GodWars is a family of MUD engines derived from Merc, created in 1995 by Richard Woolcock known as "KaVir". GodWars' setting is influenced by White Wolf's World of Darkness. In 1996 the code was illegally advertised on a website for free download. After fighting extensively to stop the illegal use of his codebase, Woolcock released the code publicly; the original GodWars was renamed Dark City Last City, with added wilderness code. Since 2000, between 28 and 84 derivatives of the God Wars code have been active, including Vampire Wars, based on White Wolf's Vampire: The Masquerade and won the October 1998 Mud of the Month award at The Mud Connector. In 2002, Woolcock wrote a new MUD named God Wars II, a conceptual sequel to GodWars, with a more personal dark fantasy universe; the game relies on player versus player combat, like the original GodWars, features a deep and complex combat system where the player has to manipulate the limbs associated with the attacks, creating combos when the commands are stringed together.
This combo system is inspired from the tabletop game Spellbinder, of which the complexity is comparable to chess and go. The combat system was prototyped in his earlier Gladiator Pits MUD, which won the maintainability award in a public coding competition, the 16K MUD competition, has been called "stunning". God Wars II is noted for its war mini-game and its helpful graphical MUSHclient interface; this interface includes a map that the user can click to travel mechanical shortcuts. The game has a large world, without rooms typical of MUDs but using coordinates, a process for advanced character customization. GodWars codebase download The God Wars II official website
In economics, inflation is a sustained increase in the general price level of goods and services in an economy over a period of time. When the general price level rises, each unit of currency buys services; the measure of inflation is the inflation rate, the annualized percentage change in a general price index the consumer price index, over time. The opposite of inflation is deflation. Inflation affects economies in various negative ways; the negative effects of inflation include an increase in the opportunity cost of holding money, uncertainty over future inflation which may discourage investment and savings, if inflation were rapid enough, shortages of goods as consumers begin hoarding out of concern that prices will increase in the future. Positive effects include reducing unemployment due to nominal wage rigidity, allowing the central bank more leeway in carrying out monetary policy, encouraging loans and investment instead of money hoarding, avoiding the inefficiencies associated with deflation.
Economists believe that the high rates of inflation and hyperinflation are caused by an excessive growth of the money supply. Views on which factors determine low to moderate rates of inflation are more varied. Low or moderate inflation may be attributed to fluctuations in real demand for goods and services, or changes in available supplies such as during scarcities. However, the consensus view is that a long sustained period of inflation is caused by money supply growing faster than the rate of economic growth. Today, most economists favor a steady rate of inflation. Low inflation reduces the severity of economic recessions by enabling the labor market to adjust more in a downturn, reduces the risk that a liquidity trap prevents monetary policy from stabilizing the economy; the task of keeping the rate of inflation low and stable is given to monetary authorities. These monetary authorities are the central banks that control monetary policy through the setting of interest rates, through open market operations, through the setting of banking reserve requirements.
Rapid increases in the quantity of money or in the overall money supply have occurred in many different societies throughout history, changing with different forms of money used. For instance, when gold was used as currency, the government could collect gold coins, melt them down, mix them with other metals such as silver, copper, or lead, reissue them at the same nominal value. By diluting the gold with other metals, the government could issue more coins without increasing the amount of gold used to make them; when the cost of each coin is lowered in this way, the government profits from an increase in seigniorage. This practice would increase the money supply but at the same time the relative value of each coin would be lowered; as the relative value of the coins becomes lower, consumers would need to give more coins in exchange for the same goods and services as before. These goods and services would experience a price increase. Song Dynasty China introduced the practice of printing paper money to create fiat currency.
During the Mongol Yuan Dynasty, the government spent a great deal of money fighting costly wars, reacted by printing more money, leading to inflation. Fearing the inflation that plagued the Yuan dynasty, the Ming Dynasty rejected the use of paper money, reverted to using copper coins. Large infusions of gold or silver into an economy led to inflation. From the second half of the 15th century to the first half of the 17th, Western Europe experienced a major inflationary cycle referred to as the "price revolution", with prices on average rising sixfold over 150 years; this was caused by the sudden influx of gold and silver from the New World into Habsburg Spain. The silver spread throughout a cash-starved Europe and caused widespread inflation. Demographic factors contributed to upward pressure on prices, with European population growth after depopulation caused by the Black Death pandemic. By the nineteenth century, economists categorized three separate factors that cause a rise or fall in the price of goods: a change in the value or production costs of the good, a change in the price of money, a fluctuation in the commodity price of the metallic content in the currency, currency depreciation resulting from an increased supply of currency relative to the quantity of redeemable metal backing the currency.
Following the proliferation of private banknote currency printed during the American Civil War, the term "inflation" started to appear as a direct reference to the currency depreciation that occurred as the quantity of redeemable banknotes outstripped the quantity of metal available for their redemption. At that time, the term inflation referred to the devaluation of the currency, not to a rise in the price of goods; this relationship between the over-supply of banknotes and a resulting depreciation in their value was noted by earlier classical economists such as David Hume and David Ricardo, who would go on to examine and debate what effect a currency devaluation has on the price of goods. The adoption of fiat currency by many countries, from the 18th century onwards, made much larger variations in the supply of money possible. Rapid increases in the money supply have taken place a number of times in countries experiencing political crises, produ
Usenet is a worldwide distributed discussion system available on computers. It was developed from the general-purpose Unix-to-Unix Copy dial-up network architecture. Tom Truscott and Jim Ellis conceived the idea in 1979, it was established in 1980. Users post messages to one or more categories, known as newsgroups. Usenet resembles a bulletin board system in many respects and is the precursor to Internet forums that are used today. Discussions are threaded, as with web forums and BBSs, though posts are stored on the server sequentially; the name comes from the term "users network". A major difference between a BBS or web forum and Usenet is the absence of a central server and dedicated administrator. Usenet is distributed among a large changing conglomeration of servers that store and forward messages to one another in so-called news feeds. Individual users may read messages from and post messages to a local server operated by a commercial usenet provider, their Internet service provider, employer, or their own server.
Usenet is culturally significant in the networked world, having given rise to, or popularized, many recognized concepts and terms such as "FAQ", "flame", "spam". Usenet was conceived in 1979 and publicly established in 1980, at the University of North Carolina at Chapel Hill and Duke University, over a decade before the World Wide Web went online and the general public received access to the Internet, making it one of the oldest computer network communications systems still in widespread use, it was built on the "poor man's ARPANET", employing UUCP as its transport protocol to offer mail and file transfers, as well as announcements through the newly developed news software such as A News. The name Usenet emphasized its creators' hope that the USENIX organization would take an active role in its operation; the articles that users post to Usenet are organized into topical categories known as newsgroups, which are themselves logically organized into hierarchies of subjects. For instance, sci.math and sci.physics are within the sci.* hierarchy, for science.
Or, talk.origins and talk.atheism are in the talk.* hierarchy. When a user subscribes to a newsgroup, the news client software keeps track of which articles that user has read. In most newsgroups, the majority of the articles are responses to some other article; the set of articles that can be traced to one single non-reply article is called a thread. Most modern newsreaders display the articles arranged into subthreads; when a user posts an article, it is only available on that user's news server. Each news server talks to one or more other exchanges articles with them. In this fashion, the article is copied from server to server and should reach every server in the network; the peer-to-peer networks operate on a similar principle, but for Usenet it is the sender, rather than the receiver, who initiates transfers. Usenet was designed under conditions when networks were not always available. Many sites on the original Usenet network would connect only once or twice a day to batch-transfer messages in and out.
This is because the POTS network was used for transfers, phone charges were lower at night. The format and transmission of Usenet articles is similar to that of Internet e-mail messages; the difference between the two is that Usenet articles can be read by any user whose news server carries the group to which the message was posted, as opposed to email messages, which have one or more specific recipients. Today, Usenet has diminished in importance with respect to Internet forums, mailing lists and social media. Usenet differs from such media in several ways: Usenet requires no personal registration with the group concerned; the groups in alt.binaries are still used for data transfer. Many Internet service providers, many other Internet sites, operate news servers for their users to access. ISPs that do not operate their own servers directly will offer their users an account from another provider that operates newsfeeds. In early news implementations, the server and newsreader were a single program suite, running on the same system.
Today, one uses separate newsreader client software, a program that resembles an email client but accesses Usenet servers instead. Some clients such as Mozilla Thunderbird and Outlook Express provide both abilities. Not all ISPs run news servers. A news server is one of the most difficult Internet services to administer because of the large amount of data involved, small customer base, a disproportionately high volume of customer support incidents; some ISPs outsource news operation to specialist sites, which will appear to a user as though the ISP ran the server itself. Many sites carry a restricted newsfeed, with a limited number of newsgroups. Omitted from such a newsfeed are foreign-language newsgroups and the alt.binaries hierarchy which carries software, music and images, accounts for over 99 percent of article data. There are Usenet providers that specialize in offering service to users whose ISPs do not carry news, or that carry a restricted feed. See news server operation for an overview of how news systems are implemented.
Newsgroups are accessed with newsreaders: applications that allow users to read and reply to postings in newsgro
Massively multiplayer online game
A massively multiplayer online game is an online game with large numbers of players from hundreds to thousands, on the same server. MMOs feature a huge, persistent open world, although some games differ; these games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices. MMOs can enable players to cooperate and compete with each other on a large scale, sometimes to interact meaningfully with people around the world, they include a variety of gameplay types. The most popular type of MMOG, the subgenre that pioneered the category, is the massively multiplayer online role-playing game, which descended from university mainframe computer MUD and adventure games such as Rogue and Dungeon on the PDP-10; these games predate the commercial gaming industry and the Internet, but still featured persistent worlds and other elements of MMOGs still used today. The first graphical MMOG, a major milestone in the creation of the genre, was the multiplayer flight combat simulation game Air Warrior by Kesmai on the GEnie online service, which first appeared in 1986.
Kesmai added 3D graphics to the game, making it the first 3D MMO. Commercial MMORPGs gained acceptance in early 1990s; the genre was pioneered by the GemStone series on GEnie created by Kesmai, Neverwinter Nights, the first such game to include graphics, which debuted on AOL in 1991. As video game developers applied MMOG ideas to other computer and video game genres, new acronyms started to develop, such as MMORTS. MMOG emerged as a generic term to cover this growing class of games; the debuts of The Realm Online, Meridian 59, Ultima Online and EverQuest in the late 1990s popularized the MMORPG genre. The growth in technology meant that where Neverwinter Nights in 1991 had been limited to 50 simultaneous players, by the year 2000 a multitude of MMORPGs were each serving thousands of simultaneous players and led the way for games such as World of Warcraft and EVE Online. Despite the genre's focus on multiplayer gaming, AI-controlled characters are still common. NPCs and mobs who give out quests or serve as opponents are typical in MMORPGs.
AI-controlled characters are not as common in action-based MMOGs. The popularity of MMOGs was restricted to the computer game market until the sixth-generation consoles, with the launch of Phantasy Star Online on Dreamcast and the emergence and growth of online service Xbox Live. There have been a number of console MMOGs, including EverQuest Online Adventures, the multiconsole Final Fantasy XI. On PCs, the MMOG market has always been dominated by successful fantasy MMORPGs. MMOGs have only begun to break into the mobile phone market; the first, Samurai Romanesque set in feudal Japan, was released in 2001 on NTT DoCoMo's iMode network in Japan. More recent developments are CipSoft's TibiaME and Biting Bit's MicroMonster which features online and bluetooth multiplayer gaming. SmartCell Technology is in development of Shadow of Legend, which will allow gamers to continue their game on their mobile device when away from their PC. Science fiction has been a popular theme, featuring games such as Mankind, Anarchy Online, Eve Online, Star Wars Galaxies and The Matrix Online.
MMOGs emerged from the hard-core gamer community to the mainstream in December 2003 with an analysis in the Financial Times measuring the value of the virtual property in the then-largest MMOG, EverQuest, to result in a per-capita GDP of 2,266 dollars which would have placed the virtual world of EverQuest as the 77th wealthiest nation, on par with Croatia, Tunisia or Vietnam. World of Warcraft is a dominant MMOG with 8-9 million monthly subscribers worldwide; the subscriber base dropped by 1 million after the expansion Wrath of the Lich King, bringing it to 9 million subscribers in 2010, though it remained the most popular Western title among MMOGs. In 2008, Western consumer spending on World of Warcraft represented a 58% share of the subscription MMOG market in 2009; the title has generated over $2.2 billion in cumulative consumer spending on subscriptions from 2005 through 2009. Within a majority of the MMOGs created, there is virtual currency where the player can earn and accumulate money.
The uses vary from game to game. The virtual economies created within MMOGs blur the lines between real and virtual worlds; the result is seen as an unwanted interaction between the real and virtual economies by the players and the provider of the virtual world. This practice is seen in this genre of games; the two seem to come hand in hand with the earliest MMOGs such as Ultima Online having this kind of trade, real money for virtual things. The importance of having a working virtual economy within an MMOG is increasing. A sign of this is CCP Games hiring the first real-life economist for its MMOG Eve Online to assist and analyze the virtual economy and production within this game; the results of this interaction between the virtual economy, our real economy, the interaction between the company that created the game and the third-party companies that want a share of the profits and success of the game. This battle between companies is defended on both sides; the company originating the game and the intellectual property argue that this is in violation of the terms and agreements of the game as well as copyright violation since they own the rights to how the online currency is distributed and through what channels.
The case that the third-party companies and their customers defen
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game released in 2004 by Blizzard Entertainment. It is the fourth released game set in the Warcraft fantasy universe. World of Warcraft takes place within the Warcraft world of Azeroth four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne; the game was announced in 2001, was released for the 10th anniversary of the Warcraft franchise on November 23, 2004. Since launch, World of Warcraft has had seven major expansion packs released for it: The Burning Crusade, Wrath of the Lich King, Mists of Pandaria, Warlords of Draenor and Battle for Azeroth. World of Warcraft was the world's most popular MMORPG by player count of nearly 10 million in 2009; the game had a total of over a hundred million registered accounts by 2014. By 2017, the game had grossed over $9.23 billion in revenue, making it one of the highest-grossing video game franchises of all time. At BlizzCon 2017, a "classic" version of the game was announced, planned to provide a way to experience the base game before any of its expansions launched.
Blizzard announced at BlizzCon 2018 that WoW Classic will be released in the summer of 2019, will be included with the standard subscription. As with other MMORPGs, players control a character avatar within a game world in third- or first-person view, exploring the landscape, fighting various monsters, completing quests, interacting with non-player characters or other players. Similar to other MMORPGs, World of Warcraft requires the player to pay for a subscription by using a credit or debit card, using prepaid Blizzard game cards or using a WoW Token purchased in-game. Players without a subscription may use a trial account that lets the player character reach up to level 20 but has many features locked. To enter the game, the player must select a server, referred to in-game as a realm; each realm falls into one of two categories. Available realms types are: Normal – a regular type realm where the gameplay is focused on defeating monsters and completing quests, with player-versus-player fights and any roleplay are optional.
RP – which works the same way as a "Normal" realm, but focuses on players roleplaying in-character. Before the introduction of World of Warcraft's seventh expansion "Battle for Azeroth", both "Normal" and "RP" servers were each divided into two separate categories; this has since been removed after the implementation of the "War Mode" option, which allows any player on any server to determine whether they want to participate in PvP combat or not, by enabling War Mode in two of the game's capital cities. Realms are categorized by language, with in-game support in the language available. Players can make new characters on all realms within the region, it is possible to move established characters between realms for a fee. To create a new character, in keeping with the storyline of previous Warcraft games, players must choose between the opposing factions of the Alliance or the Horde. Characters from the opposing factions can perform rudimentary communication, but only members of the same faction can speak, mail and join guilds.
The player selects the new character's race, such as orcs or trolls for the Horde, or humans or dwarves for the Alliance. Players must select the class for the character, with choices such as mages and priests available. Most classes are limited to particular races; as characters become more developed, they gain various talents and skills, requiring the player to further define the abilities of that character. Characters can choose two primary professions that can focus on producing items, such as tailoring, blacksmithing or jewelcrafting or on gathering from resource nodes, such as skinning or mining. Characters can learn all four secondary skills: archeology, cooking and first aid. Characters may form and join guilds, allowing characters within the guild access to the guild's chat channel, the guild name and optionally allowing other features, including a guild tabard, guild bank, guild repairs, dues. Much of World of Warcraft play involves the completion of quests; these quests are available from NPCs.
Quests reward the player with some combination of experience points, in-game money. Quests allow characters to gain access to new skills and abilities, as well as the ability to explore new areas, it is through quests that much of the game's story is told, both through the quest's text and through scripted NPC actions. Quests are linked by a common theme, with each consecutive quest triggered by the completion of the previous, forming a quest chain. Quests involve killing a number of creatures, gathering a certain number of resources, finding a difficult to locate object, speaking to various NPCs, visiting specific locations, interacting with objects in the world, or delivering an item from one place to another to acquire experience and treasures. While a character can be played on its own, players can group with others to tackle more challenging content. Most end-game challenges are designed in a way. In this way, character classes are used in specific roles within a group. World of Warcraft uses a "rested bonus" system, increasing the rate that a character can gain experience points after the player has spent time away from the game.
When a character dies, it becomes a ghost—or wisp for Night Elf characters—at a nearby graveyard. Characters c
Google Groups is a service from Google that provides discussion groups for people sharing common interests. The Groups service provides a gateway to Usenet newsgroups via a shared user interface. Google Groups became operational in February 2001, following Google's acquisition of Deja's Usenet archive. Deja News had been operational since 1995. Google Groups allows any user to conduct and access threaded discussions, via either a web interface or e-mail. There are at least two kinds of discussion group; the first kind are forums specific to Google Groups. The second kind are Usenet groups, accessible by NNTP, for which Google Groups acts as gateway and unofficial archive; the Google Groups archive of Usenet newsgroup postings dates back to 1981. Through the Google Groups user interface, users can post to Usenet groups. In addition to accessing Google and Usenet groups, registered users can set up mailing list archives for e-mail lists that are hosted elsewhere; the Deja News Research Service was an archive of messages posted to Usenet discussion groups, started in March 1995 by Steve Madere in Austin, Texas.
Its powerful search engine capabilities won the service acclaim, generated controversy, changed the perceived nature of online discussion. This archive was acquired by Google in 2001. While archives of Usenet discussions had been kept for as long as the medium existed, Deja News offered a novel combination of features, it was available to the general public, provided a simple World Wide Web user interface, allowed searches across all archived newsgroups, returned immediate results, retained messages indefinitely. The search facilities transformed Usenet from a loosely organized and ephemeral communication tool into a valued information repository; the archive's relative permanence, combined with the ability to search messages by author, raised concerns about privacy and confirmed oft-repeated past admonishments that posters should be cautious in discussing themselves and others. While Madere was reluctant to remove archived material, protests from users and legal pressure led to the introduction of "nuking", a method for posters to permanently remove their own messages from search results.
It supported the use of an "X-No-Archive" message header, which if present would cause an article to be omitted from the archive. This did not prevent others from quoting the material in a message and causing it to be stored. Copyright holders were allowed to have material removed from the archive. According to Humphrey Marr of Deja News, copyright actions most came from the Church of Scientology; the capability to "nuke" postings was kept open for many years but removed without explanation under Google's tenure. Google mistakenly resurrected "nuked" messages at one point, angering many users. "Nukes" that were in effect at the time when Google removed the possibility, are still honored, however. Since May 2014, European users can request to have search results for their name from Google Groups, including their Usenet archive, delinked under the right to be forgotten law. Google Groups is one of the ten most delinked sites. If Google does not grant a delinking, Europeans can appeal to their local data protection agencies.
The service was expanded beyond search. My Deja News offered the ability to read Usenet in the traditional chronological, per-group manner, to post new messages to the network. Deja Communities were private Internet forums offered to businesses. In 1999 the site changed direction and made its primary feature a shopping comparison service. During this transition, which involved relocation of the servers, many older messages in the Usenet archive became unavailable. By late 2000 the company, in financial distress, sold the shopping service to eBay, who incorporated the technology into their half.com services. By 2001, the Deja search service was shut down. In February 2001, Google acquired Deja News and its archive, transitioned its assets to groups.google.com. Users were able to access these Usenet newsgroups through the new Google Groups interface. By the end of 2001, the archive had been supplemented with other archived messages dating back to May 11, 1981; these early posts from 1981–1991 were donated to Google by the University of Western Ontario, based on archives by Henry Spencer from the University of Toronto.
A short while Google released a new version that allowed users to create their own non-Usenet groups. When AOL discontinued access to Usenet around 2005, it recommended Google Groups instead. In 2008, Google broke the Groups search functionality and left it nonfunctional for about a year, until a Wired article spurred the company to fix the problems. For several years from May 2010 onward, Google incrementally changed the layout of the web search results pages degrading the discoverability of the site itself as well as its usability and functionality. On February 13, 2015, a Vice Media story reported that the ability to do advanced searches across all groups had again become nonfunctional, to date, Google has neither fixed nor acknowledged the problem; the researcher interviewed stated, "Advanced searches within specific groups appear to be working, but that's hardly useful for any form of research—be it casual or academic." The late Lee Rizor known as "Blinky the Shark", started the Usenet Improvement Project, a project, critical of Google Groups and its users.
The project aims to "make Usenet participation a better experience". They have accused Google Groups of ignoring an "increasing wave of spam" from its servers and of encouraging an Eternal September of "lusers" and "lamers" arriving in established groups en masse; the Use
Eve Online is a space-based, persistent world massively multiplayer online role-playing game developed and published by CCP Games. Players of Eve Online can participate in a number of in-game professions and activities, including mining, manufacturing, trading and combat; the game contains a total of 7,800 star systems. The game is renowned for its scale and complexity with regards to player interactions – in its single, shared game world, players engage in unscripted economic competition and political schemes with other players; the Bloodbath of B-R5RB, a battle involving thousands of players in a single star system, took 21 hours and was recognized as one of the largest and most expensive battles in gaming history. Eve Online was exhibited at the Museum of Modern Art with a video including the historical events and accomplishments of the playerbase. Eve Online was released in North America and Europe in May 2003, it was published from May to December 2003 by Simon & Schuster Interactive, after which CCP purchased the rights and began to self-publish via a digital distribution scheme.
On January 22, 2008, it was announced. On March 10, 2009, the game was again made available in boxed form in stores, released by Atari, Inc. In February 2013, Eve Online reached over 500,000 subscribers. On November 11, 2016, Eve Online added a limited free-to-play version. Set more than 21,000 years in the future, the background story of Eve Online explains that humanity, having used up most of Earth's resources through centuries of explosive population growth, began colonizing the rest of the Milky Way; as on Earth, this expansion led to competition and fighting over available resources, but everything changed with the discovery of a natural wormhole leading to an unexplored galaxy subsequently dubbed "New Eden." Dozens of colonies were founded, a structure, a gate of sorts, was built to stabilize the wormhole that linked the colonies of New Eden with the rest of human civilization. However, when the wormhole unexpectedly collapsed, it destroyed the gate as well as the connection between the colonies of New Eden and the Milky Way.
Cut off from the rest of humanity and supplies from Earth, the colonies of New Eden were left starving and disconnected from one another. Over the millennia the descendants of the surviving colonists managed to rebuild their own societies, but by this time the memories and knowledge of humanity's origins, of Earth and the Milky Way galaxy, as well as the history of the settling of New Eden, was lost. Five major distinct societies rose to prominence from the surviving colonies, each growing into interstellar spaceflight-capable civilizations; the states based around these societies make up the five major factions in Eve Online: the Amarr Empire, the Caldari State, the Gallente Federation, the Minmatar Republic and the Jove Directorate. The Amarr, a militantly theocratic empire, was the first of the playable races to rediscover faster-than-light travel. In terms of physical proximity, the space occupied by this society is physically nearest to the demolished EVE gate. Armed with this new technology and the strength of their faith in their god, the Amarr expanded their empire by conquering and enslaving several races, including the Minmatar race, who had only just begun colonizing other planets.
Generations after the intense culture shock of encountering the Gallente Federation, in the wake of a disastrous attempted invasion of Jovian space, many Minmatar took the opportunity to rebel and overthrew their enslavers, forming their own government. However, much of their population remain enslaved by the Amarr, some, having adopted the Amarrian religion and sided with their masters during the revolution, were released from bondage and incorporated into the Empire as commoners in the Ammatar Mandate; the free Minmatar Republic, taking as inspiration the ideals and practices of the Gallente Federation, is presently a strong military and economic power seeking the emancipation of their brethren and all other slaves. The Gallente and the Caldari homeworlds are situated in the same star system; the Gallente homeworld was settled by descendants of the French colonists of Tau Ceti. The terraforming of Caldari Prime was incomplete at the time of the EVE wormhole's collapse and the planet remained environmentally inhospitable for millennia.
The Gallente restored themselves to a high-functioning technological society some hundred years before the Caldari, building the first lastingly democratic republic of New Eden in the form of the Gallente Federation. The Caldari composed a member race within the Federation, but cultural animosity between the two peoples spiralled into a war during which the Caldari seceded from the Federation to found their own Caldari State; the war lasted 93 years, with neither nation able to overwhelm the other. The planet Caldari Prime was retained by the Gallente Federation during the war, did not become part of the new Caldari State. Much more however, a Caldari offensive managed to recapture their lost homeworld, a fact, viewed with abhorrence by the Gallente, who see the presence of a significant Caldari fleet about the planet as a mass hostage taking. Both the Gallente Federation and Caldari State are economically- and trade-oriented