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Mass Effect: Factions - The First Contact (Trial Run/OOC)

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Nuxipal
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Founded: Apr 25, 2010
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Mass Effect: Factions - The First Contact (Trial Run/OOC)

Postby Nuxipal » Mon May 25, 2015 9:20 am

Welcome to another Mass Effect Factions RP! This is the OOC/Planning/Sign-up/Troubleshooting thread.

There Be a section or two up here as well.


Application:
Code: Select all
Faction Name: (Name of faction or Name of Faction and Starting Situation used)
Leader (You decide): (Try to keep to canon if possible)
Citadel Council member Y/N, N/A:
Galactic Region (Citadel Space, Terminus, Traverse):
Brief description of diplomatic relations:
Military state of readiness:
History:
[hr][/hr]
Infrastructure and Claimed Worlds:
Military:
Economy:
[hr][/hr]
S13 - Do not remove.



Factions:
Asari Republics: Lunas Legion
Turian Hierarchy: Greater Istanistan *Reserved*
Salarian Union:
Batarian Hegemony:Argentumurbem
Volus Protectorate: Celivaia
Elcor Courts: Pac Kingdom
Illuminated Primacy: Nuxipal
Systems Alliance: Eridanus 3
UNAS: Seno Zhou Varada
EU:
CPF: Reserved
Omega:
Geth Consensus:
Migrant Fleet: Creataris
Raloi:
Illium:Segmentia
The Mox: Dixmix
The Kahlai: Versail


Useful Threads:
IC: viewtopic.php?f=31&t=342948
Archive: viewtopic.php?f=31&t=342405


Useful Links:
Name Generator: http://ngn3.apeloff.com/

Map:http://i.imgur.com/RF3kLck.jpg
White LInes indicate active mass relays, grey lines represent inactive relays.

Please note - Map is incomplete



Starting Stuff:
Asari Republics: 4200 Cr (3000 must be spent on infrastructure) - Free: 3 Urban Areas, 1 fuel Depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Thessia, 1 Urban Area and 2 Mining Complexes on 3 other Athena Nebula Worlds. Free 17 Dreadnoughts, 1 HyperDreadnought (Destiny Ascension) Base income: Capital World Natural + 100 Cr

Turian Hierarchy: 4000 Cr (3000 must be spent on Military) - Free 3 Urban Areas, 1 Fuel depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Palaven. Free 29 Dreadnoughts, 10 Heavy Cruisers, 20 Light Crusiers. Base Income: Capital World Natural + 20 Cr

Salarian Union: 4100 Cr(Must Spend at least 2000 on Military) - Free 3 Urban Areas, 1 Fuel Depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Sur'kesh, 1 Free Urban Area, 1 Fuel Depot, and 1 Mining complex on another Annos Basin World. Free 10 Dreadnoughts (Free Electronic Warfare Upgrade(Special slot)), 5 Free Spec Ops, 1 Free Elite Specialist. Base Income: Capital World Natural + 50


Batarian Hegemony: 3000 Cr (must spend at least 1500 on Military)- Free 3 Urban Areas, 1 Fuel Depot, 1 Level 1 Spaceport, 2 Industrial Complexes, 5 Mining Complexes, 1 Gambling Den on Khar'shan. 1 Urban Area on any other Kite's Next world. Free 4 Dreadnoughts. Base Income: Capital World Natural + 35

Volus Protectorate: 2200 Cr (Must spend at least 1400 on Infrastructure) - Free 2 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes on Irune. Free Dreadnought, 3 Trading Ships, 2 Mining Ships, 10 Frigates. Base Income: Capital World Natural + 60

Illuminated Primacy: 2500 Cr (Must spend at least 1400 on infrastructure) - Free 2 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes, Level 2 Orbital Defenses on Kahje. Free Urban Area and mining facility on Rahkana. Free 4 Heavy Crusiers, free 2 Trade Ships. Base Income: Capital World Natural + 50

Elcor Courts: 2200 Cr (Must Spend at least 1500 on infrastructure) - Free 2 Urban Areas, 3 Industrial Complexes, 1 Fuel Depot, 4 Mining Complexes, 1 Level 1 Spaceport on Dekuuna. Free 4 Heavy Cruisers, 2 Infantry (Heavy Weapons Special Upgrade), Base Income: Capital World Natural + 30

Krogan Clan ____ : 1000 Cr (Must spend all on military) - Free 1 Urban Area, 1 Mining Complex, 1 Industrial Complex or 4 Mining Complex, 2 Industrial Complex, 1 Military Barracks. Free 10 Militia Divisions (Close Combat and Low Quality Weapons in special upgrade slots), 1 Medium Armor Division, 1 Elite Specialist (Clan Leader). Base Income: 10 Cr

Systems Alliance: 2000 Cr - 1 Free urban Area and 1 free mining complex on Shanxi, Terra Nova, and Demeter. 1 Free Advanced Civilian Space Station in Arcturus System. 5 Free Dreadnoughts, 3 Free Fleet Carriers, 10 Light Cruisers, 5 Escort Carriers. Base Income: 45 Cr

United North American States: 1000 Cr - 1 Free Urban Areas, 2 Free Mining Complexes, 2 Industrial Center, 1 Fuel Depot on Earth, 1 free Urban Area, 2 Mining Complexes, 1 Fuel Depot and 1 Free shipyard on any unclaimed Planet in the Sol System. 1 Free Heavy Cruiser, 4 Free Light Cruisers, 1 Fleet Carrier. Base Income: 25 Cr

European Union: 1000 Cr - 1 Free Urban Area, 1 Free Mining Complex, 2 Free Industrial Center, 1 Fuel Depot on Earth, 1 Free Urban Area, 1 Free Mining Complex, 1 Fuel Depot, 1 Shipyard on Any unclaimed planet in the Sol. 1 Free Heavy Cruiser, 4 Free Light Cruisers, 1 Fleet Carrier. Base Income: 20 Cr

Chinese People's Federation: 1000 CR - 1 Free Urban Area, 3 Free Mining Complex, 2 Free Industrial Center, 1 Fuel Depot on Earth, 1 Free Urban Area, 2 Free Mining Complex, 1 Fuel Deopt, 1 Shipyard on any unclaimed planet in the Sol System. 1 Free Heavy Cruiser, 4 Free Light cruisers, 1 Fleet Carrier. Base Income: 25 Cr


Omega: 2000 Cr (must spend 1200 on military) - Free Major Civilian Space Station (Omega), 1 Free Urban Area, 4 Mining Complexes on any other Omega Nebula Planet. 1 Free Battlecruiser, 4 Free Heavy Cruisers, 10 Light Cruisers, 20 Frigates. Base Income: 20 Cr + 5 Cr for every non-citadel faction.

Geth Concensus: 2500 Cr (Must spend 1900 on infrastructure) - Free 3 Urban Areas, 10 Mining Complexes, 10 Industrial Centers, 1 Major Industrial Center, 1 shipyard, 1 Level 2 Spaceport. 10 Free Dreadnoughts, 50 Light Cruisers, 10 Infantry. Base Income: Capital World Natural + 30 Cr-

Raloi: 1000 Cr - 2 Free Urban Areas, 5 Mining Complexes, 2 Industrial Centers. Free 10 Gunship Wings, 4 Heavy Armored Divisions, 2 Artillery Divisions, 10 Infantry Divisions. Base Income- Capital World Natural + 35

Migrant Fleet: 3400 CR (Must spend atleast 2800 on unupgraded ships) - Free 5 Dreadnoughts, 10 Bulk Transports, 2 Mining Ships, 3 Trade Ships, 2 Industrial Ships, 3 Habitation Ships. Base Income: 35 Cr.

Illium: 2000 Cr (Must Spend 1300 on infrastructure) - Free 2 Urban Areas, 3 Industrial Centers, 1 Shipyard, 1 Level 2 Spaceport. 1 Free Battlecruiser, 2 Free Heavy Cruisers, 5 Free Light Cruisers. Base Income: Capital World Natural +40 Cr

Heshtok Vorcha Clan _____: 500 Cr (Must spend all on military) Free 1 Urban area, 1 Mining Complex, 1 Industrial Center or 4 Mining Complexes, 2 Indusrial Centers, 1 Military Barracks. Free 10 Militia (LQ Armor, No Barriers, LQ Weapons Free), 1 Infantry(Flamethrower Free), 1 Elite Specialist (Clan Leader). Base Income: 10 Cr


Renegade Turian Colony: 1500 Cr - 1 Free Urban Area, 2 Mining Complex, 1 Industrial Center. 1 Free Heavy Cruiser. Base Income: Capital World Natural + 20 Cr

Independent Asari Colony: 1500 Cr - 1 Free Urban Area, 1 Free Fuel Depot, 1 Free Level 1 Spaceport. 1 Free Heavy Cruiser. Base Income: Capital World Natural + 25 Cr

Batarian Warlord: 1500 Cr - 1 Free Urban Area, 1 Free Fuel Depot, 1 Free Shipyard, 1 Free Military Barracks.Free 2 Light Cruisers, 1 Light Transport, 2 Infantry. Capital World Natural + 15

Pirate/Smuggler: 500 Cr - 1 Free Minor Space Station in Traverse or Terminus. Free 2 Destroyers, 4 Frigates, 1 Light Transport, 1 Infantry, 2 Spec Ops, 1 Elite Specialist (Leader). Base Income: Capital World +10

Corporation/Guild: 200 Cr - 3 Free Trading Outposts, 5 Free Trading Ships. Base Income: Capital World + 10

Custom Species: See OP upon species approval.


Store

Infrastructure: Cost in Credits(Cr) and Infrastructural Capacity(Ic)
Planetary Structures: The Basic Infrastructure that will build up your wealth and military ambitions.
Urban Area: 250 Cr, 200 Ic, Grants 50 Cr/month. Increases Pc by 25. Per Planet Max: 5
Industrial Center: 15 Cr, 20 Ic. Grants 5 cr/month. Increases Pc by 10. (Requires 1 Urban Area, 1 Fuel Depot) Per Planet Max 10
Major Industrial center: 500 Cr, 150 Ic. Grants 300 Cr/month. Increases Pc by 300. (Requires: 5 Industrial centers, 3 Urban Areas, 2 Fuel Depots) Per System Max: 1
Mining Complex: 10 Cr, 25 Ic. Grants 3 cr/month. Per Planet Max: 20
Major Mining Complex: 500 Cr, 200 Ic. Grants 250 Cr/Month (Requires 10 Mining Complex). Per System Max: 2
Military Barracks: 100 Cr, 50 Ic. Grants -10% Ground Unit Production Time. Per Planet Max: 4
Planetary Fuel Depot: 40 Cr, 20 Ic. Grants 5 Cr/Month. Per Planet Max: 4
Shipyard: 100 Cr, 150 Ic. Grants 20 Cr/Month. Increases Pc by 100.(Required to build Cruisers or Above) Per Planet Max: 1
- Civilian Shipyard Upgrade: 500 Cr, +50 Ic. Grants +50Cr/Month(total of 70), Increase Pc by +100
-Military Shipyard Upgrade: 500Cr, +50 Ic. Grants +15Cr/Month(total of 35), Increase Pc by +300, and -20% Starship Production Time (Required to build Dreadnoughts or Above)
Gambling Den: 50Cr, 10 Ic. Grants 10 Cr/Month. (Requires 4 Urban Areas for Citadel Races/SA/Quarian Flotilla. Only requires 2 Urban Areas if Independent or Pirate) Per Planet Max: 5
Citadel Embassy: 100 Cr, 10 Ic. Grants 10 Cr/Month. (Citadel Factions Only) Per Faction Max: 2(one on citadel and one on the homeworld)
Spaceport: 150 Cr, 200 Ic. Grants 4 Credits Per Planetary Structure on the world it is built on. (Requires 1 Urban Area, 1 Fuel Depot, 2 Industrial Centers, 1 Shipyard). Per Planet Max: 1
- Spaceport Level 2 Upgrade: 300Cr, +50 Ic. Grants 8 Credits Per Planetary Structure on the world it is built on. (Requires 3 Urban Areas, 2 Fuel Depots, 5 Industrial Centers, 1 Shipyard). Per System Max: 1
--Spaceport Level 3 Upgrade: 1000Cr, +100Ic. Grants 16 Credits Per Planetary Structure on the World it is Built on. Doubles Income from Urban Areas across all planets with a Level 2 Spaceport in Cluster. (Requires 5 Urban Areas, 2 Fuel Depots, 5 Industrial centers, 1 Civilian Shipyard) Per Cluster Max: 1


Orbital Structures: Count against Ic for planet they orbit.
Orbital Shipyard: 1000 Cr, 100 Ic. Grants 20 Cr/Month. Increases Production Capacity by 600. Per System Max: 2
Aerostadt(Low Orbit Urban Area): 500 Cr, 200 Ic, Grants 50 Cr/month. Increases Pc by 25. (Requires Spaceport, Shipyard, 2 Fuel Depots). Per Planet Max: 3
Orbital Industry: 100 Cr, 5 Ic, Grants 10 Cr/Month. Increases PC by 10 (Requires 2 Industrial Complexes Per Orbital Industry, 1 Fuel Depot Per Orbital Industry). Per Planet Max: 5
Orbital Fuel Depot: 100 Cr, 5 Ic, Grants 5 Cr/Month. Fulfills Fuel Depot requirements. Per Planet Max: 5
Orbital Mining Station: 100 Cr, 25 Ic, Grants 20 Cr/Month. Fulfills Mining complex requirement. Per Planet Max: 10


Stellar Structures: Not Associated With any Planets
Space Stations cannot have additional structures built onto them.
Listening Outpost: 100 Cr. Comes Equipped With Level 1 Orbital Defenses, Level 1 Sensor Station.
Defense Outpost: 400 Cr. Comes Equipped with Level 2 Orbital Defenses
Trading Outpost: 300 Cr. Comes Equipped with 1 Urban Area, 1 fuel Deopt, and 1 Spaceport
Max of 3 Outposts Per System
Minor Civilian Space Station: 1500 Cr. Comes Equipped with 2 Urban Areas, 2 Fuel Depots, Level 1 Orbital Defenses, 2 Industrial Centers, 1 Spaceport. Pc of 100. Grants +10% Income Bonus in System.
Minor Military Space Station: 2000Cr. Comes equipped with Military Shipyard, Level 2 Orbital Defenses, 2 Fuel Depots, 5 Industrial Centers. Has Pc of 500. Grants -10% Production Time in System
Max of 2 Minor Space Stations Per System
Advanced Civilian Space Station: 3500 Cr. Comes Equipped with 3 Urban Areas, 3 Fuel Depots, Level 2 Orbital Defenses, 5 Industrial Centers, 1 Level 2 Spaceport. Pc of 500. Grants +10% Income Bonus in System and +5% Income Bonus Across Cluster
Advanced Military Space Station: 5000Cr. Comes equipped with Military Shipyard, Level 3 Orbital Defenses, 3 Fuel Depots, 7 Industrial Centers. Has Pc of 1500. Grants -10% Production Time in System and additional -5% Production Time across Cluster.
Max of 1 Advanced Space Station Per Cluster

Major Civilian Space Station: 7500 Cr. Comes Equipped with 4 Urban Areas, 4 Fuel Depots, Level 2 Orbital Defenses, 10 Industrial Centers, 1 Level 3 Spaceport. Pc of 1000. Grants +15% Income Bonus In system and + 5% Income Bonus Faction-wide
Major Military Space Station: 10,000Cr. Comes equipped with Military Shipyard, Level 4 Orbital Defenses, 5 Fuel Depots, 10 Industrial Centers. Has Pc of 4000. Grants -10% Production Time in System and additional -5% Production Time Faction-wide.
Max of 1 Major Space Station Per Faction


Defenses-To Protect your Civilized realm, or to fortify your Imperial Dominion. Luckily for you they don't cost Ic.. for regular defenses. Each Additional Level is an upgrade and to it you will spend what is in the brackets

Ground Fortification Level 1: 50 Cr. Basic Colonial Fortifications. No Settlement can feel safe without them.
Ground Fortification Level 2: 75[125]Cr. Impressive Colonial Fortifications. Useful for keeping those ungrateful natives out of your civilized paradise.
Ground Fortification Level 3: 100 [225]Cr. Advanced Planetary Fortifications. For when those pesky natives need big guns to keep them away from your paradise.
Ground Fortification Level 4: 275 [500]Cr, 10 Ic. Truly Impressive Defenses that will give enemy commanders pause before assaulting your planet. Max 1 Per System
Ground Fortification Level 5: 500 [1000]Cr, 50 Ic. The Legendary Walls of Troy have nothing on your Fortifications. Enemy commanders tremble at the thought of being sent against them without support. Max: 1 Per Faction

Orbital Defenses Level 1: 100 cr. Basic Anti-Ship Defenses. Useful for keeping small time pirates off your lawn.
Orbital Defenses Level 2: 150 [250]cr. Strong Anti-Ship Defenses. Pirates will have to come up with new strategies once these are installed.
Orbital Defenses Level 3: 400 [650]cr. True Anti-Ship Defenses. Pirates will abandon the thought of attacking you and even Cruisers avoid giving your guns a clean shot at them.
Orbital Defenses Level 4: 550 [1200]cr, 100 Ic. Impressive Anti-Ship Defenses. Admirals study your intricate defenses and fear sending their fleets against it. Max: 1 Per System
Orbital Defenses Level 5: 1000 [2200]cr, 200 Ic. Legendary Anti-Ship Defenses. These defenses are so impressive any intelligent Admiral will refuse to lead an attack against them without support from other factions. Max: 1 Per Faction

Planetary Sensor Station Level 1: 250 Cr. Detects Large Vessels
Planetary Sensor Station Level 2: 400 [650]Cr. Detects Medium and Large Vessels
Planetary Sensor Station Level 3: 750 [1400]Cr. Detects All Spacecraft Around Planet
Planetary Sensor Station Level 4: 1100 [2500]Cr, 25 Ic. Detects All Units On planet



Units: Units are used to garrison colonies, defend your territory, and exert your will across the cosmos. All units have a certain number of upgrade "slots" these will be explained in detail later.


Starships for your cruising pleasure.

Hyperdreadnought - Unbuildable - Only one in existence at current date: Destiny Ascension.
Habitation Ship - Unbuildable. Grants 70cr/month. Has 750 Ic for construction purposes. Cannot have Mining Complexes or orbital structures built on them.
Fleet Carrier - 350 Cr - 10 Months - (Human Only)- Slots for six(6) fighter/interceptor squadrons
Dreadnought - 450 Cr - 12 Months - (All Factions start at Canon Dreadnought levels and can only be added to by producing more)
Battlegroup Carrier - 200 Cr - 7 Months - (Human Only) - Slots for four(4) fighter/interceptor squadrons
Battlecruiser - 200 Cr - 8 Months
Heavy Cruiser - 160 Cr - 6 Months
Bulk Transport - 120 Cr - 5 Months - Has 10 Cargo Slots


Mining Vessel - 60 Cr - 4 Months - Grants +10 Cr, increases to +15 Cr when assigned to an Orbital Mining Complex
Trade Vessel - 60 Cr - 4 Months- Counts as a planetary structure for Spaceports
Industrial Vessel - 60 Cr - 4 Months - Grants +10 Cr, increases to +15 when supported by a Mining Vessel or Orbital Mining Complex
Light Cruiser - 60 Cr - 4 Months
Escort Carrier - 70 Cr - 4 Months - (Human Only) - Slots for two(2) Fighter/Interceptor Squadrons
Transport - 50 C - 3 Months - Has 5 Cargo Slots
Destroyer - 35 Cr - 3 Months


Frigate - 25 Cr - 2 Months
Light Transport - 25 Cr - 2 Months - Has 2 Cargo Slots
Corvette Pack (group of 3) - 15 Cr - 2 Months
Fighter Squadron (Squadron of 30) - 10 Cr - 2 Months
Interceptor Squadron (Squadron of 40) - 15 Cr - 2 Months


Army units, for those of your citizens which cannot stand being inside of a pressurized space submarine.

Infantry Division (30,000) - 15 Cr - 3 Months
Militia Division (30,000) - 8 Cr - 2 Months
Marine Division (24,000) - 20 Cr - 3 Months
Spec Ops (27 Operatives) - 15 Cr - 4 Months
Elite Specialist - 15 Cr - 4 Months
----- Spectre Upgrade - Council Approval - 10 Cr - 1 Month
Mechanized Infantry Regiment (10,000) - 8 Cr - 2 Months
Light Armor Division (500 Light Armor, 5000 Infantry) - 20 Cr - 4 Months
Medium Armor Division (500 Medium Armor, 5000 Infantry) - 30 Cr - 4 Months
Heavy Armor Division (400 Heavy Armor, 100 Light Armor, 5000 Infantry) - 50 Cr - 5 Months
Artillery Battalion ( 100 guns, 50 Light Armor, 500 Infantry) - 20 Cr - 4 Months
Gunship Wing (20 Gunships) - 20 Cr - 3 Months
Sapper Detatchment (100 Sappers, 200 Infantry, 30 Light Armor) - 10 Cr - 3 Months
Anti-Orbital Artillery Battalion (50 Guns, 50 Light Armor, 500 Infantry) - 25 Cr - 4 Months


Upgrades:

Utility:
Dropship Hangar: +5% Cr - Just when you thought that those scary Dreadnoughts couldn't get worse, Marines come pouring out of the bottom towards your city.
Boarding Troops: +5% Cr - A group of individuals whom have a deathwish. They are what makes civilian ships so afraid of pirates.
Enhanced Life Support System: +5% Cr - Your Ship has been shot through with holes, but fortunately your captain bought you a fancy life support system to save your sorry hide. Next time you will remember to turn on the shields.
Enhanced Electronics Warfare: +15% Cr - Only way to truly protect yourself from Electronic Warfare, is with Electronic Warfare

Offensive:
High-Velocity Mass Driver: +20% Cr - When your enemy is packing shields or has additional armor. HVMD it.
Disruptor Torpedo Banks: +15% Cr - Nothing says "I hate you" Like tearing apart an enemy ship with random mass effect fields
Javelin Launcher: +15% Cr - Need to hit someone hard? Lanch it.

Defensive:
Ablative Armor: +20% Cr - GARDIAN Beams worry you? No more! Disperse those lasers.
Silaris Armor: +50% Cr - Nothing says safe like top of the line armor
Multicore Shielding: +20% Cr - Soft ship? Hard Shields!


Ground Upgrades:
Utility:
Elites: 10x Original Cost - The Best of the Best. No one stands long against the Elites. 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.

Drop Troops: +20% Cr - So you have Dropship Hangars, but do you have the drop troops to go with them?
Combat Biotics: +50% Cr - Nothing gives you an advantage in combat as having a few buddies reshape reality for you.
Stealth Training: +50% Cr - For those days when you need to avoid that one last patrol to get to your goal
Electronic Warfare Training: +50% Cr - Being able to turn off enemy mechs and security systems, or disrupt their kinetic barriers could really help turn a battle in your favor

Offensive:
High Quality Weapons: +25% Cr - Sure helps to know that you have the latest assault rifle, while your opponent has older, outdated models.
Low Quality Weapons: -25% Cr - A part of the evil dictator starter kit. Standard issue for those who seek quantity over quality.
Flamethrower Team: +15% Cr - There is always that one hot guy who steals the fun out of rushing a machine gun nest.
Heavy Weapons Team: +15% Cr - Tanks? Not a problem if your friend brought along the Rocket Launcher.
Sniper Team: +15% Cr - Left your hot friend at home? Bring this guy, he has the pull to help your entire team score!
Close Combat Specialization: +10% Cr - Perfect for those up close and personal one liners.

Defensive:
High Quality Armour: +20% Cr - Nothing improves morale like a new set of top quality armor.
Advanced Kinetic Barrier: +30% Cr - Faster Recharge, Stronger Barrier. That's our motto.
Low Quality Armor: -10% Cr - For those of us who see armor as a burden and don't see the use in paying for extra protection for their soldiers.
No Kinetic Barrier: -30% Cr - You remember those days when shields didn't exist? Now you can remind your medical staff and the infantry so they are more grateful.


Planetary Data: Includes planet type(Plus Description), Natural Income(Capital World Only), Ic, Pc. Additional Restrictions.

Garden Worlds not suited to a faction's race has a -50% penalty applied to natural income, Ic and Pc. Garden Moons not suited to a faction's race has a -75% penalty to natural income, Ic, and Pc.

Garden Worlds: Identified as a planet with ideal conditions for life. (Standard, High Gravity, Oceanic, Methane, Dexto)
Natural Income 100 Cr/Month
Natural Ic: 3500
Natural Pc: 500
Special: Free Level 1 Ground Fortification with purchase of first Urban Area

Post-Garden Worlds: Identified as a planet which once supported a great deal of life, but is fading or has faded from full garden status. (Can Vary for different Races)
Natural income: 75 Cr/Month
Natural Ic: 2500
Natural Pc: 400
Special: Max 4 Urban Areas.

Non-Hostile Terrestrial: Identified as a planet which has a protective Atmosphere allowing for large-scale operations
Natural Income: 50 Cr/Month
Natural Ic: 1250
Natural Pc: 100
Special: Max 2 Urban Areas

Hostile Terrestrial: Identified as a planet which has a protective atmosphere, but has a chemistry which is considered dangerous to infrastructure and lifeforms.
Natural Income: 40Cr/Month
Natural Ic: 500
Natural Pc: 50
Special: Max 1 Urban Area, 0 Spaceport, 0 Gambling Den.

Barren World: Identified as a planet which has no protective atmosphere or is an asteroid of significant size.
Natural Income: 25 Cr/Month
Natural Ic: 500
Natural Pc: 0
Special: Cannot Build Urban Areas
Gas Giant: Self-explanitory
Natural Income: 40Cr/Month
Natural Ic: 600
Natural Pc: 0
Special: Cannot have surface infrastructures

Garden Moon: Garden Moons are identified as being Garden or Post-Garden worlds orbiting a Gas Giant or other planet. (Standard, Oceanic, Methane, Dextro)
Natural Income: 60 Cr/Month
Natural Ic: 1250
Natural Pc: 200
Special: Level 1 Ground Fortification granted free with first Urban Area

Barren Moon: Barren Moons are identified as major moons(Luna size and above) which are not Garden Moons.
Natural Income: 10cr/Month
Natural Ic: 200
Natural Pc: 0
Special: Cannot Build Urban Areas


Upgrade Information: Units can have one upgrade per Upgrade Type
Upgrade Types: Special, Utility, Offensive, Defensive
Special - Awarded by Pros/Cons
Utility - Extra Abilities, Tech, Biotics, etc...
Offensive - Weapons
Defensive - Armor, Shields, Defensive Weapons


Oh and I'll need the second post for the troubleshooting section. Right that's about it until I go and fill it in.
Last edited by Nuxipal on Sat May 30, 2015 8:57 am, edited 19 times in total.

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Nuxipal
Powerbroker
 
Posts: 7933
Founded: Apr 25, 2010
Ex-Nation

Postby Nuxipal » Mon May 25, 2015 9:21 am

Trial Notes:

Things to Watch:
SA relative Income to other major factions
Asari Credit Generation in Early to Mid Game
Turian Credit Generation in Early to Mid Game
Viability of Minor factions to gather credits.


Things to Buff:

Gas Giant Ic and Orbital Structure Compatability


Things to Nerf:

Major Industrial Center
Production Time Reduction Cap (40%?)
Last edited by Nuxipal on Mon Jun 01, 2015 6:20 pm, edited 4 times in total.

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Greater Istanistan
Senator
 
Posts: 4962
Founded: May 15, 2013
Inoffensive Centrist Democracy

Postby Greater Istanistan » Mon May 25, 2015 9:25 am

Tag la tag.
ASK ME ABOUT HARUHIISM

ANGELS ARE THEFT/IMPEACH SEELE/GENDO IKARI 2020

"I am not a champion of lost causes, but of causes not yet won." - Norman Thomas

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Lunas Legion
Postmaster of the Fleet
 
Posts: 29540
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon May 25, 2015 9:26 am

And here.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kylaris Loominarty Membership can be applied for here

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Prusslandia
Powerbroker
 
Posts: 8779
Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Mon May 25, 2015 9:30 am

Cool kid reporting. :p


I'll probably take the Chinese, or one of the other Human factions. Maybe a corporation.
Add 7000 to 8000 posts to my post count.
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Seno Zhou Varada
Negotiator
 
Posts: 5997
Founded: Feb 25, 2014
Left-wing Utopia

Postby Seno Zhou Varada » Mon May 25, 2015 9:30 am

Tag made over the bucket.
Political Compass: Economic: -8.88 Social: -9.54
Libertarian Socialist with Anarcho-Communist Leanings
Still dirty commie, shower is currently being collectivised.

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Nuxipal
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Posts: 7933
Founded: Apr 25, 2010
Ex-Nation

Postby Nuxipal » Mon May 25, 2015 9:52 am

Prusslandia wrote:Cool kid reporting. :p


I'll probably take the Chinese, or one of the other Human factions. Maybe a corporation.


Haven't thrown in any human factions except the Systems Alliance for the time being.

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Prusslandia
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Founded: Jan 14, 2014
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Postby Prusslandia » Mon May 25, 2015 10:07 am

Nuxipal wrote:
Prusslandia wrote:Cool kid reporting. :p


I'll probably take the Chinese, or one of the other Human factions. Maybe a corporation.


Haven't thrown in any human factions except the Systems Alliance for the time being.

Hrmm. Alrighty.
Add 7000 to 8000 posts to my post count.
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Nuxipal
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Founded: Apr 25, 2010
Ex-Nation

Postby Nuxipal » Mon May 25, 2015 10:07 am

Prusslandia wrote:
Nuxipal wrote:
Haven't thrown in any human factions except the Systems Alliance for the time being.

Hrmm. Alrighty.


We could throw them in, though then it would be chaotic on Earth and the SA wouldn't have any income from earth at all.

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Prusslandia
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Founded: Jan 14, 2014
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Postby Prusslandia » Mon May 25, 2015 10:12 am

Nuxipal wrote:
Prusslandia wrote:Hrmm. Alrighty.


We could throw them in, though then it would be chaotic on Earth and the SA wouldn't have any income from earth at all.

How about, instead of various Earth governments, we have the U.N. and the S.A. ?
Add 7000 to 8000 posts to my post count.
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Eridanus 3
Minister
 
Posts: 2843
Founded: Aug 28, 2012
Ex-Nation

Postby Eridanus 3 » Mon May 25, 2015 10:13 am

Taggity.

As soon as the apps are open, I'll throw one up there.


Last edited by John Shepard Tuesday, December 7, 2185, edited 2 times


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Nuxipal
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Posts: 7933
Founded: Apr 25, 2010
Ex-Nation

Postby Nuxipal » Mon May 25, 2015 10:20 am

Prusslandia wrote:
Nuxipal wrote:
We could throw them in, though then it would be chaotic on Earth and the SA wouldn't have any income from earth at all.

How about, instead of various Earth governments, we have the U.N. and the S.A. ?


I have an idea on how to make it work in the future.. SA can hold the colonies, its HQ is at Arcturus Station after all. Then I'll create the three major earth powers

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Eridanus 3
Minister
 
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Founded: Aug 28, 2012
Ex-Nation

Postby Eridanus 3 » Mon May 25, 2015 10:28 am

Nuxipal wrote:
Prusslandia wrote:How about, instead of various Earth governments, we have the U.N. and the S.A. ?


I have an idea on how to make it work in the future.. SA can hold the colonies, its HQ is at Arcturus Station after all. Then I'll create the three major earth powers

I still think it would make a helluva lot of problems.

If you do make the Earth Powers, you can't let them have colonies. That's what the SA is for.


Last edited by John Shepard Tuesday, December 7, 2185, edited 2 times


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Pac Kindom
Diplomat
 
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Founded: Nov 25, 2014
Authoritarian Democracy

Postby Pac Kindom » Mon May 25, 2015 10:30 am

Reporting in




I'll probably take the Salarian Union or Elcor Court
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Prusslandia
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Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Mon May 25, 2015 10:31 am

Nuxipal wrote:
Prusslandia wrote:How about, instead of various Earth governments, we have the U.N. and the S.A. ?


I have an idea on how to make it work in the future.. SA can hold the colonies, its HQ is at Arcturus Station after all. Then I'll create the three major earth powers

Well, I envision a big ol war on Earth, in which the three powers unifiy. Then, a war between the Sol system powers and the S.A.
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Nuxipal
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Founded: Apr 25, 2010
Ex-Nation

Postby Nuxipal » Mon May 25, 2015 10:34 am

Prusslandia wrote:
Nuxipal wrote:
I have an idea on how to make it work in the future.. SA can hold the colonies, its HQ is at Arcturus Station after all. Then I'll create the three major earth powers

Well, I envision a big ol war on Earth, in which the three powers unifiy. Then, a war between the Sol system powers and the S.A.


They can have colonies in the Sol System. It will have to be worked out somehow, but at some point, they should be granted colonization rights outside of Sol. Example: Watson was claimed by all three major powers on Earth, so the Systems Alliance stepped in and granted each of them 1/3 of the planet instead of them going to war over it.

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Lunas Legion
Postmaster of the Fleet
 
Posts: 29540
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon May 25, 2015 10:34 am

Eridanus 3 wrote:
Nuxipal wrote:
I have an idea on how to make it work in the future.. SA can hold the colonies, its HQ is at Arcturus Station after all. Then I'll create the three major earth powers

I still think it would make a helluva lot of problems.

If you do make the Earth Powers, you can't let them have colonies. That's what the SA is for.


Uh, no. Earth powers had colonies in canon, so they should have colonies here.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Segmentia
Powerbroker
 
Posts: 8169
Founded: Jan 16, 2010
Mother Knows Best State

Postby Segmentia » Mon May 25, 2015 11:01 am

Tag. Might go with the Republics again, or Illium controlled by the Hand of Athame.
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Seno Zhou Varada
Negotiator
 
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Founded: Feb 25, 2014
Left-wing Utopia

Postby Seno Zhou Varada » Mon May 25, 2015 11:06 am

Ok I'm totally here now.
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Prusslandia
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Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Mon May 25, 2015 11:14 am

The Chinese seem to be given less than the other Terran powers.
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Nuxipal
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Founded: Apr 25, 2010
Ex-Nation

Postby Nuxipal » Mon May 25, 2015 11:21 am

Prusslandia wrote:The Chinese seem to be given less than the other Terran powers.


I just forgot to give them the free starships.. I probably was distracted by something else... so many things to put up..

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Prusslandia
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Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Mon May 25, 2015 11:26 am

I'll be taking the Chinese most likely.
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Argentumurbem
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Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Mon May 25, 2015 11:28 am

Do you have any spaces for new interested parties?
To Stop The Scythe - A Sci-Fi RP set in the world of Mass Effect. Join the Shadow Broker's team and hunt down the mysteries surrounding the Protheans, uncovering secrets that were best left unknown and fight your way to the knowledge that can bring about the destruction of the Reapers.

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Eridanus 3
Minister
 
Posts: 2843
Founded: Aug 28, 2012
Ex-Nation

Postby Eridanus 3 » Mon May 25, 2015 11:29 am

Lunas Legion wrote:
Eridanus 3 wrote:I still think it would make a helluva lot of problems.

If you do make the Earth Powers, you can't let them have colonies. That's what the SA is for.


Uh, no. Earth powers had colonies in canon, so they should have colonies here.

All of those colonies were operated by the Systems' Alliance, not the individual nations.


Last edited by John Shepard Tuesday, December 7, 2185, edited 2 times


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Nuxipal
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Founded: Apr 25, 2010
Ex-Nation

Postby Nuxipal » Mon May 25, 2015 11:31 am

Argentumurbem wrote:Do you have any spaces for new interested parties?


You are more than welcome. However, this is more of a "Lets see how well this system works" session prior to the actual play through.

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