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Cilisti Trading Stations (FT)

A meeting place where national storefronts can tout their wares and discuss trade. [In character]

What should be added to this thread?

More variability in the trading stations
6
14%
More options for the customisation of the stations
9
21%
More pictures
14
33%
Detailed list of the laws and regulations behind Cilisti mercantile law, and how it affects me
10
23%
Other, which I will gladly share with Cilistia Novaren, as I am a good person with constructive criticism
4
9%
 
Total votes : 43

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Cilistia Novaren
Diplomat
 
Posts: 574
Founded: Sep 08, 2010
Ex-Nation

Cilisti Trading Stations (FT)

Postby Cilistia Novaren » Wed Feb 01, 2012 6:24 pm

    Image

    The Cilisti Royal Ministry of Trade and Commerce


    We spent billions on the project.
    No one thought it would work.
    We poured and poured over it- nearly wiped out a continent with the testing.
    But still, we never gave up.
    Finally we built our first ship. It took ages to construct and cost half the budget.
    Oh, but was it not so very worth it?
    We passed our last planet, cleaved into the unknown.
    We found life.
    Simple life. Simple, dirty, savage life.
    We rejoiced.
    Then we found others. Stronger, faster, larger.
    They frightened us.
    We wagered for our existence and they found the price acceptable.
    They taught us. They showed us. They led us.
    They gave us their technologies, and while we played they grew stronger over us.
    You could not go anywhere without seeing their influence on us.
    Their hold on us.
    We were dependent.
    But they were kind, they allowed us to learn.
    And we did.
    We traded.
    We expanded.
    We learned.
    And we prospered.
    They are gone now.
    For the most part.
    We have earned their respect.
    We have repaid our debts and fought to legitimacy.
    We are in control.
    We are independent.
    We are prospering.
    And we are looking to the future.


    The Cilisti trading network is a vast and ever expanding one. Based around large trading stations built in the orbit of many a world, and with refueling/resupplying stations, and other support stations, the trading lanes of the Empire are both efficient and plentiful. These trading stations, while owned and operated by Cilisti and remaining always under Cilisti mercantile law, are not forced to follow traditional regulatory and tax laws. The stations feature little regulation, very low taxation rates, and so serve as havens and playgrounds for the rich and fabulously wealthy. Able to service thousands of massive ships they are powerhouses of trade and commerce as thousands, even millions, visit them everyday, both Cilisti and foreign, to buy and sell goods and services from all over the galaxy.

    The Cilisti Royal Ministry of Trade and Commerce is always seeking to expand its trading empire, and as a result, is offering to construct these stations over foreign worlds, with absolutely no costs for the host nation. From large core planets, with billions of inhabitants which export and import trillions in worth as a part of their massive consumer economies, to backwater colonies which are just beginning to grow, these trading stations will help bring increased trade and prosperity to any and all of your worlds. Let us look at a few basic benefits of having a trading station over any world; colonial, territorial, core, or otherwise:


    Cheaper exportation and importation. The need to go to transport your goods across the galaxy is gone, saving on expensive fuel and protection costs (such as expensive convoys!). Having a trading station outside of your world allows for your mercantile companies to merely put goods on a barge and send it a few light seconds away, and the same with purchasing goods.

    Extra traffic. These trading stations are part of a series of massive and incredibly wealthy trading lanes. As millions of ships travel through these lanes, they shall stop along these stations to purchase more goods and to sell their wares. This provides a larger export base for your companies, which they may use to easily branch out to new markets all across the galaxy!

    Free government income. The trading stations are over your worlds, but they are still subject to Cilisi mercantile law and are protected by Cilisti assets. As such they do not cost anything for your government or people; in return for your allowing them to stay there they will offer a percentage of their profits to the local government on top of your existing profits from exportation. This rate is usually at a base of 5%, but is negotiable. The station collects a small fee for all docking, trades, and goods/services purchased on the station and this makes up the station's income. Once expenses are paid, you would receive a percentage of the profits! You would be receiving money from the trades which do not even have anything to do with your own nation. When the trade station benefits, so does your government!

    The form to apply for a station to be built over one (or more) of your worlds is below. For multiple planets, please fill out the second (Application) part of the form for every world you wish a station to be built over.

    Full Nation Name: The full title of your nation (ex. The Solarian Empire of Cilistia Novaren)
    Government Type: The system of government your nation operates under (ex. Absolute monarchy, republic, etc.)
    Alliance(s) (if any): The alliance or alliances your nation belongs to (ex. TSAR, AXIS)
    Economic Ideology: The economic ideals of your nation. (ex. Capitalist, Socialist, Mixed Economy)

    Station Class: The type of station you would want built over your world (ex. The Bourge class)
    Planet: The name of the world you wish for the station to be built over
    World Population: The population of the world you wish the station to be over.
    Infrastructure Level: This is where you would offer a description of the world's infrastructural level/ development and possibly where it will be in the near and far future. Used to help determine what sort of station is best, and how much trade the region would have.
    Top Exports: The most exported items from this world (ex. raw metals, machine parts, grains and fruits)
    Top Imports: The most imported items from this world (ex. raw metals, machine parts, grains and fruits)
    Profit Sharing % Requested: The percentage of profit you would like paid to your government by the station, note that the base rate is 5% and 10% is an absolute maximum for the largest worlds. Lower taxes mean more businesses and more income, which means in turn more profit, and more taxes actually paid.
    Customization: Here you may choose two custom features, or upgrades, to your trade station. The complete list can be seen below the list of stations.

    Special Comments or Concerns: Any concerns about the construction, operation, etc. of this station or comments about it, the world it will be over, etc. (Ex. Trade laws and tariffs, peaceful world or under much threat of invasion, etc.)


    Code: Select all
    [b]Basic Info[/b]

    [b]Full Nation Name[/b]:
    [b]Government Type[/b]:
    [b]Alliance(s) (if any)[/b]:
    [b]Economic ideology[/b]:

    [b]Application[/b]

    [b]Station Class[/b]:
    [b]Planet[/b]:
    [b]World Population[/b]:
    [b]Infrastructure Level[/b]:
    [b]Top Exports[/b]:
    [b]Top Imports[/b]:
    [b]Profit-sharing % Requested[/b]:
    [b]Customization[/b]:

    [b]Special Comments or Concerns[/b]:


    *Note: Slavery is illegal in the Solarian Empire, and this includes the buying and selling of slaves on its mercantile stations. If you wish to import persons, they may only be high-offending criminals or indentured servants, and if you wish to export them, you may only sell them to merchants who would by contract free them after sale, which would usually be the Solarian Empire's own government or the station owner, who would then subsequently sell them to the Empire. If you have any questions, or are interested in this sort of deal, please feel free to TG me.

    Each of these trading stations follows a simple yet effective design. While sizes vary and some stations may have additional features or perks, they are all proportionally similar and follow the same basic design principle. Each station is a centre sphere with size long 'arms' stretching out in all directions. Up, down, left, right, forward, and back. These arms serve to 'dock' ships, as they may pull up to the side of it, attach to the arms, and unload their goods. This system allows for many ships of various sizes- including ships far larger than the station itself- to be serviced. The centre sphere is where most all trade happens. The centre spheres are like large cities dedicated to trade. Large marketplaces and warehouses dominate the centre sphere, as well as businesses suited to entertain the thousands of spacers that visit them daily.

    Length: The length from the tip of one 'arm' to the tip of its opposite.
    Sphere Diametre: The diametre of the centre sphere unit, held at a ratio of 1:10 when compared to arm length for maximum efficiency.
    Permanent Housing: The number of residents that may live permanently in the centre sphere. These people work and live on the station permanently.






    Station Classes


    Length: 5 Kilometres
    Sphere Diametre: 1/2 Kilometres
    Permanent Housing: 13,000 Occupants

    The Bourge class trading station is the smallest of all the stations, but is also in many ways the most efficient. With little room to spare for large statues or grand works of architecture, it is focused entirely on providing the most for its small space. It has has many marketplaces and elevator systems to transport goods and people in the station quickly and efficiently, and is- proportionately speaking- able to handle the most traffic out of all the stations. With this high emphasis on the trade, however, it also has less in the ways of entertainment for station-leave spacers. This station is best for a colonial world that has just gotten its first orbital elevators working and is just beginning to trade.



    Length: 10 Kilometres
    Sphere Diametre: 1 Kilometre
    Permanent Housing: 21,000 Occupants

    The Artisan class trading station is twice the size of the Bourge class station, but it still follows the same basic rules as it. With a large focus on space-efficiency, it also is filled with many market places and tight corridors in order to get the most for its size. However, it is still a tad more generous, and offers a fair number of service businesses for station-leave spacers. With double the arm-length of the Bourge as well, it is able to service twice as many ships, and is usually used for colonial worlds that are developing well and are in areas that generally receive more traffic.



    Length: 15 Kilometres
    Sphere Diametre: 1.5 Kilometres
    Permanent Housing: 23,000 Occupants

    The Selvinev class trading station varies greatly from the other two before it. It has a much greater focus not on the actual trade, but on services to station-leave spacers. With a large focus- for its smaller size- on pubs, restaurants, shops, clubs, etc.. It also has a much greater emphasis on architecture and design than on pure space efficiency, and is host to many wide and open forums and halls, decorated with as prestigious works of art or pieces of history their individual owners could find. Recommended for worlds that have just recently acquired a fair level of infrastructure and have more than one means of exporting their goods.



    Length: 30 Kilometres
    Sphere Diametre: 3 Kilometres
    Permanent Housing: 60,000 Occupants

    The Freeport class trading post is the first truly major station, with arms extending out roughly 30 kilometres it can service many thousands of ships at any given time, and with large marketplaces and city-districts, it is a fair mixture of trading ground and services for station-leave spacers. Used primarily over medium sized territorial worlds, it is meant to bring increased trade traffic to a region and promote the further growth of its host-planet to a large degree.



    Length: 45 Kilometres
    Sphere Diametre: 4.5 Kilometres
    Permanent Housing: 85,000 Occupants

    The Leag class trading post is, much like its cousin the Freeport class, a station with a fair mix of trade and service businesses, and a blend of efficiency and design. However, the one thing that sets this station apart from the others, is that it has a much greater focus on the trade of very large or bountiful goods. With the proportionally largest lift and transport systems out of all the stations, it is able to handle cargoes of any ship and is best for those merchants who are on a tight schedule. Highly mechanized and extremely efficient, this station is recommended for high-level territorial worlds that import and export a large variety of items en masse.



    Length: 55 Kilometres
    Sphere Diametre: 5.5 Kilometres
    Permanent Housing: 110,000 Occupants

    A larger version of the Freeport class in near every way, the Zenith class trading post is the ultimate blend of looks and efficiency. With a large focus on providing a convenient and enjoyable experience to its customers, this station has a large focus on higher-end services and quick transport of goods. Usually also used for the trade of large amounts of valuable goods, it has a higher emphasis on safety and security than those that come before it, with more cameras and guards per square kilometres than all stations save for the Viseven class. This station is recommended for a large and flourishing territorial world, that experiences fair traffic of higher-end goods and high-taste travelers.



    Length: 70 Kilometres
    Sphere Diametre: 7 Kilometres
    Permanent Housing: 140,000 Occupants

    The Hanseatic class trading hub is an aptly named one. With its arms stretching over 70 kilometres long and with well over a hundred thousand occupants, it is focused near entirely to moving the most amount of goods through the station and acquiring the highest possible profits. While the station itself is very beautiful, and it does give a fair degree of consideration to artwork and design, it was still made with efficiency in mind and may transport the greatest number of goods out of all the stations. Its city districts also host many service-based businesses, for those spacers on station-station leave to enjoy themselves. This station handles incredible amounts of traffic per day and is recommended only for core worlds with very high levels of trade and infrastructure.



    Length: 80 Kilometres
    Sphere Diametre: 8 Kilometres
    Permanent Housing: 160,000 Occupants

    The Viseven class trading hub is the most prestigious of all. The largest and most expensive of all stations, it has placed incredibly high value on aesthetics and flowing design. While this station is able to handle the largest amount of trade, it is still only so much more-so than the Hanseatic class- Largely due to its design. It is host to many a massive waterfall, statue, and valuable works of art, from its market zones to even its red light districts. This is why it is no question as to why this station plays host to many tourists as well as merchants, as they are portrayed to be- and in many cases are- off-world paradises. This station handles incredible amounts of traffic per day and is recommended only for core worlds with very high levels of trade and infrastructure.




    Customization Options and Upgrades
    (You may choose up to two)

    This upgrade focuses on increasing the amount of shielding, evacuation vessels, and hull integrity that the station has. Entirely for defensive purposes, the defensive systems of the station are made to evacuate people and assets in the case of attack. This upgrade drastically increases these things, so that any evacuation will be both smoother and quicker, and would also increase the odds of the station surviving in the case of it being targeted.


    This upgrade greatly increases the amount of space dedicated to storing goods on the station. With increased warehouse space, goods may be held on the station for a longer amount of time. This means that if a market becomes saturated with goods, the station may hold these goods until the price is higher again, and sell it for a better price! That means greater profit, both for the station and local merchants!


    This upgrade increases the amount of lift systems and increases their size and speeds, which makes it possible for the station with this upgrade to service many more ships much more quickly, as well as handle much larger loads. Best suited for worlds with a very high volume of trade, or for those larger stations in which it may take longer time to transport goods from, for example, one arm to the other.


    This upgrade drastically increases the amount of market space dedicated to red-light class businesses. Pubs, brothels, clubs, casinos, and other such things are large attractions for station-leave spacers and planet-side citizens looking for an escape from their daily lives. Recommended for worlds with very high traffic and large civilian populations, this upgrade also raises revenue for the station drastically as it tends to increase tax income a large amount.


    This upgrade increases the amount of space on the station dedicated to market and shopping space, and as such is geared more towards stations with large amounts of traffic and station-leave spacers, as well as for areas in which merchants are more likely to bargain prices for their wares and sell them to individuals on the station. Most effective for those planets with high infrastructure and populations, it also adds to the non-trade-based revenue of the station.


    This upgrade adds a small stock exchange to the station. While it would be- when compared to the exchanges on world- very tiny, it still helps to both boost station revenue by a very large amount, as well as provides great opportunity for new businesses to start up on the station, as owners are able to earn revenue quickly by selling stock in their company. The exchange is also open for non-station companies to join it, and this provides the possibility for some of the larger stations (over larger worlds) to become large hubs of stock, as well as hubs of trade goods.


    This upgrade takes the existing ship yards and docks of the station and expands them by a fair amount, so that the station may not only receive more ships, but also build more ships themselves. This helps to provide a shipping boon as more vessels are available for purchase as well as to transport valuable goods to and from your world! This is possibly the most valuable upgrade, especially for worlds that focus mainly on industrial goods and not consumer goods.






    Here are a few notes regarding Cilisti Mercantile law, and how it affects the trading stations and your world. If you have any other questions regarding this list, please do not hesitate to ask me in this thread or via TG. This is obviously not a complete list of all laws and regulations, but you should get the idea from this.

    1) The stations are and always shall be under Cilisti control. It is rare for them to be sold, and if you desire this, the Cilisti Royal Ministry of Commerce and Trade- NOT the station owner- must be contacted.

    2) These stations are technically owned by the CRMCT, but are leased to private Cilisti interests. They mostly have free reign on the stations as tax rates and the like, and can approve or deny any businesses the ability to construct on the stations.

    3) The stations are built to ensure maximum profitability and efficiency regarding the trade lanes and companies on it, and so do not be surprised if your request is denied as a result of there being too many restrictions on either your world or on the station (such as individual searches for each and every ship that comes in).

    4) These stations are considered Cilisti property and fall under the jurisdiction of Cilisti law, not local law. Any substances, policies, etc. which may be illegal on the host world are by no means to be automatically illegal on the station.
    Last edited by Cilistia Novaren on Tue Jun 18, 2013 12:03 pm, edited 30 times in total.
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    Xenohumanity
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    Posts: 2682
    Founded: Jun 24, 2010
    Left-Leaning College State

    Postby Xenohumanity » Wed Feb 01, 2012 7:04 pm

    Basic Info
    Full Nation Name: The Armed Federation of Xenohumanity
    Government Type: 'Autocratic Federation' (Fascist Plutocracy)
    Alliance(s) (if any): Consort of AXIS
    Economic ideology: Lassaiz-Faire Imperial Capitalism

    Application
    Station Class: Viseven-Class
    Planet: Tuzus
    World Population: 7.5 Billion (personal space and comfort are high priorities in the ultra-cities of the planet)
    Infrastructure Level: Omni-Urban Capital Planet (Level 60)
    Top 3 Exports: Information Technology, Arms, Consumer Goods
    Top 3 Imports: Foodstuffs, Pharmaceuticals, Indentured Labor
    Profit-sharing % Requested: 6.5% - The fact that this station may consume a good deal of our non-native trade over our most fiscally productive planet clearly warrants slightly greater compensation on our part. However, due to the fact that the station will be over one of the safest and most tourist-friendly ultra-cities in the civilized galaxy, the Cilisti Network will still stand to break even within a matter of months.

    Special Comments or Concerns: XenoNavy may supervise foreign shipments coming in to the station, to ensure any products that may be in the process of purchase by criminal or terrorist elements. This will be done rarely and only with the proper warrants of international trade inspection.
    Last edited by Xenohumanity on Wed Feb 01, 2012 7:15 pm, edited 1 time in total.
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    Cilistia Novaren
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    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Wed Feb 01, 2012 7:18 pm

    Xenohumanity wrote:Basic Info
    Full Nation Name: The Armed Federation of Xenohumanity
    Government Type: 'Autocratic Federation' (Fascist Plutocracy)
    Alliance(s) (if any): Consort of AXIS
    Economic ideology: Lassaiz-Faire Imperial Capitalism

    Application
    Station Class: Viseven-Class
    Planet: Tuzus
    World Population: 7.5 Billion (personal space and comfort are high priorities in the ultra-cities of the planet)
    Infrastructure Level: Omni-Urban Capital Planet (Level 60)
    Top 3 Exports: Information Technology, Arms, Consumer Goods
    Top 3 Imports: Foodstuffs, Pharmaceuticals, Indentured Labor
    Profit-sharing % Requested: 6.5% - The fact that this station may consume a good deal of our non-native trade over our most fiscally productive planet clearly warrants slightly greater compensation on our part. However, due to the fact that the station will be over one of the safest and most tourist-friendly ultra-cities in the civilized galaxy, the Cilisti Network will still stand to break even within a matter of months.

    Special Comments or Concerns: XenoNavy may supervise foreign shipments coming in to the station, to ensure any products that may be in the process of purchase by criminal or terrorist elements. This will be done rarely and only with the proper warrants of international trade inspection.


    Your request has been accepted, and the station shall be under construction shortly. As per your request/concern, yes, your navy may take all precautions against these events as they see fit, but you should not need to worry as the stations take a very harsh stance on smuggling and the like and enforce their laws against it heavily.

    EDIT: Station no longer in service under Cilisti control
    Last edited by Cilistia Novaren on Mon Dec 16, 2013 12:05 pm, edited 1 time in total.
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    Cybus1
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    Posts: 5540
    Founded: Jul 08, 2011
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    Postby Cybus1 » Wed Feb 01, 2012 8:54 pm

    Basic Info

    Full Nation Name: The Empire of Cybus1
    Government Type: Empire
    Alliance(s) (if any)
    Economic ideology: Free Market, but is mostly dominated by the mega-corporations of Cybus Industries, FutureTech, and   
    ArmStrong Defense

    Application

    Station Class: Bourge
    Planet: Mercer Alpha
    World Population: 5 million
    Infrastructure Level: recently created colony, some factories constructed,  to become major manufacturing world
    Top 3 Exports: Spacecraft, Weapons, E-99(rare ore highly valued for it's "special" properties)
    Top 3 Imports: Foodstuffs, Mining Equipment, Industrial Equipment 

    Profit-sharing % Requested: 5%, possibly 10%

    Special Comments or Concerns: Mercer Alpha is a rather new world, with only 1 orbital elevator. All non-prescribed drugs(with some exceptions) are banned. All alcohol is completely banned. Please do not sell those things to our citizens. If a citizen is found with those products and it is discovered a station or shop on a station supplied it, the station or shop owner must pay the fine. The Imperial Military wishes to send a 5-man security team to protect Imperial business. 
    I don't use NS stats, please refer to the factbooks. Terms to use: Cybus, Cybusian, The Infinite Cybusian Empire. Feel free to TG with suggestions, comments, feedback, questions, etc, especially about factbooks.
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    Cilistia Novaren
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    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Thu Feb 02, 2012 4:26 am

    Cybus1 wrote:Basic Info

    Full Nation Name: The Empire of Cybus1
    Government Type: Empire
    Alliance(s) (if any)
    Economic ideology: Free Market, but is mostly dominated by the mega-corporations of Cybus Industries, FutureTech, and   
    ArmStrong Defense

    Application

    Station Class: Bourge
    Planet: Mercer Alpha
    World Population: 5 million
    Infrastructure Level: recently created colony, some factories constructed,  to become major manufacturing world
    Top 3 Exports: Spacecraft, Weapons, E-99(rare ore highly valued for it's "special" properties)
    Top 3 Imports: Foodstuffs, Mining Equipment, Industrial Equipment 

    Profit-sharing % Requested: 5%, possibly 10%

    Special Comments or Concerns: Mercer Alpha is a rather new world, with only 1 orbital elevator. All non-prescribed drugs(with some exceptions) are banned. All alcohol is completely banned. Please do not sell those things to our citizens. If a citizen is found with those products and it is discovered a station or shop on a station supplied it, the station or shop owner must pay the fine. The Imperial Military wishes to send a 5-man security team to protect Imperial business. 


    Your application has been accepted, and the station shall be built at the first opportunity. A 5% profit-sharing rate would be best for such a small planet, and you may send your team of five men. As for drugs, there shall be no alcohol or other drugs sold to your people, but the stations do still permit the sale to other nationals as well as the trade between merchants.
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    Grandtaria
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    Posts: 2113
    Founded: Aug 23, 2009
    Ex-Nation

    Postby Grandtaria » Sat Feb 04, 2012 7:33 pm

    Full Nation Name: The Imperial Kingdom of Grandtaria
    Government Type: Bureaucratic Constitutional Feudal Monarchy
    Alliance(s) (if any): None, uneasy but acceptable relations with TSAR
    Economic Ideology: Laissez-faire

    Station Class: Hanseatic Class
    Planet: Canhwyllbren
    World Population: 14 Billion
    Infrastructure Level: 11
    Top 3 Exports: Alcohol, Grain, Hand-Crafted goods.
    Top 3 Imports: Coal, Iron, Sulfur
    Profit Sharing % Request: 5%

    Special Comments or Concerns: The reason the Infrastructure is so low is because, while it's rail networks are very advanced by it's own standard, it still relies on an Agrarian fabric of it's society, and as such it has very few industrial centers, while it's economic production is still massive.
    Last edited by Grandtaria on Sat Feb 04, 2012 7:47 pm, edited 1 time in total.
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    Cilistia Novaren
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    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Sat Feb 04, 2012 7:53 pm

    Grandtaria wrote:Full Nation Name: The Imperial Kingdom of Grandtaria
    Government Type: Bureaucratic Constitutional Feudal Monarchy
    Alliance(s) (if any): None, uneasy but acceptable relations with TSAR
    Economic Ideology: Laissez-faire

    Station Class: Hanseatic Class
    Planet: Canhwyllbren
    World Population: 14 Billion
    Infrastructure Level: 11
    Top 3 Exports: Alcohol, Grain, Hand-Crafted goods.
    Top 3 Imports: Coal, Iron, Sulfur
    Profit Sharing % Request: 5%

    Special Comments or Concerns: The reason the Infrastructure is so low is because, while it's rail networks are very advanced by it's own standard, it still relies on an Agrarian fabric of it's society, and as such it has very few industrial centers, while it's economic production is still massive.


    Your application has been accepted, and the station shall be constructed as soon as possible. Thank you.
    My factbook can be found here

    Want increased trade, free government income, and trading influence? Click here!

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    Democratic Colonies
    Envoy
     
    Posts: 284
    Founded: Antiquity
    Inoffensive Centrist Democracy

    Postby Democratic Colonies » Sat Feb 04, 2012 10:24 pm

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    Official Diplomatic Communique
    From the Desk of Secretary of Foreign Affairs Neil Jaeger
    To the Offices of the Cilistian Royal Ministry of Trade and Commerce


    On behalf of the people of the Democratic Colonies, I greet you with my warmest welcome. In the interests of furthering interstellar commerce and understanding between the peoples of the universe, I would like to invite your organization to build and operate three trading stations over a trio of our most populous worlds. With the building of these stations, I believe that the foundation for a long lasting and universally beneficial partnership will be laid.

    Please feel free to contact my office should you require any additional information before making your decisions.

    Regards,
    Neil Jaeger, Federated Union of Democratic Colonies
    Image


    National Information
    Full Nation Name: The Federated Union of Democratic Colonies
    Government Type: Constitutional Republic (as subsidiary state under the monarchical administration of Her Most Divine Imperial Majesty Aryës the Dragon Maiden of the Amaranthine Imperium)
    Alliance(s) (if any): Amaranthine Imperium
    Economic ideology: Mixed-Market Keynesianism

    Application
    Station Class: Zenith
    Planet: Tannhauser
    World Population: 6 billion
    Infrastructure Level: 47
    Top 3 Exports: Cultural products, pharmaceuticals, semiconductors and superconductors
    Top 3 Imports: Fusion fuels (permit required for import), molecular computing components, consumer devices
    Profit-sharing % Requested: 7.5

    Special Comments or Concerns: The Capital World of Tannhauser is the cultural and political center of the Democratic Colonies and is home to many of the rich and powerful. As such, an especially large market for luxury and exotic goods exists.

    Application
    Station Class: Leag
    Planet: Joyous Garde
    World Population: 5 billion
    Infrastructure Level: 58
    Top 3 Exports: Electromagnetic and magnetic Materials, mining equipment, starship components
    Top 3 Imports: Fusion fuels (permit required for import), radioactive raw materials (permit required for import), semiconductors and superconductors
    Profit-sharing % Requested: 7.5

    Special Comments or Concerns: As the manufacturing heart of the Democratic Colonies, Joyous Garde requires a constant flow of raw materials as well as certain advanced components and alloys.

    Application
    Station Class: Selvinev, Freeport, or Zenith
    Planet: Phantasus
    World Population: 3 billion
    Infrastructure Level: 42
    Top 3 Exports: Narcotics, intoxicants, cultural products
    Top 3 Imports: Narcotics (permit required for import), intoxicants (permit required for import), consumer devices
    Profit-sharing % Requested: 7.5

    Special Comments or Concerns: Phantasus is the only world in the Democratic Colonies with no drug laws, and thus is a rapidly growing popular destination for those seeking to indulge in the more exotic luxuries the universe has to offer.
    Last edited by Democratic Colonies on Sat Feb 04, 2012 11:43 pm, edited 2 times in total.

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    Cilistia Novaren
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    Posts: 574
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    Ex-Nation

    Postby Cilistia Novaren » Sat Feb 04, 2012 11:33 pm

    Democratic Colonies wrote:-snip-


    Thank you for your request, and they have all been accepted. As for your last application, we would suggest a Freeport class station, if you've no objectives that is what shall be constructed.
    My factbook can be found here

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    Democratic Colonies
    Envoy
     
    Posts: 284
    Founded: Antiquity
    Inoffensive Centrist Democracy

    Postby Democratic Colonies » Sun Feb 05, 2012 10:56 am

    Cilistia Novaren wrote:
    Democratic Colonies wrote:-snip-


    Thank you for your request, and they have all been accepted. As for your last application, we would suggest a Freeport class station, if you've no objectives that is what shall be constructed.


    Image
    Official Diplomatic Communique
    From the Desk of Secretary of Foreign Affairs Neil Jaeger
    To the Offices of the Cilistian Royal Ministry of Trade and Commerce


    We find the construction of a Freeport class station most agreeable for the world of Phantasus. We eagerly await the beginning of your construction efforts, and the doubtlessly bright beginnings that they shall signify.

    Regards,
    Neil Jaeger, Federated Union of Democratic Colonies
    Image

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    Cilistia Novaren
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    Posts: 574
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    Postby Cilistia Novaren » Sun Feb 05, 2012 7:51 pm

    A list of current trading stations has been added to my factbook (link above) and as such the poll has been reset!
    My factbook can be found here

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    Cybus1
    Negotiator
     
    Posts: 5540
    Founded: Jul 08, 2011
    Father Knows Best State

    Postby Cybus1 » Sun Feb 05, 2012 9:41 pm

    Basic Info

    Full Nation Name: The Empire of Cybus1
    Government Type: Empire
    Alliance(s) (if any)
    Economic ideology: Free Market, but is mostly dominated by the mega-corporations of Cybus Industries, FutureTech, and   
    ArmStrong Defense

    Application

    Station Class: Leag Clasd
    Planet: Efficient Alpha
    World Population: 2 million maintenance workers, otherwise completely automated
    Infrastructure Level: 45
    Top 3 Exports: Clones, Weapons, Starships
    Top 3 Imports: Genetic Samples (Permit from Torchwood needed), Raw Materials, Starship Components
    Profit-sharing % Requested:  5%

    Special Comments or Concerns: There will most likely be no civilians visiting other than the merchants themselves, as Efficient Alpha has no civilian population. It is a factory world, simple as that. We would therefore like to inform you that a vast Defense Network has been constructed, and you should inform traders to register with Torchwood Section 2 to prevent incidental destruction.  
    I don't use NS stats, please refer to the factbooks. Terms to use: Cybus, Cybusian, The Infinite Cybusian Empire. Feel free to TG with suggestions, comments, feedback, questions, etc, especially about factbooks.
    Regal and powerful; they carry an air about them that is inherently oppressive, the air of a trillion years of ancestry. -Kaedijork.
    Great Gatsby, featuring some shape-shifting ability and more sci-fi elements. - Zitravgrad

    Our Military
    New Q&A!
    News: / Sons of Mercer raid on foreign Human colony results in over 10,500 deaths or Consumptions in only two hours; dropships flee through Jaunt portal, escape. Imperial govt offers to assist investigation.

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    Cilistia Novaren
    Diplomat
     
    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Mon Feb 06, 2012 4:29 am

    Cybus1 wrote:Basic Info

    Full Nation Name: The Empire of Cybus1
    Government Type: Empire
    Alliance(s) (if any)
    Economic ideology: Free Market, but is mostly dominated by the mega-corporations of Cybus Industries, FutureTech, and   
    ArmStrong Defense

    Application

    Station Class: Leag Clasd
    Planet: Efficient Alpha
    World Population: 2 million maintenance workers, otherwise completely automated
    Infrastructure Level: 45
    Top 3 Exports: Clones, Weapons, Starships
    Top 3 Imports: Genetic Samples (Permit from Torchwood needed), Raw Materials, Starship Components
    Profit-sharing % Requested:  5%

    Special Comments or Concerns: There will most likely be no civilians visiting other than the merchants themselves, as Efficient Alpha has no civilian population. It is a factory world, simple as that. We would therefore like to inform you that a vast Defense Network has been constructed, and you should inform traders to register with Torchwood Section 2 to prevent incidental destruction.  


    Your application has been accepted and added to our list. All merchants shall be informed of the special status of this world, and we look forward to increased business with your nation.
    My factbook can be found here

    Want increased trade, free government income, and trading influence? Click here!

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    Cilistia Novaren
    Diplomat
     
    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Sat Feb 25, 2012 1:09 pm

    Bump...
    My factbook can be found here

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    Dakini Femina
    Ambassador
     
    Posts: 1691
    Founded: Dec 09, 2011
    Ex-Nation

    Postby Dakini Femina » Sat Feb 25, 2012 7:04 pm

    Basic Info

    Full Nation Name: The Grand Hegemony of Dakini Femina
    Government Type: Authoritarian, Hegemonic
    Alliance(s) (if any): The Aldar Federation
    Economic ideology: Command/Control System; Feudal System & Guild System of Production

    Application

    Station Class: Freeport Class
    Planet: Malta
    World Population: 50 million
    Infrastructure Level: 30
    Top 3 Exports: Cardamine(Narcotic Substance), Boron, Small Arms
    Top 3 Imports: Synthesized Foods, Construction Material & Equipment, Medical Supplies
    Profit-sharing % Requested: 8%
    Customization: If possible, please fabricate an avenue for a red-light district(brothels & gentlemen's clubs)

    Special Comments or Concerns: Does the station come with a defense system of any kind?

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    Cilistia Novaren
    Diplomat
     
    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Sat Feb 25, 2012 8:31 pm

    Dakini Femina wrote:Basic Info

    Full Nation Name: The Grand Hegemony of Dakini Femina
    Government Type: Authoritarian, Hegemonic
    Alliance(s) (if any): The Aldar Federation
    Economic ideology: Command/Control System; Feudal System & Guild System of Production

    Application

    Station Class: Freeport Class
    Planet: Malta
    World Population: 50 million
    Infrastructure Level: 30
    Top 3 Exports: Cardamine(Narcotic Substance), Boron, Small Arms
    Top 3 Imports: Synthesized Foods, Construction Material & Equipment, Medical Supplies
    Profit-sharing % Requested: 8%
    Customization: If possible, please fabricate an avenue for a red-light district(brothels & gentlemen's clubs)

    Special Comments or Concerns: Does the station come with a defense system of any kind?



    Your application has been accepted, thank you! The station already consists of many a red light districts (perhaps I can add extra ones as a customization option, thanks for the idea) and yes the station does have some defensive capabilities, however it is still a civilian station, and is focused more on getting its people out in the case of an attack, were one to come.
    My factbook can be found here

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    Kastingrad
    Chargé d'Affaires
     
    Posts: 431
    Founded: Jan 29, 2012
    Ex-Nation

    Postby Kastingrad » Tue Feb 28, 2012 5:13 pm

    BASIC INFORMATION

    Full nation name: The Allied States of Kastingrad
    Government Type: Inoffensive Centrist Democracy
    Alliances (if any): None
    Economic Ideaology: Free Market with average sized corporations alongside some megacorporations.

    APPLICATIONS

    Station Class: Freeport
    Planet: Arcadia
    Population:123 million
    Infrastructure Level: Capital Planet with colossal manufacturing district covering 1/5 of the planet, with residential, market, security, and farming districts covering the rest.
    Top 3 Exports: Automobiles, Weat, and Munitions.
    Top 3 Imports: Foodstuffs, Raw Materials, Arms.

    Profit Sharing: 10%

    Special comments or concerns: No nonprescribed pharmaceuticals or narcotics, strict licenses on alcohol sales and arms sales. We would also request being able to send 10 teams of 50 of security officers with access to all parts of the stations. Thank you for your time.
    Last edited by Kastingrad on Tue Feb 28, 2012 8:07 pm, edited 1 time in total.
    Defcon: 5 4 3 2 1

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    Cilistia Novaren
    Diplomat
     
    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Tue Feb 28, 2012 6:18 pm

    Kastingrad wrote:BASIC INFORMATION

    Full nation name: The Allied States of Kastingrad
    Government Type: Inoffensive Centrist Democracy
    Alliances (if any): None
    Economic Ideaology: Free Market with average sized corporation alongside some megacorporations.

    APPLICATIONS

    Station Class: Freeport
    Planet: Arcadia
    Population:123 million
    Infrastructure Level: Capital Planet with colossal manufacturing district covering 1/5 of the planet, with residential, market, security, and farming districts covering the rest.
    Top 3 Exports: Automobiles, Weat, and Munitions.
    Top 3 Imports: Foodstuffs, Raw Materials, Arms.

    Profit Sharing: 10%

    Special comments or concerns: No nonprescribed pharmaceuticals or narcotics, strict licenses on alcohol sales and arms sales. We would also request being able to send 10 teams of 50 of security officers with access to all parts of the stations. Thank you for your time.


    Regarding the sale of drugs, do you wish this to be limited to your citizens only or all? If you wish to limit your own, this may be done, but it is not policy to deny those that can legally buy it. Also, while you may send your security teams to work alongside the stations own teams, they would have to work under station law and processes and would not be able to get access to certain areas, such as private quaters or company offices which may or may not be restricted.
    My factbook can be found here

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    Kastingrad
    Chargé d'Affaires
     
    Posts: 431
    Founded: Jan 29, 2012
    Ex-Nation

    Postby Kastingrad » Tue Feb 28, 2012 8:07 pm

    I would wish to ban the sell of narcotics and unperscribe pharmaceuticals to everyone. As for the security team, I am fine with them not having access to restricted areas, but if there was an emergency in one of these areas such as a robbery, would they be able to gain access to that area? Also, what kind of weapons could they carry?
    Last edited by Kastingrad on Tue Feb 28, 2012 8:33 pm, edited 1 time in total.
    Defcon: 5 4 3 2 1

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    Cilistia Novaren
    Diplomat
     
    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Wed Feb 29, 2012 4:38 am

    Kastingrad wrote:I would wish to ban the sell of narcotics and unperscribe pharmaceuticals to everyone. As for the security team, I am fine with them not having access to restricted areas, but if there was an emergency in one of these areas such as a robbery, would they be able to gain access to that area? Also, what kind of weapons could they carry?


    I am afraid that you will have a hard time finding investors without the sale of narcotics or even alcohol on the station, as this makes up a large % of their revenue- the red light districts and such- but, while you will find this station to be far less profitable both with your low planet population and strict laws, it is still a valuable refuelling station and as such will make a steady profit. As for the team, they may access such areas if they have just reason, yes, but only if also given permission from their higher ups at the police stations All security personnel are permitted and required to have a basic protection vest under their uniforms, as well as a single baton and stunning pistol. More elite forces use better equipment, but those are regulated strictly by the station.
    My factbook can be found here

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    Dakini Femina
    Ambassador
     
    Posts: 1691
    Founded: Dec 09, 2011
    Ex-Nation

    Postby Dakini Femina » Wed Feb 29, 2012 5:09 am

    Basic Info

    Full Nation Name: The Grand Hegemony of Dakini Femina
    Government Type: Authoritarian, Fascist, Hegemonic
    Alliance(s) (if any): The Aldar Federation
    Economic ideology: Command/Control System; Feudal System & Guild System of Production

    Application

    Station Class: Viseven Class Trading Hub
    Planet: Hiigara
    World Population: 200 million
    Infrastructure Level: 55
    Top 3 Exports: Small Arms, Whiskeys & Spirits, Luxury Goods (tobacco, exotic spices, designer clothing)
    Top 3 Imports: Iron Ore, Natural Gases, Microchips
    Profit-sharing % Requested: 9%
    Customization: If possible, please upgrade a certain space in preparation for fabrication into a medical bay.

    Special Comments or Concerns: A third of all of the planned establishments and blocs on the station will be allotted for brothels, gentleman's clubs, health clubs and bars. This is due to the recently passed legislation by the Shogun, requiring all businesses and ventures featuring prostitution or harlotry of any sort to be relocated off world. It is expected that about a quarter of the station's inhabitants will be prostitutes, courtesans and harlots and their families.

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    Kastingrad
    Chargé d'Affaires
     
    Posts: 431
    Founded: Jan 29, 2012
    Ex-Nation

    Postby Kastingrad » Wed Feb 29, 2012 2:25 pm

    We decided to allow the free sell of alcohol, but still no drugs.
    Defcon: 5 4 3 2 1

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    Cilistia Novaren
    Diplomat
     
    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Wed Feb 29, 2012 5:00 pm

    Dakini Femina wrote:Basic Info

    Full Nation Name: The Grand Hegemony of Dakini Femina
    Government Type: Authoritarian, Fascist, Hegemonic
    Alliance(s) (if any): The Aldar Federation
    Economic ideology: Command/Control System; Feudal System & Guild System of Production

    Application

    Station Class: Viseven Class Trading Hub
    Planet: Hiigara
    World Population: 200 million
    Infrastructure Level: 55
    Top 3 Exports: Small Arms, Whiskeys & Spirits, Luxury Goods (tobacco, exotic spices, designer clothing)
    Top 3 Imports: Iron Ore, Natural Gases, Microchips
    Profit-sharing % Requested: 9%
    Customization: If possible, please upgrade a certain space in preparation for fabrication into a medical bay.

    Special Comments or Concerns: A third of all of the planned establishments and blocs on the station will be allotted for brothels, gentleman's clubs, health clubs and bars. This is due to the recently passed legislation by the Shogun, requiring all businesses and ventures featuring prostitution or harlotry of any sort to be relocated off world. It is expected that about a quarter of the station's inhabitants will be prostitutes, courtesans and harlots and their families.


    Accepted, however, why do you desire increased medical facilities? The station already has plenty of such space to treat all visitors to the station and then some.
    My factbook can be found here

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    Cilistia Novaren
    Diplomat
     
    Posts: 574
    Founded: Sep 08, 2010
    Ex-Nation

    Postby Cilistia Novaren » Wed Feb 29, 2012 5:00 pm

    Kastingrad wrote:We decided to allow the free sell of alcohol, but still no drugs.


    Fair enough, accepted.
    My factbook can be found here

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    Hallistar
    Negotiator
     
    Posts: 6144
    Founded: Nov 21, 2008
    Ex-Nation

    Postby Hallistar » Wed Feb 29, 2012 5:20 pm

    Basic Info

    Full Nation Name: The Great Nexus of Hallistar
    Government Type: Democratic
    Alliance(s) (if any):
    Economic ideology: Socialist

    Application

    Station Class: Viseven
    Planet: Hallistar Prime
    World Population: 7.055 billion
    Infrastructure Level: 60
    Top 3 Exports: Cybernetic equipment, Electronics and Biochemicals
    Top 3 Imports: Genetic material, Iron and Uranium
    Profit-sharing % Requested: 7.5%
    Customization: Larger Red Light Districts and more Larger Red Light Districts

    Special Comments or Concerns: We live in a mixed diplomatic environment, though often we are stronger so our risk of being invaded is very low, but we don't invade others either. We would need specialized security patrols to ensure there is no tampering of the stations by third parties. Hallistarians are rather somewhat pessimistic of the universe when they think about it (due to their agnosticism), and so the red light districts also appeal to them. They heavily dislike the LGBT community, however, so don't bring em or any stuff tailored for them to the station for economic reasons :P.

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