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Mass Effect Factions :: Emergence ((OOC/Sign-ups))

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Nuxipal
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Founded: Apr 25, 2010
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Mass Effect Factions :: Emergence ((OOC/Sign-ups))

Postby Nuxipal » Sun Apr 28, 2019 6:05 pm

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Music to Save the Galaxy To


News: Yes, we are back. More on that in a Hanar Licking Second


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Rules, Regulations, Restrictions, and Red Tape

1. The GM and VGMs have great power. Respect their Authority.
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.. contact your local GM or VGM.
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 ando not bring it to the OOC thread.
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.


Gamemaster: Nuxipal - The generous OP, exploration, event, and general information
Co-Gamemaster: G-Tech Corporation - Research Guru

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Introduction

Welcome to Mass Effect Factions, a RP where you ultimately decide the fate of the Galaxy through diplomacy, warfare, corporate sabotage, intelligence gathering, and some other lesser known methods that you may come up with on your own. You will take control of one of the many factions within the galaxy be they aligned with the citadel or an independent entity clinging to the edge of civilized space or huddled around their homeworlds in the Terminus.

Scenario: The year is 2182, there is unease in the Galaxy as many citizens of the Citadel Council have been growing more concerned regarding the new Omega Empire practically knocking on the doorstep of Citadel space itself. According to its Queen, Aria T'Loak, she changed her plans after an apparent Citadel Assassination attempt, which of course the council denied any involvement in. In the only citadel news network interview she gave in 2180, Aria claims that following the attempt on her life she declared herself Queen of Omega and demanded fealty from all who lived on it. Today the fleets which she commands are feared in the Terminus and have border colonies nervous and asking for military equipment. Even the wealthy Asari world of Illium is asking for additional defensive structures despite being given a council subsidy to build up orbital defenses.

However, even within council space there is unrest. With the Skyllian Blitz not even a decade past, tensions between Humans, the galaxy's newest members, and the Batarian Hegemony remain high. Slave raids on human colonies are frequent as well as Alliance assaults on Batarian "Pirate" strongholds. It was during this time that Commander Shepard displayed a great deal of bravery fending off a Batarian assault single-handedly when a colony's defenses fell eventually pushing them back and sealing the breach before reinforcements arrived. The conflict proved Humanity's ability to adapt to their enemy and that they were in fact quite militarily competent. Shepard was awarded the Star of Terra for the actions during that battle. However, the average citizen in the Galaxy has now seen the Humans fight two conflicts in a quarter century. To many, the humans are now perceived as aggressors and likely to destabilize the Citadel Council.

To alleviate these fears, a joint Turian-Human task force as been working on a secret project that will bring greater unity between the two species. Now Shepard is being touted secretly as a SPECTRE candidate, championed by David Anderson, a former SPECTRE candidate himself until a joint mission with the Turian Saren Arterius went wrong. Since then Saren has continued his SPECTRE work in the Traverse sometimes going years without contact, he has however recently returned to Palaven to meet with a fellow SPECTRE to give him intel regarding strange Geth Activity near the Veil and that it could be a precursor to an invasion. Nihlus, the other SPECTRE, notifies Saren of the Hierarchy and the Alliance working on a secretive project together.


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 (Claimed worlds =/= Owned 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:
S13


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).


Factions
Reservations now last 48 Hours. 05-02-19


Established Factions
1. Asari Republics: Segmentia : +4
2. Salarian Union: Turkducken : 0
3. Turian Hierarchy: Paddy O Fernature : +2
4. Human Systems Alliance: The Empire of Tau : -1
5. Batarian Hegemony: Ralnis : +6
6. Omega: Nuxipal : -4
7. Illium: Greater Istanistan : +2
8. Geth Consensus: G-Tech Corporation : 0
9. Quarian Flotilla: Grand Phyrexia: +6
11. Hanar Illuminated Primacy: OPEN : +6
13. Cerberus: Lunas Legion : +2
14. Planetary Government of Korlus: The Orson Empire: +8
15. Noveria Development Corporation: Open: +1
16. Eclipse Company: Kinistan : +3
17. Elcor Courts: OPEN : -1
18. Attican Beta Colonial Front: Versail: 0

If there is a Canonical Faction you see missing that you are interested in playing, please let me know.

Permitting very limited customization of semi-canon and/or near canon factions within the ME universe as a means to expanding the roster. 5/1/19


Faction Starting Stuff

Use the starting credits to purchase infrastructure and military for your faction. All starting infrastructure is limited to specific areas to prevent a faction in the Terminus from having colonies deep in Council Space. Dreadnoughts may not be outright purchased, but instead up to two can be paid for with 9/12 months completed, assuming you are also building a military shipyard with starting credits.

Citadel Council Members can have infrastructure built within 2 clusters of their listed claims at game start.

Asari Republics - 4600 (Minimum 3400 on Infrastructure; 4 Urban Area, 1 Fuel Depot, 1 Major Spaceport, 2 Minor Industrial Complex, 1 Major Industrial Complex, 1 Shipyard free on Thessia; 1 Urban Area and 1 Fuel Depot on Hyetiana. 15 Free Dreadnoughts, 1 Free HyperDreadnought, 10 Light Cruisers, 1 Free SPECTRE (Tela Vasir). Base income 90 + infrastructure. NOTE: All Asari infantry based units have Combat Biotics for free.

Turian Hierarchy - 4500 (Minimum 2000 on Military; 3 Urban Structures, 1 Fuel Depot, 1 Shipyard, 2 Minor Industrial Complex, 1 Major Industrial Complex free on Palaven, 2 Urban Areas, 2 Mining Complexes, 1 Fuel Depot on Irune. 28 Free Dreadnoughts, 15 Light Cruisers, 2 Free SPECTREs (Saren Arterius and Nihlus Kryik ) Base Income 80 + infrastructure.

Salarian Union - 4500 (Minimum 3000 on Infrastructure; 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. 12 Dreadnoughts, 5 Spec Ops, 1 Free SPECTRE (Jondum Bau). Base Income 85 + Infrastructure.


Citadel Associate Races may have infrastructure built within 1 cluster of their given planets.

Human Systems Alliance - 3300 (Minimum 900 on Military; 2 Urban Structures, 1 Fuel Depot free on Earth, 1 Urban Area on Elysium, 1 Urban Area on Eden Prime. 1 free Major Space Station in Arcturus Stream, free 6 dreadnoughts, 4 Fleet Carriers, 4 Infantry Divisions, 1 Elite Specialist (Commander Shepard). Base Income 70 + Infrastructure.

Hanar Primacy - 2900 (Minimum 1000 on Infrastructure; 2 free Urban Structures, 2 Free Industrial Complexes, 1 free shipyard, two free Fuel Depots on Kahje, 5 Free Light Cruisers, 1 Free Heavy Cruiser, free 2 Spec Ops, free Lvl.2 Defense Guns), Base Income 55 + infrastructure

Elcor Courts: 2800 (Minimum 1000 on infrastructure; 2 Free Urban Areas, 1 Free Fuel Depot, 1 Research Station, 3 Free Mining Complexes, 1 Free Industrial Complex on Dekuuna. 1 Free Urban Area, 1 Free Fuel Depot on Any other world in Silean Nebula. 1 Free Battlecruiser, 5 Free Light Cruisers, 10 Free Destroyers, 20 Free Frigates. 4 Free Infantry Divisions(Heavy Weapons), 2 Free Armored (Heavy Weapons). Base Income 50 + Infrastructure.


Terminus Factions may build infrastructure within 1 Cluster of their starting location.

Omega - 4100 (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 Battlecruiser, 2 Free Heavy Cruisers, 10 Free Light Cruisers, 25 Free Destroyers, 3 Free Bulk Transports, 4 Free Transports. 20 Free Infantry, 5 Free Gunships, 2 Free Elite Specialists with Combat Biotics (Aria T'Loak, Nyreen Kandros). Base Income 55 + Infrastructure.

Batarian Hegemony - 3100 (3 free Urban Areas, 1 free Fuel Depot, 2 free Minor Industrial Complexes, 2 free Mining Complexes on Khar'Shan, free 7 dreadnoughts, 10 Free Light Cruisers, 10 Free Frigates, 1 Free Elite Specialist (Ka'hairal Balak). Base Income 45 + Infrastructure.

Illium - 3300 (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 within range. Free 15 Destroyers, Free 2 Light Cruisers, Free 5 Infantry on Illium) Base Income 65 + Infrastructure. NOTE: All Asari infantry based units have Combat Biotics for free.

Quarian Flotilla - 2500 (3 Habitation Ships with Free Enhanced Life Support Systems, 10 unupgradable Dreadnoughts, 15 Light Cruisers, 25 Destroyers, 10 Bulk Transports, 5 Transports, 5 Light Transports, 5 Mining Ships, 7 Infantry, 2 Spec Ops Teams.) Base Income 20 + Infrastructure.

Geth Consensus - 4000 (4 free Urban Areas, 1 free Fuel Depot, 1 free Minor Industrial Complex, 1 Research Station, 1 free Shipyard on Rannoch. 16 Dreadnoughts, 1 Hyperdreadnought under construction [paid for, 12/15 Months in completion], 10 Destroyers, 5 Transports, 11 Infantry Divisions, 5 Armored Divisions, 3 Anti-orbital Missile Forces.) Base Income 65 + Infrastructure. NOTE: All Geth units cannot have Combat Biotics


Can start with infrastructure within 2 clusters of Citadel Factions, but not in the systems of Terminus Factions.

Cerberus - 500 (1 Free Mobile Space Station [Chronos Station] in the Anadius System of the Horsehead Nebula. Space Station has 1 Urban Area, 1 Fuel Depot, 1 Shipyard, Lvl. 2 Defense Guns. Additionally Cerberus starts with 2 Heavy Cruisers, 5 Light Cruisers, 10 Frigates, 5 Militia, 2 Spec Ops and 2 Elite Specialists.) Base Income 25 + Infrastructure.

Renegade Human Colony: 650 ((1 Free Urban Area, 1 free Fuel Depot, 1 free Mining Complex, 1 Shipyard on any world in the Traverse. 1 free Mining complex on any 2 worlds within the same System. 3 Free Frigates.) Base Income 15 + Infrastructure. Before you use this, check in with the OP. He may have something better for you.

Planetary Government of Korlus: 950 (2 Urban Areas, 1 Fuel Depot, 2 Mining Complexes, 2 Industrial Complexes, 1 Shipyard, 1 Small Spaceport on Korlus, 1 Mining Complex on two planets of choice in the Imir System. 5 Militia, 3 Infantry, 5 Frigates, 2 Destroyers, 2 Transports, 2 Mining Ships.) Base Income 25 + Infrastructure.

Noveria Development Corporation: 450 (1 Urban Area, 2 Mining Complexes, 1 Industrial Complex, 1 Small Spaceport, 2 Research Centers. 1 Militia Divisions, 4 Loki Battalions, 3 Light Transports, 4 Frigates.) Base Income 20 + Infrastructure.

Eclipse: 450 (1 free Urban Area, 1 free Fuel Deopt, 1 Research Station, 1 Free Small spaceport, 1 Free Shipyard, free lvl 2 Ground Fortifications on any non-colonized Terminus or Traverse world of choice. 3 Infantry Divisions(High Quality Weapons), 2 Free Gunship Wings, 2 Transports, free 3 Spec Ops Squads (Elites, High Quality Weapons, Combat Biotics), 2 Elite Specialists (Jona Sedaris [Elites, Combat Biotics, Enhanced Electronic Warface, Close Combat Specialization], Jaroth [Elites, Enhanced Electronic Warfare, High Quality Weapons, Advanced Armor]). Must spend at least 300 credits on military.


Faction Advantages and Disadvantages


Pros:
Temple of Athame - The greatest temple remaining on Thessia. It is strangely heavily protected by the very secular Republics, but they pass it off as preserving the Asari's early culture. This is all a front to protect a Prothean Beacon which was planted on Thessia for the Asari by the Protheans themselves. Unlike most Prothean Beacons this one seems to have a higher degree of functionality than others. Technological marvels pour forth from its archives. +50% Research Points produced on Thessia

Dominant Culture - The Asari hold the most cultural influence over the galaxy. As a result, Asari gain +5% credit generation on whichever world they build their Citadel Embassy on.

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 Polity - The Asari Republics are just that. A collection of individual Republics working together under an umbrella title that has little to do with their actual political situation aside from they are all majority Asari worlds and nations. These Republics do not typically want to send their warriors too far from home and long deployments from home result in a chance of prosperity loss from unrest in those Republics.


Pros:

Special Tactics Group: Salarian Spec Ops are some of the best trained units in the galaxy and are known for their ability to hold the line and for their incorruptibility. Salarian Spec Ops are immune to Corruption and remove 2 corruption per turn on the Salarian World they are deployed to.

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 - Salarians tend to have a less sturdy frame than the average citizen of the galaxy. Because of this they are unlikely to use craft which put a large degree of stress on their bodies. Salarians cannot purchase Fighters or Interceptors and other non-transport Light Vessels cost 5% more

Let's go loud: Salarians are known for their unassuming and stealth tactics. They work well behind the scenes and not charging the battlefield. Non-Elite, Non-Infantry ground units can only have one upgrade and upgrades cost 15% more (5% becomes 20%) for those units.


Pros: Volus Bankers - Having the Volus as a Client State, the Turians are able to focus on military matters while the Volus deal with the economies. Because of this, the Turians can reliably depend on economic support from Irune. Irune produces +50% credits for the Turian economy and Galactic Banks built by the Turians produce an additional 10 Credits for the turians and an extra 5% to the client nation.

Military Society - While many Factions host an army, the Turian military is something else all together. The Hierarchy is one large military structure with 27 tiers with citizenship awarded upon rank 3. With mandatory enlistment from ages 15 to 30, the Turians do not lack for soldiers. All Ground Forces take 25% less time to train.

Cons:
Economic Disinterest - Despite having the Volus as bankers, the Turians themselves are not very business savvy. They simply are disinterested in allocating funds to anything except military assets. Infrastructure aside from Industrial, Mining, and Shipyards cost 5% more.

Volus Clientele - Having an economic powerhouse like the Volus as a client state is quite helpful, however, it comes at a cost. Turians must maintain their military position as the strongest force in Citadel Space. If they fall behind someone else in Dreadnought Strength or they lose their council seat the Volus will seek to end their client status and seek a new protector removing the Volus Bankers Pro.


Pros:
Ingenuity of Humanity - The Humans introduced Carriers to the galaxy and still hold a monopoly on the largest carrier force in the galaxy. Their proficiency in building these ships extends so far as to that they are built with their squadrons already ready to launch. Escort Carriers are built with one Fighter Squadron, Battlegroup Carriers have three fighters and one interceptor squadron, and Fleet Carriers have four fighters and two interceptor squadrons. These fighters can be exchanged with other fighters that have been built. These Carriers must have fighters aboard them at all times unless their squadrons were destroyed.

Enterprising Spirit - Those who make up the HSA are willing to give up their old lives to live on planets untouched by civilization. This takes a special type of person, the type of person who isn't afraid of hard work. Newly colonized (First Urban Area) garden worlds gain one free mining complex, one free industrial complex, and one free militia.

Cons:
Black Mark - The 314 Incident, the Skyllian Blitz, and how aggressive humans are diplomatically have given them a bad reputation among the galaxy's citizenry. There are quite a few anti-human organizations out there and many corporations who simply will not do business with them. Established Trade Routes and Galactic Banks produce 50% less credits. Should the HSA gain a SPECTRE this penalty is reduced by 25%. Should the HSA gain a Council Seat this penalty is reduced by 25%.

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.


Pros: The Leviathan of Dis - The secrets of the genetically altered starship discovered on Dis was returned to Batarian Space and gives the Batarians +10 Research Points at the start of each turn. This can be upgraded to +20 Research Points should a small space station be constructed and forfeit its +5% income bonus. This choice cannot be undone.

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. Despite sanctions from the Citadel Council, the Batarians are able to leverage this to their economic benefit. The Batarian Hegemony Spaceports produce +2 credits per infrastructure so long as they are sanctioned by the Citadel Council.

Cons:
The Leviathan of Dis - The Leviathan of Dis is in fact a heavily damaged Reaper and it is spreading its indoctrination. Corruption in Harsa System increases by +1 and the Batarian Hegemony is 50% more susceptible to further Corruption. However, it seems to harm the Batarian Hegemony less than it should. Perhaps they are already corrupt and it doesn't change the government dynamic.

Council Sanctions - So long as the Citadel Council has sanctions against the Batarian Hegemony they cannot build Galactic banks or Established Trade Routes. However, should the sanctions be dropped, and the Batarians build a citadel embassy to re-establish relations, this con and the Lingua Franca Termina Pro will be dropped. Instead giving the Pro: New Markets - All Galactic Banks and Established Trade Routes produce 100% more income for both factions involved.


Pros:
Citadel of the Terminus - A Rallying call for the Terminus Systems, Omega is everything the Citadel is not. The Citadel is pristine and sleek. Omega is dirty and non-symmetrical. Because of this, it still is a crime-ridden hell hole. However, this crime ridden hellhole attracts the best mercenaries and soldiers around. Omega's Marines and Infantry cost 50% less and are produced 25% faster. Additionally a single Militia unit with Low Quality Weapons is produced on the station every month.

Mines of Omega - Omega was built on an Eezo Rich asteroid and the station's initial wealth came from these mines. While other sources have surpassed these the wealth of Omega's Eezo cannot be discounted, as it still supplies the Terminus with the majority of its Eezo. Mines and Major Mines built on Omega have a +5 and a +15 credit bonus respectively.

Cons:
Pirate and Smuggler's Den - While smuggling and piracy were once mainstays of Omega's economy, they now seem to have finally become a drain on it. Upgrades to all ground units cost 50% more (based on original costs)

Lawless Environment: Omega is a great place for those seeking the illicit- less useful for legitimate enterprises due to intellectual property theft and protection fees. Industrial Districts and Urban Areas produce 25% less Credits.


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 spacepots is increased by 10%

Loose Trade Restrictions: Trade of all kinds are legal on Illium, as such the elite of Illium are able to buy technology and research on the cheap. Research Stations produce 20% more research and cost 10% less.

Cons:
Doorstep of Omega: Trade Routes to Illium are drying up very slowly. Costs of creating an Established Trade Route is increased by 10% and incomes are reduced by 10%

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:
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 two tiers higher in habitability. (excludes Gas Giants and Asteroid Belts)

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 25% 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 and by Choice:Until the Quarians are defeated or the Citadel Council grants them the rights of colonization, infrastructure and units constructed more than 1 Cluster away from the Perseus Veil cost 100% more. This con is reduced to 50% if the Quarians settle somewhere else and is removed entirely after twelve months. Additionally, the con is removed should the Geth and Quarians come to a peaceful arrangement or the Citadel Council gives the Geth associate status or an embassy on the Citadel.

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:
Flotilla Life - The Habitation Ships are where the Quarians live, learn, and continue their culture. 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. Additionally planetary defense guns may be built on the Habitation ships to signify the defensive firepower of the other ten thousand or so ships. Habitation ships can be acquired once every 12 months via Event Sequence or can be commissioned at any friendly or neutral system which can construct Dreadnoughts. They will cost the builder a significant investment, which they can either just take as a hit and donate to the Quarians, or they can charge the Quarians for a profit or to cover costs.

Master of Ships - For three hundred years, the Quarians have lived on ships large and small. They know the best ways to make ships continue to function to a high degree even after that ship should have been decommissioned. Most ships within the fleet have some kind of customization. All Quarian ships have Enhanced Life Support Systems for Free and all starship upgrades cost 5% less (15% becomes 10%)

Cons: Nomadic Ways - Quarians cannot build on planets unless one of the following scenarios are completed. Rannoch is recovered from the Geth, the Geth and Quarians come to peaceful terms, the Citadel Council permits the Quarians to build on a new world, an expedition finds a suitable world, or the Quarians manage to negotiate (with a PC) the creation of a second faction somewhere in the Terminus similar to the Citadel Council.

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:

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 two tiers higher in habitability. (excludes Gas Giants and Asteroid Belts)

Nazara - The most powerful weapon in a war is control of the hearts and minds of the enemy. So long as Nazara exists, the Geth Heretics have access to the Corruption System.

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 25% 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

Faith in the Old Machines - The Old Machines are the key to our ascension and the completion of the Great Project. Should the Old Machines prove false, a new consensus must be reached on how to best complete the Great Project. The first two months after the potential failure of the Old Machines are required for computing and all units are withdrawn into their defensive systems and their income is halved. Following this, the next four months income is cut by 25% and there is a 5% chance of units defecting back to the Geth.

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:
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:
What is Air? - Vorcha are known for their ability to adapt to any environment quickly and even in less than a single life-span Vorcha can adapt to environments which other species simply cannot. Vorcha colonies with at least one Urban Area count the planet as one tier higher and can have an additional Urban Area on garden and near-garden tier worlds.

Aggressive Negotiations - Violence is one of the Vorcha's primary forms of communications. You combine this with a high birth rate, and literally hundreds of vorcha clans living near one another and you get a system of violence which lets any Vorcha warlords to train their troops effectively. -25% cost and build time for all Vorcha ground forces. Additionally, every fifth vorcha ground unit produced in a turn can have the flamethrower upgrade for free.

Cons:
We are Elite: Despite what Vorcha think, they are not elite soldiers. The cost of the elites upgrade is increased by +100%.

You trade us now!: Vorcha are terrible in non-violent negotiations. Often only demanding what they want and not understanding that they must also offer something in return. Because of this spaceports and trade routes produce 50% less income.


Pros:
Humanity First: Cerberus is at its roots, a human supremacist movement with a variety of militias and secret organizations working for them. So long as there isn't a human member of the Citadel Council, Cerberus gains one free militia for every system with a Cerberus Outpost in it. If there is a human member on the Citadel Council, then Cerberus receives 1000 cr, 1 IP, and 10 RP per month instead as its investments begin to pay back favors and loans in the form of cash, intelligence, and research secrets.

Hidden Enclaves: Cerberus is very secretive about its operations. As such, they typically build outposts far from civilization. Should Cerberus have an outpost in a system with no other factions infrastructure, then that outpost acquires 100% of that world's natural income and permits the recruitment of a militia unit for half cost once per month per outpost. Additionally, outposts may be built on worlds with three or more urban areas of the Human Systems alliance to collect 10% of the planet's natural income (Does not harm the HSA). Outposts may also be built on non-HSA worlds for only 5% of the natural income, but still requiring 3 or more urban areas. Outposts built on Citadel Associate or Council worlds are undetectable except by an espionage act of Hunt Traitors.

Cerberus Training - In the 12 month and every 12 months after, Cerberus receives a Free Elite Specialist. Cerberus Elite Specialists grant 1 IP every month that they are assigned to an outpost on a civilized world and Cerberus Intelligence Centers can produce up to 5 IP per month by manning them with Elite Specialists.

Cons:
Irregular Military: Cerberus is heavily armed, however, they have no regular military forces to speak of. Cerberus cannot recruit any ground forces except the following: Militia, Gunship Wings, Spec Ops, Elite Specialists Combat Engineers and robotic units. Additionally, they may purchase any other unit for twice the cost and they cannot exceed 5% of their total ground military force.

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. Does not apply to Robotic units.


Pros:

Recycling Center of the Galaxy - Recently rebranded by the Korlus Tourism Bureau, Korlus is attempting to revive itself after being named as a trash heap of a planet. That being said, there is plenty of scrap metal around to fuel industry for centuries to come. Industrial Complexes and Major Industrial Complexes produce +2 and +3 credits per month respectively.

Prefabricated Ship Components - Korlus is littered with various ship parts which can easily be reassembled and put into service. Medium and Light Ships cost 10% less and take 1 month less to produce.


Cons: Sinister Reputation - Number two in the Terminus for murder per capita, Korlus isn’t exactly a safe place to raise a family, and because of this it is quite difficult to attract anyone to come visit or live on the planet who could go live on Illium instead. Urban areas and Trade Routes produce 5 less credits each.

A Garbage Scow with a Climate - It’s no secret that most of the galaxy looks down on Korlus and the ships that get broken up there are not state-of-the-art. As such, finding usable upgrades in the wrecks is nearly impossible. Starship Upgrades cost 10% more.


Pro:
Research Corporation: The NDC was founded by a coalition of research firms who were interested in a facility outside of Council Law. Because of this more research stations can be found on Noveria than anywhere else. Noverian systems can have an additional Research station in them.

Research for pay: Noveria sits in a position to sell its research to outside investors. It can forego use of one or more of its Research facilities and instead collect 25 cr/RP that it doesn’t use itself. (250 cr for one research station at base research)

Cons:
Corporate Entity: Corporations don’t always make the best governments. They seek profit first above all else. Because of this no unit may start with upgrades. Upgrades must be purchased a minimum of one month after the unit is produced.

Lack of Professional Army: Corporations don’t tend to build up large armies. They do instead hire mercenaries and security forces. Because of this, Noveria cannot purchase Infantry or Marines and armored and artillery ground forces cost 25% more.


Pros:
Technological Edge - The Eclipse Mercenaries are typically better equipped than other mercenary organizations. Their recruits expect better equipment and their employers expect the best trained and best equipped soldiers in the galaxy. All Ground unit Upgrades cost 10% less (15% becomes 5%)

Mechanized Force - Sometimes convincing a mercenary to rush into the breach is diffcult. They don't get paid if they die, but sending in loads of mechanized units sure is a force multiplier and rather cost effective. LOKI and YMIR units cost 50% less and take only 1 month to train.

Cons:
Elite Soldier Focus - Eclipse mercenaries excel in armed conflict on the ground, but they lack in orbital support ships and do not have a strong naval corps. Because of this Medium and Heavy ships cost 10% more and take an additional month to produce.
Heavy Ship Exclusion - Unable to built up to certain levels, any ship larger than a Heavy Cruiser is impossible for the Mercenaries to build without too much attention being brought upon themselves by outside forces.


Pros: Heavy Weapons Platforms - Elcor Infantry, the thought first brings a mocking smile to the faces of Humans, Turians, and Asari alike. Only to then realize that one terrible mistake, Elcor can't hold small arms. Soon they are face to face with a Division of walking heavy weapons and unable to find cover from the nearly continual barrage of oncoming heavy rounds. All Elcor Marines, Infantry, and Militia start with Heavy Weapons for free. Other ground units purchase Heavy Weapons at a 10% discount.

Highly Developed Industry - For a race which traditionally migrates it's planetary capital based on the seasons, the Elcor have a highly sophisticated Industrial capacity on their worlds. Having spent the years to perfect their industry over the centuries, Elcor Industries produce all that they need and more. Elcor Garden and Near Garden worlds can build up to 5 Industrial Complexes and 2 Major Industrial Complexes, other worlds, except asteroids and gas giants, can build up to 3 Industrial Complexes an 1 Major Industrial Complex. Additionally, Industrial Complexes produce 2 additional credits per month and major industrial complexes produce 5 additional credits per month.

Cons: Self-Reliant - The Elcor economy is fairly self contained only trading in finished goods. Because of this, they rarely purchase anything from others. This creates a trade imbalance that makes trade with Elcor worlds significantly less lucrative. Elcor recieve 5% instead of 10% and their trade partner recieves only 2% instead of 10% as the Elcor do not typically need to trade.

High Gravity World Reliance - The Elcor are from a world with 4x as much gravity as Earth. Because of this, they have grown to operate best on these worlds. While the can operate on standard and light gravity worlds, it is not as comfortable for them. Worlds not labeled as High Gravity Garden worlds can only be treated as Near Garden at the best. (exceptions made for canon worlds listed at 2.5 g or higher)



Attican Beta Colonial Front: (ABCF) | United Nations Security Command (UNSC)
Pros:
Colonial Front: The UNSC has disguised themselves as a colonial firm since the founding of the Aeneas Colony in 2163. Following their successful independence bid, they have found more and more independent minded humans attracted to their world. Urban Areas cost 75 credits instead of 100 and planets can have an additional Urban Area on them (includes hostile and barren worlds)

Security Command: The UNSC had once attempted to be the primary governing body over Humanity, but lost the bid to the Systems Alliance following the First Contact War. Now relegated to another, more hostile, portion of the galaxy, they put on the show of a strong, well equipped military. Ground Unit Upgrades cost 5% less and one unit can be granted High Quality Armament or Advanced Armor for free once a month.

Cons:

Disunited: Despite the ABCF’s work with the Alliance against Batarian aggression, there was differences in opinion regarding the rest of the galaxy. And should they reveal they are actually the UNSC, then things may grow out of control. Cannot build trade routes with any of the Council Member races or the HSA. If revealed as the UNSC, any cluster that is shared with the HSA has its income halved due to conflicting loyalties of any human traders moving the cargo.
Last edited by Nuxipal on Thu Jun 06, 2019 7:54 am, edited 49 times in total.
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Nuxipal
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Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sun Apr 28, 2019 6:06 pm

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Notice on Production Time Reductions: A 60% reduction is the maximum any faction can obtain without the addition of Pro/Con bonuses or Technology. With Pro/Con bonuses and Technology this can be increased to 75% reduction.

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% (Max 50%))

40-Major industrial complex (Limit of 1 per planet- garners 15 credits monthly, reduces local ship production by 10% (Max 50%), 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% (Max 50%), 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%, increases max ship production time reduction to 60% 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)

50 - Energy Nexus (limit 2, Synthetic only, garner 10 credits/month, creates extra 5 credits/month per Urban Area, requires 3 urban areas and 1 spaceport)

100 - Urban Areas (Limit of 4 Per planet), 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)

60 - Marshaling Center (Limit 1 Per Planet, Requires Tech) Upon invasion of a world with a Marshaling Center, 4 Militia Units are generated instantly for free. If slain in battle they cost no funds to re-equip, deploying again within two months of the first invasion. If that invasion is consecutive, the new Militia are not trained. Requires Urban Area on planet to build


250 - Intelligence Center (Limit 1 Per Planet with Urban Areas) Allows for a faction to conduct Espionage Missions. Produces 1 IP per month. An additional IP per month is produced from Elite Specialists or SPECTREs if they are assigned to specifically work in the Intelligence Centers, up to a maximum of 3 IP.

75-Galactic Bank(Limited to 1 per planet, built in other faction's territories, requires at least 3 Urban Areas, generates 40 income for the owner, the one who builds it, nation, 20% more income from Urban Areas for client, one who has it built on their world, 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). No natural income. Production Capacity of 100.

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. No natural Income, production Capacity of 300.

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). No natural income, production capacity of 500.

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, +5 Research Points/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 (Requires Military Shipyard)
Dreadnought 90 Credits 12 months (Requires Military Shipyard)
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 (Does not require Shipyard to build)


Does not require Shipyards to build
"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.


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.


High Velocity Mass Driver - +20% of the Original Cost- Increases damage of a Ship's Kinetic Weapons

Bringing out the big guns just got a whole lot louder. These weapons are big, noisy, and are noticeably well calibrated.

Enhanced GARDIAN Lasers - +15% of the Original Cost- Increases damage of a ship's Energy weapons

Its just science, better lasers means more holes in enemy ships, not to mention less fighters to deal with.

Disruptor Torpedo Banks - +15% of the Original Cost- Increases damage of a ship's Missile Weapons

Hulls standing in your way? Not anymore, just rip those suckers apart with these mass effect field generating missiles.

Advanced Armor Plating - +30% of the Original Cost- Increases Defensive Abilities of a ship's Hull

Sometimes standard armor isn't tough enough and the ship's captain has to shell out some extra cash to see to his crew's safety.

Ablative Armor - +25% of the Original Cost- Increases Defensive abilities vs Energy Weapons

Lasers getting to you? Are you worried about becoming swiss cheese everytime you see energy weapons light up. Ablative armor is here for you.

Redundant Kinetic Barriers - +25% of the Original Cost- Increases Defensive Abilities of a Ship's shields

Forget about everything, just get Redundant Kinetic Barriers. Guaranteed to activate in the unlikely scenario that your primary system fails you.

Dropship Hangars - +5% of the Original Cost - Permits the use of Droptroops in association with this ship

Just when you thought that Dreadnought in orbit was the scariest thing you'd seen. Now its launching troops at you too!

Enhanced Life Support System - +10% of the Original Cost- Increases likelihood of a damaged ship's survival following a battle

Lucky you! Your commander paid for the Enhanced life support system. Now you might survive the fact that you forgot to turn on the shields.

Boarding Troops - +5% of Original Cost - Permits use of boarding parties to assault opposing ships and try to capture them. Essential for Piracy

The ship you are on is disabled and next thing you know the hull is cut open and enemy troops storm the bridge.



Monthly Prosperity Checks: Every month a roll will be made to determine the strength of your economy. All nations will start with a base level of prosperity and will be modified by the roll. If a faction has a total prosperity score of 20 or greater, they will begin to receive economic bonuses dependent on the score, however, should a Faction drop below -20 they will begin to receive penalties to their economy. If three economies are above 20 all factions gain a 2 month +5% prosperity bonus to all income. However, if three economies drop below -20 and there are not three who are above 20, all factions fall into a 2 month recession as the market resets itself and everyone receives a -5% penalty to all incomes and everyone's prosperity counter is halved (example: -20 becomes -10 and 20 becomes 10).


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, though you won't need to worry about that too often. 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 terraforming.

Decoding the Statistics
Natural Income is obtained from planets which have infrastructure which totals a cost of 2x the Natural Income of that planet. Example: Elysium is a Garden World with a Natural Income of 100. To claim this bounty a total of 200 credits worth of non-military infrastructure must be constructed on the world.

Natural Production Capacity, or Natural Pc, is the value in credits which a planet may produce at any one time. So if you are building two dreadnoughts over your Near-Garden World, that's 180 credits worth of production capacity used. Upgrades increase the credit capacity used as well. Infrastructure construction does not count against this capacity.

Garden Worlds: Identified as a planet with ideal conditions for life. (Can vary for different Races)
Natural Income 100 Cr/Month
Natural Pc: 700

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-explanatory
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
The mighty struggle of civilization is the advancement of technology towards a better future. In Mass Effect Factions, this is also the case. The various factions will seek to grow and compete against their rivals in a variety of ways. Researching new methods by which to empower their faction is one of the ways a faction can give it an edge over a rival. To conduct Research, you must Produce Research Points and those will be used to work towards new technologies. We have prepared a list of starting technologies so you don't have to come up with your own right away. Send Research Applications to G-Tech Corporation for review.

Colonial Viceroys: Gain 5% more Credits from Natural Income
40 Research

Standard Fabrication Templates: +2 Credits from Industrial Complexes
30 Research

Manufacturing Subroutines: Shipyard Construction Time Reduction is increased to 15%
50 Research

Stellar Urban Arcologies: 25% more Urban Areas may be constructed on all planets
40 Research

Galactic Networking: Reduces the Price of the Major Spaceport by 200 Credits
60 Research

Preparedness Imperatives: Newly Colonized Worlds come with a free Level 1 Ground Fortification
30 Research

Efficient Mining - +2 Credits for Mining Complexes and Major Mining Complexes
60 Research

High-Displacement Streamlining: -10% Build Time for Heavy Vessels
60 Research

Interplanetary Warfare Doctrines: Bulk Transports may carry 4 more Ground Units
30 Research

Drone Swarm Tactics: Fighter and Interceptor Squadrons may be manufactured in only one Month, at the cost of +3 Credits
50 Research

Militarized Recruitment: Infantry Divisions cost 1 Credit less and take one month less to train
40 Research

Military-Industrial Linkages: Low Quality Weapons subtract 15% from the price of a Unit
20 Research

National Unity Academies: Corruption is decreased by minorly on all worlds every second month (-1)
50 Research, Colonial Viceroys

Shipyard Automation: -5% Cost on Heavy and Medium Vessels
60 Research, Manufacturing Subroutines

Financial Algorithm Refinement: +5 Credits from Galactic Banks
70 Research, Galactic Networking

Planetary Assault Training: Transports may carry 2 more Ground Units
50 Research, Interplanetary Warfare Doctrines

Reserve Skeleton Corps: Militia Ground Units have their price reduced by 2 Credits
60 Research, Militarized Recruitment

Militia Marshaling: Unlock Marshaling Center
70 Research

Standardized Armor Components: 10% cost reduction on Advanced Armor upgrade for Starships
60 Research, Standard Fabrication Templates

Exotic Mineral Extraction Automation: Orbital Mining Stations produce an additional 15 credits/month
80 Research, Manufacturing Subroutines


Code: Select all
 
Technology Application

Technology Name:
Tech Description:
Proposed Tech Bonus:


Corruption System
Corruption comes in many forms, from mere city-council members hedging a few credits for their mistress to a government agent selling government secrets to pay for his next pleasure cruise around Venus. No matter its source, nothing good comes of the corruption. However, in this RP, there is only one form of corruption that has not been encountered by the denizens of the galaxy. It is this corruption that seems to be spreading across various parts of the galaxy. A corruption which doesn't seem to do much of anything until its too late.

However, not all is lost. Special Forces have encountered this weird form of corruption before and have found ways to eliminate those who have fallen under its sway. Corruption on planets and in systems can reach levels which would render the world useless to its owner, unless action is taken of course.

From a mechanics standpoint: Corruption is a more widespread feature that explains a large variety of things that the Renegade Geth faction is capable of so long as certain parameters are met. The following are a few things that can help.

Espionage can remove corruption points
Spec Ops, Elite Specialists, and SPECTREs can be assigned to remove Corruption on a planet


Exploration
Exploration, the discovery of far off stars and planets to claim for your empire. Properly done, an exploratory expedition can find planets and star systems filled with suitable planets for habitation. Done poorly only barren and low habitability planets can be discovered. Explorations take part in three stages. Each stage takes roughly a month or two to complete on average and no faction has the resources to properly send out more than one exploratory expedition at a time. No expedition may take longer than six months to complete or the crew has an increased chance of falling victim to supply shortages and mutiny.

Stage One: Target Selection and Departure - 1 to 2 Months
Each Exploration will choose between three regions of the stating cluster to try and discover. Alternatively, a non-citadel faction may select to activate a dormant secondary relay. This will take an additional month to accomplish. While any ships could be used larger ships are better suited. Mining Ships can accompany these expeditions to give bonuses to success.

Stage Two: Arrival and Exploration - 1 to 2 Months average.
After traveling a great distance, the exploration fleet is given its first system. They may now choose to continue exploring or move on to stage three. They may survey up to two systems each expedition before they need to replenish their exploration equipment. This is also the section where any problems from Stage One rear their ugly heads. Poor planning or performance on part of the crews could cost them time and supply, while better performances in the first stage yield results to the expedition's first system.

Stage Three: Return Trip and Resolution 1 Month average.
The final part of any expedition is the return trip. Fortunately, they now have knowledge of the space in the area and can more quickly navigate back to civilization knowing that they won't run into any strange obstacles. Upon their return, their findings can be transmitted back to their government and they can sift through the information to uncover how successful they were on the mission. Here the return trip can be altered by poor performance in the first or second stage depending on the severity of those penalties incurred.

Costs: Expeditions incur costs as they leave civilized space and when they return. When they leave, to supply them. When they return to repair the ships and for the resources allocated to sifting through the raw data that is returned to civilization. Additional costs can be incurred in case of especially major damage to the ships.

Expedition Launch: 250 Credits
Expedition Return: 250 Credits

After exploration: After you complete an exploration mission, the systems and/or clusters you discover are not immediately released as public information. If your faction is a part of the Citadel Council or an associate thereof, your systems become public information immediately. If you are a non-citadel faction your new systems are considered secrets to the rest of the galaxy unless you do one of three things.

1) You colonize the systems and have a spaceport in those systems. This starts a 3 month count down timer as civilian traffic will inevitably talk about those places.
2) Star charts can be sold to an anonymous NPC faction which will publish them and pay the explorer faction based on the value of the system (as calculated by the OP)
3) You simply make it public knowledge.

Exceptions to this rule are as follows: New Relay openings are secret until someone comes across the active relay by passing through a system with an active relay to the new cluster.

The Geth if they do not have any trade routes into those systems/clusters have their systems/clusters from exploration a secret, however, if any geth held world is taken from them all their secret locations are publicly published ICly.

Factions which exist only in the new found systems which are not connected to a new relay. These factions are considered to be in hiding until they reveal themselves, lose a space battle, or they are discovered by another exploration team.


Espionage
Everyone wants to know what other people are doing; maybe you need to counter a rising threat by sabotaging some production, maybe you want to get your hands on that new industrial innovation. That's where Espionage comes in to play. Again, Espionage is obviously not part of the public record: it is conducted by allocating Intel Points, or IP, from existing Intelligence Centers towards various aims. Espionage also relies conducting successive actions in particular systems or worlds, granting you Access - Access represents the degradation of opposition security access, and is necessary for the most interesting of actions. Here is your list of available Infiltration actions:

Court Dissidents: 1 IP Base

Grants 2 Access, 1 IP next month - cannot fail

Hunt Traitors: 1 IP Base
Conducts counterspy operations - if your IP spending is greater than their Access, the enemy agent might be revealed, and their Intelligence Center taken offline.
Adjustable Cost - as many IP as wished may be assigned to this task - the amount of months the enemy Spy is taken out of commission is equal to the amount of IP you beat their Access by

Siphon Credits: 1 IP, Minimum 5 Access
25% of the Credits from an Enemy World mysteriously end up in your coffers on the world of your choice - or even a world that is not your own, to frame someone

Hamper Research: 2 IP, Minimum 8 Access
A Research Facility on this Planet does not produce as regular - if it is leading an enemy research project, no research may be assigned to project this month

Systematic Bribery: 2 IP, Minimum 10 Access

Grants 5 Access, 1 IP next month - costs 50 Credits. Always fails if a Hunt Traitors action is underway in the same planet

Sabotage: Destroy one Enemy Infrastructure worth up to 200 Credits, Variable Cost - requires 15 IP and 300 Credits base, but price declines by 1 IP and 20 Credits for every Access you possess, potentially being free to conduct every turn if a planet is more or less fully infiltrated

Planetary Uprising: 4 IP, Minimum 20 Access - Requires owned Planet in adjacent Cluster
With your own shadow government replacing that of the actual state, you move to turn corrupt officials against the actual government of a world. All Ground Units that have been here for at least 5 Months, and 1/2 of existing Naval Assets from this world, flip to your side - along with the civilian government. Takes 2 Months to go into effect, during which time an active Hunt Traitors action can warn your foe that an uprising is imminent

Purge Corruption: 1 IP, Decreases Enemy Access by 1, Decreases Corruption across an entire System by 1.
Last edited by Nuxipal on Thu Jun 06, 2019 9:11 am, edited 20 times in total.
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North America Inc
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Capitalizt

Postby North America Inc » Sun Apr 28, 2019 6:11 pm

Reserving the HSA or Aria now, I'll decide between the two within an hour.

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G-Tech Corporation
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Posts: 63929
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Apr 28, 2019 6:20 pm

Will check in after GoT.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Segmentia
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Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Sun Apr 28, 2019 6:21 pm

Asari Republics, standing by.
"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
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Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Sun Apr 28, 2019 7:46 pm

So how are we handling individual characters in this version?

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The Empire of Tau
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Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Apr 28, 2019 7:52 pm

Oh boi, time to bookmark this in my already long list of bookmarks.

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Elerian
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Father Knows Best State

Postby Elerian » Sun Apr 28, 2019 8:10 pm

I'll have an app up for the Vorcha soon.

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The Empire of Tau
Minister
 
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Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Apr 28, 2019 8:15 pm

Question, instead of playing a faction. Could I play as some kind of General or Admiral for a player faction?

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Theyra
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Democratic Socialists

Postby Theyra » Sun Apr 28, 2019 8:17 pm

Interested and are custom factions allowed?

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Ralnis
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Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sun Apr 28, 2019 9:01 pm

May be the Batarian Hegemony or go custom if possible.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Nuxipal
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Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sun Apr 28, 2019 9:25 pm

North America Inc wrote:So how are we handling individual characters in this version?


I've tried to give some named characters to each of the major factions where possible. Non-combat characters can be claimed by the proper faction as needed. Example being Benezia being a member of the Asari Republics.

The Empire of Tau wrote:Question, instead of playing a faction. Could I play as some kind of General or Admiral for a player faction?


If you don't have time for a full faction, I don't have a problem with someone doing pure RP within the universe with the Faction players. That being said, I would like to have more players.

Theyra wrote:Interested and are custom factions allowed?


Unfortunately, not this time around. I am alright to open up some of the other canon factions if those would be of more interest, but I would prefer to see the faction roster filled out as many of the canon factions will have major roles to play as we are starting just before the Mass Effect 1 game.

Ralnis wrote:May be the Batarian Hegemony or go custom if possible.


Consider the Hegemony Reserved
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The Empire of Tau
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Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Apr 28, 2019 9:32 pm

Can I claim the system alliance?

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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Sun Apr 28, 2019 9:34 pm

The Empire of Tau wrote:Can I claim the system alliance?


Sure thing. Commander Shepard is at your disposal.
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The Empire of Tau
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Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Apr 28, 2019 9:38 pm

Nuxipal wrote:
The Empire of Tau wrote:Can I claim the system alliance?


Sure thing. Commander Shepard is at your disposal.

Fem Shepard or male?

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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Sun Apr 28, 2019 9:40 pm

The Empire of Tau wrote:
Nuxipal wrote:
Sure thing. Commander Shepard is at your disposal.

Fem Shepard or male?


Up to the HSA player. I left it vague in the scenario for that purpose. They are of the War Hero background though. I needed a 'good guy' somewhere in the galaxy after all. We have plenty of 'bad guys' already lined up.
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Theyra
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Democratic Socialists

Postby Theyra » Sun Apr 28, 2019 9:42 pm

Nuxipal wrote:
Theyra wrote:Interested and are custom factions allowed?


Unfortunately, not this time around. I am alright to open up some of the other canon factions if those would be of more interest, but I would prefer to see the faction roster filled out as many of the canon factions will have major roles to play as we are starting just before the Mass Effect 1 game.


I take it a Drell nation would not be allowed then. I am going to decide tomorrow who I would like to play as.

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The Empire of Tau
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Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Apr 28, 2019 9:45 pm

Nuxipal wrote:
The Empire of Tau wrote:Fem Shepard or male?


Up to the HSA player. I left it vague in the scenario for that purpose. They are of the War Hero background though. I needed a 'good guy' somewhere in the galaxy after all. We have plenty of 'bad guys' already lined up.

Fem Sherp it is, and this is before any of the games, yes?

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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Sun Apr 28, 2019 9:57 pm

Theyra wrote:
Nuxipal wrote:

Unfortunately, not this time around. I am alright to open up some of the other canon factions if those would be of more interest, but I would prefer to see the faction roster filled out as many of the canon factions will have major roles to play as we are starting just before the Mass Effect 1 game.


I take it a Drell nation would not be allowed then. I am going to decide tomorrow who I would like to play as.


Not really, they simply lack the population or unity to create a new homeworld. The Hanar could be a good option if you want to play the Drell.

The Empire of Tau wrote:
Nuxipal wrote:
Up to the HSA player. I left it vague in the scenario for that purpose. They are of the War Hero background though. I needed a 'good guy' somewhere in the galaxy after all. We have plenty of 'bad guys' already lined up.

Fem Sherp it is, and this is before any of the games, yes?


Correct. One year to be exact. We have minor alterations to the later portion of the timeline to make the start of our RP a little more eventful.
National Information: http://kutath.weebly.com/

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The Empire of Tau
Minister
 
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Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Apr 28, 2019 10:17 pm

After reading a bit about the Systems Alliance, they feel kinda like the United States but in space with a few tweaks in here and there. I don't know if that's just me, or something else.

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Nuxipal
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Corrupt Dictatorship

Postby Nuxipal » Sun Apr 28, 2019 10:22 pm

The Empire of Tau wrote:After reading a bit about the Systems Alliance, they feel kinda like the United States but in space with a few tweaks in here and there. I don't know if that's just me, or something else.


Yeah.. I didn't mess with the HSA's history for this RP. They literally fought the Turians to come onto the galactic stage and then just recently the Batarians in the Skyllian Blitz, which was a defensive war for Humanity, but still painted them as warmongers to most of the galaxy.
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The Empire of Tau
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Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Apr 28, 2019 10:25 pm

Nuxipal wrote:
The Empire of Tau wrote:After reading a bit about the Systems Alliance, they feel kinda like the United States but in space with a few tweaks in here and there. I don't know if that's just me, or something else.


Yeah.. I didn't mess with the HSA's history for this RP. They literally fought the Turians to come onto the galactic stage and then just recently the Batarians in the Skyllian Blitz, which was a defensive war for Humanity, but still painted them as warmongers to most of the galaxy.

I noticed. Well, I guess it's time to bush off my U.S diplomatic policy know-how and see where that will lead me to. Lel.
Last edited by The Empire of Tau on Sun Apr 28, 2019 10:26 pm, edited 1 time in total.

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Zepplien
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Founded: Oct 10, 2010
Ex-Nation

Postby Zepplien » Sun Apr 28, 2019 11:34 pm

I remember doing one of these way back when as the Batarian Hegemony, forming a quasi second council with the Quarians, Geth, and a terminus system. Good times.

As I see the Batarians have been taken, I will just give this a think as to what faction to play.
Generation 29 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)
Come to the Communist side, we have Cookies Wheat
I take boring you to a whole new level!
Never mistake my IC nation for communism. think of it as Zepism, something unique and terrifying
Ode to Zepplin:

You Play as a Bisexual think tank, in a woemans body so gracefully... But as quickly as you came you are gone playing a Chineese Clone... Then you are a stupid, homocidal iddiot who will kill 1000 people for his own power... You are my hero.

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Zepplien
Negotiator
 
Posts: 6750
Founded: Oct 10, 2010
Ex-Nation

Postby Zepplien » Mon Apr 29, 2019 6:14 am

Faction: Quarian Flotilla
Leaders:
Admiral Shala'Raan vas Tonbay
Admiral Rael'Zorah vas Alarei
Admiral Zaal'Koris vas Qwib-Qwib
Admiral Han'Gerrel vas Neema
Admiral Daro'Xen vas Moreh
Citadel Council member Y/N or N/A: No
Brief description of diplomatic relations:

The Quarian Flotilla is a rouge state to much of the galaxy, having few official diplomatic ties with other species and widely viewed with distrust. While they do have few relations with the rest of the Galaxy, it doesn't mean that they aren't open to bargaining, often taking bribes from local planetary governments to speed them along their way rather than the local leadership putting their mining interests at risk. While relations are cool with the Citadel races, beyond the reach of the large interstellar governments the Quarian Flotilla has been known to throw around its military weight. Being outright hostile and clashing with groups such as the Blue Suns is seen as par for the course.
Military state of readiness:
The Quarian Fleets are always ready for an attack, any ship not submitting proper clearance codes is to be destroyed if it attempts to move toward the civilian fleet.
History:
Infrastructure and Claimed Worlds:
The Quarians have no claimed worlds, however they have three Lifeships laid out as follows:

The Lifeship Rayya, heart of the Migrant Fleet, home to both the Admiralty Board and Conclave is one of the most prestigious ships in the Quarian Flotilla. It contains aboard: 2 Urban centers, 2 fuel depots, 3 industrial and 1 major industrial

The Lifeship Chayym while having none of the prestige of her sister ship Rayya it is still an honest hub of the flotilla's foodstuffs. It contains aboard: 2 Urban centers, 2 fuel depots, 3 industrial and 1 major industrial

The third Lifeship Shellen was host to the most ambitious project in Quarian history since the exodus. It has been refit with a mobile production yard for new ships, allowing them to add to the Foltilla's numbers without having to contract out of fleet any longer. It contains 2 Urban centers, 2 fuel depots, and a shipyard
Military:
a) On Planet Forces: N/A
b) Space Fleets:

Quarian Heavy Fleet:
When pirates, slavers, and unidentified ships come close to the Quarian Flotilla they come face to face with the Quarian Heavy Fleet, the most combat capable of the three main Quarian Fleets. While certainly smaller than most other military forces in the galaxy, the Heavy Fleet is concentrated into a single system, giving it numeric superiority in most battles.

10 Dreadnoughts
2 Battlegroup Carriers
4 Heavy Cruisers
15 Light Cruisers
31 Destroyers (25 of them Free)

Quarian Patrol Fleet:
Dedicated to a combination of navigation, internal security, and making sure intership rivalries never extend beyond their friendly stage. Like most navies in the galaxy the Quarians operate a large number of fighter craft, however unlike other navies they can use docking clamps on their civilian ships as a base for the Patrol Fleet's fightercraft.

20 Frigates, all equipped with free Boarding Teams (Quarian 5% off upgrades)
60 Corvettes
10 Fighter Wings
4 Interceptor Wings
7 Infantry (Base units Free, equipped with Electronic Warfare Capabilities, and CQC Training)
2 Combat Engineers
2 Spec Ops
2 Gunship Wings (To be used in space in an emergency)

Quarian Civilian Fleet:
The largest fleet in existence bar none, with almost 50,000 ships within the flotilla alongside the warships of the other two Quarian Fleets. While not having warships like the other two fleets, they do carry the infrastructure of the fleet into combat, alongside a large number of armed civilian ships who can concentrate their gunfire on approaching targets with proper orders.

3 Lifeships
10 Bulk Transports
5 Transports
5 Light Transports
11 Mining Ships (5 Free)
2 "Planetary" Defense Guns Mk 3 (Representing the massed fire of the Civilian Fleet)

RP Example:
Questions and Suggestions:
S13


Just going to leave this here to reserve the Quarians, and make sure my starting ship numbers seemed right. I also took the assumption that the Migrant Fleet isn't just what is pictured in terms of raw ship numbers, and thus I can still use the vast logistical benefit of tens of thousands of starships (Keeping my fighters there) alongside their massed gunfire (The Defense Guns Mk. 3)
Last edited by Zepplien on Wed May 01, 2019 7:31 pm, edited 1 time in total.
Generation 29 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)
Come to the Communist side, we have Cookies Wheat
I take boring you to a whole new level!
Never mistake my IC nation for communism. think of it as Zepism, something unique and terrifying
Ode to Zepplin:

You Play as a Bisexual think tank, in a woemans body so gracefully... But as quickly as you came you are gone playing a Chineese Clone... Then you are a stupid, homocidal iddiot who will kill 1000 people for his own power... You are my hero.

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Lunas Legion
Post Czar
 
Posts: 31056
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Apr 29, 2019 6:16 am

Okay, Nux, firstly, you're a fucking madman.

Second, I'm a bit tied down IRL but when that ends you better believe I'll be here.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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