Great Empire of Gamilus wrote:I will also be open to suggestions of various techs lying around. Someone could be a Kamino remnant and someone a CiS remnant.
Cloning, The star forge( I call dibs if possible), Terraforming, city planets, Droids, etc,etc.
Great Empire of Gamilus wrote:App Structure
Faction:
Leader (You decide):
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.
[box]Store
Infrastructure72-Mining Complex (Limit of 5 per planet (if Barren a limit of 15) -Garner 30 extra credits monthly)
150-Major Mining complex (Limit of 3 per planet- Garner 100 credits Monthly, requires at least 2 Mining Complexes and one Fuel Depot on planet)
75-Industrial Complex (Limit of 9 per planet-Garner 70 credits monthly, reduces local ship construction time by 5%)
200-Major industrial complex (Limit of 1 per planet- garners 150 credits monthly, reduces local ship production by 10%, requires at least one Fuel Depot and one Urban Area on planet to build)
250 - Shipyard (Limit of 1 per world, garner 100 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 - Orbital Military Shipyard (garner 25 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.)
700 - Orbital Civilian Shipyard (garner 300 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.)
50-Planetary Fuel Depot (limit of 5 per world garner 5 extra credits monthly, prerequisite for the construction of any Major structures or Urban areas)
50 - Gambling Den (limit 2 per non republic/Empire world, 1 per Citadel World, garner 24 credits/month, requires 1 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)
600 - 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 - Embassy (Limit 1 per Faction homeworld on said homeworld, Limited to non pirate/raider/criminal Factions) This signifies that the faction is capable of more than just shooting at someone else. Grants owner +15 credits to base income.
200- Aerostadt (Limit of 2 per world, must be built on Gas Giant, garner 85 credits/month,-10% build times for ships and land units, requires Orbital Mining Station)
800 - Small Spaceport (Limit of 3 per world, garner 4 credits/month for every structure on the planet excluding the spaceport itself, requires fuel depot)
UPGRADES TO:
2200 - 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 100 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 (unless stated otherwise) 50 buildings
Terrestrial World (non-Garden/Non-Barren): 30 buildings
Barren Worlds: 24 buildings
Gas Giants: 15 Aerostadt, 2 Orbital Mining Station
Asteroid Belt: 3 Orbital Mining Station
Major Moons/Major Asteroids: 15 buildings
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)Golan Defence Platform- 150 (Mk1- comes with three heavy turbo laser batteries, 2 concussion missile launchers and one fighter squadron)
250 - (Mk2- Comes with six Heavy Turbo Laser Batteries, 4 concussion missile launchers and two fighter squadrons)
350 (mk3 - come with `10 turbo laser batteries, 4 concussion missile launchers, three fighter squadrons and a complimentary squad of four corvettes)
Note- A max of ten Golan defence platforms can be take by each planet except for Capital worlds which get twenty.
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.
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)
700-Orbital mining station (limit 1 per world, must be placed on an uninhabitable world, no defenses, garner 300 credits monthly)
1000-Orbital Mass Production Shipyard (limit 1 per system, 2 per cluster, increases production capacity of a planet by 1300)Defences 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
Planetary shield system lvl 1 ( costs 700 credits, requires a fuel depo and lvl 3 ground fortifications)
Planetary Shield System lvl 2 (costs 1300 credits, requires 2 fuel depo's and lvl 4 ground fortifications)
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.Star dreadnought - 2500 Credits, 14 months, post a link to the type of Star Dread you are building (SW wiki page will be acceptable) [additional: can only be built if there is
Star Destroyer - (Has slots for any combination of fighter and interceptor wings) 1500 Credits 1 year (Note: All Star Destroyers come with their compliment of fighter and bomber craft): The big boys of space,
Dreadnought - (newer designs: 1400, older designs 900 Credits) 1 year (NOTE: Dreadnoughts carry several fighter and bomber squadrons as per their design): Dreadnoughts are craft that have been used throughout the ages en mass, older and newer variations exist in the galaxy at any one time, naturally a newer dreadnought will easily outmatch one of ancient design
Battlecruiser - (Has 4 slots for any combination of fighter and interceptor wings) 1200 cdr and 8 months : Heavily armed and armoured with good overall speed and weaponry while lacking somewhat in armour
Battleship - 900 Credits 7 months: Sacrificing speed for a heavier main weapon a battleship is the core of a fleet or an advancing element.
Heavy Cruiser - 450 Credits 7 months: the mid weight between the lighter and heavier classes of ship, these vicious ships are deployed with a great many smaller ones to provide rapid attack capability. ( Rebellion era Mon Calamari MC90 for example)
Military Transport - 500 Credits 8 months - can carry 20 units: Huge military transports purpose built to ferry troops and suppliesMining Ship - 50 Credits 4 months - +20 credits/month. Mining ships are cheap and easy for pirate gangs to make some money, however they are also easy to destroy...
Line Cruisers - 350- 5 months: Ships that are designed to be the bulk of a force, usually consist of ships like the Victory Class Star Destroyer, Acalmator Assault ship mk2 and Nebulon B mk2
Light Cruiser - 250 Credits 4 months: Light picket ships designed to harass and provide support to strike formations and larger ships.
Carrier ship - (Has Five slots for either fighter, bomber or interceptor wings) 200 credits 4 months: A medium sized ship desgined to supply and support star fighters and bombers mid combat if lacking a Dreadnought or Star Destroyer
Light Transport - 100 Credits 3 months - can carry 10 units : A lighter transport for those too cheap to buy a real ship.
Destroyer - 150 Credits 3 months: Light ships that would comprise the bulk of smaller forces and light planetary defence forces
Frigate - 100 Credits 2 monthsCorvette Pack (group of 3) 60 Credits 2 months
Assault Landers (Squadron of 40) 30 Credits 1 month
Fighter wing (Group of 28) 20 Credits 2 months
Interceptor wing (Group of 14) 16 Credits 2 months
Bomber Wing: (Group of 9) 23 credits 2 months
Smuggler group: (24 civilian corvettes) 40 credits, 2 months, generate +20 credits a month
In case you want a land army too. You horrid person.Storm Trooper Division (20,000 troops. Imperial Remnent only) 30 credits 5 months, come with Elites upgrade (can only train 4 Divisions of Storm Troopers every 2 months)
Storm Trooper Copycat Division (25,000 troops, Imperial Warlords only) 25 credits 4 month
Infantry Division (30,000 troops) 25 creds, 3 months
Marine Division (22,000 troops) 30 credits, 4 months
Militia Division (30,000 troops) 7 Credits, 2 months (cannot take any upgrades besides heavy weapons or technical support)
B1 Battledroid Peacekeeper battalion (1500 B1's) 2 credits 1 month
B1 Battledroid Battalion (10000-B1's and 5000 Super Battle droids) 18 Credits, 2 months
Walker Division (Empire or Imperial Warlord factions only: 40 AT-AT's and 60 AT-ST)
CIS Army group (Any faction with a CIS factory complex. 100,000 B1 droids, 10,000 Specialist Battle Droids, 4000 droid vehicles) 1400
Heavy Droid Division (200 Units of Heavy weapons droids, 5000 Super Battle Droids) 25 credits, 2 months
Armored division(360 vehicles, 15,000 troops) 48 credits,3 months
Artillery Battalion (140 Artillery pieces, 2500 troops) 10 credits, 3 months
Sapper Detachment (2,000) 18 credits, 3 months
Anti-Orbital Missile Force (100 vehicles with launchers, 400 troops) 40 Credits, 3 months
Special Operations team (100 operatives) 10 creds, 4 months, free Elites upgrade
Atmospheric attack Wing (50 gunships) 8 Credits, 3 months
Airmobile Infantry Brigade (100 transport/support gunships, 3000 troops) 45 credits, 5 months
Elite Specialist 8 credits, 4 months, 3 free upgrades of choice + free Elites upgrade - Elite Agent of a Faction, Imperial Commando's, Republic Agents, Pirate Enforcers etc...
Jedi (New republic only/ or other depending on conditions) 10 credits, 4 months, 2 free upgrades of choice, melee combat and Elites free.
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 perfectly functioning Disruptor Rifles or multi million credit multi functional survival blasters but manufactured by some of the best companies in the galaxy offering the best quality blaster crystals and alloys.
Low quality weapons -10% of original cost
For those who want to be damn 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 Twi'lik escort or two or two.
Advanced Armour - +25% original cost
The other guy's got all his troops in Advanced Clone Wars armour customized to modern standards... Lucky you - your army's got the latest in layered Blaster absorbent Stormtrooper armour.
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 sensors turns off and their guns misread the ammo count.
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 Plas Launcher to take out that AT-ST suppressing the squad.
Sniper Teams - +10% of original cost
You thought Stormtroopers were accurate Obi Wan? Meet the Sniper Corps...
Flamethrowers - +15% of original cost
Tired of your enemies not being cooked properly? Galactic Law would probably sue you for it if there were not crisp.
Close Combat/Melee Specialization - +10% of original cost
For people who want to get in nice and cozy before they shred their enemies. This entails Vibro blades, Light Sabers, or even Hand to hand. Have fun. If you can get that close.
Technical Support: A series of light vehicles to support your troops... much to their misfortune its a bunch of hover cars with heavy repeating blaster welded on a bi pod that can rotate.(costs 40% of the units price)
Drop Troops - +20% of original cost
Training and equipment to allow orbital insertion into combat scenarios. AKA dynamic entry AKA SURPRISE, MOTHERF*CKER! 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, aren’t counted here. They’re just ‘leet.Stealth systems - +75% of original cost:
Suppresses heat emissions and lowers radar profile and invisibility, it's pretty good but certain sensors can ping through it, though they are notoriously expensive.
Enhanced Blasters/Weapons - +25% of original cost
Extensive upgrades during production give the ship some much needed punch. When it shoots, things go boom fairly quickly.
Multi-Purpose shielding - +25% of original cost
Upgraded shields that block both physical and blaster weaponry as well as giving increased protection against bot, This upgrade sticks lots in.
Multi layered Armor - +50% of original cost
This invovles the layering of several layers of spaced armour and internal shielding to further protect the internals of a starship.
Drop ship hangar - 5% (Star Destroyers get this free as do Military Transports)
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 Targeting systems - +25% of original cost
Completely unfair towards fighters. Firing lasers was never before so satisfying, especially now that those rapid fire babies can hit those pesky flies with ever more laser!
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 Tatoine Cantina band.
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.
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Okay this is the unit list and such so far. Advice/ suggestions?
See above.







