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Corporate Cosmos [OOC | Open]

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Corporate Cosmos [OOC | Open]

Postby G-Tech Corporation » Sun Oct 23, 2022 12:17 pm

Image







The year: 2120 Anno Domini. The old world: so much ash.

The new world: dystopia. The new powers: corporations.

Welcome to that new world, CEO. Or, if you like, Oligarch, Tyrant, First Speaker... it really isn't important what you like to call yourself. I am Mekis One, the leader of the Blue Sky Conglomerate. We have important news, news which you need to hear. It is official: Earth is dying. Sure, sure, she has always been dying, ever since the bombs fell and the Gilded Age came to an end. But your shareholders aren't going to be around for much longer if you don't do something about it. Your citizens are going to be rioting in the streets as they gasp for their their last breaths, making sure they burn down your palace around your pointed ears before all of humanity follows the example of our paleontological ancestors. So that is why I am here: to give you a prototype Jumpdrive. The stars beckon.

Yeah, I know. What void-addled monkey cares about space any more? We gave up on that almost two centuries ago, back when it turned out mining the asteroids was too expensive, and as the public eye saw only rock and dust beyond our atmosphere. But the Jumpdrive changes that calculus. Dump a nuclear reactor's output into a spacecraft for a day, and you can be in the asteroid belt sucking up precious metals by the cargo hold that evening. Spend a morning over a solar cluster cluster, and by teatime you can be in orbit over Mars dumping poor peons into the sparse atmosphere to try and eke out a living beyond our overcrowded exhausted ball of blue. Overcrowding? Opportunity! Vaporize enough heavy water to float a battleship, and you'll find yourself in the outermost sheathe of Jupiter looking for rare gases to run the next generation of fusion experiments.

And your corporate rivals will be doing likewise. We may have made this innovation first, but Blue Sky are no fools. We knew you all would find out, eventually, and the potential of this invention is worth a war. Worth a war that would doom the planet we have left. We aren't altruists, but we are large fans of our children growing up. So we are free-sourcing this invention, giving it to every entity big enough to make use of it on our humble ball of rock. I ask, as Chairman, that you refrain from killing the world despite our best efforts. That is all.





Hello friends, and welcome to a new RP, the Corporate Cosmos. In case that introduction didn't explain the premise well enough, this is a cyberpunk RP set in the not-too-distant future where, you, the gentle authors, will be given the chance to write as either corporations or nation-states in a post-apocalyptic world now desperately reaching for the stars to escape a dying planet. Interesting premise? I'm glad you thought so!

I'm going to be placing a few restrictions on applications, so keep in mind that truly outlandish concepts that break the suspension of disbelief will likely be looked upon unfavorably. We are currently looking for two more Earthborn Powers, and up to five more Minor Corporations or Extrasolar Powers.

Code: Select all
[b]Power Application[/b]
[b]Name:[/b]
[b]Territorial Holdings:[/b]
[b]Leader Name:[/b]
[b]Brief History:[/b] (No RL continuations, if you please)
[b]Corporate Policies:[/b]


Corporate Policies are perhaps the most important part of this application: they cover tax rates, restrictions on activities, and so on, of the corporations that will be operating (or not operating) in your territory. Feel free to make up whatever policies you want, just remember, the more restrictive, the less likely you are to have organizations to tax to swell your coffers setting up shop in your neck of the woods.



Code: Select all
[b]Corporation Application[/b]
[b]Name:[/b]
[b]Operating Base:[/b] (Does not need to be initially declared, but must be decided before the IC begins)
[b]Leader Name:[/b]
[b]Brief History:[/b]
[b]Corporation Expertise:[/b] (One field where your company excels)




Image


Amazonia - Burnt Soil: -0.1 Food from all sources
Australia - Governmental Accord: 2 additional Defense Battalions
Korea - Devastated Coastlines: Demand rises half as quickly
Maghreb - Encroaching Desert: -0.3 Food from all sources
Montefaune Volcanic Region - Tectonic Instability: Colonization is 25% more expensive
Western Europe - Migrant Influx: Until 2121, population rises by 2 instead of 1.
Blue Sky - Nova Merger: +0.1 Food/Farm with Harvesting Season


Expertise:
Arms Manufacturing: You gain 1 Capital for every unit of Advanced Arms you produce. Your Advanced Arms give an additional 5% Might bonus to the Brigade to which they are equipped.
Biotech: Gain passive income 2 Capital every month from patents. You start with Primitive Augmentations researched.
Rare Earth: A Region of your choice starts with 2 Mines with 2-Mineral Deposits. Fabricate Consumer Goods produces 5 less Capital.
Agribusiness: A Region of your choice starts with 3 Farms. Prospecting Endeavors are twice as expensive.
Heavy Industry: Operate Facilities produces a bonus one Industry in every Region with a Factory. Labs cost an additional Capital every month.
Research and Development: Establish Laboratory is a Minor Action.
Financial Services: A Region of your choice starts with a Cryptocenter.
Orbital Mechanics: You start with a Low Orbit Space Station over a Region of your choice, and may launch a probe as if you were a Power for the first ten years.

Mechanics


Actions
These are, in essence, what will make the wheels of this RP spin. Actions taken, both casually and resolved by the OP or Co-Ops, to advance your agenda for mankind, secure your place as a pre-eminent country, swell your corporate portfolio, and so on. They are, categorically, divided into Minor and Major Actions. Minor Actions will be available once every IC page, and are simple but useful ways to gain resources, execute plots, and progress your storyline. Major Actions will only be provided based on IRL time passing, and cover more important and variable outcomes, such as waging war on a foe, collecting taxes from a nation, and so on. Major Actions are, broadly, equivalent to a month of in-game time. Actions are the primary means of changing the world of this RP- please don't fluff out how your corporation has built a new interstellar warship if you haven't executed an appropriate Action. You may always conduct a Minor Action, even in your Major Action slot, if you so choose.

Powers
All Powers begin with 2 Battalions and 10 Public Opinion. Powers may occupy between 1 and 5 Regions, at their discretion; each Region begins with 5 Population. Powers that note their Territory as Extrasolar will only begin with 1 Region and 10 Population, as well as no Battalions, but generate +5 Public Opinion every month for the first ten years. Extrasolar Powers also have doubled efficacy of Food Aid during that time.

Public Opinion: Every government, no matter how autocratic or libertarian, is ultimately beholden to the will of its citizens. Tread on them too stridently and they will rise up, tear your nation down, and build a new one in the ashes. Generally people don't like being taxed, dying in wars of aggression, being used as corporate experiments, and other such unpleasant things.
Capital: Hard cash. This is your primary resource, as the government of a Power. It is how you get your military built, how you fund industrial expansion, how you placate the masses, and how you pay off your cronies for their loyal service. A government without money is a government on the brink of collapse. Thankfully you can wring dollars from the unlucky bodies of your citizens, the corporations they work for, and the sinews of commerce that cross the globe.
Innovation: Even the most hidebound stratocracy needs to recognize that evolution is preferable to extinction. You might need to construct infrastructure, invent new weapons to protect your nation, or even new ways of keeping down the plebs. Innovation lets you do that, and is tough to get your hands on, but very rewarding.
Might: The state is nothing without the ability to enforce its regulations, maintain its borders, and prevent anarchy. You rely on your fighting men and women in uniform for those tasks, as well as the more unsavory job of taking territory from those who cannot defend it to build a brighter future for yourself. Remember, as always- do unto others before they do unto you. This is the Golden Rule of Power. Unfortunately, those uniformed blighters like to be paid, and sometimes get snarky if you have them fire on their friends and families. Best to keep that in mind.
Population: Fundamentally, no society is greater than her people. In the aftermath of the Great Mistake there are less plebs rattling around than you might think, and their depletion will beggar the coffers of a state with grim certainty. Of course, there is also the inverse problem - overpopulated and poor states are seldom world powers for very salient reasons. Every Region gains one Population every Month.
Hunger: The teeming masses demand to be fed - on a certain level they probably also want a bit more than that, but there is no more surefire way to provoke a revolt than to fail to provide your nation with three square meals a day. Every Population generates one Hunger every Month; Hunger which is carried over from month to month consumes one Public Opinion.


Court Politicians: +2 Public Opinion
Fund Public Education: -8 Capital, +2 Innovation
Raise Government Bonds: +5 Capital
Recruit Volunteers: -7 Capital, +1 Battalion (1 Might), -1 Population
Modify Laws: Alter one Corporate Regulation
Transfer Assets: Move up to ten Resources between entities. This may be done once per 6 months for free between Powers which are adjacent or Corporations which have a Holding in a Power's Regions. Free transfer limited to 5 Capital/Innovation. Note that this requires the consent of both parties. Food acquired in this manner must be immediately used to satisfy Hunger.
Food Aid: -25% Hunger then -5 Hunger in a Region
Raise Conscripts: -5 Public Opinion, +1 Battalion (1 Might), -1 Population
Construct Defenses: -6 Capital, increase Defense Rating (Might Bonus) of a Region by 20%. By default may only be executed once per Region.
Promote Independent Localism: A Region of your choice gains the quality [-3 Hunger, -1 Capital per Month. Taxation brings in 4 less Capital]. +3 Public Order.
Redeploy Forces: Transfer any amount of Battalions and Equipment by up to two Regions
Development Grants: Distribute at least 3 Capital each to at least 2 local Corporations, +5 Public Opinion per Corporation involved


Invasion: Attempt to seize a Region from a neighboring Power. Invasions consume Public Opinion at a variable rate, and last as long as necessary to be resolved.
Propaganda: +10 Public Opinion, -5 Capital
Taxation: +5 Capital per Region, +1 Capital per Population, -2 Public Opinion (may only be executed once every 4 Months)
Research Grants: -7 Capital to Corporations, +2 Innovation/Corporation
Declare Famine Crisis: -40% Accumulated Hunger in every Region, -5 Capital per Region
Promote Immigration: +2 Population in the Region of your choice, -2 Public Order
Government Think Tank: Achieve an Advancement. Costs Innovation equivalent to Research Cost.
Launch Probe: -10 Capital, receive Survey of Planetary Body in discovered Solar System
Seize Assets: Takes Capital, Holdings, and Innovation from a Corporation by force in a single Region you control. Can generate or consume Public Opinion.


Corporations
(Note that Major Corporations start out with 10 Capital, 2 Factories, a Lab, and 2 Mercenaries. Minor Corporations start with only 10 Capital, and must be built from the ground up.)
Capital: The lifeblood of commerce. Your shareholders expect you to maintain a steady supply of it, and bad things will happen if you run out of cash as a corporate entity.
Industry: The thing you control, which makes you what you are. It might be farming equipment, it might be manufactured goods, it might be patents on computer chips. Either way, you need it to produce the cash that will keep your company in the black, and a whole host of other things.
Innovation: Like governments, companies need to adapt or die. If you keep trying to make a living off of selling clogs when Amsterdam is drowned, your business is going to go belly-up quick. Note that listed prices for Technologies are only base values- always TG the OP when innovating, as what you pay will likely be more. As a rule of thumb, the more Technologies a Corporation has researched, the more it will pay for the next Innovation. Also, improving existing Advancements is categorically less efficient in terms of Innovation than making new Advancements.
Food: Bake a better loaf of bread, and the world will beat a path to your door. Or something like that. Every unit of Food can placate up to 3 Hunger, and is of great value to the governments of the world who want to sustain their wretched plebiscites.
Minerals: The base materials of industry. All but worthless unprocessed, but vital to the function of the world economy.
Might: This helps make you too expensive for governments to just seize your assets, and prevents other corporations from burning down your beach houses for the insurance money. A corporation without the might to defend its interests rapidly ceases to be a contender on the world stage.
Demand: You can't sell people goods they don't want to buy, even if you happen to be a communist autocracy. Without presence in the market and consumers willing to purchase your junk, it doesn't matter how much you want to get for your beans- nobody wants to buy them. Depleted by sales, recovers with actions and over time. Increases by 1 for every ten Population in a Region per month. Starts at a value of 10 in all Regions. Note that Demand is shared across Corporations on a regional basis - a rival can swoop in and fulfill Demand you have created!


Solicit Investors: +3 Capital
Operate Facilities: +1 Industry/Factory, -1 Mineral and 1 Capital/Factory
Fabricate Consumer Goods: +20 Capital, -5 Industry, -5 Demand in a Region
Stimulate Market: +10 Demand in a Region | Only usable once per Region per Corporation every six months
Agricultural Expansion: Construct up to 2 Farms in the Region of your choice. -2 Capital per Farm.
Transfer Assets: Move any amount of Innovation or Capital between regions or entities. This may be done once per 6 months for free between Corporations or Powers who share Regions with your holdings. Free transfer limited to 5 Capital/Innovation.
Deep Ore: All Mines produce Minerals equivalent to their Mineral Rating. -1 Capital per Mine.
Fabricate Military Designs: +2 units of Advanced Arms (+20% Might), -4 Industry | Arms manufactured may immediately be sold at no additional Advancement cost to either involved entity, but if held must be Transferred.
Food Desertification: Distribute Food in a Region of a Power where you have operations, satisfying as much accumulated Hunger as you wish. +1 Capital/Food consumed. +1 Public Order to controlling Power
Prospecting Endeavors: -5 Capital. A new source of Minerals is revealed in a Region of your choice.
Harvesting Season: Farms produce 1 Food each.
Recruit Mercenaries: -12 Capital, +1 Battalion (1 Might)
Redeploy Forces: Move any amount of Battalions and Equipment up to one Region
Establish Factory: -5 Capital, +Factory in a Region of your choice
Advertising: +6 Demand in a Region, -2 Capital
Prioritize New Markets: +2 Innovation/Lab, -2 Capital/Lab


Lobbying: Modify one Corporate Regulation in a Power, -?? Capital
Establish Laboratory: -7 Capital, +Lab
Hostile Takeover: Attack rival Corporate holdings in a Region, if successful Holding are seized and a relative amount of Innovation, Capital, and Resources
Launch Coup: Declare war on a Power. All Power Battalions must be defeated with a year. If successful Lobbying is free for two years, and the Power may not Seize Assets from you during that time period.
Corporate Assault: Requires an active Coup. Assault Power Battalions in a neighboring region. -2 Capital
Market Expansion: +15 Demand in two Regions | May only be used once every six months
Deep Hewing: -10 Capital. Establish any number of Mines at revealed sources of Minerals.
Innovate: Choose and pay for an Advancement.
Harvest Asteroids: -2 Innovation, +5 Capital, +8 Industry, -3 Demand


Combat

Combat is calculated purely on Might + Modifiers, and casualties for both the defender and attacker are calculated based on relative modified Might. The force with more Might destroys the force with less Might, and takes casualties equivalent to the Might of the loser multiplied by the relative Might ratio. Any units not completely destroyed will be ready for battle again in the next month at full strength. Corporate entities may collaborate at will with Powers to act as mercenaries without Advancements, either in defense or on offense, as they so wish.

Ex: Force with 5 Might in 5 Battalions attacks Force with 3 Might in 3 Battalions. Force B is destroyed, while Force A loses (3/5 * 3) = 1 4/5 Battalions

Biology
Primitive Augmentations
The most fundamental step in the path to Homo Superior, Primitive Augmentations allow citizens injured or maimed to be partially restored to their full functionality. Some preliminary efforts have been made to offer actual upgrades, like bionic eyes, to the general public.
Cost: 9 Innovation (Tier 1) | Prerequisites: None
Prototype Human Improvement Clinic - Minor Action: +1 Clinic in a Region, -6 Capital, -2 Innovation, -5 Public Opinion. Max 1 per Region.
Distribute Augmentations - Major Action: (+3 Capital, -1 Innovation, -1 Industry) per Clinic. Gain 1 Integration in a Region with a Clinic.
Publicly Support Augmentation - Major Action (Power): -5 Capital per Clinic, +(Integration x 2) Public Order (Max 16)

Preliminary Medical Integration
As augmentations become more widespread, their use becomes both more accepted, and the number of forms of augmentation that are used in the general populace is gradually increasing. As the Cybernetic age dawns, those who embrace the future benefit mightily from this new genesis.
Cost: 12 Innovation (Tier 2) | Prerequisites: Primitive Augmentations
Human Improvement Clinic Action: -6 Capital -> -4 Capital, -5 Public Opinion -> -4 Public Opinion
Distribute Augmentations Action: +3 Capital -> +4 Capital, -1 Industry -> -0 Industry, +1 Integration -> +0.5 Integration


Logistics
Farm-to-Table Distribution Networks
Modern economies cling to the vestiges of old, inefficient, consumer-based systems; some of that nostalgia and tradition is useful, some of it less so. Archaic modes about wholesaling and retailing can be effectively bypassed with appropriately negotiated contracts, though point of sale profit is somewhat reduced by allocating goods toward stable markets instead of just-in-time systems.
Cost: 6 Innovation (Tier 1) | Prerequisites: None
Food produced in a Region may be immediately sold as if it were consumed by Food Desertification. If it is sold in such a manner, the amount of Capital produced by that sale is halved.
Municipal Infrastructure Allocation
In the last two centuries many communities have striven to produce systems and utilities which can survive major cataclysms, due to concerns about resilience. By adopting these axioms for non-public infrastructure, old paradigms about breakdowns in goods transfer due to less than optimal conditions can be defied.
Cost: 8 Innovation (Tier 1) | Prerequisites: None
One Resource may be transferred between adjacent regions once in your holdings per month at no cost. Unlocks the Shipping Nexus Secret Project.
The Shipping Nexus: When you produce Capital in this region, produce one more Capital. 10 Industry, 15 Capital to construct.


Computing
Datamining Matrices
The vast amounts of information and processing power necessary to handle such matters as interplanetary probes and the modernizing economy necessitate an amount of calculation engines hitherto unused- through specially designed facilities using high-quality fiber optics and top of the line supercomputers, preliminary strides in successfully handling these computation-heavy processes are being made.
Cost: 12 Innovation (Tier 1) | Prerequisites: None
Establish Datahub - Major Action: +1 Datahub in Region, -10 Capital. Max 2 per Region.
Building: Datahub (+2 Innovation/Prioritize, +1 Innovation/Lab in Region w/Prioritize)

Currency Threading
As economic systems evolve, moving information from place to place securely becomes as important as having that currency in the first place- in a world of computers and crypto-locked transactions, the processing power required to transfer vast sums of money and intellectual property is prodigious. Through the creation of specialized matrices and datacenters dedicated to this affair, international commerce becomes more viable.
Cost: 29 Innovation (Tier 2) | Prerequisites: Datamining Matrices
Construct Cryptocenter - Minor Action: +1 Cryptocenter in Region, -4 Capital
Building: Cryptocenter (+3 Capital/Operate Facilities, 1 instant 2-way use of Transfer Assets every 6 Months/Cryptocenter, +3 Capital/Transfer Assets)


Engineering
Superheated Centrifuge
The rough ores of space, compacted and frozen for millenia, have previously mainly been treated as industrial feedstock by mankind since the invention of the Jumpdrive and asteroid mining. With the creation of magnetic-flux forges to separate out their more lucrative elements and allow the precise refining of the components of the wealth of dead worlds, the profitability of such enterprises has been increased significantly in regions where facilities exist to facilitate such endeavors.
Cost: 18 Innovation (Tier 1) | Prerequisites: None
Construct Smeltery - Minor Action: +1 Smeltery in Region, -4 Capital, -2 Industry
Building: Smeltery: (+3 Capital, +2 Industry, +1 Heavy Metal, +1 Light Metal)/Asteroid Mining, (+2 Capital)/Fabricate Consumer Goods

Low Orbital Mechanics
Humankind has been putting space stations and satellites in orbit for generations- only recently though, following the Cataclysm, has technology reached the threshold where we can once again reach up to the stars.
Cost: 6 Innovation (Tier 1) | Prerequisites: None
Launch Space Station - Major Action: +Low Orbit Space Station over Region, -5 Capital, -4 Industry.
Building: Low Orbit Space Station: +1 Industry, -1 Capital when Asteroid Mining is used. May be allocated to a Power- if allocated as such, Launch Probe for that Power costs 2 less Capital and generates 1 Innovation. Limit one per Region.

Satellite Data Transmission
Moving the amounts of data necessary for modern innovation down from orbit has been out of the reach of mankind, until innovations in laser encoding have allowed for the realization of what was once considered a dream.
Cost: 6 Innovation (Tier 1) | Prerequisites: None
Launch Research Satellite - Major Action: +Research Satellite into low orbit over a Region, -11 Capital.
Collect Satellite Data - Minor Action: (-2 Capital, -1 Industry)/Satellite, +3 Innovation/Satellite. This Innovation may be shared with any Powers or Corporations that have a Research Satellite over a Region they control.


Voidcraft
Orbital Surveying
Our spacecraft are haphazard, our vessels difficult to refuel and control. But the value of being able to map out new resources and the exploitable idiosyncrasies of the cosmos cannot be overstated.
Cost: 4 Innovation (Tier 1) | Prerequisites: None
Construct Survey Ship - Major Action: (-8 Capital, -5 Industry). Survey Ships cost 1 Capital per month to maintain.
Orbital Survey - Minor Action: A Survey Ship may generate a Regional Survey of Region on a Surveyed Planetary Body. This has no cost save normal maintenance.

Heavy Water Fabrication
The amount of energy required to push a Jumpdrive to interstellar distances is prodigious, even by our standards. Accumulating heavy water isotopes to fuel the prototype power core is a necessary part of this process. Dedicated refining facilities will be the first step on our journey to the stars.
Cost: 8 Innovation (Tier 1) | Prerequisites: None
Construct Fuel Refinery - Minor Action: (-3 Capital).
Refined Heavy Water - Minor Action: (-2 Capital, +Fuel) per Fuel Refinery in Region.


Espionage
Covert Propaganda
Sometimes in order to defeat an opponent, the best option is to convince him that you are not his enemy. By eroding a foe's will to fight, an insurmountable challenge may be rendered plausible, even for an inferior force.
Cost: 5 Innovation (Tier 1) | Prerequisites: None
Demoralize Opposition - Major Action: 5 Capital. Reduce the Might of a Battalion in a neighboring Region by 40% for 2 Months.


Human Engineering
Child Tax Credits
The fundamental currency of any society is flesh and blood, at a level most leaders and politicians refuse to acknowledge. Not so with this state. The nuclear exchanges and viral vectors of the Great Mistake validated Mao’s ancient wisdom about being able to survive such disasters by virtue of numbers, though China was ill-placed at the time to put his theory into practice. Economically nominal but socially impactful financial incentives have proven to have a small but notable effect on the rate of the propagation of mankind in countries which covertly embrace his truth.
Cost: 6 Innovation (Tier 1) | Prerequisites: None
Quality Gained: Every Region grows by a bonus Population every sixth month at the cost of 1 Capital.


Social
New Education
Where men have been educated to widen their horizons since the ages of Egypt and Greece, of late attempts to turn the masses into learned citizens have stalled in the face of the sheer numbers of humanity. Thus a new way of thinking emerged- that of a more specialized education, no longer that of the Renaissance Man, but the Homo Superior, each person to be given their own role in the tapestry of society through compartmentalized learning institutions.
Cost: 11 Innovation (Tier 1) | Prerequisites: None
Streamed Education - Minor Action: 8 Capital. +4 Innovation, +1 Public Opinion.


Prosperity
Local Gardens
Ensuring the people of your charge have enough to eat day by day is vital to retaining power; no mob burns down a government quite as quickly as a hungry one. Government aid to increase food supply resiliency amongst the most desperate will reap dividends, most certainly.
Cost: 6 Innovation (Tier 1) | Prerequisites: None | Adoption Cost: 10 Capital
Every Region produces 1 Food every Month at no cost.


Military
Citizen Hardening
Modern warfare requires modern solutions - integrating our technologically enlightened plebiscite into the ranks of the intelligence gathering apparatuses of the state and equipping them with weapons for urban conflict in case of invasion can provide us with a force which requires little funding but can punch far above her weight.
Cost: 8 Innovation (Tier) | Prerequisites: None
Municipal Warfighters - Major Action: 6 Capital, 2 Public Opinion. A chosen Region counts as having an additional Battalion deployed for defense so long as Public Opinion remains positive. This may only be conducted once per Region.
Last edited by G-Tech Corporation on Sat Nov 26, 2022 8:53 am, edited 35 times in total.
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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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Oct 23, 2022 12:17 pm

Reserved for the machinations of the New World.
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G-Tech Corporation
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Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Oct 23, 2022 12:18 pm

And another reservation for accepted entities and concepts.
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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Oct 24, 2022 6:18 am

And the last reservation. All yours lads.
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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Ovstylap
Ambassador
 
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Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Mon Oct 24, 2022 8:47 am

I am looking forward to seeing how this RP develops, and the expansion of the lore and background!

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The GAmeTopians
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Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Mon Oct 24, 2022 10:41 am

Onward, my friends, to prosperity for us all! (But mostly me.)
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Oct 24, 2022 12:28 pm

So I can be king of a planet old starting off and invade Earth?
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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G-Tech Corporation
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Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Oct 24, 2022 12:38 pm

Ralnis wrote:So I can be king of a planet old starting off and invade Earth?


Heh, in theory, sure. But nations starting off from sleeper ships won't exactly be in a position to do that initially. Their populations, and thus industrial bases, are a mere fraction of those on Earth. Their main advantage starting out is isolation, and therefore a lack of competition, as well as political unity.

Holding location for apps:

Power Application
Name: Sud Afrika
Territorial Holdings: Southern Africa and Antarctica
Leader Name: Mekis One
Brief History: A corporate fiefdom-state carved out of Africa in the wake of the Redeye Pandemic of 2049, predominantly controlled and operated by Blue Sky Corporation but also generically corporation friendly, within limits.
Corporate Policies: 5 Capital tax on Fabricate Consumer Goods, Corporations are limited to no more than 2 Mercenaries within the state, for every unit of Advanced Arms manufactured in the state one must be given to the government. No baseline Taxation rate for Corporations. One Innovation every six months must be made available to the government free of charge. Corporations will receive periodic grants to boost industry. No Hostile Takeovers are allowed, save by approved declaration of Kanly. Any activities taken in part in the state may be relatively taxed in total as if they had been wholly conducted within its regions, in appropriate circumstances.


Corporation Application
Name: Blue Sky Corporation (Major)
Operating Base: Sud Afrika
Leader Name: Mekis One
Brief History: The controlling interest of Sud Afrika, a corporation formed from the shattered remnants of the old world and determined not to repeat her mistakes.
Corporation Expertise: Blue Sky was the inventor and remains the primary user of the Jumpdrive, relying on mining the asteroid belt to supply her industries instead of further ravaging Earth. They are a Research and Development corporation.
Last edited by G-Tech Corporation on Wed Oct 26, 2022 2:28 pm, edited 1 time in total.
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Ralnis
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Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Oct 24, 2022 12:47 pm

G-Tech Corporation wrote:
Ralnis wrote:So I can be king of a planet old starting off and invade Earth?


Heh, in theory, sure. But nations starting off from sleeper ships won't exactly be in a position to do that initially. Their populations, and thus industrial bases, are a mere fraction of those on Earth. Their main advantage starting out is isolation, and therefore a lack of competition, as well as political unity.

That's completely different than the last iteration.
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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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Oct 24, 2022 2:48 pm

Ralnis wrote:
G-Tech Corporation wrote:
Heh, in theory, sure. But nations starting off from sleeper ships won't exactly be in a position to do that initially. Their populations, and thus industrial bases, are a mere fraction of those on Earth. Their main advantage starting out is isolation, and therefore a lack of competition, as well as political unity.

That's completely different than the last iteration.


Eh? You must be thinking of a different RP - there were no sleeper ships in the inspiration for this RP.
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Postby G-Tech Corporation » Mon Oct 24, 2022 3:24 pm

And here we have the first rough sketch of matters, let me know if you have any thoughts or sight gaps that you think need filling. Specializations and more tech will be following tomorrow, as well as details for extrasolar Powers.
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Postby Ovstylap » Tue Oct 25, 2022 6:15 am

This looks like a great RP, I'm definitely interested in this one, I think it will keep my current sci-fi enthusiasm running strong! Are there any limitations on how many applications we can make? Can we have a power, and a corporation etc? Excited to see where this goes, and for the expansion of the lore!

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Postby G-Tech Corporation » Tue Oct 25, 2022 6:17 am

Ovstylap wrote:This looks like a great RP, I'm definitely interested in this one, I think it will keep my current sci-fi enthusiasm running strong! Are there any limitations on how many applications we can make? Can we have a power, and a corporation etc? Excited to see where this goes, and for the expansion of the lore!


Initially I would like folks to stick to a corporation or a power, since much of that interplay is the tension between the two. But glad to hear you like what I've cobbled together so far.
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Postby Ovstylap » Tue Oct 25, 2022 8:02 am

OOC Note: I can amend things as per OP's discretion, and also as new lore is included in the OP I can amend this to fit, but I hope this concept is acceptable- essentially KICKK is the corporation, with a number of branches which historically were associated companies/set up by some of their partners.

Corporation Application
Name: Kangaroo Investment Conglomerate-Kingfisher and Koala (KICKK)
Operating Base: Headquartered in Perth, Australia. Africa Headquarters- Maputo
Leader Name: Archie Robins
Brief History:
Overview
Kangaroo Industries is the overall stockholder for several companies which operate from Australia, with notable operations in Oceania, the Congo Basin, East Africa, and South Africa. It works in fields such as private security, mining, and financial services- but is especially focused on the latter with its developments in computing technology.
History
As Earth's resources became increasingly valuable, as security of every type began to dwindle, and as markets became increasingly volatile; countries and multinationals responded in a variety of ways, given the lack of precedent as the Fourth Industrial Age progressed. Kangaroo Industries has its ultimate origins in a series of companies and corporations that arose in Australia. Kangaroo Financial Services emerged in 2026 as a small-scale bank, taking in funds from the Arabian Peninsula- where those who made money on oil sought to secure long-term wealth growth, as well as South-East Asian banks, and sought extensively to get involved in the huge amounts of money associated with attempting to hinder climate change and provide resource security. It saw a massive period of expansion in the wake of a recession in the year 2033, which saw bigger competitors split or go under, and it began its deeper association with the Australia-based mining company Koala Resource Extraction in 2035. With gold reserves backing it, KFS increasingly got involved with companies operating throughout Oceania, and the southern half of Africa, with mining expansions by 2050 involving dozens of operations in several countries around the world. In 2038, the company made a huge loan to Singapore, and in 2040, purchased large amounts of Australian government bonds.

Increasingly, to cover the rampant costs caused by local corruption, volatile markets, resource wars, corporate competition, and natural disasters, KFS and KRE sought to provide in-house security, and did this by creating the Kingfisher Security Company in 2042, drawing in expertise from Australia, New Zealand, South Africa, Brazil, Singapore, and the United States. Quickly, with the financial backing provided by KFS and KRE, the KSC began to acquire a solid international reputation- honoring contracts, and providing effective clandestine services.

Throughout the period, but particularly from the late 2050s, mining was becoming increasingly cost-ineffective, due to ever greater environmental regulation, deposits drying up, labour costs rising, and rivalling demands for land usage, and the companies took advantage of this- sometimes selling off their sites, other times contracting out mines from companies scared of their risky natures, or even manipulating markets to ultimately acquire the mines. Often, they would use their centralized assets to enable the mines to be extensively harnessed for a couple of years, before selling the land off for rewilding, the creation of reservoirs, or urban expansion. By now, the mines that are run, are often more a result of legacy operations, but continue to provide a relatively stable source of revenue from the most developed mines, as long as security is provided.

Though Kingfisher Security continued to benefit from lucrative contracts, Kangaroo Financial Services was increasingly investing into computing, as well as various Australian and New Zealander companies. Advancements in computing over the century, coupled with the development of more and more crypto currencies, as well as the increasingly relative wealth of the richest in the world, the development of more technologies, has meant that transferring money, and protecting intellectual data, is causing an ever-increasing demand for secure, efficient, effective computing. Since 2085, this has been the core technological focus of the companies.

In 2093, the companies were restructured, and brought under the Kangaroo Investment Conglomerate-Kingfisher and Koala- or KICKK. With the various wars, economic turmoil, the Great Mistake, and cataclysm of the last century, KICKK is hoping now to secure its economic position in the world, and make an extensive profit from its acquisition of Jumpdrive technology, as well as reinvigorate its previous mining legacy. It will ultimately do this by securing itself with its own Kingfisher Security Company, and seeking to be a leading global provider of crypto-currency computing, digital banking, and cyber-finance.


Corporation Expertise: Computing associated with Financial Services

Corporate Organization
Senior Branch: Kangaroo Investment Conglomerate-Kingfisher and Koala
CEO: Archie Robins
Deputy CEO: Elsie Bennett
CFO: Chase Spencer

Subsidiary Branches: Koala Resource Extraction, Kingfisher Security Company, Kiwi Investment Bank, Platypus Computing, Dingo Digital Services
Respective CEOs: Hugo McEwan, Henry Carter, Angelina Fielding, Charlotte Edwards, Thea Porter.

Regions of Operation:
Primary: Australia, East Africa. All buildings are in Australia. A Mercenary is in Australia, one is in East Africa. The other regions of operation are essentially just lore-based, they have no effect on the mechanics for now :)
KICKK operates two ports in East Africa, one in Madagascar, and the other on the eastern coast of what was once apparently called Mozambique.
Secondary: Oceania, South Africa
Tertiary: Congo Basin, India.

Likely main competitors/challenges: Chinese rivals, African competitors, hostile Indian actors, instability in East Africa, India, or Oceania.
Last edited by Ovstylap on Thu Nov 03, 2022 12:44 pm, edited 3 times in total.

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Lazarian
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Capitalist Paradise

Postby Lazarian » Tue Oct 25, 2022 8:23 am

Now this looks quite interesting.

If I were to apply as a power, would it have to fit nicely into one of the regions on the map? For example, let's say I wanted to be an independent Texas - it would make more cultural sense to be combined with, say, Arizona/NM/North Mexico rather than Mississippi/Alabama/Georgia/Florida.

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Postby G-Tech Corporation » Tue Oct 25, 2022 9:13 am

Lazarian wrote:Now this looks quite interesting.

If I were to apply as a power, would it have to fit nicely into one of the regions on the map? For example, let's say I wanted to be an independent Texas - it would make more cultural sense to be combined with, say, Arizona/NM/North Mexico rather than Mississippi/Alabama/Georgia/Florida.


Hmm. Technically the regions aren’t set in stone. That said, they are designed to be of roughly equal population/area, so I would be hesitant to change them.
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Postby Ovstylap » Tue Oct 25, 2022 9:15 am

Regarding things like mines and farms, are these all established in the IC or is there any opportunity to start with one? Looking forward to hearing what your thoughts on my initial concept are, and if you have any questions or requests for clarifications please do let me know!

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Postby G-Tech Corporation » Tue Oct 25, 2022 1:01 pm

Ovstylap wrote:OOC Note: I can amend things as per OP's discretion, and also as new lore is included in the OP I can amend this to fit, but I hope this concept is acceptable- essentially KICKK is the corporation, with a number of branches which historically were associated companies/set up by some of their partners.

Corporation Application
Name: Kangaroo Investment Conglomerate-Kingfisher and Koala (KICKK)
Operating Base: Headquartered in Perth, Australia. Africa Headquarters- Maputo
Leader Name: Archie Robins
Brief History:
Overview
Kangaroo Industries is the overall stockholder for several companies which operate from Australia, with notable operations in Oceania, the Congo Basin, East Africa, and South Africa. It works in fields such as private security, mining, and financial services- but is especially focused on the latter with its developments in computing technology.
History
As Earth's resources became increasingly valuable, as security of every type began to dwindle, and as markets became increasingly volatile; countries and multinationals responded in a variety of ways, given the lack of precedent as the Fourth Industrial Age progressed. Kangaroo Industries has its ultimate origins in a series of companies and corporations that arose in Australia. Kangaroo Financial Services emerged in 2026 as a small-scale bank, taking in funds from the Arabian Peninsula- where those who made money on oil sought to secure long-term wealth growth, as well as South-East Asian banks, and sought extensively to get involved in the huge amounts of money associated with attempting to hinder climate change and provide resource security. It saw a massive period of expansion in the wake of a recession in the year 2033, which saw bigger competitors split or go under, and it began its deeper association with the Australia-based mining company Koala Resource Extraction in 2035. With gold reserves backing it, KFS increasingly got involved with companies operating throughout Oceania, and the southern half of Africa, with mining expansions by 2050 involving dozens of operations in several countries around the world. In 2038, the company made a huge loan to Singapore, and in 2040, purchased large amounts of Australian government bonds.

Increasingly, to cover the rampant costs caused by local corruption, volatile markets, resource wars, corporate competition, and natural disasters, KFS and KRE sought to provide in-house security, and did this by creating the Kingfisher Security Company in 2042, drawing in expertise from Australia, New Zealand, South Africa, Brazil, Singapore, and the United States. Quickly, with the financial backing provided by KFS and KRE, the KSC began to acquire a solid international reputation- honoring contracts, and providing effective clandestine services.

Throughout the period, but particularly from the late 2050s, mining was becoming increasingly cost-ineffective, due to ever greater environmental regulation, deposits drying up, labour costs rising, and rivalling demands for land usage, and the companies took advantage of this- sometimes selling off their sites, other times contracting out mines from companies scared of their risky natures, or even manipulating markets to ultimately acquire the mines. Often, they would use their centralized assets to enable the mines to be extensively harnessed for a couple of years, before selling the land off for rewilding, the creation of reservoirs, or urban expansion. By now, the mines that are run, are often more a result of legacy operations, but continue to provide a relatively stable source of revenue from the most developed mines, as long as security is provided.

Though Kingfisher Security continued to benefit from lucrative contracts, Kangaroo Financial Services was increasingly investing into computing, as well as various Australian and New Zealander companies. Advancements in computing over the century, coupled with the development of more and more crypto currencies, as well as the increasingly relative wealth of the richest in the world, the development of more technologies, has meant that transferring money, and protecting intellectual data, is causing an ever-increasing demand for secure, efficient, effective computing. Since 2085, this has been the core technological focus of the companies.

In 2093, the companies were restructured, and brought under the Kangaroo Investment Conglomerate-Kingfisher and Koala- or KICKK. With the various wars, economic turmoil, the Great Mistake, and cataclysm of the last century, KICKK is hoping now to secure its economic position in the world, and make an extensive profit from its acquisition of Jumpdrive technology, as well as reinvigorate its previous mining legacy. It will ultimately do this by securing itself with its own Kingfisher Security Company, and seeking to be a leading global provider of crypto-currency computing, digital banking, and cyber-finance.

Corporation Expertise: Computing associated with Financial Services

Corporate Organization
Senior Branch: Kangaroo Investment Conglomerate-Kingfisher and Koala
CEO: Archie Robins
Deputy CEO: Elsie Bennett
CFO: Chase Spencer

Subsidiary Branches: Koala Resource Extraction, Kingfisher Security Company, Kiwi Investment Bank, Platypus Computing, Dingo Digital Services
Respective CEOs: Hugo McEwan, Henry Carter, Angelina Fielding, Charlotte Edwards, Thea Porter.

Regions of Operation:
Primary: Australia, East Africa (A factory in each, with a lab in Australia). The other regions of operation are essentially just lore-based, they have no effect on the mechanics for now :)
Secondary: Oceania, South Africa
Tertiary: Congo Basin, India.

Likely main competitors/challenges: Chinese rivals, African competitors, hostile Indian actors, instability in East Africa, India, or Oceania.


This looks broadly fine to me. I appreciate the additional notes about regions being lore or hard; I was going to mention that spreading your operations out makes you more vulnerable to corporate rivals, but that shouldn't be too large of an issue as-is.

As for whether you can start with Labs/Mines/etc., that's bound up in your Corporate Expertise - which is now live!
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Ovstylap
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Postby Ovstylap » Wed Oct 26, 2022 5:56 am

Thank you very much, am I okay in saying then that KICKK starts with 10 capital, a lab and a factory in Australia, one factory in East Africa, a mercenary in each, and a Cryptocenter in Australia. Since my expertise is financial services, and I have a crypto centre, does that mean I therefore already have Datamining Matrices and Currency Threading as researched technologies?

Thus meaning that my lab and two factories consume 3 capital per month, but produce 1 innovation and 2 industry. If I then choose the Minor Action Prioritise New markets- this increases to -5 capital per month, +5 innovation (two from prioritise, two more from datahub, then a +1 in prioritised Australia?).
If I choose Operate Facilities, I get +1 Industry, +2 capital (-1 capital normally then I gain the +3 from the cryptocenter, and -1 Minerals?)

Datahub (+2 Innovation/Prioritize, +1 Innovation/Lab in Region w/Prioritize)
Cryptocenter (+3 Capital/Operate Facilities, 1 instant 2-way use of Transfer Assets every 6 Months/Cryptocenter, +3 Capital/Transfer Assets)
Last edited by Ovstylap on Wed Oct 26, 2022 5:57 am, edited 1 time in total.

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Postby G-Tech Corporation » Wed Oct 26, 2022 6:58 am

Ovstylap wrote:Thank you very much, am I okay in saying then that KICKK starts with 10 capital, a lab and a factory in Australia, one factory in East Africa, a mercenary in each, and a Cryptocenter in Australia. Since my expertise is financial services, and I have a crypto centre, does that mean I therefore already have Datamining Matrices and Currency Threading as researched technologies?


Alas, no. Your lab is merely a prototype, which you will need to do research to replicate. Starting that Expertise out with two technologies as well as no downside and a free Cryptocenter would be a touch unbalanced.

Thus meaning that my lab and two factories consume 3 capital per month, but produce 1 innovation and 2 industry. If I then choose the Minor Action Prioritise New markets- this increases to -5 capital per month, +5 innovation (two from prioritise, two more from datahub, then a +1 in prioritised Australia?).
If I choose Operate Facilities, I get +1 Industry, +2 capital (-1 capital normally then I gain the +3 from the cryptocenter, and -1 Minerals?)

Datahub (+2 Innovation/Prioritize, +1 Innovation/Lab in Region w/Prioritize)
Cryptocenter (+3 Capital/Operate Facilities, 1 instant 2-way use of Transfer Assets every 6 Months/Cryptocenter, +3 Capital/Transfer Assets)


Not quite, though I can see how you got here. Unlike many RPGs you might be familiar with, Corporate Cosmos endeavors to minimize* passive income. That means two factories won't consume any maintenance, but also won't produce any income unless you are actively choosing to Operate Facilities. In addition, you don't start with a Datahub, just a Cryptocenter.
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Postby Ovstylap » Wed Oct 26, 2022 7:26 am

G-Tech Corporation wrote:
Ovstylap wrote:Thank you very much, am I okay in saying then that KICKK starts with 10 capital, a lab and a factory in Australia, one factory in East Africa, a mercenary in each, and a Cryptocenter in Australia. Since my expertise is financial services, and I have a crypto centre, does that mean I therefore already have Datamining Matrices and Currency Threading as researched technologies?


Alas, no. Your lab is merely a prototype, which you will need to do research to replicate. Starting that Expertise out with two technologies as well as no downside and a free Cryptocenter would be a touch unbalanced.

Thus meaning that my lab and two factories consume 3 capital per month, but produce 1 innovation and 2 industry. If I then choose the Minor Action Prioritise New markets- this increases to -5 capital per month, +5 innovation (two from prioritise, two more from datahub, then a +1 in prioritised Australia?).
If I choose Operate Facilities, I get +1 Industry, +2 capital (-1 capital normally then I gain the +3 from the cryptocenter, and -1 Minerals?)

Datahub (+2 Innovation/Prioritize, +1 Innovation/Lab in Region w/Prioritize)
Cryptocenter (+3 Capital/Operate Facilities, 1 instant 2-way use of Transfer Assets every 6 Months/Cryptocenter, +3 Capital/Transfer Assets)


Not quite, though I can see how you got here. Unlike many RPGs you might be familiar with, Corporate Cosmos endeavors to minimize* passive income. That means two factories won't consume any maintenance, but also won't produce any income unless you are actively choosing to Operate Facilities. In addition, you don't start with a Datahub, just a Cryptocenter.


That is completely understandable regarding balance and everything, thank you for explaining the mechanics some more too, I am on the same page with you now! Thank you for your quick response, looking forward to this hopefully gaining some traction!

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Postby G-Tech Corporation » Wed Oct 26, 2022 8:51 am

Ovstylap wrote:
G-Tech Corporation wrote:
Alas, no. Your lab is merely a prototype, which you will need to do research to replicate. Starting that Expertise out with two technologies as well as no downside and a free Cryptocenter would be a touch unbalanced.



Not quite, though I can see how you got here. Unlike many RPGs you might be familiar with, Corporate Cosmos endeavors to minimize* passive income. That means two factories won't consume any maintenance, but also won't produce any income unless you are actively choosing to Operate Facilities. In addition, you don't start with a Datahub, just a Cryptocenter.


That is completely understandable regarding balance and everything, thank you for explaining the mechanics some more too, I am on the same page with you now! Thank you for your quick response, looking forward to this hopefully gaining some traction!


Hopefully! I know there are several wretches waiting in the wings to put their jazz together. I'm sure they'll find the time sooner or later.
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Ex-Nation

Postby Ralnis » Thu Oct 27, 2022 8:24 am

As a power, industry is fused with capital for purposes of building things like ships and data centers? Launching probes into space?

Also, hunger is going to a massive problem to control for those with a lot of territories. Even with my own want to be an extrasolar power will have me focus at least one of my own minor actions to curbing rising food problems.
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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Oct 27, 2022 9:26 am

Ralnis wrote:As a power, industry is fused with capital for purposes of building things like ships and data centers? Launching probes into space?

Also, hunger is going to a massive problem to control for those with a lot of territories. Even with my own want to be an extrasolar power will have me focus at least one of my own minor actions to curbing rising food problems.


Generally speaking, powers have completely different tech trees and the like than corporations. As you note, they don't use industry.

Hunger is an issue for the entire world, yes. Feeding a burgeoning populace after worldwide droughts, blights, and disruptions to supply chains is a major concern of every government.
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Scandinavian Liberal Paradise

Postby The GAmeTopians » Thu Oct 27, 2022 12:29 pm

Hey G? The Integration resource is never explained.
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