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[HS] Mass Effect: Factions 4.0|OOC| CLOSED

For all of your non-Nationstates related roleplaying needs!

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Archangelskl Oblast
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Founded: Aug 21, 2013
Inoffensive Centrist Democracy

[HS] Mass Effect: Factions 4.0|OOC| CLOSED

Postby Archangelskl Oblast » Mon Jun 22, 2015 4:00 am

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Mass Effect: Factions 4.0
NEWS

We're a go for this! Everyone get apping! When constructing your app, please TG me upon completion and MAKE SURE to put the app in the Citadel Archives thread which will eventually appear in order to keep it accessible for everyone.


Music to Save the World To

[url]Theme Song[/url]



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Rules, Regulations, and Red Tape

1. HS Staff word is law.
2. If you have any issues, present them to the community. We'll see what we can do. On the other hand, if you whine you'll get no sympathy.
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. This became a problem in other incarnations of this thread, I can't allow it to become a problem here.
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 HS Staff / me if you're going to be away.


Hierarchy Studios Staff

OP: Archangelskl Oblast
LT: Elysian Kentarchy
LT: The corporate states of Astavar


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. (3/5 being mine. The original Owner in Eluren) This RP is based in the Mass Effect Universe shortly after Shepard goes missing. 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.

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 2 or so pages with an event posted by myself or one of thr OP-LTs. These events will be somewhat random and admin-created natural responses to extremely stupid things done by players. This may stretch to 4 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.

Last incarnation introduced Mercenary companies into the mix. I however, did not like the feel that they brought to the RP and have decided to remove them. Partially. They will be available to players to hire for an upfront fee and a monthly fee. I have not determined their strength, nor have I determined the fee. It will likely vary depending on how late into the game it is and how much strength the Merc faction has to defend its own infrastructure.


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

CREDIT TO MAJORITY OF INFO SECTION-Nuxipal


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:

Human Systems Alliance - Mifan
Asari Republics - Elysian Kentarchy
Turian Hierarchy - Archangelskl Oblast
Salarian Union - Celivaia
Batarian Hegemony - Argentumurbem
Omega -
Krogan (Urdnot Clan) - The Krogan
Cerberus - The Rebel Alliances
Quarian Flotilla -
Volus Protectorate -
Hanar Primacy -
Elcor Courts - Pac Kindom
Geth -
Illium -
Vorcha -

Independent Factions:
Illuminati - Ralnis
Galstic collective - Kinistian
Colony of Eden Valley - Yonwood
Tergatus Tactical Support Unit - The Volus



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



App Structure
Faction:
Leader (You decide): (No ME2 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. Not that the Basic totals are outside of the income generated by the free infrastructure or any other considerations. These reflect a basic level of income that the faction generates.

Asari Republics: 1700 (at least 1000 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), basic 90 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Turian Hierarchy: 1800 (at least 1200 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 37 dreadnoughts), basic 75 credits/month + infrastructure

Salarian Union: 1600 (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 1000 on military, of which at least 70 must be on spec ops and 50 on Special Operatives), basic 70 credits/month + infrastructure

Systems Alliance: 1500 (2 Urban Structures, 1 Fuel Depot free on Earth, 1 free Major Space Station in Arcturus Stream, free 8 dreadnoughts, must spend at least 850 on military), basic 60 credits/month + infrastructure


Volus Protectorate: 975 (at least 600 must be spent on infrastructure, 2 free Urban Structures, 1 Fuel Depot on Irune, free dreadnought), basic 70 credits/month + infrastructure

Elcor Courts: 750 (2 free Urban Structures, 1 free fuel depot on Dekuuna, must spend at least 400 on military), basic 35 credits/month + infrastructure

Hanar Primacy: 850(At least 500 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: 550 (At least 350 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: 950 (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 (3 free Urban Areas, 1 free Fuel Depot, 2 free Minor Industrial Complexes, 2 free Mining Complexes on Khar'Shan, free 10 dreadnoughts, must spend at least 800 on military), basic 55 credits/month + infrastructure

Geth: 1500 (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 700 on military), basic 50 credits/month + infrastructure

Cerberus: 450 (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 300 on military), basic 35 credits/month + infrastructure

Quarians: 1900 (1600 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: 600 (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 300 on military), basic 30 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Heshtok Vorcha Clan: 400 (250 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.


Renegade Human Colony: 250 (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: 350 (175 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: 90 (2 free Mining Complex on Traverse or Terminus planet of choice, 1 free Minor Station in system, free Mining Vessel, must spend at least 60 credits on ships), basic 10 credits/month + infrastructure

Independent Asari World: 350 ( 200 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: 250 (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: 250 (150 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.
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 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 thing 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
Marine Division (22,000 troops) 12 credits, 4 months
Militia Division (30,000 troops) 6 Credits, 2 months
LOKI Mech Battalion (5000 Troops) 2 Credits, 2 months
YMIR Mech Division (200 Units, 5000 LOKI Troops) 25 credits, 2 months
Armored division(240 vehicles, 15,000 troops) 20 credits,3 months
Artillery Battalion (74 Artillery pieces, 2500 troops) 10 credits, 3 months
Sapper Detachment (1,000) 7 credits, 3 months
Anti-Orbital Missile Force (55 vehicles with launchers, 400 troops) 10 Credits, 3 months
Spec-ops team (27 operatives) 6 creds, 4 months, free Elites upgrade
Gunship Wing (34 gunships) 5 Credits, 3 months
Airmobile Infantry Brigade (100 transport/support gunships, 3000 troops) 15 credits, 5 months
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
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.


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. Like my beloved Kovalyov. 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 a damn.

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 platinum 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, 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 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 10% base 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 or upgrades given by events. No upgrades can be purchased for them.

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 fighters 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 50 credits per month when the Systems Alliance has an income of 1000 or greater
Cerberus Training - In the 12 month and every 12 months after, Cerberus receives a Free Elite Specialist.
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.


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.
Fragile Suits - The Quarian people have grown accustomed to wearing their suits and suffer greatly without them. Quarian Infantry units are less effective.


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 Comples, -1 Major Mining Complex)

Pros: Rachni Breeding Pits - Rachni reproduce incredibly fast. Rachni gain 2 unupgraded militia units each month
Rachni Constitution - The Rachni, as far as we know, evolved to inhabit harsher worlds than the average galactic citizen. Worlds such as Suen or any other world with toxic atmosphere or high levels of radiation are considered Garden Worlds to the Rachni. (Does not include Barren worlds)
Cons: Studious Researchers - Rachni are excellent at learning new things. Rachni can only purchase upgrades after encountering them elsewhere. (With the exception of Close Combat Specialist and Elites)
Rebuilding Society - The Rachni were declared extinct. The last Rachni Queen had to steal a ship to get herself back to Suen. As such, the Rachni do not have FTL technology, but can gain FTL tech from capturing a ship. (Hint: Listening Post X-19)


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 construction.


Con
Better Guns and Armour: Galstic weaponry is only second to the Reapers,but this also means the cost for them is high. Ground unit weapons and stealth upgrades cost 50%more.

Con/pro
Bodies of the finest material: to create the warrior type units of the Galstic collective,all ground units require 2 more months to build in order to gather the materials in exchange for free advance armor.

Con
The ships of the collective are highly advance yet without the old factories of their past empire it takes longer to build a ship depending on type. 25% on small,50% on medium and 75% on Heavy.

Pro/Con
advance technology: Galstic units hold a higher degree of tech and without their factories focus on quality rather than quantity. All units gain advance Amour and weapons but only half the troops are created and no further upgardes can purchased. This pro can only be used on 10 units at a time.

Pro
Synthetic Race: without the needs of organics,any terrestrial type worlds they colonize can be considered garden.


The Ban List
Last edited by Archangelskl Oblast on Tue Oct 20, 2015 3:15 pm, edited 48 times in total.

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Mon Jun 22, 2015 4:01 am

Reserved.


Turian Hierarchy.
We'll Bang, OK?

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Dansha
Diplomat
 
Posts: 841
Founded: Apr 17, 2014
Democratic Socialists

Postby Dansha » Mon Jun 22, 2015 5:35 am

Going to go as a modified version of the Joab Coaltion.

Faction: Joab Coalition (Rouge Human Colony)
Leader (You decide): Prime Minister Jack Hansan
Citadel Council member Y/N or N/A: N/A
Brief description of diplomatic relations:
-Friendly: Hanar and Drell by extension, Volus
-Friendly, if still slightly wary still: Human Systems Alliance.
-Wary: Everyone else. Yes, even Geth even if they don't tell anyone.
-Extremely Wary/Cordial: Asari, Salarians, Turians.
-Unfriendly: Batarian Hegemony
-Hostile: Pirates and similar groups including slavers.
Military state of readiness: Medium readiness
History:
Over much of the colony's history, nothing of any real importance except for several small pirate raids early on in its history. Except for one time many years ago when a large pirate force broke through the defences that wasn't made to hold off anything more than a smallish raid and landed on the planet. By the time they left, they had taken 600 people away and killed 5000 people as well.

Afterwards, it was decided to rebuild the defences and military to a much larger degree including building their own Heavy Cruiser and a carrier in space and raising two divisions of infantry, a spec ops team and an Elite Specialist. The military now stays at medium readiness at all times incase another pirate raid happens. Or something worse...

Infrastructure and Claimed Worlds: Enoch

1 Urban Area +45
1 Fuel Depot +5
1 Industrial Complex +5
1 Shipyard +15
Lv1 Ground Fortification


1 Mining Complex +6
1 Fuel Depot +5


Alpha Draconis:
1 Mining Complex +6
Military:

1 Heavy Cruiser
2 Lighr Cruisers
1 Light Carrier (1 Fighter Wing)


2 Infantry Divisions*
1 Spec Ops Team (Elite)
1 Elite Specialist (Elite/High Quality Armaments/Close Combat Specialisation/Stealth Training)


Income: 1/250 + 102 per month including infrastructure

Rannadril - Do not remove.

*Note: For logistical reasons among others, the old system of Heat sinks is still used instead of the current one.



Also, instead of the Mako, the military uses the M29 as its main IFV due to being easier to obtain and/or build for them and their tanks looking like an actual tank.
Last edited by Dansha on Tue Jun 23, 2015 12:22 pm, edited 1 time in total.

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Pac Kindom
Diplomat
 
Posts: 820
Founded: Nov 25, 2014
Authoritarian Democracy

Postby Pac Kindom » Mon Jun 22, 2015 10:38 am

Faction: Elcor Courts
Leader : High Elder Bython
The elcor government is known as the Courts of Dekuuna. The elcor follow the recommendations of their Elders, who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. These are filed away in huge libraries of data discs and are consulted when needed. This makes elcor policies very predictable, provided one has done a great deal of research. High Elder Bython- current leader of the Courts and a noted reformer is planning to make changes to increase Elcor influence in Citadel space.

Citadel Council member Y/N or N/A: No

Brief description of diplomatic relations: Elcor diplomatic relations are good. Their stable trade routes throughout Citadel space have made them an ally of every Council species while their conservative nature and isolated economy have avoided them of any major enemy.

Military state of readiness: The Elcor readiness is neutral/low. While they are a benign and peaceful race, recent troubles have convinced High Elder Bython to emphasize more on military and defenses.

The elcor do not maintain a large fleet of military starships. This seems to be due to a combination of their conservative nature preventing hasty rushes to war, and their relatively-isolated and self-sufficient economy that would never encounter a trade dispute serious enough to threaten war over. Elcor warriors have nigh-invulnerable skin, carry shoulder-mounted heavy weapons and utilize sophisticated VI systems to improve their combat capabilities. They are effectively living tanks.

History: Here

Infrastructure and Claimed Worlds:

Dekuuna (Garden World)
2 Urban Areas: +90 credits, (FREE)
1 Fuel Depot: +5 credits (FREE)
1 Industrial Complex: +5 credits, -5% Local Ship Construction Time (15 credits)
1 Ship Yard: +15 credits (50 credits)

System income = 115 credits
-10 % Ship Building
-20 % Troop Building


Nevos (Garden World)
1 Urban Areas: +90 credits, (100 credits)
1 Fuel Depot: +5 credits (15 credits)
1 Industrial Complex: +5 credits (15 credits)

System income = 55 credits
-10 % Ship Building
-10 % Troop Building


Thunawanuro (Garden World)
1 Urban Areas: +45 credits, (100 credits)
1 Fuel Depot: +5 credits (15 credits)
1 Industrial Complex: +5 credits (15 credits)

System income = 55 credits
-10 % Ship Building
-10 % Troop Building


Military:
Silean Nebula – Phontes
1 Heavy Cruiser: 45 Credits
2 Light Cruiser: 50 Credits
2 Destroyer: 30 Credits
2 Corvette Pack: 8 Credits[

Silean Nebula – Teyolia
1 Heavy Cruiser: 45 Credits
2 Light Cruiser: 50 Credits
2 Destroyer: 30 Credits
2 Corvette Pack: 8 Credits

Omega Nebula – Batalla
1 Heavy Cruiser: 45 Credits
2 Light Cruiser: 50 Credits
2 Destroyer: 30 Credits
2 Corvette Pack: 8 Credits


Silean Nebula – Phontes – Dekuuna
1 Militia Division (Heavy Weapons): Credits 6

Silean Nebula – Teyolia – Nevos
1 Militia Division (Heavy Weapons): Credits 6

Omega Nebula – Batalla - Thunawanuro
1 Militia Division (Heavy Weapons): Credits 6


Total credits spent: 742 (325 infrastructure, 417 military)
Total credits leftover: 8
Income 35 + 115 +55 + 55 = 270
Total Income = 270 Credits/Month


Rannadril - Do not remove.
Last edited by Pac Kindom on Mon Jun 22, 2015 10:46 am, edited 3 times in total.
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

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Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Mon Jun 22, 2015 2:13 pm

Pac Kindom wrote:Faction: Elcor Courts
Leader : High Elder Bython
The elcor government is known as the Courts of Dekuuna. The elcor follow the recommendations of their Elders, who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. These are filed away in huge libraries of data discs and are consulted when needed. This makes elcor policies very predictable, provided one has done a great deal of research. High Elder Bython- current leader of the Courts and a noted reformer is planning to make changes to increase Elcor influence in Citadel space.

Citadel Council member Y/N or N/A: No

Brief description of diplomatic relations: Elcor diplomatic relations are good. Their stable trade routes throughout Citadel space have made them an ally of every Council species while their conservative nature and isolated economy have avoided them of any major enemy.

Military state of readiness: The Elcor readiness is neutral/low. While they are a benign and peaceful race, recent troubles have convinced High Elder Bython to emphasize more on military and defenses.

The elcor do not maintain a large fleet of military starships. This seems to be due to a combination of their conservative nature preventing hasty rushes to war, and their relatively-isolated and self-sufficient economy that would never encounter a trade dispute serious enough to threaten war over. Elcor warriors have nigh-invulnerable skin, carry shoulder-mounted heavy weapons and utilize sophisticated VI systems to improve their combat capabilities. They are effectively living tanks.

History: Here

Infrastructure and Claimed Worlds:

Dekuuna (Garden World)
2 Urban Areas: +90 credits, (FREE)
1 Fuel Depot: +5 credits (FREE)
1 Industrial Complex: +5 credits, -5% Local Ship Construction Time (15 credits)
1 Ship Yard: +15 credits (50 credits)

System income = 115 credits
-10 % Ship Building
-20 % Troop Building


Nevos (Garden World)
1 Urban Areas: +90 credits, (100 credits)
1 Fuel Depot: +5 credits (15 credits)
1 Industrial Complex: +5 credits (15 credits)

System income = 55 credits
-10 % Ship Building
-10 % Troop Building


Thunawanuro (Garden World)
1 Urban Areas: +45 credits, (100 credits)
1 Fuel Depot: +5 credits (15 credits)
1 Industrial Complex: +5 credits (15 credits)

System income = 55 credits
-10 % Ship Building
-10 % Troop Building


Military:
Silean Nebula – Phontes
1 Heavy Cruiser: 45 Credits
2 Light Cruiser: 50 Credits
2 Destroyer: 30 Credits
2 Corvette Pack: 8 Credits[

Silean Nebula – Teyolia
1 Heavy Cruiser: 45 Credits
2 Light Cruiser: 50 Credits
2 Destroyer: 30 Credits
2 Corvette Pack: 8 Credits

Omega Nebula – Batalla
1 Heavy Cruiser: 45 Credits
2 Light Cruiser: 50 Credits
2 Destroyer: 30 Credits
2 Corvette Pack: 8 Credits


Silean Nebula – Phontes – Dekuuna
1 Militia Division (Heavy Weapons): Credits 6

Silean Nebula – Teyolia – Nevos
1 Militia Division (Heavy Weapons): Credits 6

Omega Nebula – Batalla - Thunawanuro
1 Militia Division (Heavy Weapons): Credits 6


Total credits spent: 742 (325 infrastructure, 417 military)
Total credits leftover: 8
Income 35 + 115 +55 + 55 = 270
Total Income = 270 Credits/Month


Rannadril - Do not remove.

Accepted.
We'll Bang, OK?

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Mon Jun 22, 2015 2:13 pm

Dansha wrote:Going to go as a modified version of the Joab Coaltion.

Faction: Joab Coalition (Rouge Human Colony)
Leader (You decide): Prime Minister Jack Hansan
Citadel Council member Y/N or N/A: N/A
Brief description of diplomatic relations:
-Friendly: Hanar and Drell by extension, Volus
-Friendly, if still slightly wary still: Human Systems Alliance.
-Wary: Everyone else. Yes, even Geth even if they don't tell anyone.
-Extremely Wary/Cordial: Asari, Salarians, Turians.
-Unfriendly: Batarian Hegemony
-Hostile: Pirates and similar groups including slavers.
Military state of readiness: Medium readiness
History:
Over much of the colony's history, nothing of any real importance except for several small pirate raids early on in its history. Except for one time many years ago when a large pirate force broke through the defences that wasn't made to hold off anything more than a smallish raid and landed on the planet. By the time they left, they had taken 600 people away and killed 5000 people as well.

Afterwards, it was decided to rebuild the defences and military to a much larger degree including building their own Heavy Cruiser and a carrier in space and raising two divisions of infantry, a spec ops team and an Elite Specialist. The military now stays at medium readiness at all times incase another pirate raid happens. Or something worse...

Infrastructure and Claimed Worlds: Enoch

1 Urban Area +45
1 Fuel Depot +5
1 Industrial Complex +5
1 Shipyard +15
Lv1 Ground Fortification


1 Mining Complex +6
1 Fuel Depot +5


Alpha Draconis:
1 Mining Complex +6
Military:

[spoiler=Navy]
1 Heavy Cruiser
2 Lighr Cruisers
1 Light Carrier (1 Fighter Wing)


[spoiler=Army]
2 Infantry Divisions*
1 Spec Ops Team (Elite)
1 Elite Specialist (Elite/High Quality Armaments/Close Combat Specialisation/Stealth Training)


Income: 1/250 + 102 per month including infrastructure

Rannadril - Do not remove.

*Note: For logistical reasons among others, the old system of Heat sinks is still used instead of the current one.



Also, instead of the Mako, the military uses the M29 as its main IFV due to being easier to obtain and/or build for them and their tanks looking like an actual tank.

Accepted.

EDIT: Can you please limit yourself as an Independent faction to 1 world?
Last edited by Archangelskl Oblast on Mon Jun 22, 2015 2:18 pm, edited 1 time in total.
We'll Bang, OK?

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Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Mon Jun 22, 2015 6:11 pm

Invite friends!
We'll Bang, OK?

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Penguindia
Envoy
 
Posts: 240
Founded: Feb 10, 2015
Ex-Nation

Postby Penguindia » Mon Jun 22, 2015 9:33 pm

Hierarchy Studios?

THATS SOO CUTE ^^

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Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Tue Jun 23, 2015 4:44 am

Any ideas on how to make anything better?
We'll Bang, OK?

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Moth-Gar
Spokesperson
 
Posts: 163
Founded: Mar 18, 2015
Ex-Nation

Postby Moth-Gar » Tue Jun 23, 2015 4:50 am

TAG

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The Rebel Alliances
Postmaster-General
 
Posts: 11744
Founded: Jan 18, 2013
Ex-Nation

Postby The Rebel Alliances » Tue Jun 23, 2015 4:59 am

Reserve Cerberus please.

I will try and get an app up before 24 hours but if not as soon as possible.
And if Cerberus is taken from me I can move on to something else.
The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.


Enjoy Magic? Academy RPs? Take a look at Kage no Sekai By Forest State


2nd Place Winner of "Best Sci-Fi Role Player" 2014
2nd Place Winner of "The Novelist" Award for Best Writer 2014
2nd Place Winner of the Silver Award "The Best Overall Role Player" in 2014

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The Krogan
Negotiator
 
Posts: 5506
Founded: Sep 19, 2014
Ex-Nation

Postby The Krogan » Tue Jun 23, 2015 5:07 am

Can I reserve the Krogan?

The fact that Wrex is dead in this RP has made me very sad.

And damn we're not allowed to post porn either. :(
The perpetual lurker of NS, creeping through the humid nights of summer.

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Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Tue Jun 23, 2015 5:17 am

The Rebel Alliances wrote:Reserve Cerberus please.

I will try and get an app up before 24 hours but if not as soon as possible.
And if Cerberus is taken from me I can move on to something else.

Reserved.
We'll Bang, OK?

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Tue Jun 23, 2015 5:19 am

The Krogan wrote:Can I reserve the Krogan?

The fact that Wrex is dead in this RP has made me very sad.

And damn we're not allowed to post porn either. :(

Ha.

but anyway, yea he is dead. I wanted to do some new stuff. Usually he is alive so i wanted to change it.

Going to sleep be awake in four hours.
We'll Bang, OK?

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The Krogan
Negotiator
 
Posts: 5506
Founded: Sep 19, 2014
Ex-Nation

Postby The Krogan » Tue Jun 23, 2015 5:20 am

Archangelskl Oblast wrote:
The Krogan wrote:Can I reserve the Krogan?

The fact that Wrex is dead in this RP has made me very sad.

And damn we're not allowed to post porn either. :(

Ha.

but anyway, yea he is dead. I wanted to do some new stuff. Usually he is alive so i wanted to change it.

Going to sleep be awake in four hours.


Cool stuff, I'll try and post an app later.
The perpetual lurker of NS, creeping through the humid nights of summer.

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Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Tue Jun 23, 2015 5:22 am

Night peeps. Ill be on in 4-6 hours when i get up so post apps and talk about whatever.
Ideas for the RP would be helpful as i have been out of the game for a while.
We'll Bang, OK?

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The Krogan
Negotiator
 
Posts: 5506
Founded: Sep 19, 2014
Ex-Nation

Postby The Krogan » Tue Jun 23, 2015 7:12 am

What would a post garden world like Garvug fall under in terms of planetary stuff,

and whats Tuchanka classified as?

Also for the Krogan it says I get one free urban structure, does that mean one free planetary structure or one free Urban area?
Last edited by The Krogan on Tue Jun 23, 2015 7:30 am, edited 1 time in total.
The perpetual lurker of NS, creeping through the humid nights of summer.

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The corporate states of Astavar
Diplomat
 
Posts: 762
Founded: Dec 01, 2013
Ex-Nation

Postby The corporate states of Astavar » Tue Jun 23, 2015 7:32 am

App Structure
Faction: Geth
Leader (You decide): The Geth Consensus, Represented by a Geth Prime named Helios (it's easier to communicate with organics with one platform)
Citadel Council member Y/N or N/A: nope
Brief description of diplomatic relations: the geth Consensus have not yet advanced beyond the Veil, the so called heretics have not made the geth any friends and as such all diplomatic relations are either indiffrent or Hostile
Military state of readiness: The Geth dont eat, dont sleep, they are always working nonstop sensors are always being monitored, guns are always manned,
Geth dont have leave of absence there is no hole you can exploit when it comes to the geth either they know you are there or they dont and soon will.
and as such it's military readiness is unparalled when compared to organic factions.
History:http://masseffect.wikia.com/wiki/Geth
nfrastructure and Claimed Worlds:
Rannoch - Garden world:
(Free) 1 Fuel Depots: +5 Credits
(Free) 4 Urban Areas: +180 Credits, -40% Local Land Unit Construction Time
(Free) 1 Shipyard +15, -10% Local ship Construction Time
(Free) 1 Major Industrial Complex
Income: 200Cr /Month

Uriyah - Non-Hostile Terrestrial:
(300) +3 Urban Areas: +135 Credits, -40% Local Land Unit Construction Time
(15) +1 Fuel Depots: +5 Credits
Income: 140Cr /Month

Adas - Hostile Terrestrial
(400) +4 Urban Areas: +180 Credits, -40% Local Land Unit Construction Time
(15) +1 Fuel Depots: +5 Credits
Income: 5Cr /Month

Kaddi - Non-Hostile Terrestrial:
(15) +1 Fuel Depots: +5 Credits
Income: 5Cr /Month

Haza- Gas Giant

Ammut - Gas Giant
Charoum - Gas Giant
Gotha - Hostile Terrestrial
(15) +1 Fuel Depots: +5 Credits
Income: 5Cr /Month

Haestrom - Hostile Terrestrial
(15) +1 Fuel Depots: +5 Credits
Income: 5Cr /Mont


Ships:
(FREE) 21 Dreadnoughts
(FREE) 1 Hyperdreadnought
(100) 2 Bulktransport
(90) 2 Battlegroup carriers
(24) 4 Fighter squadrons
(28) 4 Interceptors squadrons


Ground:
(250) 25 Infantry Divisions - Advanced Weaponry
(100) 5 Armored divisions
(50) 5 Artillery Battalions
(50) 5 Anti-Orbital Missile Forces

Faction Wide:
Natural Faction Income: 50
Urban Area Income: 495
Industrial Center:
Major Industrial Center: 15
Major Mining Complex:
Mining Complex:
Planetary Fuel Depot: 25
Shipyard: 15
Spaceport level
= Credits per month
Total: 585cr




Rannadril - Do not remove.

User avatar
The corporate states of Astavar
Diplomat
 
Posts: 762
Founded: Dec 01, 2013
Ex-Nation

Postby The corporate states of Astavar » Tue Jun 23, 2015 7:39 am

The Krogan wrote:What would a post garden world like Garvug fall under in terms of planetary stuff,

and whats Tuchanka classified as?

Also for the Krogan it says I get one free urban structure, does that mean one free planetary structure or one free Urban area?


i played as the krogan in one the last Mass effect Rp's so i can probably answer all your questions.

first Tuchanka is a garden world because of the Shroud, if someone were to destroy the shroud Tuchanka would become a post-garden world

and Urban structure means Urban Area probably just mistype

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The Krogan
Negotiator
 
Posts: 5506
Founded: Sep 19, 2014
Ex-Nation

Postby The Krogan » Tue Jun 23, 2015 7:44 am

The corporate states of Astavar wrote:
The Krogan wrote:What would a post garden world like Garvug fall under in terms of planetary stuff,

and whats Tuchanka classified as?

Also for the Krogan it says I get one free urban structure, does that mean one free planetary structure or one free Urban area?


i played as the krogan in one the last Mass effect Rp's so i can probably answer all your questions.

first Tuchanka is a garden world because of the Shroud, if someone were to destroy the shroud Tuchanka would become a post-garden world

and Urban structure means Urban Area probably just mistype


Ok thanks, haven't done one of these before so I'll probably be asking a ton of question.
The perpetual lurker of NS, creeping through the humid nights of summer.

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The corporate states of Astavar
Diplomat
 
Posts: 762
Founded: Dec 01, 2013
Ex-Nation

Postby The corporate states of Astavar » Tue Jun 23, 2015 7:52 am

Ok thanks, haven't done one of these before so I'll probably be asking a ton of question.


no problem if you have any questions i'll be happy to answer to the best of my abilities, but take everything i say with a grain of salt this is a new OP and he might want to do things diffrently so things i say that used to be true aren't anymore.

PS: if you ask anything use Telegrams no need to litter the page with questions and answers.

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Dbrought
Minister
 
Posts: 2209
Founded: Jan 25, 2010
Ex-Nation

Postby Dbrought » Tue Jun 23, 2015 9:14 am

I have no Idea if this idea would be allowed, but would I be able to set up a faction of Drell, that was seeking to establish a new colony somewhere? (I figure they would be motivated to do this to avoid more of them falling to kepral syndrome)

I would be using the small faction rules, slightly adapted.
Last edited by Dbrought on Tue Jun 23, 2015 9:14 am, edited 1 time in total.
HT- "A universe without murder is like a Sunday breakfast without pancakes."
OMG- "my elite special forces Spetsnaz Bears will infiltrate the taxis of a nation to devour all of their urban upper-middle class, leading to massive financial collapse."

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The Krogan
Negotiator
 
Posts: 5506
Founded: Sep 19, 2014
Ex-Nation

Postby The Krogan » Tue Jun 23, 2015 10:51 am

Faction: Krogan (Urdnot Clan)

Leader: Urdnot Dak'ir

Citadel Council member: N/A

Brief description of diplomatic relations: Diplomatic relations between the Krogan and almost all other species governments are not that good, especially with the Salarians and Turians. Though the new leader of Clan Urdnot aims to fix that.

Military state of readiness: High

History: http://masseffect.wikia.com/wiki/Krogan , Also Urdnot Dak'ir became leader of the clan after fighting Urdnot Wreav for the title, he is very much like Wrex (Who's dead) in his plans for the future of the Krogan and plans on making them great again one day. He also has Biotic capabilities.

Infrastructure and Claimed Worlds:

Krogan DMZ: Tuchanka (Garden World)

(Free) 1 Urban Area- +45 credits/month- -10% Local Land Unit Construction Time
(Free) 1 Fuel Depot- +5 credits/month
(80) 1 Small Spaceport- +28 credits/month, garner 4 credits/month for every structure on the planet
(30) 3 Mining Complex- +9 credits/month
(30) 1 Major Mining complex- +10 credits/month
(40) 1 Major industrial complex- +15 credits/month
Total: 112 credits/month

Defenses:
(Free)Planetary defense guns lvl2.
(20) Ground Fortifications lvl. 1

Military:
Land Forces

(Free) 8 Militia Divisions- + Heavy Weapons Teams + Cheap Weapons + Advanced Armour + Close Combat Specialist
(110) 11 Infantry Divisions- +Close Combat Specialist
(Free) 1 Armoured Division- +Close Combat Specialist
(60) 3 Armoured Divisions- +Close Combat Specialist
(25) 1 YMIR Mech Division
(30) 3 Artillery Battalions- +Close Combat Specialist
(21) 3 Sapper Detachments- +Close Combat Specialist
(30) 3 Anti-Orbital Missile Force- +Close Combat Specialist
(24) 4 Spec-ops teams- +Close Combat Specialist
(35) 7 Gunship Wings
(15) 1 Airmobile Infantry Brigade- +Close Combat Specialist

Total Income Per Month

1 Urban Area- +45 credits/month-
1 Fuel Depot- +5 credits/month
1 Small Spaceport- +28 credits/month, garner 4 credits/month for every structure on the planet
3 Mining Complex- +9 credits/month
1 Major Mining complex- +10 credits/month
1 Major industrial complex- +15 credits/month
Basic Income per month- +15 credits/month
Total: 127 credits/month

Rannadril - Do not remove.
Last edited by The Krogan on Wed Jun 24, 2015 4:32 pm, edited 4 times in total.
The perpetual lurker of NS, creeping through the humid nights of summer.

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Brotherhood Steel the 2nd
Negotiator
 
Posts: 6604
Founded: Sep 18, 2012
Ex-Nation

Postby Brotherhood Steel the 2nd » Tue Jun 23, 2015 12:09 pm

TAG for Systems Alliance.

Post and app up later today.

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Archangelskl Oblast
Postmaster-General
 
Posts: 12110
Founded: Aug 21, 2013
Inoffensive Centrist Democracy

Postby Archangelskl Oblast » Tue Jun 23, 2015 12:20 pm

I'm awake I'll reviewall ye' questions and apps soon. It's my Birthday so I'm getting a haircut. (I get a hair cut every week so nothing makes this one special lol.)
We'll Bang, OK?

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