Early Years Era (SFU)

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2479 to 2519

2479

Y79

2480

Y80

  • At this time, most empires have developed tractor beams that can function in a 360° arc.[1]

2482

Y82

2483

Y83

2484

Y84

2485

Y85

  • First contact occurs between the Klingon Empire and the United Federation of Planets, although the Federation worlds were aware of the Klingons due to earlier encounters by the Vulcans. The Klingons — already embroiled in a war with the Hydrans, a border conflict with the Tholians, and watching the Kzinti border for renewed hostilities — decide not to provoke this new adversary, but instead send Klingon civilians and diplomats to hold trade negotiations and discuss cooperation treaties. The initial friendly terms last for several years, but become increasingly strained as both sides establish colonies in strategic locations in the relatively unexplored territory between the two powers.[1]
  • The Gorn successfully blockade the Paravian homeworld, destroying all orbital and space-related facilities, and begin hunting down all surviving Paravian ships. Some Paravians escape to the Omega Octant. The Gorn are unwilling to annex the Paravian territory, however, and instead set up a Trusteeship Zone; in theory, this territory will be returned to the Paravians once they agree to peacefully coexist.[1]

2487

Y87

  • Klingon forces destroy the Hydran fleet and colonies, committing many atrocities in the process. All Hydran ships larger than police corvettes are destroyed, and the Hydran Kingom is reduced to a Klingon client state. The Klingons establish governors over Hydran planets, but due to the difference in atmospheres, they are restricted to orbiting satellite bases and never able to effectively control the populace directly.[1]

2488

Y88

  • The First Federation-Kzinti War erupts when the Kzinti attack. The Klingons provide the Federation with useful intelligence and tactical advice, and for a few years Klingon officers are even honored guests aboard Federation cruisers fighting the Kzinti. The Klingons, however, expect to eventually fight the Federation, just as they have fought all of their neighbors, but a lack of bases and supply outposts along the Federation border, coupled with continued hostilities with their other neighbors, would make an attack on the Federation inadvisable at this point.[1]
  • Under a great deal of pressure, the Federation Council agrees to allow each member planet to keep a squadron of older ships — refitted with tactical warp drive, phasers, and photon torpedoes — for use as system defense pickets. By 2513, these squadrons will evolve into the Federation National Guard.[1]
  • The Second Klingon-Lyran War begins due to arguments over how to divide the Hydran Kingdom. In the confusion, the Hydran colonies Altroth, Minxitith, and Krooth are never found or occupied by the Klingons or Lyrans. The Hydran merchant guilds maintain the monarchy through Prince S'Lenthna, though they hold all real power and keep the prince as a figurehead to rally the Hydran people. They begin converting merchant shipyards to produce new warships.[1]
  • The Romulans develop new plasma weapons and an early version of the cloaking device.[1]

2489

Y89

2490

Y90

  • The Third Gorn-Romulan War begins with a Romulan attack. The Romulans, with their new technology, drive deep into Gorn territory, despite serious disadvantages in direct combat. Over the next 35 years, the Romulans will plunder their own resources in funding wars of aggression using inferior ships, reducing the Empire to near poverty.[1]
  • Civil wars erupt in the Hydran "Lost Colonies" as Prince S'Lenthna tries to break the merchant guilds' power.[1]

2491

Y91

  • The Klingons and Lyrans settle their differences through negotiation, which the Klingons embrace because they plan to rid the galaxy of the "Tholian Menace." The Klingons and Lyrans become firm allies over the next decade.[1]
  • The Federation begins a counter-offensive to regain Kzinti-occupied territory.[1]
  • The Romulans make their greatest gains into Gorn territory as the Gorn rush the first of their new tactical warp cruisers into service.[1]

2492

Y92

2493

Y93

2494

Y94

2495

Y95

2496

Y96

2498

Y98

2500

Y100

2501

Y101

2502

Y102

2503

Y103

2505

Y105

2506

Y106

2509

Y109

2510

Y110

2511

Y111

2512

Y112

2513

Y113

2514

Y114

2516

Y116

2517

Y117

2519

Y119


Notes and References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 1.42 1.43 1.44 1.45 1.46 1.47 Thompson, Jonathan M. (ed.) Prime Directive PD20 Modern, revised edition. Star Fleet Universe. Additional material by Stephen V. Cole, Gary Plana, Steven P. Petrick, Matthew Francois, Loren Knight, and Alex Chobot. Edited and additional material by Jean Sexton. Cover by Adam Turner. Illustrations by Alvin Belflower, Dale McKee, and Loren Knight. Computer Graphics by Ted Geibel, Adam Turner, and Stephen V. Cole. Deck Plans by Nick Blank. Layout by Michael Sparks. Some background elements were originally created for the first edition of Prime Directive by Timothy D. Olsen and Mark Costello. Developed by Jean Sexton, Tony Thomas, and Andy Palmer. Playtested by Jonathan Thompson, Clay Weeks, Carey Weeks, Tracey Castanes, Terrence Thompson, Lee Wood, Christopher Helton, and Gene Wilson. Amarillo Design Bureau, Inc., 6 October 2008 (Revised 2 Jan 2010).