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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Jan 11, 2018 12:49 am

Turkducken wrote:I can make a convincing player for any factions left, but do any need to be filled immediately? Almost all that are left are relatively minor players on the Galactic Stage, but I'd be more than happy to fill anything necessary.

Krogans?

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Vladivostokava
Ambassador
 
Posts: 1865
Founded: Apr 21, 2016
Ex-Nation

Postby Vladivostokava » Thu Jan 11, 2018 5:47 am

Theyra wrote:
Vladivostokava wrote:I can understand that. I just need to find a world now.


I if you do not care about living in the Terminus Systems, You could use this one that I found while looking for my world. Triginta Petra

Thats seems fine. I like the wiki page on this world. Small population so It would be easy to manage and It is far enough out to not warrant a instant reaction from the Hierarchy.
My name is Ava/Ewa I am from Poland.
我会说一点, Mowie po polsku, I speak English.
I am Polish born, American citizen, I live in China.

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Nuxipal
Powerbroker
 
Posts: 8889
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Thu Jan 11, 2018 6:16 am

North America Inc wrote:
Turkducken wrote:I can make a convincing player for any factions left, but do any need to be filled immediately? Almost all that are left are relatively minor players on the Galactic Stage, but I'd be more than happy to fill anything necessary.

Krogans?


Personally I'd like to see Hanar, if you feel you are up to it. They have been on the verge of a council seat for centuries.
National Information: http://kutath.weebly.com/

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Nuxipal
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Posts: 8889
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Thu Jan 11, 2018 7:04 am

North America Inc wrote:
Pros: Rearmament: The rapid build up the military state has allowed the Autocracy greater access to weapons, troops, and military units. The shifting economy can now be seen from the shift from consumer goods to military equipment. The Autocracy has a 10% decrease on all upgrades worth more than 10%, as well as, all shipyard contribute a 5% decrease in cost and production time.

Homeland yearning: The control of Thessia, once the economic powerhouse of the galaxy and the spiritual home of the Asari, yields a variety of different advantages. Thessia receives a flat out 10% multiplier for economic output, has 200 credit increase on production limit, and all ground units produced on Thessia receive Advanced Armour for free.

Cons:Centralized Inefficiency: In contrast to the mass focus on Thessia, other Asari colonies have suffered from lack of support or even the removal of resources to focus solely on the home planet. The current regime's focus on the military and cultural heritage, have left many communities and local governments prone to corruption and bribery. All systems that are not the Pamitha Sysytem receive a 5% economic reduction in production and credits.

Powder Keg: The Autocracy's focus on propaganda has given the appearance of success and unity. However, detractors and dissidents hide within the shadow, waiting to take advantage of any weakness or failure to strike back. Bad Monthly roles or failed battles may lead to riots and rebellions. How many bad events need to occur is unknown to the Autocracy and is only known to the OP and Co-OP.


Pro:Special Tasks Group: Salarian Special Ops units gain the Enhanced Electronics Warfare and High Quality Armaments 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.

Council Duties: With a large amount criticism for its failure to take action during the Reaper War, the Union has given a large amount of funds to the Citadel to take the place of the Turians. 8% of income is given to the Fleet, may be negotiated in six months.


Pro: 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 twice as many minor and major mining complexes, compared to a garden world. Omega gets +50% income from these mines.

Cerberus Caches- Once the prime forward operating base for all Terminus Operations, the scars of occupation continue to linger into the present day. One item of particular noteworthiness were the numerous scientific facilities that blurred the line of man and machine. Every six months Omega receives a free elite specialist that comes with RCA and biotics free.

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 15% more costly.

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 Areas receive 25% less income, however these units will respond to any hostile attack on Omega.


Pros: Quarian Pilgrimage - Old ways die hard, and custom dictates that thousands of young Quarians are sent out to the Galaxy of value. Every month a random positive event, where a new item is acquired, is guaranteed. (Negative rolls are not affected by this)

Recolonization: With the conquest of Rannoch, and such a small population there is a large amount of resources that can be spread around. All Urban Areas produce 35 credits a month.

Geth killers: With centuries of perfecting techniques to kill Geth, the Quarian people are well-endowed in their technical know-how. Enhanced Electronic Warfare only costs 10% as an upgrade for both ships and ground units. Does not count as an upgrade for ground units.

Cons:
Small Population: Despite a population growth spurt over the last ten years, the number of Quarians are easily dwarved by some large off-world colonies of other species. Quarian life is precious and expensive to replace, and this can be manifested in a variety of ways. Planetary production capability looses 100 credits, and all non-Rannoch garden words produce 5% less.

Fragile Suits - The Quarian people have grown accustomed to wearing their suits and suffer greatly without them. Quarian all non-armored ground units cost 25% more and raise the cost of biotic infantry to 100%.


Pro:Capitalist Paradise: With little regulations and obtrusive bureaucracy, Ilium has become a protective world for a variety of up and coming Salarian and human trans-galactic corporations. All industrial yards, shipyards, and gambling dens produce 15% more.

Blue Rose Society: With a large block of supportive Asari Elites and Intellectuals, Councilor T'vesh is one of the most popular Asari leaders in the Galaxy. With the rise of the Blue Rose Society, as long as T'vesh is Councilor, Ilium receives 5% of the income from the largest Asari factions. This does not take any income from the faction.

Con: Asari Disunity: With the destruction of the Republics, and the destruction of their cultural hegemony, the Asari are in a new tentative position. Establishing new colonies within Citadel Space is difficult with the ingrained hatred toward the species. All colonies based in Citadel Space yield 10% less, until the Asari have a seat on the council.

Eschewed outlook- If it doesn't make money, the elite of IIium don't want it. All Starships must be built without upgrades.(upgrades must be purchased a minimum of one month after completion)


Pro:Cerberus Remnant: With the destruction of the Human Supremacy movement, many former Cerberus units are looking for work. Luckily the Aristocracy provides them sanctuary. Every three months a variety of randomized new units of varying quality and size will arrive.

Reaper Cybernetics: The failed scientific facilities do provide some value, nearly a decade after their closure. Reaper Cybernetic Upgrades are only double the price of the unit.

Con:Corruption: The Oligarchy that runs the economy and well most of the planet, are not chosen for their economic merit. Most of the planet is poorly run with bribes and corruption running rampant. Every month a randomized amount of credits is lost to these officials.

Argentina: Whether exaggerated or not, the image of a Cerberus safe-haven has started to grow throughout the galaxy. This has caught the ire of many within the Terminus as well as System's space. Every month there is a certain chance of guerrilla attacks on various installations not on your home world.



On this note:

Pros: Enterprising Spirit - The Human spirit urges members of the species to explore the galaxy at large and find new places to settle. They are quick to set up new ventures on these colonies to be the first business of that kind there. Whenever a new Garden planet is colonized with an Urban Area, one Industrial Complex and one planetary fuel depot (gained following all other purchases, does not permit the planet to exceed limit on these structures)
Economic Focus - Humanity is refocusing on its economy in wake of the Reaper War. Certain structures are given boosts from local governments or have large wealthy persons donating a portion of the cost. Major Industrial Complexes, Galactic Banks, and Spaceports (including major) cost 10% less.

Cons: Asari Refugees - While generally seen as a benefit by local governments, the Asari are not interested in seeing Humanity dominate the galaxy. They long to return to their homeworlds and regain the position of the Asari. The planets of Elysium, Eden Prime, and Earth have these Asari and Urban Areas produce 10% less income. Removed if the Asari are unified or rejoin as a member of the Citadel Council.

Council Duties: Being one of the final members of the Citadel Council, Humanity is reponsible for paying for the Citadel fleet. 5% of their monthly income is sent to the Fleet. This increases to 8% after 6 months.


Pro: Ordered Society - Turian Society is organized efficiently with dozens of different ranks. State employment begins at age 15 and determines the citizen's future. Because of this structure all military ground units take 1 month less to train.

Miracle of Palaven - The Miracle of Palaven was a major turning point in the Reaper War, it fostered good relations with the Krogan and has inspired our people to be more open to other races. This has improved our trade abilities. +10% income from Spaceports.

Con: Galactic Security No Longer - The war devastated our fleets, we have less than a third of our original fleet and we are now unable to effectively continue our role as the Galactic Security Force. Rebuilding the military is priority one. The problem, our people are spread thin and we don't have a large population to pull from currently. Infantry, Militia, Armored, and Artillery Units cost 10% more.


Pros: Batarian State Arms - Despite our greatest failures, our arms manufacturing corporation has survived the Great War due to its outsourcing to the corners of the Terminus System. They are now returning to their home to aid our efforts. Garden and Near Garden worlds can have twice as many industrial complexes built on them to accomodate the arms industry.

Pillars of Strength: Batarian Mercenaries and Pirates ae widely known across the galaxy. Now, when the Hegemony is at its weakest, these nationalists return home. While their political ideas are varied, they do bring with them experience in the Reaper War and before. Batarian Infantry gain one upgrade (25% or less) for free.

Cons: Utterly Defeated: Nothing was left standing. Our population nearly fully harvested. We saw the Human Shepard fight and defeat the Reapers, even if she died in the process. We failed. We must never fail again. Defenses cost 10% more as we must ensure their sturdiness.

Batarian Slavers: Our people return, but with them are the scum of the outer rim. They may help us rebuild, but they cause problems across our planets. Gambling Dens provide 50% less credits and Urban areas produce 50% less credits unless there is a Gambling Den on the planet.


Pros: Military Engineers: The remnants of the Fleet that served the combined Republics so well have found a welcome home within the military-focused True Asari, where they are well-paid and respected in the newly militant zeitgeist forming. This has led to somewhat swifter work on bringing new vessels to the field, especially those of great military value. -15% Build Time on Heavy Vessels

Mobilized Mindset: Unlike the militia-esque organizations of the Asari before the Reaper War, the formal battle structures and organizations of Asari warbands deployed by the True Asari stand out from their former allies, particularly in the speed these professional soldiers can be brought to bear on potential threats. -1 Month Training Time for all Infantry, 1 Minimum

Cons: Guns not Butter: A civilization on a war-footing, that refuses to negotiate with friends and former colleagues, is one who puts survival ahead of blue sky projects and comforts. Research Stations are 25% more expensive, Urban Areas produce 5 fewer Credits.


Pros: Highly Skilled - The Drell have lived with the Hanar and learned highly skilled professions from assassin to political adviser. Because of this upgrades to Spec Ops and Elite Specialists cost 20% less.

Mechanized Industry - Our people are too thin to work our own industry, but it turns out robotics is the way to go, our industrial complexes, major industrial complexes, and orbital mining produce more. Industrial Complex: +1, Major Industrial Complex: +3, Orbital Mining Facility: +5.

Cons: Split People - Not all drell followed us to our new world of Namakli. Our people are few in number and we have no way of replacing our population in the near future. Therefore, much of our military must be automated. Ground Forces must be mechanical and Starships cost 5% more to accommodate the upgrades to reduce crew numbers.


If any faction not listed in the two above posts has any requests for their Pro/Con list let me or North know so that we can get things moving along a little quicker.
National Information: http://kutath.weebly.com/

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Commonwealth of Hank the Cat
Minister
 
Posts: 2149
Founded: Aug 01, 2014
Father Knows Best State

Postby Commonwealth of Hank the Cat » Thu Jan 11, 2018 8:33 am

Damn, man. No love for the remnant, baby!

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Vladivostokava
Ambassador
 
Posts: 1865
Founded: Apr 21, 2016
Ex-Nation

Postby Vladivostokava » Thu Jan 11, 2018 9:31 am

Hey, is it the plural form Krogan or Krogans? I feel like Krogan is both plural and singular.
My name is Ava/Ewa I am from Poland.
我会说一点, Mowie po polsku, I speak English.
I am Polish born, American citizen, I live in China.

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Yaana Noore
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Posts: 1245
Founded: Mar 01, 2015
Ex-Nation

Postby Yaana Noore » Thu Jan 11, 2018 9:56 am

Can I reserve the Krogan? Otherwise, the Elcor.

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Elysian Kentarchy
Senator
 
Posts: 4710
Founded: Nov 19, 2014
Iron Fist Consumerists

Postby Elysian Kentarchy » Thu Jan 11, 2018 10:04 am

Nuxipal wrote:
G-Tech Corporation wrote:
Ayerp, she’s essentially up to date. IIRC the Elcor are essentially extinct because Shepard didn’t send them aid.


Batarians should have a player. Or at least I have created their Pros/Cons based on an application.


Yes I filled out a Batarian application back on page 14, it hasn't been approved yet though.


Celivaia wrote:"Today is a great day. Recently, we completed a project that will greatly help the Salarian Union in it's fight, and while I cannot divulge information about this project, I am pleased to announce that this project was no small feat, and for his dedication, work, and pure, brilliant genius, we have a special award for this Salarian. We cannot divulge the name of this operative, but we have given him a special award, the "Star of the Union," and as an added bonus, we have decided to rename this, our home planet, after him. As of this moment, you are now standing on Solus'Kesh."

Philosophy and Religion Major

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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Jan 11, 2018 10:23 am

Elysian Kentarchy wrote:Everything I have so far, more may be added as I think of it.

Faction: Batarian Hegemony
Leader: From the Department of Information Control: the Hegemony Government is currently under military control following the Reaper's destruction, Admiral Baar Al'Shak is acting dictator of the Hegemony until further notice and is to be assisted by a council of high ranking officers.
Citadel Council member: No
Brief description of diplomatic relations: Well the Batarians are certainly not trusted by many considering their history and their relations with humans is... frosty to say the least and the previous government enforced an isolation and exile of the Batarian people so they don't have much diplomatic clout. However, they seem to be coming out of their era of isolation.
Military state of readiness: All available ships tend to maintain high levels of alert for all who enter the Hegemony's space but given the current state of things they can't be considered ready for a fight, not yet.
History:
To say the Hegemony is in a poor state would be an understatement even after the time that has gone by since the Reapers, they were hit first by the Reapers, most of their leaders were indoctrinated, their military was nearly completely destroyed besides the ships that made it out and they were occupied, by default, longest by the Reapers. Those blows left the Hegemony reeling and most of the leadership incapable of leading which left a strong underground resistance led by the few leaders who weren't indoctrinated or new leaders. When the war finally ended mass execution or enslavement of numerous surviving government officials and military leaders followed as they were found to be still suffering from indoctrination (and that, despite knowing they lacked true free will thanks to the indoctrination most Batarians were angered enough, not only due to the Reapers but past government actions to overlook their condition). Which meant that there were massive gaps in leadership and departments leading to the elevation of members of the lower castes to fill those offices bringing in fresh air to the admittedly stagnant government but also a change in views. The enslavement of war refugees was banned within the first months of control being reestablished by the Junta and the freeing of all slaves who were part of the resistance (virtually all of them) was announced soon after. Neither proclamation has been enforced perfectly and there is a new generation of slaves to take their place but the proclamations were welcome and served as a test to see how Batarians would react to changes in things. However the Hegemony acted rapidly to secure a hold over their home cluster with what ships they had left and remain firmly in control of their worlds and the dictatorship firmly secured its powerbase.

Beyond those initial moves, the Hegemony has been fairly quiet, mostly rebuilding their home cluster, economy, and the military, though the Junta and the leadership of Admiral Baar Al'shak is increasingly less provisional and more permanent.


Out of everyone in the Batarian government with a public record Admiral Baar Al'Shak was probably the last one expected to become the leader of the Hegemony, a reformer and not at all a favorite among the various governmental departments he was, however, a skilled enough politician and popular enough in the military to avoid having any harm fall on him or be cast out of his position, but that didn't stop reports circling multiple times at home and abroad over the years that he had been arrested or executed but he kept showing up despite that. And when it was finally concluded that he was probably indoctrinated and died along with the rest of the Hegemony government and high command when the Reapers arrived he showed up yet again, leading the Batarian resistance on Khar'shan, not to the surprise of some with one Alliance intelligence official remarking "I swear we are going to have to declare that Batarian alive when he actually dies to prevent him from showing up at his own funeral". Though his reasons for not suffering the same fate as many other officials might be that he is either extremely paranoid or has very good instincts, simply put he did not attend the initial showing of the Leviathan of Dis when it was recovered despite being an officer, being the equivalent of a fresh human NCO, and being invited to come and view it due to a prior engagement, dumb luck that saved him there. Then he heard from a fellow officer and good friend what being in the presence of the Leviathan made him feel and, suspecting that it was more than just a ship but unable to convince anyone, he made sure to be as far away from that thing as possible, declined offers to come and visit it, had excuses on hand if it ever came up to avoid the topic, tapped his own office, home and headquarters to make sure nothing related to it made it in and generally did everything he could to avoid what he felt could be contamination. That level of paranoia and instincts has paid off for him but, he notes sadly, not for his people. After he hit Admiral he quietly lobbied to have the thing dismantled or destroyed citing it as a security threat to the Hegemony but nothing came of it. And when he began hearing whispers of the Reapers he began making all moves he could but failed to convince his superiors that there was a threat to the Hegemony.

And when the Reapers arrived he was proven horrifically right and he went underground to lead the military and resistance on Khar'shan and did so throughout the war. After the war emerged as the highest ranking officer left he immediately was proclaimed dictator and began making moves to secure his hold over the government, a move welcomed by various factions as he was able enough to hold the Hegemony together.

He is considered a reformer both inside the Hegemony and outside due to his opposition to the Hegemony's isolationist policies, backing of terrorist groups, detestation of slavery and his desire to reform the Batarian Caste System, now that he has become dictator and there are no more notable opponents to his command he can carry out what reforms he wants. Though he is spending far more time rebuilding the Hegemony given how it received the first wave of the Reaper assault and all the damage done to their home system but it is clear that the Hegemony is changing, it has to.

Though a reformer the Department of Information Control is still existing means that information is very careful to get out. Though it is virtually an open secret that there are a lot of holes in their net thanks to the current state of affairs and the Department is increasingly focused on simply keeping military secrets and obscuring how bad a situation the Hegemony is in. However due to the bond among the commoners created by the resistance to the Reapers the Admiral's reforms are welcome.

Infrastructure and Claimed Worlds:
Harsa System:
  • Dezda (Barren World)-
  • Khar'shan (Garden, Homeworld)- 2 Urban Areas, 1 Fuel Depot, 4 Industrial Complexes, 4 Mining Complexes, 1 Small Spaceport, 1 Shipyard
  • Asteroid Belt-
  • Verush (Gas Giant)- 1 Orbital Mining Station (100)
  • Bira (Barren Moon)-
  • Ilem (Barren World)-
  • Spekilas (Barren World)-
Indris System
  • Camala (Garden)-
  • Cholis (Hostile Terrestrial)-
  • Hida (Gas Giant)-
  • Maklan (Hostile Terrestrial)-
  • Ramlat (Barren Terrestrial)-
Untrel System
  • Adek (Garden)-
  • Ezka (Hostile Terrestrial)-
  • Klos (Barren Terrestrial)-
  • Asteroid Belt-
  • Uza (Gas Giant)-
Vular System
  • Asteroid Belt-
  • Asteroid Belt-
  • Asteroid Belt-
  • Azimir (Gas Giant)-
  • Erszbat (Garden World)- 1 Fuel Depot (15), 1 Urban Area (100), level 1 ground fortifications (free)
  • Vana (Barren World)-

Military:
a) Ground Forces:
[*]Kharsh'an Garrison: 2 Infantry divisions, 1 Militia Division
[*]Erzbat Garrison: 1 Militia Division (6), 1 Ares Mech Battalion
[*]Adek Garrison: 1 Ares Mech Battalion
b) Space Fleets:
[*]Harsa Fleet: 1 Dreadnought, 2 Heavy Cruisers, 2 mining ships, 2 Destroyers, 1 Interceptor Wing

Income:
Khar'shan: 83+44 (Spaceport)+100 (natural income) 241
Verush- 30
Mining Ships: 50
Erszbat: 130
Base Income: 15
Total: 466

Startup Spent: 798
Remaining: 2

RP Example: I've been on hiatus for quite a while so I don't have much of anything recent, I can dig up something older if you want it though, but I have been in previous iterations of this.
Questions and Suggestions: Been wondering this for a while but what is the difference between fighters and interceptors anyway (besides more being in an interceptor wing that is)?
Mandalorian

Accepted, sorry I didn't notice it earlier.

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Turkducken
Ambassador
 
Posts: 1060
Founded: Jul 04, 2015
Left-wing Utopia

Postby Turkducken » Thu Jan 11, 2018 10:53 am

So I’ve whittled it down to either the Hanar or Vorcha, I’m a little bit more inclined to play Hanar because they’re an important galactic player. But I’m very tempted to choose the Vorcha because it’d be cool.
Discord: Turkducken#3718

That's a She/Her from me Boss

Metal...Gear?!

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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Jan 11, 2018 11:00 am

Nuxipal wrote:
North America Inc wrote:
Pros: Rearmament: The rapid build up the military state has allowed the Autocracy greater access to weapons, troops, and military units. The shifting economy can now be seen from the shift from consumer goods to military equipment. The Autocracy has a 10% decrease on all upgrades worth more than 10%, as well as, all shipyard contribute a 5% decrease in cost and production time.

Homeland yearning: The control of Thessia, once the economic powerhouse of the galaxy and the spiritual home of the Asari, yields a variety of different advantages. Thessia receives a flat out 10% multiplier for economic output, has 200 credit increase on production limit, and all ground units produced on Thessia receive Advanced Armour for free.

Cons:Centralized Inefficiency: In contrast to the mass focus on Thessia, other Asari colonies have suffered from lack of support or even the removal of resources to focus solely on the home planet. The current regime's focus on the military and cultural heritage, have left many communities and local governments prone to corruption and bribery. All systems that are not the Pamitha Sysytem receive a 5% economic reduction in production and credits.

Powder Keg: The Autocracy's focus on propaganda has given the appearance of success and unity. However, detractors and dissidents hide within the shadow, waiting to take advantage of any weakness or failure to strike back. Bad Monthly roles or failed battles may lead to riots and rebellions. How many bad events need to occur is unknown to the Autocracy and is only known to the OP and Co-OP.


Pro:Special Tasks Group: Salarian Special Ops units gain the Enhanced Electronics Warfare and High Quality Armaments 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.

Council Duties: With a large amount criticism for its failure to take action during the Reaper War, the Union has given a large amount of funds to the Citadel to take the place of the Turians. 8% of income is given to the Fleet, may be negotiated in six months.


Pro: 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 twice as many minor and major mining complexes, compared to a garden world. Omega gets +50% income from these mines.

Cerberus Caches- Once the prime forward operating base for all Terminus Operations, the scars of occupation continue to linger into the present day. One item of particular noteworthiness were the numerous scientific facilities that blurred the line of man and machine. Every six months Omega receives a free elite specialist that comes with RCA and biotics free.

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 15% more costly.

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 Areas receive 25% less income, however these units will respond to any hostile attack on Omega.


Pros: Quarian Pilgrimage - Old ways die hard, and custom dictates that thousands of young Quarians are sent out to the Galaxy of value. Every month a random positive event, where a new item is acquired, is guaranteed. (Negative rolls are not affected by this)

Recolonization: With the conquest of Rannoch, and such a small population there is a large amount of resources that can be spread around. All Urban Areas produce 35 credits a month.

Geth killers: With centuries of perfecting techniques to kill Geth, the Quarian people are well-endowed in their technical know-how. Enhanced Electronic Warfare only costs 10% as an upgrade for both ships and ground units. Does not count as an upgrade for ground units.

Cons:
Small Population: Despite a population growth spurt over the last ten years, the number of Quarians are easily dwarved by some large off-world colonies of other species. Quarian life is precious and expensive to replace, and this can be manifested in a variety of ways. Planetary production capability looses 100 credits, and all non-Rannoch garden words produce 5% less.

Fragile Suits - The Quarian people have grown accustomed to wearing their suits and suffer greatly without them. Quarian all non-armored ground units cost 25% more and raise the cost of biotic infantry to 100%.


Pro:Capitalist Paradise: With little regulations and obtrusive bureaucracy, Ilium has become a protective world for a variety of up and coming Salarian and human trans-galactic corporations. All industrial yards, shipyards, and gambling dens produce 15% more.

Blue Rose Society: With a large block of supportive Asari Elites and Intellectuals, Councilor T'vesh is one of the most popular Asari leaders in the Galaxy. With the rise of the Blue Rose Society, as long as T'vesh is Councilor, Ilium receives 5% of the income from the largest Asari factions. This does not take any income from the faction.

Con: Asari Disunity: With the destruction of the Republics, and the destruction of their cultural hegemony, the Asari are in a new tentative position. Establishing new colonies within Citadel Space is difficult with the ingrained hatred toward the species. All colonies based in Citadel Space yield 10% less, until the Asari have a seat on the council.

Eschewed outlook- If it doesn't make money, the elite of IIium don't want it. All Starships must be built without upgrades.(upgrades must be purchased a minimum of one month after completion)


Pro:Cerberus Remnant: With the destruction of the Human Supremacy movement, many former Cerberus units are looking for work. Luckily the Aristocracy provides them sanctuary. Every three months a variety of randomized new units of varying quality and size will arrive.

Reaper Cybernetics: The failed scientific facilities do provide some value, nearly a decade after their closure. Reaper Cybernetic Upgrades are only double the price of the unit.

Con:Corruption: The Oligarchy that runs the economy and well most of the planet, are not chosen for their economic merit. Most of the planet is poorly run with bribes and corruption running rampant. Every month a randomized amount of credits is lost to these officials.

Argentina: Whether exaggerated or not, the image of a Cerberus safe-haven has started to grow throughout the galaxy. This has caught the ire of many within the Terminus as well as System's space. Every month there is a certain chance of guerrilla attacks on various installations not on your home world.



On this note:

Pros: Enterprising Spirit - The Human spirit urges members of the species to explore the galaxy at large and find new places to settle. They are quick to set up new ventures on these colonies to be the first business of that kind there. Whenever a new Garden planet is colonized with an Urban Area, one Industrial Complex and one planetary fuel depot (gained following all other purchases, does not permit the planet to exceed limit on these structures)
Economic Focus - Humanity is refocusing on its economy in wake of the Reaper War. Certain structures are given boosts from local governments or have large wealthy persons donating a portion of the cost. Major Industrial Complexes, Galactic Banks, and Spaceports (including major) cost 10% less.

Cons: Asari Refugees - While generally seen as a benefit by local governments, the Asari are not interested in seeing Humanity dominate the galaxy. They long to return to their homeworlds and regain the position of the Asari. The planets of Elysium, Eden Prime, and Earth have these Asari and Urban Areas produce 10% less income. Removed if the Asari are unified or rejoin as a member of the Citadel Council.

Council Duties: Being one of the final members of the Citadel Council, Humanity is reponsible for paying for the Citadel fleet. 5% of their monthly income is sent to the Fleet. This increases to 8% after 6 months.


Pro: Ordered Society - Turian Society is organized efficiently with dozens of different ranks. State employment begins at age 15 and determines the citizen's future. Because of this structure all military ground units take 1 month less to train.

Miracle of Palaven - The Miracle of Palaven was a major turning point in the Reaper War, it fostered good relations with the Krogan and has inspired our people to be more open to other races. This has improved our trade abilities. +10% income from Spaceports.

Con: Galactic Security No Longer - The war devastated our fleets, we have less than a third of our original fleet and we are now unable to effectively continue our role as the Galactic Security Force. Rebuilding the military is priority one. The problem, our people are spread thin and we don't have a large population to pull from currently. Infantry, Militia, Armored, and Artillery Units cost 10% more.


Pros: Batarian State Arms - Despite our greatest failures, our arms manufacturing corporation has survived the Great War due to its outsourcing to the corners of the Terminus System. They are now returning to their home to aid our efforts. Garden and Near Garden worlds can have twice as many industrial complexes built on them to accomodate the arms industry.

Pillars of Strength: Batarian Mercenaries and Pirates ae widely known across the galaxy. Now, when the Hegemony is at its weakest, these nationalists return home. While their political ideas are varied, they do bring with them experience in the Reaper War and before. Batarian Infantry gain one upgrade (25% or less) for free.

Cons: Utterly Defeated: Nothing was left standing. Our population nearly fully harvested. We saw the Human Shepard fight and defeat the Reapers, even if she died in the process. We failed. We must never fail again. Defenses cost 10% more as we must ensure their sturdiness.

Batarian Slavers: Our people return, but with them are the scum of the outer rim. They may help us rebuild, but they cause problems across our planets. Gambling Dens provide 50% less credits and Urban areas produce 50% less credits unless there is a Gambling Den on the planet.


Pros: Military Engineers: The remnants of the Fleet that served the combined Republics so well have found a welcome home within the military-focused True Asari, where they are well-paid and respected in the newly militant zeitgeist forming. This has led to somewhat swifter work on bringing new vessels to the field, especially those of great military value. -15% Build Time on Heavy Vessels

Mobilized Mindset: Unlike the militia-esque organizations of the Asari before the Reaper War, the formal battle structures and organizations of Asari warbands deployed by the True Asari stand out from their former allies, particularly in the speed these professional soldiers can be brought to bear on potential threats. -1 Month Training Time for all Infantry, 1 Minimum

Cons: Guns not Butter: A civilization on a war-footing, that refuses to negotiate with friends and former colleagues, is one who puts survival ahead of blue sky projects and comforts. Research Stations are 25% more expensive, Urban Areas produce 5 fewer Credits.


Pros: Highly Skilled - The Drell have lived with the Hanar and learned highly skilled professions from assassin to political adviser. Because of this upgrades to Spec Ops and Elite Specialists cost 20% less.

Mechanized Industry - Our people are too thin to work our own industry, but it turns out robotics is the way to go, our industrial complexes, major industrial complexes, and orbital mining produce more. Industrial Complex: +1, Major Industrial Complex: +3, Orbital Mining Facility: +5.

Cons: Split People - Not all drell followed us to our new world of Namakli. Our people are few in number and we have no way of replacing our population in the near future. Therefore, much of our military must be automated. Ground Forces must be mechanical and Starships cost 5% more to accommodate the upgrades to reduce crew numbers.


If any faction not listed in the two above posts has any requests for their Pro/Con list let me or North know so that we can get things moving along a little quicker.

Pro: Inorganic Adaptability. Geth do not weak flesh and are far more adaptable than filthy meat-bags, they can survive the harshest of environments and survive. Geth can use the upgrades of the one planetary tier above the current settlement. (ie: Hostile terrestrial receives non-hostile, near-garden receives garden, etc.)

Master Architects: With the ability to utilize a thousand sentient minds, efficiency is achieved at the highest decimal points. Resources and costs are lowered to the smallest margins. Infrastructure Cost is lowered by 10%, Orbital Costs is lowered by 25%.

Synthetic Brilliance: Connected minds becomes a singular mind. Research and technology is something the Collective is especially adept too. Research Stations yield plus two more research points, four urban areas yield an extra research point if they are on the same planet.

Con: Biological Disinterest: Geth are non-biological organisms, thus they can not utilize biotics. They also receive a 50% debuff for all biological research.

Vacant Networks: The destruction of the Geth Collective, the Crucible, and the loss of the Dyson Sphere had nearly led the Geth to destruction. Rebuilding and singularity are now elusive goals for now. Infrastructure build time is increased by a month, heavy vessels have a two month build time extension.

If you have an EVEN number on the list on the OP page, but still don't have a Pro and Con. Let me know on the OOC.
Last edited by North America Inc on Thu Jan 11, 2018 11:09 am, edited 1 time in total.

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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Jan 11, 2018 11:01 am

Turkducken wrote:So I’ve whittled it down to either the Hanar or Vorcha, I’m a little bit more inclined to play Hanar because they’re an important galactic player. But I’m very tempted to choose the Vorcha because it’d be cool.

If you want my opinion, I never liked the Vorcha as a spsecies. They always have been one dimensional, the Hanar would allow you to play a more important role in Galactic politics.

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The National Dominion of Hungary
Minister
 
Posts: 2374
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Thu Jan 11, 2018 11:36 am

Good to see the pros and cons up!

I've really busy at work this week but will have a post up in the weekend.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Nuxipal
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Posts: 8889
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Thu Jan 11, 2018 1:52 pm

Commonwealth of Hank the Cat wrote:Damn, man. No love for the remnant, baby!

I'm still working in them. I know I have at least one con for the up. Can't remember if I have any pros yet
National Information: http://kutath.weebly.com/

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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Jan 11, 2018 1:54 pm

Yaana Noore wrote:Can I reserve the Krogan? Otherwise, the Elcor.

Noted

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Theyra
Negotiator
 
Posts: 6185
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Thu Jan 11, 2018 2:01 pm

Question about my con. Does that mean I have to replace my current Ground forces with mechs or just I can only built Ares Mech Battalion and Hephaestus Mech Division from now on?

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Nuxipal
Powerbroker
 
Posts: 8889
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Thu Jan 11, 2018 2:21 pm

Theyra wrote:Question about my con. Does that mean I have to replace my current Ground forces with mechs or just I can only built Ares Mech Battalion and Hephaestus Mech Division from now on?

Future purchases in that case
National Information: http://kutath.weebly.com/

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Theyra
Negotiator
 
Posts: 6185
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Thu Jan 11, 2018 2:29 pm

Nuxipal wrote:
Theyra wrote:Question about my con. Does that mean I have to replace my current Ground forces with mechs or just I can only built Ares Mech Battalion and Hephaestus Mech Division from now on?

Future purchases in that case


Okay and and since I can only build mechs as a ground force. Are spec-ops teams and Elite Specialists excluded since if not. That would make one pro useless.

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North America Inc
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Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Jan 11, 2018 2:42 pm

Theyra wrote:
Nuxipal wrote: Future purchases in that case


Okay and and since I can only build mechs as a ground force. Are spec-ops teams and Elite Specialists excluded since if not. That would make one pro useless.

Drell spec ops units don't count

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Elerian
Postmaster-General
 
Posts: 11501
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Thu Jan 11, 2018 2:48 pm

North America Inc wrote:If you have an EVEN number on the list on the OP page, but still don't have a Pro and Con. Let me know on the OOC.


Is Nux doing odds then?

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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Jan 11, 2018 3:07 pm

Elerian wrote:
North America Inc wrote:If you have an EVEN number on the list on the OP page, but still don't have a Pro and Con. Let me know on the OOC.


Is Nux doing odds then?

Yes, but he is kinda busy, so I can help you.

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Nuxipal
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Posts: 8889
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Thu Jan 11, 2018 5:42 pm

North America Inc wrote:
Elerian wrote:
Is Nux doing odds then?

Yes, but he is kinda busy, so I can help you.


Kinda busy yeah. I am doing the best I can. Working full time, raising a daughter, and trying to move into a new house within the next month and I don't yet have that house.
National Information: http://kutath.weebly.com/

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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Thu Jan 11, 2018 8:59 pm

Okay, we should finally be on track. If you sent me a research app, send it to me at again. I will posting tomorrow as well as the new update this weekend.

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Yaana Noore
Ambassador
 
Posts: 1245
Founded: Mar 01, 2015
Ex-Nation

Postby Yaana Noore » Fri Jan 12, 2018 10:46 am

Would the Krogan have any other planets beyond Tuchanka? Considering their population is going to increase I expect a new colony planet would have been requested where they can show the Council they are able to colonise without decimating it.

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Elerian
Postmaster-General
 
Posts: 11501
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Fri Jan 12, 2018 12:03 pm

Yaana Noore wrote:Would the Krogan have any other planets beyond Tuchanka? Considering their population is going to increase I expect a new colony planet would have been requested where they can show the Council they are able to colonise without decimating it.


I would think they would have to show that they could develop their own home world and remain stable for a period of time before they would be able to expand. We don't want another Krogan war like before.

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