Meet The Players Who Create EVE Online Propaganda

Samahiel Sotken is not your average EVE Online player. While most are defined by how they spend their time in the game, like blowing up defenseless miners for example, Samahiel’s influence in EVE is more profoundly felt by the time he spends outside of the game. He is a diplomat for the Goonswarm Federation, the most powerful alliance in EVE that spearheads a coalition of alliances known as The Imperium, but he is also the director of the Ministry of Truth. For those who might not understand the reference to Orwell’s “1984”, The Ministry of Truth is The Imperium’s very own propaganda branch. From within this shady organization radiates the whispers that dismantle alliances, turn defeats into victories, and weave the yarn of EVE’s living narrative. Samahiel is a propagandist.

If you ever wanted proof that EVE Online is the strangest, most surreal MMORPG available, Samahiel is a good place to start. He illustrates the way that EVE has evolved from beyond the confines of its installation folder on your hard drive—no longer a game but a virtual society where people like Samahiel contribute in ways that often transcend the mechanics of EVE entirely. While most interaction in the galaxy of New Eden is as tangible as a torpedo slamming into your hull, Samahiel’s currency is far more subtle. Samahiel deals in control.

“The easiest way to motivate someone is letting them buy into a narrative,” Samahiel tells me. “People want to belong to something bigger than themselves that fulfills their values, that enables them to do something they didn’t think they could do normally. And if your players don’t have that kind of actualization, they don’t log in.”

Credit: Jason Kollat

Like many successful and renowned pilots in EVE Online, Samahiel brings real world experience and channels that into his game. When he isn’t subverting rival alliances as Samahiel, he is working as an architectural lighting designer known as Andrew. As a lighting designer, Andrew doesn’t get to choose the art, design the building, or pick the colours, but he does get to choose how to hide or emphasize them. Getting his start creating forum signatures for others, Samahiel is no stranger to creating art for public consumption. He started playing EVE years ago and became a diplomat in Goonswarm before taking over the then defunct Propagoonda and turning it into a coalition-wide organization affectionately known as MiniTru.

“When you look at what kills an alliance, in many cases it is a failure of narrative and internal identity; they’re under pressure, they’re stressed, and then they’re given an out—a way to not have to identify with the fate of the group,” Samahiel says.

This event is known in EVE as a “failure cascade”, a systematic rippling collapse where an organization of thousands can disintegrate in a matter of hours. In the 12 years that EVE has been around, there has been hundreds of these phenomenons. As Samahiel suggests, a good many of them stem from a schism between upper echelons of alliance leadership and the average joe standing on the front lines.

In EVE, narrative is monumentally important. The entire game is built around the philosophy that a single pilot can knit together the moments of his time spent within the game into a tapestry recounting their experiences. For a character like The Mittani, the leader of The Imperium, that tapestry is the legend of how his ruthless espionage burned the biggest alliance to the ground, creating his own empire in the ashes. But while there is a large focus on a single player’s story, you must not underestimate the importance of the narrative and identity surrounding a whole organization.


Credit: Stahlregan

Rixx Javix knows this all too well. He used propaganda to sell his own idea for an alliance known as Stay Frosty, an idea that hundreds of pilots have now flocked to in support of.

“Virtually, everyone who is involved in the corporation and the alliance believes it wholeheartedly,” Rixx tells me over Skype one evening. “It’s an exponential expansion of an idea that has really taken root and become reality.”

The “it” that everyone believes wholeheartedly is a simple concept for a pirate alliance based around “old fashioned” solo and small gang combat, free from the cheap tricks that many players use today to gain an edge out in space. But even the idea itself, of returning to the good ol’ days of player versus player combat, is false.

“It’s nostalgia for a time that never existed.”

Rixx Javix is no stranger to using propaganda to sell his ideas to a wide audience. In fact, he’s built a whole career out of it. He runs a popular blog known as Evoganda, which houses his experiences within the game while providing discussion to various aspects of EVE and showcasing his own brand of EVE propaganda.

Outside of New Eden, Rixx is known as Bryan Ward and has over 30 years of experience working in advertising and media, and it shows. He has worked with Marvel, ghost written a comic book or two, and did some creative directing and marketing for Panasonic’s 3DO. He’s even worked with CCP in an official capacity, turning his artwork into official posters for the game.

Credit: Rixx Javix (click to enlarge)

When people talk about propaganda, it can hard not to think of it as some threatening poster pasted to a drab concrete wall. Even the word propaganda sounds nefarious and alien, like a codeword you’d find scrawled on paper crumpled in a dead villain’s hand. But the truth is propaganda is far more nuanced and subtle than the hamfisted implementations we easily target, and it isn’t necessarily evil.

“Propaganda is a loaded term,” Samahiel jokes. “It’s bad propaganda in and of itself.”

Talking to The Mittani, the leader of Goonswarm and The Imperium, he believes that propaganda built on lies, which many mistakenly believe is how it’s made, is simply ineffectual.

“Most people fail to grasp what is the most effective way of communicating, and that is to actually tell the truth. The fact is that EVE players are incredibly smart in general,” The Mittani tells me. “So, when people think about propaganda, and they have no idea what they’re dealing with, they think that if they just treat their people like idiots, you know, do some cheerleading, do some pom-poms, that they will then sway people. That’s not how it works.”

Another often misunderstood element of propaganda is that it also transcends any one specific form of media. While it might be most obvious as an image or a video shared on the EVE forums or subreddit, it can also exist as something more nebulous, like a mantra or a song. Though the mode through which propaganda is transmitted varies, one aspect of it is always crucially important: To be effective, it must resonate and impart a message on its audience.

“You have to figure out what the goal is and what the message going to be,” Rixx says. He goes on to describe that, in EVE, propaganda typically takes two forms: one meant for consumption within your alliance, usually to motivate players or communicate a vision, and the other meant to destroy the will of your foes and sow discord. Of course, propaganda can also exist with other intentions, like recruitment, but these two play a far more crucial role in the survival of an alliance.

One important aspect of propaganda is that it needs to be relatable to an audience. Unsurprisingly, propaganda in EVE Online often draws from real world influences because of how easily that aesthetic language is understood. The Second World War is fertile ground because of the familiarity of propaganda from that era. Another reason is the sense of militarism shared between the culture of EVE Online and the culture of western society at that time. RAZOR is an alliance renowned for their extraordinary propaganda which draws almost exclusively on World War II.

“There is a feeling, or something being evoked, by a commonly understood iconography. By adopting that, you’re able to attach more significance to what you’re doing than what was there to begin with,” Rixx says.

“World War 2 propaganda was drawing upon some very fundamental truths about what people react to in forms of composition, in forms of colour, and in forms of narrative,” Samahiel adds.

While people like Rixx Javix and Samahiel Sotken certainly bring a serious degree of artistry to their work, propaganda doesn’t need flare to be effective. The following image, little more than a meme, is often considered one of the better forms of propaganda to come from Goonswarm. It is simple, but the implication of its message is crucial in demonstrating the influence a single player can have in the game.

Samahiel is no stranger to propaganda meant to reinforce the vision and identity of an alliance; Goonswarm exists solely because of how strong their identity is. In the aftermath of the Second Great War, when The Mittani orchestrated the defection of a key player in the enemy alliance and then sabotaged their entire infrastructure, Goonswarm had already cemented themselves as the villains of EVE Online.

“It became a self-fulfilling prophecy,” Samahiel says. “What might start off as a rumor, or a couple of guys being taken out of context, when it starts being hammered into everyone it becomes self-reinforcing.”

Goonswarm’s tenure as the “Big Bad” of EVE Online is only furthered by how insulated their community can feel from the rest of the game. Goonwaffe, the core corporation of Goonswarm, only recruits from the SomethingAwful.com forums where the community originated from. Members are free to run recruitment scams on players, sometimes stealing billions of ISK (the in-game currency), and even when The Mittani himself drunkenly took the stage at EVE Fanfest and made some rather awful comments that resulted in a 30 day ban, it fed into that identity.

But the internal propaganda of Goonswarm doesn’t always have to ring that same note like a bell, there is wide number of areas it can target. Consider this video by the prominent Goonswarm member affectionately called Uncle Suas, which uses the familiarity of The Beatles to teach new goons some basics about flying with them. Pay special attention to the first verse with instructional lines like “When you find yourself inside a bubble, hold your cloak and wait for me. Always follow orders, little bees.”


Song by: Suas

But propaganda is never more interesting than when it is used as a weapon instead of a shield.

“Propaganda in and of itself doesn’t win wars,” says Samahiel. “When you win, it makes your victories appear that much greater. When you lose, it can make your losses disappear from history.”

As a weapon, propaganda needs to be far more subtle in order to be effective. While memes, images, and videos will suffice for propaganda meant to build up, tearing down often requires more clever tactics.

In some cases, the fact that EVE Online is a universe shared globally, where Russians, Germans, Spanish, English, and many other cultures share the same space, propaganda as a weapon can be rendered totally ineffective. In a campaign against the Walltreipers Alliance, who were uniformly Spanish, Goonswarm were unable to break their resolve due to their strong cultural bonds. They instead bought the alliance off.

Even so, propaganda as a supplement to a strong military campaign can be devastating. In 2007, during the First Great War, a goon known as RoyofCA entered into hostile territory using a covert ops ship fitted with a cloak. The enemy, an alliance known as RISE who rented their territory from Band of Brothers (the alliance dismantled by The Mittani during the Second Great War), were cornered into a very defensible position. While the larger Goonswarm fleet made plans to siege RISE, RoyofCA began his own campaign. Hidden within his cloak, he began spamming a speech later known as “People of Rise” into the local chat.

Day and night, week after week, the systems of RISE were assaulted by this never ending barrage of propaganda meant to erode their loyalty to Band of Brothers. The speech itself changed frequently, often to rebuff new arguments made against it, to include leaked information from RISE intelligence channels, and to include new developments in the campaign. The people of RISE screeched for it to stop, but RoyofCA persisted. When Goonswarm finished an operation that allowed them to deploy fleets within arms reach of RISE’s home systems, coupled with a new propaganda campaign known as the Eye of Terror, RISE were so demoralized, so defeated, that they buckled.

“In a game where you can’t kill someone—you can destroy their ship, you can make life hard on them, but they’re just going to respawn somewhere—to defeat someone, you have to attack them in their willingness to fight for a cause,” Samahiel says.

The lore of EVE Online accounts for the fact that players respawn after dying by using cloning to make them immortal. In a science fiction universe populated by gods, the only way to win is to defeat one’s sense of purpose, but in a virtual universe populated by paying customers, the only way to win is to defeat their enjoyment of the game.

But what does that tell us about EVE Online as defined by how we typically perceive games? Where plenty of MMORPGs tend to exist in a one dimensional spectrum of emotion ranging from enjoyment to dislike, EVE readily offers a crucible for nuanced emotions no less complicated than the ones we experience in everyday social life. How common is it for a game to inspire a feeling of disenfranchisement? Of hopelessness? But even more interesting is the fact that those experiences, those emotions, can be defined by a handful of players.

Of course, affiliation with an alliance in EVE isn’t like becoming a citizen of a country. If you aren’t enjoying where you are, a new horizon is only a hop, skip, and an application to a new corporation away. Yet most MMORPGs treat their guilds as little more than a circle of acquaintances, where involvement in a corporation in EVE is often the foundation for a powerful sense of attachment. Even then, there is a distinct tension between the narrative of a single player, and the narrative of the organization as a whole.

Propaganda also plays an important role in documenting the cultures and identities of EVE. Though works like Andrew Groen’s “A History of the Greatest Empires of EVE Online” attempt to historically recount the 12 years of EVE’s life, and snippets of EVE history can be found in the imperceptibly dense forum posts, wikis, and blogs of EVE players, propaganda can also be a snapshot of New Eden the likes of which cannot be found elsewhere. Decades later, I expect it’ll be an image of the Goonswarm bee or the TEST Alliance Middle-management Dino that will evoke a far more emotional response than the disjointed archives of the EVE forums.

Credit: Kalen Thiesant

But then what place does objective truth have in the universe of EVE Online? Bringing that up with Samahiel Sotken and Rixx Javix, both were quick to point out the fact that, despite what we tell ourselves, objective truth plays little part in our own universe.

“The future reality emerges from what people believe and what they do, and only a small sliver of what is actually true,” Samahiel tells me. “There’s a deeper level of this that exists outside the game as well. How do you know what is true? How do you know that your government has your best interests at heart, or that they even have as much control as you think they do.”

“There is a point where you have to believe something, and what you choose to believe is going to have a huge impact on what future opportunities are available to you.”

And therein lies the most interesting aspect of propaganda in EVE Online, a truth in itself slowly revealed to me as I chiselled it out of the stone while attempting to understand how these attempts to control the narrative impact the culture of EVE. We exist within a whirlwind of assumptions, expectations, and perspectives, and truth is very rarely of any concern.

While some might look at this facet of EVE and see it as a hopeless cycle of oppression, where the many are manipulated into following the vision determined by a few, I see it merely as another fascinating intersection of real life and EVE Online, another instance of a game that never fails to provide insights into our own human nature. If our lives are a struggle to find a path through the torrents of influence affecting us, why would EVE be any different? After all, EVE Online is fundamentally about the people at the end of each monitor rather than the spaces in between them. Or maybe that’s just the spin that I like to put on it.

47 Comments

  1. ZippyLemon says:

    Absolutely fascinating article, thank you Steven. I almost want to go to Eve Fanfest to experience the culture for myself, even if I will never play.

    • Steven Messner says:

      Hey thanks!

      Yeah, I’ve been thinking I need to figure out a way to head over and see it myself. The more I dig into it, the more I love what I see. Such a cool community.

    • Aetylus says:

      Absolutely superb article… Eve remains the game I’d most like to play seriously, yet know I never will… but at least I have articles like this.

  2. neoncat says:

    Super article! I’ll never have time to play Eve, but it’s always fun to watch somebody dig through its culture.

  3. SomeDuder says:

    As with anything that’s getting on in age, I believe the best of days of Eve Online are in the past, especially the 2006-2009 era, where subscription numbers were rising, but not yet pants-on-head retarded and the alliances didn’t cluster together into powerblocks (except them commies, but they were mostly concerned with selling ISK for dollars).

    Technically, the game has advanced massively, not just visually but also the time dilation is some freaky shit that’s pretty amazing to see into practice. But the playerbase has gotten worse, just sucking the fun out of actually playing the game (“This place’d be pretty great if it weren’t for all the humans!”)…

    • rabbit says:

      agree

    • Unpoetic says:

      Spoken like a true bittervet eh? ;) As a new player myself the best times of EVE are now or better yet, still ahead of me.

  4. rabbit says:

    “It’s nostalgia for a time that never existed.” – Rixx Javix

    Unless Rixx is a new toon for an old user, where exactly is he getting that info from? Rixx character seems to have existed since 08 by which point solo & teeny tiny scale PVP had already diminished vaaaaaaaaaaaaaaaaaaaastly. Right up to late summer 2006 though small scale and solo PVP was extremely reliably accessible. Low sec was an absolute paradise for small scale piracy / anti piracy back then.

  5. Kleb Zellock says:

    Well written sir. Player community is how Eve has survived so long.

  6. racccoon says:

    CCP not much to say…but..lazy, sleepy, N’ copy n pasty. Now CCP have seen what other space devs are doing.. Oh..lets do some addie things, mess the fuck up as we never did nothing much at all anyways.

  7. dfrankson says:

    Awesome article, one of the best I’ve read on this site.

  8. DeepSleeper says:

    This is absolutely terrifying.

  9. Dominare says:

    The most interesting thing about this article for me was that Stay Frosty is a major player now. I stopped playing EVE a couple of years ago, but I was in that alliance when I quit. Back then we just hung around in lowsec and killed anyone that wandered past. There was no real structure to anything.. and now they have a propoganda corps.

  10. Kollega says:

    Somehow, I’m not surprised that propaganda – more specifically, propaganda intended to smear one’s opponents and elevate one’s leader to godhood, rather than propaganda of peace or brotherhood or decency – is such a big element in EVE Online, considering that the entire game is built around manipulating and backstabbing other players.

    Can we please have in some MMO the same player-driven reactivity, but with less sneering evil?

    • Premium User Badge

      Harlander says:

      Every now and then, someone gets the idea of making an existing property into an MMO of some sort.

      In that spirit, and to the end you’ve outlined, I propose Mister Rogers’ Neighborhood Online

      • Kollega says:

        Or alternatively, Alisa Seleznyova Online. Or Phule’s Company Online. Which are both legitimately awesome sci-fi books. Think what you want, but “player-driven MMO” and “mandatory asshattery” are not synonyms.

        • Premium User Badge

          Harlander says:

          Don’t get me wrong here. I’m absolutely serious that a game where progress is measured by how well you help others with their self-actualisation would be nice to have.

          Quite how you’d actually do that is beyond me, though.

          • mukuste says:

            How about an MMO where the whole world collaborates on some global cooperative task? Massive-scale PvE, so to speak.

          • Kollega says:

            Expanding on that, probably a structure where the players work together to defeat the hostile environment itself could work? When I mentioned Alisa, I honestly thought that “Soviet Golden Age sci-fi” type of story could work just fine for a cooperation-based MMO: humanity comes to a new planet and tries to colonize it, bending the Universe itself to their will. Not very trendy in the current environment, but hey, it’s something.

    • Headwuend says:

      Not everyone makes it their mission to manipulate backstab other players. There are plenty of honest folk who make no secret of wanting to kill you.

    • Sound says:

      Why do you think this is evil?
      Plus, the sort of propaganda outlined here has little to do with backstabbing. That’s spy work(also diplomat work, rarely), and is quite separate from the propaganda.

      In the end, all those tools aren’t done because people want to be malicious. A few perhaps. But mostly, it’s prevalent because it’s effective. Effective within a game where combat’s impact and utility for gaining an objective is, surprisingly, somewhat limited.

      • Kollega says:

        I’m not saying that propaganda itself is evil – propaganda is, at its heart, a morally-neutral tool. Any piece of media with a point to make is, by definition, propaganda. But the way it’s used here is underhanded and manipulative, and honestly just reminds me of how much damage propaganda can do in the wrong hands. Even if here, most of the damage is make-believe.

        To give an example of what I mean, a player-driven MMO built around cooperation would likely also have people making propaganda, but it would have a message comparable to the famous “We Can Do It!” World War 2 poster, or the industry-focused examples of Socialist Realism. So my issue isn’t with propaganda; it’s with EVE’s hyper-hostile, sucker-born-every-minute nature. I want to see an MMO that’d be as engaging to read about, but not nearly as ruthless.

        • Kala says:

          “So my issue isn’t with propaganda; it’s with EVE’s hyper-hostile, sucker-born-every-minute nature.”

          Funnily enough, the game with the hyper-hostile, sucker-born-every-minute nature had the nicest community I’ve encountered. (at the time. which is some years ago).

          Not intended to contradict or undermine your statement, I just think think there’s some inherent irony in that. While hesitating to extend beyond my own experience, I’d theorize that precisely *because* of the harsh dog-eat-dog nature of the beast there ends up being a lot of camaraderie, communication and bonding – more than in games where there’s less on the line.

          Because you’re kind of forced to co-operate with people to survive in that environment.

    • jellydonut says:

      ‘Sneering evil’, spoken like a cartoon parody of an actual person. It’s a video game, person. Relax your mammary glands.

  11. Cartras says:

    Wars in EVE are won by the quality of your local smack talk and dank gifs.

    • Sound says:

      hyperlinks inside game chat and an in-game browser is perhaps the greatest MMO innovation of all.

      • Cartras says:

        Yeah, too bad they are planning on taking out the IGB instead of fixing/updating it.

  12. Radiant says:

    The real propaganda of EVE is that the surrounding narrative makes the whole thing sound amazing but the reality is that the game itself is incredibly mundane.

    • Headwuend says:

      PvE is absolutely mundane and soul draining.

      PvP may look mundane on the surface and it takes a lot of effort and patience to penetrate it. Once you do though, it’s very rewarding and exhilarating.

      Btw, some recent (or was it upcoming?) changes increase the base skills of brand new characters; much less of a headache to fuss around with skillbooks and training at the start.

    • jellydonut says:

      It really isn’t, once you ditch your preconceptions from other space games it is really quite interesting. It takes a giant shit from orbit on other MMOs when it comes to interesting gameplay, that is for sure. Although I will admit comparing to other MMOs in terms of entertaining gameplay isn’t exactly a high bar.

  13. eggy toast says:

    there has been hundreds of these phenomenons

    There have been hundreds was surely the intent

  14. Mat Burt says:

    Brilliant article, thank you. I never get tired of reading stories about EVE, though I’ve never touched it.

    • Sound says:

      You owe it to yourself to try. It’s possible to keep it casual. Just make sure you join a low- or null-sec corp, and don’t get sucked into high-sec PvE. Terrible stuff, statistically proven to bore people into quitting.

      There are newbie-targetting corps that focus on bringing new pilots straight to the engaging player-driven content. Look for those.

  15. dorobo says:

    Very much player interaction driven thing. I’ve played eve for around five years. I spent my time primarily in one corporation. At one point I got kicked out of that corp for not having enough isk to get expensive ships that corp need for their fleets. Left alone I did some trading did some solo pvp and after some time just stopped. Those people were a thing that kept me playing the game and it’s not like I was interacting much just listening on TS and following orders. Without them game felt like a chore like another dayjob.

  16. morbiusnl says:

    funny that most events that are talked about in the above article are more then 2 years old. Eve is pretty stagnant atm

  17. Adrianis says:

    Wanted to add my own experience to this excellent story.

    I used to fight for an alliance called Ushra’Khan. We were one of the oldest alliance in EVE’s history, dedicated RPers, Minmatar freedom fighters – terrorists to our enemies – fighting against the Amarrian slavers.

    There were 2 instances during my time with them that stand out as prime examples of the use of propoganda, both using the same tactics you mentioned ‘RoyofCA’ using but on a massive scale.

    The first came before I knew who Ushra’Khan were. I was a pilot playing PVE in Minmatar high sec space. I was passing through a system on my way to some mission site, when someone began spewing huge amounts of pro-freedom fighter, anti-amarr rhetoric on local chat. I stopped and read for a while, eventually getting into a private argument with the guy. It turned out he was one of around 100 pilots who were stationed throughout systems in Minmatar space, belonging to Ushra’Khan, all repeating the same message at the same time, broadcasting for their leadership.
    I accused him of being an empty vessel and the rhetoric of being hollow by vitue of the means of delivery, but the message really stuck with me – there was a dedicated group of guerilla fighters, bound by something they believed in, and fighting brutally to that end. I joined up within a few weeks.

    The second part came I think a couple of years later, after many many wars, when we had a different plan. Using the same tactics, we were going to canvas 2 regions of space belonging to our most hated enemies, CVA or Curatores Veritas Alliance in Providence, and their bloc of ‘pets’ as we called them (dehumanise the enemy…) spread out among Providence and Catch.
    CVA were dedicated Amarrian nationalists, back in 2005 they ran a campaign to drive Ushra’Khan out of Providence so they could no longer raid Amarrian space. Among their bloc were an alliance called SYLPH, who during CVA’s campaign, betrayed Ushra’Khan whom they were aligned with in order to support the winning side.

    Fast forwarding, Ushra’Khan had allied with AAA – Against All Authorities – in a bid to finally drive CVA from providence. Ahead of this campaign, before AAA were committed fully, Ushra’Khan ran a campaign to drive SYLPH and other CVA bloc allies out of Catch and the surround regions of Providence so soften them up.
    I particpated in the canvas, we must have had between 150 – 250 pilots organised occupying as many systems as we could throughout the enemy territory, all cloaked up. The purpose of this broadcast was to weaken the enemy’s resolve. The rhetoric was relentless and very simple – they were cowards and backstabbers, and they had this one chance to leave, anyone who stayed would be unable to play.

    We followed up with an equally relentless and very simple campaign of denial – SYLPH and the other CVA bloc alliances would rarely fight without overwhelming force, so day and night we would be out patrolling in small groups, keeping their space locked down, keeping them from mobilizing. Their players got bored, and within a few short months SYLPH were reduced from some 2000 (iirc) pilots, to around 50, while other alliances merely moved on.

    The eventual fate of the campaign against CVA is too long to recount and isn’t so on topic for use of propoganda. The only remaining point was that, after that campaign, *I* left Ushra’Khan. Over the period I was with them they grew from 300 to 1500 pilots. The newcomers were not RPers, they werent dedicated to the cause, and Ushra’Khan to me had lost its identity. We lacked the will from central command to maintain that identity that the author points out as being so important, and became in my eyes just another PVP alliance trying to grab & hold a region of space for no discernable reason.

    • Scrobbs says:

      That’s nearly when I left U’K, except there was a vit of jiggery Pokery and alliance name theft after that iirc. Then U’K moved to FW. That was kind of the last straw for me. Anyway,they’re still plodding along, leadership is different from back then. I miss my old M’M buddies sometimes.

      • Adrianis says:

        Yeh, right. As I recall, after the campaign was complete U’K got shut down after the leader went on holiday, leaving his 2nd in command, who turned out to be a infiltrator. CVA were beaten, but regrouped and took Provi back from AAA, who didn’t have the will to hold onto it. Seems like U’K never really recovered.

        I remember M’M, they were good people, one of the core corps before the other merc types signed up. I had my own corp, House Ix, in U’K for a while, before I took them out to fight in FW and joined up with Sarz in U’K for that campaign.

  18. NephilimNexus says:

    I wonder how much Mittens pays people to publish these vanity articles about himself?

    • Sound says:

      Sometimes I start to think these sorts of comments are an advanced sort of propaganda, made by people who believe no such thing, and simply want to create strawman crazies to contrast their tribe with.

      The confusion… It’s like the next evolution of Poe’s Law.

  19. shayne.oneill says:

    I should probably add bit of a sad note here. RoyOfCA in real life was a US soldier who copped a pretty bad case of PTSD in Iraq, and sadly took his own life a few years back.

  20. McTecman says:

    Just a small correction.

    “Consider this video by the prominent Goonswarm member affectionately called Uncle Suas, which uses the familiarity of The Beatles to teach new goons some basics about flying with them.”

    The song is by SUAS, but the video itself is by Poluketes.