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Mass Effect: Factions - The Redux(OOC/Relay 314 Planning)

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Nuxipal
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Founded: Apr 25, 2010
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Mass Effect: Factions - The Redux(OOC/Relay 314 Planning)

Postby Nuxipal » Tue Dec 23, 2014 9:47 pm

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NEWS, GUBBINS, AND STUFF

We're a go for this! Everyone get apping! When constructing your app, please TG me upon completion and MAKE SURE to put the app in the Citadel Archives thread which will eventually appear in order to keep it accessible for everyone.


Music to Save the World To

Theme Song

Backup Music to Save the World To
Jane Shepard



Quote of the Week:

"I enjoy the sight of Humans on their knees."

-EDI


Rules, Regulations, and Red Tape

1. My word is law. Don't make me lay it down.
2. If you have any issues, present them to the community. We'll see what we can do. On the other hand, if you whine you'll get no sympathy.
3. Utilize common sense. Just think about if your stuff would actually work before doing it.
4. That being said, Rule of Cool still applies. This is about as AU as it's going to get, and you have a lot of latitude for fun. If you want the Alliance Prime Minister and the Asari Councillor to hook up, then fine by me.
5. Steamrolling is a no. Give people time to respond. Also refer to Rule 3.
6. We understand if life's crap, but please try to post in the IC once a week. Failure to report your absence or failure to post in the IC for a full two weeks results in your position being lost. This became a problem in other incarnations of this thread, I can't allow it to become a problem here.
7. If you want to fight with an individual, that's not our business. Take it to TG.
8. No spamming. In other words, respect the threads and the people who use them.
9. This is the internet, but try to remain at least slightly civilized. Keep your rage and frustration IG. It's more fun like that.
10. Don't post links to your NSFW blog. We don't want it. Keep the stuff you link to PG-13. Also, please ask before advertising for another RP. I'll say yes, but this is a game, not a commercial slot.
11. I beg of you. TG me if you're going to be away or something. I need to know.
12. Please, for the love of the Enkindlers, try your best to spell correctly. It is frustrating when a player misspells simple everyday words.


Admin Team

GM: Nuxipal- The Great Uniter, Breaker of Chains, Binder of the Rings and Master of Mythos; also your Rules supervision, random events, and general administration guy.
VGM: Greater Istanistan- Fifth God of Chaos - Dread Istan, Lord of Maddeningly Unfinished Plots, Master of Unexpected Twists
VGM: Segmentia- Defender of the Thread and Savior of Vacationers -Retired-
VGM: Kinistian - The Ultimate Poltical Entrepreneur,The Demon Hidden in the Mist,The Apex Predator

Introductions

Welcome to the Redux of Mass Effect: Factions! The one and only source for you painfully passive aggressive economic/military drama and/or action! This RP has had multiple incarnations over the past year or so and I have been blessed (or cursed) to be a part of them on multiple occasions. This RP is based in the Mass Effect Universe shortly after Shepard goes missing. You, the all powerful roleplaying master that you are, will be playing as anything you want! (Within the confines of the Mass Effect Universe). Play as the Volus to Overthrow the Turian Hierarchy through economical warfare. Take a hold over your enemies and teach them the proper use of grammar as the Hanar. Or perhaps you would rather enslave the entire Quarian Race as a Terminus Pirate Faction.

Now, I know what you are thinking, the last Mass Effect thread barely made four pages! Well guess what, that's what happens when you are trying to perfect something. It takes time, dedication, sacrifice, time, and lots of sacrificed time to put an RP worthy of the title Mass Effect: Factions together. All those other RPs titled Mass Effect: Factions have taken the punishment for our salvation! Let us rejoice and build a universe in which all of our dreams can come true! Unless they are smashed to bits by the Reapers, anything is Possible.

Lets go over our scenario this time. Shepard has had several major choices which have shaped the Galaxy. He chose to save the council, buying Humanity some much needed respect in the Galactic Community, but weakening itself militarily. The Rachni Queen is alive and well somewhere out in the Terminus. Wrex is off on Tuchanka attempting to unite the Krogan, because as our last great leader said "anyone who kills him is kinda terrible" even though I did kill him the first time I played through ME: 1. Kaidan Alenko survived on Vermire and returned to the Alliance after the Normandy was shot down.

Each Faction starts off with a Pre-determined number of Credits(representative of 500M credits, because having a Fornax Mag cost more than a fighter squadron would make that the finest Fornax mag of all time). But let me finish, each faction may have a requirement attached to their starting credits. Example: the Turians have to spend a great deal of starting credits on their military. This is to bring them up to Canon strength as the military powerhouse. Other factions have similar scenarios.

The GM and VGMs will be responsible for time keeping. A new month will begin every 2 or so pages with an event posted by myself or one of the VGMs. These events will be somewhat random and admin-created natural responses to extremely stupid things done by players. This may stretch to 4 pages in times when the rate of posting gets exceptionally high. It might also go down should things be slow. Basically, everything is at my discretion.

Purchasing happens at the beginning of every month. The player may buy things with a credit value less or equivalent to their monthly credit generation plus their saved credits. This includes infrastructure and ships. Please note that when building units, it is important to count up credit values of them building on specific worlds. Why? Because the credit value of units building on a specific world at any given time may NOT exceed the monthly credit generation of that planet. If a planet has an economy of 200, you can’t be building 3 dreadnoughts on it. Things don’t work that way, planets have infrastructural limits you know.

Last incarnation introduced Mercenary companies into the mix. I however, did not like the feel that they brought to the RP and have decided to remove them. Partially. They will be available to players to hire for an upfront fee and a monthly fee. I have not determined their strength, nor have I determined the fee. It will likely vary depending on how late into the game it is and how much strength the Merc faction has to defend its own infrastructure.


Have fun, RP hard, and welcome to Factions!

Nuxipal


Useful Threads

Archive - viewtopic.php?f=31&t=324789
IC - viewtopic.php?f=31&t=324974


Galaxy Map

Click Here for Map

Just for reference. Click for appropriate music.


Factions:

Human Systems Alliance - Great Empire of Gamilus
Asari Republics - Greater Istanistan
Turian Hierarchy - Penguindia
Salarian Union - Brotherhood Steel the 2nd
Batarian Hegemony - OPEN
Omega - Versail
Krogan (Urdnot Clan) - OPEN
Cerberus - NAR
Quarian Flotilla - Lunas Legion
Volus Protectorate - Volus
Hanar Primacy - Reserved
Elcor Courts - OPEN
Rachni - CLOSED
Geth - Liechtenbourg OP has assumed Direct Control(for the time being)
Illium - Nuxipal
Vorcha - OPEN
Renegade Human Colonies - Open
Batarian Warlords - Open
Pirate Groups- Open
Independent Geth - Open


Reservations are good for 48 hours unless people give justification for their tardiness.



App Structure
Faction:
Leader (You decide): (No ME2 squadmates as your leaders)
Citadel Council member Y/N or N/A:
Brief description of diplomatic relations
Military state of readiness:
History:
Infrastructure and Claimed Worlds:
Military:

Rannadril - Do not remove.


This is, if you're wondering, going to be useful to me for tracking your apps. As to why this word, Rannadril is the first segment of Administrator Anoleis' proper name. It's suitably obscure and unlikely to come up in random conversation. Unless you talk about it. DON'T.

Kidding. Chat about whatever.


Quick explanation. Once you've decided that you want the Elcor, say, and are ready to fight the Batarians, consult the price tables below and your starting Credit and Infrastructure in order to build your faction. Purchase from there within the starting cred limit. Roughly stick to canon, but overall you've got a lot of latitude. We expect far more detail for custom factions, such as Batarian Warlords or Free Human Colonies, than we do for heavily established factions, such as the Turian Hierarchy. Leaders can be OCs in the event of there being no real detail. The Mass Effect wiki is one of your best friends here. Use it to choose planets - again, roughly within canon - for settlement and construction. Please note that groups purporting to be mercenaries must act as mercenaries, not just conquering armies. Secondary note: Prices are not yet final. I may tweak them over the next couple days do please do not get upset with me while I try and balance out the system a bit more. Thank you.


Starting Stuff:

What all the factions actually start with in terms of infrastructure, dreadnoughts, basic income, and spending cash. Not that the Basic totals are outside of the income generated by the free infrastructure or any other considerations. These reflect a basic level of income that the faction generates.

Asari Republics: 1700 (at least 1000 must be spent on infrastructure, 4 Urban Structures, 1 Fuel Depot, 1 Major Spaceport, 2 Minor Industrial Complex, 1 Major Industrial Complex, 1 Shipyard free on Thessia, free 20 dreadnoughts, free Hyperdreadnought), basic 90 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below
Turian Hierarchy: 1800 (at least 1200 must be spent on military, 3 Urban Structures, 1 Fuel Depot, 1 Shipyard, 2 Minor Industrial Complex, 1 Major Industrial Complex free on Palaven, free 37 dreadnoughts), basic 75 credits/month + infrastructure
Salarian Union: 1600 (3 free Urban Structures, 1 Fuel Depot, 1 Minor Space Port on Sur'Kesh, 1 free Fuel Depot, Urban Area, 2 Minor Industrial Complexes, 1 Major Industrial Complex, and Shipyard on Mannovai, free 16 dreadnoughts with Advanced EW upgrade, free 5 Spec Ops, must spend at least 1000 on military, of which at least 70 must be on spec ops and 50 on Special Operatives), basic 70 credits/month + infrastructure
Systems Alliance: 1500 (2 Urban Structures, 1 Fuel Depot free on Earth, 1 free Major Space Station in Arcturus Stream, free 8 dreadnoughts, must spend at least 850 on military), basic 60 credits/month + infrastructure


Volus Protectorate: 975 (at least 600 must be spent on infrastructure, 2 free Urban Structures, 1 Fuel Depot on Irune, free dreadnought), basic 70 credits/month + infrastructure
Elcor Courts: 750 (2 free Urban Structures, 1 free fuel depot on Dekuuna, must spend at least 400 on military), basic 35 credits/month + infrastructure
Hanar Primacy: 850(At least 500 spent on Infrastructure, 2 free Urban Structures, two free Fuel Depots on Kahje, free 2 Spec Ops, free SpecTRe, free Lvl.1 Defense Guns), basic 40 credits/month + infrastructure
Krogan: 550 (At least 350 spent on Ground Units) (Free Urban Structure, Fuel Depot on Tuchanka, free 8 militia + Heavy Weapons Teams + Cheap Weapons + Advanced Armour, free Armoured Division, free Lvl.1 and 2 Orbital Defense Guns, basic 15 credits/month + infrastructure, may not purchase spacecraft with initial credits


Omega: 950 (1 free Major Station in Sahrabik, station has free 2 Urban Areas, 1 Major Spaceport, 1 Shipyard, 1 Fuel Depot, 2 Minor Industrial Complexes, free dreadnought, free 6 frigates), basic 50 credits/month + infrastructure +5 credits/month for every group operating out of the Terminus in operation
Batarians: 1250 (3 free Urban Areas, 1 free Fuel Depot, 2 free Minor Industrial Complexes, 2 free Mining Complexes on Khar'Shan, free 10 dreadnoughts, must spend at least 800 on military), basic 55 credits/month + infrastructure
Geth: 1500 (4 free Urban Areas, 1 free Fuel Depot, 1 free Minor Industrial Complex, 1 free Shipyard on Rannoch, free 21 dreadnoughts, free Hyperdreadnought, must spend at least 700 on military), basic 50 credits/month + infrastructure
Cerberus: 450 (1 free Major Station in Horsehead Nebula with free 1 Urban Area, 1 Fuel Depot, 1 Shipyard, Lvl. 2 Defense Guns, free battlecruiser, free frigate with Stealth and any 2 other upgrades, free 2 Elite Specialists, must spend at least 300 on military), basic 35 credits/month + infrastructure
Rachni: 250 (1 free Urban Area, 1 free Fuel Depot, 2 free Mining Complex on non-colonized Terminus planet of choice, free 2 Militia), basic 10 credits/month + infrastructure
Quarians: 1900 (1600 must be spent on non-upgraded ships, Marines, or militia, free 7 unupgradeable dreadnoughts, free 10 Bulk Transports, free 3 Habitation Ships), basic 20 credits/month + infrastructure
Ilium Bloc: 600 (3 free Urban Areas, 1 free Fuel Depot, 1 free Major Spaceport, 1 free Shipyard, free Lvl.1 Defense Guns on Ilium, 1 free Urban Area, 1 free Fuel Depot, 1 free Spaceport and 1 free Industrial Complex on any 2 non-colonized Terminus planets of choice, free 1 dreadnought, must spend at least 300 on military), basic 30 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below
Heshtok Vorcha Clan: 400 (250 must be spent on ground units, 1 Free Urban Area, 1 Free Fuel Depot, 2 free mining complexes, free lvl 2 ground fortification, 1 free industrial complex, 2 Free Infantry with Flamethrowers, 1 free spec ops with flamethrower) basic 15 credits/month + infrastructure.


Renegade Human Colony: 250 (1 free Urban Area, 1 free Fuel depot on any non-colonized Traverse world of choice, 1 free Mining Complex on any 2 non-colonized Traverse worlds of choice), basic 15 credits/month + infrastructure
Batarian Warlord: 350 (175 must be spent on infantry or ships, 1 free Urban Area, 1 free Fuel Depot, 2 free Mining Complex on any non-colonized Terminus planet of choice), basic 15 credits/month so long as the Batarian Hegemony has an economy of at least 250 other wise 10 credits/month + infrastructure
Pirate/Smuggler Gang: 90 (2 free Mining Complex on Traverse or Terminus planet of choice, 1 free Minor Station in system, free Mining Vessel, must spend at least 60 credits on ships), basic 10 credits/month + infrastructure
Independent Asari World: 350 ( 200 must be spent on Infrastructure, 1 free Urban Area, 2 free Mining Complex, 1 free Fuel Depot, 1 free Minor Spaceport on non-colonized Terminus world of choice), basic 20 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below
Renegade Geth Group: 250 (1 free Urban Area, 2 free Mining Complex, 1 free Fuel Depot, free Lvl.1 Defense Guns on Terminus planet of choice, must be max of 3 clusters away from Perseus Veil, 2 free frigates each with 2 free upgrades of choice), basic 15 credits/month + infrastructure
Independent Vorcha Clan: 250 (150 spent on Ground Units, 1 free Urban Area, 2 free mining complexes, 1 free lvl 1 ground fortification on any non-colonized Terminus planet of choice. 2 Free Infantry with Flamethrowers), basic 10 credits/month + infrastructure



Store

Infrastructure

The foundations of your glorious imperium, AKA things the Reapers are going to try to burn for no particular reason. Stop them with megaguns.
Infrastructure is completed at the end of the page onto which it is claimed in the expense report.
10-Mining Complex (Limit of 5 per planet-Garner 3 extra credits monthly)
30-Major Mining complex (Limit of 2 per planet- Garner 10 credits Monthly, requires at least 2 Mining Complexes and one Fuel Depot on planet)
15-Industrial Complex (Limit of 3 per planet-Garner 5 credits monthly, reduces local ship construction time by 5%)
40-Major industrial complex (Limit of 1 per planet- garners 15 credits monthly, reduces local ship production by 10%, requires at least one Fuel Depot and one Urban Area on planet to build)
50 - Shipyard (Limit of 1 per world, garner 15 credits monthly, required for construction of all ships of Destroyer weight and above, lowers local ship production time by 10%, requires at least 1 Industrial Complex and one Urban Area on the planet to construct. Cannot be built on a planet with a Military Shipyard or Civilian Shipyard)
500 - Military Shipyard (Upgrade to Shipyard, garner 15 credits monthly, required for construction of all ships Destroyer weight and above, lowers local ship production time by 15%, adds 150 construction capacity to the planet it is built on. Requires at least 1 Major Industrial Complex, 2 urban areas, and two fuel depots. Cannot be built on planet with Civilian Shipyard)
500 - Civilian Shipyard (Upgrade to Shipyard, garner 40 credits monthly, required for construction of all ships of Destroyer weight and above, lowers local ship production time by 10%, requires at least 1 Major Industrial Complex and 1 Urban Area on the planet to construct. Cannot be built on a planet with Military Shipyard)
15-Planetary Fuel Depot (limit of 2 per world garner 5 extra credits monthly, prerequisite for the construction of any Major structures or Urban areas)
50 - Gambling Den (limit 2 per Terminus world, 1 per Citadel World, garner 10 credits/month, requires 3 urban areas and 1 spaceport)
100 - Urban Areas (Limit of 4 per Garden World (2 per non-Garden world), garner 45 credits/month, reduce local ground unit construction time by 10%, requires at least one Fuel Depot on planet to build)
400 - Research Station (Limit 1 Per System) Allows for a faction to start a research project. Completes 10% of a special project each month (Up to 90%) Reduces income of planet it is built on by 10 credits/month. Research Projects can aid towards Special Projects or can be small standalone projects. (Ask OP before starting a research project or special project)
100 - Citadel Embassy(Limit 1 per Faction, Limited to Citadel Factions) This signifies that the faction is a devoted member of Citadel Space. Grants owner +15 credits to base income. Bonus increases to +25 for Council Member Races.
200- Aerostadt (Limit of 2 per world, must be built on Gas Giant, garner 45 credits/month,-10% build times for ships and land units, requires Orbital Mining Station)
80 - Small Spaceport (Limit of 1 per world, garner 4 credits/month for every structure on the planet excluding the spaceport itself, requires fuel depot)
UPGRADES TO:
1200 - Major Spaceport (replaces small spaceport, 800 is upgrade cost. Garner 15 credits/month for every structure on the planet excluding the spaceport itself, doubles income from all Small Spaceports and Urban Areas on planets with Spaceports in cluster(This is not faction exclusive. All factions in the cluster gain the bonus so long as they have a spaceport), garner 10 extra credits/month for every connected cluster with Major Spaceport, requires Urban Area, Shipyard, 1 Fuel Depot, Major Industrial Complex, limit 1/cluster)

Not all Planets are Created Equal. Here is what can be built at max on Each Planet
Garden World: Maximum limits
Terrestrial World (non-Garden/Non-Barren): 2 Urban Areas, 2 Fuel Depots, 5 Mining Complexes, 2 Major Mining Complexes, 1 Small Spaceport, 1 Shipyard(military or civilian), 3 Industrial Complexes, 1 Major Industrial Complex, 1 Research Station
Barren Worlds: 1 Urban Area, 2 Mining Complexes, 1 Fuel Depot, 1 Major Mining Complex, 1 Small Spaceport, 2 Industrial Complexes, 1 Major Industrial Complex, 1 Research Station
Gas Giants: 2 Aerostadt, 1 Orbital Mining Station
Asteroid Belt: Orbital Mining Station
Major Moons/Major Asteroids: 100 Credits worth of Infrastructure
Minor Space Station: 1 Fuel Depot and 1 Urban Area
Major Space Station: 4 Urban Areas, 2 Fuel Depots, 1 (small or major) Spaceport, 3 Industrial Complexes, 1 Major Industrial Complex, 1 Research Station, 1 Shipyard(civilian or military), Citadel Embassy



400 - Minor Space Station (Limit 2 per system, you may buy up to level 1 planetary defense guns on them, +10% total system credits monthly for each, percentage effects stack, may place up to 1 Fuel Depot and Urban Area on station, examples include Jump Zero, Grissom Academy)
5000 - Major Space Station (Limit 1 per faction, you may buy up to level 3 planetary defense guns and any planetary buildings except mining complexes or extensive mining complexes on them, +30% total system credits monthly for the system it is in, +5% for every Small Spaceport or Spaceport in system, percentage effects stack with small stations, examples include Arcturus Station)
200-Orbital mining station (limit 1 per world, must be placed on an uninhabitable world, no defenses, garner 30 credits monthly)
1000-Orbital Shipyard (limit 1 per system, 2 per cluster, increases production capacity of a planet by 300)


Defenses do not count towards the total buildings for a spaceport's income.

20- Ground Fortifications lvl. 1
40(60) - Ground Fortifications lvl. 2
80(140) - Ground Fortifications lvl. 3
160(300) - Ground Fortifications lvl. 4
These are upgrades on the existing Fortifications (Except the lvl 1 station)



50 - Planetary defense guns lvl1.
100(150) - planetary defense guns lvl2.(require at least 1 Fuel Depot on planet)
200(350) - Planetary defense guns lvl3.(require at least 2 Fuel Depots on planet)
These are upgrades on the Defense Guns (except the existing lvl1.)

150 - Planetary Sensor Stations Lvl 1. (Effective in detecting and pinpointing Heavy Vessels)
200(350) - Planetary Sensor Stations Lvl 2. (Level 1 + Medium Vessels)
300(650) - Planetary Sensor Stations Lvl 3. (Level 2 + Light Vessels)
1500(2150) - Planetary Sensor Network (Level 3 Sensor Stations + Ground Units)
These are upgrades on Planetary Sensor Stations (except level 1)


Everyone wants a dreadnought or two. Here's how much they cost.

Habitation Ship - only granted as starting unit - +70 credits/month
Hyperdreadnought - only granted as starting unit. The only existing models of this are the Geth thing from ME3 and the Destiny Ascension
Fleet Carrier (Has 6 slots for any combination of fighter and interceptor wings) 85 Credits 10 months
Dreadnought 90 Credits 1 year (NOTE: All factions start at canon dreadnought numbers and may only expand that number by building more)
Battlegroup carrier (Has 4 slots for any combination of fighter and interceptor wings) 45 Credits 5 months
Battlecruiser 60 Credits 9 months
Heavy Cruiser 45 Credits 7 months
Bulk Transport 50 Credits 8 months - can carry 8 units


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


Corvette Pack (group of 3) 4 Credits 2 months
Assault Landers (Squadron of 10) 3 Credits 1 month
Fighter wing (Group of 30) 6 Credits 2 months
Interceptor wing (Group of 40) 7 Credits 2 months


In case you want a land army too. You horrid person.

Infantry Division (30,000 troops) 10 creds, 4 months
Marine Division (22,000 troops) 12 credits, 4 months
Militia Division (30,000 troops) 6 Credits, 2 months
LOKI Mech Battalion (5000 Troops) 2 Credits, 2 months
YMIR Mech Division (200 Units, 5000 LOKI Troops) 25 credits, 2 months
Armored division(240 vehicles, 15,000 troops) 20 credits,3 months
Artillery Battalion (74 Artillery pieces, 2500 troops) 10 credits, 3 months
Sapper Detachment (1,000) 7 credits, 3 months
Anti-Orbital Missile Force (55 vehicles with launchers, 400 troops) 10 Credits, 3 months
Spec-ops team (27 operatives) 6 creds, 4 months, free Elites upgrade
Gunship Wing (34 gunships) 5 Credits, 3 months
Airmobile Infantry Brigade (100 transport/support gunships, 3000 troops) 15 credits, 5 months
Elite Specialist 8 credits, 4 months, 3 free upgrades of choice + free Elites upgrade - Elite Agent of a Faction, N7 operatives, Elite STG/Asari Commando, etc.. can be upgraded into a SpecTRe
SpecTRe Promotion- 10 creds, 3 months, +2 Free Upgrades - Requires Elite Specialist with at least 3 successful missions as well as a nomination by a Council Member. Only Citadel Species may apply for this, and races without a Spectre require a unanimous Council vote to start making its first SpecTRe.


Upgrades

In case you want to improve your stuff. Ships and land units may only have two upgrades applied to them unless a Faction has Free upgrades appropriated to them or otherwise specified..

High-quality Armaments - +25% of original cost

Only the very best of weapons for your troops. Not exactly Spectre Master Gear, but more along the lines of high-end Rasenkov Materials wares. Like my beloved Kovalyov. The troops will adore you for upgrading their boomsticks. Unless you’re the Alliance and they have to pay for all this crap because Humanity's industrial complex isn't worth a damn.

Low quality weapons -10% of original cost

For those who want to be damn cheapskates, there's always the unusually terrible bootleg weapons you can buy off that shady arms dealer you know. You have no guarantee it'll fire in the right direction all the time, but hey - the budget cuts caused by procuring from him can get you another platinum spork or two.

Advanced Armour - +25% original cost

The other guy's got all his troops in Phoenix I armour. Lucky you - your army's got the latest Colossus model.

Electronic Warfare Capabilities - +30% of original cost

Dedicated electronic warfare troopers can cause all kinds of havoc when deployed alongside footsloggers. The grunts react badly when their shielding turns off and their guns jam.

Stealth Training - +50% of original cost

Troops are now able to better move about without being seen. They are masters of camo and surprise. They'd be pretty much gods in any game of hide and seek.

Heavy Weapons Teams - +15% of original cost

When the sh*t's hit the fan, it's always reassuring to know that one of the guys next to you's got a Cain to take that pesky Atlas out.

Sniper Teams - +10% of original cost

Standing a mile behind the main line of battle? Doesn't matter. You're still prey.

Flamethrowers - +15% of original cost

Tired of your enemies not being cooked properly? Here is your Solution!

Close Combat Specialization - +10% of original cost

For people who want to get in nice and cozy before they shred their enemies. This entails omniblade drills, bayonet charges against straw dummies, or even ninja sword training. Have fun. If you can get that close.

Combat Biotics - +50% of original cost

If you've brought along a couple buddies who can change reality with their minds, things are likely to go better. The Asari Republics, the Ilium Bloc, and any Asari Free Colonies are able to give this upgrade to their units free of charge.

Drop Troops - +20% of original cost

Training and equipment to allow orbital insertion into combat scenarios. AKA dynamic entry AKA SURPRISE, MOTHERF*CKER! May only be applied to Infantry, Marines, Armoured Divisions, and Militia.

Elites - x10 total cost

The best of the best of the best of the best. The bigger the faction, the more awesome the Elites upgrade is. This upgrade may only applied to Infantry, Marines, and Armoured Divisions. No more than 5% of your divisions exactly may purchase this upgrade. If you have 20 divisions, one may be Elite. That’s about how far the tolerance goes. Not available to factions who don’t have enough divisions to achieve a perfect 5%. Divisions are counted as units with Division in the title.

Units which auto-start with the Elites upgrade and don’t fit into the above system, in particular Elite Specialists and SpecTRes, aren’t counted here. They’re just ‘leet.


Stealth systems - +75% of original cost:

Suppresses heat emissions and lowers radar profile drastically. No invisibility, but it's still pretty good.

Thanix cannons - +25% of original cost

Reverse-engineered from Sovereign. When it hits, things go boom fairly quickly.

Multicore shielding - +25% of original cost

Simple concept. The more shield units you have, the better your shielding is. This upgrade sticks lots in.

Silaris Armor - +50% of original cost

This ancient product was made by ancient reclusive Ardat-Yakashi monks, who labour with bare hands and micro-controlled biotics and seek zen through the mystic arts of metal-weaving on the far-off world of.... Who are we kidding? There's a gigantic industrial complex in Armali District.

Drop ship hangar - 5%

Because really, why not? As a game note, you can't actually use units upgraded to drop troops as drop troops without drop ship hangars on a transport.

Enhanced life support systems - +10% of original cost

So that a stray shot doesn't take out your oxygen supply. That would stink. Or it would before the atmosphere evacuated and you'd have no air to actually smell the stench on.

Enhanced GARDIAN systems - +25% of original cost

Completely unfair towards fighters. Firing lasers was never before so satisfying. What's better than watching your foes be sheared into pieces and scatter as small chunks? A lot of things, to be fair, but it's still pretty good.

Enhanced Electronic Warfare capabilities - +25% of original costs

For scrambling enemy signals and turning encroaching missiles around, you can't go wrong with enhanced EW. It would also hopefully help if the ship radio's on the fritz and your pilot's going nuts because he can't get his dose of smooth jazz.

Enhanced Sensors - +25% of original costs

Seeing things before they see you is a definite advantage. It helps a bundle.

Boarding Troops -+15% of original costs

Small squads of individuals with a death-wish are good for clearing out the endless wrecked freighters dotting the Terminus. Not major military vessels, just to clarify. That’s not right. But if you come across an enemy frigate which has lost atmosphere, a grunt platoon may be a good idea if you want to collect eyeballs for kicks or pick up intel.


Pros and Cons of Each Faction
WIP


Pros: Dominant Culture: The Asari have the most powerful culture in all of the galaxy. This may come from their natural affinity for interacting and appealing to other races. The Asari Republics gains a permanent +5% base income bonus as long as they hold a council seat. (Increases to 10% if the Asari control the whole council: By removing other councilors or by diplomatic means)
Temple of Athame - Unbeknownst to the galaxy, and most Asari, the Asari dominance comes not entirely from their own creation, but from the VI Vendetta in a Prothean Beacon in the Temple of Athame. Asari Starship upgrades cost 5%(example 25% cost becomes 20%) less so long as the VI is functional.

Cons: Air of Superiority - The Asari have a peculiar style of architecture and have been known to be snobbish regarding the culture of others. All Urban Centers, Shipyards, and Starports cost 5% more.
Ardat-Yakshi - A secret hidden away from the Galaxy. The Ardat-Yakshi are Asari, usually born of two Asari, which have a rare genetic defect which causes them to kill anyone they meld with. This can be found early and they can be sent to a Monastary. However, if the Galaxy at large learned of this illness the Asari may lose more than their reputation as the greatest. -10 credits/month to maintain the monastaries. 10% monthly credits to cover up an Ardat-Yakshi story in the media. 500 Credits to apprehend a Rogue Ardat-Yakshi. Should the Galaxy become aware of the Ardat-Yakshi (credits not spent within a month to cover up, apprehend and maintain monastary) then the Asari get a 10% base income penalty as they lose trade contracts and their culture starts being rejected.


Pros: Military Government - The Turian Government is a Giant military machine. Recruitment times for Infantry reduced by 25%
Turian Resolve - Turains have faced heavy assaults in the name of the Citadel Council and were granted a seat on that council. They now command the Citadel fleet and military forces. As long as the Turians are members of the citadel council They can petition the Council to raise the Citadel Fleets to defend Citadel Space. Citadel fleets consist of half of all ships possessed by Citadel Races.
Cons: Economic Incompetence - Turians are the top tier military organization in the Galaxy, but are poor bankers and outsource all of their economic needs to the Volus. All starships cost 10% more.

Pros: Special Tasks Group: Salarian Special Ops units gain the Enhanced Electronics Warfare upgrade for free
Ultra-Violet GARDIAN: Salarian technology is one of the most advanced in the galaxy. Salarian Medium and Light Vessels gain the Enhanced GARDIAN upgrade for free.
Cons: Salarian Frailness - Salarian Ground Units can only receive free upgrades or upgrades given by events. No upgrades can be purchased for them.

Pros: Saved the Council - Humanity saved the Council! A council seat has been gained by humanity and with it the rewards of being a council species. So long as the Systems Alliance holds a council seat. +5% base income bonus as long as they hold a council seat.
Ingenuity of Humanity - CARRIERS! Humanity brought carriers to the forefront of space combat. Just as during the second world war, the carrier has become a powerful naval asset. All Human fighters aboard carriers gain free Multicore Shielding
Cons: New to the Stage - Humanity has been a part of the galactic community for barely a generation, a human generation that is. They are new and as the new kid on the block not everything is as it seems. While many concepts are native to humanity, some are not. The cost of Enhanced Electronics Warfare for both space and ground is increased by 10%.

Pros: Batarian State Arms - The Batarians have a state run weapons organization. All Infantry, Militia, and Marine units start with High Quality Weapons.
Lingua Franca Termina - The Batarian Language is used as a trade language in the Terminus Systems and as such, Batarians have an easier time negotiating with Terminus Factions for ship supplies. Light Vessels cost 10% less and Medium Vessels cost 5% less. Upgrades to light Vessels are 5% less.
Cons: The Paper Tiger - The Batarians, for all of their bravado, are effectively the North Korea of the Galaxy. Boasting a large military force, but a large military force that does not quite add up to a fully fledged military. Batarian Units, aside from Mechs, Infantry, Medium and Light Vessels, cost 5% more and can only have one purchased upgrade.

Pros: Mercenary Militia - All Militia units of Omega start with either High Quality Weapons or Advanced Armor
Mines of Omega - Omega is built on an eezo rich asteroid. Omega can build Mining Complexes and Major mining complexes on Omega. Omega gets +50% income from these mines.
I am Omega - As long as Aria T'Loak is the Ruler of Omega, Omega gains a spec ops with Combat Biotics once every three months.
Cons: Pirate and Smuggler Den - While Piracy and Smuggling has given birth to Omega, it is now becoming a plague and has caused a great deal of inflation of some not so everyday items. Prices for Infantry other than Militia are 25% higher and all upgrades are 25% more costly (except Silaris Armour, Boarding Parties, Heavy Weapons, Snipers, Stealth Training)
Mercenary Hub - Omega houses several mercenary factions which are at war with one another frequenly. Blue Suns, Eclipse, and Blood Pack all have their own territory guarded by 4 Infantry each. So long as these Merc companies control sections of Omega, Urban Centers on Omega have -30% income (10% Merc Company).

Pros: Warrior Society: Krogan Ground forces take 1 month less to train and start with Close Combat Specialist Upgrade.
Cure of the Genophage - Should the Genophage be cured, the Krogan will grow. All colonized worlds can have a +1 maximum Urban Area to make up for the extra population.
Cons: Weapons Ban: Krogan ground forces start with the Low Quality Weapons Upgrade(includes the -10% credit component)
Krogan DMZ: From a legal standpoint, the Krogan are not permitted to own any starship with weapons onboard. +50% cost to combat space vehicles until Ban is lifted
Krogan Genophage: The Genophage plagues the Krogan people and makes it nearly impossible for a Biotic to be born. Biotic Specialist Upgrade costs 200% more

Pros: Humanity First - Cerberus Units operating in Human territories have Stealth Upgrade for free.
Credit Funneling - Cerberus has its hands in the Alliance's pocket. Cerberus gains 50 credits per month when the Systems Alliance has an income of 1000 or greater
Cerberus Training - In the 12 month and every 12 months after, Cerberus receives a Free Elite Specialist.
Cons: Labeled Terrorist - Cerberus is named a terrorist by most governments and is openly attacked when they are found by others. Cerberus thus loses trading potential and all spaceports only give a +3 bonus per structure and major spaceports only a +12 bonus and does not grant them the +10/connected major spaceport bonus.
'Advanced' Training - All cerberus ground forces have a +1 month training time. Need to brainwash them real good.


Pros: Quarian Pilgrimage - The Quarian are a nomadic people and their young adults are sent out into the galaxy to learn and return only when they bring something of value back to the Flotilla. 25% chance of free frigate, 25% chance of free elite specialist, 25% chance of extra 100 credits, 25% chance of free upgrade on Medium Vessel of choice.
Flotilla Life:Each Habitation Ship can possess 2 Urban centers, 2 fuel depots, 3 industrial and 1 major industrial or 2 urban 2 fuel depot and 1 spaceport(either type) or they could be ship builders with 2 urban, 2 fuel depots and 1 shipyard. Habitation ships can be acquired once every 12 months via Event Sequence. This changes once Rannoch is reclaimed from the geth and each structure on a Habitation ship can be transferred onto a planet to be controlled by the Quarians.
Cons: Nomadic Ways; Quarians cannot build on planets unless Rannoch is recovered from the Geth.
Fragile Suits - The Quarian people have grown accustomed to wearing their suits and suffer greatly without them. Quarian Infantry units are less effective.


Pros: Turian Bankers - The Volus are the banking and economic arm of the Turians. Gain Income equal to 10% of the Turian Economy.
The Volus Credit - The galactic wide currency known as the Credit was created by the Volus. Without them, the galaxy would be disunited in its monetary options. Because of this, the Volus are very adept at creating more credits where credits can be made. They can also create credits for their trade partners as well. Trade agreements with the Volus give 15 credits to the trade partner and 20 to the Vol Protectorate. (The bonus is doubled if the Volus gain a council seat)
Cons: Protectorate: The Volus are a Client Race of the Turians and thus rely heavily on the Turians for protection. Starship production takes one month extra month for medium vessels and above
Environmental Suits: The Volus are practically useless as ground soldiers. Volus can't build any infantry except for militia.

Pros: Drell Protectors - The Hanar both protect and are protected by the Drell. Drell combat forces are required to be biotic to enhance survival chances. All Drell Units have Combat Biotics
Spacial Awareness - Kahje is made up of oceans primarily and the Hanar have lived their lives with three dimensions to move in. As such, they are naturals at manuvering in space. -1 month training on Medium and Heavy Vessels.
Hanar Trading - Their excessive politeness makes the Hanar ideal traders. they gain 10% income on Spaceports. (This is doubled should the Hanar be granted a Council Seat)
Cons: Invertebrate - The hanar lack any skeletal structure and rely on mass effect fields to keep them afloat out of water. They therefore are poorly suited as infantry. Hanar Infantry cannot operate on Terrestrial worlds
Low Population - The Drell number less than one million. As such, they are not exposed to combat often by their protectors. Drell may only be used in Spec Ops, Elite Specialist, and as a SPECTRE.

Pros: Deliberate and Conservative - The Elcor do not rush into events. They prefer to make century long plans which result in their own benefit. As such, Elcor Industrial Complexes and Major Industrial Complexes gain value over time. At month 4 the IC gets +1 cr/month and the MIC gets +1 cr/month. This increases at 8 months to +2cr/month and +3cr/month. 12 Months +4 cr/month and +6 cr/month. At 16 months +8cr/month and +12cr/month. At Month 20 +12 cr/month and +17cr/month. At Month 24 +16 cr/month and +24 cr/month. (Bonus is doubled if the Elcor are granted a Council Seat)
Living Tank - Elcor cannot use small arms in combat, they are too big, thus all Elcor infantry, marines, and militia gain Heavy Weapons free.
Cons: High Gravity Reliance - While they can operate on low gravity worlds, the Elcor prefer the high gravity worlds. As such, Elcor rarely travel from home or colony worlds. Elcor colonies on non-high gravity worlds gets the following penalties (-2 Urban Areas, -2 Mining Comples, -1 Major Mining Complex)

Pros: Rachni Breeding Pits - Rachni reproduce incredibly fast. Rachni gain 2 unupgraded militia units each month
Rachni Constitution - The Rachni, as far as we know, evolved to inhabit harsher worlds than the average galactic citizen. Worlds such as Suen or any other world with toxic atmosphere or high levels of radiation are considered Garden Worlds to the Rachni. (Does not include Barren worlds)
Cons: Studious Researchers - Rachni are excellent at learning new things. Rachni can only purchase upgrades after encountering them elsewhere. (With the exception of Close Combat Specialist and Elites)
Rebuilding Society - The Rachni were declared extinct. The last Rachni Queen had to steal a ship to get herself back to Suen. As such, the Rachni do not have FTL technology, but can gain FTL tech from capturing a ship. (Hint: Listening Post X-19)


Pros: Geth Consensus: Geth Platforms operate in sync with each other due to technological upgrades. All Infantry Units start with High Quality Weapons
Synthetic Superiority: Geth Do not need sleep. Geth do not need food. Geth do not feel pain. Geth can colonize non-Garden terrestrial worlds as if they were garden worlds. (Includes Barren worlds)
Wardens of Rannoch: So long as the Geth are in sole possession of Rannoch, Geth ground forces and Dropships cost 25% less.
Cons: Synthetic Bodies: "Curse my Metal Body, I wasn't Fast Enough" - C3PO. Like C3PO, the Geth are inorganic and therefore cannot use Biotics and are weak to Biotic Attacks
Curse of Artificial Intelligence: So long as the the Heretic Geth exist, every 2 months all Geth Factions lose a single unit of the lowest available infantry class to the Heretic forces.


Pros: Asari Inheritance - Illium is the crown jewel of the Asari's colonial exploits. So long as the Asari have at least a seat on the council, income from industrial complexes is increased by 10% (lost if Ardat-Yakshi penalty is applied to Asari)
Loose Trade Restrictions: Everything under the sun is legal on Illium (Except Murder and a few dozen other white collar crimes). All Factions who have business on Illium gain +40 cr/month(Terminus/Pirate) or +20 cr/month(Citadel). For each faction which has trade relations on Illium, Illium gains +30 cr/month.
Cons: Trade Reliance - Trade is both the savior and herald of doom for Illium. Each time a trade partner stops trading with Illium, Ilium loses 30 credits from the next month's income.
Eschewed outlook- If it doesn't make money, the elite of Illium don't want it. All Starships must be built without upgrades.(upgrades must be purchased a minimum of one month after completion)


Pros: Quick Adaptation - Vorcha adapt quickly to many types of environment. However, they can only adapt to each environment once. All Terrestrial worlds are treated as Garden Worlds for the Vorcha. All Barren worlds are treated like Terrestrial worlds.
Vicious Society - The Vorcha communicate through two methods, Violence and threats of violence. On their native Heshtok this is most prevalent. As such the Vorcha, a short lived race as it is, requires 1 month less training on all ground units.
Cons: Primitive Society - The Vorcha, due to their short violent lives, have not progressed into a spacefaring race. They do however have the technological capabilities should they gain a planetary government. Starships require 1 extra month of construction.


Pro: Drug Producing World - So long as Saer Kalo controls Chalkhos, they get an additional +20 credits of income from minor spaceports and +50 credits of income from Major Spaceports for the income their drugs bring in around the Terminus Systems.
Binary System - Chalkhos has a constant companion in Selvos. Should Selvos be terraformed into a world that can be considered a Garden world, or even terrestrial opposed to its current barren status, it would spark an influx of both tourists and colonists. Chalkhos and Selvos would then gain an extra urban area slot and all urban areas on the two planets produce 15 more credits(30 more with a major spaceport).
Con: Birthed in the Cradle - Sigurd's Cradle is dangerous. Pirates and rogues everywhere. As such, colonies must be defended. There is a 50% chance of a world under Saer Kalo's control being attacked by pirates or raiders every month.


Pro: Arms Manufacturer - Weapons are easy to come by at Apex Industries, duh they make them. Infantry, Marines, and Militia cost 2 credits less.
All Big Guns - Apex Industries has set its sights on building large weapons onto its cruisers. Battlecruisers, Heavy Cruisers, and Light Cruisers can purchase the Thanix Cannon upgrade for 5% less!(20% instead of 25%)
Con: Human Corporation - Due to the restrictions of the Citadel, the Human Systems Alliance can only have so many dreadnoughts and it cannot let a corporation own one of those. Restricted from building Dreadnoughts so long as the Treaty of Farixen is enforced.


Pros: Quarian Training - Quarians are some of the best technical minds in the Galaxy. They have kept the floating hunk of space junk that is the Migrant Fleet afloat for generations. Starship upgrades cost 5% less for the Crescent Claws
For the Prize! - All Crescent Claws space craft gain a free Boarding Troops Upgrade
Cons: Pirates of the Terminus - Pirates are hated by all upstanding citizens and by most legitimate governments. This makes recruitment a major issue. +1 Month to all ground forces recruitment times.


Pros: Epic Legacy - The Silver Army dates back to the early ages of Turian civilization. They were a major player for centuries upon their homeworld and were one of the last resistances to unification. As such, their legacy allows them to select only the most qualified of recruits. The Silver Army can possess a ratio of Elites to Normal infantry of 1:9 meaning for every nine regular divisions, they may have an elite division.
Close Combat Specialization - The Silver Army uses blades with their weapons and are ferocious within melee range. All Silver Army infantry, Spec Ops, Operatives, and Marines gain close combat training for free.
Cons: Army Focus - As is evident by their name and legacy, the Silver Army is an army. It serves primarily on the ground and no where else. Ships for the Silver Army cost 15% more. (Light Transports, Bulk Transports, Mining Ships, and Assault Landers are excluded from this)


Pros: Selected Garden World - Aeia was selected as a perfect colonization project. In a system with no known traffic, the planet was well suited to human existence. Untouched by Industry, the planet was resource rich. The Human colony of Aeia may build a maximum of 10 mining complexes and 4 major mining complexes on Aeia.
Independent Spirit - Aeia could have kept its communications online and remained in contact with the corporation which sent the first transports. Instead they chose not to. Their independent spirit shows that their individualistic nature can be a very strong advantage. Aeia fighters,interceptors, and gunships require only one month to train.
Cons: Off the Beaten Path - Being so far away from "civilized" life has its disadvantages. Certain things are no longer available to be purchased, at least at a reasonable rate. Silaris Armor, Advanced Armor, Thanix Cannons, and High Quality Weapons cost double.


Pros: Overprepared - In the past the Colony of Joab has been raided by pirates. Had their goods seized and people taken off as slaves. This has led them to be overly protective of themselves and their territory. All planets colonized with at least one urban area gains level 1 planetary defense guns for free.
Terminus Survivalist - The Colony of Joab is a colony of survivors. No one has gone without seeing at least one pirate attack, except the youngest of the children. As a result they are all familiar with how to fight and how to defend their homes. Joab militia units require only one month to train.
Cons: Frequent Target - The colony of Joab has been such a frequent target it is on the short list for slavers and pirates. Trade to and from the planet is difficult and this results in fewer ships coming into their spaceports. All Spaceports in the Enoch System produce one less credit per building (3 credits instead of 4/7 instead of 8/14 instead of 15)


Pros: Biotic Cultists - A part of being in a biotic Cult is, well.. having biotics. Spec Ops and Elite Specialists gain Biotic Combat for Free. Infantry, Marines, and Militia have a 10% discount on Combat Biotics
Preying on the Weak - The Banners have only gained strength because they took advantage of a weak House Fennec using their boarding troops. All Frigates and Destroyers are upgraded with Boarding troops
Cons: Illegitimacy - Being a Biotic Cultist, turned opportunist can have its troubles. Taking over a Garden World on the Edge of CItadel Space, that my friend raises suspicion. The Banners are viewed as an illegitimate government and therefore will have trouble obtaining certain resources. The Banners therefore must spend extra credits to obtain what they want. Upgrades on starships cost 25% more( 25% becomes 50%, 75% becomes 100%, etc.. )


Pros: Salvage Corporation - In a galaxy where starship salvage can be very profitable, the Midas Network's Babylon Restoration Services gives the Midas Network a strong front and a major source of income. Mining Ships are renamed Salvage ships and produce an additional 20 Credits per month.

World of Tomorrow - The Midas Network once was trying to create the world of tomorrow, now their ideas are the thoughts of yesterday. However, their advances in AI and VI technology has enabled them to equip all spec ops, elite specialists, mining ships, Loki and YMIR units with Electronic Warfare.

Cons: AI Leadership - Having an AI can be a major problem if it is discovered by the rest of the Galaxy, being led by an AI is a death sentence. Should the nature of the Midas Network's leadership become known, the Midas Network would be required to spend 20% of its monthly income to cover up the story. A second exposure results in the galaxy shunning the Network and the loss of all income from Mining Ships and Spaceports.


The Ban List
Thankfully empty.



Alternate Names for the Roleplay:

Groundhog Day Extinction Cycle

Only You Can Save Mankind

Planet of the Husks

Rebuild of Factions 3.0: You Can (Not) Redo


Oncoming Updates:

New Units/Upgrades - always looking for good ideas here
Minor Research Projects

Suggestions please?
Last edited by Nuxipal on Sat May 23, 2015 11:17 am, edited 111 times in total.
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Prusslandia
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Postby Prusslandia » Tue Dec 23, 2014 9:55 pm

Couple of things to beg for.

1- Could you make Drug Cartels a faction as well ?
2- Could you make Drugs and other illegal activities a way to make credits ?
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Nuxipal
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Inoffensive Centrist Democracy

Postby Nuxipal » Tue Dec 23, 2014 9:59 pm

Prusslandia wrote:Couple of things to beg for.

1- Could you make Drug Cartels a faction as well ?
2- Could you make Drugs and other illegal activities a way to make credits ?


They would fall under either Independent factions or Pirate Factions. And should you make drug deals then I'll do an in game event(Dice roll) for the credits gained. Unless I have a few other players who want it, then I'll see what I can do.


Also, two places are being switched and the secondary person to ask for the Alliance gets it.
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Ralnis
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Father Knows Best State

Postby Ralnis » Tue Dec 23, 2014 10:03 pm

Prusslandia wrote:Couple of things to beg for.

1- Could you make Drug Cartels a faction as well ?
2- Could you make Drugs and other illegal activities a way to make credits ?

They could be part of the events that happen( like how pirates set of pirating).

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Prusslandia
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Postby Prusslandia » Tue Dec 23, 2014 10:03 pm

Nuxipal wrote:
Prusslandia wrote:Couple of things to beg for.

1- Could you make Drug Cartels a faction as well ?
2- Could you make Drugs and other illegal activities a way to make credits ?


They would fall under either Independent factions or Pirate Factions. And should you make drug deals then I'll do an in game event(Dice roll) for the credits gained. Unless I have a few other players who want it, then I'll see what I can do.


Also, two places are being switched and the secondary person to ask for the Alliance gets it.

Well my faction will make money in primarily illegal ways, so drug labs and such should be buildings reserved for criminal factions.
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Ralnis
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Postby Ralnis » Tue Dec 23, 2014 10:05 pm

Prusslandia wrote:
Nuxipal wrote:
They would fall under either Independent factions or Pirate Factions. And should you make drug deals then I'll do an in game event(Dice roll) for the credits gained. Unless I have a few other players who want it, then I'll see what I can do.


Also, two places are being switched and the secondary person to ask for the Alliance gets it.

Well my faction will make money in primarily illegal ways, so drug labs and such should be buildings reserved for criminal factions.

Not really, they could just be called differently in IC.

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Nuxipal
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Postby Nuxipal » Tue Dec 23, 2014 10:07 pm

Best way to solve this: If enough illegal activity occurs on a planet for more than 1 month, I'll grant it a special building with income associated with it. That building will disappear however if the criminal activity disappears. It will have a downside however as all criminal buildings do.
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Kinistian
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Ex-Nation

Postby Kinistian » Tue Dec 23, 2014 10:08 pm

What would a corporation run under

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Prusslandia
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Postby Prusslandia » Tue Dec 23, 2014 10:08 pm

Nuxipal wrote:Best way to solve this: If enough illegal activity occurs on a planet for more than 1 month, I'll grant it a special building with income associated with it. That building will disappear however if the criminal activity disappears. It will have a downside however as all criminal buildings do.

Alright ! What would downsides be ?
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The Orson Empire
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Postby The Orson Empire » Tue Dec 23, 2014 10:09 pm

Reserving Turian Hierarchy,
Heterosexual male and from the US of A

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Nuxipal
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Inoffensive Centrist Democracy

Postby Nuxipal » Tue Dec 23, 2014 10:17 pm

Prusslandia wrote:
Nuxipal wrote:Best way to solve this: If enough illegal activity occurs on a planet for more than 1 month, I'll grant it a special building with income associated with it. That building will disappear however if the criminal activity disappears. It will have a downside however as all criminal buildings do.

Alright ! What would downsides be ?



Perhaps higher military costs or some kind of problems with the civilians.
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Ralnis
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Postby Ralnis » Tue Dec 23, 2014 10:20 pm

Nuxipal wrote:
Prusslandia wrote:Alright ! What would downsides be ?



Perhaps higher military costs or some kind of problems with the civilians.

Hmm, does it have to be just the criminal factions?

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Segmentia
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Postby Segmentia » Tue Dec 23, 2014 10:24 pm

Yay, Asari again!
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Prusslandia
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Postby Prusslandia » Tue Dec 23, 2014 10:24 pm

Nuxipal wrote:
Prusslandia wrote:Alright ! What would downsides be ?



Perhaps higher military costs or some kind of problems with the civilians.

Perhaps drug facilities require upkeep as well, as you need to buy either slaves to work, or the chemicals needed for production ?
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Nuxipal
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Postby Nuxipal » Tue Dec 23, 2014 10:29 pm

Ralnis wrote:
Nuxipal wrote:

Perhaps higher military costs or some kind of problems with the civilians.

Hmm, does it have to be just the criminal factions?


Criminal Factions/Non-Citadel Governments

You get the idea.

Prusslandia wrote:
Nuxipal wrote:


Perhaps higher military costs or some kind of problems with the civilians.

Perhaps drug facilities require upkeep as well, as you need to buy either slaves to work, or the chemicals needed for production ?


I was thinking of an upkeep, but that would be counter-productive. I don't plan on them being a major source of income, so spending X to get Y wouldn't be all that reasonable.
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Prusslandia
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Postby Prusslandia » Tue Dec 23, 2014 10:37 pm

Nuxipal wrote:
Ralnis wrote:Hmm, does it have to be just the criminal factions?


Criminal Factions/Non-Citadel Governments

You get the idea.

Prusslandia wrote:Perhaps drug facilities require upkeep as well, as you need to buy either slaves to work, or the chemicals needed for production ?


I was thinking of an upkeep, but that would be counter-productive. I don't plan on them being a major source of income, so spending X to get Y wouldn't be all that reasonable.

Perhaps it draws the attention of npc criminals, who try and raid you from time to time ?
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Nuxipal
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Postby Nuxipal » Tue Dec 23, 2014 10:38 pm

Prusslandia wrote:
Nuxipal wrote:
Criminal Factions/Non-Citadel Governments

You get the idea.



I was thinking of an upkeep, but that would be counter-productive. I don't plan on them being a major source of income, so spending X to get Y wouldn't be all that reasonable.

Perhaps it draws the attention of npc criminals, who try and raid you from time to time ?


Or it could draw the attention of one of the three major merc factions who feel you are stepping on their turf and try to take control of the market.
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Prusslandia
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Postby Prusslandia » Tue Dec 23, 2014 10:41 pm

Nuxipal wrote:
Prusslandia wrote:Perhaps it draws the attention of npc criminals, who try and raid you from time to time ?


Or it could draw the attention of one of the three major merc factions who feel you are stepping on their turf and try to take control of the market.

Perhaps, perhaps. And are you including pros and cons ?
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Ralnis
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Postby Ralnis » Tue Dec 23, 2014 10:44 pm

Prusslandia wrote:
Nuxipal wrote:
Or it could draw the attention of one of the three major merc factions who feel you are stepping on their turf and try to take control of the market.

Perhaps, perhaps. And are you including pros and cons ?

I think so for it says on the OP.

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Kinistian
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Postby Kinistian » Tue Dec 23, 2014 11:03 pm

Kinistian wrote:What would a corporation run under

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Ralnis
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Postby Ralnis » Tue Dec 23, 2014 11:06 pm

Kinistian wrote:
Kinistian wrote:What would a corporation run under

Perhaps Free Human/Asasri colonies in the Traverse.

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Nuxipal
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Postby Nuxipal » Tue Dec 23, 2014 11:06 pm

Kinistian wrote:
Kinistian wrote:What would a corporation run under


In the last installment, the only corporation that was allowed was categorized as an independent/rogue colony. Corporations could try and work from a 'base' planet and make deals with the owners of other planets to build some of the more pricey structures there in exchange for a cut of the profits from it. Or pretty much anything that two players agree on.

Ralnis wrote:
Kinistian wrote:

Perhaps Free Human/Asasri colonies in the Traverse.


Pretty much this.
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Kinistian
Minister
 
Posts: 2031
Founded: Nov 24, 2012
Ex-Nation

Postby Kinistian » Tue Dec 23, 2014 11:07 pm

Nuxipal wrote:
Kinistian wrote:


In the last installment, the only corporation that was allowed was categorized as an independent/rogue colony. Corporations could try and work from a 'base' planet and make deals with the owners of other planets to build some of the more pricey structures there in exchange for a cut of the profits from it. Or pretty much anything that two players agree on.

Ralnis wrote:Perhaps Free Human/Asasri colonies in the Traverse.


Pretty much this.

Thank you

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Ralnis
Postmaster of the Fleet
 
Posts: 25807
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Tue Dec 23, 2014 11:13 pm

Is it ok if take the Free Human colony template and put it in the Terminus instead of the traverse?

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Nuxipal
Powerbroker
 
Posts: 8359
Founded: Apr 25, 2010
Inoffensive Centrist Democracy

Postby Nuxipal » Tue Dec 23, 2014 11:19 pm

Ralnis wrote:Is it ok if take the Free Human colony template and put it in the Terminus instead of the traverse?


You could, but you wouldn't have any Alliance protection out there. Once you leave citadel space you are on your own.
National Information: http://kutath.weebly.com/

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