History
The following lore is self-written and does not constitute official Star Citizen canon.
The Militia Mobilization Initiative (MMI) was created by the UEE in 2946 to embolden the general public to help defend the Empire from the Vanduul and other aggressive forces. The reality, however, could not be farther from that intention.
As a result of that policy change, which authorized sales of military-grade weapons and vehicles to civilians, everyone from unscrupulous corporations to pirates is now armed to the teeth — while the military is spread thin, preoccupied on the frontlines of the Vanduul War, and the Advocacy and local security forces, which were previously understaffed, now also find themselves outgunned. Meanwhile, the ship and weapon manufacturers are all too eager to satisfy the growing demand for their deadly products.
The government hoped to balance the scales by introducing a volunteer militia that can be called at a moment’s notice — whenever and wherever necessary. The proposal was presented to the Senate Defence Committee in 2947 by an ex-Advocacy agent, and a private security consultant who worked on the MMI, which was swiftly approved, resulting in the creation of the Civilian Defence Force (CDF). While that initiative has indeed helped to save lives, unfortunately it has done little to avert the impending crisis.
By the end of the 3rd year since the MMI was created, many in the higher circles of the government have realized their mistake. However, they have also recognized that it was too late to repeal the MMI — firstly, because it was critical to enable the ship manufacturers to expand and maintain their production lines and supply chains at levels necessary to satisfy the demands of the ongoing war, and secondly, because it will almost certainly result in a major political crisis, likely to be stirred by those same corporations that benefit from supplying war demands, among other forces looking to take control.
Predictions were made that continuing the present course will likely result in the collapse of the UEE within the following decade. Unwilling to take the risk, and unable to repeal the MMI, the third option was needed. One that will help The Powers That Be to safeguard the stability of the Empire — and its interstellar economy — responding to developing situations swiftly, while keeping out of the spotlight, being unburdened by the demands of government bureaucracy, political repercussions resulting in senatorial hearings, and restrictive law enforcement procedures. In hopes of finding a way out, The Powers That Be have privately commissioned a group of political, economic, security and military experts to propose a solution.
The draft project they have received called for a multilateral approach to the complex problem, which included the creation of a privately-funded intervention force, not officially affiliated with any government or corporation, and equipped to a military standard — ironically, made possible by the MMI — intended to respond to crisis situations as they develop throughout the Empire, and prevent them from escalating beyond the government’s ability to control, giving it more time to mount adequate response with scarce resources at its disposal. The draft was titled “CONCORD PROJECT”, and emphasized the need for clandestine cooperation between select few interested corporations — as providers of funding for the project, and officials in key government positions — as providers of influence necessary to enable its operations, and smooth over potential issues with the existing government agencies.
After months of deliberation, the newly christened CONCORD was chartered as a non-governmental organization on 01 January 2950. Its official mission – to aid in relief and rescue efforts throughout the Empire. Almost immediately after its creation, the organization received a massive donation of credits from a number of major resource extraction, transport and manufacturing corporations, while all the government approvals necessary for deployment of its own paramilitary force were granted in minimum possible times. The following months were dedicated to acquisitions of property, military-grade ships, and headhunting for personnel necessary to staff the new organization, looking for professionals in the fields of administration, communications, finance, as well hiring numerous ex-military and ex-law enforcement operatives, medics, engineers and logisticians.
The year 2950 was dedicated almost entirely to reaching initial operating capability. The real challenges began in the year 2951, when the now-infamous XenoThreat terrorist group entered the Stanton system from Pyro jump point in force, bringing a large fleet of combat spacecraft, including several capital ships, with the intention of taking over local corporate-owned worlds for themselves. This was followed by a number of pirate blockades of local Lagrange stations by an increasingly bold gang known as the NineTails. Seeking to exploit the turmoil, a drug trafficking cartel has made the Stanton system their central hub for production of illegal drugs in automated laboratories, known as “JumpTowns” — for the following distribution within the densely populated system, and shipping into its many neighboring systems via sporadically appearing transient jump points. The situation in the Stanton system has deteriorated since then, further increasing the need in carefully orchestrated armed interventions.
In a twist of historic irony, the initial solution to the problems posed by the MMI — the CDF, considered ineffectual in this role back when it was originally created, has found a second life as the perfect tool for The Powers That Be to mask high-profile CONCORD interventions from the public eye, presenting the media of the Empire with an image of a strong and unified people fighting together against the many threats plaguing them in the tumultuous 30th century, rather than a story of a private military, answerable to no one but themselves, operating outside the law and violently putting down opposition to their rule, with no regard for the due process that binds other government forces.
Coincidentally, the organization that was de facto created for the purpose of answering the needs of The Powers That Be, who have a vested interest in keeping the Empire — and its economy — together during this dark time, has taken it upon itself to carry out its pro forma humanitarian mission with more diligence than anyone could have expected. When all is said and done, it is the common spacefarers who owe their lives to timely interventions of its operatives, who are usually more than happy to use the benefit of having a flexible budget to assist those in distress.
Manifesto
The CONCORD is a lawful international Star Citizen organization, founded in January 2020 by a group of friends from different countries and walks of life. We have been blessed with passionate, patient, civil and mature core membership, which enabled us to remain continuously active to this day and successfully participate in all official events hosted by developers thus far, securing gameplay opportunities and rewards for our members.
Our organization is designed to channel the initiative of both new and old members, of all gameplay preferences and skill levels. Structured as a coalition of mini-orgs, known internally as Units, each with its own name, emblem, motto, history, gameplay focus, modus operandi and internal policies, all united under a single banner and a common set of rules, benefitting from shared resources, online platforms, recruitment drive and close cooperation. This structure ensures that anyone with leadership aspirations, patience, initiative and at least 3 trustworthy friends, either made within our ranks or brought from the outside, can start their own Unit within our organization and contribute their skills, time, energy and good will to the common cause, and benefit from contributions of others in return. At the same time, those of more solitary disposition may participate in a manner that suits them.
At present, we are in for the long haul. Our goal is to make it to Star Citizem’s 1.0 release (whenever that may be) as a united force, capable of serving the needs of our members, securing gameplay opportunities, protecting them from harm, and representing them on the galactic stage. Thanks to passion and loyalty of our members, we have made it this far – through all the challenges of recent years – and atop their dedication we shall make it farther still.
What We Offer
- Long term active community, which understands that real life comes first, and thus has no mandatory activity requirements to be a member;
- Mostly quiet weeks, and regular weekend Star Citizen events (scheduled around 6-10pm UTC);
- Joint activities with other active Star Citizen organizations;
- Casual/affiliate & serious/exclusive membership options, and ability to switch between them;
- Freedom to choose what peaceful and combat roles to learn and play, and combine them in a way that suits you;
- Access to free equipment for events, written gameplay guides, experienced mentors and material benefits (credits, rare gear) without the burden of taxation;
- Access to leadership positions, resources and training needed to effectively run in-game activities and handle preparation that comes with them.
Our Requirements
- Skill level and ship ownership do not matter to us – your character does: we are looking for civil, mature, reasonable and trustworthy adults;
- Working microphone and fluency in English language;
- Absolutely no in-game piracy, griefing, ganking or fraud;
- Absolutely no political or religious activism in our community, though civil discourse of such subjects is allowed in designated spaces;
- Reasonable expectations for an unfinished, often unstable game, and a community centered around it;
- European and Eastern North American timezones only.
Charter
The following is an excerpt from the Charter of the Organization. The full version is available in Discord.
1. Members are required to treat each other and good-willed outsiders with respect, and must refrain from any sort of discriminatory, dishonourable and divisive behaviour, political activism, acts of piracy, fraud, griefing, (re)recruitment into other orgs, and aiding the enemy.
2. Members must diligently carry out any duties they have accepted, follow regulations and orders given to them by their leaders, with the exception of orders that violate regulations of the Organization.
3. Members are forbidden to lethally and non-lethally attack their orgmates and damage their property for any reason, unless it is done with their explicit consent, or necessary to prevent harm to the Organization, its reputation, property or members.
4. Leaders are forbidden to give orders that violate regulations, and may not give orders to lower-ranking members who are not their direct subordinates outside of emergencies.
5. Members are forbidden to attend meetings and activities in inebriated state. Leaders may temporarily relieve those who demonstrate signs of inebriation or sickness from participation.
6. Members are forbidden to reveal any internal information of the Organization and real life information of their orgmates, intentionally or otherwise. This includes any contents of internal text and voice channels, in-game names of orgmates, plans, etc.
7. Members are required to share rewards from in-game activities equally between all participants, unless another share was agreed upon beforehand in writing, or waived by its recipient at any point.
8. Members must settle their disagreements only in private. If a disagreement cannot be settled on their own, they must take it for the final resolution to a higher authority within the Organization to whom both sides answer.
9. Members must timely, fully and truthfully present information to the Organization, and timely reply to messages from the leadership.
10. Members must not violate CIG/RSI Terms of Service.