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Mass Effect-Factions::Delayed Arrival (OOC/OPEN)

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North America Inc
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Founded: Mar 07, 2013
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Mass Effect-Factions::Delayed Arrival (OOC/OPEN)

Postby North America Inc » Thu Mar 17, 2016 9:10 pm

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Music to Save Peacekeep the Galaxy To

The View of Palaven


NEWS

Development Period - Back by popular demand, its the development period. Having an economy of more than 2700K, you can only spend 40% on infrastructure, 4000 you can only spend 30%, 5K only allots you 25%, and 6500 and above only allows 20%. This includes and loans you have been given.

Update 1.02 has Launched!

Update 1.01 has Launched!

IC ETA Tomorrow: 3:00 P.M, 23rd March 2016, Pacific Standard Time. In-Character Forum is up!

Grace period. In most modern developed worlds, creation of infrastructure is now a secondary concern. However in other nations like China and India, billions are spent trying to catch up the West. To reflect that, the first three months in the game any nation with over 3500 can only 1/5 of their economy on infrastructure. Any nation with 2700, 1/4.
CODEX is now up. Please post Application there and remember to regularly update it.

Research Process and Application is now up!

Faction goals have launched!

Watch out for the Black Market in the next update!

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Quote of the Week:
"I AM OMEGA" -Aria
Said a month before a coup forces her out.


C-Sec's Red Tape and Regulations. Basically the same rules as the previous ones.

1. The Word of Myself(The OP) and my Appointed Co-OPs are Law.
2. If you have problems ask the community.
3. Utilize Common Sense. Think about your stuff before posting it.
4. The Rule of Cool applies here. This is pretty much as AU as it will get. If you want the Alliance Prime Minister and a Salarian Dalatrass to hook up, fine by me.
5. Steamrolling is not allowed. Give players a chance to respond. If a player is habitually absent well..
6. Players who are not active at least once per week will have their factions put under limited OP control. After two weeks the Faction will be under complete OP control and it is open to new players.
7. That being said, if you have real world issues. Come to me. I will do my best to keep your Faction safe during your absence. Real Life happens and we all understand.
8. If you want to fight with an Individual, take it to TG.
9. No Spamming. Respect the Threads and everyone who posts in them.
10. This is the internet, however, lets keep any rage we have IC with our characters.
11. Don't post links to your NSFW blog. We don't want it. Keep the stuff you link to PG-13. Also, please ask before advertising for another RP. I will most likely say yes, but this is not a commercial slot
12. Please, for the love of the Enkindlers, try your best to spell correctly. It is frustrating when a player misspells simple everyday words.


Welcome to the Citadel of OPs. It's the secret headquarters of the Council of OPs.
OP: North America Inc
Co-OP: Greater Istanistan
Co-OP: G-Tech Corporation


Introduction:

Welcome to Mass Effect:: Delayed Arrival! A Role Playing Experience that lets you conquer the galaxy, save your homeland, and engage in diplomatic warfare. As the title might imply, this RP takes place within the Mass Effect Universe; the physics, equipment, and the factions are all based on the lore created by Bioware. There has been multiple incarnations of this Role Playing Experience in the past, with this one being the first one I have had the pleasure to lead. My number one priority is to service the role player, and ensure that they you all have an enjoyable experience. Craft your faction the way you want to play and lead them to total galactic victory! How you do this is all up to you.

Scenario:
One of the major criticisms I had with the beginning of Mass Effect 3 was that it totally glossed over the Arrival DLC. The DLC makes it point to have the Reapers only seconds away from arriving before you destroy the Alpha Relay, yet in the trilogy they arrive the same time whether or nor the Assignment was completed. In-Universe this is glossed over by the 103rd Marine Division, making the entire mission inevitable whether or not the player completes it. It almost makes the deaths of 300,000 Batarian deaths almost worthless in the long scheme of things. Instead in this RP, Shepard indeed was able to delay the Reapers, and they will not come in five months. The galaxy can breathe sigh in relief, as the Reapers have been held back for some time. The Reapers will not come back in the next five months, but after that date the chances of them arriving steadily increases. On the sixth month, the chances of the Reapers returning is a two percent chance. On the seventh month it is four percent, eighth month it is six percent, and so on and so forth.

The date is January 1st 2186, and the Collector threat is over. The Alpha Relay has been destroyed and Shepard has surrendered to galactic authorities. This is where our story begins.

Shepard: Commander Veronica Shepard is a N7 graduate, ex-Spectre Operative, and Vanguard Class Biotic. She was a Spacer born to Admiral Hannah Shepard of the Alliance Navy, and War hero of the Skyllian Blitz. She is no Paragon or Renegade, she is instead a Pragmatist. What that means is that she goes by the information she has and makes a decision; she is not perfect and is a human being with flaws like the rest of us. Binary ideas like good and evil, does not exist in this wild galaxy; instead there is only gray. She is the perfect image of a Wild Card.

Her Decisions:(to reflect her Maverick-style, all her decisions were decided by a coin toss)

Mass Effect 1:
Administrator Anoleis was turned over. Batarian leader Balak was killed in action, and hostages were saved on the asteroid. The Rachni Queen was determined to be too dangerous, and eliminated at Noveria. Urdnot Wrex, a mercenary, was convinced to stand down on Vimire, but Kaiden Alenko was killed in action during an engagement with the Geth. The Council was saved, along with the Destiny Ascension, but at the cost of heavy casualties for the Alliance Fleet. Anderson was chosen as the new council member.

Mass Effect 2:
Veetor was interrogated by Cerberus, but was eventually turned over to the Migrant Fleet. All companions had their loyalty missions completed. The confrontation with Miranda and Jack, ended with the Commander taking the side of Lawson. While the Tali and Legion depute ended in neutral terms. Maelon's data was saved for future study, and Tali Zorra vas' Normandy was acquitted of all charges by the Fleet. During the Collector Base attack, 50 % of the crew members were lost and the Collector Base was saved for future study by Cerberus. Three Squad Members are KIA: Cerberus Operative Miranda Lawson, Justicar Samara, and Grunt. Liara is now the new Shadow Broker and of course the Alpha Relay is destroyed.

Mass Effect-Factions:
As of now, Veronica Shepard is in Vancouver waiting to be heard by Tribunal. In six months, the Tribunal will convene and court marshal the Commander. She will serve only two years in prison, do to her iconic status and connections to Admiral Hackett. If the Reapers are to arrive while she is in prison, then she will she die on Earth. If this does not occur, when the Reapers arrive, she will be reinstated.

Recession and Prosperity: The economy is full of ups and downs is it not. That's the cycle of business, and well what do you expect. During the monthly roles, the 5 biggest economies (excluding the Geth) shape the way in which profit margins are developed. When three out of the five nations score a rating of 8 or higher, prosperity will be initiated. For the next three months , all productivity is increased by 10% for all factions and the cost of units goes down by 5%. The only faction not effected by this is the Geth due to their isolation. This can be added to if it happens again within three months.

If 3 nations generate 10s, then this will be compounded to six months, productivity goes up to 15%, and cost of units goes down 10%.

Now if the three major economies generate low rolls of 4 or down, then the economy goes into a recession. Now as you might expect productivity goes down 10% and cost of units go 5% up due to inflation. It lasts once again three months and the Geth are not effected.

If 3 nation generate two or lower, a depression occurs. It last 6 months, productivity goes down 15%, and cost of units rise 10%. If a score of 8s is achieved during a recession or depression, the economy goes back to normal.

Faction goals:
See below.

Logistics: As most of us will already know, each faction starts off with a certain quantity of credits to spend. Each credit represents 500 Million Credits of in game(Mass Effect) currency. However, each faction has a requirement on what they spend these credits on. Example: The Batarian Hegemony will start with 3000 credits. They must spend at least 1500 of those credits on military. They can spend more if they choose to, but the have to spend at least that much. Dreadnoughts, are to be kept strictly at the appropriated levels at game start. However, I will allow you to spend credits to have up to two dreadnoughts under construction. I'll put a disclaimer next to the Dreadnought unit regarding this.

Next major thing, that was in the last format, but it has been expanded here. Production Capacity. We last had it so that small worlds couldn't support mass quantities of construction, and that has returned. Each planet has a base Production Capacity. This will likely have to be adjusted for considering the different expenses being used for units in this RP. Additionally, each planet now has a base income which can be unlocked by settling on the planet either by placing an Urban Area on it or, if it can't have urban areas, by building at least one mining complex and one industrial center on it. (Clause under review

Nuxipal had this interesting idea of Exploration. The discovery of new worlds to colonize and exploit. We all know that the Terminus systems are vast and mostly unexplored. A sufficiently secure Terminus faction can try to unlock dormant Mass Relays leading them to new unexplored regions of space. But beware, The Citadel Council has ruled this to be illegal since the Rachni Wars. As such, any Council species caught doing this will face punishment by the Council. Citadel races can explore as well however, there are countless stars in the clusters you already live in. You can send exploration craft to discover new systems which may or may not hold life, habitable planets, or just large asteroid belts which you can exploit for resources.

Enjoy:

North America Incorporated
Credit goes to Nuxipal for the Logistic Portion of the Introduction




App Structure:
Code: Select all
Faction:
Leader (No party members):
Citadel Council member Y/N or N/A:
Brief description of diplomatic relations:
Military state of readiness:
History:
Infrastructure and Claimed Worlds:
Military:
a) On Planet Forces(Ground Battalions and Docked Ships): 
b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):

RP Example:
Questions and Suggestions:
Mandalorian


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 and Corporations, 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 (however, you can change to a legitimate government at a later time if you choose to).

Also don't mention Mandalorian, it's not even the same universe!

Factions:

Established Factions:
1.Human Systems Alliance - OPEN
2. Asari Republics - Nuxipal
3. Turian Hierarchy - Greater Istanistan
4. Salarian Union - Argentumurbem
5. Batarian Hegemony - The Soviet Union of Mother Russia
Omega - divided between Versail *
6. Krogan (Urdnot Clan) - Brotherhood Steel the 2nd
7. Cerberus - North America Inc*
8. Quarian Flotilla - The National Dominion of Hungary*
9. Volus Protectorate - Elerian*
10. Hanar Primacy - Tolyanskaya
11. Elcor Courts - The Volus
12. Geth Collective - G-Tech Corporation *
13. Illium Trade Bloc - Lunas Legion*
14. Heshtok Vorcha - Ironsbad *

Independent Factions:
15. Jas'arian Empire - Kinistian*
16. The Grey Company (Individuals)- Brusia
17. People's Alliance for Prosperity- Versail*
18.Confederation of Independent Geth Subnets Neo-Heretics- Celivaia
19. Turian Hierarchy of Macedyn- Vladivostokava

Dead Factions:
Helios Confederation- The corporate states of Astavar
The Silaris Republic- Segmentia
The Akhiraan Organization- The Flame Dawn
Beltrán Crime Syndicate- Rygondria
Mandate of Athame- The Orson Empire
The Empire of the Hand - Eridanus 3

Reservations are good for 24 hours unless people give justification for their tardiness.
* Have confirmed their continued interest.


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: 5000 (at least 3900 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

Turian Hierarchy: 4800 (at least 4100 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 70 credits/month + infrastructure

Salarian Union: 4600 (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, 1 Research Station and Shipyard on Mannovai, free 16 dreadnoughts with Advanced EW upgrade, free 5 Spec Ops, must spend at least 2000 on military, of which at least 70 must be on spec ops and 50 on Special Operatives), basic 70 credits/month + infrastructure

Systems Alliance: 4300 Political Upheaval for inability to prevent Collector Attacks. (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 70 credits/month + infrastructure


Volus Protectorate: 3300 (at least 1900 must be spent on infrastructure, 2 free Urban Structures, 1 Fuel Depot on Irune, 1 free dreadnought), basic 100 credits/month + infrastructure

Elcor Courts: 3240 (2 free Urban Structures, 1 free fuel depot on Dekuuna, must spend at least 1000 on military), basic 35 credits/month + infrastructure

Hanar Primacy: 3055(At least 2000 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: 2600 Unification of the Krogan Race is now complete. Wrex is now the leader of Clan Urdnot (At least 700 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 25 credits/month + infrastructure, may not purchase spacecraft with initial credits


Omega: 2120(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: 3700 Indoctrinated and incompetent, a bad mixture. (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 2200 on military), basic 55 credits/month + infrastructure

Geth: 4650 Unification with Heretics. (4 free Urban Areas, 1 free Fuel Depot, 1 free Minor Industrial Complex, 1 Research Station, 1 free Shipyard on Rannoch, free 21 dreadnoughts, free Hyperdreadnought, must spend at least 1700 on military), basic 50 credits/month + infrastructure

Cerberus: 2350 Collector Base Secured (1 free Mobile Station, 1 Research Station, 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 950 on military), basic 35 credits/month + infrastructure

Quarians: 2900 (2600 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: 1850 (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 800 on military), basic 30 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Heshtok Vorcha Clan: 1480(740 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: 750(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: 1200 (695 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: 350 (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: 1200 ( 450 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: 850 (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: 750 (400 must be 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

"Never forget that your weapon was made by the lowest bidder."
10-Mining Complex (Limit of 5 per planet-Garner 7 extra credits monthly)

30-Major Mining complex (Limit of 2 per planet- Garner 15 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)

25- Outpost (Limit to 1 per planet, decommissioned after infrastructure exceeds planet's natural income. Outpost itself does not count) garners 10% of the Natural Income of the planet.

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 for Dreadnought 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 50 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,creates an extra 5 credits/month per Urban Area, 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. Produces 10 points per month of a pre-determined amount. 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)

75-Galactic Bank(Limited to 1 per planet, built in other faction's territories, requires at least 3 Urban Areas, generates 40 income for 'capital' nation, 20% more income from Urban Areas for home faction, non-Terminus based factions require at least bank to allow the sharing of loans. Capital nation also generates 10 extra credits per bank that it has established within the faction.) Ex: Volus have 10 banks in Turian territory, they generate 400 credits but also an extra 100 credits for having the banks 'connected'.

300- Established Trade Route(Limited to one connection per planets, requires at least a production of 350 credits on at least of the planets. This is not an actual building but a rather a trade route from one planet to another.They are required to be from other factions and yield 10% of that planet's income. Note that faction does not loose any actual credits and you must subtract the natural income from the yield. Both Factions must agree to the arrangement and also, how to split the cost between the two. Trading between different quadrants of space (Terminus, Council, etc.) yields an extra 5% but there is a greater chance of pirates.

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 in system, 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:

900 - Major Spaceport (replaces small spaceport, 500 is upgrade cost. Garner 15 credits/month for every structure on the planet excluding the spaceport itself, doubles income from all Small Spaceports(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)

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)

2000- Mobile Space Station: (Limits 1 per system, you buy up two planetary guns on them+ 20% total credits on system) (Takes 1 month to move)2 Urban Areas, 2 Fuel Depot, 1 Small Spaceport

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)

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

800-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)


Here is your Glorified Taxi Service.
Habitation Ship - only granted as starting unit - +70 credits/month
Hyperdreadnought - only granted as starting unit, must be researched. 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 12 units


Mining Ship 50 Credits 4 months - +20 credits/month. 25, if an system with a Orbital Mining Station.
Light Cruiser 25 Credits 4 months
Escort Carrier (Has one slot for either a fighter or interceptor wing) 20 credits 4 months
Transport 25 Credits 3 months - can carry 5 units
Destroyer 15 Credits 3 months
Frigate 10 Credits 2 months


"Highway to the Danger Zone!"
* Light Vessels can NOT equip GARDIAN systems, Drop Ship Hangar, and Boarding Troops
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
Light Transport 7 credits 1 month- can carry 1 unit


"Firstly I'm a man's man, a courageous man, who's not afraid to be out in the field, looking my enemy square in the eye through the scope of a high-powered sniper rifle from the next town over." -Anonymous Grunt as to why he didn't join the navy.

Infantry Division (30,000 troops) 10 creds, 4 months. As seen here.
"Are you doing your part? Join the Mobile Infantry and save the world."
Marine Division (22,000 troops) 12 credits, 4 months. As seen here.
"Feet first into hell and back again! When I die please bury me deep! Place an MA5 down by my feet!"
Militia Division (30,000 troops) 6 Credits, 2 months. As seen here.
"Because we live here!" Guns down Space Russians. " Wolverines!"
LOKI Mech Battalion (5000 Troops) 2 Credits, 2 months
"It can't be reasoned with. It doesn't feel pity. Or remorse. Or fear. And it absolutely will not stop. ever."
YMIR Mech Division (200 Units, 5000 LOKI Troops) 20 credits, 2 months. As seen here.
"A weapon to surpass Medal Gear."
Armored division(240 vehicles, 15,000 troops) 25 credits,3 months. As seen here.
"The best tank killer is another tank. Therefore tanks are always fighting each other... and have no time to help the infantry."
Artillery Battalion (74 Artillery pieces, 2500 troops) 10 credits, 3 months. As seen here.
"God fights on the side with the best artillery."
Combat Engineers (1,000) 7 credits, 3 months. As seen here.
"Yeah, I don't even know what I'm doing here, actually"
Anti-Orbital Missile Force (55 vehicles with launchers, 400 troops) 10 Credits, 3 months. As seen here.
"When I take action, I'm not going to fire a $2 million missile at a $10 empty tent and hit a camel in the butt. It's going to be decisive."
Spec-ops team (27 operatives) 6 creds, 4 months, free Elites upgrade. As seen here.
"Who dares win?"
Gunship Wing (34 gunships) 5 Credits, 3 months. As seen here.
"brrrrRRRRRRRRRRRRRRRRRRRRRRRRRRRRT"
Airmobile Infantry Brigade (100 transport/support gunships, 3000 troops) 15 credits, 5 months. As seen here.
"Rendezvous With Destiny"
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.As seen here
"You've seen him and you're not dead? Huh" "What is he suppose to be, the ultimate bad ass?"
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. As seen here
"I’m here to kick ass and chew bubblegum. And I’m all out of bubblegum "


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.

Reaper Cybernetic Augments - +200% of Original Cost and Indoctrination

Augmentation to your physical troops to make them more than men. Increased strength, perception, and speed. Pair this with biotics to be truly devastating on the battlefield. No faction has the technology to equip this yet, but when you do discover it, be prepared to hear voices. Units overtime will be indoctrinated and go rogue. Biotics will also now cost 10% and will not take a place of an upgrade.

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.


Factions' Advantages and Disadvantages:
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.
Divided Republic: The Asari Republic is not an unified republic, it's a collection of city states and planets. The Asari Military operates the same way and it relies on the support of the city states. The longer a non-defensive war occurs, the greater the chance the units will be recalled. Depending on how disastrous the war is going, units may even no longer be stationed to fight Will be determined by monthly roles and the severity depends on the status of the conflict.


Pros: Military Government - The Turian Government is a Giant military machine. Recruitment times for Infantry reduced by 25%
Turian Resolve - Turians 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.
Asset Funding: Another symptom of their poor economic management, the Turians continue to fail at running their businesses like they do with their military. Planetary structures cost 10% more.

Pros: 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.
Let's go loud: Salarians are known for their unassuming and stealth tactics. They work well behind the scenes and not charging the battlefield. Heavy vessels cost 5% more.

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 all upgrades are up 5%, with Electronic Warfare costing 10% more.
Rebuilding the fleet: The devastating attack that Sovereign inflicted on the Alliance Fleet is still being felt today. Rebuilding the navy is not going to be easy, especially with the factories being overworked as is. Production has been bogged down and thus Heavy Vessel production now take two months longer.

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.
Krogan Strength: Their aggressive personality also trickles down to their weapon of choice. Marines can choose between Heavy weapons or flamethrowers for free.
Cons: Weapons Ban: Krogan ground forces start with the Low Quality Weapons Upgrade
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: Collector Base Saved- The Collector base will prove valuable as they now have a treasure chest full of Reaper technology. Upgrades cost 10% less and our as of now the only ones able to go through the Omega 4 relay.
Credit Funneling - Cerberus has its hands in the Alliance's pocket. Cerberus gains 5% of what the Alliance budget is. Does not effect the Alliance itself.
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. Any structure built within Attican Traverse yields 5% less,Alliance Space 10% less, and Council Space yields 20% less.
'Advanced' Training - All Cerberus ground forces have a +15% increase in production 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 and raise the cost of biotic infantry to 100%


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: 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.
Synthetic Intellectualism: Unfettered by the cultural or technological restraints of organic races, the Geth are nearly the most advanced race in the galaxy, and show no signs of slowing down. Research Stations produce a bonus 10% towards any research not involving Biology or Biotics.
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
Isolated from the outside: Planets can not be colonized outside the Veil until the Quarians are defeated or the Council allows such.
Divided we fall: When isolated, Geth units act more like VIs. All Marine Divisions operate like Infantry, Infantry like Militia, and Militia like cannon fodder when operating alone.


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.
Last edited by North America Inc on Sat May 28, 2016 7:51 pm, edited 124 times in total.

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North America Inc
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Founded: Mar 07, 2013
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Postby North America Inc » Thu Mar 17, 2016 9:13 pm

UPDATE 1.01 'Adventurers and Explorers' Pack
New additions:


Citadel Sub-IC is now up! Its open to everyone but it is also the main hub for the Citadel Council.


Space Exploration has now been crafted, and is a new mechanic to build on planet exploration. All credit goes to the G-Tech Corporation.

Expeditions are intrepid crews of sentient flung off in to the unknown by FTL or Mass Relay to boldly go where none have gone before, in search of treasure, fame, and generally land that nobody else has already planted a flag on. There are two types of Expedition; those undertaken in a local cluster via conventional Element Zero FTL, and those undertaken via Mass Relay jump to a previously uncharted Relay. Both require a single ship of at least Destroyer class to initiate.

Expedition Types

Conventional FTL: Your vessel accelerates to normal intersystem travel speeds, but instead of moving along established spacelanes, sets course for a star in the nearby cluster that is uncharted. A certain amount of risk is attendant to this method of navigation, for unforeseen perturbations in the time-space fabric or obstacles can result in the utter destruction of the exploring vessel, scattering its ashes across a star system. 1/3rd chance of ship loss upon exploration. Its your more legal option to explore, although it is considerably more dangerous for the safety of the crew. You will find out the results the next month. Does not reveal more paths.

Mass Relay Jump
: Your vessel, using precisely calculated transit algorithms, jumps to a newly postulated Mass Relay's coordinates. Such a jump is instantaneous, but if the calculations are not exactly correct, the stresses of the jump may obliterate the vessel as if it never existed. 1/10th chance of ship loss, obviously exploration along new Mass Relays has been banned since the Rachni Wars, so you best keep this activity secret if you happen to not want to be a galactic pariah. Has a 10% chance, if conducted near the edge of known space, to reveal the path to a new cluster.

Ships and Safety:
Any medium to large vessel can undertake the voyage. However large vessels cut down the danger of losing the ship by half. So when you use conventional instead of 34% chance of losing it, its now 17% of loss.

Expedition Rates:
Finding systems to explore, even in the wide cosmos, is not the easiest task- a statement which is especially true in the more densely explored Council regions of space. Terminus factions may only launch an Expedition once every month, Citadel races once every two months.

Rolltables:
Once you have discovered a system, we will do a combination of rolls to find out what was inside the system. We will roll one to ten to find out how many planets,asteroids, and moons are in the system. If you roll 5, there are five planets. Then for each individual planet I will roll from 1 to 100 to find out what classification it is. Asteroid Belts: 1-15. Barren Moon: 16-30. Gas Giant: 31-50. Barren World: 51-63. Hostile Terrestrial. 64-75. non-Hostile Terrestrial:76-85. Garden Moon: 86-91. Near Garden World: 92-97. Garden World: 98-100.

But also there's other things to discover and explore. For system, I will roll a 1/2 dice to find out if anything's good is there. If there is, I will roll a dice from 1 to 100. Element Zero: 1 to 45. Failed Expedition Team: 46 to 70. Rare Item: 71 to 85. Protean Ruins: 86 to 93. Protean Beacon: 94 to 97. Advanced Life: 98 to 99. Reaper Wreckage: 100. ALSO, if you use a Mass Relay,1 Advanced Life point is replaced by Space Cthulhu. Space Cthulhu will follow you back through the relay and start a war that will last 300 hundred years. You have angered the GREAT OLD ONES and now you must DIE!
.

Planetary Results
First, generate the number of planets in the system: 1-27
1-4: 0 Planets
5-8: 1 Planet
9-13: 2 Planets
14-19: 3 Planets
20-22: 4 Planets
23-24: 5 Planets
25-26: 6 Planets
27: 6+ Planets (if you roll a 27, keep rolling 1-2 until you get a 1. For every 2 rolled, add another planet to the original six)
Then we generate features, moons and asteroid belts.
Asteroid Belts: 1-4
1-2: 1 Asteroid Belt
3: No Asteroid Belt
4: 1 Asteroid Belt and 1 Kuiper Belt
Moons: 1-14
For every planet, conduct a roll. Double all results with moons if the world is a gas giant- if it would have two moons, it now has four.
1-4: No Moon
5-10: One Moon
10-12: Two Moons
13-14: Three Moons
Lastly, determine moon and planet quality. Moons may only be garden or barren- treat their near garden and non-hostile terran results as Garden, and all others as barren. 1-45
1-16 Barren
17-32 Gas Giant
33-38 Hostile Terran
39-42 Non-Hostile Terran
43-44 Near-Garden
45 Garden





















Cnidari Cluster::

Scypho System*
Barren Stone - Barren
Verdant Spring - Non-Hostile Terrestrial
Kahje -Oceanic Garden (Hanar Homeworld)
Asteroid Belt
Raging River - Gas Giant
Blank Canvas - Barren



Tuat System
Cialep - Barren
Rakhana - Post-Garden (Drell Homeworld)
Asteroid Belt
Nikin - Hostile Terrestrial
Gania - Non-Hostile Terrestrial
Uelld - Gas Giant



Zymas System
Asteroid Belt
Growing Tree - Oceanic Garden
Calm Wave - Non-Hostile Terrestrial
Empty Vessel - Gas Giant
Crescent Flower - Gas Giant
Asteroid Belt
Nemean Abyss::

Gnaal System
Ugrath - Barren
Gnaal - Hostile Terrestrial
Bekke - Non-Hostile Terrestrial
Valnar - Gas Giant


Ahn'kha System

Vhas - Non-Hostile Terrestrial
Ki'gan - Gas Giant
Ahn'kha - Gas Giant
-Ahn'kendar Orbital Platform: Space Outpost


Abyssal System*
Tortuga - Garden
Au'ten - Gas Giant
Sinehand Cluster

Deltsilon System *
Stark - Barren
Nasurn - Garden
Raxicorica - Gas Giant
Fallipians -Non-hostile Terrestrial



Tyrannus System
Eridani - Barren
Rannadril - Garden
Octavius - Non-hostile Terrestrial
Hassermayer - Gas Giant



Shoal System
Warm Tides - Hostile Terrestrial
Hot Springs - Oceanic Garden
Protesting Current - Barren
Thishik System
Pulom - Gas Giant
Karpashan - Garden


Ner'shaj System
Kaneke - Non-Hostile Terrestrial
Joval - Barren
Asteroid Belt


Hausah System*
Asteroid Belt
Lowas - Barren
Asteroid Belt
Sol System* - Canon System Usable moons and Dwarf Planets:
Luna - Barren Moon
Io - Barren Moon
Europa - Barren Moon
Ganymede - Barren Moon
Titan - Methane Garden Moon
Callisto - Barren Moon
Triton - Barren Moon
Pluto - Barren World
Eris - Barren World

Epsilon Eridani
Platus - Barren World
Rhodos - Hostile Terrestrial World
Demeter - Garden World

Tau Ceti
Milsi - Barren
Sathur - Garden
Githas - Gas Giant
Asteroid Belt
Uotas - Gas Giant
Asteroid Belt
Dohor - Gas Giant
Xextar - Barren
Gansu System*
Fuxi - Gas Giant
Nu Kwa - Barren Moon
Shanxi - Garden World
Tian - Barren World

Cuchulainn System
Eriu - Non-Hostile Terrestrial World
Sidhe - Barren World
Deirdre - Gas Giant
Mactere System*
Taetrus - Dextro Garden
Gelu - Barren World
Asteroid Belt
Minorum - Gas Giant
Oblitus - Barren World

Hortum System
Flos - Non-Hostile terrestrial
Hydriau] - Barren World
[u]Vexillum
- Gas Giant
Macedyn - Dextro Garden Moon

Opus System
Obustus - Hostile Terrestrial
Torreo - Barren
Exanimis - High-Pressure Ammonia Garden
Inane - Barren Moon


Iego System
Syglar - Non-Hostile Terrestrial
Epyrus - Dextro-amino Garden
Gothis - Gas Giant
Fraxin - High-Pressure Ammonia Garden Moon
Sinoval System*
Sinovai - Brown Dwarf (binary)
Lannofae - Barren
Tallorus - Garden World
Tor'jesh - Barren Moon
Halliat - Non-Hostile Terrestrial
Muneri - Gas Giant
Bannovin - Gas Giant

Oiat System
Belen - Oceanic Garden
Asteroid Belt
Vall (Barren)
Asteroid Belt
Norgud - Hostile Terrestrial
Asteroid Belt
Turant System
Ingris - Barren
Grafton - Gas Giant


Verdun System
Tiptree - Garden
Ulys - Gas Giant
Randos - Gas Giant


Vagrant System*
Torfan - Non-Hostile Terrestrial
Phanash - Barren
Falah - Barren


Yara System
Vysar - Hostile Terrestrial
Mindoir - Garden
Osmun - Gas Giant
Asteroid Belt


Muhammad System
Ramsayer - Hostile Terrestrial
Asteroid Belt
Waziyya - Garden World
Asteroid Belt
An Ramabair - Gas Giant
Baltilqas - Gas Giant
Dorouveh - Barren


Thuyoon System
Adanlik - Near Garden World
Payazdere - Non-Hostile Terrestrial
Asteroid Belt
Al Qamsimmam - Gas Giant

Aeternus System*
Aloisys - Barren
Haqet - Non-Hostile Terrestrial
Turvarys - Non-Hostile Terrestrial


Rapdae System
Mirail - Barren
Egaon - Non-Hostile Terrestrial
Turvess - Garden World (Raloi Homeworld)
Asteroid Belt
Nepess - Barren
Inssia - Gas Giant
Fostrawe - Gas Giant
Afinogad - Gas Giant


Cheloab System
Kype - Garden
Anagar - Hostile Terrestrial
Desnone - Barren
Merove - Gas Giant
Vomiew - Gas Giant

Caxar System
Meraxant - Barren
Ixilit - Non-Hostile Terrestrial
Cexta - Barren


Vertho System
Gamith - Gas Giant
Hastag - Barren Moon
Asteroid Belt
Ghashan - Barren World
Forast - Gas Giant
Gauvhn Systen
Jarrix - High Gravity Garden
Upas - Oceanic Garden Moon
Ghicar - Gas Giant
Voshnar - Gas Giant
Yoltash - Gas Giant
Fiers System
Mannovai - Garden
Asteroid Belt
Iritos - Hostile Terrestrial
Vanos - Gas Giant


Naxid System
Taraxis - Hostile Terrestrial
Upanisha - Barren
Perlem - Gas Giant
Diat - Garden Moon of Perlem


Sanbra System
Dagnes - Near-Garden


New Buildings:
75-Galactic Bank(Limited to 1 per planet, built in other faction's territories, requires at least 3 Urban Areas, generates 40 income for 'capital' nation, 20% more income from Urban Areas for home faction, non-Terminus based factions require at least bank to allow the sharing of loans. Capital nation also generates 10 extra credits per bank that it has established within the faction.) Ex: Volus have 10 banks in Turian territory, they generate 400 credits but also an extra 100 credits for having the banks 'connected'.

450- Established Trade Route(Limited to one connection per planets, requires at least a production of 350 credits on at least of the planets. This is not an actual building but a rather a trade route from one planet to another.They are required to be from other factions and yield 10% of that planet's income. Note that faction does not loose any actual credits and you must subtract the natural income from the yield. Both Factions must agree to the arrangement and also, how to split the cost between the two. Trading between different quadrants of space (Terminus, Council, etc.) yields an extra 5% but there is a greater chance of pirates.

New Units:

Logistic Support Division (15,000 troops) 12 Credits, 5 months. Trained group of individuals to help others fight the enemy. While they may not like the front lines, their establishment of turrets, ammo replenish stations, and medical supervision makes them a life line for any combat tested army units and also any prolonged offensive. As seen in combat.

Support Gunship Wing (45 Gunships) 4 Credits, 3 months. Recently developed by an Alliance Think Tank at Arcturus Station. Developed as a possible alternative to the traditional shuttle so often used, it a versatile gunship. While not the most useful weapon in terms of actual firepower, it has many promising features: its use of side rockets and dual mini-guns, resistant to more small arms and lite-rocket fire than a shuttle, and the ability to carry more soldiers per individual unit. Serving best a Quick Reaction Force it must be tied to an Infantry-style division, and works best when supported by Assault gunships. While it can enter space for short distances, it lacks a sealed environment such as those found in a traditional shuttle. As seen in combat.

Shadow Assignments:
Shadow Assignments are a way for you to connect with other player's on the individual level. There is no bureaucracy, no great empires, just you and the mission. Work with other players and share the rewards, or do it by yourself and eliminate any potential rivals. Its all up to you. These contracts may can and will shift the balance of power, but everyone is on the same footing. It does not matter how many more thousands of credits you have compared to the other player, its who has more skills in terms of writing and quality. The Game Master will control the stories, and what possible encounters you might face on the way; sadly that means I can not personally be involved. These missions can only be completed by an Elite Specialist or Sprectre Agent; you can't mass 2 thousand Marines to do the mission for you. Also, flush out the characters let others know how they behave and react. You may also have one Avatar for the contracts, that would be too many badasses.

First Assignment: Dying Star.
"...We contact you because we need your rather...expansive expertise. 72 hours ago, the Special Tasks Group's cyber-infrastructure crashed. This was not an accident. The virus was released by an unknown third entity. The information is slim as of now, but it seems to be connected to the disappearance of a STG research frigate somewhere in the Attican Traverse. As of now, the purpose the team is unknown and their location is...odd. Project Genome was the official designation. A Salarian Mole stated their frigate was to research Krogan breeding habits on off home world planets. However, when the disappearance was discovered, it was discovered that all identities were fake and manufactured as of a year ago. It appears a private agent within the organization set up a cover operation to allow the disappearance of said scientists , and keep it hidden from official channels. We want to send you in, and collect the pieces for us.If you accept, meet with our contact on the Citadel, they will a give a more thorough response. Discover who is the Private Agent, and where the Frigate is in the Traverse. Above all, find and secure the data. Are you interested?"
-Shadow Broker


Balances and Changes:

1. Sapper Detachments are now known as Combat Engineers.

2. YMIR Mechs now cost 20 credits, instead of the old 25.

3. Armored Divisions now cost 25 credits, instead of 20.

4. With the purchase of Reaper Cybernetics, Biotics are only 10% of the original cost and will not take up an upgrade slot.

5. Mining Ships now produce 20 credits, 25 if paired with an Orbital Mining Station.

6. Orbital Shipyards cost 800 credits for now...

7. Recession and Prosperity is now active.

8. Light Vessels can NOT equip Thanix Canon, GARDIAN systems, Drop Ship Hangar, and Boarding Troops.

9. I will be updating the planetary data to be more hospitable to non-Garden Worlds, will be changed within two days.

--------------------------------------------------------------------------------End of Update---------------------------------------------------------------------------
Planetary Data
Planets are vital to every species. They are cradles of life, bastions of civilization, and centers of industry. However, not all planets are created equal. And what planets there are are not always suited for life. And of those, some may not be suited for your life. A Garden world for one race may only be a Near Garden World for another. Post-Garden Worlds are counted as Near-garden worlds for the purpose of this RP and can be revitalized fully with the right quantity of credits and terra-forming. The natural income must be matched in planetary spending before you gain access to the resources on the planet, or an outpost had been built there. Ex: a garden world requires 100 credits worth of infrastructure, barren world 25, etc. Credits goes to Nuxipal.

Garden Worlds: Identified as a planet with ideal conditions for life. (Can Vary for different Races)
Natural Income 100 Cr/Month
Natural Pc: 700
Special: Free Level 1 Ground Fortification with purchase of first Urban Area

Near-Garden Worlds: Identified as a planet which once supported a great deal of life, but is fading or has faded from full garden status. (Can Vary for different Races)
Natural income: 75 Cr/Month
Natural Pc: 500
Special: 80% (Rounded down, Minimum 1) of Maximum Infrastructure

Non-Hostile Terrestrial: Identified as a planet which has a protective Atmosphere allowing for large-scale operations
Natural Income: 50 Cr/Month
Natural Pc: 300
Special: 50% (Rounded down, Minimum 1) of Maximum Infrastructure

Hostile Terrestrial: Identified as a planet which has a protective atmosphere, but has a chemistry which is considered dangerous to infrastructure and lifeforms.
Natural Income: 40Cr/Month
Natural Pc: 100
Special: 25% (Rounded down, Minimum 1) of Maximum Infrastructure. Cannot Have Gambling Dens or Spaceports.

Barren World: Identified as a planet which has no protective atmosphere or is an asteroid of significant size.
Natural Income: 25 Cr/Month
Natural Pc: 100
Special: 20% (Rounded Down, Minimum 1) of Maximum Infrastructure. Cannot have Urban Areas.

Gas Giant: Self-explanitory
Natural Income: 40Cr/Month
Natural Pc: 0
Special: Cannot have surface infrastructures

Garden Moon: Garden Moons are identified as being Garden or Post-Garden worlds orbiting a Gas Giant or other planet.
Natural Income: 60 Cr/Month
Natural Pc: 300
Special:80%(Rounded down, Minimum 1) of Maximum Infrastructure. Level 1 Ground Fortification granted free with first Urban Area.

Barren Moon: Barren Moons are identified as major moons(Luna size and above) which are not Garden Moons.
Natural Income: 10cr/Month
Natural Pc: 0
Special: 10% (Rounded down, Minimum 1) of Max Infrastructure. Cannot Build Urban Areas

Asteroid Belt: Asteroid Belts are uncolonizable, but can have orbital structures built within them.
Natural Income: 10cr/Month
Natural Pc: 0
Special: Normal Orbital Infrastructure allowed, Cannot Build Urban Areas.


Research and Development (R&D Division):
Code: Select all
Research Application:
Operation Name:
Name of Technology:
Classification( ie: biotic, AI, Reaper):
Short Description:
Location of Research Station:
Proposed amount of Tech Points:
Actual amount of Tech Points(for OP and Co-OP):
Proposed Cost:
Actual Cost:
Description of Research:
Proposed Benefits:
Actual Benefits(for OP and Co-OP):
Status (for OP and Co-OP):


Explanation. Once you have constructed a Research Station, you know have the ability to start researching technology. All research stations produce 10 point but each tech research is different. Some research will be 10 point, others 120. More than one research station can research a project to speed up time, and other factions can help. Monthly roles can either speed up or delay research.The type of benefits and amount of time is determined by the OP and/or Co-OP.

But, do not post it in the IC, you will merely say you have launched a new research project. You will send these to the OP/ Co-OP and we will bargain with you, for the perfect amount of time. Once the application has been approved, we will move to the a secret facility to archive it (ie Google Docs Page). Only thing people will know is the Operation name, which must be somehow related to the research, and they must find out the rest from you or other sources.


Discovered Tech:

Template: Name of Tech- Faction- Classification- Benefits and Effects

1. Project Acheron- Cerberus- Reaper Tech- Grants Cerberus Access to RCA and allows lowers Ground Troop recruitment time by 5% due to more advanced brainwashing techniques.

2.Project Idol- Faction- Mech with Vorcha cybernetic uplinked- allows construction of a brigade of mechs that have a free heavy weapons upgrade for 45 credits. Unlocks Rusty Golem.


Shadow Broker's Black Market
Work in Progress.


Faction goals:
A work in progress that will be up tomorrow, Faction goals will give specific benefits to players for completing or preventing specific tasks. These will be major game buffs and some may even effect how other factions treat you. Independent factions will not have any and I love your input on the Hanar, Elcor, and Vorhca goals.
Ex:

Quarians:
Complete: Keelah se'lai: Its time to take the home world. The Geth must be driven out of Rannoch for this reward to be given. Any way is the best way, and complete it anyway you see fit. Rewards the ability to colonize other planets and erases the con of having of environmental suits. Due to new high morale another upgrade can now be rewarded and cost 5% less and 25% boom in the economy for the next year. Every year after yields 10% more.

Prevent: Dyson Sphere:The Geth must not be allowed to complete the Dyson Sphere at all costs. The upgraded efficiency and increased networking will complicate any future plans for driving them out of the Home world. Geth units are now extremely effective against Quarian units, and the lack of morale will drive up cost of all units by 15%. As long as the Dyson Sphere stands, the Quarians can not be reinstated into the council.


Unique Buildings and Units:
Not all things are special and this reflects that. They can be exchanged or conquered, it's your decision.

Dyson Sphere: (Location: Rannoch. Status: Unfinished. Faction: Geth Collective)
Can only be completed by the Geth and will be completed following the Geth Individuality Assignment.
Benefits: See Geth Individuality on Faction goals.

Beacon on Thessia: (Location: Thessia. Status: Protean VI. Faction: Asari Republics)
Benefits: Beside the Pros listed above for the Asari, any faction in control of the VI gains multiple benefits: 40 credits per month, and the ability to cheat the spin reel 3 times a year. If you do not like your roll, increase by two points to reflect the Asari's 'insider information.' However use of the spins, allows other factions to start noticing the beacon.

Crucible:
(Location: Mars Archive, 0% Completion. Status: Blueprints. Faction: None)
Benefits: Unknown at this point, perhaps Protean Super weapon? 'Cthulhu's death' Assignment will appear once the Reapers arrive and can be completed by any faction(s).

Mars Archive: (Location: Mars. Status: Protean Blueprints. Faction: System's Alliance)
Benefits: Yields 25 per month and provides the blueprints for the Crucible.

SSV Normandy: (Location: Earth. Status: Docked. Faction: System's Alliance)
Benefits: Fully upgraded frigate with: Stealth Systems, Thanix Canon, Electronic Warfare Capabilities, and Multi-core Shielding. Can be upgraded for additional costs. Will be returned to Commander Shepard if the Reapers were to arrive. Has Reaper IFF code within system.

Leviathan of Dis: (Location: Khar'shan. Status: Reaper Corpse. Faction: Batarian Hegemony)
Benefits: Provides 20 credits from research and 5% decrease in Ship Upgrades. Indoctrination will continue until removed however.

Destiny Ascension: (Location: Citadel Fleet. Status: Active. Faction: Asari Republics)
Benefits: Hyper-Dreadnought. Upgraded with: GARDIAN systems, Multi-core shielding, and Boarding Troops. Can be upgraded for additional costs.

Geth Dreadnought: (Location: Orbit around Rannoch. Status: Active. Faction: Geth Collective)
Benefits: Any Geth Operated planet that it is orbiting, all units will experience the 'Stack of Doom' perk even when completely isolated. Boarding Troops, Electronic Warfare Capabilities, and Enhanced Sensors to counteract the lack of windows. Can be upgraded for additional cost.

Collector Base:
(Location: Center of Milky Way Galaxy. Status: Captured. Faction: Cerberus)
Benefits: Provides 30 Credits a month in new research. Can only be accessed by Reaper IFF providing any faction with temporary refuge. Any Reaper Research length is now reduced by 25%.


Ban List:
1. North America Inc
Last edited by North America Inc on Tue Apr 19, 2016 5:52 pm, edited 18 times in total.

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Greater Istanistan
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Postby Greater Istanistan » Fri Mar 18, 2016 8:07 am

Sugoi.

I won't be back in Canada for posting until Sunday. That being said, I reserve (at last) the Turian Hierarchy. Goddamnit, they'll be played right.

Can you TG me Sunday at about 9:00 EST for a reminder? Thanks!
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DYNASTIES ARE THEFT/IMPEACH REINHARD/YANG WENLI 2020

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Rygondria
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Inoffensive Centrist Democracy

Postby Rygondria » Fri Mar 18, 2016 8:12 am

Can I make a custom human faction in the Terminus ?

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Greater Istanistan
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Postby Greater Istanistan » Fri Mar 18, 2016 8:29 am

I'd advise not. Custom Factions this early in generally end up getting stomped or sidelined by stronger-from-the-start factions.

You could just take the Human Systems Alliance, stage a coup, and then do whatever you were going to with the benefit of billions of subjects/victims! A role is filled, and you get what you want but that much better.

Also, America, can you do something about the perpetual Turian trap of building military because you're supposed to and then getting totally screwed as the Asari easily get the biggest fleet five turns later? If possible, to make them plausible and lore-consistent could they get a faction perk which gives them extra military-only credits related propirtionally to the size of the total Citadel economy? If not, I'll still be happy to play them and will do well, but I'd appreciate the balancing. Besides, Turians can only build on levo world's, so I'm economically doomed from the start. :-)
Last edited by Greater Istanistan on Fri Mar 18, 2016 8:29 am, edited 1 time in total.
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Rygondria
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Inoffensive Centrist Democracy

Postby Rygondria » Fri Mar 18, 2016 8:34 am

Greater Istanistan wrote:I'd advise not. Custom Factions this early in generally end up getting stomped or sidelined by stronger-from-the-start factions.

You could just take the Human Systems Alliance, stage a coup, and then do whatever you were going to with the benefit of billions of subjects/victims! A role is filled, and you get what you want but that much better.

Also, America, can you do something about the perpetual Turian trap of building military because you're supposed to and then getting totally screwed as the Asari easily get the biggest fleet five turns later? If possible, to make them plausible and lore-consistent could they get a faction perk which gives them extra military-only credits related propirtionally to the size of the total Citadel economy? If not, I'll still be happy to play them and will do well, but I'd appreciate the balancing. Besides, Turians can only build on levo world's, so I'm economically doomed from the start. :-)

Hmm, a facist coup in the system alliance maybe.

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Greater Istanistan
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Postby Greater Istanistan » Fri Mar 18, 2016 8:44 am

Sure! If you flesh out your vision of your Fascist group, it could actually be pretty fun.

If you want, TG me and we can discuss it. I'd be happy to help you plan it out and put something good together.
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DYNASTIES ARE THEFT/IMPEACH REINHARD/YANG WENLI 2020

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Tolyanskaya
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Ex-Nation

Postby Tolyanskaya » Fri Mar 18, 2016 8:45 am

When it says "battalions" for military, does it mean Divisions?

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Rygondria
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Postby Rygondria » Fri Mar 18, 2016 8:51 am

Greater Istanistan wrote:Sure! If you flesh out your vision of your Fascist group, it could actually be pretty fun.

If you want, TG me and we can discuss it. I'd be happy to help you plan it out and put something good together.

So far the basic jest is that they spawned in certain members of the military after they saw apparent weakness in the government due to its inability to fight the collectors and protect intrests in the Terminus.

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Greater Istanistan
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Postby Greater Istanistan » Fri Mar 18, 2016 8:58 am

Tolyanskaya wrote:When it says "battalions" for military, does it mean Divisions?


I actually originally put that unit structure together. I structured it so that some units, which make sense as larger formations, deploy on division scale. There's no point in buying a single battalion of line troops, especially as that formation size is never mentioned in the context of Marines, Armour, or Infantry, is mentioned in Mass Effect. However, there are some forces (IE artillery) where a division-sized unit just doesn't make sense. Even IRL artillery divisions are never deployed as a single mass unit - they're split into smaller bits and deployed with infantry. In that sense, battalions are a rational size.
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DYNASTIES ARE THEFT/IMPEACH REINHARD/YANG WENLI 2020

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Argentumurbem
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Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Fri Mar 18, 2016 9:22 am

If accepted I would like to reserve the Migrant Fleet Krogan, gone off my Batarians for some reason :p
Last edited by Argentumurbem on Fri Mar 18, 2016 9:25 am, edited 1 time in total.
To Stop The Scythe - A Sci-Fi RP set in the world of Mass Effect. Join the Shadow Broker's team and hunt down the mysteries surrounding the Protheans, uncovering secrets that were best left unknown and fight your way to the knowledge that can bring about the destruction of the Reapers.

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Segmentia
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Psychotic Dictatorship

Postby Segmentia » Fri Mar 18, 2016 9:24 am

Reserve the Asari Republic, please?
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Greater Istanistan
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Postby Greater Istanistan » Fri Mar 18, 2016 9:47 am

Segmentia wrote:Reserve the Asari Republic, please?


Oh hi!
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Segmentia
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Psychotic Dictatorship

Postby Segmentia » Fri Mar 18, 2016 9:48 am

Greater Istanistan wrote:
Segmentia wrote:Reserve the Asari Republic, please?


Oh hi!


Hey Istan!
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Greater Istanistan
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Postby Greater Istanistan » Fri Mar 18, 2016 9:52 am

'Sup?

Been a while since I last chatted with you. How are things?
ASK ME ABOUT HARUHIISM

DYNASTIES ARE THEFT/IMPEACH REINHARD/YANG WENLI 2020

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Segmentia
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Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Fri Mar 18, 2016 9:54 am

Greater Istanistan wrote:'Sup?

Been a while since I last chatted with you. How are things?


Things are well enough now, I suppose.

Should I start working out loan agreements already? :lol:
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Tolyanskaya
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Ex-Nation

Postby Tolyanskaya » Fri Mar 18, 2016 9:57 am

Faction: Independent Vorcha Clan
Leader (Only Wrex can be a Faction head): A Vircha named "Skrax"
Citadel Council member Y/N or N/A: NO
Brief description of diplomatic relations: No real friends except the occasional Krogan merc. Though ignored by the main powers in the galaxy, currently fighting pirates and other vorcha clans that they share a planet with.
Military state of readiness: Always ready to fight a war, or simply to kill some unfortunate passer by.
History: Settled down on current planet and enacted a special brand of "order" around the time of the Skyllian Blitz. The Vorcha control all the major mining operations, and run extortion rackets on the minor mining businesses.
Infrastructure and Claimed Worlds: Planet of Wrill (Free Urban are, 2 free mining complexes, fuel depot, small space port, industrial complex, 3 mining complexes, Major mining complexes, Planetary defense guns lv.2, ground fortifications lv.2) Fortification on nearby world of Flett
Military:
a) On Planet Forces(Ground Battalions and Docked Ships): 2x Infantry Divisions with Flamethrowers(free). Light transport, corvette pack, 2x Interceptors. 2x Infantry Divisions (Advanced armour, High quality armaments), Infantry Division( close combat specialization, Stealth training), 36x Infantry Divisions (Cheap weapons, Flamethrowers)
b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):None

RP Example:
Questions and Suggestions: Did I read the cost right? Something about a independent vorcha clan having 36 infantry divisons doesn't seem right to me. No matter how cheap the guns are.
Mandalorian

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Greater Istanistan
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Postby Greater Istanistan » Fri Mar 18, 2016 10:00 am

Damn straight. =|:-{

I'll take a bit to figure out the adjusted system, but it should be good for mutual profit soon!

I'm in Bologna, listening to my Communist hombres parade by outside. It's pretty cool, even though the whole city is a giant student ghetto.
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Tolyanskaya
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Founded: Mar 04, 2016
Ex-Nation

Postby Tolyanskaya » Fri Mar 18, 2016 10:05 am

Greater Istanistan wrote:Damn straight. =|:-{

I'll take a bit to figure out the adjusted system, but it should be good for mutual profit soon!

I'm in Bologna, listening to my Communist hombres parade by outside. It's pretty cool, even though the whole city is a giant student ghetto.

Ok. Though I don't mind my countless hundreds of thousands of flamethrower-wielding idiots running around, I shudder to think how many troops the Asari or Turians will get...

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Relikai
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Founded: Feb 11, 2014
Moralistic Democracy

Postby Relikai » Fri Mar 18, 2016 10:23 am

It's alright, the Human Systems Alliance would just work on it's own mess.
How to be legitimately recognised in NS? Be a proper Roleplayer.
In a community where knowledge should be used to uplift the teachable and be used as an interest instead of a necessity, the arrogant abuse of knowledge is interesting to watch.

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

Postby North America Inc » Fri Mar 18, 2016 11:03 am

Went to bed only two replies, cried; wakes up, okay not a failure. :)

Greater Istanistan wrote:Sugoi.

I won't be back in Canada for posting until Sunday. That being said, I reserve (at last) the Turian Hierarchy. Goddamnit, they'll be played right.

Can you TG me Sunday at about 9:00 EST for a reminder? Thanks!


Greater Istanistan wrote:
Tolyanskaya wrote:When it says "battalions" for military, does it mean Divisions?


I actually originally put that unit structure together. I structured it so that some units, which make sense as larger formations, deploy on division scale. There's no point in buying a single battalion of line troops, especially as that formation size is never mentioned in the context of Marines, Armour, or Infantry, is mentioned in Mass Effect. However, there are some forces (IE artillery) where a division-sized unit just doesn't make sense. Even IRL artillery divisions are never deployed as a single mass unit - they're split into smaller bits and deployed with infantry. In that sense, battalions are a rational size.

Like what he said, although its quite impossible to separate them in the game, there are some military units that it does not make sense to keep them all together.

Battalions came from my earlier attempt to allow for separation of units, to account for that. But as of know, haven't come up with a way how without it becoming overwhelming.

Segmentia wrote:Reserve the Asari Republic, please?

RESERVED.

Greater Istanistan wrote:I'd advise not. Custom Factions this early in generally end up getting stomped or sidelined by stronger-from-the-start factions.

You could just take the Human Systems Alliance, stage a coup, and then do whatever you were going to with the benefit of billions of subjects/victims! A role is filled, and you get what you want but that much better.

Also, America, can you do something about the perpetual Turian trap of building military because you're supposed to and then getting totally screwed as the Asari easily get the biggest fleet five turns later? If possible, to make them plausible and lore-consistent could they get a faction perk which gives them extra military-only credits related propirtionally to the size of the total Citadel economy? If not, I'll still be happy to play them and will do well, but I'd appreciate the balancing. Besides, Turians can only build on levo world's, so I'm economically doomed from the start. :-)

Hmm, any suggestions? I gave the Asari the newly developed con of 'Divided Republic' to prevent them from using their large economy to become a military juggernaut early in the game. Since democracies and republics are notorious for being divided, I decided to have them overtime have troops being recalled.

What are your ideas on how to prevent the Turians into falling that trap?

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Segmentia
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Posts: 8795
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Fri Mar 18, 2016 11:11 am

I wonder if we could try an actual Council Fleet that Council factions have to send ships/troops to, but would need a majority vote to deploy.

Ships sent would have to serve a certain amount of time in the fleet before being cycled out, though obviously during a time of war they could be recalled by their respective owners.

Does that make any sense?
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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

Postby North America Inc » Fri Mar 18, 2016 11:14 am

Segmentia wrote:I wonder if we could try an actual Council Fleet that Council factions have to send ships/troops to, but would need a majority vote to deploy.

Ships sent would have to serve a certain amount of time in the fleet before being cycled out, though obviously during a time of war they could be recalled by their respective owners.

Does that make any sense?

Yes, like UN peacekeeping force. Question is, what would be the advantages to using a Citadel Fleet then lets say yours?

Also do you think there are any other unique buildings and units I should add?

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North America Inc
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Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Fri Mar 18, 2016 11:48 am

Also can someone explain to me what a Sapper Detachment is?

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Segmentia
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Posts: 8795
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Fri Mar 18, 2016 12:15 pm

North America Inc wrote:Also can someone explain to me what a Sapper Detachment is?


More or less combat engineers.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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