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Mass Effect Factions: OOC|Signups| (Closed)

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Celivaia
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Posts: 1036
Founded: Apr 16, 2015
Ex-Nation

Mass Effect Factions: OOC|Signups| (Closed)

Postby Celivaia » Tue Sep 15, 2015 11:55 am

This is a restart of the previous Mass Effect Factions started by Archangelskl Oblast. Instead of beginning between ME1 and ME2, we'll begin minutes before the Reaper invasion of Sol. By this point, the Batarians have already been hit hard by the Reapers, and are scattered, hence their extremely low values compared to the other races. If any questions are raised, the Batarian Warlord independent faction starts in the Terminus, and weren't attacked by the Reapers, explaining their advantage in resources over the legitimate Hegemony. With that said, let's begin!

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Mass Effect: Factions 4.0
NEWS

The RP has been CLOSED. Thank you guys for playing, and I'm sorry we didn't get to go as far as I would've liked.


Music to Save the World To

Reignite – Malukah (Youtube)



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Rules, Regulations, and Red Tape

1. OP word is law.
2. If you have any issues, present them to the community. We'll see what we can do.
3. Utilize common sense.
4. That being said, Rule of Cool still applies. This is about as AU as it's going to get, and you have a lot of latitude for fun. If you want the Alliance Prime Minister and the Asari Councillor to hook up, then fine by me.
5. No Steamrolling.
6. We understand if life's crap, but please try to post in the IC once a week. Failure to report your absence or failure to post in the IC for a full two weeks results in your position being lost.
7. Argue in TG.
8. No spamming.
9. AGAIN. Argue in TG.
10. Do not post porn obviously and any other links to RPs, ask first.
11. TG me if you're going to be away, so I can make sure not to kick you out.


Important folks

OP: Celivaia
Co-OP: Greater Istanistan


Introductions

Welcome to Mass Effect: Factions! The one and only source for you painfully passive aggressive economic/military drama and/or action! This RP has had multiple incarnations over the past three years. with me borrowing this version from Archangelskl Oblast. This RP is based in the Mass Effect Universe minutes before the Reapers invade Sol. You, the player/faction, will be playing as anything you want! (Within the confines of the Mass Effect Universe). Play as the Volus to Overthrow the Turian Hierarchy through economical warfare. Take a hold over your enemies and teach them the proper use of grammar as the Hanar. Or perhaps you would rather enslave the entire Quarian Race as a Terminus Pirate Faction, it is all up to you!

Lets go over our scenario this time. Shepard has had several major choices which have shaped the Galaxy. He chose to save the council, buying Humanity some much needed respect in the Galactic Community, but weakening itself militarily. The Rachni Queen is dead. Wrex is dead. Kaidan Alenko died on Vermire. Ashley Williams survived and returned to the Alliance after the Normandy was shot down. The Collector Base was destroyed, and all companion missions were completed. Kasumi, Zaeed, and all other DLC companions are with Shepard.

Each Faction starts off with a Pre-determined number of Credits(representative of 500M credits, because having a Fornax Mag cost more than a fighter squadron would make that the finest Fornax mag of all time). But let me finish, each faction may have a requirement attached to their starting credits. Example: the Turians have to spend a great deal of starting credits on their military. This is to bring them up to Canon strength as the military powerhouse. Other factions have similar scenarios.

The OP and LTs will be responsible for time keeping. A new month will begin every page or so with an event posted by myself or one of the OP-LTs. These events will be somewhat random and admin-created natural responses to extremely stupid things done by players. This may stretch to 2-3 pages in times when the rate of posting gets exceptionally high. It might also go down should things be slow. Basically, everything is at my discretion.

Purchasing happens at the beginning of every month. The player may buy things with a credit value less or equivalent to their monthly credit generation plus their saved credits. This includes infrastructure and ships. Please note that when building units, it is important to count up credit values of them building on specific worlds. Why? Because the credit value of units building on a specific world at any given time may NOT exceed the monthly credit generation of that planet. If a planet has an economy of 200, you can’t be building 3 dreadnoughts on it. Things don’t work that way, planets have infrastructural limits you know.

Mercenaries are a no go. I didn't build them, have never seen them, so they aren't here.


Have fun, RP hard, and welcome to ME:Factions!

CREDIT TO MAJORITY OF INFO SECTION-Nuxipal and Archangelskl Oblast


Important Links

Le Archive (This is where you keep track of all your stuff.)
Le In Character
Le Council Sub-IC



Galaxy Map

Click Here for Map


Factions:

REAPERS: Greater Istanistan

MAJOR FACTIONS
Human Systems Alliance -
Asari Republics - Paddy O Fernature
Turian Hierarchy - Yaana Noore
Salarian Union - Celivaia
Krogan (Urdnot Clan) - Argentumurbem
Quarian Flotilla - Liecthenbourg
Geth - Kinistian
Cerberus - North America Inc
Omega - Democratic peoples republic of Kelvinsi


MINOR FACTIONS
Batarian Hegemony -
Volus Protectorate - The Volus
Hanar Primacy -
Elcor Courts -
Illium -
Vorcha - Yonwood

INDEPENDENTS:
Society of the Falling Wind (Asari BlackOps Group) -
The Laternfolk (Human Colony) - Ralnis
Attican Empire (Colony) - Eridanus 3

This will be the order used when monthly rolls are made. If this situation occurs:
Systems Alliance – Nation X 5
Rebpulics – (unfilled) 3
Hierarchy – Nation Y 9
Then the Alliance will get the 5, and the Hierarchy would get the 9. The 3 that was supposed to go to the Republics will be ignored. If the last faction filled is the Volus Protectorate, I will ignore the Primacy, the Courts, Illium, and Vorcha, and leave them off the list completely.

Independent Factions: [SEVERELY LIMITED/RESTICTED. APPROPRIATE RULES WILL BE DISCUSSED LATER]

Reservations are good for 24 hours unless people give justification for their tardiness.



App Structure
Faction:
Leader (You decide): (No ME/ME2/ME3 squadmates as your leaders)
Citadel Council member Y/N or N/A:
Brief description of diplomatic relations
Military state of readiness:
History:
Infrastructure and Claimed Worlds:
Military:

Rannadril - Do not remove.


This is, if you're wondering, going to be useful to me for tracking your apps. As to why this word, Rannadril is the first segment of Administrator Anoleis' proper name. It's suitably obscure and unlikely to come up in random conversation. Unless you talk about it. DON'T.

Kidding. Chat about whatever.


Quick explanation. Once you've decided that you want the Elcor, say, and are ready to fight the Batarians, consult the price tables below and your starting Credit and Infrastructure in order to build your faction. Purchase from there within the starting cred limit. Roughly stick to canon, but overall you've got a lot of latitude. We expect far more detail for custom factions, such as Batarian Warlords or Free Human Colonies, than we do for heavily established factions, such as the Turian Hierarchy. Leaders can be OCs in the event of there being no real detail. The Mass Effect wiki is one of your best friends here. Use it to choose planets - again, roughly within canon - for settlement and construction. Please note that groups purporting to be mercenaries must act as mercenaries, not just conquering armies. Secondary note: Prices are not yet final. I may tweak them over the next couple days do please do not get upset with me while I try and balance out the system a bit more. Thank you.


Starting Stuff:

What all the factions actually start with in terms of infrastructure, dreadnoughts, basic income, and spending cash. Note that the basic incomes are outside of the income generated by the free infrastructure or any other considerations. These reflect a natural level of income that the faction generates, regardless of their overall status/health.

Asari Republics: 15000 (at least 8000 must be spent on infrastructure, 4 Urban Structures, 1 Fuel Depot, 1 Major Spaceport, 2 Minor Industrial Complex, 1 Major Industrial Complex, 1 Shipyard free on Thessia, free 20 dreadnoughts, free Hyperdreadnought (Destiny Ascencion)), basic 90 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Turian Hierarchy: 17000 (at least 14000 must be spent on military, 3 Urban Structures, 1 Fuel Depot, 1 Shipyard, 2 Minor Industrial Complex, 1 Major Industrial Complex free on Palaven, free 39 dreadnoughts), basic 75 credits/month + infrastructure

Salarian Union: 16000 (3 free Urban Structures, 1 Fuel Depot, 1 Minor Space Port on Sur'Kesh, 1 free Fuel Depot, Urban Area, 2 Minor Industrial Complexes, 1 Major Industrial Complex, and Shipyard on Mannovai, free 16 dreadnoughts with Advanced EW upgrade, free 5 Spec Ops, must spend at least 11000 on military, of which at least 2000 must be on spec ops and 500 on Elite Specialists) basic 70 credits/month + infrastructure

Systems Alliance: 13000 (1 free Minor Space Station in Vetus/Petra Nebula, free 9 dreadnoughts, must spend at least 6000 on military), basic 60 credits/month + infrastructure


Volus Protectorate: 10000 (at least 6500 must be spent on infrastructure, 2 free Urban Structures, 1 Fuel Depot on Irune, free dreadnought w/ Thanix Cannon upgrade (Kwunu)), basic 70 credits/month + infrastructure

Elcor Courts: 6000 (2 free Urban Structures, 1 free fuel depot on Dekuuna, must spend at least 3000 on military), basic 35 credits/month + infrastructure

Hanar Primacy: 5500(At least 3500 spent on Infrastructure, 2 free Urban Structures, two free Fuel Depots on Kahje, free 2 Spec Ops, free SpecTRe, free Lvl.1 Defense Guns), basic 40 credits/month + infrastructure

Krogan: 6000 (At least 3780 spent on Ground Units) (Free Urban Structure, Fuel Depot on Tuchanka, free 8 militia + Heavy Weapons Teams + Cheap Weapons + Advanced Armour, free Armoured Division, free Lvl.1 and 2 Orbital Defense Guns, basic 15 credits/month + infrastructure, may not purchase spacecraft with initial credits


Omega: 6000 (1 free Major Station in Sahrabik, station has free 2 Urban Areas, 1 Major Spaceport, 1 Shipyard, 1 Fuel Depot, 2 Minor Industrial Complexes, free dreadnought, free 6 frigates), basic 50 credits/month + infrastructure +5 credits/month for every group operating out of the Terminus in operation

Batarians: 1250 (1 free Urban Area, 1 free Fuel Depot, 2 free Minor Industrial Complexes, 2 free Mining Complexes on a Garden world in Bahak (pick the name of the planet yourself), free 1 light cruiser, must spend at least 800 on military), basic 55 credits/month + infrastructure

Geth: 13000 (4 free Urban Areas, 1 free Fuel Depot, 1 free Minor Industrial Complex, 1 free Shipyard on Rannoch, free 21 dreadnoughts, free Hyperdreadnought, must spend at least 7500 on military), basic 50 credits/month + infrastructure

Cerberus: 7000 (1 free Major Station in Horsehead Nebula with free 1 Urban Area, 1 Fuel Depot, 1 Shipyard, Lvl. 2 Defense Guns, free battlecruiser, free frigate with Stealth and any 2 other upgrades, free 2 Elite Specialists, must spend at least 5000 on military), basic 35 credits/month + infrastructure

Quarians: 8500 (At least 7140 must be spent on non-upgraded ships, Marines, or militia. Free 7 unupgradeable dreadnoughts, free 10 Bulk Transports, free 3 Habitation Ships), basic 20 credits/month + infrastructure

Ilium Bloc: 2000 (3 free Urban Areas, 1 free Fuel Depot, 1 free Major Spaceport, 1 free Shipyard, free Lvl.1 Defense Guns on Ilium, 1 free Urban Area, 1 free Fuel Depot, 1 free Spaceport and 1 free Industrial Complex on any 2 non-colonized Terminus planets of choice, free 1 dreadnought, must spend at least 1200 on military), basic 30 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Heshtok Vorcha Clan: 3000 (1750 must be spent on ground units, 1 Free Urban Area, 1 Free Fuel Depot, 2 free mining complexes, free lvl 2 ground fortification, 1 free industrial complex, 2 Free Infantry with Flamethrowers, 1 free spec ops with flamethrower) basic 15 credits/month + infrastructure.


RENEGADES AND FREE COLONIES ARE HIGHLY RESTRICTED. Be aware that I will be much more harsh on grading apps for factions from this section than I will be for already established factions.
Renegade Human Colony: 1500 (1 free Urban Area, 1 free Fuel depot on any non-colonized Traverse world of choice, 1 free Mining Complex on any 2 non-colonized Traverse worlds of choice), basic 15 credits/month + infrastructure

Batarian Warlord: 1750 (1250 must be spent on infantry or ships, 1 free Urban Area, 1 free Fuel Depot, 2 free Mining Complex on any non-colonized Terminus planet of choice), basic 15 credits/month so long as the Batarian Hegemony has an economy of at least 250 other wise 10 credits/month + infrastructure

Pirate/Smuggler Gang: 300 (2 free Mining Complex on Traverse or Terminus planet of choice, 1 free Minor Station in system, free Mining Vessel, must spend at least 150 credits on ships), basic 10 credits/month + infrastructure

Independent Asari World: 2250 (1750 must be spent on Infrastructure, 1 free Urban Area, 2 free Mining Complex, 1 free Fuel Depot, 1 free Minor Spaceport on non-colonized Terminus world of choice), basic 20 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Renegade Geth Group: 2000 (1 free Urban Area, 2 free Mining Complex, 1 free Fuel Depot, free Lvl.1 Defense Guns on Terminus planet of choice, must be max of 3 clusters away from Perseus Veil, 2 free frigates each with 2 free upgrades of choice), basic 15 credits/month + infrastructure

Independent Vorcha Clan: 1400 (800 spent on Ground Units, 1 free Urban Area, 2 free mining complexes, 1 free lvl 1 ground fortification on any non-colonized Terminus planet of choice. 2 Free Infantry with Flamethrowers), basic 10 credits/month + infrastructure



Store

Infrastructure

The foundations of your glorious imperium, AKA things the Reapers are going to try to burn for no particular reason. Stop them with megaguns.
Infrastructure is completed at the end of the page onto which it is claimed in the expense report.

Note: There is a maximum of 50% reduction time in force completion, with a minimum of 1 month.

10-Mining Complex (Limit of 5 per planet-Garner 3 extra credits monthly)
30-Major Mining complex (Limit of 2 per planet- Garner 10 credits Monthly, requires at least 2 Mining Complexes and one Fuel Depot on planet)

15-Industrial Complex (Limit of 3 per planet-Garner 5 credits monthly, reduces local ship construction time by 5%)

40-Major industrial complex (Limit of 1 per planet- garners 15 credits monthly, reduces local ship production by 10%, requires at least one Fuel Depot and one Urban Area on planet to build)

50 - Shipyard (Limit of 1 per world, garner 15 credits monthly, required for construction of all ships of Destroyer weight and above, lowers local ship production time by 10%, requires at least 1 Industrial Complex and one Urban Area on the planet to construct. Cannot be built on a planet with a Military Shipyard or Civilian Shipyard)

500 - Military Shipyard (Upgrade to Shipyard, garner 15 credits monthly, required for construction of all ships Destroyer weight and above, lowers local ship production time by 15%, adds 150 construction capacity to the planet it is built on. Requires at least 1 Major Industrial Complex, 2 urban areas, and two fuel depots. Cannot be built on planet with Civilian Shipyard)

500 - Civilian Shipyard (Upgrade to Shipyard, garner 40 credits monthly, required for construction of all ships of Destroyer weight and above, lowers local ship production time by 10%, requires at least 1 Major Industrial Complex and 1 Urban Area on the planet to construct. Cannot be built on a planet with Military Shipyard)

15-Planetary Fuel Depot (limit of 2 per world garner 5 extra credits monthly, prerequisite for the construction of any Major structures or Urban areas)

50 - Gambling Den (limit 2 per Terminus world, 1 per Citadel World, garner 10 credits/month, requires 3 urban areas and 1 spaceport)

100 - Urban Areas (Limit of 4 per Garden World (2 per non-Garden world), garner 45 credits/month, reduce local ground unit construction time by 10%, requires at least one Fuel Depot on planet to build)

400 - Research Station (Limit 1 Per System) Allows for a faction to start a research project. Completes 10% of a special project each month (Up to 90%) Reduces income of planet it is built on by 10 credits/month. Research Projects can aid towards Special Projects or can be small standalone projects. (Ask OP before starting a research project or special project)

100 - Citadel Embassy(Limit 1 per Faction, Limited to Citadel Factions) This signifies that the faction is a devoted member of Citadel Space. Grants owner +15 credits to base income. Bonus increases to +25 for Council Member Races.

200- Aerostadt (Limit of 2 per world, must be built on Gas Giant, garner 45 credits/month,-10% build times for ships and land units, requires Orbital Mining Station)

80 - Small Spaceport (Limit of 1 per world, garner 4 credits/month for every structure on the planet excluding the spaceport itself, requires fuel depot)

UPGRADES TO:

1200 - Major Spaceport (replaces small spaceport, 800 is upgrade cost. Garner 15 credits/month for every structure on the planet excluding the spaceport itself, doubles income from all Small Spaceports and Urban Areas on planets with Spaceports in cluster(This is not faction exclusive. All factions in the cluster gain the bonus so long as they have a spaceport), garner 10 extra credits/month for every connected cluster with Major Spaceport, requires Urban Area, Shipyard, 1 Fuel Depot, Major Industrial Complex, limit 1/cluster)

Not all Planets are Created Equal. Here is what can be built at max on Each Planet
Garden World: Maximum limits

Terrestrial World (non-Garden/Non-Barren): 2 Urban Areas, 2 Fuel Depots, 5 Mining Complexes, 2 Major Mining Complexes, 1 Small Spaceport, 1 Shipyard(military or civilian), 3 Industrial Complexes, 1 Major Industrial Complex, 1 Research Station

Barren Worlds: 1 Urban Area, 2 Mining Complexes, 1 Fuel Depot, 1 Major Mining Complex, 1 Small Spaceport, 2 Industrial Complexes, 1 Major Industrial Complex, 1 Research Station

Gas Giants: 2 Aerostadt, 1 Orbital Mining Station

Asteroid Belt: Orbital Mining Station

Major Moons/Major Asteroids: 100 Credits worth of Infrastructure

Minor Space Station: 1 Fuel Depot and 1 Urban Area

Major Space Station: 4 Urban Areas, 2 Fuel Depots, 1 (small or major) Spaceport, 3 Industrial Complexes, 1 Major Industrial Complex, 1 Research Station, 1 Shipyard(civilian or military), Citadel Embassy



400 - Minor Space Station (Limit 2 per system, you may buy up to level 1 planetary defense guns on them, +10% total system credits monthly for each, percentage effects stack, may place up to 1 Fuel Depot and Urban Area on station, examples include Jump Zero, Grissom Academy)

5000 - Major Space Station (Limit 1 per faction, you may buy up to level 3 planetary defense guns and any planetary buildings except mining complexes or extensive mining complexes on them, +30% total system credits monthly for the system it is in, +5% for every Small Spaceport or Spaceport in system, percentage effects stack with small stations, examples include Arcturus Station)

200-Orbital mining station (limit 1 per world, must be placed on an uninhabitable world, no defenses, garner 30 credits monthly)

1000-Orbital Shipyard (limit 1 per system, 2 per cluster, increases production capacity of a single planet by 300)


Defenses do not count towards the total buildings for a spaceport's income.

20- Ground Fortifications lvl. 1
40(60) - Ground Fortifications lvl. 2
80(140) - Ground Fortifications lvl. 3
160(300) - Ground Fortifications lvl. 4

These are upgrades on the existing Fortifications (Except the lvl 1 station)



50 - Planetary defense guns lvl1.
100(150) - planetary defense guns lvl2.(require at least 1 Fuel Depot on planet)
200(350) - Planetary defense guns lvl3.(require at least 2 Fuel Depots on planet)

These are upgrades on the Defense Guns (except the existing lvl1.)

150 - Planetary Sensor Stations Lvl 1. (Effective in detecting and pinpointing Heavy Vessels)
200(350) - Planetary Sensor Stations Lvl 2. (Level 1 + Medium Vessels)
300(650) - Planetary Sensor Stations Lvl 3. (Level 2 + Light Vessels)
1500(2150) - Planetary Sensor Network (Level 3 Sensor Stations + Ground Units)
These are upgrades on Planetary Sensor Stations (except level 1)


Everyone wants a dreadnought or two. Here's how much they cost.

Habitation Ship - only granted as starting unit - +70 credits/month
Hyperdreadnought - only granted as starting unit. The only existing models of this are the Geth supership from ME3 and the Destiny Ascension.
Fleet Carrier (Has 6 slots for any combination of fighter and interceptor wings) 85 Credits 10 months
Dreadnought 90 Credits 1 year (NOTE: All factions start at canon dreadnought numbers and may only expand that number by building more)
Battlegroup carrier (Has 4 slots for any combination of fighter and interceptor wings) 45 Credits 5 months
Battlecruiser 60 Credits 9 months
Heavy Cruiser 45 Credits 7 months
Bulk Transport 50 Credits 8 months - can carry 8 units


Mining Ship 50 Credits 4 months - +10 credits/month
Light Cruiser 25 Credits 4 months
Escort Carrier (Has one slot for either a fighter or interceptor wing) 20 credits 4 months
Light Transport 20 Credits 3 months - can carry 2 units
Destroyer 15 Credits 3 months
Frigate 10 Credits 2 months


Corvette Pack (group of 3) 4 Credits 2 months
Assault Landers (Squadron of 10) 3 Credits 1 month
Fighter wing (Group of 30) 6 Credits 2 months
Interceptor wing (Group of 40) 7 Credits 2 months


In case you want a land army too. You horrid person.

Infantry Division (30,000 troops) 10 creds, 4 months. The mainline riflemen used to conduct ground operations.
Marine Division (22,000 troops) 12 credits, 4 months. These are your heavy-duty troops. Better equipped and trained than your Infantry, these guys are capable of blowing down doors and filling every hostile full o’ holes before the door hits the ground.
Militia Division (30,000 troops) 6 Credits, 2 months. Imagine a citizen with a pistol and a heavy jacket. Yeah. They’re that bad.
LOKI Mech Battalion (5000 Troops) 2 Credits, 2 months. LOKI Mechs. Intended to replace frontline ground forces for operations. Widely used by Eclipse mercenaries. Pretty fragile, and VERY vulnerable to Ewar.
YMIR Mech Division (200 Units, 5000 LOKI Troops) 25 credits, 2 months. YMIR Mechs are the heavy versions of LOKI Mechs; basically pissed-off walking tanks. Vulnerable to Ewar, but highly durable, as they’re equipped with shields, and heavy plating.
Armored division(240 vehicles, 15,000 troops) 20 credits,3 months. The argument between Makos and Hammerheads originated with crews from these divisions. These vehicles are tough, well-armed, and pretty mobile.
Artillery Battalion (74 Artillery pieces, 2500 troops) 10 credits, 3 months. When nuking them from orbit isn’t an option, but you still want to burn the ground they stand on into glass.
Sapper Detachment (1,000) 7 credits, 3 months. Capable of both blowing up enemy structures, and building fortifications for your own troops. Want to build a FOB in the middle of a warzone? These are your guys.
Anti-Orbital Missile Force (55 vehicles with launchers, 400 troops) 10 Credits, 3 months. Equipped with heavy GSMs (Ground to Space Missiles), these vehicles have the tools needed to cause some damage to that enemy fleet that can’t seem to mind their own business.
Spec-ops team (27 operatives) 6 creds, 4 months, free Elites upgrade. The elite of your ground forces, these troopers are capable of getting the hard tasks done. Better equipped than your Marines, and highly trained and respected, these are the guys you call when you absolutely, positively need a high-priority target taken out. These guys are basically Space-SAS, Space-Delta, that sorta thing.
Gunship Wing (34 gunships) 5 Credits, 3 months. A future version of attack helicopters, these gunships are equipped with missiles and extremely high-velocity cannons. Capable of throwing thousands of rounds downrange in a short amount of time, these are the bane of ground forces that lack proper anti-air support.
Airmobile Infantry Brigade (100 transport aircraft, 3000 troops) 15 credits, 5 months. For when you need to get forces behind enemy lines, these are the guys you call.
Elite Specialist 8 credits, 4 months, 3 free upgrades of choice + free Elites upgrade - Elite Agent of a Faction, N7 operatives, Elite STG/Asari Commando, etc.. can be upgraded into a SpecTRe.
A step short of being SpecTRes, these are usually the top-tier units a race can support. While they don’t have access to as many resources as SpecTRes do, they’re still more than capable of handling almost any job you can throw at them.
SpecTRe Promotion- 10 creds, 3 months, +2 Free Upgrades - Requires Elite Specialist with at least 3 successful missions as well as a nomination by a Council Member. Only Citadel Species may apply for this, and races without a Spectre require a unanimous Council vote to start making its first SpecTRe.
These are the true elites of any race’s armed forces. Suicide missions are a normal day at the office for these elite soldiers. They operate independently of Council regulations (imagine diplomatic immunity. It can be revoked, but for the most part, the Council doesn’t stress over what they do), and can tackle tasks from their governments that would make a respectable person cry.


Upgrades

In case you want to improve your stuff. Ships and land units may only have two upgrades applied to them unless a Faction has Free upgrades appropriated to them or otherwise specified..

High-quality Armaments - +25% of original cost

Only the very best of weapons for your troops. Not exactly Spectre Master Gear, but more along the lines of high-end Rasenkov Materials wares. The troops will adore you for upgrading their boomsticks. Unless you’re the Alliance and they have to pay for all this crap because Humanity's industrial complex isn't worth crap.

Low Quality Weapons -10% of original cost

For those who want to be freakin’ cheapskates, there's always the unusually terrible bootleg weapons you can buy off that shady arms dealer you know. You have no guarantee it'll fire in the right direction all the time, but hey - the budget cuts caused by procuring from him can get you another titanium spork or two.

Advanced Armour - +25% original cost

The other guy's got all his troops in Phoenix I armour. Lucky you - your army's got the latest Colossus model.

Electronic Warfare Capabilities - +30% of original cost

Dedicated electronic warfare troopers can cause all kinds of havoc when deployed alongside footsloggers. The grunts react badly when their shielding turns off and their guns jam.

Stealth Training - +50% of original cost

Troops are now able to better move about without being seen. They are masters of camo and surprise. They'd be pretty much gods in any game of hide and seek.

Heavy Weapons Teams - +15% of original cost

When the sh*t's hit the fan, it's always reassuring to know that one of the guys next to you's got a Cain to take that pesky Atlas out.

Sniper Teams - +10% of original cost

Standing a mile behind the main line of battle? Doesn't matter. You're still prey.

Flamethrowers - +15% of original cost

Tired of your enemies not being cooked properly? Here is your Solution!

Close Combat Specialization - +10% of original cost

For people who want to get in nice and cozy before they shred their enemies. This entails omniblade drills, bayonet charges against straw dummies, or even ninja sword training. Have fun. If you can get that close.

Combat Biotics - +50% of original cost

If you've brought along a couple buddies who can change reality with their minds, things are likely to go better. The Asari Republics, the Ilium Bloc, and any Asari Free Colonies are able to give this upgrade to their units free of charge.

Drop Troops - +20% of original cost

Training and equipment to allow orbital insertion into combat scenarios. AKA dynamic entry AKA SURPRISE, YA NERDS! May only be applied to Infantry, Marines, Armoured Divisions, and Militia.

Elites - x10 total cost

The best of the best of the best of the best. The bigger the faction, the more awesome the Elites upgrade is. This upgrade may only applied to Infantry, Marines, and Armoured Divisions. No more than 5% of your divisions exactly may purchase this upgrade. If you have 20 divisions, one may be Elite. That’s about how far the tolerance goes. Not available to factions who don’t have enough divisions to achieve a perfect 5%. Divisions are counted as units with Division in the title.

Units which auto-start with the Elites upgrade and don’t fit into the above system, in particular Elite Specialists and SpecTRes, aren’t counted here. They’re just ‘leet.


Stealth systems - +75% of original cost:

Suppresses heat emissions and lowers radar profile drastically. No invisibility, but it's still pretty good.

Thanix cannons - +25% of original cost

Reverse-engineered from Sovereign. When it hits, things go boom fairly quickly.

Multicore shielding - +25% of original cost

Simple concept. The more shield units you have, the better your shielding is. This upgrade sticks lots in.

Silaris Armor - +50% of original cost

This ancient product was made by ancient reclusive Ardat-Yakashi monks, who labour with bare hands and micro-controlled biotics and seek zen through the mystic arts of metal-weaving on the far-off world of.... Who are we kidding? There's a gigantic industrial complex in Armali District.

Drop ship hangar - 5%

Because really, why not? As a game note, you can't actually use units upgraded to drop troops as drop troops without drop ship hangars on a transport.

Enhanced life support systems - +10% of original cost

So that a stray shot doesn't take out your oxygen supply. That would stink. Or it would before the atmosphere evacuated and you'd have no air to actually smell the stench on.

Enhanced GARDIAN systems - +25% of original cost

Completely unfair towards fighters. Firing lasers was never before so satisfying. What's better than watching your foes be sheared into pieces and scatter as small chunks? A lot of things, to be fair, but it's still pretty good.

Enhanced Electronic Warfare capabilities - +25% of original costs

For scrambling enemy signals and turning encroaching missiles around, you can't go wrong with enhanced EW. It would also hopefully help if the ship radio's on the fritz and your pilot's going nuts because he can't get his dose of smooth jazz.

Enhanced Sensors - +25% of original costs

Seeing things before they see you is a definite advantage. It helps a bundle.

Boarding Troops -+15% of original costs

Small squads of individuals with a death-wish are good for clearing out the endless wrecked freighters dotting the Terminus. Not major military vessels, just to clarify. That’s not right. But if you come across an enemy frigate which has lost atmosphere, a grunt platoon may be a good idea if you want to collect eyeballs for kicks or pick up intel.


Pros and Cons of Each Faction
WIP


Pros: Dominant Culture: The Asari have the most powerful culture in all of the galaxy. This may come from their natural affinity for interacting and appealing to other races. The Asari Republics gains a permanent +5% base income bonus as long as they hold a council seat. (Increases to 10% if the Asari control the whole council: By removing other councilors or by diplomatic means)
Temple of Athame - Unbeknownst to the galaxy, and most Asari, the Asari dominance comes not entirely from their own creation, but from the VI Vendetta in a Prothean Beacon in the Temple of Athame. Asari Starship upgrades cost 5%(example 25% cost becomes 20%) less so long as the VI is functional.

Cons: Air of Superiority - The Asari have a peculiar style of architecture and have been known to be snobbish regarding the culture of others. All Urban Centers, Shipyards, and Starports cost 5% more.
Ardat-Yakshi - A secret hidden away from the Galaxy. The Ardat-Yakshi are Asari, usually born of two Asari, which have a rare genetic defect which causes them to kill anyone they meld with. This can be found early and they can be sent to a Monastary. However, if the Galaxy at large learned of this illness the Asari may lose more than their reputation as the greatest. -10 credits/month to maintain the monastaries. 10% monthly credits to cover up an Ardat-Yakshi story in the media. 500 Credits to apprehend a Rogue Ardat-Yakshi. Should the Galaxy become aware of the Ardat-Yakshi (credits not spent within a month to cover up, apprehend and maintain monastary) then the Asari get a permanent 10% income penalty as they lose trade contracts and their culture starts being rejected.


Pros: Military Government - The Turian Government is a Giant military machine. Recruitmyent times for Infantr reduced by 25%
Turian Resolve - Turains have faced heavy assaults in the name of the Citadel Council and were granted a seat on that council. They now command the Citadel fleet and military forces. As long as the Turians are members of the citadel council They can petition the Council to raise the Citadel Fleets to defend Citadel Space. Citadel fleets consist of half of all ships possessed by Citadel Races.
Cons: Economic Incompetence - Turians are the top tier military organization in the Galaxy, but are poor bankers and outsource all of their economic needs to the Volus. All starships cost 10% more.

Pros: Special Tasks Group: Salarian Special Ops units gain the Enhanced Electronics Warfare upgrade for free
Ultra-Violet GARDIAN: Salarian technology is one of the most advanced in the galaxy. Salarian Medium and Light Vessels gain the Enhanced GARDIAN upgrade for free.
Cons: Salarian Frailness - Salarian Ground Units can only receive free upgrades, upgrades given by events, or those relying on technology that are listed here (Drop Troops, High-Quality Weapons, Advanced Armour). No other upgrades may be purchased.

Pros: Saved the Council - Humanity saved the Council! A council seat has been gained by humanity and with it the rewards of being a council species. So long as the Systems Alliance holds a council seat. +5% base income bonus as long as they hold a council seat.
Ingenuity of Humanity - CARRIERS! Humanity brought carriers to the forefront of space combat. Just as during the Second World War, the carrier has become a powerful naval asset. All Human strike craft (Fighters/Interceptors) stationed aboard carriers gain free Multicore Shielding
Cons: New to the Stage - Humanity has been a part of the galactic community for barely a generation, a human generation that is. They are new and as the new kid on the block not everything is as it seems. While many concepts are native to humanity, some are not. The cost of Enhanced Electronics Warfare for both space and ground is increased by 10%.

Pros: Batarian State Arms - The Batarians have a state run weapons organization. All Infantry, Militia, and Marine units start with High Quality Weapons.
Lingua Franca Termina - The Batarian Language is used as a trade language in the Terminus Systems and as such, Batarians have an easier time negotiating with Terminus Factions for ship supplies. Light Vessels cost 10% less and Medium Vessels cost 5% less. Upgrades to light Vessels are 5% less.
Cons: The Paper Tiger - The Batarians, for all of their bravado, are effectively the North Korea of the Galaxy. Boasting a large military force, but a large military force that does not quite add up to a fully fledged military. Batarian Units, aside from Mechs, Infantry, Medium and Light Vessels, cost 5% more and can only have one purchased upgrade.

Pros: Mercenary Militia - All Militia units of Omega start with either High Quality Weapons or Advanced Armor
Mines of Omega - Omega is built on an eezo rich asteroid. Omega can build Mining Complexes and Major mining complexes on Omega. Omega gets +50% income from these mines.
I am Omega - As long as Aria T'Loak is the Ruler of Omega, Omega gains a spec ops with Combat Biotics once every three months.
Cons: Pirate and Smuggler Den - While Piracy and Smuggling has given birth to Omega, it is now becoming a plague and has caused a great deal of inflation of some not so everyday items. Prices for Infantry other than Militia are 25% higher and all upgrades are 25% more costly (except Silaris Armour, Boarding Parties, Heavy Weapons, Snipers, Stealth Training)
Mercenary Hub - Omega houses several mercenary factions which are at war with one another frequenly. Blue Suns, Eclipse, and Blood Pack all have their own territory guarded by 4 Infantry each. So long as these Merc companies control sections of Omega, Urban Centers on Omega have -30% income (10% Merc Company).

Pros: Warrior Society: Krogan Ground forces take 1 month less to train and start with Close Combat Specialist Upgrade.
Cure of the Genophage - Should the Genophage be cured, the Krogan will grow. All colonized worlds can have a +1 maximum Urban Area to make up for the extra population.
Cons: Weapons Ban: Krogan ground forces start with the Low Quality Weapons Upgrade(includes the -10% credit component)
Krogan DMZ: From a legal standpoint, the Krogan are not permitted to own any starship with weapons onboard. +50% cost to combat space vehicles until Ban is lifted
Krogan Genophage: The Genophage plagues the Krogan people and makes it nearly impossible for a Biotic to be born. Biotic Specialist Upgrade costs 200% more


Pros:
Humanity First - Cerberus Units operating in Human territories have Stealth Upgrade for free.
Credit Funneling - Cerberus has its hands in the Alliance's pocket. Cerberus gains 5% of the Systems Alliance income as bonus credits per month when the Systems Alliance has an income of 1000 or greater. The Systems Alliance monthly income is not reduced by this.
Cerberus Training - In the 12 month and every 12 months after, Cerberus receives a Free Elite Specialist.
Reaper Technology Research - After months of researching Reaper tech, the research projects have finally yielded fruit: All upgrades on units cost 10% less (a cost of 25% is now 15%)
Cons:
Labeled Terrorist - Cerberus is named a terrorist by most governments and is openly attacked when they are found by others. Cerberus thus loses trading potential and all spaceports only give a +3 bonus per structure and major spaceports only a +12 bonus and does not grant them the +10/connected major spaceport bonus.
'Advanced' Training - All Cerberus ground forces have a +1 month training time. Need to brainwash them real good.
Indoctrinated? No, of course not! - Rumors have started spreading within Cerberus that those at the highest levels of the organization are indoctrinated. Should evidence ever be found of this (multiple low monthly event rolls), the faction may split, with dire consequences.


Pros: Quarian Pilgrimage - The Quarian are a nomadic people and their young adults are sent out into the galaxy to learn and return only when they bring something of value back to the Flotilla. 25% chance of free frigate, 25% chance of free elite specialist, 25% chance of extra 100 credits, 25% chance of free upgrade on Medium Vessel of choice.
Flotilla Life:Each Habitation Ship can possess 2 Urban centers, 2 fuel depots, 3 industrial and 1 major industrial or 2 urban 2 fuel depot and 1 spaceport(either type) or they could be ship builders with 2 urban, 2 fuel depots and 1 shipyard. Habitation ships can be acquired once every 12 months via Event Sequence. This changes once Rannoch is reclaimed from the geth and each structure on a Habitation ship can be transferred onto a planet to be controlled by the Quarians.
Cons: Nomadic Ways; Quarians cannot build on planets unless Rannoch is recovered from the Geth.
Ship-borne Superiority: Quarians are masters of infantry combat aboard ships, however their land combat leaves something to be desired. All Quarian Infantry units are less effective on solid ground.


Pros: Turian Bankers - The Volus are the banking and economic arm of the Turians. Gain Income equal to 10% of the Turian Economy.
The Volus Credit - The galactic wide currency known as the Credit was created by the Volus. Without them, the galaxy would be disunited in its monetary options. Because of this, the Volus are very adept at creating more credits where credits can be made. They can also create credits for their trade partners as well. Trade agreements with the Volus give 15 credits to the trade partner and 20 to the Vol Protectorate. (The bonus is doubled if the Volus gain a council seat)
Cons: Protectorate: The Volus are a Client Race of the Turians and thus rely heavily on the Turians for protection. Starship production takes one month extra month for medium vessels and above
Environmental Suits: The Volus are practically useless as ground soldiers. Volus can't build any infantry except for militia.


Pros: Drell Protectors - The Hanar both protect and are protected by the Drell. Drell combat forces are required to be biotic to enhance survival chances. All Drell Units have Combat Biotics
Spacial Awareness - Kahje is made up of oceans primarily and the Hanar have lived their lives with three dimensions to move in. As such, they are naturals at manuvering in space. -1 month training on Medium and Heavy Vessels.
Hanar Trading - Their excessive politeness makes the Hanar ideal traders. they gain 10% income on Spaceports. (This is doubled should the Hanar be granted a Council Seat)
Cons: Invertebrate - The hanar lack any skeletal structure and rely on mass effect fields to keep them afloat out of water. They therefore are poorly suited as infantry. Hanar Infantry cannot operate on Terrestrial worlds
Low Population - The Drell number less than one million. As such, they are not exposed to combat often by their protectors. Drell may only be used in Spec Ops, Elite Specialist, and as a SPECTRE.


Pros: Deliberate and Conservative - The Elcor do not rush into events. They prefer to make century long plans which result in their own benefit. As such, Elcor Industrial Complexes and Major Industrial Complexes gain value over time. At month 4 the IC gets +1 cr/month and the MIC gets +1 cr/month. This increases at 8 months to +2cr/month and +3cr/month. 12 Months +4 cr/month and +6 cr/month. At 16 months +8cr/month and +12cr/month. At Month 20 +12 cr/month and +17cr/month. At Month 24 +16 cr/month and +24 cr/month. (Bonus is doubled if the Elcor are granted a Council Seat)
Living Tank - Elcor cannot use small arms in combat, they are too big, thus all Elcor infantry, marines, and militia gain Heavy Weapons free.
Cons: High Gravity Reliance - While they can operate on low gravity worlds, the Elcor prefer the high gravity worlds. As such, Elcor rarely travel from home or colony worlds. Elcor colonies on non-high gravity worlds gets the following penalties (-2 Urban Areas, -2 Mining Complexes, -1 Major Mining Complex)


Pros: Geth Consensus: Geth Platforms operate in sync with each other due to technological upgrades. All Infantry Units start with High Quality Weapons
Synthetic Superiority: Geth Do not need sleep. Geth do not need food. Geth do not feel pain. Geth can colonize non-Garden terrestrial worlds as if they were garden worlds. (Includes Barren worlds)
Wardens of Rannoch: So long as the Geth are in sole possession of Rannoch, Geth ground forces and Dropships cost 25% less.
Cons: Synthetic Bodies: "Curse my Metal Body, I wasn't Fast Enough" - C3PO. Like C3PO, the Geth are inorganic and therefore cannot use Biotics and are weak to Biotic Attacks
Curse of Artificial Intelligence: So long as the the Heretic Geth exist, every 2 months all Geth Factions lose a single unit of the lowest available infantry class to the Heretic forces.


Pros: Asari Inheritance - Illium is the crown jewel of the Asari's colonial exploits. So long as the Asari have at least a seat on the council, income from industrial complexes is increased by 10% (lost if Ardat-Yakshi penalty is applied to Asari)
Loose Trade Restrictions: Everything under the sun is legal on Illium (Except Murder and a few dozen other white collar crimes). All Factions who have business on Illium gain +40 cr/month(Terminus/Pirate) or +20 cr/month(Citadel). For each faction which has trade relations on Illium, Illium gains +30 cr/month.
Cons: Trade Reliance - Trade is both the savior and herald of doom for Illium. Each time a trade partner stops trading with Illium, Ilium loses 30 credits from the next month's income.
Eschewed outlook- If it doesn't make money, the elite of Illium don't want it. All Starships must be built without upgrades.(upgrades must be purchased a minimum of one month after completion)


Pros: Quick Adaptation - Vorcha adapt quickly to many types of environment. However, they can only adapt to each environment once. All Terrestrial worlds are treated as Garden Worlds for the Vorcha. All Barren worlds are treated like Terrestrial worlds.
Vicious Society - The Vorcha communicate through two methods, Violence and threats of violence. On their native Heshtok this is most prevalent. As such the Vorcha, a short lived race as it is, requires 1 month less training on all ground units.
Cons: Primitive Society - The Vorcha, due to their short violent lives, have not progressed into a spacefaring race. They do however have the technological capabilities should they gain a planetary government. Starships require 1 extra month of contruction.


Pros:
Terminus Elite: CAT-6 is made up almost entirely of former Alliance marines, whether honourably or dishonourably discharged; this gives it a well-disciplined and well-trained force for the Terminus and indeed the Galaxy. The unit limit on Elite units is ignored, and all units that can purchase Elite must do so at full cost.
Marines: Nearly all of CAT-6's members are former Alliance marines, and thus their crews are trained and equipped for boarding actions while their ground forces are experienced in space to ground assaults. All ships gain the boarding parties upgrade for free and all ground units that may take drop troops gain it for free.

Cons:
Isolated: CAT-6's footholds are far from the rest of the Galaxy, on the edge of known space; this distance, combined with their lack of reputation, has led to problems with infrastructure and population, which has necessitated a concentration of resources into a few colonies. CAT-6 treats all garden worlds as terrestrial worlds and terrestrial worlds as barren worlds.
Limited Population: Due to CAT-6 being a relatively small group, the amount of Urban Areas that can be constructed and supported is limited. As time goes on, however, people may hear of your colony, and decide to settle there, increasing this maximum number (Current maximum: 1)



TUTORIAL!
So, someone mentioned a tutorial on infrastructure and how to build/calculate might come in handy, so I’ll post a few months of my spending from the previous RP here, and walk/talk you all through it.
Treasury: 2706 mCr - Treasury is the amount of credits you have on hand. They can be increased through your monthly income, by the monthly events, or by donations/loans from other players. This amount can be decreased through spending, by monthly events, or by giving donations or loans to other players.

Event Expenses - 200 mCr - Sometimes, if a low number is rolled for events, then you can suffer costs. Maybe a reactor had a meltdown, or terrorists bombed a spaceport, or maybe even something positive, like finding an abandoned ship, and you pay for the materials necessary to bring it back to being fully operational.

Construction:

Oranil Minor Space Station "Ja'Kilush" - 400 mCr (+10% System credits) – This is an asset that is not placed on any planet. Oranil is the system name, followed by the structure type, the name of the object (not all must be named, I did it because it sounded cool), followed by the cost, and any system effects it has, in this case, a minor station, simply by existing, offers a 10% bonus to the income of the entire solar system it’s placed in.
- 0 Urban Area
- 0 Fuel Depot
- 0 Defence Guns – Some solar system assets (minor and major space stations) can have additional structures built on them, to further increase the amount of credits generated by a solar system. Structures on a station ARE affected by the 10% income bonus provided by that station.

Salarian Assault Fleet One: - This is the name of the force that will receive the units after they are done being constructed. You don’t have to do this as you start construction, however, once units are completed, assigning them to a force and having that force’s location and mission/objective listed in your Archive post (more on that later) will be extremely, EXTREMELY helpful once the time comes for combat.
16 Light Transport - 416 mCr (Free GARDIAN, Dropship Hangar, Multicore Shielding) (320 + 30%) - 3 Months – This is a unit under construction. Here I have the number of units, the unit type, and the total cost listed first. After that, I have applicable upgrades that I’ve purchased (Salarians receive the upgraded GARDIAN system for free on all small and medium ships, so I mark that there, and I also purchased the Dropship Hangar and Multicore Shielding upgrades for all transports. You don’t have to have the same upgrades on all unit types, for example, I could have 5 transports with the upgrades I used above, and I could also have 4 more under construction with Enhanced Life Support and Silaris Armour. After the upgrades, I have the raw price of the units (Light Transports are 20 mCr (mCr is how I refer to an in-game credit, since each credit on a faction scale is worth 500 million)). The percentage value is the total modifiers of all the upgrades I have purchased, with the Drop hangar costing 5% on top of the base cost, and the Multicore Shielding costing another 25%, for a total of 30% that I must pay on top of the base cost of 320 for all 16 Light Transports. The ‘3 months’ marker denotes how long I have left until the units are completed, and ready to operate.

13 Fighter Wings - 78 mCr (Free GARDIAN) - 2 Months
14 Interceptor Wings - 98 mCr (Free GARDIAN) - 2 Months
10 Light Cruisers - 375 mCr (Free GARDIAN, Thanix Cannons, Multicore Shielding) (250 + 50%) - 4 Months
7 Battlegroup Carriers - 551 mCr (Enhanced GARDIAN, Silaris Armour) (135 + 75%) - 5 Months

Salarian Assault Force One:
15 Infantry Division - 180 mCr (Drop Troops) (150 + 20%) - 4 Months
6 Armoured Divison - 144 mCr (Drop Troops) (120 + 20%) - 3 Months
5 Artillery Batallion - 60 mCr (Drop Troops) (50 + 20%) - 3 Months
4 Sapper Detachment - 34 mCr (Drop Troops) (28 + 20%) - 3 Months
2 YMIR Mech Divisions - 60 mCr (Drop Troops) (50 + 20%) - 2 Months

This one is a month where I did a lot of heavy construction on several of my colonies.
Month 5:

Treasury: 0 mCr
Economy: 1448 mCr – I didn’t have it month I showed above for some reason, but normally I include this to show how much I earned at the start of this month, and my total credits for spending is Treasury + Economy.

Construction:
Mannovai: - This is the planet name marking where the structures under this category will go.
1 Urban Area (100 mCr) (+90 mCr/m) – Here I have the structure quantity, followed by the total price of the construction, and the change in my economy as a result of me having that structure. Normally, you only get 45 mCr/m (mCr per month) from Urban Areas, however, when a Major Spaceport is in the same cluster as this planet, the income from Urban Areas is doubled, along with some other effects.
1 Fuel Depot (15 mCr) (+5 mCr/m)
NEW SPACEPORT VALUE: 144 mCr/m - Here we have an interesting structure, the Spaceport. There are two varieties, the Minor, and Major. The Minor spaceport grants 4 mCr/m for each and every structure on the planet EXCEPT the Spaceport itself.. So if you have 2 Urban Areas and a Minor Spaceport on a planet, the Spaceport will generate 8 mCr/m (3 structures on the planet, but one is the Spaceport, so you only count the other two). Major Spaceports are whole different beasts entirely. As mentioned above, if there is a Major Spaceport in a cluster (each individual circle on the map listed near the top of this post), then ALL factions, whether friendly, neutral, or hostile, will receive doubled income from Urban Areas and Minor Spaceports. So in the example mentioned above, instead of receiving 8 mCr/m from 2 Urban Areas, you will now receive 16 mCr/m. In addition, the planet the Major Spaceport is built on receives a 15 mCr/m bonus per structure, as opposed to the rate gained by Minor Spaceports. Again, do NOT count the spaceport as a building when calculating its revenue, and remember, you can only have ONE spaceport (either major or minor) per planet.

Below is what my spending normally looks like, without all the notes.
Jaeto:
3 Urban Areas (300 mCr) (+270 mCr/m)
1 Industrial Complex (15 mCr) (+5 mCr/m)
1 Major Industrial Complex (40 mCr) (+15 mCr/m)
2 Major Mining Complex (60 mCr) (+20 mCr/m)
2 Fuel Depots (30 mCr) (+10 mCr/m)
5 Mining Complex (50 mCr) (+15 mCr/m)
1 Shipyard (50 mCr) (+15 mCr/m)
NEW SPACEPORT VALUE: 160 mCr/m

Aeoghr:
4 Urban Areas (400 mCr) (+360 mCr/m)
5 Mining Complex (50 mCr) (+15 mCr/m)
2 Major Mining Complex (60 mCr) (+20 mCr/m)
3 Industrial Complex (45 mCr) (+15 mCr/m)
1 Major Industrial Complex (40 mCr) (+15 mCr/m)
2 Fuel Depots (30 mCr) (+10 mCr/m)
1 Shipyard (50 mCr) (+15 mCr/m)
1 Minor Spaceport (80 mCr) (+8 mCr/structure ex. spaceport) (+144 mCr/m)

Remaining Treasury: 93 mCr – This value is what’s left over from my spending for this month, and it will carry over from month to month.

NEW ECONOMY: 2623 mCr/m – This value is my new monthly income that I’ll receive starting the next month. Remember, to find the total amount of credits you have to spend, add your Treasury + Economy together. So, for this month I had 1448 credits to spend, of which I spent all but 93, and that infrastructure boosted my monthly income to 2623 mCr/m, meaning that once this month ends and the next begins, I’ll have 93 + 2623 = 2716 mCr to spend on further developing my infrastructure, or expanding my military.

Here’s a full month spending with no notes, so you can see how I do mine in it’s full, uncluttered form.

Month 7: 2818 mCr

Construction:
Research Station "Alpha" - Sur'Kesh - 400 mCr
Research Station "Bravo" - Jaeto - 400 mCr
Ja'Kilush -
- 1 Urban Area (+45 mCr/m) - 100 mCr
- 1 Fuel Depot (+5 mCr/m) - 15 mCr
- 1 Planetary Guns - 50 mCr

Minor Space Station (Oranil) - Re'Lurall - 400 mCr
- 1 Urban Area (+45 mCr/m) - 100 mCr
- 1 Fuel Depot (+5 mCr/m) - 15 mCr
- 1 Planetary Guns - 50 mCr

Salarian Assault Fleet One
35 Corvette Packs - 210 mCr (Free GARDIAN, Thanix Cannons, Multicore Shielding) (140 + 50%) - 2 Months
25 Frigates - 375 mCr (Free GARDIAN, Thanix Cannons, Multicore Shielding) (250 + 50%) - 2 Months
20 Destroyers - 375 mCr (Free GARDIAN, Enhanced Sensors) (300 + 25%) - 3 Months

STG Enforcement Support
1 Specialist - 8 mCr (Drop Troops, Advanced Armour, High-quality Weapons) (Wesirn Baelon, STG Strategist/Union Commando- 4 Months
8 SpecOps Teams - 57 mCr (Enhanced Ewar, Drop Troops) (48 + 20%) - 4 Months


Treasury: 263 mCr

New Economy for Oranil
PRANAS: 735 mCr + 0% = 735 mCr
ORANIL: 1890 mCr + 20% = 2268 mCr
- System Assets:
- Minor Space Station (1 Urban, 1 Fuel Depot, 1 Planetary Guns, +10% System Credits) "Ja'Kilush" (+50 mCr/m)
- Minor Space Station (1 Urban, 1 Fuel Depot, 1 Planetary Guns, +10% System Credits) "Re'Lurall" (+50 mCr/m)

TOTAL: 3003 mCr/m
Last edited by Celivaia on Wed Oct 14, 2015 5:14 am, edited 39 times in total.

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Tue Sep 15, 2015 11:59 am

Oh my god. They're here! Nazara is here. To survive and prosper, we need to turn these weapons of war into instruments of evolution. Reserving Cerberus for humanity's transcendence.

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New Strausberg
Powerbroker
 
Posts: 8242
Founded: Feb 19, 2014
Ex-Nation

Postby New Strausberg » Tue Sep 15, 2015 12:03 pm

Tag for geth
Last edited by New Strausberg on Tue Sep 15, 2015 12:05 pm, edited 1 time in total.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Tue Sep 15, 2015 12:04 pm

What are the rules for indies because in case you may not like what I do with Omega then I will like to switch.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Celivaia
Ambassador
 
Posts: 1036
Founded: Apr 16, 2015
Ex-Nation

Postby Celivaia » Tue Sep 15, 2015 12:09 pm

Ralnis wrote:What are the rules for indies because in case you may not like what I do with Omega then I will like to switch.


Post, and I'll see. I just want to make sure we don't get outlandish factions, new races, etc.
Try to keep it reasonable, since you are independent and don't have the backing of all/most of your race.

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Lunas Legion
Post Czar
 
Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Tue Sep 15, 2015 12:10 pm

We actually have the Reapers show their ugly metallic squidheads in an ME Factions RP? It's been a long time coming.

Might want to modify the pros/cons of a few factions to reflect their changing circumstances (Cerberus should get something for all their Reaper tech, Batarians for getting their arses kicked, etc).
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Celivaia
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Posts: 1036
Founded: Apr 16, 2015
Ex-Nation

Postby Celivaia » Tue Sep 15, 2015 12:10 pm

Faction: Salarian Union

Leader (You decide): Aerhin Relbana

Citadel Council member Y/N or N/A: Y

Brief description of diplomatic relations
- As a Council Member race, the Salarians generally maintain positive relations with most of the galaxy, except for the Krogan. The Salarians were the main designers of the Genophage, which sterilized most of the Krogan population. Though the Salarians developed the phage, the Turians carried it out, necessitating positive relations with the Turians. The Salarians are seen as the primary source of information and intelligence in the galaxy, earning them the respect of the majority of most races, however, there are some members of each race that view the Salarians as manipulative and deceptive.

Military state of readiness:
- The Salarians maintain a high state of readiness, although their small military depends on a massive intelligence apparatus, spearheaded by the STG, (Special Task Group) which actually served as the template for the Council Spectres which were created after the Krogan Rebellions. The Salarian military is highly dependent upon mobility, intelligence, electronic warfare, and deception. The Salarians fleet rely on the ability to disperse and regroup quickly should they ever be discovered, which is aided by their exceptionally quick thinking, reasoning, decision making, and extensive training in fleet mobility, and reliance on lighter craft (typically frigates, corvettes, and light cruisers)

History:
The Salarians were the second species to discover the Citadel, only a few decades after the asari. They opened diplomatic relations at once and became one of the founding species of the Citadel Council. In a gesture of trust, the Salarians opened the records of one of their intelligence services, the League of One, but this quickly created problems when the League's members found themselves in danger as a result. The League slaughtered the entire Union inner cabinet, but were later hunted down, leaving only relics behind.

The Salarians also played a significant role in the advancement of the krogan species. The Salarians provided the krogan with advanced technology and a new, tranquil home planet (in order to manipulate the Krogan into eradicating the rachni for the Council). The peaceful home planet and better technology put less strain on the Krogan as a species; they no longer had to worry about simply surviving on a dangerous planet with primitive technology, as they did before contact with the Salarians. This comparatively easy life, combined with their exceedingly high birth rate, allowed the Krogan the time, numbers, and energy to spread through Citadel space, aggressively claiming formerly allied planets as their own. In order to end these "Krogan Rebellions," the Salarians then provided the turians with the genophage, a biological weapon that effectively sterilized the Krogan, resulting in almost all Krogan pregnancies ending in stillbirth.

Though their military is nothing special, salarians are currently seen as the premier intelligence and information-gathering arm of the Council. As such, they are well respected, but some races, including a few humans, see the salarians as manipulators.


Pros: Special Tasks Group: Salarian Special Ops units gain the Enhanced Electronics Warfare upgrade for free
Ultra-Violet GARDIAN: Salarian technology is one of the most advanced in the galaxy. Salarian Medium and Light Vessels gain the Enhanced GARDIAN upgrade for free.
Cons: Salarian Frailness - Salarian Ground Units can only receive free upgrades or upgrades given by events. No upgrades can be purchased for them.

Infrastructure and Claimed Worlds/Economy:

MONTHLY INCOME: 3297 mCr/m
Annos Basin: 3297 mCr/m
Pranas: 779 mCr/m
Planet Income: 779 mCr/m
System Assets: 0 mCr/m
System Income Modifier: 0%
Sur’Kesh: 627 mCr/m
4 Urban Areas (+360 mCr/m)
2 Fuel Depots (+10 mCr/m)
5 Minor Mining Complexes (+15 mCr/m)
2 Major Mining Complexes (+20 mCr/m)
3 Minor Industrial Complexes (+15 mCr/m)
1 Major Industrial Complex (+15 mCr/m)
1 Shipyard (+15 mCr/m)
1 Citadel Embassy (+25 mCr/m)
1 Minor Spaceport(+152 mCr/m, +8 mCr/m/structure excluding Spaceport)

Oranil: 2518 mCr/m
Planet Income: 1908 mCr/m
System Assets: 190 mCr/m
System Income Modifier: 20%
System Assets:
Minor Space Station “Ja’Kilush” – 1 Urban Area, 1 Fuel Depot, L1 Defence Guns (+95 mCr/m, +10% System Income)
Minor Space Station “Re'Lurall” – 1 Urban Area, 1 Fuel Depot, L1 Defence Guns (+95 mCr/m, +10% System Income)

Mannovai: 720 mCr/m
4 Urban Areas (+360 mCr/m)
2 Fuel Depots (+10 mCr/m)
5 Minor Mining Complexes (+15 mCr/m)
2 Major Mining Complexes (+20 mCr/m)
3 Minor Industrial Complexes (+15 mCr/m)
1 Major Industrial Complex (+15 mCr/m)
1 Shipyard (+15 mCr/m)
1 Major Spaceport (+270 mCr/m, + 15 mCr/m/structure, excluding Spaceport. Double income from Urban Areas and Spaceports within cluster (Annos Basin))

Jaeto: 594 mCr/m
4 Urban Areas (+360 mCr/m)
2 Fuel Depots (+10 mCr/m)
5 Minor Mining Complexes (+15 mCr/m)
2 Major Mining Complexes (+20 mCr/m)
3 Minor Industrial Complexes (+15 mCr/m)
1 Major Industrial Complex (+15 mCr/m)
1 Shipyard (+15 mCr/m)
1 Minor Spaceport (+144 mCr/m, + 8 mCr/m/structure, excluding Spaceport.)

Aeoghr: 594 mCr/m
4 Urban Areas (+180 mCr/m)
2 Fuel Depots (+10 mCr/m)
5 Minor Mining Complexes (+15 mCr/m)
2 Major Mining Complexes (+20 mCr/m)
3 Minor Industrial Complexes (+15 mCr/m)
1 Major Industrial Complex (+15 mCr/m)
1 Shipyard (+15 mCr/m)
1 Minor Spaceport (+144 mCr/m, + 8 mCr/m/structure, excluding Spaceport.)



SPENDING:
Free Shenanigans:
Sur’Kesh:
3 Urban Areas
1 Fuel Depot
1 Minor Spaceport

Mannovai
1 Urban Area
1 Fuel Depot
2 Minor Industrial Complex
1 Major Industrial Complex
1 Shipyard

Navy:
16 Dreadnoughts (Adv. Ewar)
5 SpecOps Teams (Enhanced Ewar)

Spending:
Sur’Kesh:
1 Urban Area (+45 mCr/m) (100 mCr)
1 Citadel Embassy (+25 mCr/m) (100 mCr)
1 Shipyard (+15 mCr/m) (50 mCr)
5 Mining Complexes (+15 mCr/m) (50 mCr)
2 Major Mining Complex (+20 mCr/m) (60 mCr)
1 Fuel Depot (+5 mCr/m) (15 mCr)
3 Minor Industrial Complex (+15 mCr/m) (45 mCr)
1 Major Industrial Complex (+15 mCr/m) (40 mCr)


Mannovai:
3 Urban Areas (+135 mCr/m) (300 mCr)
1 Fuel Depot (+5 mCr/m) (15 mCr)
1 Minor Industrial Complex (+5 mCr/m) (15 mCr)
1 Major Spaceport (+ X mCr/m, +15 mCr/m/structure, excluding Spaceport. Doubles income from Spaceports, and Urban Areas.) (1200 mCr)
5 Minor Mining Complexes (+15 mCr/m) (50 mCr)
2 Major Mining Complexes (+20 mCr/m) (60 mCr)

Jaeto:
4 Urban Areas (+180 mCr/m) (400 mCr)
2 Fuel Depots (+10 mCr/m) (30 mCr)
5 Minor Mining Complexes (+15 mCr/m) (50 mCr)
2 Major Mining Complexes (+20 mCr/m) (60 mCr)
3 Minor Industrial Complexes (+15 mCr/m) (45 mCr)
1 Major Industrial Complex (+15 mCr/m) (40 mCr)
1 Shipyard (+15 mCr/m) (50 mCr)
1 Minor Spaceport (+X mCr/m, + 8 mCr/m/structure, excluding Spaceport.) (80 mCr)

Aeoghr:
4 Urban Areas (+180 mCr/m) (400 mCr)
2 Fuel Depots (+10 mCr/m) (30 mCr)
5 Minor Mining Complexes (+15 mCr/m) (50 mCr)
2 Major Mining Complexes (+20 mCr/m) (60 mCr)
3 Minor Industrial Complexes (+15 mCr/m) (45 mCr)
1 Major Industrial Complex (+15 mCr/m) (40 mCr)
1 Shipyard (+15 mCr/m) (50 mCr)
1 Minor Spaceport (+X mCr/m, + 8 mCr/m/structure, excluding Spaceport.) (80 mCr)

Oranil Assets:
Minor Space Station “Ja’Kilush” – 1 Urban Area, 1 Fuel Depot, L1 Defence Guns (+95 mCr/m, +10% System Income) (565 mCr)
Minor Space Station “Re'Lurall” – 1 Urban Area, 1 Fuel Depot, L1 Defence Guns (+95 mCr/m, +10% System Income) (565 mCr)

TOTALS:
Spent on Infrastructure: 4740 mCr
Spent on Military: 10013 mCr

Remaining: 11260
Constraints: Minimum 2000 on SpecOps, 500 on Elite Specialists

334 SpecOps Teams (Free Enhanced Ewar, Free Elite)(2004 mCr)

(544 mCr for all Specialists. 68 * 8 = 504)
15 Elite Specialists (Free Elite, Free Enhanced Ewar, Free Stealth Training, Free Advanced Armour, Free Sniper Upgrade
20 Elite Specialists (Free Elite, Free Enhanced Ewar, Free Stealth Training, Free Advanced Armour, Free Flamethrower
30 Elite Specialists (Free Elite, Free Enhanced Ewar, Free Stealth Training, Free Advanced Armour, Free High Quality Arms
3 Elite Specialists (Free Elite, Free Enhanced Ewar, Free Stealth Training, Free Advanced Armour, Free Combat Biotics

5 Dreadnoughts (Stealth Systems, Thanix Cannons) (900 mCr) (90 mCr + 100%)
25 Light Cruisers (Stealth Systems, Thanix Cannons, Free Enhanced GARDIAN) (1250 mCr) (25 mCr + 100%)
20 Escort Carriers (Stealth Systems, Multicore Shielding) (800 mCr) (20 mCr + 100%)
35 Destroyers (Stealth Systems, Enhanced Sensors, Free Enhanced GARDIAN) (1050 mCr) (15 mCr + 100%)
50 Frigates (Stealth Systems, Thanix Cannons, Free Enhanced GARDIAN) (1000 mCr) (10 mCr +100%)
30 Corvette Packs (Stealth Systems, Multicore Shielding, Free Enhanced GARDIAN) (240) (4 mCr + 100%)
15 Fighter Wings (Stealth Systems, Multicore Shielding, Free Enhanced GARDIAN) (180 mCr) (6 mCr + 100%)
5 Interceptor Wings (Stealth Systems, Multicore Shielding, Free Enhanced GARDIAN) (70) (7 mCr + 100%)
30 Light Transports (Stealth Systems, Dropship Hangar) (1080 mCr) (20 mCr + 80%)
20 Marine Divisions (Drop Troops) (280) (12 mCr +20%)
12 Armoured Divisions (Drop Troops) (288) (20 mCr +20%)
10 Gunship Wings (50 mCr)
10 Artillery Battalion (Advanced Armour) (125 mCr) (10 mCr + 25%)
8 Sapper Detachments (Advanced Armour) (72 mCr) (7 mCr + 25%)
20 Assault Lander Squadrons (Stealth Systems, Multicore Shielding, Free Enhanced GARDIAN) (120 mCr) (3 mCr + 100%)

Treasury: 1207 mCr remaining
Last edited by Celivaia on Wed Sep 16, 2015 10:37 am, edited 5 times in total.

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Postby Celivaia » Tue Sep 15, 2015 12:11 pm

Lunas Legion wrote:We actually have the Reapers show their ugly metallic squidheads in an ME Factions RP? It's been a long time coming.

Might want to modify the pros/cons of a few factions to reflect their changing circumstances (Cerberus should get something for all their Reaper tech, Batarians for getting their arses kicked, etc).


I can look into something for Cerberus, and the Batarian 'con' is that they have EXTREMELY limited resources as compared to every other major faction, and even most independents.

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 12:14 pm

Celivaia wrote:
Lunas Legion wrote:We actually have the Reapers show their ugly metallic squidheads in an ME Factions RP? It's been a long time coming.

Might want to modify the pros/cons of a few factions to reflect their changing circumstances (Cerberus should get something for all their Reaper tech, Batarians for getting their arses kicked, etc).


I can look into something for Cerberus, and the Batarian 'con' is that they have EXTREMELY limited resources as compared to every other major faction, and even most independents.

I should get a pro for the tech and the con of being indoctrinated.

North America Inc wrote:
Celivaia wrote:
Sorry, I assumed that since you mentioned app, you meant an independent one, slipped my mind that you had asked about Cerberus previously. Yes, a previous Cerberus would most likely work.

I'm a bit hesitant to get rid of indies entirely, if we have someone who really wants to join up but all canon factions are taken, I'd rather not boot 'em out.
I would heavily restrict independent/non-canon factions, no new races, or things that would go against canon or the spirit of the game (my call), but I am loathe to entirely get rid of them.

Let's do it this way: Convince me. Why should I eliminate independent factions? You already mentioned they could interrupt and counter some lore, so what other reasons do you have?

I have a few reasons to get rid of independent factions or at the very least make sure that the major factions are filled:

-We have no basis on what their effectiveness or tactics of their military. All throughout the mass effect trilogy we either work with or fight all the major factions, so we know how they work, how they kill, the biotics they use, so on so forth. With the indpendent factions they can make up what their military has and we can't argue against that because we've never seen them before.

-Using the United States Empire as an example, their pro/con list relies on them making it. You can not make it, they have to because unlike the rest of the factions they do not have to use the wiki. It may cause them to make their pro side a little too overpowered.

-When the Reapers attack, when exactly are the independents attacked? We now from three when each planet is attacked and how they can fight back. With the independents, the Reapers player will need to go out of his way to attack them.

-How can the Reapers invade them? They don't know how their cities look like so it be quite hard for him to realistically describe the city, much less the cities defenses. Also the Reapers has stated that he will make each player face off against Saren-style character, how will he make that character for the independents.

-Also previously stated problems with Lore and such.

Above are the reasons why we should not have independent factions.

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Postby North America Inc » Tue Sep 15, 2015 12:16 pm

New Strausberg wrote:Tag for geth

"We are Legion, for we are many."

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 12:19 pm

North America Inc wrote:
Celivaia wrote:
I can look into something for Cerberus, and the Batarian 'con' is that they have EXTREMELY limited resources as compared to every other major faction, and even most independents.

I should get a pro for the tech and the con of being indoctrinated.

North America Inc wrote:I have a few reasons to get rid of independent factions or at the very least make sure that the major factions are filled:

-We have no basis on what their effectiveness or tactics of their military. All throughout the mass effect trilogy we either work with or fight all the major factions, so we know how they work, how they kill, the biotics they use, so on so forth. With the indpendent factions they can make up what their military has and we can't argue against that because we've never seen them before.

-Using the United States Empire as an example, their pro/con list relies on them making it. You can not make it, they have to because unlike the rest of the factions they do not have to use the wiki. It may cause them to make their pro side a little too overpowered.

-When the Reapers attack, when exactly are the independents attacked? We now from three when each planet is attacked and how they can fight back. With the independents, the Reapers player will need to go out of his way to attack them.

-How can the Reapers invade them? They don't know how their cities look like so it be quite hard for him to realistically describe the city, much less the cities defenses. Also the Reapers has stated that he will make each player face off against Saren-style character, how will he make that character for the independents.

-Also previously stated problems with Lore and such.

Above are the reasons why we should not have independent factions.


I did talk with Istanistan (Reaper player) about attacks, and he will NOT follow the canon invasion plan, except for Earth. After he hits Earth, he's free to attack as he sees fit (although I did ask him to keep the difficulty to a moderate level, so he doesn't wipe the floor with us).

My goal with limiting independents to known races is to aid in making the description. Since they are known races, they'll likely (and ideally, should) follow their parent race's tactics, architecture, etc.
With defences being installed/built by level, there is some measurement we can use, and if a dispute arises over it, contact me, and we can work through it.

With regards to Istanistan making his "Saren-esque" mini-bosses, there are a myriad of ways he could make that work, just a matter of being created.


E: New Cerberus pros/cons have been added. Cheaper unit upgrades across the board, and if evidence of Reaper indoctrination is ever discovered (multiple low monthly event rolls), Cerberus could have a split within itself, and a number bad things would happen.. For Cerberus.
Last edited by Celivaia on Tue Sep 15, 2015 12:27 pm, edited 1 time in total.

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Postby North America Inc » Tue Sep 15, 2015 12:26 pm

All rogue independents are still the same species, but doesn't make them anymore absurd. Ralnis I'm looking at you, Illuminati confirmed. The Illuminati is a human organization, but is it plausible?

Aren't independents independent because they got tired of the parent culture? So, would they really follow similar tactics and architecture?

Question, where the batarians still attacked?

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Postby Celivaia » Tue Sep 15, 2015 12:33 pm

North America Inc wrote:All rogue independents are still the same species, but doesn't make them anymore absurd. Ralnis I'm looking at you, Illuminati confirmed. The Illuminati is a human organization, but is it plausible?

Aren't independents independent because they got tired of the parent culture? So, would they really follow similar tactics and architecture?

Question, where the batarians still attacked?


I'm still restricting it even beyond just limiting it to known races. I've never been a fan of super-high tech, ultra-powerful, all-knowing independent factions, so for example, I'd say no to Ral's Illuminati, and the Galstic Collective from the last RP.

Not necessarily, there could be a wide number of reasons why there was a split. Economic, political, they think they'll do better on their own, etc. Just because they split from their parent faction doesn't mean they'll lose who they are and will instantly change everything. You can't erase the influence that years/decades of living under a race's rule, at least not for a few generations.

Missed that last one, yes, Batarians were still hit first, and effectively wiped out. The Hegemony faction is the remnant of the main Batarian government, and have extremely limited resources, as denoted by their starting credits, and fewer initial structures on their starting world.
Last edited by Celivaia on Tue Sep 15, 2015 12:34 pm, edited 1 time in total.

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 12:37 pm

Celivaia wrote:
North America Inc wrote:All rogue independents are still the same species, but doesn't make them anymore absurd. Ralnis I'm looking at you, Illuminati confirmed. The Illuminati is a human organization, but is it plausible?

Aren't independents independent because they got tired of the parent culture? So, would they really follow similar tactics and architecture?

Question, where the batarians still attacked?


I'm still restricting it even beyond just limiting it to known races. I've never been a fan of super-high tech, ultra-powerful, all-knowing independent factions, so for example, I'd say no to Ral's Illuminati, and the Galstic Collective from the last RP.

Not necessarily, there could be a wide number of reasons why there was a split. Economic, political, they think they'll do better on their own, etc. Just because they split from their parent faction doesn't mean they'll lose who they are and will instantly change everything. You can't erase the influence that years/decades of living under a race's rule, at least not for a few generations.

Missed that last one, yes, Batarians were still hit first, and effectively wiped out. The Hegemony faction is the remnant of the main Batarian government, and have extremely limited resources, as denoted by their starting credits, and fewer initial structures on their starting world.

Okay thanks for clearing that up.

Perhaps the picture should be changed to a Reaper?
Last edited by North America Inc on Tue Sep 15, 2015 12:38 pm, edited 1 time in total.

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Postby Lunas Legion » Tue Sep 15, 2015 12:38 pm

Wait. You gave Istan the Reapers?

GG ME Galaxy. You're boned. I for one welcome our new omnicidal machine overlords.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Postby North America Inc » Tue Sep 15, 2015 12:40 pm

Lunas Legion wrote:Wait. You gave Istan the Reapers?

GG ME Galaxy. You're boned. I for one welcome our new omnicidal machine overlords.

Guess what!

I am also once again a Self-Righteous, Xenophobic, technologically advanced organization. Isn't that fun!

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Postby Lunas Legion » Tue Sep 15, 2015 12:42 pm

North America Inc wrote:
Lunas Legion wrote:Wait. You gave Istan the Reapers?

GG ME Galaxy. You're boned. I for one welcome our new omnicidal machine overlords.

Guess what!

I am also once again a Self-Righteous, Xenophobic, technologically advanced organization. Isn't that fun!


I wasn't in the previous one. But I was in all the ones before that, and probably have the most experience dealing with Istan.

I would've liked to be Cerberus again, but it's always good to see other people's takes on factions. Half-tempted to go Asari, but too many credits to assign.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Postby North America Inc » Tue Sep 15, 2015 12:44 pm

Lunas Legion wrote:
North America Inc wrote:Guess what!

I am also once again a Self-Righteous, Xenophobic, technologically advanced organization. Isn't that fun!


I wasn't in the previous one. But I was in all the ones before that, and probably have the most experience dealing with Istan.

I would've liked to be Cerberus again, but it's always good to see other people's takes on factions. Half-tempted to go Asari, but too many credits to assign.

I was trying to reference Victory. I failed.

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Postby Lunas Legion » Tue Sep 15, 2015 12:45 pm

North America Inc wrote:
Lunas Legion wrote:
I wasn't in the previous one. But I was in all the ones before that, and probably have the most experience dealing with Istan.

I would've liked to be Cerberus again, but it's always good to see other people's takes on factions. Half-tempted to go Asari, but too many credits to assign.

I was trying to reference Victory. I failed.


Completely different MOs threw me off.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Postby North America Inc » Tue Sep 15, 2015 12:46 pm

Lunas Legion wrote:
North America Inc wrote:I was trying to reference Victory. I failed.


Completely different MOs threw me off.

I failed...

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Postby Lunas Legion » Tue Sep 15, 2015 12:48 pm

North America Inc wrote:
Lunas Legion wrote:
Completely different MOs threw me off.

I failed...


Yup. Cerberus and the Enclave are very similar in some ways, but so different in others.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Postby North America Inc » Tue Sep 15, 2015 12:50 pm

Lunas Legion wrote:
North America Inc wrote:I failed...


Yup. Cerberus and the Enclave are very similar in some ways, but so different in others.

So who do you plan to be?

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Postby Lunas Legion » Tue Sep 15, 2015 12:50 pm

North America Inc wrote:
Lunas Legion wrote:
Yup. Cerberus and the Enclave are very similar in some ways, but so different in others.

So who do you plan to be?


Since my usual haunt of the Rachni isn't open, either Asari or Turians.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Postby North America Inc » Tue Sep 15, 2015 12:54 pm

Lunas Legion wrote:
North America Inc wrote:So who do you plan to be?


Since my usual haunt of the Rachni isn't open, either Asari or Turians.

What about the System's Alliance?

Cel, can you put me in the roster, so no one is disappointed.

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Postby The Volus » Tue Sep 15, 2015 12:56 pm

Tag Volus

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