| Term | History |
| 1 | Entered Naval Academy at age 18 |
| 1 | A prank goes horribly wrong. |
| 1 | Gain an Enemy. |
| 1 | Graduated at age 18. |
| 2 | Became a Line/Crew at age 18 |
| 2 | Is now a Crewman |
| 2 | Vessel participates in a diplomatic mission. |
| 2 | Commissioned in Navy/Line/Crew |
| 2 | Is now a Ensign |
| 3 | Continued as Line/Crew at age 22 |
| 3 | During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge. |
| 4 | Became a Merchant Marine at age 26 |
| 4 | Is now a Crewman |
| 4 | A good deal ensures you are living the high life for a few years. |
| 4 | Promoted to rank 1 |
| 4 | Is now a Senior Crewman |
| 5 | Continued as Merchant Marine at age 30 |
| 5 | Refuse to smuggle illegal items onto a planet. Gain an Enemy. |
| 5 | Promoted to rank 2 |
| 5 | Is now a 4th Officer |
| 6 | Voluntarily left Merchant Marine |
| 6 | Became a Courier at age 34 |
| 6 | Gained a contact. |
| 7 | Continued as Courier at age 38 |
| 7 | When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
| 8 | Continued as Courier at age 42 |
| 8 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 8 | Promoted to rank 1 |
| 8 | Is now a Scout |
| 9 | Continued as Courier at age 46 |
| 9 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 9 | Gain 6 Contacts. Gain 2 Enemies. |
| 10 | Became a Corporate at age 50 |
| 10 | A new romantic starts. Gain an Ally. |
| 11 | Aging Crisis. Owe 50,000 for medical bills. |
| 11 | Continued as Corporate at age 54 |
| 11 | Your business expands, your corporation grows, or the colony thrives. |
| 11 | Promoted to rank 1 |
| 12 | Aging Crisis. Owe 30,000 for medical bills. |
| 12 | Voluntarily left Corporate |
| 12 | Retired at age 58 |
| 12 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 13 | Aging Crisis. Owe 60,000 for medical bills. |