; a colony which will allow the beds to be used and storage to be used but they will not allocate labor for that colony and therefore there is no production or maintenance.&lt;br /&gt;
&lt;br /&gt;
==Production and Transfer of Goods==&lt;br /&gt;
Any laborers in the laborer pool not comprising of the minimum colonist pool or construction worker pool can be used for production or transfer of goods.  Allocation of 100% of available laborers to transfer of goods means no one is producing but the minimum compliment is still maintained for day-to-day operations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rise Universe]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Category:Colonies&amp;diff=4655</id>
		<title>Category:Colonies</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Category:Colonies&amp;diff=4655"/>
		<updated>2026-02-23T19:10:21Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Starting a Colony */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Vieneo]] moon is in the process of being colonized! You can directly help with this effort as a freelance pilot. Vieneo has the natural resources to be a self-sustaining province. In order to trade with the rest of the [[United Stellar Republic]] (USR), Vieneo needs to produce goods. The USR is waiving all claim fees and taxation until the province is turning a profit&lt;br /&gt;
&lt;br /&gt;
The buildings on the surface are unpressurized (to reduce construction costs) but strictly control the gas concentrations inside. Keep in mind when selecting a plot that you may require an EVA suit if you don&#039;t want to wait for the pressure in your vehicle to adjust!&lt;br /&gt;
&lt;br /&gt;
==Starting a Colony==&lt;br /&gt;
* Find a suitable plot using [[assay]], [[Player Portal]], and record the [[APN]](s)&lt;br /&gt;
* Gather the appropriate [[CR]] necessary for the plot purchase(s)&lt;br /&gt;
* Purchase the plot(s) through the [[Player Portal]]&lt;br /&gt;
===New Territory===&lt;br /&gt;
* Haul the requisit passengers (either in jumpseat or Passenger [[ARJ]](s))&lt;br /&gt;
* Haul the requisit [[Common Materials]] (either in stowage or in Cargo [[ARJ]](s))&lt;br /&gt;
* Haul the requisit [[Fabricated]] (either in stowage or in Cargo [[ARJ]](s))&lt;br /&gt;
* [[Navigation|Navigate]] to your plot(s) and start construction using the [[Intermedia]] menu&lt;br /&gt;
===Existing Territory===&lt;br /&gt;
* Start construction using the [[Intermedia]] menu or the [[Player Portal]] to use the territory resources&lt;br /&gt;
&lt;br /&gt;
==Maintaining==&lt;br /&gt;
* You must visit your [[:Category:Seed Building|seed building]] every few months to keep the plot from going into government [http://en.wikipedia.org/wiki/Price_control price control] (optional). This can be done in person by landing on the plot or through the [[Player Portal]].&lt;br /&gt;
* The [[up-link]] is prone to failure and will need to be replaced occasionally (optional) but allows two-way communication with the [[Player Portal]]&lt;br /&gt;
&lt;br /&gt;
==Rezoning==&lt;br /&gt;
You may rezone a plot by shuttering the colony, demolishing existing structures, and then [[deploy]]ing a new project.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
The total population for a colony is based on the number of available beds and the total population for the territory that the colony is a part of. &lt;br /&gt;
===Laborers===&lt;br /&gt;
The able-bodied working [[colonists|colonist]] &amp;quot;laborers&amp;quot; account for roughly 66% of the overall population.  In all cases in this section we are referring to this pool.  The [[Township|township]] further reduces this pool by 25% for infrastructure.&lt;br /&gt;
There is a minimum number of laborers required for day-to-day operations and management.  Without this compliment there will be no production. To a certain degree, having more than the minimum will boost production. You can &amp;quot;mothball&amp;quot; a given colony (using the [[Player Portal]]) in order to reallocate the labor to other colonies within the same territory.&lt;br /&gt;
===Construction Workers===&lt;br /&gt;
Laborers used to construct new structures are taken from the laborer pool and can affect whether or not the minimum colonist threshold above is maintained.&lt;br /&gt;
===States===&lt;br /&gt;
You can &amp;quot;shutter&amp;quot; a colony (through the [[Player Portal]]) which will force the colonists to relocate to other available colonies within the territory. In that case the storage and beds cannot be used and there will be no allocated labor and therefore no production or maintenance.&lt;br /&gt;
You can &amp;quot;mothball&amp;quot; a colony which will allow the beds to be used and storage to be used but they will not allocate labor for that colony and therefore there is no production or maintenance.&lt;br /&gt;
&lt;br /&gt;
==Production and Transfer of Goods==&lt;br /&gt;
Any laborers in the laborer pool not comprising of the minimum colonist pool or construction worker pool can be used for production or transfer of goods.  Allocation of 100% of available laborers to transfer of goods means no one is producing but the minimum compliment is still maintained for day-to-day operations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rise Universe]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=ARJ&amp;diff=4654</id>
		<title>ARJ</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=ARJ&amp;diff=4654"/>
		<updated>2026-02-23T16:09:42Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* What kind of information do you get when you scan an ARJ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ARJ&#039;&#039;&#039; is the IATA container code designation for a standardized high-volume rectangular cargo unit measuring approximately 16x8x8 feet. In the &#039;&#039;Rise&#039;&#039; universe, ARJ containers are used extensively for cargo, passenger transport, fuel, and munitions.&lt;br /&gt;
&lt;br /&gt;
==The ARJ-Class Container==&lt;br /&gt;
[[Image:ARJContainer.png|400px|thumb|ARJ Container]]&lt;br /&gt;
There are 692 ARJ containers in use throughout the [[:Category:Yonmaran System|Yonmaran System]] as of March 31, 2250.&lt;br /&gt;
&lt;br /&gt;
These containers are certified under the IATA ULD system as an &#039;&#039;&#039;ARJ&#039;&#039;&#039; configuration:&lt;br /&gt;
&lt;br /&gt;
A – Certified aircraft-compatible container&lt;br /&gt;
&lt;br /&gt;
R – Base dimensions of 96 inches × 196 inches&lt;br /&gt;
&lt;br /&gt;
J – Rectangular, high-volume configuration&lt;br /&gt;
&lt;br /&gt;
ARJ containers feature a steel frame construction with a weather-resistant, marine-grade interior. An engineer certified the sturdy design can withstand wind velocities of up to 177 [[kilometer|k]]ph while partially full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Approximate Measurements&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Length || 4.8768 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
||Width  || 2.4384 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
||Height || 2.4384 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Interior Nominal (not taking interior beams into consideration)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Area || 10.96255872 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Volume || 26.75942002944 [[meter|meters]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Interior Clear (taking interior beams into consideration)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Area || 9.94062528 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Volume || 22.851695199744 [[meter|meters]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Door Opening&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||Width || 2.032 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Height || 1.9304 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Empty Weight  || 0.90718474 [http://en.wikipedia.org/wiki/Metric_ton MT]&lt;br /&gt;
|-&lt;br /&gt;
|Unit Load (PSF)  || 35.5 [http://en.wikipedia.org/wiki/Kilogram kg]&lt;br /&gt;
|}&lt;br /&gt;
The floor of the container is a tenth of a [[meter]] off the ground.  It is equipped with a roll-up door at one end.  The roof/ceiling is made from a translucent plastic to allow natural light to enter the container from above.&lt;br /&gt;
&lt;br /&gt;
==How to Use them in RISE==&lt;br /&gt;
===What kind of ARJs are there?===&lt;br /&gt;
There are five (5) primary types of ARJs:&lt;br /&gt;
*Cargo &lt;br /&gt;
** Aft-loading - It can hold 17 MT of any [[:Category:Commodities|commodity]] except for [[Refined Fuel]]&lt;br /&gt;
** Top-loading - Can hold 24 MT of bulk items ([[Rare Materials]], [[Common Materials]], [[Fuel Ore]])&lt;br /&gt;
*Passenger - It can hold 20 [[passengers]] and provide them safety and comfort for travel (statistical weight of 102.5 [http://en.wikipedia.org/wiki/Kilogram kg] per passenger with carry-on baggage)&lt;br /&gt;
*Auxiliary Fuel - It can hold roughly 17,000 kg of refined [[Iagreous]] fuel (burns about 1 kg per day for containment, warning beacon, etc)&lt;br /&gt;
*Munitions - Can hold ordinance of up to 8 [[Longarm]] missiles&lt;br /&gt;
&lt;br /&gt;
===Where can I buy ARJs?===&lt;br /&gt;
ARJs can be bought at [[CPOC]] but CPOC will only sell them if it has [[foodstuffs]], [[Refined_Fuel|refined fuel]],  and [[fabricated]] material (all [[commodities]]) to build them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prices as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
Aux Fuel 5241 [[CR]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo 1654 [[CR]]&amp;lt;br&amp;gt;&lt;br /&gt;
Passenger 7338 [[CR]]&amp;lt;br&amp;gt;&lt;br /&gt;
Munitions ???? [[CR]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;toc&amp;quot;&lt;br /&gt;
| If you wonder now how do obtain a ARJ when you only have a [[:Category:Ground Vehicles|ground vehicle]], my advice is snatch one of the ARJs that lies around [[Deois]]. It is polite to ask the owner or inform him the next time you see him/her online. The least you can do is to return it to the place you took it from!&lt;br /&gt;
You can also keep your eye out for ARJs that are flagged for [[repossession]], open for salvage title, or available for auction at [[VBay]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How can I find ARJs?===&lt;br /&gt;
To be able to see ARJs in your [[contact list]]. Their [[IVR]] starts with &#039;&#039;&#039;0&#039;&#039;&#039; (ie. 00259) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===What kind of information do you get when you scan an ARJ===&lt;br /&gt;
Typically you will see &lt;br /&gt;
[[File:Pods scan.png|400px|center]]&lt;br /&gt;
*IVR 00&lt;br /&gt;
* Type (Passenger, Cargo, Fuel, Munitions)&lt;br /&gt;
*Registered to (Owner)&lt;br /&gt;
*Menu options Shift F to transfer fuel it it Shift C to transfer cash&lt;br /&gt;
*Weight&lt;br /&gt;
*Destination&lt;br /&gt;
&lt;br /&gt;
===What kind of [[:Category:Vehicles|vehicles]] can load ARJs and how many in each?===&lt;br /&gt;
&lt;br /&gt;
*[[T-120]] Steerhead - 1 Bay&lt;br /&gt;
*[[T-19_Stratomaster|T-19]] Stratomaster - 1 Bay&lt;br /&gt;
*[[A-4]] Wanderer - 1 Bay&lt;br /&gt;
*[[W-6]] Manx - 3 Bays&lt;br /&gt;
*[[E-10]] Saint - 6 Bays&lt;br /&gt;
*[[E-11_Saint|E-11]] Saint - 6 Bays&lt;br /&gt;
&lt;br /&gt;
===How do I load a ARJs?===&lt;br /&gt;
Press the &amp;quot;TAB&amp;quot; key to change the selected contact to an ARJ in the contacts list.  [[Scan]] it by hitting &amp;quot;Shift+S&amp;quot; and it will pull up your scanner on the [[MFD]].&lt;br /&gt;
Maneuver within 250 [[meter|meters]] of the ARJ. When there hit Shift+L to load it into/onto your vehicle. &#039;&#039;Note: it will load the ARJ in to the first available cargo bay!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===How do I fill/empty an ARJ?===&lt;br /&gt;
*Store menus will handle buying/selling [[commodities]] to/from [[cargo]] ARJs&lt;br /&gt;
*Passenger menus (curbside, terminal, dock) will handle enplane/deplane [[passengers]] to/from [[passengers|passenger]] ARJs&lt;br /&gt;
*[[Refined Fuel]] can be transferred between an Auxiliary Fuel ARJ and a [[:Category:Vehicles|vehicle]]&lt;br /&gt;
*[[Longarm]] ordinance can be transferred between a Munitions ARJ and a [[Longarm]] Launcher&lt;br /&gt;
**The Cargo bay doors (unless on a flat bed like T-120) must be opened first&lt;br /&gt;
**Select ARJ in [[Cargo Manifest]] for unload, contact list to load.&lt;br /&gt;
**Shift L to load shift U to unload&lt;br /&gt;
**Keep in mind positive and negative values&lt;br /&gt;
&lt;br /&gt;
===How do I unload an ARJ?===&lt;br /&gt;
Select it in your [[Cargo Manifest]] and hit Shift+U to unload it. The ARJ will appear near your position.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* https://www.iata.org/en/publications/store/uld-guide/&lt;br /&gt;
&lt;br /&gt;
[[Category:Durable Goods]]&lt;br /&gt;
[[Category:Rise Universe]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=ARJ&amp;diff=4653</id>
		<title>ARJ</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=ARJ&amp;diff=4653"/>
		<updated>2026-02-23T16:09:24Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* Where can I buy ARJs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ARJ&#039;&#039;&#039; is the IATA container code designation for a standardized high-volume rectangular cargo unit measuring approximately 16x8x8 feet. In the &#039;&#039;Rise&#039;&#039; universe, ARJ containers are used extensively for cargo, passenger transport, fuel, and munitions.&lt;br /&gt;
&lt;br /&gt;
==The ARJ-Class Container==&lt;br /&gt;
[[Image:ARJContainer.png|400px|thumb|ARJ Container]]&lt;br /&gt;
There are 692 ARJ containers in use throughout the [[:Category:Yonmaran System|Yonmaran System]] as of March 31, 2250.&lt;br /&gt;
&lt;br /&gt;
These containers are certified under the IATA ULD system as an &#039;&#039;&#039;ARJ&#039;&#039;&#039; configuration:&lt;br /&gt;
&lt;br /&gt;
A – Certified aircraft-compatible container&lt;br /&gt;
&lt;br /&gt;
R – Base dimensions of 96 inches × 196 inches&lt;br /&gt;
&lt;br /&gt;
J – Rectangular, high-volume configuration&lt;br /&gt;
&lt;br /&gt;
ARJ containers feature a steel frame construction with a weather-resistant, marine-grade interior. An engineer certified the sturdy design can withstand wind velocities of up to 177 [[kilometer|k]]ph while partially full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Approximate Measurements&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Length || 4.8768 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
||Width  || 2.4384 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
||Height || 2.4384 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Interior Nominal (not taking interior beams into consideration)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Area || 10.96255872 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Volume || 26.75942002944 [[meter|meters]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Interior Clear (taking interior beams into consideration)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Area || 9.94062528 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Volume || 22.851695199744 [[meter|meters]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Door Opening&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||Width || 2.032 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Height || 1.9304 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Empty Weight  || 0.90718474 [http://en.wikipedia.org/wiki/Metric_ton MT]&lt;br /&gt;
|-&lt;br /&gt;
|Unit Load (PSF)  || 35.5 [http://en.wikipedia.org/wiki/Kilogram kg]&lt;br /&gt;
|}&lt;br /&gt;
The floor of the container is a tenth of a [[meter]] off the ground.  It is equipped with a roll-up door at one end.  The roof/ceiling is made from a translucent plastic to allow natural light to enter the container from above.&lt;br /&gt;
&lt;br /&gt;
==How to Use them in RISE==&lt;br /&gt;
===What kind of ARJs are there?===&lt;br /&gt;
There are five (5) primary types of ARJs:&lt;br /&gt;
*Cargo &lt;br /&gt;
** Aft-loading - It can hold 17 MT of any [[:Category:Commodities|commodity]] except for [[Refined Fuel]]&lt;br /&gt;
** Top-loading - Can hold 24 MT of bulk items ([[Rare Materials]], [[Common Materials]], [[Fuel Ore]])&lt;br /&gt;
*Passenger - It can hold 20 [[passengers]] and provide them safety and comfort for travel (statistical weight of 102.5 [http://en.wikipedia.org/wiki/Kilogram kg] per passenger with carry-on baggage)&lt;br /&gt;
*Auxiliary Fuel - It can hold roughly 17,000 kg of refined [[Iagreous]] fuel (burns about 1 kg per day for containment, warning beacon, etc)&lt;br /&gt;
*Munitions - Can hold ordinance of up to 8 [[Longarm]] missiles&lt;br /&gt;
&lt;br /&gt;
===Where can I buy ARJs?===&lt;br /&gt;
ARJs can be bought at [[CPOC]] but CPOC will only sell them if it has [[foodstuffs]], [[Refined_Fuel|refined fuel]],  and [[fabricated]] material (all [[commodities]]) to build them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prices as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
Aux Fuel 5241 [[CR]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo 1654 [[CR]]&amp;lt;br&amp;gt;&lt;br /&gt;
Passenger 7338 [[CR]]&amp;lt;br&amp;gt;&lt;br /&gt;
Munitions ???? [[CR]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;toc&amp;quot;&lt;br /&gt;
| If you wonder now how do obtain a ARJ when you only have a [[:Category:Ground Vehicles|ground vehicle]], my advice is snatch one of the ARJs that lies around [[Deois]]. It is polite to ask the owner or inform him the next time you see him/her online. The least you can do is to return it to the place you took it from!&lt;br /&gt;
You can also keep your eye out for ARJs that are flagged for [[repossession]], open for salvage title, or available for auction at [[VBay]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How can I find ARJs?===&lt;br /&gt;
To be able to see ARJs in your [[contact list]]. Their [[IVR]] starts with &#039;&#039;&#039;0&#039;&#039;&#039; (ie. 00259) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===What kind of information do you get when you scan an ARJ===&lt;br /&gt;
Typically you will see &lt;br /&gt;
[[File:Pods scan.png|400px|center]]&lt;br /&gt;
*IVR 00&lt;br /&gt;
* Type (Passenger, Cargo, Fuel, Construction)&lt;br /&gt;
*Registered to (Owner)&lt;br /&gt;
*Menu options Shift F to transfer fuel it it Shift C to transfer cash&lt;br /&gt;
*Weight&lt;br /&gt;
*Destination&lt;br /&gt;
&lt;br /&gt;
===What kind of [[:Category:Vehicles|vehicles]] can load ARJs and how many in each?===&lt;br /&gt;
&lt;br /&gt;
*[[T-120]] Steerhead - 1 Bay&lt;br /&gt;
*[[T-19_Stratomaster|T-19]] Stratomaster - 1 Bay&lt;br /&gt;
*[[A-4]] Wanderer - 1 Bay&lt;br /&gt;
*[[W-6]] Manx - 3 Bays&lt;br /&gt;
*[[E-10]] Saint - 6 Bays&lt;br /&gt;
*[[E-11_Saint|E-11]] Saint - 6 Bays&lt;br /&gt;
&lt;br /&gt;
===How do I load a ARJs?===&lt;br /&gt;
Press the &amp;quot;TAB&amp;quot; key to change the selected contact to an ARJ in the contacts list.  [[Scan]] it by hitting &amp;quot;Shift+S&amp;quot; and it will pull up your scanner on the [[MFD]].&lt;br /&gt;
Maneuver within 250 [[meter|meters]] of the ARJ. When there hit Shift+L to load it into/onto your vehicle. &#039;&#039;Note: it will load the ARJ in to the first available cargo bay!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===How do I fill/empty an ARJ?===&lt;br /&gt;
*Store menus will handle buying/selling [[commodities]] to/from [[cargo]] ARJs&lt;br /&gt;
*Passenger menus (curbside, terminal, dock) will handle enplane/deplane [[passengers]] to/from [[passengers|passenger]] ARJs&lt;br /&gt;
*[[Refined Fuel]] can be transferred between an Auxiliary Fuel ARJ and a [[:Category:Vehicles|vehicle]]&lt;br /&gt;
*[[Longarm]] ordinance can be transferred between a Munitions ARJ and a [[Longarm]] Launcher&lt;br /&gt;
**The Cargo bay doors (unless on a flat bed like T-120) must be opened first&lt;br /&gt;
**Select ARJ in [[Cargo Manifest]] for unload, contact list to load.&lt;br /&gt;
**Shift L to load shift U to unload&lt;br /&gt;
**Keep in mind positive and negative values&lt;br /&gt;
&lt;br /&gt;
===How do I unload an ARJ?===&lt;br /&gt;
Select it in your [[Cargo Manifest]] and hit Shift+U to unload it. The ARJ will appear near your position.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* https://www.iata.org/en/publications/store/uld-guide/&lt;br /&gt;
&lt;br /&gt;
[[Category:Durable Goods]]&lt;br /&gt;
[[Category:Rise Universe]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=ARJ&amp;diff=4652</id>
		<title>ARJ</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=ARJ&amp;diff=4652"/>
		<updated>2026-02-23T16:08:55Z</updated>

		<summary type="html">&lt;p&gt;reskin: /* What kind of ARJs are there? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ARJ&#039;&#039;&#039; is the IATA container code designation for a standardized high-volume rectangular cargo unit measuring approximately 16x8x8 feet. In the &#039;&#039;Rise&#039;&#039; universe, ARJ containers are used extensively for cargo, passenger transport, fuel, and munitions.&lt;br /&gt;
&lt;br /&gt;
==The ARJ-Class Container==&lt;br /&gt;
[[Image:ARJContainer.png|400px|thumb|ARJ Container]]&lt;br /&gt;
There are 692 ARJ containers in use throughout the [[:Category:Yonmaran System|Yonmaran System]] as of March 31, 2250.&lt;br /&gt;
&lt;br /&gt;
These containers are certified under the IATA ULD system as an &#039;&#039;&#039;ARJ&#039;&#039;&#039; configuration:&lt;br /&gt;
&lt;br /&gt;
A – Certified aircraft-compatible container&lt;br /&gt;
&lt;br /&gt;
R – Base dimensions of 96 inches × 196 inches&lt;br /&gt;
&lt;br /&gt;
J – Rectangular, high-volume configuration&lt;br /&gt;
&lt;br /&gt;
ARJ containers feature a steel frame construction with a weather-resistant, marine-grade interior. An engineer certified the sturdy design can withstand wind velocities of up to 177 [[kilometer|k]]ph while partially full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Approximate Measurements&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Length || 4.8768 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
||Width  || 2.4384 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
||Height || 2.4384 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Interior Nominal (not taking interior beams into consideration)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Area || 10.96255872 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Volume || 26.75942002944 [[meter|meters]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Interior Clear (taking interior beams into consideration)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Area || 9.94062528 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Volume || 22.851695199744 [[meter|meters]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Door Opening&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||Width || 2.032 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Height || 1.9304 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Empty Weight  || 0.90718474 [http://en.wikipedia.org/wiki/Metric_ton MT]&lt;br /&gt;
|-&lt;br /&gt;
|Unit Load (PSF)  || 35.5 [http://en.wikipedia.org/wiki/Kilogram kg]&lt;br /&gt;
|}&lt;br /&gt;
The floor of the container is a tenth of a [[meter]] off the ground.  It is equipped with a roll-up door at one end.  The roof/ceiling is made from a translucent plastic to allow natural light to enter the container from above.&lt;br /&gt;
&lt;br /&gt;
==How to Use them in RISE==&lt;br /&gt;
===What kind of ARJs are there?===&lt;br /&gt;
There are five (5) primary types of ARJs:&lt;br /&gt;
*Cargo &lt;br /&gt;
** Aft-loading - It can hold 17 MT of any [[:Category:Commodities|commodity]] except for [[Refined Fuel]]&lt;br /&gt;
** Top-loading - Can hold 24 MT of bulk items ([[Rare Materials]], [[Common Materials]], [[Fuel Ore]])&lt;br /&gt;
*Passenger - It can hold 20 [[passengers]] and provide them safety and comfort for travel (statistical weight of 102.5 [http://en.wikipedia.org/wiki/Kilogram kg] per passenger with carry-on baggage)&lt;br /&gt;
*Auxiliary Fuel - It can hold roughly 17,000 kg of refined [[Iagreous]] fuel (burns about 1 kg per day for containment, warning beacon, etc)&lt;br /&gt;
*Munitions - Can hold ordinance of up to 8 [[Longarm]] missiles&lt;br /&gt;
&lt;br /&gt;
===Where can I buy ARJs?===&lt;br /&gt;
ARJs can be bought at [[CPOC]] but CPOC will only sell them if it has [[foodstuffs]], [[Refined_Fuel|refined fuel]],  and [[fabricated]] material (all [[commodities]]) to build them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prices as follows:&lt;br /&gt;
Aux Fuel 5241 [[CR]].&lt;br /&gt;
Cargo 1654 [[CR]].&lt;br /&gt;
Construction 6339 [[CR]].&lt;br /&gt;
Passenger 7338 [[CR]].&lt;br /&gt;
Munitions ???? [[CR]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;toc&amp;quot;&lt;br /&gt;
| If you wonder now how do obtain a ARJ when you only have a [[:Category:Ground Vehicles|ground vehicle]], my advice is snatch one of the ARJs that lies around [[Deois]]. It is polite to ask the owner or inform him the next time you see him/her online. The least you can do is to return it to the place you took it from!&lt;br /&gt;
You can also keep your eye out for ARJs that are flagged for [[repossession]], open for salvage title, or available for auction at [[VBay]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How can I find ARJs?===&lt;br /&gt;
To be able to see ARJs in your [[contact list]]. Their [[IVR]] starts with &#039;&#039;&#039;0&#039;&#039;&#039; (ie. 00259) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===What kind of information do you get when you scan an ARJ===&lt;br /&gt;
Typically you will see &lt;br /&gt;
[[File:Pods scan.png|400px|center]]&lt;br /&gt;
*IVR 00&lt;br /&gt;
* Type (Passenger, Cargo, Fuel, Construction)&lt;br /&gt;
*Registered to (Owner)&lt;br /&gt;
*Menu options Shift F to transfer fuel it it Shift C to transfer cash&lt;br /&gt;
*Weight&lt;br /&gt;
*Destination&lt;br /&gt;
&lt;br /&gt;
===What kind of [[:Category:Vehicles|vehicles]] can load ARJs and how many in each?===&lt;br /&gt;
&lt;br /&gt;
*[[T-120]] Steerhead - 1 Bay&lt;br /&gt;
*[[T-19_Stratomaster|T-19]] Stratomaster - 1 Bay&lt;br /&gt;
*[[A-4]] Wanderer - 1 Bay&lt;br /&gt;
*[[W-6]] Manx - 3 Bays&lt;br /&gt;
*[[E-10]] Saint - 6 Bays&lt;br /&gt;
*[[E-11_Saint|E-11]] Saint - 6 Bays&lt;br /&gt;
&lt;br /&gt;
===How do I load a ARJs?===&lt;br /&gt;
Press the &amp;quot;TAB&amp;quot; key to change the selected contact to an ARJ in the contacts list.  [[Scan]] it by hitting &amp;quot;Shift+S&amp;quot; and it will pull up your scanner on the [[MFD]].&lt;br /&gt;
Maneuver within 250 [[meter|meters]] of the ARJ. When there hit Shift+L to load it into/onto your vehicle. &#039;&#039;Note: it will load the ARJ in to the first available cargo bay!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===How do I fill/empty an ARJ?===&lt;br /&gt;
*Store menus will handle buying/selling [[commodities]] to/from [[cargo]] ARJs&lt;br /&gt;
*Passenger menus (curbside, terminal, dock) will handle enplane/deplane [[passengers]] to/from [[passengers|passenger]] ARJs&lt;br /&gt;
*[[Refined Fuel]] can be transferred between an Auxiliary Fuel ARJ and a [[:Category:Vehicles|vehicle]]&lt;br /&gt;
*[[Longarm]] ordinance can be transferred between a Munitions ARJ and a [[Longarm]] Launcher&lt;br /&gt;
**The Cargo bay doors (unless on a flat bed like T-120) must be opened first&lt;br /&gt;
**Select ARJ in [[Cargo Manifest]] for unload, contact list to load.&lt;br /&gt;
**Shift L to load shift U to unload&lt;br /&gt;
**Keep in mind positive and negative values&lt;br /&gt;
&lt;br /&gt;
===How do I unload an ARJ?===&lt;br /&gt;
Select it in your [[Cargo Manifest]] and hit Shift+U to unload it. The ARJ will appear near your position.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* https://www.iata.org/en/publications/store/uld-guide/&lt;br /&gt;
&lt;br /&gt;
[[Category:Durable Goods]]&lt;br /&gt;
[[Category:Rise Universe]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=ARJ&amp;diff=4651</id>
		<title>ARJ</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=ARJ&amp;diff=4651"/>
		<updated>2026-02-23T16:08:30Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ARJ&#039;&#039;&#039; is the IATA container code designation for a standardized high-volume rectangular cargo unit measuring approximately 16x8x8 feet. In the &#039;&#039;Rise&#039;&#039; universe, ARJ containers are used extensively for cargo, passenger transport, fuel, and munitions.&lt;br /&gt;
&lt;br /&gt;
==The ARJ-Class Container==&lt;br /&gt;
[[Image:ARJContainer.png|400px|thumb|ARJ Container]]&lt;br /&gt;
There are 692 ARJ containers in use throughout the [[:Category:Yonmaran System|Yonmaran System]] as of March 31, 2250.&lt;br /&gt;
&lt;br /&gt;
These containers are certified under the IATA ULD system as an &#039;&#039;&#039;ARJ&#039;&#039;&#039; configuration:&lt;br /&gt;
&lt;br /&gt;
A – Certified aircraft-compatible container&lt;br /&gt;
&lt;br /&gt;
R – Base dimensions of 96 inches × 196 inches&lt;br /&gt;
&lt;br /&gt;
J – Rectangular, high-volume configuration&lt;br /&gt;
&lt;br /&gt;
ARJ containers feature a steel frame construction with a weather-resistant, marine-grade interior. An engineer certified the sturdy design can withstand wind velocities of up to 177 [[kilometer|k]]ph while partially full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Approximate Measurements&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Length || 4.8768 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
||Width  || 2.4384 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
||Height || 2.4384 [[meter|meters]]&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Interior Nominal (not taking interior beams into consideration)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Area || 10.96255872 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Volume || 26.75942002944 [[meter|meters]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Interior Clear (taking interior beams into consideration)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Area || 9.94062528 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Volume || 22.851695199744 [[meter|meters]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Door Opening&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||Width || 2.032 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||Height || 1.9304 [[meter|meters]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Empty Weight  || 0.90718474 [http://en.wikipedia.org/wiki/Metric_ton MT]&lt;br /&gt;
|-&lt;br /&gt;
|Unit Load (PSF)  || 35.5 [http://en.wikipedia.org/wiki/Kilogram kg]&lt;br /&gt;
|}&lt;br /&gt;
The floor of the container is a tenth of a [[meter]] off the ground.  It is equipped with a roll-up door at one end.  The roof/ceiling is made from a translucent plastic to allow natural light to enter the container from above.&lt;br /&gt;
&lt;br /&gt;
==How to Use them in RISE==&lt;br /&gt;
===What kind of ARJs are there?===&lt;br /&gt;
There are five (5) primary types of ARJs:&lt;br /&gt;
*Cargo &lt;br /&gt;
** Aft-loading - It can hold 17 MT of any [[:Category:Commodities|commodity]] except for [[Refined Fuel]]&lt;br /&gt;
** Top-loading - Can hold 24 MT of bulk items ([[Rare Materials]], [[Common Materials]], [[Fuel Ore]])&lt;br /&gt;
*Passenger - It can hold 20 [[passengers]] and provide them safety and comfort for travel (statistical weight of 102.5 [http://en.wikipedia.org/wiki/Kilogram kg] per passenger with carry-on baggage)&lt;br /&gt;
*Auxiliary Fuel - It can hold roughly 17,000 kg of refined [[Iagreous]] fuel (burns about 1 kg per day for containment, warning beacon, etc)&lt;br /&gt;
*Construction - It can hold and [[deploy]] [[:Category:Colonies|colony]] [[construction project]]s&lt;br /&gt;
*Munitions - Can hold ordinance of up to 8 [[Longarm]] missiles&lt;br /&gt;
&lt;br /&gt;
===Where can I buy ARJs?===&lt;br /&gt;
ARJs can be bought at [[CPOC]] but CPOC will only sell them if it has [[foodstuffs]], [[Refined_Fuel|refined fuel]],  and [[fabricated]] material (all [[commodities]]) to build them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prices as follows:&lt;br /&gt;
Aux Fuel 5241 [[CR]].&lt;br /&gt;
Cargo 1654 [[CR]].&lt;br /&gt;
Construction 6339 [[CR]].&lt;br /&gt;
Passenger 7338 [[CR]].&lt;br /&gt;
Munitions ???? [[CR]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;toc&amp;quot;&lt;br /&gt;
| If you wonder now how do obtain a ARJ when you only have a [[:Category:Ground Vehicles|ground vehicle]], my advice is snatch one of the ARJs that lies around [[Deois]]. It is polite to ask the owner or inform him the next time you see him/her online. The least you can do is to return it to the place you took it from!&lt;br /&gt;
You can also keep your eye out for ARJs that are flagged for [[repossession]], open for salvage title, or available for auction at [[VBay]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How can I find ARJs?===&lt;br /&gt;
To be able to see ARJs in your [[contact list]]. Their [[IVR]] starts with &#039;&#039;&#039;0&#039;&#039;&#039; (ie. 00259) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===What kind of information do you get when you scan an ARJ===&lt;br /&gt;
Typically you will see &lt;br /&gt;
[[File:Pods scan.png|400px|center]]&lt;br /&gt;
*IVR 00&lt;br /&gt;
* Type (Passenger, Cargo, Fuel, Construction)&lt;br /&gt;
*Registered to (Owner)&lt;br /&gt;
*Menu options Shift F to transfer fuel it it Shift C to transfer cash&lt;br /&gt;
*Weight&lt;br /&gt;
*Destination&lt;br /&gt;
&lt;br /&gt;
===What kind of [[:Category:Vehicles|vehicles]] can load ARJs and how many in each?===&lt;br /&gt;
&lt;br /&gt;
*[[T-120]] Steerhead - 1 Bay&lt;br /&gt;
*[[T-19_Stratomaster|T-19]] Stratomaster - 1 Bay&lt;br /&gt;
*[[A-4]] Wanderer - 1 Bay&lt;br /&gt;
*[[W-6]] Manx - 3 Bays&lt;br /&gt;
*[[E-10]] Saint - 6 Bays&lt;br /&gt;
*[[E-11_Saint|E-11]] Saint - 6 Bays&lt;br /&gt;
&lt;br /&gt;
===How do I load a ARJs?===&lt;br /&gt;
Press the &amp;quot;TAB&amp;quot; key to change the selected contact to an ARJ in the contacts list.  [[Scan]] it by hitting &amp;quot;Shift+S&amp;quot; and it will pull up your scanner on the [[MFD]].&lt;br /&gt;
Maneuver within 250 [[meter|meters]] of the ARJ. When there hit Shift+L to load it into/onto your vehicle. &#039;&#039;Note: it will load the ARJ in to the first available cargo bay!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===How do I fill/empty an ARJ?===&lt;br /&gt;
*Store menus will handle buying/selling [[commodities]] to/from [[cargo]] ARJs&lt;br /&gt;
*Passenger menus (curbside, terminal, dock) will handle enplane/deplane [[passengers]] to/from [[passengers|passenger]] ARJs&lt;br /&gt;
*[[Refined Fuel]] can be transferred between an Auxiliary Fuel ARJ and a [[:Category:Vehicles|vehicle]]&lt;br /&gt;
*[[Longarm]] ordinance can be transferred between a Munitions ARJ and a [[Longarm]] Launcher&lt;br /&gt;
**The Cargo bay doors (unless on a flat bed like T-120) must be opened first&lt;br /&gt;
**Select ARJ in [[Cargo Manifest]] for unload, contact list to load.&lt;br /&gt;
**Shift L to load shift U to unload&lt;br /&gt;
**Keep in mind positive and negative values&lt;br /&gt;
&lt;br /&gt;
===How do I unload an ARJ?===&lt;br /&gt;
Select it in your [[Cargo Manifest]] and hit Shift+U to unload it. The ARJ will appear near your position.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* https://www.iata.org/en/publications/store/uld-guide/&lt;br /&gt;
&lt;br /&gt;
[[Category:Durable Goods]]&lt;br /&gt;
[[Category:Rise Universe]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Demo_Limits&amp;diff=4650</id>
		<title>Demo Limits</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Demo_Limits&amp;diff=4650"/>
		<updated>2026-02-23T16:07:53Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We have had several people asking for a demo and then we had several people asking for what is the difference between the demo and the full version. There is no difference in the applications themselves - all of the [[download]]s are identical.&lt;br /&gt;
&lt;br /&gt;
=== Server Imposed Limitations ===&lt;br /&gt;
Effective 6/27/2020&lt;br /&gt;
*Demo players may not create an [[:Category:Alliances|alliance]]. &lt;br /&gt;
*Demo players may not customize their vehicles (trim color, hull registry, vanity plates).&lt;br /&gt;
*Demo players are not allowed to buy [[Assessor&#039;s Parcel Number|plots of land]] (and therefore cannot construct [[:Category:Colonies|colonies]]). &lt;br /&gt;
*Demo players can not earn interest at the [[Veridian Bank|bank]].&lt;br /&gt;
*Demo players may not trade [[Futures Market|commodity futures]].&lt;br /&gt;
*Demo players may not accept (or eventually post) contracts on the [[Player Portal|portal]].&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Techroform&amp;diff=4649</id>
		<title>Techroform</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Techroform&amp;diff=4649"/>
		<updated>2026-02-23T16:07:10Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Charplate-mcginnus.gif|right]]&lt;br /&gt;
*Access the [[VLM]] temporary offices (only for deed transfers)&lt;br /&gt;
*Recruit [[Colonists]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
 Prices are subject to [[Futures Market]] changes of [[Common Materials]] and [[Fabricated]].&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Outfitting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Colony type !! [[:Category:Seed Building|Seed building]] !! Approximate [[CR]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Farming|Farm]] || [[Farmstead]] || 43990&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Mining|Mine]] || [[Mining Command]] || 113990&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Township|Township]] || [[Town hall|Town Hall]] || 93990&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Airfield|Airfield]] || [[FBO]] || 69990&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Estate|Estate]] || [[Estate]] || 73990&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Deois]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=C-98_Construction_MuVER&amp;diff=4648</id>
		<title>C-98 Construction MuVER</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=C-98_Construction_MuVER&amp;diff=4648"/>
		<updated>2026-02-23T16:05:13Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:muver.png|400px|thumb|The C-98 MuVER]]&lt;br /&gt;
The &#039;&#039;&#039;C-98 Construction MuVER&#039;&#039;&#039; originally developed as the primary way to deploy construction projects &amp;lt;br /&amp;gt;&lt;br /&gt;
but with the advent of the T-120 and the now defunct Construction [[ARJ]] it has been relegated to colony repairs.&lt;br /&gt;
&lt;br /&gt;
The MuVER is no longer available for purchase, sorry!. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Type: Single driver SUV&lt;br /&gt;
*Engine: 4.2L OHV 12-valve V6&lt;br /&gt;
*Power: 202HP, at 4,350 RPM, &lt;br /&gt;
*Torque: 35.94 kg meter at 3750 RPM&lt;br /&gt;
*Top Speed:&lt;br /&gt;
*Wheelbase: 382.2 centimeter&lt;br /&gt;
*Seats: 2 (only 1 usable with a construction project)&lt;br /&gt;
*Trunk size: 1 [https://en.wikipedia.org/wiki/Metric_ton MT]&lt;br /&gt;
*Fuel capacity: 65 kg&lt;br /&gt;
*Expected range or KM/kg &lt;br /&gt;
&lt;br /&gt;
==Related Issues==&lt;br /&gt;
&amp;lt;mantis&amp;gt;bugid=500,54&amp;lt;/mantis&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;br /&gt;
[[Category:Ground Vehicles]]&lt;br /&gt;
[[Category:Fortis]]&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
	<entry>
		<id>https://www.risetvp.com/index.php?title=Inject&amp;diff=4647</id>
		<title>Inject</title>
		<link rel="alternate" type="text/html" href="https://www.risetvp.com/index.php?title=Inject&amp;diff=4647"/>
		<updated>2026-02-21T17:37:52Z</updated>

		<summary type="html">&lt;p&gt;reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a player has reached approximately 10 hours of gameplay they are eligible for additional access rights! If you are interested, please [[Special:Contact|contact us]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Conditions:&lt;br /&gt;
*Anticipated to continue involvement within community (since we don&#039;t have forums this is really just either [[Discord]] or in-game)&lt;br /&gt;
*Must provide real/legal name (first and last)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Privileges:&lt;br /&gt;
*Access to the issue tracker&lt;br /&gt;
**View roadmap, report issues, and sponsor issues to escalate their priority&lt;br /&gt;
**Uses the same credentials as the [[Player Portal]] and [[Download|Game Client]]&lt;br /&gt;
**https://jira.risetvp.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Contributor access on this [[Main_Page|wiki]] and [[Special:ViewPoll|polls]]&lt;br /&gt;
**Uses the same credentials as the [[Player Portal]] and [[Download|Game Client]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other benefits:&lt;br /&gt;
*Option to receive in-game updates via [[Special:UserBoard|private message board]] instead of emails&lt;br /&gt;
**This feature is off by default and can be switched on and off under your profile in the [[Player Portal]]&lt;br /&gt;
*Ability to earn [[Special:SystemGiftManager|badges]] which are also displayed on your profile on this [[Main_Page|wiki]]&lt;br /&gt;
*Inclusion in the [[Special:TopUsers|leaderboard]]&lt;br /&gt;
*Ability to create chat channels within the [[Communications]] dialog&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
* When you are online and we are running an [[advertising]] campaign (Facebook and/or Google) we would hope that, if a new player joins, you will be willing to help them get started by answering questions, encouraging them, welcoming them, etc.&lt;/div&gt;</summary>
		<author><name>reskin</name></author>
	</entry>
</feed>