Here's some of the "hardware" of how the Sublight setting works.
Civilizations in Sublight are used less as major players and more as backdrops. Certain civs (especially the Union and Roamers) still have the potential to factor into multiple game sessions, but for the most part this game travels through one civilization during each story arc.
Societies are a much bigger deal in this game. Characters all work for the same Society, or a few closely aligned ones. Societies that are a little more general (like the Explorers), or less politically active (like the Wargamers) are less important than those with a specific goal. The Darwinians, Hospitalers, Abstractionists, Hyperevolutes, Breathstealers, Peacewalkers, and Organized Crime are the ones who are really the focus of the setting.
Because psychohistory is a well-developed science, the Societies are able to predict potential crisis points. Originally, they would ride with the Spacers or commission ships to reach their destinations, but as competition at crisis points became more ruthless, travelling at light speed became indispensable. More and more Societies turned to transmitting the minds of their most fervent devotees from system to system, until now all of them do so.
Each Society operates transceivers in the Oort cloud of each Civilization's solar system. These relays send minds farther in-system, where they eventually reach the civilization's infosphere and are taken in by the local branch of their Society. Bodies are created locally, either biological or mechanical.
Characters are chosen for their dedication to the cause. Transmitting a living person requires exceptional care and effort, and is not done lightly. PCs need to have their Society CV at 3 or 4.
Interception is not unheard-of, especially a partial interception that can lead to identifying which agents of rival Societies have arrived as well. Characters move on not only to reach the next crisis point but to escape Cognitech virii targeted directly at their minds.





