Starfield, Bethesda's Space RPG Spectacular

I would have liked to see more background for Spacers than "Fallout Raiders, in SPACE!". B/c I think there is a lot of potential there.

We know the evacuation of Earth was a flaming clusterfuck. My headcannon is that the first spacers were a mix of pre-evac colonists who didn't sign up for the UC superstate, and got kicked out of their outposts as a result, and last minute evacuees who made their own, non-UC way off Earth, both groups would have ended up living in their ships (hence, Spacers), would have a constant need to scavenge supplies and parts from anywhere they could, and would have a very easily explained hate-on for the UC. Depending on their numbers and locations, it makes a few otherwise inexplicable bits of Startfield lore more sensible.

1. Why is Sysdef based on Sol system, instead of Alpha Centauri? B/c Sysdef was originally targeted at Spacers, most of whom would originally be in vagrant flotillas and dark outposts in the outer Sol System, at least to start.
2. Why did the UC do so poorly against the FC, given their presumed advantages in manpower, productive capacity, and a standing military, compounded by FC needing to defend itself from the CF at the time? B/C diverting or losing too much forces to the war opens up UC to increased Spacer raids. Hence the UC had to keep half or more of their military forces out of the war.
3. Why are they soooo damn many Spacers out there, as compared to UC, FC, HV, CF, and even LISC - all of whom have (presumably in the case of HV) actual functioning supply chains and infrastructure? Many of whom have functioning agricultural industrites on habitable-ish planets? B/C the spacers have been slowly expanding and getting support as more and more people (re)learn the truth of the 'successful' evacuation.
 
I would have liked a proper faction reputation system, akin to what you saw in New Vegas, but with one caveat: a built-in "delay" before your reputation actually changes, with the ability to prevent a reputation change if there are no surviving witnesses by the time the reputation change is supposed to kick in.

For example: Kill a member of Group A. Normally, this would worsen your reputation with Group A and perhaps improve your reputation with Group B (because they are enemies with Group A), however if there are no witnesses to the deed (or if you kill them all in time) then your reputation remains unchanged with both groups.

This would open up all sorts of RP opportunities where you might play a character who is "officially" on good terms with a certain group, even as you actively undermine them by secretly killing off members.
 
I would have liked a proper faction reputation system, akin to what you saw in New Vegas, but with one caveat: a built-in "delay" before your reputation actually changes, with the ability to prevent a reputation change if there are no surviving witnesses by the time the reputation change is supposed to kick in.

For example: Kill a member of Group A. Normally, this would worsen your reputation with Group A and perhaps improve your reputation with Group B (because they are enemies with Group A), however if there are no witnesses to the deed (or if you kill them all in time) then your reputation remains unchanged with both groups.

This would open up all sorts of RP opportunities where you might play a character who is "officially" on good terms with a certain group, even as you actively undermine them by secretly killing off members.

I think New Vegas to avoid reputation loss you had to do the kills stealthily.
 
I would have liked a proper faction reputation system, akin to what you saw in New Vegas, but with one caveat: a built-in "delay" before your reputation actually changes, with the ability to prevent a reputation change if there are no surviving witnesses by the time the reputation change is supposed to kick in.

For example: Kill a member of Group A. Normally, this would worsen your reputation with Group A and perhaps improve your reputation with Group B (because they are enemies with Group A), however if there are no witnesses to the deed (or if you kill them all in time) then your reputation remains unchanged with both groups.

This would open up all sorts of RP opportunities where you might play a character who is "officially" on good terms with a certain group, even as you actively undermine them by secretly killing off members.
That kinda is a mechanic? Bounties actually work exactly like that.

Should they have expanded it into a positive system too? Probably.
 
I think New Vegas to avoid reputation loss you had to do the kills stealthily.
You might have been able to do that (I don't remember, it's been a while), but like I said, it didn't include a delay and the possibility of killing (or not having) any witnesses to avoid a reputation change. It doesn't really make much sense for your reputation to change when all the people who could have potentially spread along the information of your deeds are all dead before they had a chance of telling anyone.
That kinda is a mechanic? Bounties actually work exactly like that.

Should they have expanded it into a positive system too? Probably.
Do bounties not "register" if you eliminate all witnesses within a certain amount of time? I'm not really clear on that. Even if they do work like that, though, I would have much preferred a proper faction reputation system with both positive and negative consequences, in addition to something like needing to pay fines for witnessed crimes (depending on the faction).
 
The game is kinda retarded, nobody has space-phones, yet you can clear a bandit base (while completely masked up in a space suit) and somehow the bandits know you, and you alone, out of hundreds of explorers and mercs, that you did it.
 
The game is kinda retarded, nobody has space-phones, yet you can clear a bandit base (while completely masked up in a space suit) and somehow the bandits know you, and you alone, out of hundreds of explorers and mercs, that you did it.
The only way that makes sense is if there is some sort of system-wide/multi-system fully real-time IFF process running on transponders and repeaters built into every ship and outpost, running even when power is otherwise out, and unable to be altered by the outpost/ship designers/mechanics/builders/crews. I can get the reasoning for game-design purposes (even if there are better ways to achieve the presumed game-play goals, as some posters noted above), but from an in-world/lore perspective, it just crashes SOD.
 
The only way that makes sense is if there is some sort of system-wide/multi-system fully real-time IFF process running on transponders and repeaters built into every ship and outpost, running even when power is otherwise out, and unable to be altered by the outpost/ship designers/mechanics/builders/crews. I can get the reasoning for game-design purposes (even if there are better ways to achieve the presumed game-play goals, as some posters noted above), but from an in-world/lore perspective, it just crashes SOD.
All they had to do was give the player (and everybody else) some space-phones. Bam, now we know how they relay across entire systems on who is shooting them.

But noooooooooooooooooo!
Fucking Todd Howard couldn't design a game if he was given a DECADE to figure it out.
So now we have to assume that psychic ghosts relay via space-magic to everyone.
 
All they had to do was give the player (and everybody else) some space-phones. Bam, now we know how they relay across entire systems on who is shooting them.

But noooooooooooooooooo!
Fucking Todd Howard couldn't design a game if he was given a DECADE to figure it out.
So now we have to assume that psychic ghosts relay via space-magic to everyone.
Well given Starfield has actual 'space magic' in it.
 
That's a different sort of (and equally retarded) space magic though!
Jesus fucking christ Todd, your bright idea was space dragonborn... X_X
Are we sure it WAS his idea after all? I mean it could be he is simply the face man trying to sell it to us. Hell they could have just bit the bullet and looked at Traveller for inspiration for a space game.

One thing I wish they had done is if you have the ore and the right facilities nearby. You automatically make the parts you need for crafting or research.
 
one very nitpicky peeve that I have with the game, and with most space-based games. We know, from ample evidence in real life, that modern settlements are distinctly visible from orbit, at least on the night-side of a given planet. They've already picked out the locations of major settlements, would it have been that hard to add a few spots of light visible from orbit during local night? Maybe, probably, I dunno. Still bugs me.
 
I would have liked to see more background for Spacers than "Fallout Raiders, in SPACE!". B/c I think there is a lot of potential there.

We know the evacuation of Earth was a flaming clusterfuck. My headcannon is that the first spacers were a mix of pre-evac colonists who didn't sign up for the UC superstate, and got kicked out of their outposts as a result, and last minute evacuees who made their own, non-UC way off Earth, both groups would have ended up living in their ships (hence, Spacers), would have a constant need to scavenge supplies and parts from anywhere they could, and would have a very easily explained hate-on for the UC. Depending on their numbers and locations, it makes a few otherwise inexplicable bits of Startfield lore more sensible.

1. Why is Sysdef based on Sol system, instead of Alpha Centauri? B/c Sysdef was originally targeted at Spacers, most of whom would originally be in vagrant flotillas and dark outposts in the outer Sol System, at least to start.
2. Why did the UC do so poorly against the FC, given their presumed advantages in manpower, productive capacity, and a standing military, compounded by FC needing to defend itself from the CF at the time? B/C diverting or losing too much forces to the war opens up UC to increased Spacer raids. Hence the UC had to keep half or more of their military forces out of the war.
3. Why are they soooo damn many Spacers out there, as compared to UC, FC, HV, CF, and even LISC - all of whom have (presumably in the case of HV) actual functioning supply chains and infrastructure? Many of whom have functioning agricultural industrites on habitable-ish planets? B/C the spacers have been slowly expanding and getting support as more and more people (re)learn the truth of the 'successful' evacuation.

This is part of the whole issue that there no real sense of history on anything.

Like, take Mars: in the timeline Mars is the oldest Human off earth colony. So, in 2330 the Mars Colony should be 280 years old. The Mars colony is 100 years older than the invention of FTL travel. So, the Mars colony would be a 100 years older than any other non-Sol colony that you would encounter. Its going to be 200 years older than most colonies.

Given the level of space resources implied by being able to evacuate Earth, there would have to be fairly expansive space colonization/infrastructure. I would not be suprised if Mars as a 100 year old colony had a 100 million people.

So, maybe not Expanse Mars level with billions of people, but pretty substancial.

Now, you could show this history in several ways:

1) Empire of Rust: with the death of Earth and FTL opening up better colony opportunities, a world that might have once peaked at a billion people during evacuation now has barely anyone. Thus, unique works of grandeur, say giant domed cities, an unnecessary excess with habitable worlds short Jumps away, sit nearly empty and abandoned. Normal mining is also nearly pointless: every easy reserve was found before FTL, and well mined in the last 200 years of interstellar civilization. And once again, with whole virgin worlds a jump away, why bother mining any but the most optimal mines?

Only people on Mars are vultures of various types: scavaging in the old ruins of Mars, and especially earth, which was very lucrative for nearly a century, but even that source of wealth is drying up. People still roll the dice that they might find the big payday: a safe full of gold unfound, a high efficiency nuclear reactor with several tons of weapon grade uranium. Others simply want somewhere to squat, and abandoned ruins are a cheap option. Other, less savory see as it a place to lie low for a bit, and only a short jump from the capital...


2) Enclave: During the evacuation of Earth, many were temporarily moved to Mars as both a stepping stone, and back up. Some hoped they were merely setting up temporary government's in exile, that the crisis with Earth could be fixed. As those hopes dimmed, most accepted disolution and incorporation in the United Colonies, who had a monopoly on FTL at the time, and thus a very strong bargaining position to set the terms of escape from the dying Earth.

Not all however. Some were stubborn and refused to let go. Others knew the true source of Earth's crisis, and were not going to submit to the cause of it. And the monopoly broke long ago now...

3) Industrial heart. Oldest colony, most capital accumulation. No environmental concerns, low gravity to make exports cheap. The Pittsburg to New Atlantis's DC.

Instead, the oldest colony feels like a brand new one with a relatively small mining station. The scale and sense of time is all wrong.
 
This is part of the whole issue that there no real sense of history on anything.

Like, take Mars: in the timeline Mars is the oldest Human off earth colony. So, in 2330 the Mars Colony should be 280 years old. The Mars colony is 100 years older than the invention of FTL travel. So, the Mars colony would be a 100 years older than any other non-Sol colony that you would encounter. Its going to be 200 years older than most colonies.

Given the level of space resources implied by being able to evacuate Earth, there would have to be fairly expansive space colonization/infrastructure. I would not be suprised if Mars as a 100 year old colony had a 100 million people.

So, maybe not Expanse Mars level with billions of people, but pretty substancial.

Now, you could show this history in several ways:

1) Empire of Rust: with the death of Earth and FTL opening up better colony opportunities, a world that might have once peaked at a billion people during evacuation now has barely anyone. Thus, unique works of grandeur, say giant domed cities, an unnecessary excess with habitable worlds short Jumps away, sit nearly empty and abandoned. Normal mining is also nearly pointless: every easy reserve was found before FTL, and well mined in the last 200 years of interstellar civilization. And once again, with whole virgin worlds a jump away, why bother mining any but the most optimal mines?

Only people on Mars are vultures of various types: scavaging in the old ruins of Mars, and especially earth, which was very lucrative for nearly a century, but even that source of wealth is drying up. People still roll the dice that they might find the big payday: a safe full of gold unfound, a high efficiency nuclear reactor with several tons of weapon grade uranium. Others simply want somewhere to squat, and abandoned ruins are a cheap option. Other, less savory see as it a place to lie low for a bit, and only a short jump from the capital...


2) Enclave: During the evacuation of Earth, many were temporarily moved to Mars as both a stepping stone, and back up. Some hoped they were merely setting up temporary government's in exile, that the crisis with Earth could be fixed. As those hopes dimmed, most accepted disolution and incorporation in the United Colonies, who had a monopoly on FTL at the time, and thus a very strong bargaining position to set the terms of escape from the dying Earth.

Not all however. Some were stubborn and refused to let go. Others knew the true source of Earth's crisis, and were not going to submit to the cause of it. And the monopoly broke long ago now...

3) Industrial heart. Oldest colony, most capital accumulation. No environmental concerns, low gravity to make exports cheap. The Pittsburg to New Atlantis's DC.

Instead, the oldest colony feels like a brand new one with a relatively small mining station. The scale and sense of time is all wrong.
This is the sort of thinking that BGS could have used, to both make their game-world more beleivable, and to create tons more story and lore hooks of of which to hang quests and factions. Instead, we got random mine support in random ship builder in the (relative) ass-end of nowhere.
 
There's a shipyard on Luna for crying out loud. Why not have more extensive facilities there? Instead you have maybe 3 people? Hell a Helium-3 mine would make sense.

One bad thing is there is no way to level the ground so you can build a storage area upon it.
 
There's a shipyard on Luna for crying out loud. Why not have more extensive facilities there? Instead you have maybe 3 people? Hell a Helium-3 mine would make sense.

One bad thing is there is no way to level the ground so you can build a storage area upon it.
Its my understanding the moon is close to the worst place to get Helium 3. Its so low concentration it might actually be more economic to produce it in heavy water reactors, which produce tritium which decays into He3. Every body beyond the asteroid belt is a better place to harvest. If you can travel any further out than the moon, you likely can find a better source than the moon.

That realism nitpick, the moon is extremely rich is basic construction materials for ships, so expansive mining does make sense.

1280px-Moon_vs_earth_composition.svg.png



Hell, with the 30 day, well, lunar day, you could if you want justify migratory mining operations: you have a big sand crawler that kept up an average speed of 10 kmh to stay in continuous "dawn". 24/7 sunlight to power solar panels, and things never get particularly hot or cold. If they "mined" volatiles the mining could be as simple as scooping up dirt and heating it to room temperature, capture all the gas released, and dump the dirt. Which could be sold to the stationary settlements.

A culture built aground traveling to collect the scraps of moisture and nitrogen available out of the soil, so they can sell it to the mining towns who churn out the metal to build the spaceships. So, you have an industrial stack building spacecraft supplied by the labors of extremely poor desert nomads getting a small fraction of the actual product.

Yes, its stealing from Dune who is copying a whole bunch of other colony stories, but why not! Nomads of an Airless, gray, tidally locked is at least a unique twist! And think of all the complexities of such a culture!

First, we remember time. A Mars colony in 2050 probably means some level of moon colony either at the same time, or a bit earlier, even if they're just small research stations. For a long time the Moon is going to be significantly easier to reach than Mars, so a significant mining operation at least makes sense, to support Mars colonization if anything else. In 2100, the method of having a vehicle you can move with the tide to harvest valuables is perfected: an RV is much cheaper to buy and ship than a full mining rig, and following the sun means you get 30 days a month of sun rather than 18. And since your collecting the most valuable, easiest to mine stuff, people figure as a get rich quick to can rent the RV miner, spend a month working on the moon, drive around the planet to get back to the spaceport, sell your goods, then go home.

Some people find they like the nomadic life, and stay for more than one tour. Or maybe a tour needs to be broken up a bit, so you have a couple of regular pit stops that get busy 2x a month, one on the sun rise, one on the sun set. December is the rest month, where the regulars all stop and bunker down for a while, do maintenance, have parties, find wives, see children too young, elders too old...

By the start of the game then this nomadic lunar culture is 200 years old. Some families might be on their 10th generation of nomads. You have a culture with an innate contradiction of the transient eternal. Following the sun, you exist in a near eternal dawn/dusk, in barren ancient wastelands. But, where you are changes every day, but not much. The important calander is the month, not necesarily year. You don't have seasons based on the orbit around the sun, not much.

Following the sun, the sun would stay in roughly the same place every day. The sun moving is a sign of things going wrong, either your traveling too fast or too slow. Instead, the Earth would rotate through the sky once a month, rising and setting. What would they think of the rising and setting blue marble over their desolate waste?

How often would new people join such a life? Is there a steady stream of young people who "want to get away from it all" trying their hand at the romantic life of a traveler, like some will try their hand at being a farmer or cowboy, only to give up after a while when it becomes too hard. Or it is all insular old blood, dedicated traditionalists maintaining the old ways? Is there a constraint steam of young ones leaving the nomad tribes, the second son who didn't inherit the family crawler deciding to strike out on his own, either to try for a totally new life, or at least to make enough money to buy a crawler for his own?

Though that also suggests an interstellar nomad culture: after all, tidally locked barren moons likely aren't that particularly rare. And if your a nomad, you need to be able to travel light. Maybe the barren land the nomads treck is getting crowded. with how cheap interstellar travel seems, paying for the transport of your family's crawler probably isn't much, and since your settling in the barren waste worlds, no one there particularly cares.

So, you could have multiple planets with nomad cultures. Which is so much more flavor and hooks.

1) Settled vs nomad: there's always been friction between these peoples, one would expect it in the future.

2) Different nomads: desert nomads, on sunny but dry world like our moon, ice nomad on wet but cold worlds like Europa. Maybe there they wonder to find scraps of metal from meteors on the ice.

3) Nomad allegiance: the Nomads are nominally under whoever controls a planet, but not particularly tied to it. Thus, a population who are basically up for grabs if one needs a population.

And I'm sure there's far more one could think of, but this is already getting pretty long!
 
Inspired by the above exposition/development/enrichment on the lunar nomadic mining culture, thought a bit more about Starfields glaring lore gaps, and something struck me again.

The glaring lack of real-world religions. While the out-of-game reasoning is pretty obvious, the lack of an in-game explanation is notable. Before folks try to cite the whole - "Earth died, of course people abandoned their religions" I will just note that the fall of the roman empire, the mongol invasions, and the black plague were all followed by upswings in religious fervor, not collapses. So that explanation fails.

Yet, there is still a notable lack of real world religions, and two brand new ersatz cults.

Also, bear in mind that Starfield involves and alternate/hypothetical future, not an alternate past, so the conceit is that is extrapolated from the real world as of today, projected forward.

Another factor to bear in mind is that for most of the evacuation and early colonial period the currently named United Colonies was the undisputed(?) hegemon of humanity. So a review of the UC is appropriate.

What is the UC? We have some pretty clear hints.
1. We have 2 distinct classes - the worthy "Citizens" and the unworthy/unproven "Colonists". Citizens have full rights, and have earned those rights by demonstrating both loyalty and utility to the United Colonies leadership hierarchies.
1.a. Utility is proven on the battlefield (real or corporate), or academia.
2. UC's own propaganda depicts its overarching goals as providing security, prosperity, and opportunity to the colonists.
3. UC was formed after the collapse of Earth's magnetosphere was known to be occurring, but well before evacuation completed.
4. This means that the UC was in charge of at least most of humanity that left the planet at the time that real world religions (and more) 'disappeared'.
5. The UC is notably military/security oriented. They have the largest military in settled space, and their core organizational model has had a large military since inception.
6. None of the UC propaganda or documentation (with the exception of the post-war memorial) mentions freedom or liberty.
7. None of the UC propaganda or documentation mentions any rights held by the colonists which would be enforceable against the UC.
8. There is no mention of a UC judiciary (much less and independent one) or legislature.
9. There is a UC president, but no discussion of elections or political parties or how succession in office takes place at all.
10. The UC is unitary in design and function.
11. The UC (at least at the start) asserted unlimited authority over all of surviving humanity.

The above items, in combination, paint the UC as a textbook case of "friendly" technocratic fascism. I state "friendly" because it is clearly (and begrudgingly) moderating from a more explicitly totalitarian past. It is doing so after 3 disastrous (from the perspective of the UC citizenry and MAST leadership cadres) wars.

Next we need to take a look at the likely state of affairs in the Sol system in general, and on earth in particular, as the 21st century became the 22nd, the formative years of the UC.

As we are given no indicia to the contrary, the simplest approach is the project current cultural trends forward, adjusting to accommodate the expectations and beleifs of the BGS / tech culture of the designers (IE: what they thought the late 21st early 22nd century would be like).

So, essentially, what is the quintissentially Californian technology industry view of the next 80 years or so?

1. Currently politically correct/woke culture will achieve hegemonic status across the wealthier parts of the world. Remaining constitutional/political/cultural barriers to enforcement of this culture on the recalcitrant will eventually fall as various crises, real and virtual, are leveraged.
2. Corporations, having been coopted by the elite zeitgeist will continue and strengthen, as the new left will have abandoned any inherited residual interest in protecting the poor from corporate abuse. This only makes sense, as cooption will mean that those corporations will be loyal entities and tools of the new left, and such can be relied upon not to act in an undesireable fashion.
3. The unification of corporate and political power will act in concert, both consciously and unconsciously to marginalize the unenlightened followers of dead-history faiths and cultures.
4. The revision of history and literature will continue, along with the deliberate erasing and memory holing of inconvenient beliefs and facts.
5. We know, based on evidence from past totalitarianisms, that resistance open and covert, will continue. Samizdat, subversion, etc will keep at least some knowledge preserved. 80 years are nowhere near enough to obliterate religions, political beliefs, or cultures so thoroughly.
6. However, we can posit that by 2100, in the history of starfield, a mostly unified elite culture had finalized capture of the levers of political, cultural, administrative, corporate, judicial, and military power across most of the wealthy portions of the world. This will involve redefining some terms and cultures (democracy) and blacklisting others (freedom).
7. Technology will continue to progress mostly uninterrupted, but with the changes required to maintain, strengthen, and (where previously lost) reassert control.
7.a. Personal transportation and widespread personal communication devices have both proven to be factors that weaken unified control. Mass transit and broadcast communication devices are preferable - enabling those at the top of the hierarchies to control population movements, and the information the population receives. - Hence no personal transports or cellphones in Starfield. Removal of such items from circulation could have been achieved in the cause of 'saving the environment' and 'fighting extremism'. While such removals and restrictions would not have been complete the by the turn of the century is to be expected that the process would be much further along than it is today.
8. This then is the model for the future, as envisioned by the folks at bethesda - a (militantly) secularist, environmentalist corporatist technocratic totalitariansim. A global love child of Singapore, the PRC, and the European union.
9. This model would obviously generate resistance from various nationalities, religions, cultures, and ethnicities - either for being disfavored by the new regime, or for acting to preserve norms and beliefs in opposition to those of the regime. This tension would lead to periodic populist outbursts, or worse, all of which would be used to justify further tightening controls.

But what is happening in space?

By the early 2040s we can expect the first long term / permanent residents in space, on the Moon and Mars. Numbers would be small, a few dozen at most, and primarily scientific.
By the early 2060s, however, the viability of long term settlement would have been proven by experiments at New Homestead and elsewhere and the combination of resource discoveries along with increasing restrictions on resource extraction activity on earth (for environmental, access, and security reasons) would drive the establishment of off-earth extraction industries during this time.
The 2070s and onward would be boom years. The original Mining Nomads (see post above in thread) would date from this time, as would the start of Cydonia mining operations. The Nova Galactic (pretentious marketing name) would probably date from this timeframe as well, being focused mainly on inner system shipping.
Who would populate this booming expansion? Space would still, compared to the nicer parts of Earth, be spartan, bleak, and very dangerous. The oil-rig model mentioned elsewhere probably applies. These original spacers would be a mix of small numbers of Scientist/Astronauts from the elite and rapidly growing numbers of blue collar and no collar working stiffs,
Blue collar for the members of 'disfavored' groups voluntarily seizing one of the few remaining avenues for achieving wealth and security for themselves and their families, and no collar for the members of excluded groups involuntary exiled from Earth. A prison from which return is an actual death sentence with extensive, expensive, and cutting edge medical intervention is, from the perspective of the rulers down on Earth, pretty optimal. Their spaceborn subjects can't effectively rebel, as Earth is their only source of food and critical spare parts. They also can't come back to Earth to threaten the hierarchies there, as in low-g their bodies will quickly lose the ability to survive the return.
This needless to say would be another source of resentment and tension, but a manageable one from the perspective of the rulers.
This model of solar-system colonialism and extractive imperialism would probably have continued near indefinitely except for two factors.
The grav drive, and the grav drive initiated collapse of the terran magnetosphere.
Each deserves to considered separately.
Before the grav drive, travel from earth to orbit was expensive, relatively slow, easily monitored, and thus easily controlled. Travel between solar system outposts and colonies was (while a bit cheaper) otherwise the same. The center knew what was happening across the system, and had time to take any 'corrective' actions deemed necessary.
After the grav drive, travel from Earth to orbit is massively accelerated. In one stroke, orbital transit became faster, cheaper, harder to monitor, and (as a result of being faster and cheaper) more frequent. Travel between outposts accelerated even further. The center began losing oversight and control of the extraterrestrial portion of humanity.
The collapse of the magnetosphere, had the opposite effect. Here was the crisis of all crises. Here was the event that provided the perfect, inarguable, justification to fully implement the technocratic vision. Here, finally, was a solution to the problem of deadworld thought and belief. The hierarchy, of course, controlled space access. The hierarchy controlled the industries. It was the hierarchy who would design, build, and launch the evacuation ships. It was the hierarchy that decided who and what would be rescued from Earth, and what would be left to burn amongst the ashes.
Moreover, the magnetosphere is not a kitchen light, the collapse would not be a digital - all or nothing, one click affair, The weakening would be gradual, the collapses spotty and increasing over time, the relative safe zone shrinking. The hierarchy assured the general populace that the technologies developed in the offworld outposts would be put to work, keeping the masses safe until the last human was safely evacuated from Earth to their new, better, life among the stars.
This was, of course, a lie. The hierarchy never had any intent of evacuating all of humanity,even if it were feasible, which it arguably was not. Rather, this was a once-in-history chance to purge humanity of mal and disinformation. Bitter clingers, deniers, ists and phobes of various stripes would be left behind to wallow in their ignorance and die in the purging fires as a new, better, version of humanity rose like a pheonix to spread among the stars. This was the cherished dream of the core leadership.
But there was a problem, the leadership quickly realized that even with robotic labor, they lacked the ability to build, launch, and pilot enough craft to rescue themselves in time. Worse, decades of antagonism between the enlightened leadership and their resentful masses had lead to fecund infosphere where malinformation would metastasize virally. Too many of the extremists masses accepted malinformation that their leadership was going to abandon them, and disorder was spreading. Separatists and insurrectionists were already conspiring with offworld criminals to endanger the evacuation with their own misguided attempts.
Moreover, even were orignally planned evacuations to succeed, they lacked the ability (or inclination) to farm, fish, and mine the necessary supplies post-arrival to ensure survival in the manner to which the preferred to remain accustomed. Nor did they have the ability to retain control of the necessary infrastructure during the evacuation process on their own.
A series of bargains were struck.
Places would be reserved on the evacuation craft, places which could be earned by those doing the hard work of building, supplying, and protecting the craft. Places for themselves, their spouses, and their children. Sure, the materials brought onboard would be carefully screened "for security", but better to leave some books and songs behind than to stay and behind to die.

This then, was life on Earth in the first half of the 22nd century.
The United Nations Extraterrestrial Colonization Initative had become, after a few brief and vicious struggles depicted as terrorist attacks in the broader media, become the hegemon of Earth. Cars, planes and all private motorized transport had been banned to preserve resources for the evacuation. Work was assigned to the populace to build and prepare the evacuation craft, all were told that best, brightest, most loyal, and most hard working would have the honor, risk, and duty of preparing humanities colonies for those who would follow. Work continued everywhere to prepare shelters to ride out the expected 5-10 year gap between the magnetosphere collapse and the final evacuation flight. Contests were held on media daily to select the "best" books, music, movies, games, and food to bring to the stars. Any action that might 'delay or distract' workers, or 'hinder or impede' evacuation efforts was banned. Religious services were gradually restricted, and then blocked all together. Political parties (outside of those formed by and for the UNECI were banned outright.
But, you ask logically, how can a government assert control over a populace that is already sentenced to death?
The answer was raw force. Unified military forces augmented by militarized robotic auxiliaries imposed martial law across the required infrastructure, with a series of increasing strict checkpoints for entry into the greenzones. Those areas outside the required infrastructure were increasingly abandoned.
This however led to foreseable issues when exclusion zoner gained access military hardware and began shoot down multiple UNECI Directorate (leadership) air transports. With no spare military assets, the (recently renamed United Earth Colonization Directorate) UECD leadership turned to bioweapons. Dusting off late 21st century military proposals, the UECD developed and deployed bioweapon drones on militant concentrations. A demonstration strike (and feasibility test) in London rendered the strike zone uninhabitable over the course of hours. The Bio TerrorDrone program was an unmitigated success! Even better, they were successful in blaming the attack on 'genocidal Spacer terrorists'.
(I added that in from finding a flesh-cave less than 500m from the London landmark).
Now the UECD had a means of imposing penalties beyond the shrinking greenzones on one hand, driving a wedge between their onworld and offworld oppositions, while continuing to hold out the promise of (eventual) evacuation on the other.

The remaining fly in the ointment was the offworld opposition, the Spacers. Descendants of the pre-UNECI extraterrestrial solar system outpost residents, these recedivist and extremist deadthinkers continued to smuggle as many of their fellow criminals offworld as they could manage, despite the best efforts of the UECD System Defense Command, based around the primary UECD shipyard at Deimos. While the SDC had better, and soon more numerous craft, the Spacers had generations of experience in piloting in micro-g at this point. Whre previously the stresses of transorbital accelerations prevented them from directly interfering with Earth, the grav drive with it's inertial controls and artificial gravity settings unleashed them. So-called 'mercy flights' of earthbound supplies and spacebound evacuees became an increasingly common, if irregular and unpredictable, occurence.

By 2149, the SysDefCom forces had secured sufficient control of Earth's orbitals that 'mercy flights' had gone from an hourly to a weekly occurence, at best. Magnetosphere collapse had shrunken the portion of Earth safe for surface exploration without a space suit to less than 40%. Those portions of the biome which had not been successfully sampled, by spacers or the UCD, were nearly extinct. The functioning shelters outside of the UCD controlled zones were overcrowded, and not expected to last past their second decade. Most the UCD membership had decamped for Mars or Alpha Centauri. UCD ground forces had been almost entirely replaced by robotic auxiliaries, having been finally evacuated in 2147 after several unofficial mutinees. The remaining forces were composed almost exclusively of 'former' criminals given a uniform and pointed at the masses to maintian a semblance of order as the final shipments went skyward.

In October 2150, a (mostly empty) evacuation craft was caught in a crossfire between SysDefCom forces and a Spacer 'Raid' (mercy flight). The craft was lost with all hands, and the falling debris destroyed the former Singapore Secure Zone. The UC Directorate announced ' a breif pause to implement improved security measures to avoid further tragic losses during the next stage of the evacuation'.
In December 2150 flights resumed, using fully automated craft.
On January 8th, 2161, 'Spacer aligned terrorists' hijacked an evacuation flight from the Panama City Shelter Zone, meeting up with their consipirators in orbit, they succeeded in smuggling "over 2400 hundred deadthought criminals and unknown number of the London Bio-weapons" from Earth.
The UC decided that was quite enough.
All flights to and from Earth were halted for 1 year, for security reasons. With UC robotic ground forces and SysDef space forces given shoot to kill orders for any attempted smugglers.
After the final magnetosphere collapse in August of 2163, the UC declared that they would "continue to search for loyal sheltered survivors for as long as hope remains".
November of 2163, remaining UC robotic forces on Earth deactivate. The last evacuation ships are rushed and seized by the desperate survivors, only to discover that the ships are no longer functional, if they ever were.

By January 2164, Earth was home to extremophile bacteria deep crust viruses, and ashes of a world.

Life however continued in space. The first extrasolar colonies were established under UECD, later UC control. The deathought beliefs of the past had been nearly expunged, and the galaxy awaited for the newer, better, humanity. Problems remained however.

Whether it be sign of human fallibility, or the bill coming due from the faustian bargians necessary to make the evacuation possible, the UC faced new challenges. Barely 20% of the extrasolar colonists were true and loyal citizen-members of the UC, while the vast majority were second class rescuee-colonists, brought along to farm, fish, and mine as part of the agreements made to secure infrastructure, ships, and supplies for the evacuation. Malinformation and deadthink, particularly about the alleged abandonment of those 'back home', while far more limited than on Earth, was distressingly common, and growing, despite the most agressive infosphere security controls.

Deciding to make a virtue of necessity, the UC anounced the Centauri protocols, enabling (and encouraging) malcontents to set up new colonies far from New Atlantis, and all of the extensive support infrastructure established there. It was believed by the UC leadership that after confronting the dangers and losses of frontier life without UC support, the malcontents would either die off, or repent and return to the UC as newly loyal subjects.

The rest, is history.

OK - that was probably mostly crap, but there should be one or two interesting ideas in there someone can run with.

I just realized how many typos there are in the mes above. gahaah. too many, can't fix, too tired.
 
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You know for a militarized setting...has anyone found anything that looks like a military base in the settled systems? A place where UC or FC troops stage from or deploy from? A training area and such where they cut their teeth as it were.

So far I haven't and I do not count Demios shipyard as one.

One other detail, Starfield feels like a small ship universe. A place where mass migration cannot occur because of how few people you can transport at a time.
 
There are some military barracks and military outpost sites that you can find, as well as weapons and training ranges. In the free rangers quest line you run across an abandoned mech base, which gives an idea of the size of a mechanized cavalry unit, but that is as close as I've seen so far.

The largest ground military unit I've seen has been along the lines of a reinforced fireteam, not even a full squad, though I put that down to BGS system limitations.
 
The game is a huge cocktease because its like "There WAS this super awesome war with mechas you could've been playing, but can you just be a space mailman for me please lmao?"
 

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