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At anytime, a player may decide to found a faction. In order to
proceed, several conditions must be fulfilled.
There must be at least 5
active members not belonging to any other faction who will be ready and
willing to join the new group. (You must have their consent.)
Upon creation, a faction needs the following:
- An Original Name
- Horizontal Banner (468 x 60 Pixels)
- Vertical Banner (60 x 468 Pixels)
- Logo (70 x 70 Pixels)
- Faction Description (150 words in length)
- An Active Leader (Last login less than 14 days ago)
A minimum capital is required to create a faction. The required
capital depends directly of the faction's type. The capital may be
composed of:
- Cash (credits)
- Ships
- Vehicles
- Facilities
- Space Stations
The value of the material assets will be determined by their selling
price on the market.
Assets to be used as capital for initial faction creation, including
the 7x7 facility that gets converted into the relevant HQ facility,
should have a tag added to them in the inventory prior to Faction creation.
This tag should have the same name as the name of the faction you wish to create.
Failure to do so will mean that there will be no suitable assets for HQ conversion,
and Faction creation will be impossible.
The faction's type must be defined at the creation. The possible
types follow. Factions get access to the following facilities and
stations as their basic entitlement, they do not take the form of
data-cards and thus cannot be made over, copied or stolen.
Government | Government Min Capital: 500,000,000
Registration: 40,000,000 | Facility Golan Laser Battery Anti-Air Battery Atgar 1.4 FD P-Tower Library Museum Civic Centre KDY v-150 Planet Defender LNR I Series Turbo Laser Cannon LNR II Series Turbo Laser Cannon Shield Generator Barracks Training Academy Prison Shield Projector Slave Market SAM Launcher Dry Dock Naval Shipyard Port Computer Control Centre Research Centre Starport Labour Camp
| Ship Corona-class frigate
| | | | | Station R&D I R&D II R&D III R&D IV Platform XQ1 Ataturk-class Station Golan I Golan II
| Paramilitary | Bounty Hunters Min Capital: 40,000,000
Registration: 25,000,000 | Facility Crew Quarters Training Academy
| | | | | | Station Asteroid Hideout
| Mercenaries Min Capital: 70,000,000
Registration: 25,000,000 | Facility Barracks Training Academy KDY v-150 Planet Defender LNR I Series Turbo Laser Cannon Shield Generator Prison Anti-Air Battery Atgar 1.4 FD P-Tower Golan Laser Battery Computer Control Centre Crew Quarters
| | | | | | Station Asteroid Hideout Platform XQ1 Ataturk-class Station Golan I
| Pirates Min Capital: 70,000,000
Registration: 25,000,000 | Facility Slave Market Anti-Air Battery Atgar 1.4 FD P-Tower Golan Laser Battery Crew Quarters KDY v-150 Planet Defender Labour Camp
| | | | | | Station Asteroid Hideout Platform XQ1
| Production | Droids Min Capital: 30,000,000
Registration: 25,000,000 | Facility Factory Research Centre
| | | Droid T-Series Tactical Droid
| | | Station Trading I X7 Factory Station R&D I R&D II R&D III R&D IV
| Items Min Capital: 35,000,000
Registration: 25,000,000 | Facility Factory Research Centre
| | | | Item HSB-200 hold-out blaster pistol
| | Station Trading I X7 Factory Station R&D I R&D II R&D III R&D IV
| Medical Min Capital: 50,000,000
Registration: 25,000,000 | Facility Hospital Asylum Silo Alazhi Farm Bacta Refinement Facility Lab Research Centre
| Ship Sprint-class rescue craft Medicae-class Nebulon-B Frigate
| Vehicle Alazhixazha Kettrifee Air Mover
| Droid FX-7 MD Medical Specialist DD-13 Medical Assistant
| Item Antidote Bacta Patch Bacta Refill Bacta Tank Healing Stick Laser Scalpel MediKit Stimpack Artificial Arms Artificial Eyes Artificial Legs Cyborg Close Combat Unit Cyborg Electronics Unit Cyborg Engines Unit Cyborg Metallurgy Unit Cyborg Ranged Combat Unit Cyborg Weapons Unit
| | Station Medical Factory Station Trading I R&D I R&D II R&D III R&D IV Hospital Platform XQ-2
| Mining Min Capital: 60,000,000
Registration: 25,000,000 | Facility Mine Silo
| | Vehicle SX-65 Groundhog FK-7 Airspeeder
| | | | Station Trading I
| Recycling Min Capital: 40,000,000
Registration: 25,000,000 | Facility Recycling Plant Factory Silo
| Ship X-ceptor Y-TIE TIE-Wing GRZ-6B Wrecker
| Vehicle EVS Construction Droid
| | | | Station Trading I X7 Factory Station Recycling I Recycling II Recycling III Recycling IV
| Ships Min Capital: 70,000,000
Registration: 25,000,000 | Facility Factory Research Centre
| Ship Escape Pod Brayl-class bulk freighter
| | | | | Station Trading I X7 Factory Station Shipyard II Shipyard III Shipyard IV R&D I R&D II R&D III R&D IV Shipyard I
| Vehicles Min Capital: 50,000,000
Registration: 25,000,000 | Facility Factory Dry Dock Naval Shipyard Research Centre
| | Vehicle Hover Transport TC9
| | | | Station Trading I X7 Factory Station R&D I R&D II R&D III R&D IV
| Services | Information Min Capital: 30,000,000
Registration: 15,000,000 | Facility Library Museum Research Centre Zoo Wildlife Preserve Stadium
| Ship Sysat T-20 Sysat T-24
| | | Item Datapad
| | Station R&D I R&D II R&D III R&D IV
| Religion Min Capital: 20,000,000
Registration: 25,000,000 | Facility Chapel Church Cathedral Temple
| | | | | | | Trading Min Capital: 70,000,000
Registration: 25,000,000 | Facility Civic Centre Port Casino Commerce Centre Slave Market Crew Quarters ATM Bank Starport
| | | | Item Ryll Patch Death Stick Bacta Ryfill
| | Station Trading I Trading II Asteroid Hideout
| Facilities available to all:Fountain, Park, Personal Residence, Statue, Foxhole, Trench, Wall, Wall, Wall, Wall, Hotel, Office, Power Generator, Tavern, Semi-detached House, Hangar, Landing Pad, High Rise Building 10 flats, High Rise Building 20 flats, High Rise Building 30 flats, High Rise Building 40 flats, High Rise Building 50 flats, Gate, Palace, Warehouse, Skyscraper 60 flats, Skyscraper 70 flats, Skyscraper 80 flats, Skyscraper 90 flats, Skyscraper 100 flats, Workers Compound, Council Flats, Garage, Holonet Communication Centre, Ranch, Stations available to all: Space Colony I, Space Colony II, Luxury Space Colony,
Upon creation, the faction will have to pay cash a few million
credits as a registration fee. The fee cannot be deducted from the
capital. The registration fee covers the following privileges:
- Listing the faction in the factions list and factions pages
- Posting on the GNS (information factions get a discount)
- Allowing people to join and leave the faction
- Providing global asset management to the faction
The registration fee is 15 million credits for the information and 25 millions credits
for all other factions.
In Addition, a 7x7 building is needed for the first HQ.
Once the conditions are filled and the registration fee paid, the
faction will be created. The player that completed the Faction creation process will gain 1,000 XP.
The faction will then be listed to the factions page and more players will be able to join it.
On the factions' page the following information will be listed:
- Faction's name, type, description, website URL, banner and logo
- Leader name, picture, email
- Date of faction's foundation
- If the faction is present on the Stock Exchange, then the stock
value will be displayed.
- If the faction is present on the Stock Exchange, the faction's
capital will appear monthly on an economical report of the factions.
The report will be posted automatically on the GNS.
The faction owner will have the ability to assign and change the
faction leader at anytime. By default, the owner is the leader until a
leader is assigned.
The faction leader has the ability to manage the faction. This
includes assets and membership management.
When a new faction is created, this is automatically announced on
GNS, naming the leader and type of the faction and the city where its
first HQ is located. The administration will not give any material bonus
upon creation.
On top of that, the faction will receive one Headquarters facility.
The headquarters will serve as automatic starting location for the
faction's member. The headquarters also has a beneficial effect on the
planet statistics.
When a Faction builds a Headquarters facility it is essentially
providing a starting location for its members. This allows all new
players joining that faction to start inside this headquarters if they
haven't already selected a starting location. A faction can have
multiple Headquarters facilities, but only when a faction reaches 20
active members, it may build a 2nd headquarters facility. For every
additional 20 active members a faction has it may build an additional
Headquarters facility.
Example
5 active members gets you 1 HQ
20 active members gets you 2 HQ facilities
40 active members gets you 3 HQ facilities
55 active members gets you 3 HQ facilities too
If the
faction's active membership drops below a multiple of 20, and they
already have a headquarters, then the headquarters facility will not be
destroyed.
Example
85 active members and 4 HQ means you can select
any of them as starting location
65 active members and 4 HQ means you can still select any of them as
starting location
Freelancers will be allowed to choose
their starting location from the NPC headquarters facility on their home
world (Kashyyyk for Wookiees, Mon Calamari for Calamarian, Kuat for
Kuati...).
Important
If a faction has atleast one HQ, atleast one of the HQ facilities must be set to "Open To All" or "Open To Faction".
When a faction is created the faction's owner may be a character as
well as another faction. The owner has the ability to appoint and remove
faction's leaders. The owner has also the ability to give away the
faction to another character or faction.
If the faction is part of the Stock Exchange, the owner is defined as
the character or faction owning more than 51% of the faction stocks.
The faction owner may also decide at anytime to change the name of
the faction for a price of 15,000,000credits.
If the faction has stocks they go to the market and the leader is
informed immediately, if not then the leader becomes the owner.
Leadership goes to whoever has Level 2 'Assign Faction Privileges'.
If no one has it then the member with the highest privileges becomes
leader.
The government type cannot be selected from the start. Your faction
may become a government if it fills the following conditions:
- Your faction owns at least 50% of the flats on at least 5 planets.
- Your faction controls at least 1 sector.
- The total controlled population exceeds 100,000,000 inhabitants.
- Your faction has at least 25 active members.
- Your faction must have a capital of at least 500,000,000 credits.
- The faction's owner must own at least 95% of the faction stocks.
- Upgrading to the government status will cost 40,000,000 credits to the faction. This fee includes the administrative setup and
the cost of the status upgrade.
If you succeed in becoming a government, all your existing HQ
facilities will be automatically transformed into Government Houses and
you will be able to construct some more facilities. Constructing a
Palace or Government House on a planet will allow you to change
the tax level of the planet.
Upon becoming a government, all faction stocks (if any) are deleted.
The newly formed government will immediately and automatically pay the
owner of the remaining 5% stocks at the rate of 1.5x the stock value.
All stocks are then deleted.
Finally, the initial membership of the faction is reset to the number
of members that the faction has when becoming a government.
Governments have no owner and so cannot be sold.
Governments must continuously fulfil the several conditions in order
to maintain their status.
- The conditions concerning the number of planets, sectors, and
population under their control;
- The government has at least 25 active members.
- The government has a capital of at least 500,000,000 credits.
If these conditions are not met for 25 days, then the government will
be transformed back into its previous faction type.
Important
Upon reversal of a government to its previous faction
type, the membership limit used for membership activity is the maximum
between the old faction type minimum requirement and the current number
of active members in the faction.
Similarly, the capital limit used for bankrupcy checks is the maximum
between the old faction type minimum requirement and the current number
faction capital.
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