Your starting city is important. It's not completely necessary to unlock the force slot if you don't go back there, but it will be a bit slower if you don't.
Below, it is explained in steps, and then how it works will be explained.
1) Hidden Noble. Items needed: None
1A) In every starting city, there is a noble who does not have (A Noble) next to their name. In addition to this, there is another way to recognize them. All other nobles will always remain the same race. The one you want will rotate. The one you want will literally despawn, and respawn with a different race, a different set of missions, and different dialogue.
1B) Take missions from this noble. You'll notice something that you get from no other noble after a few missions. This is a sign that you're on the right path. The signs become much harder to catch as you progress, and this is the only point at which it is plain as day. In short, you have to use your brain a bit.
1B1) You will eventually get missions that involve jedi directly. For me, it was two. One, I did a mission that involved research about the Skywalker family, and two, I did a mission involving the crystals. These are not your cue to move on. These are just clues that you got the right one. This part is easy, so there are alot of people that have gotten this far already. Most dismissed it, which is exactly what the des counted on happening.
1C) When it's time to move on, you will get a mission going off planet. At this point in the path, they are all delivery missions. You know the one, because you will be told. In Dearic, Talus, the one that leads to the next step will tell you "The force will always be with you."
1C1) You can abort all other off planet missions, but do not abort this one. If you do, the game tells you that you screwed up by giving you the mission failure music. It won't do that if you abort any other of the missions at this point.
1D) Completion time: 2 hours, on average. May vary.
2) The Field. Items needed: A general crafting kit. If artisan, a survey tool.
2A) When you get to the next planet, you will already be in the city you need to be in. Finish the mission, and then follow the procedure below to determine what to do next. At this point, it as been verified that Naboo and Rori are both planes that you may be sent to at this point.
2B) Once you finish your mission, you will need to find nobles in the field. By "field" I mean wilderness. You recognize them by their dialogue.
2B1) DO NOT double click the NPCs in the field to try to talk to them! When you find the people you need, if you do this, you will kill them! They ARE attackable.
2B2) When you use the radial menu to talk to them, bear in mind you are looking for nobles. It does not have to be a nice noble at this point, but in Dearic, Talus, it is a nice noble in the spawn rotation that send you to step 2, but that may not be so in all starting cities. It is something that needs to be confirmed still.
2B3) Nobles may be recognized by their dialogue one of two ways: Either they will outright tell you that they are a noble, or they will talk down to you in a snobbish way. You even get the option to tell them off. Don't.
2B4) The field nobles will spawn in camps. The definition of camp here is a group of NPCs of similar type spawned in a small area all together. If you are in the wilderness, and you see a bunch of gnorts by their home, that is a gnort camp.
2B5) The nobles will not be the only spawn in the camp. Pay attention to the titles of the other NPCs, because you will need that in step 3.
2C) Do missions for them until there either are no more, or are no more that you can do.
2C1) The deck of cards principle: These NPCs have a set of missions that works kind of like a deck of cards in the following way: When you accept a mission, you draw a card from the deck. If you abort it, it gets SHUFFLED back in. If you complete it, the card gets thrown out, and does not go back in the deck.
2C2) Following the deck of cards principle, if you come across a mission your profession cannot do, for example, a survey mission and you're not an artisan, then you can put it back in the deck and get another.
2C3) If, on your first few missions, you get the same mission from them over and over when you put your card back in the deck, then you are not ready for step 2. Go back to your starting city.
2C4) When you are ready to move on, they will either have no more missions for you, or will only hold missions you cannot do.
2D) When there are no more missions to do from them, move on to the city they kept sending you to over and over and over. You will visit the city many many times while running missions from them, so you will know where to go next. For me, it was Keren.
2E) Signs you are on the path are not so blunt in this step. They will become fewer and farther between. The easiest one to explain here is the lightsabers, which is why I mentioned that in the previous thread. They will have you craft certain items over and over. Each time you craft something, they tell you its for a different purpose. They tell you about 200 purposes (exhageration, but probably close), even though there are only 3 parts. As you progress, the NPCs you deliver them to will start hinting, and then outright telling you the nobles are lying to you about their purpose. The only thing the nobles never say they are for is lightsabers, and they are lying, which indicates they are for lightsabers.
2E1) The signs you are on the right path get more and more vague like this as you go. What? You didn't think it would get easier as you progressed, did ya?
2F) Completion time: 5 to 7 hours
2 NOTES: Take regular destroy missions to find your field noble camp. It's much less boring than running around in the wild trying to find them. It may direct their spawning directly, but that is being determined. It will not be a static camp, so if the camp is always there, that is not it. They will spawn within 2500 meters of the city, and no farther. They could spawn as close to the city as you build a tent, and usually in the same direction. In Moenia, it is north, but your path may not lead you to Moenia.
2 NOTES(2): If someone kills them before you take a mission, they will not respawn, unless someone else is already working that camp. If you log out before the camp is complete, it will despawn. After you accept a mission from them, if someone kills them, they will respawn for you. I wouldn't advise killing them yourself.
3) Hidden Contact. Items needed: Unknown... This is where my progress was halted by the bug.
3A) You will notice not one noble in the city will speak to you. Not one. Don't other finding them in the field when you see this. If the nobles in the city do talk to you, then you have to repeat step 2 for some reason. What can cause this is still being determined.
3B) Remember how I told you to remember the titles of the other NPCs in your field noble camp? This is where you need it. Look for someone with one of those titles. There will only be one in the city. This NPC is usually there, and their missions are usually available, but they will be altered slightly for you.
3B1) Since the nobles here don't speak to you, you know that something is up. Something is a little off about these nobles, anyway. Something about them just isn't right. You'll know what I mean by the time you complete step 2.
3B2) The nobles not speaking to you is your sign that you're ready for step 3. It will be MUCH more difficult to find a field noble camp at this city, though they will pop up once you take a mission from your contact. They will be farther out from the city, so that there's less of a chance of them getting killed, and that camp will be meant specifically for you. It will not even spawn until you take missions from your contact. In other words, the person you work for first just works for the same people you work for. Your contact basically leads you to them. There is reason for them to be hiding.
3C) Completion Time: Unknown
Now, here's the kicker. You can open your FSS at step one alone, but it's going to take a whole lot of time. The way the system works is this:
There is a hidden experience bar. This bar gains points from these missions. The farther along, in steps, you are, the more points per mission. If this bar requires 100,000 points, then I would believe the step one missions give 1 point per.
The hidden experience bar does not only behave like an experience bar. It also functions as a hidden faction system. If you try to jump the gun and move on to a step before you are ready, this is how the game can tell.
This is why power gamers get it first. This is why there's such a big difference in the time it will take a power gamer, and the time it will take a casual gamer. A power gamer has the time to complete steps all the way through, and move on to one that gives more to that experience bar. The casual gamer will go as far as they have time to go with that, but then will simply be doing what they can. Since the power gamer unlocks missions that give more progress per run, they move faster.
Bear in mind that unlocking the FS slot does not automatically give you a jedi character to play. It's the first step in a long and difficult road.
I'm at work at the moment, so give me a few minutes to get a few things done, and I'll come back to read your questions.