[BoP: Serva] Main Thread (Year: 198 Month 1) Rest in pasta

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Balance of Power: Serva

Nanites work fast!
Introduction:
As war erupts in every corner of the Domain, there is only one place left for peaceful expansion. Contracted by the central government, International Transplants Inc. has sent its prospectors to a region they've named "Pel's Aurora" to scout ahead of the colonizing fleet. Their away teams and exploration galleons unveiled a region teeming with wealth, as well as peril. But nothing mankind hasn't overcame before.

Not long after they brought their 'Research and Catalogue Report' back to Earth, InTran put out word that it was offering a charter for colonization, and four powerful Mega-Conglomerates took up the offer. Four-hundred and fifty galleons reported to Earth to pick up millions of colonists - the scum of the Earth who had no other use - rounded them up, and set off for Pel's Aurora. Not-so-evenly distributed among the thirteen planets of the region deemed first priority for colonization, they left behind some of their number and moved on.

And with that, Pel's Aurora was on its own to survive, and thrive.


Types of players:
There are 3 types of players in this BoP:
  • Warlord
  • Colonial Deputy
  • RCEO of a Megacorp


Background information:
While some game-specific tidbits of information can be found here, there is a rapidly-growing wikia dedicated to the lore which can be found here. While some of the information is outdated and as such can contradict itself, or is far from complete, it may prove to be a helpful source under some circumstances.

This is the map of Pel's Aurora. The map is divided into parsecs. Travelling between parsecs is done through warping. For this, Dark Matter is required. The map is not the end of the universe (there may not be an end) and as such, the map may grow larger and larger.
TvB5k.png

Regional Population:
Morning Star, 197: 4,500,000
Evening Star, 197: 5,628,440
Space Travel:
Each parsec costs a certain amount of dark matter to cross. In addition, it costs dark matter to enter and exit a warp bubble.
To cross a parsec takes 1 days of game time.
To cross diagonally takes 1.5 days (but no extra fuel because I h8 decimals)
Each turn is a month long (30-31 days)
There's also different NPC group inhabiting this universe. Here are some of the major ones, that players likely get to deal with, one way or the other.
And here is some additional information about the major NPC factions:
The Human Domain is the "empire" in which we all live. I put empire in quotes, because it's not really an empire, though its easiest to call it one.
The Human Domain's governmental system is a meritocratic oligarchy of sorts, and has been that way since the beginning. The Consul Prima of the legions, the Grand Admiral of the United Armada, the Chairman of the Merchant League, the Surveyor Captain of the Exploration Fleet, and the Leading Architectural Developer of the Engineering Department, all have permanent seats in the Domain's Council, which is held periodically on Earth's moon (neutral territory.)
The council is often accompanied by representatives from powerful mega-conglomerates. For a long time, including the timeframe of the game, Tritach's influence meant that its CEO had a permanent seat as well. The Order's Grandmaster also held a seat for about a century. The megacorp representatives essentially lobby for things that benefit their companies.
Also attending the meetings are delegates from major colonies. Despite the cycle of imperialism and poverty throughout the Domain, many colonies have become so powerful that they maintain their own mini-empires, or become so important to the Domain's livelihood that their delegations are given the same sort of respect and power that mega-corp lobbyists often receive.
The first organized (human) military in space, the Order was founded during a time of great struggle. Its goal was to restore and maintain peace and provide relief to the struggling masses of Earth's early colonies.
Unlike the United Armada and Legion the Order integrates combat starships and ground forces into one unit. It is a much more professional organization but is not so much a dedicated military force anymore.
Based at Hercules the Order is the military government of the planet and has its own political system based around the Grandmaster, Board of Auditors, Sovereign Council, Magistral Courts, and the Order's local Patron.
It then classifies its members under four distinct types.
Knights are dedicated combat units, who are sworn to protect the innocent.
Paladins are a mixed unit, who have significant combat abilities while also being professional doctors and medics.
Clerics are lightly armed, at most with a sidearm, and are dedicated healing units. They are often sent as relief and aid to colonies in need.
The Order's warships are dedicated to hunting down "marauders" or warlords. Unlike the United Armada, the Order's fleet has a "hit-and-fade" military doctrine, well-suited to hunting down criminals, or in some cases, raiding enemy trade.
Venus was colonized purely for military purposes, as its climate was the ideal habitat for the Ishamshuk Empire, one of the humans' biggest rivals. Many troops were stationed there for training and experimented in ways of waging war in such a hostile environment. Using gunships and various aircrafts, the Venusian soldiers re-invented helicopter assaults. They also experimented on the surface of Venus, finding many inadequacies with present day technology.
The Venusian troopers revealed their findings with the Legion as a whole and their tactics were used to great effect in the Polaris War.

Goals, resources and stuff
Each players will want to get resources to further their personal interests. There resources can be acquired in multiple ways, depending on the role of the player. A colony for example may produce these, a Warlord may raid ships to obtain these, etc. Here is a list of resources and their explanation.
Common

Methanol: Alcohol made from methane. Also called wood alcohol. Can be synthesized from methane and hydrogen. If you're poor and / or desperate, you can also produce it by distilling wood. It's used for straight-to-methanol fuel cells, which power rockets and other engines.
Value
Methanol can be found in gas giants, the atmospheres of some exotic worlds, or in liquid form on some icy worlds (methane is a stable liquid at temperatures where water is a solid). Relatively common.
Organics/Organic Minerals: This resource represents anything that can be processed into food (called Nutrients in the game). Most of the time it is processed into pure proteins and lipids through machines called Amino-Synthesizers. Note that it does not necessarily mean crops or meat or even living tissue: it can be pure elemental carbon, being processed into the more complex compounds that we can metabolize. Such a diet has no frills, but can keep us going.
Value
Organics will be fairly common given that they are essential for survival. They would be especially valuable to planets which cannot sustain their own organic stockpile.
Atmospherics: Gold, and to a lesser extent, gallium, form the 'atmospheric layer' of a starship, which shields it from meteorites and space debris which can cause issues in long-term space travel. This is not their only use however. Their abilities to shield from cosmic radiation is also what gives them their ability to conduct (in gallium's case, semi-conduct) electricity, and they are necessary for advanced electronics, such as circuit boards.
Value
Gold and gallium are very rare when it comes to metals. On Earth, gallium only appears as trace, barely detectable bits of rock. In the entire history of human kind predating the warp drive, only an Olympic swimming pool's worth of gold had ever been mined. Despite how rare you would think they are, when you have an empire that spans several planets, gold suddenly becomes rather easy to get in large quantities. Atmospherics are the 2nd most valuable of the metals in the game. What brings them down is the fact that compared to other things they tend to be used less.
Ablatives: Ablative materials are resistant to vaporization due to their particular properties. Copper, iridium, and silicon, among other things, are used to build plating that can defeat laser weapons, and of course, they can be used to generate and conduct electricity.
Value
Ablative metals like copper-iridium and especially silicon are relatively common in the crust of rocky worlds. They are the most valuable metals.
Heavy Metals: The workhorse metals: Iron, tungsten, titanium, molybdenum, vanadium, tin, etc. They have many uses. So while it seems like they're easy to get and in large quantities, it will also seem as though there's never enough of them to go around. They are more common than atmospherics and ablatives.
Value
Heavy metals are everywhere. They are abundant no matter where you go. The issue is that not all places have the level of heavy metals you need - these metals get used for so much (and really, just about everything) that despite a huge supply, it may never fully meet the demand.
Helium-3: Helium-3 is the fusionable resource of choice in this universe (there's also Deuterium tho). It is used solely as fuel for fusion reactors. Helium-3 is not very common in rocky worlds like Earth, but gas giants have a lot of it. A LOT of it.
Value
He-3 can be found in gas giants, and on some rocky worlds, depending on how that world formed. They are constantly in demand as they are the fusionable material for reactors. Because of how concentrated the supply of Helium-3 is, but how spread out and high the demand is, its value can vary.

Exotics

Materia Obscura: Latin for 'Dark Matter'. Materia obscura is harvested from 'Boson Stars.' These are most easily detected when there are two orbiting each other, since they do not glow like normal stars. As such, they are, artificially, much more rare. (The scientific evidence of these existing in real life is tenuous, but hey! Cool concept.) Dark matter is used as fuel for warp drives, as its unique properties (in this universe, its attribute of negative mass). If you're confused, think Futurama. Minus the shoveling it into furnaces bit.
Value
The only place with Boson Stars would be Euerythro, the HQ of Tritach. There are other Boson Stars in the region, but they must first be explored. As such, for a time, dark matter will be extremely expensive to acquire and will be very valuable.

Antimatter: Antimatter is the opposite to matter. When the two interact they destroy each other and release a ridiculous amount of energy. Unfortunately, producing and even moreso, containing, antimatter will cost more energy than such a reaction would yield. Nonetheless, the concentration of energy is used to make warp drives that are much smaller than their dark-matter based equivalents. These ones can be small enough to fit on missiles. Hence antimatter missiles, the most OP stuff ever.
Value
Antimatter is produced in your Colliders, at the generous rate of 1 energy to 0.01 antimatter. An alternative, which is more energy-efficient, is to bring magnetic scoops to the Van Allan belt of a massive Gas Giant. In this way you can harvest antimatter. Nonetheless, its slow gather rate makes antimatter extremely valuable, especially since it takes so much other stuff to make.

Special Resources

Spider Silk: The only special resource available at the beginning of the game, Spider Silk is used to make the most advanced body armour available. In the past, it was difficult to mass-produce, but giant plantations of genetically-modified spiders (making them docile, as well as producing more and stronger silk...) can be cultivated.
Value
The only place with any Spider Silk Plantations would be Spiremos, the HQ of Innovaganix.
These resources can be used for multiple things. Peaceful things. Less peaceful things. With the exception of Warlords, players usually get facilities to build military units. Let's start with spaceships:
Starship sizes
For comparison, the USS Iowa at 270 meters, is put alongside these starships.
1 pixel = 1 meter
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This is the Arbalest-class Star Sloop, designed in 2281 and proved so useful that it and its variants are still in service today. More than 1800 have been built. They are 640 meters long.
6oXLh.png
This is the Legion-class Star Frigate, one of the most common fleet escorts in the United Armada. They've participated in numerous famous battles.
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At this point there's not much need for the USS Iowa. Tiny by comparison. This 3km Star Galleon is ancient and likely similar to the ones colony players have.
Spaceships may be using varying weaponry and equipment. The most common weapons are Coilguns and Beamers. Here's the difference between them:
A coilgun fires bullets (called 'bolts', really solid steel-core tungsten flechettes) and Beamers shoot lasers.
The pros and cons of either weapon are considerable.

Coilguns
Pros
- Versatile; can be used anywhere.
- Firepower; good at spewing flechettes everywhere.
- Variety; lots of ammunition types.
Cons
- Bulky (need room for battery and magazine, long barrel)
- Lack of power; not good at penetrating armour (some ammo types corrode armour though)
- Need ammunition

Beamers
Pros
- Versatile; can be used against both armoured and unarmoured opponents efficiently.
- Light (lel get it) and compact
- Blinding; don't have to score direct hits to incapacitate an enemy (if enemy does not have eye protection)
- Do not need ammunition
Cons
- Low firepower (low suppression)
- Bad materials penetration (though better armour penetration)
- Can be countered with ablative plating

Another thing to consider is that lasers are direct-fire weapons, and this can limit their range.



Warlords:
Warlords start with a single ship, with a crew and everything required for the ship to function. There's multiple types of ships to choose from as well as differing equipment. The following link can be used to outfit a ship.
https://docs.google.com/document/d/17Sq4-l7pdNF1R85AzX_FwcXNvCh-N2ar-L_FjLiFrH8/edit?usp=sharing

Here's a sample Warlord card, to get an idea of what they'll have to deal with:
Our captain’s name is Timmy Turner. (Pretty self-explanatory. The player character's name.)
Our flagship is the Evil Nanny. It is classified as a Star Waffle Taco. (The player's ship's name and class. Waffle tacos are pretty gross by the way.)
Our morale seems (Low, medium, high. This shows generally how content your crew is. Like happiness for colonies.)
There is little to no risk of mutiny. (Essentially, the "revolt risk" on your ship. Try to keep it low. Directly tied to morale.)

The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be dismissive towards warlords, but not outright hostile.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be dismissive towards warlords. Have an outpost in the region.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. Founded in a different context, it hates marauders and will always be hostile to warlords. They will attack on sight, and may assist Megacorp efforts in hunting you down. They have an outpost in the region.

We have 9001 Funds. 'Funds' are your credits. There are a lot of currencies in the lore, but for simplicity's sake they're abstracted as a single one.
There is 69 crew aboard. Some vague indication of your crew count. Crew sizes tend to be very small.
We are in deep space at (grid coordinate) Tells some information about where you are.

Our armoured belt consists of fluffed pillows.
What armour setup you chose in the ship creator.

Our weapons computer is gauged at Commodore 64
What your weapons computer is graded at.

Our power plant is a couple guys on bikes.
How big your power plant is.

Our thrusters utilize propellers.
The technology on which your reactions operate.

Our ship’s armament consists of thirty heavy spud guns.
The various tools you fit upon your ship with the sole purpose of causing harm to other people. Or aliens. :spooky:

-Starship Status-
:Evil Nanny:
-Vitals-
Our atmospheric layer is at 100% condition.
The ship's atmospheric layer is the shield which protects against natural space debris, which can cause great damage over a prolonged period of time. Don't let this fall below 51%, or your fuel efficiency will suffer exponentially, and the hull may receive some penetrations. In order to keep the percentage up, you will need to buy or mine Atmospherics.
The nervous mainframe reports no hull penetrations.
The 'nerves' of the starship which detect 'pain' will tell you if your hull is getting ****ed or not.
The navigation is operational.
The navigation console. If you manage to damage this, you really ****ed up. Big time.
The observatory is operational.
The observatory is where all the telescopes and RADAR systems are which allow you to figure out where those lasers are coming from. As they are exposed, and pretty much necessitate minimal armour to function, they may get very badly damaged.
The Amino-synthesizers are working fine.
The machines which synthesize food from organic compounds for your people to eat. This doesn't matter so much since warlords command so few people that worrying about food consumption would be kinda ridiculous, but if they outright stop working there might be a problem.
Water recycling systems are working fine.
Gotta have water too. See above.
Hydro-electric vitals system is working fine.
The churning of buoyancy fluid through the ship's "arteries" provides 'hydro-electric' power, as it spins a series of turbines. Make sure this stays operational.

-Facilities-
Fusion reactor cores are working at full capacity, consuming A Helium-3 per month. We have B such fuel aboard.
This tells you if your reactors are working, as well as their consumption. And how much of it you have left.
The warp drive is working at full capacity. We will need X dark matter to start the warp drive, Y to cruise across a sector, and Z to exit warp. We have a full tank of C suitable fuel aboard.
Same, but with warp drives.
Our quantum/ionic/methane reaction engines are working at full capacity. They are ...
Describes if your reaction engines are working properly, how much fuel (if any) they're using, and what effects they have (if any)

-Armament-
All weapons report working condition.
This sums up the condition of your weapons. Keep your guns well-oiled, it could mean the difference between life and death, or riches and destitution.

-Crew Status-
This is a summary of your crew. For more detail:
Navigator: This guy is the main dude on your ship who has the training needed to operate the navigation console (see above). Keep him alive, they're kind of important. They tend to be proud, arrogant types too, so as much as it may be tempting to kill them, they're, you know, vital.
Technicians: Starships are really mind-****ingly complicated machines, and yet there are somehow people who have dedicated their lives, a career, an academic field - to keeping them and their sheer overwhelming complexity working in perfect order. There are some things that machines simply cannot do that require human intervention, and these are the guys to do it.
Workers: The technicians' assistants - usually. Might also just be random travelers and assholes. You decide.
Espatiers: The "space marines" of this world. Armed with coil-carbines and tridents, and specifically trained for boarding combat (but can fight on the ground too!) Espatiers are formidable. May even form the bulk of your crew!
There may also be other crew visible in your status, which were added depending on your bio or other information for flavor.


-Cargo Manifest-
Ship can carry ... units of cargo.
We have filled ... units.
There is free space for ... units remaining.
I shouldn't have to explain this part too much.

The Quartermaster/Anthroson reports the following in the cargo bay:
The Quartermaster, if there, or Anthroson (robot assistant, basically), if there, will report on what's in the storage.


Colonies:
Colony-players start with a single colony on a planet. The properties such as the biome of the planet, the hostility of other living being on the planet, etc. may vary from player to player and thus, each colony player will have different things to care about. Here's a sample Colony card, to give an idea of what these players have to deal with:
Our deputy’s name is ... The name of your player-character.
Our colony’s name is ... The name of your colony. Changeable at any time.
Our Star Galleon is the ... The name of your centuries-old dustbucket. I mean spaceship. Changeable at any time.
Our sponsor is the ... The name of your 'sponsor', probably a mega-conglomerate.
Our population of ... feels ..., and conditions appear ... Population, Happiness and Stability, respectively.

The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be neutral towards colonies, and their attitude can vary from protective of colonies to supportive of mega-conglomerates.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be at least Cordial towards colonies.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. The Order's Cleric Chapters will offer aid to colonies in times of need, and may even offer to fight a megacorp in your defense if the abuse is too severe. Have an outpost in the region.

The production quota set by our sponsor is (LAX, MANAGEABLE, EXTORTIONATE): so we give 10/33/50% of our production to our sponsor. We are paid ... Funds as employees of the company.
The production quota that the megacorp has placed upon you like the assholes they are. The three levels are Lax, Manageable, and Extortionate, which take 10%, 33%, and 50% of your production each turn. However, each level also gives you more money (which the megacorp can decide is based on population or goods produced). By default, the tax is at LAX level, and the payroll is by population.

We are of the ... planet type. The 'type' is a generic categorization of your world. Terrestrials resemble Earth. Rocks have no atmosphere. Gas Giants are basically only atmosphere. Ice worlds are made of ice. It's possible to have no 'type'.
We are of the ... planet class. If your world is 'Terrestrial' type, you get subdivided into a 'class'.
Our colonists are ... Your colonists receive two 'traits' which are dynamic and can change at any time. They are based on the seven virtues and seven sins, though the sins can have good effects and the virtues can have bad ones. For the full list, see below.

We have ... Funds. Funds are your 'credits'. There are way too many currency systems to represent individually, so they've been abstracted into a single one. They can be used to buy goods and invest in domestic projects and facilitate trade. Among other things. Use your imagination!

-Storehouse-
Resource Stockpile Production Used Net Gain
For the full resource list, see below. Production is income from all sources, and 'used' or 'consumption' is all expenses, including your sponsor's tithe. The net gain is what's left. ...If anything.

-Granary-
Nutrients are made from energy and organic minerals. Water is recycled over and over. Ez pz.

-Arsenal-
The Arsenal has all the various tools you need to kill all the horrible things that might want to hurt you in this scary galaxy.

-Energy Index-
We have 4 fusion cores producing 40 energy at the cost of 8 Helium-3 / month. Every colony has some fusion reactors, which generate energy (10 per). Like the reactors on ships, these cost He-3, at a rate of 1/5.
We have 40 energy available to allocate. 0 of this is in reserve. We have 3 supercapacitors, meaning we can store 15 energy for later use. What you have available and what you could save in reserve. Saving energy in reserve is a good idea so you can quickly respond to emergencies in the future.
We have - minerals available to allocate. This is how many Organic Minerals are ready to be mixed with energy to make Nutrients.
We have - base value of water. This is the 'base value' of water your planet has. Ocean Worlds have the most. Obviously. For most planets, this represents endless recycling of the same water supply. For ocean worlds this just represents the energy needed for water treatment. If you're short on water, have someone give you some. That water will add to your stockpile and will not subtract from theirs, if they are Ocean. Note however, that just because a world has a lot of water, doesn't mean its necessarily drinkable.

Amino-Synthesizers: With 1 mineral and 1 energy per turn we can produce 1 nutrient per turn. Our population consumes ... per turn.
Pretty simple really. 1 mineral and 1 energy makes 1 food which feeds 10,000 people.
Water Treatment: We have - water available to recycle. Our population consumes ... per turn.
If you have 40 water, you need 10 energy to completely recycle that, and 1 unit of water will work for 10,000 people. So if you have 400,000 people, you need 10 energy to keep that water cycle going. 1 unit of energy recycles 4 units of water.
Colliders: We do not have colliders. We thus cannot synthesize antimatter. Colliders let you produce antimatter, a few painstaking anti-atoms at a time. Antimatter's sole purpose is in OP-as-**** weapons. 1 energy invested in colliders gives you 0.01 antimatter to your stockpile. A generous ratio really, all things considered.

-Industry Index-
Industrial capacity is divided into two types: Civilian and Military. Civilian is used to spend on projects, sort of like credits, and is required for some structures, such as launchpads, space elevators, monorails, nanofactories, etc. Military Industry is used to build weapons. Revolutionary, I know. Most weapons also cost energy, and of course, resources to build. To build 1,000 battle rifles, you will need 1 military industry, 1 energy, and 1 unit of atmospherics, for example.
Nanofactories support 3 assembly lines. Each assembly line lets you produce one product. So, if you wanted to build 1,000 battle rifles and then a bunch of jeeps on the same turn, you would use two assembly lines. If you wanted to build 2000 battle rifles, you can fit that on one assembly line.


-Security Nexus-
There are X in our armed forces. Organized as follows:
This will follow with a nice outline of how many assholes are in your army and stuff. Example:

Redheaded Viking Force
10,000 Soldiers (Coilguns, hard armour, poor morale, regulars, loyal.)
So it goes:
Number of Soldiers (Arms, Armour, Morale, Training, Loyalty.)


-Starship-
:StarshipName:
Atmospheric layer at 100% condition.
The atmospheric layer of a starship drains with usage (IE exposure to space). Keep it above 51% or your fuel efficiency will suffer, and the hull could receive penetrations.
No hull penetrations.
The nervous mainframe will report to you if there is any penetrations in the hull. Try to avoid these as they lock off sections of the ship until they are corrected.
Navigation in good repair.
Navigation console important, because everything looks the same in space.
Observatory in good repair.
Observatory has telescopes and RADAR so you can figure out what's what in space. Exposed and unarmoured, it can get badly damaged.
Hydro-Electric vitals system working fine.
If this is broken, good chance something else is too.
Armament: 6 trillion lasers
What your rustbucket sports to defend itself. Usually pretty modest.
Will consume Methanol in sub-light. Needs 60 methanol every three turns.
Although colony ships get used as much as warlords' do, if not more, I don't want you to micro-manage your ship in the same way. So you only have to worry about their consumption every three turns or so. That said, it can be expensive. Some colony ships do not need this at all.
Will consume Dark Matter for FTL. Needs 30 Materia Obscura every two turns.
See above. All ships need this, though.

The first thing they will have to care about, is the colonist in their colony. The colonists of a colony generally have two traits, that are able to change depending on the circumstances of the colony. Here is a a list of possible traits and what the consequences of those traits are.
Chaste / Lustful
=================
Population Rate Decrease / Increase

Temperate / Gluttonous
=================
More Hearty/Weak Population

Charitable / Greedy
=================
Increased/Decreased Stability

Diligent / Slothful
=================
First/Last Attack in Combat

Patient / Wroth
=================
Peaceful/Warlike

Kind / Envious
=================
Increased/Decreased Happiness

Humble / Proud
=================
Serf Mentality / Worker's Union

Just / Arbitrary
=================
Strong/Weak Code of Ethics

Ambitious/Content
=================
Increased/Decreased Autonomy

Zealous/Cynical
=================
Combat Malus/Bonus against Organized Military

Trusting/Paranoid
=================
National Guard / Militia

Honest/Deceitful
=================
Infiltrator Protection/Weakness



Megacorps:
Megacorps start with a large region of space. In this region, there are most likely colonies, that get supported by Megacorps and in return pay taxes. Here's a sample CEO card, to get an idea of what these people get to deal with:
-Overview-
Our CEO’s name is ... The name of your Corporate Executive Officer. Chances are, he has a snobbish, d-bag name.
Our company’s name is the ... What your company is.
We are part of the ... trade guild. What trade guild your megacorp (nominally) owes its allegiances too. Has diplomatic effects, little else.
Our headquarters is in the system ... on planet ... The exact location of your headquarters.
The planet is of the TERRESTRIAL type and is classified as OCEAN. Its population is 450,000. This information is the same for all mega-conglomerate HQs, and population is public info anyway. As Megacorps are Ocean Worlds, they can feed a lot of people. Keep that in mind. They also happen to be the best planets available.

The Human Domain is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Human Domain' is the "government" in the "empire" essentially. They have a military outpost in the area and may intervene to protect the government's interests. They tend to be neutral towards colonies, and their attitude can vary from protective of colonies to supportive of mega-conglomerates.
The Frontierman’s Commitee is (hostile, dismissive, neutral, cordial, friendly) towards us.
The 'Frontierman's Commitee's goal is to give a voice to the dirt-poor colonies by forming an organization of experts (of various trades, including soldiering) to help represent them. They will always be a bit dismissive of Mega-corps but never outright hostile.
The Order of the Soaring Eagle is (hostile, dismissive, neutral, cordial, friendly) towards us.
The Order of the Soaring Eagle is a very influential and large paramilitary that claims itself to be the 'real' armed forces of the Human Domain. The Order's Cleric Chapters will offer aid to colonies in times of need, and may even offer to fight a megacorp in your defense if the abuse is too severe. Have an outpost in the region.
International Transplants Inc. holds us IN LOW REGARD/IN HIGH ESTEEM.
InTran is the company that made the charter for all of us to come out here and colonize this part of space. As they oversee your operations, they may be more, or less, willing to trade with you and capitalize on their investment.
We have - credit with mercenaries.
The whole 'frontier' thing is a great place for mercenaries. Hence all those warlords. The main NPC Mercenary company are Venusian Retainers, and they're the best of the best. Try to establish good credit with them.

We have the ... Bonus and Penalty:
-
-
Each megacorp has a bonus and penalty.

INCOME
InTran charter investment: +9000 Funds
Your starting income is basically entirely the investment that InTran gave everyone. It's a "starter pack" basically. Spend it wisely.

EXPENSES
20% is deducted by gov’t.
The Gov't (or Human Domain) takes taxes from the Megacorps, about the only influence it can really exert over them.
We sponsor two/three player colonies. How many poor people you get to oppress.
Our LAX production quota on - takes 10% of their production and we pay them - funds per turn. (- people)
Our LAX production quota on - takes 10% of their production and we pay them - funds per turn. (- people)
Our LAX production quota on - 10% of their production and we pay them - funds per turn. (- people)
The exact details of oppression.
- to colonies.
- in total.
Total left to spend: ... Funds

-Storage-
Resource Stockpile Production From Colonies Consumption Net Gain
For the full resource list, see below. Production is from all sources, except for the colonies, which is obviously covered. Consumption is from all sources including upkeep. Net gain is what's left.
Unlike Colonies, Megacorps do not need to worry about Organic Minerals.


-Industry Nexus-
Industrial capacity is divided into two types: Civilian and Military. Civilian is used to spend on projects, sort of like credits, and is required for some structures, such as launchpads, space elevators, monorails, nanofactories, etc. Military Industry is used to build weapons. Revolutionary, I know. Most weapons also cost energy, and of course, resources to build. To build 1,000 battle rifles, you will need 1 military industry, 1 energy, and 1 unit of atmospherics, for example. Nanofactories support 3 assembly lines. Each assembly line lets you produce one product. So, if you wanted to build 1,000 battle rifles and then a bunch of jeeps on the same turn, you would use two assembly lines. If you wanted to build 2000 battle rifles, you can fit that on one assembly line.

-Company Assets-
Power Sources: Our various power sources generate - energy per turn. This consumes - Helium-3 per turn.
Your power sources and the He-3 that fuel them. One unit of He-3 feeds 10 energy.
Supercapacitors: Our - capacitors can hold - energy in reserve.
You can save 5 energy per capacitor.
Amino-Synthesizers: Our - amino-synthesizers are producing a surplus of - nutrients per turn.
Megacorps do not need to process Organics into food. They simply produce a surplus which is given, and can be traded out to your starving employees. ...If you want. Might just be cheaper to hire new guys. Water is basically infinite.
Colliders: We have one collider, which will need energy to start producing antimatter at a rate of 1 energy -> 0.01 antimatter.
Same as the colony explanation. Same ratio. Antimatter is used solely to produce OP weapons, produces very slowly.
Arsenal: There is nothing in the arsenal's storage room at present.
Whatever weapons you aren't presently using.

-Security Nexus-
There are - men in our armed forces. They are organized as such:
Not hard to figure out. It will list the divisions in your ground army.
10,000 Soldiers (Coilguns, hard armour, poor morale, regulars)
So it goes:
Number of Soldiers (Arms, Armour, Morale, Training.)
Unlike colonies, Megacorps need not worry about loyalty.


There are - warships in our armed forces. They are organized as such:
Will list the number and type of ships you have around. A better explanation can be seen below under military units.

-Research Labs-
This will tell you your exclusive patent, if any. There's no tech tree in the game, all techs are basically custom-made by the player, but the Science Officer will occasionally make recommendations. As for the research mechanic itself, its basically just the usual "invest money 'til you have enough" thing.

-Espionage Nexus-
Intelligence, and counterintelligence, can be pretty important factors in your quest for success. Your infiltrators can do basically anything you can think of. Use your imagination!

And here's a full list (PC and NPC) of all Megacorps and the Trade Guild they're part of.
Trade Guilds:

Earth Partnership
===================
Earthcorp
Acteon Shipbuilding Currents
Helium-3 Mining and Manufacturing Corporation
Armaments, Technology, and Optimised Shielding
Brine Associates
Johnson Space Dynamics Division

Market Coalition
====================
Ronstal
Lukkastor
Aqua Pura
Ace Energy Subsidiary
Farwick Pharma
Soylent Foods

Profit Communion
=====================
Tritach
Innovaganix
Pitnick Mining Corporation
Selena Strong Arms
Payne Industrial
Kings
 
A spreadsheet you may find helpful for tracking costs etc. https://docs.google.com/spreadsheets/d/1lyx3mjR5lyDssYPi8vCem0sFEOzBqzFsMS-dyBdyzwA/edit#gid=1256189389
Production


The only units I will cover here are 'naval' units, that is, starships, as ground units are free form and entirely up to you when it comes to their training, equipment standard, and the like. Starships are a bit different.
Warlords get the privilege (curse?) of building their own ship exactly how they like it - no matter how blatantly questionable or inefficient their designs are.
Megacorps and colonies must build them differently.
When building a ship, you build their base chassis, and then in parentheses, define a generic role for that ship to fulfill. Some roles are suggested below.
This will list the ships and what roles they can fill. Note that there is, of course, lots of room to customize. These are just basic roles to give some idea of this. The rest of the info, like what they cost and upkeep, will be added later.
Star Cutter (Law Enforcement, Orbital Monitor)
Star Corvette (Long-range convoy escort)
Star Sloop (Blockade Runner, Recon, Trade Interdiction)
Star Frigate (Convoy escort, Laser Gunship)
Heavy Star Frigate (Search-and-Destroy, Drone Carrier, Laser Gunship)
Star Galleon (Logistical, Troop Transport, Laser Gunship, Drone Carrier)
Star Battlecruiser (Laser Battleship, Planetary Assault)
Star Dreadnought (Laser Battleship, Planetary Bombardment)

So, for example, if you want to hunt down a warlord, say you build:
4 Heavy Frigates (Search-and-Destroy)
And those ships will be specialized for that.

Especially for colony players, ground forces are equally (or more) important as spaceships. Military units may vary in experience and equipment, here's how they may be represented, in short:
Training:
The training stat represents the units ability to make use of more advanced/specialized tactics and in some cases equipment, as well as their experience.
Green: No training, or very little. Armed civilians, more or less.
Militia: Taken to a complex and given a week's training, with a focus on understanding basic orders and drills, with two days given to weapons' maintenance and a few hours at the range, then sent to war. Work in large, uniform units.
Regular: A month's worth of training, able to develop into more specialized troops (IE designated marksman, sniper, anti-tank specialist), small unit tactics (IE fireteams, fire and maneuver) and are able to apply other principles of modern warfare.
Veteran: Regulars that have seen a good deal of combat. They make use of their native terrain more effectively to conceal movements and make better use of cover, among other things.
Shock: Shock troops are regulars that are specialized with certain equipment and tactics to 'shock' other infantry. They excel at close range, on the assault, and have a damage bonus against all training levels below veteran.
Elite: The best troops available, veterans among veterans. Hard to get, try not to lose them if you get them.

Morale:
Morale represents the unit's willingness to fight. Units with low morale are likely to rout, desert, or surrender. Sometimes your units may receive a permanent bonus to morale after a successful battle or campaign.
Poor
Mediocre
Confident
Good
Very Good

A unit with high morale can still have a low training level, and vice versa.

Production Table

Civilian Industry
(Note: Remember that a nanofactory requires an assembly line to generate industrial capacity. Remember also that it must be tooled between civilian/military uses.)
aAIKcdK.png
QSqBB.png
PxIMS.png

Military Industry
Infantry
Zsy4t.png
Note: Autocannons, the heaviest fully-automatic coil-weapons available in ground combat (ranging from 20mm to 40mm) can be built separately from vehicles, for the same cost as a normal batch of coilguns except you get 300 instead of 1000.
Note: Multi-lasers, the autocannon equivalent of laser technology, can be built in the same way as Beamers except you get 300 instead of 1000.
Note: Coil-howitzers, which includes medium and heavy artillery, can be produced for 4 Military Industry, 3 energy, and 3 of each metal type. You get 12 howitzers, which like coil-mortars can then be attached to vehicles, or alternatively towed.
8gBU9.png
Combat Vehicles
Note: Soft-armoured trucks can also be built: for logistics, exploration, or infantry transport purposes. They come in batches of 216, and cost 12 Military Industry, 8 Energy, 3 Heavy Metals, 3 Ablatives, and 3 Methanol. They have no weapons and no armour, and if used to carry infantry, can carry 10.
fGhnk.png
Airframes
(Note: Drones are created in batches of 5, Gunships in batches of 4.)
-ZDfI.png

Starships
Starship Chassis
(Note: Chassis come equipped with armour and weapons by default. Designate a role for them (see 'how building starships works' above).)
til7D.png
Starship Guns
(Note: All turrets are now built in batches of 2.)
Y102X.png
ZWsAy.png
Starship Armour
JIuTK.png
Starship Parts
(Note: Barbettes are now built in batches of 2.)
3UGLR.png
Warp Rings: Requires Drydock, 3 civilian industry, 4 energy, 6 heavy metals gives +1 warp ring
Magazine Racks: Requires Drydock, 3 civilian industry, 2 energy, 1 heavy metal 1 ablative, upgrades cargo cap to Magazine Racks level
 
Player information


I tend to process colonies first. I start with trades and resource production to see how that modifies production quota values, then megacorps get it.
Red = Not even started yet.
Maroon = If there is a card reformat this turn, maroon means that the card has been reformatted.
Orange = Trades, production, tithes, basically number crunching is processed.
Yellow = Report is half-way written. Pixel needs a break.
Green = Report completed.

Austupaio
Moose!
Lobiok
The Big D

Arcade-ius
Imountadildo
Ektwerp
Grimgrams
Kazzan
Elixir
Crimmie

Mahud
Teo the Fish
Epic Drools
AndHisName
Athie

Suggested Order Format

Colonies
Arcadius knows how to write orders. Ya'll don't. Here is the recommended template, which works really well for me:
This mostly applies to colonies and maybe megacorps, not so much warlords I guess.
=========OUTLINE=========
1. Order I (title)
...
...

=========BASE CONSUMPTION=========
How much resources are used every turn by default
- Helium-3 for Fusion Reactors
- Organics for Nutrients
- energy for Amino Synthesizers
- energy to recycle 40 units of water

List surplus afterwards
Energy Surplus: -
Civ Industry: -
Mil Industry: -

=========RESOURCE INVESTMENTS=========
How much resources you used this turn
Heavy Metals:
Atmospherics:
Ablatives:
other resources where applicable
Energy:
Funds:


=========TRADE=========
trades with other players/NPCs
example:
30 Organics to X for 50 Atmospheric
=========ORDER I=========
Title of order
Resources invested:
how much resources are invested into this order
Warlords
Epicrules knows how to write orders. Ya'll don't. Here is the recommended template, which works well for me:
DAYS: 30-31 (depends on month, alternates as real months do)

Calendar Orders:
Day 1: eat pizza
Day 2-5: eat tacos
Day 6-11: kill stupid aliens
etc etc

Passive Orders:

- Find new pizza recipe. To this i invest all of my funds and all technicians/chefs.
- Direct a new hit movie called Age of Empires II.

---
RP orders/elaboration go here

Mega-Conglomerates

Innovaganix; played by Eternal
ATOS; played by Lobiok
Lukkastor; played by Moose
ECTV; played by Leoven (Planet image: https://tw.greywool.com/i/AT7S2.png)

Mega-conglomerates' dark matter costs:
Cutter: 1
Corvette: 1
Sloop: 1
Frigate: 2
H. Frigate: 3
Galleon: 4
DN/BC: 5

Mega-corp dark matter is worth 3x as much to everyone else. This is if it is looted, traded for, or purchased. Likewise, everyone else's dark matter is worth 1/3 to a Mega-corp.

Colonies

Regotha; NPC. Population 400,000, Innovaganix Mega-conglomerate
Regotha I is a terrestrial jungle world with a sparse, thinning, but breathable atmosphere with very high humidity rates. Its atmosphere is wildly distributed, with oxygen concentrating in clumps, making some areas of the planet totally anoxic. Supports a biosphere eerily similar to Earth's. Colonists have planted forests of Earth trees..
kQ03d.png


Psi Olympia; Played by Odyseuss Population 205,000, Innovaganix Mega-conglomerate
Psi Olympia IV-1 is an ice world, a moon in orbit around a hydrogen gas giant. The moon’s population concentrates around geysers, which connect to each other via long ‘steam rivers’ of narrow geysers. It has seasons and is presently in its warm season, where the orbit of its gas giant brings it somewhat closer to the star, melting the ice and creating a temporary atmosphere, blanketing the equator in fog. Surface radiation emitted from its parent gas giant may also prove problematic. Small lakes of liquid methane show economic potential.
-Xel2.png


Atodes; NPC. Population 365,000, Innovaganix Mega-conglomerate
Atodes I is a terrestrial jungle world with extreme planetary weather and fully developed biosphere. Its thick, humid atmosphere, large moon, oceans, and active volcanism power a complex weather system that may prove to be catastrophic for civilized life.
vtoDR.png


New Sol; Played by Kazzan Population 190,000, Lukkastor Mega-conglomerate
New Sol IV-4 is an airless, cold, rocky moon in orbit around New Sol IV, a methane gas giant. The planet was originally colonized with the goal of creating a defense station. The funding organization, however, abandoned the planet when a more strategic location was found, and funding was cut for the project – but not before leaving behind about a hundred thousand would-be colonists. Now with no other choice, they’ve appointed a leader, sought the help of a mega-conglomerate, and will tough it out like the rest of us
TE3gi.png


Dracona; Played by Grimmend Population 380,000, ATOS Mega-conglomerate
Dracona II is a hostile arid world. Its carbon-dioxide atmosphere is toxic to humans, and cold temperatures create carbon ice at the poles. It has a ring system, the origins of which are unknown to our scientists, and occasionally debris from the rings rains down on the planet in small bombardments.
-LMvQ.png


Kalonda; NPC. Population 260,000, Innovaganix Mega-conglomerate
Kalonda II is a desert world, dominated by two competing semi-sapient lifeforms fighting for dominance. The humans are caught in the crossfire. They are either attracted to mining operations or to our crops. This is a serious security threat. The planet has vast mineral potential however.
NVS2P.png


Meio; Played by Ektor Population 313,000, Innovaganix Mega-conglomerate
Meio is a colony whose only city is a colony starship which has landed on the surface. Densely populated and putting great strain on the ship's life support systems (not at all meant to work so hard for so long), the colonists don't want to leave the relative comfort of the ship due to a dense, corrosive atmosphere.
KvEl9.png


Iota Zulu; Played by Amontadillo Population 270,900, Innovaganix Mega-conglomerate
Iota Zulu is an unfortunate colony, placed on the Poison moon of a gas giant which was later found to have an erratic orbit, which carries the planet to blisteringly close to the star during the summer. Then it swings around to 23 AU distant and the planet freezes. It is, however, brimming over with mineral wealth, and during the cold extreme season could effectively provide the entire region with more Methanol than it could ever need.
QbuWX.png


Rho Aquilae; Played by Arcadius Population 573,100, Lukkastor Mega-Conglomerate
Rho Aquilae is kind of an ironic planet. Rather mundane compared to some of the other planets, its biggest problem is that its atmosphere is too oxygen-rich. There's so much oxygen that the colonists must wear filters anyway (though some of the younger generation like to experiment a bit)
tkzTJ.png


Hiza; Played by Doomykins Population 219,440, ATOS Mega-conglomerate
Hiza is classified as a desert world, but its general climate is a cold desert, closer to the desolate tundras of Earth rather than its hot dustbowls. It has a thin and reducing atmosphere which happens to be breathable, but the proportion of oxygen in the atmosphere is higher than that of Earth. The dominant lifeforms of the planet consist of large insects, including herds of herbivores, pack predators, and flying swarms. Water comes in the form of lakes which often freeze over and small rivers. Geysers and hot springs are plentiful in the mountains and highlands.
LrQOf.png

Colonies dark matter costs:
Cutter: 1
Corvette: 1
Sloop: 1
Frigate: 2
H. Frigate: 3
Galleon: 4
DN/BC: 5

Warlords

Sean Ari Cauthon aka Teofish
Outdated and possibly completely false records report this person captains a Star Frigate.
Meri Gaiko aka MaHud
Outdated and possibly completely false records report this person captains a Heavy Star Frigate.
Rooch aka Arch3r
Outdated and possibly completely false records report this person captains a Star Galleon.
Melina Luther aka Epicrules
Outdated and possibly completely false records report this person captains a Heavy Star Frigate.
Pavel Dragomirov aka AndHisName
Outdated and possibly completely false records report this person captains a Star Galleon.
Yskarð Sosyfr aka PoisonCourtesan
Outdated and possibly completely false records report this person captains a Heavy Star Frigate.

Warlords dark matter costs:
Cutter: .5/.25/.5
Corvette: 1/.5/1
Sloop: 2/1/2
Frigate: 2/3/2
H. Frigate: 2/3/2
Galleon: 4/3/4
DN/BC: 4/5/4

Misc and NPCs

Broker
A secretive, elusive Broker has arrived in the region.
He/She is offering a multitude of services to any paying customer, including:

Message intermediary: The Broker may send your message to the desired person. This can be useful for remaining anonymous when issuing warnings or guarantees, sending threats, or blackmailing someone. The specified person has no way of tracing the message to its original. The cost of one message is 25 Funds.

Contract brokering: Sometimes you need something done discreetly, but you are afraid to discuss your plans with anyone, in fear of betrayal or tattle-tellers. You can opt to discuss the task and its reward (for the hired player) with the Broker, and he will try to find someone to do the deed. The person hired will know nothing about the player who asked for it, eliminating all traces of their involvement. In exchange the broker wants 15% of the dues.

Information brokering: All information comes with a price. Maybe you know details about the secret defense network of a planet and want to make money out of it - if so, the Broker can offer this information to the public and try to sell it. 15% of the proceeds to to the Broker.

Terms of Use:
1) The Broker only accepts Funds as payment: not fuel, not helium or metals, not a service or favor. If both parties desire another form of payment, it may be considered, but funds are always the easiest form of payment.
2) The contractor can send a quarter of the negotiated reward to the broker immediately when the hired gun is found, and the hired party will receive these funds as a preliminary payment. The remaining funds will be sent when the task is completed.
3) In case of the hired party not going through with the task, the Broker will return the funds.
4) In such cases, the hired party will be... dealt with.
5) The Broker can arrange any additional exchange of information between the contractor and hired party for free.
6) Both parties can be Warlords, Colonies, or Megacorps. The Broker doesn't just deal with Megacorps-Warlord, or Colony-Warlord contracts. It is on a case-by-case basis.
7) The broker does not sell his information on contractors, contracts, or hired parties. The only information sold is that sold by players.
8 ) It is assumed that funds are transferred immediately with the contract/service, so be a good sport and include them in your orders.

Also worth noting that I play as the following NPCs whenever diplomacy comes up:

Human entities:
Order of the Soaring Eagle (HQ at New Sol): http://serva-lore.wikia.com/wiki/Order_of_the_Soaring_Eagle
Human Domain (HQ at Nueluzon): http://serva-lore.wikia.com/wiki/Human_Domain
Frontierman's Committee (HQ at Viga Mizar): http://serva-lore.wikia.com/wiki/Frontierman's_Committee
Venusian Retainers (Mercenaries): http://serva-lore.wikia.com/wiki/Venus

Megacorp NPCs (the 13 other Megacorps that were not chosen by players.)
NPC Corps which have a notable presence in the region:
*Acteon Shipbuilding Currents (HQ at New Nassau)
*Selena Strong Arms (HQ at Rho Aquilae)
*HMMC (exerts influence)
*Pitnick (exerts influence)
InTran (International Transplants)

Alien entities:
Despertun (Small colony at Viga Mizar): Article here
Maghua (Various small trade expeditions and a trade post at Alkonost): Article here
Uhara (Colony at Iota Ermina): no article yet :sad:
There are also many examples of primitive societies scattered throughout Pel's Aurora. These civilizations have yet to achieve interstellar travel. You may interact with them as you please.

In addition, one who explores around will find remnants of various ancient civilizations. The most notable are:
The DESAN: http://serva-lore.wikia.com/wiki/Triple_Alliance, also for general information
The TARAK: Article here
The MADAPARI: http://serva-lore.wikia.com/wiki/Ancient_Madapari

You may also find ancient derelicts from the time of the Great Plague. These starships are very dangerous to enter, due to the ... entities which wander their corridors.


Trade posts and commerce

Find a job, hire mercenaries, or buy/sell resources.
Here at the government marketplace, we sell resources according to 'market price' which is based on how much of that resource we have available. Keep in mind that we may re-sell what you give us. Each time a particular good is bought the price goes up by 2% per unit purchased, and down by the same amount for each sold.
The market prices at present:

Dark Matter:
B: 21.3 Funds
S: 10.51 Funds
Methanol:
B: 27 Funds
S: 13.5 Funds
Heavy Metals:
B: 247 Funds
S: 123.5 Funds
Ablatives:
B: 1729 Funds
S: 863 Funds
Atmospherics:
B: 57 Funds
S: 28.5 Funds
Spider Silk:
B: 33 Funds
S: 16.5 Funds
Helium-3:
B: 18 Funds
S: 9 Funds
Organic Minerals:
B: 20
S: 10
Nutrients:
B: 40
S: 20

Selena Strong Arms: Profit Communion trade guild.
"Exists only to manufacture and sell weapons. Ethically depraved, the company isn't particular about who pays top credit for its armaments. Always lobbies for war."
Does not accept sales.

Small Arms
---
1000 Coilguns (any subtype): 150 funds (higher quality)
1000 Beamers (any subtype): 150 funds (higher quality)
3 units of Ammunition (any subtype): 200 funds
250 Coil-Mortars: 350 funds (higher quality)
250 ATGMS: 440 funds (higher quality)
250 HEAT Dumbfires: 350 funds (higher quality)

Infantry Body Armour
---
1000 Hard Armour: 120 Funds
1000 Complex Hard Armour: 240 Funds
500 Soft Armour: 510 Funds

Combat Vehicles
---
Laser or Coil.
80 Armoured Scout Cars: 360 Funds
80 APCs: 490 Funds
60 IFVs: 570 Funds
30 Tankettes: 700 Funds
8 Support Tanks: 920 Funds
3 Main Battle Tanks: 1030 Funds
4 Gunships: 490 Funds
(does not apply to past deals)
Automated Utilities and Equipment
---
15 Automated Mining Rovers: 500 Funds (produce 10-15 of a given resource/month)
1 Living Refinery: 500 Funds

Drones
---
5 Light Drones: 390 Funds
5 Medium Drones: 535 Funds (higher quality)
5 Heavy Drones: 680 Funds
5 Bomber Drones: 590 Funds (higher quality)

Starships
---
Any role.
Sloop: 2800 Funds (higher quality)
Frigate: 3750 Funds (higher quality)
Heavy Frigate: 4200 Funds (higher quality)
Galleon: 5100 Funds (higher quality)

Full Explanation of Freight Jobs

Kalonda has the modifier backwater planet.
Generated 2 jobs
1. 14 units of Weapon Parts, 224 funds, to Rho Aquilae
2. 10 units of Vehicle Parts, 200 funds, Psi Olympia

New Nassau has the modifier minor trade route.
Jobs on New Nassau pay 10% higher than usual.
Generated 12 jobs
1. 16 units of atmospherics, 406 funds, to Epsilon Izari
2. 21 units of methanol, 184 funds, to Telotele
3. 20 units of chemicals, 264 funds, to New Sol
4. 7 units of luxuries, 209 funds, to Iota Zulu
5. 21 units of clothing, 290 funds, to New Sol
6. 5 units of Fusion Lanterns, 149 funds, to Iota Zulu
7. 29 units of assorted medicines, 382 funds, to Rho Aquilae
8. 18 units of foodstuffs, 407 funds, to Kalonda
9. 37 units of heavy metals, 244 funds, to Spiremos
10. 4 units of glasswork art, 135 funds, to Rho Aquilae
11. 6 units of glasswork art, 218 funds, to Epsilon Izari
12. 5 units of glasswork art, 165 funds, to Telotele

Atodes has no modifiers.
Generated 6 jobs
1. 22 units of adv. tools, 352 funds, to Psi Olympia
2. 5 units of armour parts, 30 funds, to New Nassau
3. 19 units of foodstuffs, 190 funds, to Dracona
4. 13 units of chemicals, 291 funds, to Epsilon Izari
5. 14 units of foodstuffs, 140 funds, to Rho Aquilae
6. 13 units of atmospherics, 407 funds, Epsilon Izari

Regotha was recently the scene of a battle.
Generated 5 jobs
1. A Commoner, 500 Funds, to Spiremos
2. 28 units of foodstuffs, 224 funds, to Psi Olympia
3. 30 units of agricultural products (cash crops) 300 funds, to Telotele
4. 15 units of heavy metals, 434 funds, to Psi Olympia
5. An archaeologist that demands luxurious accommodations. 300 funds must be paid per day that he is kept aboard, but he will pay 3000 for passage to Iota Zulu.

Epsilon Izari is a major trade route. It has subsidiaries generating additional jobs.
There is a 12% tariff on imports in ECTV space.
Generated 18 jobs
1. 23 units of monorail parts, 360 funds, to Neurhone
2. 10 units of automobiles, 220 funds, to New Nassau
3. 21 units of automatons, 435 funds, to Dracona
4. 15 units of aquatic crafts, 370 funds, to Rho Aquilae
5. 20 units of starship parts, 172 funds, to New Nassau
6. 9 units of vehicle parts, 189 funds, to Meio
7. 20 units of vehicle parts, 420 funds, to Psi Olympia
8. 10 units of electronics, 308 funds, to Atodes
9. 6 units of lubricants, 98 funds, to Rho Aquilae
10. 21 units of corrosives, 542 funds, to New Sol
11. 16 units of adv. tools, 385 funds, to Rho Aquilae
12. 28 units of airframe parts, 210 funds, to Viga Mizar
13. 36 units of vehicle parts, 756 funds, to Hiza
14. 18 units of aquatic crafts, 450 funds, to Atodes
15. 10 units of aquatic crafts, 250 funds, to Neurhone <- from Estrecho Shipbuilding, subsidiary
16. 8 units of aquatic crafts, 200 funds, to Nueluzon <- from Estrecho Shipbuilding, subsidiary
17. 6 units of adv. tools, 96 funds, to Kalonda <- from Silmond Industries, subsidiary
18. 9 units of adv. tools, 144 funds, to Hiza <- from Silmond Industries, subsidiary

Rho Aquilae is a major trade route.
Generated 12 jobs
1. 24 units of weapon parts, 576 funds, to Neurhone
2. 9 units of weapon parts, 170 funds, to Nueluzon
3. 6 units of chemicals, 154 funds, to Epsilon Izari
4. 14 units of nanites, 348 funds, to Telotele
5. 15 units of adv. tools, 248 funds, to New Nassau
7. 23 units of prefabs, 460 funds, to Meio
8. A linguist and a bodyguard, 200 funds, to Iota Zulu
9. 12 units of vehicle parts, 250 funds, to Euerythro
10. 10 units of computer parts, 282 funds, to Epsilon Izari
11. 19 units of starship parts, 152 funds, to New Nassau
12. 20 units of drone parts, 246 funds, to New Nassau

Hiza is a backwater planet.
Generated 2 jobs
1. 20 units of agricultural products, 200 funds, to Iota Zulu
2. 5 units of chemicals, 95 funds, to Regotha

Dracona is a sporadic trade route.
Generated 6 jobs
1. 50 units of helium-3, 800 funds, to Telotele
2. 46 units of heavy metals, 368 funds, to Euerythro
3. 29 units of exotic animals, 232 funds, to Neurhone
4. 14 units of adv. tools, 196 funds, to Hiza
5. 8 units of prefabs, 112 funds, to
6. 23 units of armour parts, 368 funds, to Euerythro

Venusian Retinue: Fight mostly for the thrill and adventure. Will not fight hostile fauna or primitive aliens, for this combat is inglorious. Are hard to work with and reduce morale of your colonial militia. On the other hand, since they seek to fight mostly for the thrill, they may fight for you at a great discount, if not for free, if you can give them a good, 'worthy' fight. Specialize in aerial supremacy and aerial insertion.
Venusians have their own means of transport and will not necessarily stick around after they have fought a battle for you. In fact, they probably detest you, and will try to leave as soon as they can.

2 retinues available:
Veronica - (16,000 soldiers, 45 Gunships, 1380 IFVs, 20 Support Tanks, Coilgun Battle Rifles, Soft Armour, exceptional morale, Shock) - 1600 Funds
Valentine - (16,000 soldiers, 45 Gunships, 1380 IFVs, 20 Support Tanks, Coilgun Battle Rifles, Soft Armour, exceptional morale, Shock) - 1600 Funds

New Oroian Espatiers: Wanderlust - homeworld destroyed. Treat them well. Extreme hatred for asteroid nomads - will fight them for free. Specialize in boarding actions but can fight as normal ground troops as well.

0 companies available

Starborne Espatiers: Espatiers who were born in space. Tend to be the best around. Like the New Oroians, they specialize in boarding actions. However, they will perform much worse on the ground than non-Starbornes.

0 brigades available

Miscellaneous: Other mercenary groups not necessarily represented in the lore, or small roving bands. Many are also shameless references. (Fun fact: all of them are)
Tajet's Desert Rovers - (1,000 soldiers, coil-carbines, no armour, good morale, regulars) + (460 Armoured Scout Cars, 40 mortar carriers) - 750 funds
Santiago's Spartans - (10,000 soldiers, beamer battle rifles w/ bayonets, complex hard armour, very good morale, shock) - 1000 funds
Alyx's Resistance - (10,000 soldiers, coil-carbines w/ grenade launchers, unconventional tridents, no armour, good morale, regulars) + (Urban warfare experience) - 600 funds
Lara's Raiders - (1,000 soldiers, beamer sniper rifles, no armour, very good morale, regulars) - 400 funds
 
International Transplant's Known Planetary Systems and their Stellar Bodies

Empty Systems:
Yellow-Star - Yellow-Star
Poison Planet with a Desert Moon
Gas-Giant with a Rock Moon
Gas-Giant
Ice Planet with Ice Moon

Blue Star
-Unknown-

Blue Star
Desert Moon around unknown body.

Red Star
-Unknown-

Colony Systems:

Red Dwarf
Jungle Planet Colony
Rock Planet
Ice Planet

White-Star - Orange-Star
Rock Planet
Arid Colony Planet with Rock Moon
Poison Planet
Gas Giant

Orange-Star - Blue-Star
Ocean Colony Planet with Rock Moon
Desert Planet with Rock Moon
Gas-Giant
Gas-Giant

Yellow-Star
Gas-Giant with Poison Moon Colony
Volcanic Planet
Gas-Giant

Orange-Star
Rock Planet with Rock Moon
Desert Colony Planet
Gas-Giant
Ice Planet

Red Dwarf
Desert Planet Colony
Rock Planet with 3 captured asteroids
Asteroid Belt
Gas Giant

Red-Star
Rock Planet Colony
Gas-Giant with Arid Moon, Arid Moon, Rock Colony Moon, and Desert Moon
Gas-Giant
Ice Planet

White-Star - Red-Star
Volcanic Planet
Poison Planet
Gas-Giant with Ice Moon and Ice Moon Colony

Blue-Star - Yellow-Star
Jungle Colony
Binary Poison Planets
Gas-Giant
Ice Planet

Red-Star - White-Star
Binary Arid Planet Colony and Desert Planet
Rock Planet
Gas-Giant
Gas-Giant

Megacorp Systems:

Orange-Star
Ocean Megacorp Planet with Rock Moon
Poison Planet with Arid Moon
Rock Planet

Blue-Star
Gas-Giant
Volcanic Planet
Ocean Colony Planet
Gas-Giant

White-Star
Volcanic Planet
Gas-Giant Planet
Gas-Giant Planet with Ocean Megacorp Moon and Rock Moon

Yellow-Star
Gas-Giant with Trojan Orbital Ocean Megacorp Colony
Arid Planet

InTran Transmissions:
InTran Transmission 1
InTran Transmission 2
InTran Transmission 3
InTran Transmission 4
InTran Transmission 5
InTran Transmission 6

Ship Builder:
http://www.mediafire.com/view/7qhs7vmlold8oi4/Ship+Creator+Mk.+8.docx
 
The heavily armed Star Galleon Guren-Hegu is somewhere around either D3, E3, D4 or E4.
The Ship is entirely functional and has over 400 cargo space left, as such we can easily run a cargo trip. We are willing to assist nearby humans in many ways.
I, Bàzhǔ Meri Gaiko, would be most interested in any information on xenos in the area.
 
All I've got to say is that if any of you big business fat cats get any ideas about becoming the grand Dictatotard; I'm starting the Rebel Alliance.
 
Austupaio said:
All I've got to say is that if any of you big business fat cats get any ideas about becoming the grand Dictatotard; I'm starting the Rebel Alliance.
That was fast. What the Rebel Alliance all about?
 
Orange flight suits and babes with hair buns.

Also, I should clarify. I'm not starting it now, that would be a consequence.

Seems to hold less water after saying that.

Yeah.
 
All I've got to say that if any of you dirty mooching planetary vagrants get any ideas about starting a Rebel Alliance, I'm becoming the Grand Dictatotard.
 
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