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Last Updated: Year 25 Day 90
Faction Creation: Faction Modules
Factions are initially created with a single module, the base 'Faction' module. This module specifies the base member and capital requirements for a faction. Each module specifies an active member cost, credit cost and minimum capital cost. The member and capital costs are cumulative across all purchased modules except the Government module.
Module requirements are checked daily, and modules with their requirements not met will be deactivated. After 14days in a deactivated state the module will be removed entirely and must be purchased again. The faction must manually reactivate a deactivated module within 14 days once its requirements are met again. The effects of a module becoming inactive and/or removed are documented in the module description. Unless otherwise stated, modules that provide access to datacards or actions will allow existing actions (e.g. production, mining, refining) to complete. Once complete any queued actions are cancelled. Modules can be ordered according to preference on the module management page. This allows factions to specify which modules are most important to them, and should be considered first when cumulatively checking member and capital requirements.
Example
- The Rebel Alliance has 4 active members and has purchased the medical and manufacturing modules.
- The medical module is prioritised first, followed by the manufacturing module.
- A member goes inactive, reducing their active member slots to 3.
- The manufacturing module is deactivated due to requirements not being met.
- After 14 days an active member has not been found and the module is removed.
- The Rebel Alliance must now repay the credit cost to repurchase the module.
Important
Modules cannot be re-ordered when one or more modules is deactivated. Factions must first either reactivate the module(s) or remove them.
Additional modules can be purchased by a faction member with the Manage Modules privilege. Modules replace legacy faction 'types'. A faction can purchase any available module provided they meet the purchase requirements. For instance, this means a faction could have both the medical and mining modules.
Example
- The First Order has 3 active members and 2 inactive members.
- Two active member slots are consumed by the base faction module.
- The First Order can add another module that has a single slot member cost, such as the mining module.
- A member returns from inactivity and the First Order now has another active member slot available.
- The First Order can purchase another single slot module, such as the manufacturing module.
Diplomacy

Credit Cost: 50,000,000

Member Cost: 1

Minimum Capital: 25,000,000

Provides the ability to create and join alliances of factions, enabling the sharing of surplus active members. If inactive alliances cannot be managed. When removed the faction leaves the alliance.

Planetary Control

Credit Cost: 50,000,000

Member Cost: 1

Minimum Capital: 25,000,000

Provides the ability to govern planets. If inactive build permissions are not enforced. If removed all planets become uncontrolled.

Subfaction

Credit Cost: 50,000,000

Member Cost: 1

Minimum Capital: 25,000,000

Provides the ability to create a sub-faction. Can be purchased multiple times to create multiple sub-factions. If removed the sub-faction is dissolved, and its assets are transferred to the parent faction.

Datacards

Credit Cost: 50,000,000

Member Cost: 1

Minimum Capital: 50,000,000

Provides the ability to purchase generic datacards. If inactive new datacards cannot be purchased, and datacards cannot be assigned. If removed all generic datacards are removed.

Manufacturing

Credit Cost: 75,000,000

Member Cost: 1

Minimum Capital: 50,000,000

Provides access to manufacturing datacards.

Datacards:
Ships Vehicles Droids Items Weapons Facilities Stations
Factory
Dry Dock
Naval Shipyard
Research Centre
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
Merchant Space Dock
Depot Station II
Depot Station III
Depot Station IV
Trading

Credit Cost: 50,000,000

Member Cost: 1

Minimum Capital: 25,000,000

Provides the ability to operate trading facilities to allow access to the market.

Datacards:
Ships Vehicles Droids Items Weapons Facilities Stations
Ryll Patch
Death Stick
Bacta Ryfill
Poison Vial
Civic Centre
Port
Casino
Commerce Centre
Slave Market
Crew Quarters
ATM
Bank
Starport
Trading I
Trading II
Asteroid Hideout
Merchant Space Dock
Information

Credit Cost: 50,000,000

Member Cost: 1

Minimum Capital: 15,000,000

Provides the ability to operate information facilities and reduces the cost of posting to the GNS.

Datacards:
Ships Vehicles Droids Items Weapons Facilities Stations
Sysat T-20
Sysat T-24
Datapad
Library
Museum
Research Centre
Zoo
Wildlife Preserve
Stadium
R&D I
R&D II
R&D III
R&D IV
Merchant Space Dock
Relay Station
Zoo Station
Religion

Credit Cost: 50,000,000

Member Cost: 1

Minimum Capital: 10,000,000

Provides the ability to operate religious facilities.

Datacards:
Ships Vehicles Droids Items Weapons Facilities Stations
Chapel
Church
Cathedral
Temple
Merchant Space Dock
Government

Credit Cost: 500,000,000

Total Active Members: 12

Minimum Capital: 2,500,000,000

Available to the powerhouses of the galaxy. If requirements are not met for a sustained period the module is removed, along with all other modules except the base module.

Datacards:
Ships Vehicles Droids Items Weapons Facilities Stations
Dreadnaught-class Heavy Cruiser
EF76 Nebulon-B Escort Frigate
Corona-class Frigate
Battle Armour
C-M Frag Storm Heavy Shotgun
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
R&D I
R&D II
R&D III
R&D IV
Platform XQ1
Ataturk-class Station
Golan I
Golan II

The Government module works slightly differently to other modules. It requires a total number of active members, but does not consume any active member slots. It also has additional requirements. Your faction may become a government if it also fulfills the following requirements:

  • Your faction owns at least 50% of the flats on at least one 4x4 planet.
  • The total controlled population exceeds 450,000,000 inhabitants.
  • At least 30% of the faction's capital must be protected.
  • The faction's owner must own at least 95% of the faction stocks.

If you succeed in becoming a government, all your existing headquarters 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 cannot be sold. They can only undergo leader changes.

Governments must continuously fulfil the registration conditions in order to maintain their status. If these conditions are not met for 25 days, then the Government module, and all specialist modules, will be removed.