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Mass Effect Factions :: First Contact (OOC/Signup)/Closed

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Nuxipal
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Posts: 6489
Founded: Apr 25, 2010
Mother Knows Best State

Mass Effect Factions :: First Contact (OOC/Signup)/Closed

Postby Nuxipal » Thu Feb 16, 2017 10:06 am

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News, Updates, and General Announcements

It has been awhile, but it is time once again to reclaim our rightful place.


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Music to Save the Galaxy To


Quote of the Week:
"..I may return here to teach the Krogan Compassion. I will need many bullets." - Justicar Samara


Rules, Regulations, Restrictions, and Red Tape

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


GM: Nuxipal - Co-GM
GM: Kinistian - Co-GM
VGM: If needed


The Narrative


The Galaxy is at a relative peace. There is the usual slaver raid from the Terminus, or into the Terminus if you are a Batarian. However, the Galaxy is at the crossroads of discovery. However, the memory of the Yahg is still fresh in the galactic mindset, only 22 years ago the Council made contact with them and it ended Violently and the planet marked as off limits to all space traffic. More recently, the Hanar have provided the Galaxy with an enormous reason for celebration. The Council suspended the investigation against the Batarian Slavers who claimed to be government funded. The Hanar were able to negotiate an end to the Slave Raids in Citadel Space or the

However, in a small corner of the Galaxy, mostly unexplored by the Citadel Races, a newcomer is gaining strength. Humanity is currently split between the United Nations of Earth, a coalition of Earth's resources to colonize the worlds inside of the Sol System, and the Systems Alliance, an organization founded to expand Humanity's reach to the stars. While they are rivals, they are on friendly terms and both have the common goal of expanding Humanity's borders. However, to do this they must unlock all of the new Relays they find to explore further into the Galaxy.

Unlocking these Relays has been illegal in Citadel Space for over a Thousand Years. Because of this, Humanity is playing a dangerous game that it doesn't realize it is a part of. Sooner or later, they will unlock the wrong relay and either unleash a new threat on the Galaxy or they will be caught in the act and punished. However, they are hardly the only newcomer in space.

The Raloi, an Avian race of the planet Turvess has recently begun construction of a new Space Telescope. Their world, while not fully united by law, is united in cause. They are much less aggressive than Humanity, but also lack any means of space travel. Their world is a very hospitable one, with little in the way of infectious diseases. Because of this, plagues are a thing of myth to them and what diseases they do have, they have long conquered with their advanced medical technology and treatment facilities.

Introduction

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

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

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

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

Faction goals: See below.

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


Useful Threads:
IC: In Character
Archives: Citadel Archives


Map



Faction List:
Asari Republics: Segmentia
Turian Hierarchy: Kinistan
Salarian Union: Jhet
Batarian Hegemony: Elerian
Volus Protectorate:
Illuminated Primacy:
Elcor Courts: Theyra
Human Systems Alliance: Brotherhood Steel the 2nd
United Nations of Earth: Versail
Krogan Clan Okeer: Ariado
Omega: The Orson Empire
Migrant Fleet:Greater Istanistan
Geth Consensus: G-Tech
Illium: Nuxipal
Raloi Republic: Lunas Legion
The Eclipse Initiative: Cybraxia
Iconoclasm Technical Solutions: Ulls


Reservations are good for 48 Hours unless you TG a suitable reason for tardiness to the OP.


App Structure:
Code: Select all
Faction:
Leader: (You Decide)
Citadel Council member Y/N or N/A:
Brief description of diplomatic relations:
Military state of readiness:
History:
Infrastructure and Claimed Worlds: (Be Reasonable. Don't expand too far from Canon territories before we even start!)
Military:

RP Example:
S13


Quick explanation. Once you've decided that you want the Elcor, say, and are ready to fight the Batarians, consult the price tables below and your starting Credit and Infrastructure in order to build your faction. Purchase from there within the starting cred limit. Roughly stick to canon, but overall you've got a lot of latitude. We expect far more detail for custom factions, such as Batarian Warlords and Corporations, than we do for heavily established factions, such as the Turian Hierarchy. Leaders can be OCs in the event of there being no real detail. The Mass Effect wiki is one of your best friends here. Use it to choose planets - again, roughly within canon - for settlement and construction. Please note that groups purporting to be mercenaries must act as mercenaries, not just conquering armies (however, you can change to a legitimate government at a later time if you choose to). 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:

Starting Situations:
Asari Republics: 5300 Cr (3700 must be spent on infrastructure) - Free: 3 Urban Areas, 1 fuel Depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Thessia, 1 Urban Area and 2 Mining Complexes on 3 other Athena Nebula Worlds. Free 17 Dreadnoughts, 2 Heavy Cruiser, 10 Light Cruisers, 1 HyperDreadnought (Destiny Ascension) Base income: Capital World Natural + 70 Cr

Turian Hierarchy: 5000 Cr (3700 must be spent on Military) - Free 3 Urban Areas, 1 Fuel depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Palaven. Free 29 Dreadnoughts, 10 Heavy Cruisers, 20 Light Crusiers. Base Income: Capital World Natural + 30 Cr

Salarian Union: 5100 Cr(Must Spend at least 3000 on Military) - Free 3 Urban Areas, 1 Fuel Depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Sur'kesh, 1 Free Urban Area, 1 Fuel Depot, and 1 Mining complex on another Annos Basin World. Free 10 Dreadnoughts (Free Electronic Warfare Upgrade(Special slot)), 2 Heavy Cruisers, 10 Light Cruisers, 5 Free Spec Ops, 1 Free Elite Specialist. Base Income: Capital World Natural + 50


Batarian Hegemony: 3000 Cr (must spend at least 1500 on Military)- Free 3 Urban Areas, 1 Fuel Depot, 1 Level 1 Spaceport, 2 Industrial Complexes, 5 Mining Complexes, 1 Gambling Den on Khar'shan. 1 Urban Area on any other Kite's Nest world. Free 4 Dreadnoughts, 2 Heavy Cruisers, 10 Light cruisers, 20 Destroyers. Base Income: Capital World Natural + 35

Volus Protectorate: 3600 Cr (Must spend at least 1400 on Infrastructure) - Free 2 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes on Irune. Free Dreadnought, 3 Trading Ships, 2 Mining Ships, 10 Frigates. Base Income: Capital World Natural + 60

Illuminated Primacy: 3800 Cr (Must spend at least 1400 on infrastructure) - Free 2 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes, Level 2 Orbital Defenses on Kahje. Free Urban Area and mining facility on Rahkana. Free 4 Heavy Crusiers, 10 Light Cruisers, 15 Destroyers, free 2 Trade Ships. Base Income: Capital World Natural + 50

Elcor Courts: 2900 Cr (Must Spend at least 1500 on infrastructure) - Free 2 Urban Areas, 3 Industrial Complexes, 1 Fuel Depot, 4 Mining Complexes, 1 Level 1 Spaceport on Dekuuna. Free 4 Heavy Cruisers, 10 Light Cruisers, 2 Infantry (Heavy Weapons Special Upgrade), Base Income: Capital World Natural + 30

Krogan Clan ____ : 1500 Cr (Must spend all on military) - Free 1 Urban Area, 1 Mining Complex, 1 Industrial Complex or 4 Mining Complex, 2 Industrial Complex, 1 Military Barracks. Free 10 Militia Divisions (Close Combat and Low Quality Weapons in special upgrade slots), 1 Medium Armor Division, 1 Elite Specialist (Clan Leader). Base Income: 10 Cr


Omega: 2700 Cr (must spend 1200 on military) - Free Major Civilian Space Station (Omega), 1 Free Urban Area, 4 Mining Complexes on any other Omega Nebula Planet. 1 Free Battlecruiser, 4 Free Heavy Cruisers, 10 Light Cruisers, 15 Destroyers, 20 Frigates. Base Income: 40 Cr

Geth Concensus: 3200 Cr (Must spend 1900 on infrastructure) - Free 3 Urban Areas, 10 Mining Complexes, 10 Industrial Centers, 1 Major Industrial Center, 1 shipyard, 1 Level 2 Spaceport. 10 Free Dreadnoughts, 50 Light Cruisers, 10 Infantry. Base Income: Capital World Natural + 30 Cr

Migrant Fleet: 3800 CR (Must spend all on unupgraded ships) - Free 5 Dreadnoughts, 10 Bulk Transports, 5 Mining Ships, 3 Habitation Ships, 5 Marines(1 Free Upg), 10 Infantry(1 Free Upg). Base Income: 35 Cr.

Illium: 3200 Cr (Must Spend 1300 on infrastructure) - Free 2 Urban Areas, 3 Industrial Centers, 1 Shipyard, 1 Level 2 Spaceport on Illium. 1 Free Battlecruiser, 2 Free Heavy Cruisers, 5 Free Light Cruisers. Base Income: Capital World Natural +40 Cr


Raloi -1700 Cr - 2 Free Urban Areas, 5 Mining Complexes, 2 Industrial Centers on Turvess. Free 10 Gunship Wings, 4 Heavy Armored Divisions, 2 Artillery Divisions, 10 Infantry Divisions. Base Income- Capital World Natural + 35[

Systems Alliance: 3000 Cr - . 1 Free urban Area and 1 free mining complex on Shanxi, Terra Nova, and Demeter. 1 Free Advanced Civilian Space Station in Arcturus System. 5 Free Dreadnoughts, 5 Free Fleet Carriers, 4 Heavy Cruisers, 20 Light Cruisers, 10 Escort Carriers, 20 Fighter Squadrons. Base Income: Capital World Natural + 25

United Nations of Earth: 2000 Cr - Free 3 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes, 3 Mining Complexes on Earth. 1 Free Urban Area on any other Planet in Sol System. 1 Free Small Military Space Station in Sol System (Jump Zero). 3 Free Dreadnoughts, 5 Free Fleet Carriers, 3 Heavy Cruisers, 10 Light Cruisers, 5 Escort Carriers, 20 Fighter Squadrons. Base Income: Capital World Natural + 25


Renegade Turian Colony: 2000 Cr - 1 Free Urban Area, 2 Mining Complex, 1 Industrial Center. 1 Free Heavy Cruiser, 2 Light Cruisers. Base Income: Capital World Natural + 20 Cr

Independent Asari Colony: 2000 Cr - 1 Free Urban Area, 1 Free Fuel Depot, 1 Free Level 1 Spaceport. 1 Free Heavy Cruiser, 1 Free Elite Specialist. Base Income: Capital World Natural + 25 Cr

Batarian Warlord: 2000 Cr - 1 Free Urban Area, 1 Free Fuel Depot, 1 Free Shipyard, 1 Free Military Barracks.Free 2 Light Cruisers, 1 Light Transport, 2 Infantry. Capital World Natural + 15

Pirate/Smuggler: 900 Cr - 1 Free Minor Space Station in Traverse or Terminus. Free 2 Destroyers, 4 Frigates, 1 Light Transport, 1 Infantry, 2 Spec Ops, 1 Elite Specialist (Leader). Base Income: Capital World +10

Corporation/Guild: 500 Cr - 3 Free Trading Outposts, 5 Free Mining Ships. Base Income: 20 Cr/Month


Factions Shop

This is where you will purchase your infrastructure and military hardware. A few tweaks have been made to permit players with slightly different complexities than previous editions. Also, many of the reductions to building time have been removed, this has been offset by some of the ships and units having reduced training/construction time.

Base Structures

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)

10-Mining Complex (Limit of 5 per planet-Garner 5 credits/month)

15-Industrial Complex (Limit of 3 per planet- Garner 7 Credits/month)

100 - Urban Areas (Limit of 5 per Garden World) Credit income is based on number of Urban Areas. For each new urban area the income from each goes up by 5/month. Starts at 30 and maxes at 50. (1-30, 2-35, 3-40, 4-45, 5-50)

30-Major Mining complex (Limit of 2 per planet- Garner 15 credits Monthly, requires at least 2 Mining Complexes and one Fuel Depot on planet)

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)

Major Structures

50 - Shipyard (Limit of 1 per world, garner 15 credits monthly, required for construction of any ship types. 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, 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 75 credits monthly, 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)

350 - Research Station (Limit 1 Per System) Allows for a faction to start a research project. Produces 10 points per month of a pre-determined amount. Reduces income of planet it is built on by 50 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)

250 - Intelligence Center (Limit 1 per World) Allows a faction to start an espionage mission. Creates one Intelligence Point that can be spent on an Espionage Mission. Costs 20 Credits/month to maintain.

160 - Small Spaceport (Limit 1 Per world, garner 4 credits/month for each infrastructure on the surface of the planet, Require Fuel Depot)

350 - Large Spaceport (Limit 1 Per System, garner 8 credits/month for each infrastructure on the surface of the planet, Requires Urban Area, Fuel Depot)

700 - Major Spaceport (Limit 1 per Cluster, garner 16 credits/month for each infrastructure on the surface of the planet, Requires 5 Urban Areas, 2 Fuel Depots, Shipyard, Major Industrial Complex, 3 Large Spaceports in Cluster)




300 - Orbital Fuel Refinery: Produces 100 Credits of income of places over a Gas Giant or world with 2 Fuel Depots. Required for most a Orbital infrastructure. Max 1 per planet.

100-Orbital Mining Station (limit 1 per world, must be placed on an uninhabitable world, no defenses, garner 70 credits monthly. Requires Orbital Fuel Refinery)

250-Orbital Habitat (Limit 2 per world, must be placed on uninhabitable world(excludes Barren worlds), no defenses, garner 45 cr/month. Requires Orbital Fuel Refinery)

800-Orbital Shipyard (limit 1 per planet, increases production capacity of a planet by 200. Reduces construction time by 10%) [Require Shipyard building type of Orbital Fuel Refinery and Orbital Industrial Yard] (Required for Dreadnought Construction)

200- Orbital Industrial Yard: Adds +25% to Income from Industry on the planet built over, or 60 Credits per month if built over a Gas Giant. Max 2 per planet. Requires Orbital fuel Refinery.

500/800 - Orbital Research Station: Produces 10 Research Points per month, Costs 50 Credits per month to maintain. Maximum two per system, second one built costs 300 Credits more. Requires Orbital Fuel Refinery in system.

300 - Orbital Defense Platform: Mounting Class II Defense Guns and formidable armor and kinetic barriers, this station safeguards systems against enemy attacks. Maximum two per planet.



Listening Outpost: 150 Cr. Comes Equipped With Level 1 Orbital Defenses, Level 1 Sensor Station.
Defense Outpost: 400 Cr. Comes Equipped with Level 2 Orbital Defenses
Trading Outpost: 400 Cr. Comes Equipped with 1 Urban Area, 1 fuel Deopt, and 1 Spaceport
Max of 3 Outposts Per System

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)

1500 - Advanced Space Station* (Limit 1 Per Cluster, you may buy up to level 2 planetary defense on them, +20% total System Credits/month. Can have any planetary buildings on them except mining complexes or major mining complexes. Urban Areas are limited to 3 however and can only have a small spaceport on them)

3000 - 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)


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

20- Ground Fortifications lvl. 1 A few trenches and light gun emplacements, these will only slow down the least determined of foes.
40(60) - Ground Fortifications lvl. 2 Some bunkers, minefields, artillery positions. A more formidable proposition designed to resist average attacks, though it will still crumble in time.
80(140) - Ground Fortifications lvl. 3 Underground fortresses, automated defenses, storerooms to let your soldiers survive sieges for months. Expect a fight if you run in to a world with one of these.
160(300) - Ground Fortifications lvl. 4 Kinetic shields, surface to surface missile systems, reinforced bunkers, repair systems, vehicle bays to avoid bombardments... defensive structures of this caliber will hold up even a major assault for months if properly manned.

These are upgrades on the existing Fortifications; no stacking.



50 - Planetary defense guns lvl1. Designed to see of a few pirate frigates or maybe a destroyer, not worth much if actually pressed by orbital fire.
100(150) - planetary defense guns lvl2.(require at least 1 Fuel Depot on planet) Capable of engaging vessels up to cruiser class, they can destroy light fleets without excessive difficulty.
200(350) - Planetary defense guns lvl3.(require at least 2 Fuel Depots on planet) Heavy guns meant to even make battlecruisers sit up and take notice, these guns are hardened and camoflagued so well they can duel an opposing fleet with equanimity.

These are upgrades on the Defense Guns; again, no stacking.

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; stacking, don't.


Units

Fleet Carrier (Has 6 slots for any combination of fighter and interceptor wings) 85 Credits 9 months
Dreadnought 100 Credits, 10 months, Requires Orbital Shipyard to build. (NOTE: Factions may not have more than 2 of these in their starting arsenal. You haven't needed them.)
Battlegroup carrier (Has 4 slots for any combination of fighter and interceptor wings) 45 Credits 4 months
Battlecruiser 60 Credits 7 months
Heavy Cruiser 45 Credits 6 months
Bulk Transport 50 Credits 5 months - can carry 12 units



Mining Ship 45 Credits 3 months - +20 credits/month. 25, if an system with a Orbital Mining Station.
Light Cruiser 25 Credits 3 months
Escort Carrier (Has one slot for either a fighter or interceptor wing) 20 credits 3 months
Transport 25 Credits 2 months - can carry 5 units
Destroyer 15 Credits 2 months
Frigate 10 Credits 2 months



* Light Vessels can NOT equip GARDIAN systems, Drop Ship Hangar, and Boarding Troops
Corvette Pack (group of 3) 4 Credits 2 months
Assault Landers (Squadron of 10) 3 Credits 1 month
Fighter wing (Group of 30) 6 Credits 1 months
Interceptor wing (Group of 40) 7 Credits 1 months
Light Transport 7 credits 1 month- can carry 1 unit



Ground Units - No matter how powerful your navy is, your Imperium can fall if someone else lands on your planet and all those glorious Dreadnoughts are powerless to stop them from entering your capital and capturing your leaders. Besides, most of these guys are easier to train than it is to build up a fleet of dreadnoughts anyway.

Infantry Division (30,000 troops) 10 credits, 3 months.

Marine Division (22,000 troops) 12 credits, 3 months.

Militia Division (30,000 troops) 6 Credits, 1 months.

Armored division(240 vehicles, 15,000 troops) 25 credits,3 months.

Artillery Battalion (74 Artillery pieces, 2500 troops) 10 credits, 3 months.

Combat Engineers (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, these are your equivalent to N7 operatives, Elite STG/Asari Commando, etc..


Upgrades

Upgrades: Ships can have one upgrade per Upgrade Type as a means of preventing out of control Upgrades.
Upgrade Types: Special, Utility, Offensive, Defensive
Special - Awarded by Pros/Cons
Utility - Extra Abilities, Tech, Biotics, etc...
Offensive - Weapons
Defensive - Armor, Shields, Defensive Weapons

Utility:
Dropship Hangar: +5% Cr - Just when you thought that those scary Dreadnoughts couldn't get worse, Marines come pouring out of the bottom towards your city.
Boarding Troops: +5% Cr - A group of individuals whom have a deathwish. They are what makes civilian ships so afraid of pirates.
Enhanced Life Support System: +5% Cr - Your Ship has been shot through with holes, but fortunately your captain bought you a fancy life support system to save your sorry hide. Next time you will remember to turn on the shields.
Enhanced Electronics Warfare: +15% Cr - Only way to truly protect yourself from Electronic Warfare, is with Electronic Warfare

Offensive:
High-Velocity Mass Driver: +20% Cr - When your enemy is packing shields or has additional armor. HVMD it.
Disruptor Torpedo Banks: +15% Cr - Nothing says "I hate you" Like tearing apart an enemy ship with random mass effect fields
Javelin Launcher: +15% Cr - Need to hit someone hard? Lanch it.

Defensive:
Ablative Armor: +20% Cr - GARDIAN Beams worry you? No more! Disperse those lasers.
Advanced Armor: +50% Cr - Nothing says safe like top of the line armor
Multicore Shielding: +20% Cr - Soft ship? Hard Shields!


Utility:
Elites: 10x Original Cost - The Best of the Best. No one stands long against the Elites. 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.

Drop Troops: +20% Cr - So you have Dropship Hangars, but do you have the drop troops to go with them?
Combat Biotics: +50% Cr - Nothing gives you an advantage in combat as having a few buddies reshape reality for you.
Stealth Training: +50% Cr - For those days when you need to avoid that one last patrol to get to your goal
Electronic Warfare Training: +50% Cr - Being able to turn off enemy mechs and security systems, or disrupt their kinetic barriers could really help turn a battle in your favor

Offensive:
High Quality Weapons: +25% Cr - Sure helps to know that you have the latest assault rifle, while your opponent has older, outdated models.
Low Quality Weapons: -25% Cr - A part of the evil dictator starter kit. Standard issue for those who seek quantity over quality.
Flamethrower Team: +15% Cr - There is always that one hot guy who steals the fun out of rushing a machine gun nest.
Heavy Weapons Team: +15% Cr - Tanks? Not a problem if your friend brought along the Rocket Launcher.
Sniper Team: +15% Cr - Left your hot friend at home? Bring this guy, he has the pull to help your entire team score!
Close Combat Specialization: +10% Cr - Perfect for those up close and personal one liners.

Defensive:
High Quality Armour: +20% Cr - Nothing improves morale like a new set of top quality armor.
Advanced Kinetic Barrier: +30% Cr - Faster Recharge, Stronger Barrier. That's our motto.
Low Quality Armor: -10% Cr - For those of us who see armor as a burden and don't see the use in paying for extra protection for their soldiers.
No Kinetic Barrier: -30% Cr - You remember those days when shields didn't exist? Now you can remind your medical staff and the infantry so they are more grateful.


Monthly Prosperity Check - This section will be more heavily outlined later. It is based on NAI's Monthly Roll and will function in the same capacity.


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

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

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

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

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

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

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

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

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

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



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


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

Research Applications are not a matter of public record; do not post them here in the OOC, or even in the IC. Instead, TG them to your OP or if he is busy and says to do so, to your Co-Op. They will determine the relevant costs and effects of new research or projects. The only thing other factions will know is the Operation Name, which must be posted in the IC when an Operation is begun. All Research completed however becomes a matter of public record, and must be posted in your relevant Codex Entry.

Credit to G-Tech


Espionage
Everyone wants to know what other people are doing; maybe you need to counter a rising threat by sabotaging some production, maybe you want to get your hands on that new industrial innovation. That's where Espionage comes in to play. Again, Espionage is obviously not part of the public record: here is your application to send to your OP when beginning espionage.

Code: Select all
Operation Name:
Espionage Target World:
Objective of Espionage:
Anticipated Intelligence Cost:
Actual Intelligence Cost:
Anticipated Credit Cost:
Actual Credit Cost:


Espionage will not always be successful, and can be countered by the spending of other factions on counter-Intelligence. Intelligence Points can be assigned to counter-Intelligence or Espionage Missions. As a general rule of thumb, one point spent on counter-Intelligence will have a 50% chance to prevent two points of Intelligence spent on Espionage from being successful, with a 50% chance of revealing the perpetrator regardless of Espionage success. Technology may only be stolen from worlds which have a Research Station, and only if your faction has the prerequisite technology to understand the technology you intend to steal. Worlds without an Intelligence Center are twice as easy to steal from; counter-Intelligence spending must be equal to Espionage spending to counter such an operation.

Credit to G-Tech


Endeavors

Sometimes, a faction might want to accomplish a certain objective, but be unable to do so within the guidelines and mechanics previously outlined. This might be recruiting a special military unit, creating a special project, or even conducting a secret operation. In such a case, a faction can TG the OP and start an Endeavor. Endeavors have an assigned amount of posts they may take to complete, but provide events to post about and ways to stimulate activity while rewarding active writers.

Credit to G-Tech


Space Exploration
Space Exploration seems to keep things a little bit interesting and a good find here can change the balance of power in a corner of the galaxy in a heart beat. The last form of the exploration system was a good one and I feel we can keep that one going. However, there is one change to it that we all need to know. Explorations can now only be undertaken a very limited number of times based on the figure below.

Citadel Races: 1 expedition every 4 months, must be a prepared Conventional Exploration
Terminus Factions: 1 expedition every 3 months, Conventional Exploration near Citadel Space or Relay expedition away from it.
Undiscovered Factions: 1 expedition every 2 months, No typing restrictions unless the faction falls into one of the above categories later in the RP.


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

Expedition Types

Conventional FTL: Your vessel accelerates to normal intersystem travel speeds, but instead of moving along established spacelanes, sets course for a star in the nearby cluster that is uncharted. While Dangerous, the risk can be significantly reduced by preparing the exploration. There is a 50% chance of ship lost on a regular exploration, however a prepared exploration only has a 15% chance of ship loss. Additionally, prepared explorations can be planned the month prior. Each 25 credits, up to 100, extends the chance of finding Near Garden and Garden Worlds to the table below this section. Preparation of the exploration the month before is a means of studying the nearby system with probes and telescopes to choose the best possible system to explore. There is still significant chance of the exploration not finding anything of use however.
25cr - NG: 43-45, G: 46-47
50cr - NG: 43-46, G: 47-48
75 - NG: 43-47, G: 48-49
100 - NG: 43-47, G: 48-50


Mass Relay Jump: Your vessel, using precisely calculated transit algorithms, jumps to a newly postulated Mass Relay's coordinates. Such a jump is instantaneous, but if the calculations are not exactly correct, the stresses of the jump may obliterate the vessel as if it never existed. 33% chance of ship loss. For every system known in a cluster, a Mass Relay exploration gains a 20% chance to link to a new cluster. This chance is reduced by 40% for every connected known cluster.


Ships and Safety: Any medium to large vessel can undertake the voyage. However large vessels cut down the danger of losing the ship by half. So when you use conventional instead of 50% chance of losing it, its now 25% of loss.

Expedition Rates:
Expeditions cost a great deal of credits and time to prepare. Fortunately for you, your people have been preparing for exploration for at least a few decades right? Well don't worry about that too much. The main concern is the cost for your people. Funding expeditions is the most costly part of exploring. Aside from needing a stable ship with some kind of defenses should they find Space Cthulu hiding in the next cluster, you also need to pay your people. There are three tiers of expeditionary rates. Each has its own modifiers towards your ships making it safely through to the other side.

Rushed Expedition: 35 Credits (Increase chance of ship loss by 20%)
Average Expedition: 50 Credits (Normal)
Prepared Expedition: 150 Credits (Decrease chance of ship loss by 50%)

Rolltables: Used by your charming GM or VGM to create any new systems you might discover for colonization.
First, generate the number of planets in the system: 1-27
1-4: 0 Planets
5-8: 1 Planet
9-13: 2 Planets
14-19: 3 Planets
20-22: 4 Planets
23-24: 5 Planets
25-26: 6 Planets
27: 6+ Planets (if you roll a 27, keep rolling 1-2 until you get a 1. For every 2 rolled, add another planet to the original six)
Then we generate features, moons and asteroid belts.
Asteroid Belts: 1-4
1-2: 1 Asteroid Belt
3: No Asteroid Belt
4: 1 Asteroid Belt and 1 Kuiper Belt
Moons: 1-14
For every planet, conduct a roll. Double all results with moons if the world is a gas giant- if it would have two moons, it now has four.
1-10: No Moon
11-13: One Moon
14: Two Moons +
Lastly, determine moon and planet quality. Moons may only be garden or barren- treat their near garden and non-hostile terran results as Garden, and all others as barren. 1-45
1-16 Barren
17-32 Gas Giant
33-38 Hostile Terran
39-42 Non-Hostile Terran
43-44 Near-Garden
45 Garden


Credit for this section goes to G-Tech/North America Inc. for making an explorations system that far surpassed what I was planning on doing back in the day.




The Ban List:
There is one, no public name will be announced, but if they appear they will be removed
Last edited by Nuxipal on Sun Jul 23, 2017 9:36 pm, edited 15 times in total.

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Nuxipal
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Posts: 6489
Founded: Apr 25, 2010
Mother Knows Best State

Postby Nuxipal » Thu Feb 16, 2017 10:07 am

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

Cons: Air of Superiority - The Asari have a peculiar style of architecture and have been known to be snobbish regarding the culture of others. All Urban Centers, Shipyards, and Starports cost 5% more.
Prestige of the Asari - The Asari military doctrine does not permit for mass casualties, nor does the Republic's economic model permit for quick replacements to be built up. Asari commanders are therefore less likely to risk their units knowing they are not likely to be given a replacement. So long as the Asari are members of the Citadel Council, new Heavy starships cost 10% more and 1 month longer, 20% more or 2 months longer


Pros: Military Government - The Turian Government is a Giant military machine. Recruitment times for Infantry reduced by 25%
Turian Resolve - Turians have fought on behalf of the Citadel Council against the Krogans and are the current policing force of the Citadel Council. This means they are given shipbuilding priority. Cruisers (Heavy and light) are built 1 month faster.
Cons: Economic Incompetence - Turians are the top tier military organization in the Galaxy, but are poor bankers and outsource all of their economic needs to the Volus. All starships cost 10% more.
Asset Funding: Another symptom of their poor economic management, the Turians continue to fail at running their businesses like they do with their military. Planetary structures cost 10% more.


Pros: Special Tasks Group: Salarian Special Ops units gain the Enhanced Electronics Warfare and High Quality Armaments upgrade for free
Very Model of a Scientist Salarian: Salarian STG operatives are some of the most intelligent beings in the galaxy. Salarian Intelligence Centers produce +1 Intelligence Points and +2 Research Points per month.
Cons: Salarian Frailness - Salarian Ground Units can only receive free upgrades or upgrades given by events. No upgrades can be purchased for them.
Let's go loud: Salarians are known for their unassuming and stealth tactics. They work well behind the scenes and not charging the battlefield. Heavy vessels cost 5% more.


Pros: Part of the Whole - The Systems Alliance is the Colonial portion of Humanity. They were created to govern the far flung colonies of the major nations of Earth. Supplied by nations such as the United North American States, European Union, China, Japan, and Russia; the HSA has major backing on Earth. As such, so long as the HSA and the UN are on friendly terms and working together the HSA gets credits equal to 10% of the UN's previous monthly budget.
Enterprising Spirit: Those who make up the HSA are willing to give up their old lives to live on planets untouched by civilization. This takes a special type of person, the type of person who isn't afraid of hard work. Newly colonized garden worlds gain one free mining complex, one free industrial complex, and one free militia.
Cons: Unnecessary - The HSA seems just a space arm of the United Nations to many people on Earth and they fully expect it to be integrated into the UN at some point in the future. Because of this many Earth based companies are unwilling to commit to long term deals with the HSA. The cost of building on an unsettled world (no urban areas) is 50% higher before first contact. After first contact this only counts for the Shanxi Cluster and Arcturus Stream.
Low Military Volunteer Rate - Humanity has been in a state of relative peace at home, and among the stars its even higher. Until First contact HSA military costs are capped at 1/4 of its budget and cannot exceed 10 total units(Space and ground) per month. After first contact the HSA now finds it difficult to get enough volunteers and requires large recruitment campaigns to do so. Non-naval units cost 10% more.



Pros: Part of the Whole - The UN is the Earth based portion of Humanity. The creation of the Systems Alliance to govern the far flung colonies of Humanity permits the UN to focus at home. As such, the two organizations function as two parts of the same faction. So long as the two are on friendly terms and working together, the UN gets credits equal to 10% of the Systems Alliance previous month's budget.
Confederated Forces - The UN forces are separated by national origin, however, this seems to create an air of competition. Each month, the UN gets to create an infantry with one of four different free upgrades: Heavy Weapons(Russia), Sniper(European Union), Close Combat Specialization (China) or Advanced Armor (United North American States). Additionally Marine forces gain the free upgrade Drop Troops.
Cons: National Interests - Those who are still on Earth still have strong attachments to their national identity. As such, the United Nations has to continue peacekeeping missions on Earth draining money from other UN programs. All UN structures cost 5% more and Research Projects take an additional month to take effect.
A Force for Earth - The United Nation commissioned the Systems Alliance to colonize systems outside of the Local Cluster. As such, the UN does not leave the Local Cluster for colonization purposes. UN can only expand beyond the Local Cluster if the Systems Alliance is disbanded, or if the two organizations split apart and no longer function as two parts of the same faction.


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 up to 10 Mining Complexes and 4 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 (Month 3,6,9,12,15, etc..)
Cons: Pirate and Smuggler Den - While Piracy and Smuggling has given birth to Omega, it is now becoming a plague and has caused a great deal of inflation of some not so everyday items. Prices for Infantry other than Militia are 25% higher and all upgrades are 25% more costly (except Silaris Armour, Boarding Parties, Heavy Weapons, Snipers, Stealth Training)
Mercenary Hub - Omega houses several mercenary factions which are at war with one another frequenly. Blue Suns, Eclipse, and Blood Pack all have their own territory guarded by 4 Infantry each. So long as these Merc companies control sections of Omega, Urban Centers on Omega have -30% income (10% Merc Company).


Pros: Warrior Society: Krogan Ground forces take 1 month less to train and start with Close Combat Specialist Upgrade.
Krogan Strength: Their aggressive personality also trickles down to their weapon of choice. Marines can choose between Heavy weapons or flamethrowers for free.
Cons: Weapons Ban: Krogan ground forces start with the Low Quality Weapons Upgrade
Krogan DMZ: From a legal standpoint, the Krogan are not permitted to own any starship with weapons onboard. +50% cost to combat space vehicles until Ban is lifted
Krogan Genophage: The Genophage plagues the Krogan people and makes it nearly impossible for a Biotic to be born. Biotic Specialist Upgrade costs 200% more


Pros: 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, the Geth and Quarians come to peaceful terms, the Citadel Council permits the Quarians to build on a new world, or the Quarians manage to negotiate (with a PC) the creation of a second faction somewhere in the Terminus similar to the Citadel Council.
Fragile Suits - The Quarian people have grown accustomed to wearing their suits and suffer greatly without them. Quarian Infantry units are less effective and raise the cost of biotic infantry to 100%


Pros: 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. So long as the Volus are members or associates of the citadel council, Spaceports produce an additional 10% income.
Cons: Protectorate: The Volus are a Client Race of the Turians and thus rely heavily on the Turians for protection. Starship production takes one month extra month for medium vessels and above
Environmental Suits: The Volus are practically useless as ground soldiers. Volus can't build any infantry except for militia.


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


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


Pros: Geth Consensus: Geth Platforms operate in sync with each other due to technological upgrades. All Infantry Units start with High Quality Weapons
Synthetic Superiority: Geth Do not need sleep. Geth do not need food. Geth do not feel pain. Geth can colonize planets as if they are one tier higher than they are listed as. (Excludes moons)
Wardens of Rannoch: So long as the Geth are in sole possession of Rannoch, Geth ground forces and Dropships cost 25% less.
Synthetic Intellectualism: Unfettered by the cultural or technological restraints of organic races, the Geth are nearly the most advanced race in the galaxy, and show no signs of slowing down. Research Stations produce a bonus 10% towards any research not involving Biology or Biotics.
Cons: Synthetic Bodies: "Curse my Metal Body, I wasn't Fast Enough" - C3PO. Like C3PO, the Geth are inorganic and therefore cannot use Biotics and are weak to Biotic Attacks
Isolated from the outside: Planets can not be colonized outside the Veil until the Quarians are defeated or the Council allows such.
Divided we fall: When isolated, Geth units act more like VIs. All Marine Divisions operate like Infantry, Infantry like Militia, and Militia like cannon fodder when operating alone.


Pros: Asari Inheritance - Illium is the crown jewel of the Asari's colonial exploits. So long as the Asari have at least a seat on the council, income from spacepots is increased by 10% (lost if Ardat-Yakshi penalty is applied to Asari)
Loose Trade Restrictions: Trade of all kinds are legal on Illium, as such the elite of Illium are able to buy technology and research on the cheap. Research Stations produce 20% more research.
Cons: Lap of Luxury - The elite of Illium society typically demand high wages. This translates into military careers as well. Officer commissions cost significantly more than they should otherwise. Heavy Ships cost 10% more.
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: Science First- The Raloi people have long since thrown religion to the way side and the pursuit of knowledge has become the utmost importance of the people. Research Stations cost less as centuries of faithful science has brought in huge cash reserves for new centers of science. Research Stations cost 50 credits less.
Fast Learner - After discovery, or joining the galactic community the Raloi receive one of the following benefits depending on their status:
Citadel Associate - Orbital Structures cost 10% less
Citadel Protectorate - 450 credit bonus, +3 Research Points/month
Terminus - Spaceports provide +1 credit per building
Cons: Avian Ancestry: The Raloi have hallow bones of their bird-like ancestors. Because of this, they face dangers across the galaxy on planets with high gravity. High Gravity Garden Worlds count as Hostile Terrestrial worlds and Raloi Infantry, Militia, Marines cost 20% more credits.
Biohazard - The planet Turvess has very little in the way of natural diseases which could harm the Raloi, additional facilities must be constructed on off-world settlements. +5% credit cost to structures built anywhere but Turvess.


Pros: Infomorphs - Digital lifeforms created by the Initiative to allow the living mind to defeat death. Initially created by rogue Salarian Scientists, many of those creators are now Infomorphs themselves. AI research is easier +10 RP per Research Station when researching AI or Infomorph Techs or +2 to all other techs.
Tight Budget - Infomorphs, dedicated to economic duties, have proven to be capable of planning out an economy for periods of time measuring in centuries. This could rival the Asari if the Infomorphs became more mainstream, but as they are only in our pocket of the galaxy we will be the only ones to benefit from their intelligence. +1 income per structure for spaceports.
Cons: Illegal Research - Research was so much easier in Citadel Space. Out here on the fringes of the galaxy we have trouble accessing new materials to conduct our research. Research Stations cost 50 cr more and have an additional upkeep of 5 credits.
Hunted - WANTED! Eclipse Initiative. Wanted for research dealing with AI. Dealing with Citadel races is nearly impossible, upgrades cost an additional 10% more.


Pros: High Tech Solutions - All infantry forces are required to have high levels of discipline and are outfitted to the best of ITS capabilities. High Quality Weapons and Advanced Armor cost 5% less.
R&D Firm - The corporation was repurposed with being an R&D firm after its competition nearly drove it into the dirt. The retooling took time and money, but it has paid off heavily already. Research Stations provide +5 RP towards weaponry and +3 towards anything else.

Cons: Profits First - Investors demand profit, and thus each asset is required to provide some kind of profit for investors. Because of this, ITS has found it must send back some of its funds to keep the investors interested. Total income is reduced by 5% to pay the investors.
Limited Military - Because of its corporate status, the ITS is discouraged from building large warships. The ITS cannot build Heavy Vessels except Bulk Transports, Battlegroup Carriers and Heavy Cruisers. Additionally these craft cost 10% more to build as licenses must be acquired to legally operate these as a corporation.


Pros: - Barracks world: Turian life centers around military service, beginning at birth and ending only with death. No matter how far away a citizen gets from their homeworld, in the end they will fight to defend it. Receives free militia division with every urban center.
Terminus Turians - Turians typically don't leave the Hierarchy anymore. The Union was founded shortly after the Unification wars as a group of Turians escaped to the Terminus Systems. These Turians are highly militarized and very knowledgeable about building starships. Cruisers (Light, Heavy, Battle) Cost 10% less.

Cons: Law Termin(at)us: With little law to be had beyond that of the goodwill of the citizenry, sometimes the workers aren't fed, the drills aren't replaced, and the taxes aren't paid. Industrial and (Orbital) Mining income reduced by 10%.
Off the Beaten Path - Upgrades for the military are hard to come by out in this part of the terminus, and Illium smugglers like to jack up the prices a bit. Upgrades for Starships cost 10% more and the ground unit upgrades advanced armor, advanced kinetic barriers, and high quality weapons cost 5% more.



Pros - Veteran Contractors: With such close ties to the HSA and UNE, AGOTO never runs low on potential volunteers from their perspective militaries. Infantry, Marine divisions and Spec-Op teams cost 20% less.
- Helium-3 Industries: While the initial drive to become a major Helium-3 manufacturer nearly sank the company, the moderate assets in the industries has taught the company how to efficiently build new orbital structures for mining Helium-3. Orbital Fuel Depots and Orbital Mining Platforms cost 10% less.

Cons - Stateless Manufacturer: While legal loopholes allow for private warships, UNE and HSA sanctions ensure that they will never have to deal with corporate civil war. All warships (excludes mining and transport) cost 10% more.
Limited Military - Because of its corporate status, AGOTO is discouraged from building large warships. AGOTO cannot build Heavy Vessels except Bulk Transports, Battlegroup Carriers and Heavy Cruisers. Additionally these craft cost 10% more to build as licenses must be acquired to legally operate these as a corporation.


Additional Clusters and Systems










Cnidari Cluster::

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



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



Zymas System
Asteroid Belt
Growing Tree - Oceanic Garden
Calm Wave - Non-Hostile Terrestrial
Empty Vessel - Gas Giant
Crescent Flower - Gas Giant
Asteroid Belt
Sol System* - Canon System Usable moons and Dwarf Planets:
Luna - Barren Moon
Io - Barren Moon
Europa - Barren Moon
Ganymede - Barren Moon
Titan - Methane Garden Moon
Callisto - Barren Moon
Triton - Barren Moon
Pluto - Barren World
Eris - Barren World

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

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

Cuchulainn System
Eriu - Non-Hostile Terrestrial World
Sidhe - Barren World
Deirdre - Gas Giant


Naiku
Amaterasu - Garden
Tsukuyomi - Non-Hostile Terrestrial

Verdun System
Tiptree - Garden
Ulys - Gas Giant
Randos - Gas Giant
Aeternus System*
Aloisys - Barren
Haqet - Non-Hostile Terrestrial
Turvarys - Non-Hostile Terrestrial


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


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

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


Vertho System
Gamith - Gas Giant
Hastag - Barren Moon
Asteroid Belt
Ghashan - Barren World
Forast - Gas Giant
Gauvhn Systen
Jarrix - High Gravity Garden
Upas - Oceanic Garden Moon
Ghicar - Gas Giant
Voshnar - Gas Giant
Yoltash - Gas Giant
Byblos System *
Gilgame - Non-hostile Terrestrial
Tarka - Garden
Zarken - Barren
Isht - Barren
Kuru - Gas Giant
Enki - Gas Giant


Ashan System
Anthur - Barren
Kubru - Hostile Terrestrial
Lissu - Dextro-Amino Garden
Milra - Non-Hostile Terrestrial
Tazab - Gas Giant
Hanum - Gas Giant

Zonok System
Asteroid Belt
Urut - Gas Giant


Rokum System
Easnos - Hostile Terran
Asteroid Belt
Alepaj - Gas Giant
Alepaj A - Barren
Alepaj B - Barren




Cerop System
Cadav - Gas Giant
Asteroid Belt
Alud - Non-Hostile Terrestrial
Sitek - Garden
Sitek A - Barren
Sitek B - Barren
Asteroid Belt
Mactere System*
Taetrus - Dextro Garden
Gelu - Barren World
Asteroid Belt
Minorum - Gas Giant
Oblitus - Barren World

Hortum System
Flos - Non-Hostile terrestrial
Hydria - Barren World
Vexillum - Gas Giant
Otium - Dextro Garden Moon

Opus System
Obustus - Hostile Terrestrial
Torreo - Barren
Exanimis - Barren
Inane - Barren Moon
Yara System *
Vysar - Hostile Terrestrial
Mindoir - Garden
Osmun - Gas Giant
Asteroid Belt


Thishik System
Pulom - Gas Giant
Karpashan - Garden


Gnaal System
Ugrath - Barren
Gnaal - Hostile Terrestrial
Bekke - Non-Hostile Terrestrial
Valnar - Gas Giant
Ghakira (Barren Planet) –
Gharish (Gas Giant) -
Uprakis (Garden Moon) –
Canis (Barren Moon) -
Arepor (Barren Moon) -
Dhorvan (Barren Moon) -
Ocella (Gas Giant) -
Torfan (Garden Moon) –
Ganine (Barren Moon) –
Ukomen (Barren Moon) –
Dhesrak (Barren Moon) -
Kochia (Gas Giant) –

Also, changes may be made to the OP to fit the needs of the masses/GMs
Last edited by Nuxipal on Tue Feb 28, 2017 10:42 am, edited 6 times in total.

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Versail
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Iron Fist Consumerists

Postby Versail » Thu Feb 16, 2017 10:14 am

Can I reserve the UNE?
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Feb 16, 2017 10:22 am

o/

Also, can I move to alter the Isolated Geth trait? It is, after all, a self-imposed isolation.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

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Lunas Legion
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Father Knows Best State

Postby Lunas Legion » Thu Feb 16, 2017 10:33 am

Just noting you need to fix the syntaxing for the undiscovered races box Nux. Also a map would be great.

Edit: Also, what's the Raloi's pros/cons?
Last edited by Lunas Legion on Thu Feb 16, 2017 10:38 am, edited 1 time in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Kinistian
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Father Knows Best State

Postby Kinistian » Thu Feb 16, 2017 10:34 am

Sup

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Nuxipal
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Mother Knows Best State

Postby Nuxipal » Thu Feb 16, 2017 11:14 am

Lunas Legion wrote:Just noting you need to fix the syntaxing for the undiscovered races box Nux. Also a map would be great.

Edit: Also, what's the Raloi's pros/cons?


I knew I missed one. Yeah, I can work on the map when I get home. I have some lists for the Systems around the Raloi and Humans.


G-Tech Corporation wrote:o/

Also, can I move to alter the Isolated Geth trait? It is, after all, a self-imposed isolation.


Quite possibly.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Feb 16, 2017 11:21 am

Nuxipal wrote:
Lunas Legion wrote:Just noting you need to fix the syntaxing for the undiscovered races box Nux. Also a map would be great.

Edit: Also, what's the Raloi's pros/cons?


I knew I missed one. Yeah, I can work on the map when I get home. I have some lists for the Systems around the Raloi and Humans.


G-Tech Corporation wrote:o/

Also, can I move to alter the Isolated Geth trait? It is, after all, a self-imposed isolation.


Quite possibly.


Marvelous. Otherwise we'd need to expand the Veil significantly.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

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Kinistian
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Father Knows Best State

Postby Kinistian » Thu Feb 16, 2017 11:29 am

Working on app

Prepare for full on Turian Militarism

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Segmentia
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Corrupt Dictatorship

Postby Segmentia » Thu Feb 16, 2017 11:30 am

Will get an app up in a few days.
Proud super-heavy tank enthusiast of the Imperium of Man

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Elerian
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Father Knows Best State

Postby Elerian » Thu Feb 16, 2017 11:33 am

Tag.

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Theyra
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Democratic Socialists

Postby Theyra » Thu Feb 16, 2017 1:19 pm

tag

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Jhet
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Moralistic Democracy

Postby Jhet » Thu Feb 16, 2017 2:07 pm

reserve salarians
Formerly known as Argentumurbem

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Elerian
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Father Knows Best State

Postby Elerian » Thu Feb 16, 2017 2:48 pm

The Batarian Warlord app mentions a military barracks, but I don't see any mention of that in the structures list?

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Pac Kindom
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Democratic Socialists

Postby Pac Kindom » Thu Feb 16, 2017 3:01 pm

tag
Hi

Please be Aware I DO have a learning disability which affects my spelling and my written Language

If I Have Made A Mistake, Please Let Me Know

Many Thanks

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Ulls
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Inoffensive Centrist Democracy

Postby Ulls » Thu Feb 16, 2017 3:09 pm

Reserve me Benning please.

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Jhet
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Moralistic Democracy

Salarian Union

Postby Jhet » Thu Feb 16, 2017 3:27 pm

Image
Salarian Union

Leader: Dalatrass Marlas of the Danse bloodline. Councillor Charna, representative of the Salarians.
Citadel Council member: Yes
Brief description of diplomatic relations: Strong relations with the other Council members. Good and open relations with all other Citadel races. Poor relations with the Quarians since the Geth revolt, hostile relations with the Krogan following the Genophage, no open relations with the Batarians following their declaration as a rogue state.
Military state of readiness: The Salarians are renowned for ending a war before it has a chance of beginning. As a result, their military forces are always ready for immediate deployment, far beyond the capability of any other race including the Turians.
History: Adheres to all previously stated comments in the OP and wiki. The Danse bloodline has been leading the salarian union as de facto and recently de jure head family. Councillor Charna is a recent attache to the Citadel.
Infrastructure and Claimed Worlds:
Pranas
Saradril - Non-Hostile Terrestrial
Non-Hostile - +50
1 Fuel Depot - +5
2 Mining Complexes - +10
1 Industrial Complex - +7
= +72
Sur'Kesh - Garden-World
Garden - +100
Capital - +50
5 Urban Areas - +250
2 Fuel Depot - +10
1 Large Spaceport - +160 (20*8)
3 Industrial Complexes - +21
5 Mining Complexes - +25
2 Major Mining Complexes - +30
1 Major Industry Complex - +15
1 Shipyard - +15
1 Intelligence Center - -20
= +656
Dragel - Hostile Terrestrial
Hostile - +40
1 Fuel Depot - +5
1 Mining Complex - +5
1 Industrial Complex - +7
= +57
Halegeuse - Gas Giant
Gas Giant - +40
= 0
Paeto - Asteroid Belt
Asteroid - +10
= 0

Fiers
Mannovai - Garden World
Garden - +100
5 Urban Areas - +250
2 Fuel Depot - +10
5 Mining Complex - +25
3 Industrial Complexes - +21
1 Major Industry - +15
2 Major Mining - +30
1 Shipyard - +15
1 Large Spaceport - +152 (8*19)
= +618
Asteroid Belt - Asteroid Belt
Asteroid - +10
= 0
Iritos - Hostile Terrestrial
Hostile - +40
1 Fuel Depot - +5
1 Mining Complex - +5
1 Industrial Complex - +7
= +57
Vanos - Gas Giant
Gas Giant - +40
= 0

Naxid
Taraxis - Hostile Terrestrial
Hostile - +40
1 Fuel Depot - +5
1 Mining Complex - +5
1 Industrial Complex - +7
= +57
Upanisha - Barren
Barren - +25
1 Industrial Complex - +7
1 Mining Complex - +5
= +37
Perlem - Gas Giant
Gas Giant - +40
= 0
Diat (Perlem) - Garden Moon
Garden - +60
2 Industrial Complexes - +14
4 Mining Complexes - +20
= +94

Sanbra
Dagnes - Near-Garden World
Near-Garden - +75
1 Fuel Depot - +5
2 Industrial Complexes - +14
4 Mining Complexes - +20
= +114
Osun
Orunmila - Gas Giant
Gas - +40
= 0
Erinle - Near-Garden World
Near-Garden - +75
1 Fuel Depot - +5
2 Industrial Complexes - +14
4 Mining Complexes - +20
= +114
Aganju - Barren World
Barren - +25
1 Industrial Complex - +7
1 Mining Complex - +5
= +37
Olokun - Gas Giant
Gas Giant - +40
= 0

Military:
- Dreadnoughts:
LAV XN-1 - EW
LAV XN-2 - EW
LAV XN-3 - EW
LAV XN-4 - EW
LAV XN-5 - EW
LAV XN-6 - EW
LAV XN-7 - EW
LAV XN-8 - EW
LAV XN-9 - EW
LAV XN-10 - EW
LAV XN-11
LAV XN-12
- Battlecruisers:
OSV RE-1
OSV RE-2
OSV RE-3
OSV RE-4
OSV RE-5
OSV RE-6
OSV RE-7
OSV RE-8
OSV RE-9
OSV RE-10
OSV RE-11
OSV RE-12
OSV RE-13
OSV RE-14
OSV RE-15
OSV RE-16
OSV RE-17
OSV RE-18
OSV RE-19
OSV RE-20
OSV RE-21
OSV RE-22
OSV RE-23
OSV RE-24
OSV RE-25
OSV RE-26
OSV RE-27
OSV RE-28
OSV RE-29
OSV RE-30
OSV RE-31
OSV RE-32
OSV RE-33
OSV RE-34
OSV RE-35
OSV RE-36
OSV RE-37
OSV RE-38
OSV RE-39
OSV RE-40
OSV RE-41
OSV RE-42
OSV RE-43
OSV RE-44
OSV RE-45
OSV RE-46
OSV RE-47
OSV RE-48
OSV RE-49
OSV RE-50
OSV RE-51
OSV RE-52
OSV RE-53
OSV RE-54
OSV RE-55
OSV RE-56
OSV RE-57
OSV RE-58
OSV RE-59
OSV RE-60
- Heavy Cruisers:
BSP DN-1
BSP DN-2
- Light Cruisers:
APAM P-1
APAM P-2
APAM P-3
APAM P-4
APAM P-5
APAM P-6
APAM P-7
APAM P-8
APAM P-9
APAM P-10
1st Fleet - Orbiting Saradril
- XN-1
- RE-1
- RE-2
- RE-3
- RE-4
- RE-5
- RE-6

2nd Fleet - Orbiting Sur'Kesh
- XN-2
- RE-7
- RE-8
- RE-9
- RE-10
- RE-11
- RE-12

3rd Fleet - Orbiting Dragel
- XN-3
- RE-13
- RE-14
- RE-15
- RE-16
- RE-17
- RE-18

4th Fleet - Orbiting Mannovai
- XN-4
- RE-19
- RE-20
- RE-21
- RE-22
- RE-23
- RE-24

5th Fleet - Orbiting Iritos
- XN-5
- RE-25
- RE-26
- RE-27
- RE-28
- RE-29
- RE-30

6th Fleet - Orbiting Taraxis
- XN-6
- RE-31
- RE-32
- RE-33
- RE-34
- RE-35
- RE-36

7th Fleet - Orbiting Upanisha
- XN-7
- RE-37
- RE-38
- RE-39
- RE-40
- RE-41
- RE-42

8th Fleet - Orbiting Diat
- XN-8
- RE-43
- RE-44
- RE-45
- RE-46
- RE-47
- RE-48

9th Fleet - Orbiting Dagnes
- XN-9
- RE-49
- RE-50
- RE-51
- RE-52
- RE-53
- RE-54

10th Fleet - Orbiting Erinle
- XN-10
- RE-55
- RE-56
- RE-57
- RE-58
- RE-59
- RE-60

11th Fleet - Orbiting Aganju
- XN-11
- DN-1
- P-1
- P-2
- P-3
- P-4
- P-5

12th Fleet - Orbiting Tuchunka
- XN-12
- DN-2
- P-6
- P-7
- P-8
- P-9
- P-10

Captain Morlan - Elite, Stealth Training, High Quality Weapons, Advanced Kinetic Barrier
- Team PNX-1 (Sur'Kesh)
5 Spec-Ops

Captain Ezrat - Elite, Stealth Training, High Quality Weapons, Advanced Kinetic Barrier
- Team PNX-2 (Palaven)
5 Spec-Ops

Captain Korrik - Elite, Electronic Warfare, High Quality Weapons, Advanced Kinetic Barrier
- Team PNX-3 (Thessia)
5 Spec-Ops

Captain Sarr - Elite, Electronic Warfare, High Quality Weapons, Advanced Kinetic Barrier
- Team PNX-4 (Illium)
5 Spec-Ops

Major Togan - Elite, Stealth Training, High Quality Weapons, Advanced Kinetic Barrier
- Team PNX-5 (Tuchunka)
5 Spec-Ops

Major Morgot - Elite, Electronic Warfare, High Quality Weapons, Advanced Kinetic Barrier
- Team PX-1 (Citadel)

RP Example: http://forum.nationstates.net/viewtopic ... 1&t=364142 http://forum.nationstates.net/viewtopic ... 1&t=360443 http://forum.nationstates.net/viewtopic ... 1&t=357021 http://forum.nationstates.net/viewtopic ... 1&t=353867 http://forum.nationstates.net/viewtopic ... 1&t=346153

S13
Last edited by Jhet on Sat Feb 18, 2017 2:33 pm, edited 1 time in total.
Formerly known as Argentumurbem

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G-Tech Corporation
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Posts: 44506
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Feb 16, 2017 3:58 pm

Faction: The Geth Consensuss
Leader: Nah.
Citadel Council Member: Hah, no.
Diplomatic Relations: None, in essence. Though not formally hostile to any factions save the Quarians out of history, the Geth are insular, and value their privacy highly enough to destroy interlopers.
Military Readiness: High. The Geth are always prepared for a defensive war, knowing the hatred the galaxy has for synthetic life, and the active desire the Migrant Fleet has to extinguish them.
History: Woop, canon Geth. Sitting around in the Far Rim being a boogeyman towards the galaxy, working on true synthetic elevation.
Infrastructure and Claimed Worlds:
Perseus Veil
Rannoch: 2 Fuel Depots, 5 Mining Complexes, 3 Industrial Centers, 1 Major Industrial Center, 3 Urban Areas, 1 Military Shipyard, Large Spaceport, Research Station, Intelligence Center (970)
Uriyah: 2 Mining Complexes, 1 Industrial Complex
-Etiel: 1 Mining Complex
Adas: 3 Mining Complexes, 2 Industrial Complexes
Kaddi: 2 Mining Complexes, 1 Industrial Complex, Fuel Depot (35)
Haza:

Barach: 4 Mining Complexes, 3 Industrial Complexes (40)
-Sigil: 1 Mining Complex (10)
Predec: 2 Mining Complexes, 1 Industrial Complex, Fuel Depot (35)

Veneration: 5 Mining Complexes, 3 Industrial Complexes, Research Station (445)
-Hallow: 1 Mining Complex (10)
Enlightenment: 4 Mining Complexes, 3 Industrial Complexes (85)
Asteroid Belt
Harrowing: 2 Mining Complexes, 1 Industrial Complex, Fuel Depot (35)
-Nardia: 1 Mining Complex (10)
-Klepsis: 1 Mining Complex (10)
-Vaarshad: 1 Mining Complex (10)
-Brundisia: 4 Mining Complexes, 3 Industrial Complexes (85)
Wastrel: 3 Mining Complexes, 2 Industrial Complexes (60)
-Want: 1 Mining Complex (10)
Latrash: (GG)

The Superstructure
Numlar: 4 Mining Complexes, 3 Industrial Complexes (85)
-The Gray Twin: 1 Mining Complex (10)
-The White Twin: 1 Mining Complex (10)
Asteroid Belt:
Kalios: 3 Mining Complexes, 2 Industrial Complexes (60)

Hathar: 5 Mining Complexes, 3 Industrial Complexes,1 Fuel Depot (110)
Heritage:
Nerala:
-Zilar:
Didar:

Celerity: 4 Mining Complexes, 3 Industrial Complexes (85)
-Follower:
-Apostle:
-Fife: 1 Mining Complex (10)
Vanquish:
Warden:
-Yesteryear:
-Sentry:
-Guardian:
-Glasslock:
Asteroid Belt:
Hardin: (GG)
Averr: (GG)

Gal-at (GG):
Zarabed:
Rings of Alvar
Lithim-ai (GG):
-Watcher: 1 Mining Complex (10)
-Waker:
-Walker:
-Winder:
Hivnir:

Drasnavar: 4 Mining Complexes, 3 Industrial Complexes (85)
Jthin
-Eschen: 1 Mining Complex (10)
-Oberstyre: 1 Mining Complex (10)
-Ferrmanus
Marvandi
The Gaze of Mannslieb
Kalthan (GG):
The Glare of Morrslieb

Nieblung:
Sons of Staer
Maribal (Garden):
-Liaman: 1 Mining Complex (10)

Ascendant Threshold
Solitude: 4 Mining Complexes, 3 Industrial Complexes (85)
-Harbinger: 1 Mining Complex (10)
-Sentinel:
Seclur:
Asteroid Belt
Nemois:
-Verdat: 1 Mining Complex (10)
-Scillor:
-Deres:

Exarch: 3 Mining Complexes, 2 Industrial Complexes (60)
-Luminus:
Tetrarch:
-Claud: 1 Mining Complex (10)
-Chlor: 1 Mining Complex (10)
-Millian: 1 Mining Complex (10)
Ring of the Ancestors
Pyral:
-Ignis:
-Sillum:
-Barnak:
Vardis:
-Mal Meteth:

Aspirant:
Ordeal: 5 Mining Complexes, 4 Industrial Complexes (110)
-Proven: 1 Mining Complex (10)
-Striving:
-Ardent:
Ward of the Sighted
Promised:
Godseye (GG):

Gathering (Garden): 5 Mining Complexes, 4 Industrial Complexes (110)
-Progenesis:
-Harkening:
-Exodite:
Teeming:
The Necklace of Emerald
Pholus' Eye (GG):
-Fremjur:
-Arkiman:
-Kazimel:
-Mandatos:

Far Rim
Gotha:
Charoum:
Haestrom: 3 Mining Complexes, 2 Industrial Complexes (60)

Ammut:
-Chebol: 1 Mining Complex (10)
-Anhur: 1 Mining Complex (10)
-Seker:
-Tefnut:

2830 Credits
Military:
Rannoch: 10 Dreadnoughts, 6 Heavy Cruisers, 2 Bulk Transports, 50 Light Cruisers | 10 Infantry (370)

(3200 Credits total)
RP Example: Humbug.
S13
Last edited by G-Tech Corporation on Sat Feb 18, 2017 1:22 pm, edited 1 time in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Cybraxia
Senator
 
Posts: 4584
Founded: Mar 25, 2015
Corrupt Dictatorship

Postby Cybraxia » Thu Feb 16, 2017 4:14 pm

Tagging just to make sure that my idea from the other thread is acceptable. I know G-Tech said it was, but I'm just making sure.

Represented in the WA by:
Ambassador General Flash Quint
General Peter Van Doorn
Lieutenant Major Glenn Friendly
"When an entire world changes, there are no innocent bystanders. Only those who turn the wheels and those who let them be turned."

— Doug Fetterman

Chronically Ignored
Nation takes inspiration and is based on many things:
Mega Man
Ghost in the Shell
X-COM
Eclipse Phase
And others!

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Ulls
Ambassador
 
Posts: 1467
Founded: Jan 02, 2017
Inoffensive Centrist Democracy

Postby Ulls » Thu Feb 16, 2017 4:16 pm

For the Corporation, you say that they start out with 3 free trade outposts yet I don't see them on the building list. What will they do for the corporation faction?

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Rygondria
Negotiator
 
Posts: 5631
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Thu Feb 16, 2017 4:25 pm

I kinda want to remake the Beltran Syndicate from an old Mass effect rp but have it be their orgin story into their intorduction into the Galatic drug trade.
(que needed music) https://www.youtube.com/watch?v=o7EOW5xw5hY

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Ferak
Spokesperson
 
Posts: 114
Founded: Feb 01, 2017
Ex-Nation

Postby Ferak » Thu Feb 16, 2017 5:06 pm

Reserved Human Systems Alliance.

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Lunas Legion
Postmaster of the Fleet
 
Posts: 26141
Founded: Jan 21, 2013
Father Knows Best State

Postby Lunas Legion » Thu Feb 16, 2017 5:21 pm

Anyways, sticking down a provisional reservation for the Raloi pending their pros/cons and Nux giving us a map so I know where Turvess is.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Versail
Senator
 
Posts: 4576
Founded: May 21, 2012
Iron Fist Consumerists

Postby Versail » Thu Feb 16, 2017 8:47 pm

Versail wrote:Can I reserve the UNE?

Reposting so it doesn't get buried.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

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Nuxipal
Negotiator
 
Posts: 6489
Founded: Apr 25, 2010
Mother Knows Best State

Postby Nuxipal » Thu Feb 16, 2017 9:25 pm

Versail wrote:
Versail wrote:Can I reserve the UNE?

Reposting so it doesn't get buried.


Fair enough. I got it, just busy trying to get my app completed and then I have to be at work early tomorrow.

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