v0.8 · Starting Out
This charter explains how Northstar Industrial Co. works: what we're here for, how ops run, how earnings are split, and what we expect from each other. It's written to be looked things up in. If you're ever unsure how something is supposed to work, the answer should be here. If it isn't, that's a gap, and we fix it (§10).
We're new, and some things work differently while we're small. Read §11 first.
Development Notice: Star Citizen is in active development, and its gameplay shifts with every patch. This charter may change as the game does, always with member input, and by member vote once Northstar is established (§10). Our foundation will not: we're a crew that loves industrial work and puts real life first. Members are free to come and go as life allows (§7).

1. About Northstar
1.1 What We Do Northstar is an industrial org, and every member plays whichever roles they like (§3). Together, we scan the verse for commodities, extract them, and deliver them safely wherever they need to go. From there, we refine, build, or sell.
1.2 Why We Do It We love industrial gameplay, so we built an org focused on it. The best work in the verse takes a coordinated crew, whether that's a large-scale operation on the biggest industrial ships or a small, high-value job where precision matters. And even when you're operating solo in deep space, the crew still has your back. Fun always comes first. The earnings follow.
1.3 Who We Are We're people with jobs, families, and real lives, and those come first. When the day's done, we pull on our flight suits, fire up the quantum drive, and head out to explore and harvest the verse.
- Small by Design: Membership is sized to fit the org's needs, so every member has a real place on the crew in the roles they choose (2.2). We keep extra room on the roster to cover gaps in availability, but never so much that anyone becomes just another number.
- We Show Up Ready: We're geared, fueled, and at staging by T-15. At T-0, we depart, and anyone late meets the crew at the meeting point.
- We Operate Lawfully: We never fire first, but we won't hesitate to defend ourselves. When trouble finds us, we protect the crew and the cargo, and that usually means getting out with both.
- We Know Each Other: Every member gets their moment in the spotlight, and we celebrate the milestones that matter along the way.
1.4 What Success Looks Like We check these at every quarterly meeting (9.3). They measure the org, never individual members.
- The Monthly Op Happens: Every month has an org op. None get skipped.
- Ops Hit Their Goal: Every op order states a goal, and we count how many we meet. Everyone comes home.
- People Stay: Members who joined a year ago are still flying with us.
- Members Lead: Members host their own ops between org ops, and new people take a turn as Op Lead.
- We Know the Work: Our guides are current for the latest patch, and anyone can learn from them.
- A Name in the Verse: Other orgs ask to work with us.
- Our Home Port: When the game allows, a base on our own land, built out and decorated our way.
2. How We Operate
2.1 Everyone Is Equal Northstar has no ranks. Every member is part of the same crew, and any member can lead an op. Behind the scenes, the Org Lead and a few admins keep the org running (§4), but that's work they do for the crew, not authority over anyone's time or place on it.
2.2 Pick Your Roles Your role is the work you do on an op: mining, hauling, salvage, escort, and so on (§3). When you join, you pick the roles you want to hear about, and you can change them anytime. Your picks tell us who to ping, not what you're allowed to fly. Any member can take any seat on any op.
2.3 Learn in the Field We learn from each other on every op. When something goes wrong, we laugh it off, figure out what happened, and adjust for next time. Ships blow up. That's the game. Just get a good clip of it for the crew to enjoy.
2.4 Your Ship, Your Rules Every member's fleet is different, and any ship might be just what an op needs. Ships may be requested, but bringing one is always your choice. When you do, you set the rules aboard, including how many crew it carries. Its open seats go on the op order, and anyone can sign up for one.
2.5 We Grow With the Game We build for the game as it plays today, not the one promised tomorrow. New roles, jobs, and tools open when the game supports them and the crew is ready to use them. What's next, and what it takes to get there, is listed in the appendix.
2.6 No Scorekeeping We don't keep score. No points, no attendance, and no comparing members. Show up when you can, do the work you enjoy, and that's enough. When someone does something great, or gives their time to the crew by leading an op, writing a guide, or lending a ship, we say so in front of everyone. What we don't do is turn it into a title, a medal, or a ranking. Anything lasting marks the event or the time served, and everyone who was there gets the same thing.
3. Roles
3.1 One Crew, Many Roles Northstar has no divisions. The work is split into roles. Today those are scanning, mining, salvage, refining, hauling, refueling, medical, and escort. As the game adds new kinds of industrial work, we add roles for them. Every member can play any role, on any op, any night.
3.2 An Op Uses Many Roles Most ops need more than one kind of work. A mining op might have someone scanning, a few miners, a hauler, an escort keeping watch, and a medic standing by. The op order lists the seats (5.2), and you take the one you want.
3.3 Pick Your Pings When you join our Discord, you pick the roles you want to be pinged for. That's all a role does there. It doesn't open or close any channel, and it gives you no claim on a seat. Change your picks whenever you like.
3.4 Role Channels Every role has its own channel, open to every member. It's where we talk shop, ask questions, share data, and teach each other. Guides for that role are pinned at the top. When we share a guide someone outside the org wrote, we link it and credit them. Runs and ops get planned in general chat or the op channel.
3.5 Move Freely Nobody is stuck in a role. Mine tonight, haul tomorrow, fly escort for fun. Try the roles you haven't played. That's how you learn them (2.3). You don't need your own ship for any of it. The biggest industrial ships can't run without a crew, and a seat on one is as much a part of the op as flying your own.
4. Org Jobs
4.1 Org Lead Holds the org on RSI and sets the direction. RSI ownership never moves to anyone else, because a transfer can't be undone.
4.2 Admins A small team that keeps the org running: Discord, the website, op orders, helping new members, whatever needs doing. Admins are members who want to put in the time, usually ones who've led an op. When the Org Lead is away, the admins can make any call the Org Lead could. The team grows or shrinks with the work.
4.3 Op Leads Anyone can run an op. Leading org ops rotates among members who want to try it, and when you host your own op, you lead it. Either way, the job ends when the op does.
4.4 Picked in the Open When someone gets a job, we say who and why. If you want to know why someone was or wasn't picked, ask, and you'll get a straight answer.
4.5 A Job, Not a Rank A job is work you do for the crew. It earns no bigger share of anything, no say over anyone's time, and no place above anyone (2.1).
4.6 Jobs Change Hands Nobody holds a job forever. Stepping back from one is normal and costs you nothing. Jobs are picked again the same open way they were picked the first time.
5. Ops
5.1 Schedule Northstar hosts at least one org op a month. Dates and times move with the crew's schedules, and each org op is posted at least a month ahead. Start times are set in UTC, and Discord shows them in your own time zone. Member ops are separate and run whenever a member hosts one. For those, a post in the op channel is enough, and the standard split (6.2) applies unless the host says otherwise up front.
5.2 Op Order Every org op gets an op order, posted at least seven days before it starts. It covers the goal, meeting point, alternate site, start time, seats needed by role, ships needed, gear needed, expected duration, and the split, if it differs from the standard (§6). If a ship's owner has rules for crewing it, they're stated there too. Members sign up for the seats they want, including crew seats on someone else's ship. Once a seat is filled, it stays filled. The Op Lead keeps a seat or two open and places anyone who turns up without one.
5.3 Meeting Point The op order names a general meeting point, like a station or an area on a moon, never the exact work site. The Op Lead takes the crew from there. If you're running late, ask in the op channel where the crew is.
5.4 Timeline
- T-30: staging opens.
- T-15: everyone is present, geared, and fueled, and the brief is given.
- T-0: the op departs.
We leave on time. If you aren't ready at T-0, catch up.
5.5 The Op Lead Calls the Run During the op, the Op Lead's call stands. Ship owners command their own ships, the Op Lead directs the op. Save disagreements for the debrief.
5.6 Carry a Med Kit Every member carries basic medical supplies. Ops that take the crew far from help include a medic seat in the op order.
5.7 Names on Comms We call each other by name, either your in-game handle or the name you'd rather go by. Set your Discord nickname to match, so everyone knows who's talking.
5.8 Hostile Contact If we're threatened, whoever spots it calls it. Escorts screen while everyone else lifts off, and we regroup at the alternate site. Nobody is ever required to fight.
5.9 Talk About How It Went Every op ends with a few minutes on what worked, what didn't, and anything worth changing next time. Keep it honest and keep it light. Anything worth remembering goes into the handbook (10.8).
5.10 Ops Scale to the Crew Every op is scaled to whoever shows up. Three people is still an op, and it still runs.
6. Money and Materials
6.1 Your Own Time Is Yours Anything you mine, haul, salvage, craft, or earn on your own time belongs to you. Northstar never takes a cut of it. On an op, it's different: everything is shared evenly (6.2).
6.2 The Standard Split Unless the op order says otherwise:
- Everything the op earns, credits or materials, goes into the op's pool.
- Any costs the op agreed to share are paid back first, to whoever covered them.
- If members have voted for a fund share (6.7), it comes out next.
- The rest is split evenly among everyone who took part, regardless of job or role. The scanner, the hauler, the escort, and the medic get the same share as the miners.
6.3 Different Terms An op can use a different split when the work calls for it. The terms must be written in the op order and confirmed at the brief. Once the op departs, the terms are locked.
6.4 Leaving Early Real life comes first. If you flew the op and had to leave before the end, you still get a full share. Just tell the Op Lead before you go.
6.5 Paying Out Everything the op brings in goes into one hold, and the split happens at the end, on the spot or within 24 hours if the haul has to be refined or sold first. You can take your share as materials, or sell it to the org for credits at 10% under the market price posted in the op order, paid within 48 hours of the op ending. Whoever holds the goods or funds is responsible for them until the split is done. Nothing is ever taken quietly.
6.6 Ships Fly at Their Owner's Risk Bringing a ship on an op is a favor to the crew, and losing one is part of the game. Northstar doesn't replace ships. When a ship is lost on an org op, the fund may cover the claim's expedite fee if the balance allows it.
6.7 Org Fund Northstar keeps a working fund, held by the Org Lead. It pays out members who take their share in credits, and the 10% from those cash-outs goes back into it. The fund also keeps a gear locker: suits, armor, and tools for different conditions, so anyone missing the right kit for an op can borrow it. Gear lost on an op is part of the game, the same as ships (6.6). The balance and every purchase are posted where every member can see them. The fund also grows from fund ops: smaller, optional ops posted in advance, where everyone who flies knows the earnings go to the fund. Fund ops are always extra. The monthly org op is never one. Spending the fund on something bigger, like a base or a factory, takes a member vote on what it's for. Progress wipes happen, so we never plan around a balance surviving a patch. The org's real value is still its people and what they know.
7. Joining, Activity, and Leaving
7.1 Joining Northstar lives in our Discord. That's where ops get posted, crewed, and talked about. Join the server, agree to the rules, and pick the roles you want to be pinged for (§3). That's it. You're a member and welcome at the next op. There's no application and no interview. We also ask you to join our org on RSI so you can fly the tag in game. It's requested, not required.
7.2 Staying Small Northstar stays small on purpose, so everyone on an op knows who they're flying with. We don't cap the roster, because members who take a break (7.4) never lose their place. Instead, when org ops regularly grow past what one Op Lead can run well, we pause recruiting and take our invite down. When there's room again, we open it back up. We check this at every quarterly meeting (9.3).
7.3 Other Orgs You're welcome to be in other orgs. You can make Northstar your main org or join as an affiliate. We'd like to be your main org, but it's your call. Whatever's going on in your other groups, like a feud or a wanted status, stays out of our ops.
7.4 Taking a Break There's no activity requirement. Take a break for weeks or months and come back whenever you like. If you're holding something others depend on, like a job, a commitment, or an asset, hand it off first. You can post in the break channel with roughly how long you'll be away, so nobody's waiting on you. It's optional, and you're back the moment you show up.
7.5 Leaving Gameplay interests change, and so do goals. If you want to try something different, you're free to leave at any time. We're grateful for the time and effort you put into Northstar. Hand off anything you're holding, and know the door is always open if you want to come back.
8. Conduct
With Each Other
8.1 Nobody Gets Left Behind If a member calls for a pickup and you can reach them, you go. This comes before everything else in this charter.
8.2 No Harassment Harassment means removal on the first offense.
8.3 Keep Disagreements Private You can argue with anyone, admins included, but not in public channels. Ask for a private thread.
8.4 No Griefing Members Deliberately griefing a member ends your membership. Accidents happen. If you cause one, own it and make it right.
Out in the Verse
8.5 We Don't Fire First Not on miners, haulers, salvagers, or anyone else who's working.
8.6 No Piracy Under Our Name No shakedowns, no tolls, and no looting a wreck while its crew is still recovering.
8.7 Your Crimestat Is Your Own Don't bring a wanted status onto an op.
8.8 No Exploits Don't use bugs or exploits to earn on an op. If something looks broken, report it and move on.
Removal and Appeals
8.9 Grounds for Removal
- Harassment
- Stealing from members
- Piracy under the Northstar name
Anything else, including signing up for seats and not showing, starts with a conversation. Removal is decided by the Org Lead or an admin, and the member is told why.
8.10 Appeals Any decision can be appealed to the Org Lead. You'll get an answer and a reason. If the Org Lead made the decision, the admins hear the appeal together.
9. Communication
9.1 After every op the debrief (5.9).
9.2 After every org op a short written post covering what we did, what we hauled, and what's next.
9.3 Every quarter a meeting, with a written summary afterward. We go over what we ran, check how we're doing against 1.4, decide charter changes, review job picks with their reasons, and check whether recruiting stays open (7.2). Anyone can raise anything. The summary counts the org's work, never individual members'. The meeting happens whether or not the Org Lead is available, and an admin can run it.
10. Changing This Charter
10.1 Members Are People, Not Accounts Each person counts once toward every number in this charter, no matter how many accounts they bring. Alts are welcome to join and fly, but carry no vote and never take a member's place on the roster.
10.2 Proposing a Change Any member can propose a change in writing, with the reason for it. Every proposal is discussed openly for at least seven days before a decision is made.
10.3 While We're Starting Out Until §11 ends, members advise and the Org Lead decides. Any member can call for a poll so the Org Lead hears where the crew stands. Every decision is published with its reason, whether the change is made or not.
10.4 Member Votes Once §11 ends, charter changes and fund spending (6.7) are decided by member vote. Members who want a say claim the voter role in Discord, and the role is cleared and reclaimed at each quarterly meeting (9.3). A vote runs for seven days. It counts only if at least a quarter of voters take part, and it passes with 60% of the votes cast. You can claim the voter role after 30 days in the org.
10.5 The Protected Core Some rules define Northstar, and changing them takes 75% of the votes cast, with the same quorum as 10.4: our foundation in the Development Notice, 1.3, 2.1, 2.6, 6.1, and 8.1.
10.6 Org Lead Veto Once voting begins, the Org Lead can veto a change that passes. The reason is always published.
10.7 Every Change Is Announced Nothing is edited in quietly.
10.8 No Game Mechanics Specific ships, locations, resources, and prices live in the ops handbook, which is dated and updated each patch. This charter should survive a patch unchanged.
11. Starting Out
Northstar is new. Until we have ten members and at least one admin (§4), a few things work differently. Everything else in this charter still applies.
11.1 Fewer Roles Running Every role is open, but with a small crew most ops will be scanning and mining. The other roles fill in as the crew grows.
11.2 Small Ops Are the Norm Three people is a good night right now (5.10).
11.3 When This Ends At ten members with at least one admin in place, this section stops applying, member voting starts (10.4), and the admins say so publicly. Nothing here is permanent, and none of it is an excuse to stay ad hoc.
Appendix: What Opens Later
| Addition | Opens When |
|---|---|
| New roles (construction and others) | The game supports the work and members start doing it (3.1) |
| Org projects paid from the fund | Members vote for a specific project, and patches are stable enough to hold a balance (6.7) |
| Ship loss program | Insurance stops covering hulls, and the fund can carry it (6.6) |
| Alliances and working agreements | Another org wants to work with us on something specific |
| Member events, competitions, and holiday events | A member wants to run one |
| Written standards for a role | Enough people play the same role that consistency matters |

Questions about any of it are best asked in the Discord.
