Credit Cost: 100,000,000
Member Cost: 2
Minimum Capital: 100,000,000
Required for all factions. Provides access to available to all datacards. If requirements are not met for a sustained period the faction is dissolved.
Datacards: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.
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.
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.
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.
Credit Cost: 50,000,000
Member Cost: 1
Minimum Capital: 25,000,000
Provides the ability to operate networks of bounty hunting taverns.
Datacards: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 |
Credit Cost: 75,000,000
Member Cost: 1
Minimum Capital: 50,000,000
Provides the ability to run mines.
Datacards:Credit Cost: 50,000,000
Member Cost: 1
Minimum Capital: 50,000,000
Provides the ability to farm alazhi, produce medical entities and operate hospitals.
Datacards: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 |
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 |
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 |
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: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:
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.