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    Factions | Faction Creation | Report Faction | Privileges | Budgets | Last Updated: Year 10 Day 343 Report Error 
Creation of a Faction

At anytime, a player may decide to found a faction. In order to proceed, several conditions must be fulfilled.

1/ Conditions

There must be at least 10 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
  • Vertical Banner (468 x 60 Pixels)
  • Horizontal 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)
  • Website (Each Faction you own must have it's own set of pages)

The website needs to contain:

  • IC Description of Services Offered: Governments - Constitution/Laws; If you don't offer services, still need a page saying so.
  • IC History of the Faction: May be fabricated, must not use any canon character, or canon events past SW: A New Hope, must be at least 150 words in length, must pertain to the faction.
  • IC Text: This can be anything from news, information about the faction, descriptions of faction branches, etc.. May be spread over the website, must amount to at least 150 words.
  • IC/OOC Join Information: Must clearly state the procedures set by the faction for applying, or an application form, or whom to contact. If you aren't accepting new members, then you must say that.

Note: At any time, a random faction check may be conducted to ensure that factions are in compliance with the rules. If you are unsure about the rules or if your site is in compliance, please contact an ASim with your questions as ASims have final say in the matter. You can use the report factions form to notify us of a non-compliant faction.

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

The value of the material assets will be determined by their selling price on the market.

2/ Faction Types

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 datacards and thus cannot be made over, copied or stolen.



Government


Government
Min Capital: 500,000,000
Facilities

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
Stations

R&D 1
R&D 2
R&D 3
R&D 4
Platform XQ1
Ataturk-class Station
Golan I
Golan II



Paramilitary


Bounty Hunters
Min Capital: 40,000,000
Facilities

Crew Quarters
Training Academy
Stations

Asteroid Hideout


Pirates
Min Capital: 70,000,000
Facilities

Slave Market
Anti-Air Battery
Atgar 1.4 FD P-Tower
Golan Laser Battery
Crew Quarters
KDY v-150 Planet Defender
Labour Camp
Stations

Asteroid Hideout
Platform XQ1


Mercenaries
Min Capital: 70,000,000
Facilities

Training Academy
Anti-Air Battery
Atgar 1.4 FD P-Tower
Golan Laser Battery
Crew Quarters
KDY v-150 Planet Defender
Stations

Asteroid Hideout
Platform XQ1


Smugglers
Min Capital: 40,000,000
Facilities

Slave Market
Anti-Air Battery
Atgar 1.4 FD P-Tower
Golan Laser Battery
Crew Quarters
KDY v-150 Planet Defender
Stations

Asteroid Hideout
Platform XQ1
Items

Ryll Patch
Death Stick
Bacta Ryfill


Security
Min Capital: 75,000,000
Facilities

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
Stations

Platform XQ1
Ataturk-class Station
Golan I



Production


Droids
Min Capital: 30,000,000
Facilities

Factory
Research Centre
Stations

Trading 1
X7 Factory Station
R&D 1
R&D 2
R&D 3
R&D 4


Ships
Min Capital: 70,000,000
Facilities

Factory
Research Centre
KDY v-150 Planet Defender (KDY Only)
Stations

Trading 1
X7 Factory Station
Shipyard 2
Shipyard 3
Shipyard 4
R&D 1
R&D 2
R&D 3
R&D 4
Shipyard 1
Ships

Escape Pod


Vehicles
Min Capital: 50,000,000
Facilities

Factory
Dry Dock
Naval Shipyard
Research Centre
Stations

Trading 1
X7 Factory Station
R&D 1
R&D 2
R&D 3
R&D 4


Weapons
Min Capital: 40,000,000
Facilities

Factory
Research Centre
Stations

Trading 1
X7 Factory Station
R&D 1
R&D 2
R&D 3
R&D 4


Items
Min Capital: 35,000,000
Facilities

Factory
Research Centre
Stations

Trading 1
X7 Factory Station
R&D 1
R&D 2
R&D 3
R&D 4


Mining
Min Capital: 60,000,000
Facilities

Mine
Silo
Stations

Trading 1
Vehicles

SX-65 Groundhog
FK-7 Airspeeder


Recycling
Min Capital: 40,000,000
Facilities

Recycling Plant
Factory
Silo
Stations

Trading 1
X7 Factory Station
Recycling 1
Recycling 2
Recycling 3
Recycling 4
Ships

X-ceptor
Y-TIE
TIE-Wing
GRZ-6B Wrecker

Vehicles

Salvager Droid


Medical
Min Capital: 50,000,000
Facilities

Hospital
Asylum
Silo
Alazhi Farm
Bacta Refinement Facility
Lab
Research Centre
Stations

Medical Factory Station
Trading 1
R&D 1
R&D 2
R&D 3
R&D 4
Hospital Platform XQ-2
Ships

Sprint-class rescue craft
Medicae-class Nebulon-B Frigate

Vehicles

FK-7 Airspeeder
Kettrifee Air Mover
Items

Antidote
Bacta Patch
Bacta Refill
Bacta Tank
Healing Stick
Laser Scalpel
MediKit
Stimpack
Droids

FX-7
MD Medical Specialist
DD-13 Medical Assistant



Services


Bank
Min Capital: 80,000,000
Facilities

ATM
Bank


Information
Min Capital: 30,000,000
Facilities

Library
Museum
Research Centre
Zoo
Stations

R&D 1
R&D 2
R&D 3
R&D 4
Ships

Sysat T-20
Sysat T-24


Religion
Min Capital: 20,000,000
Facilities

Chapel
Church
Cathedral
Temple


Trading
Min Capital: 70,000,000
Facilities

Civic Centre
Port
Casino
Commerce Centre
Stations

Trading 1
Trading 2


Transportation
Min Capital: 30,000,000
Facilities

Starport



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


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 transportation factions and 25 millions credits for all other factions. In Addition, a 7x7 building is needed for the first HQ.

3/ Set-up the Faction

Once the conditions are filled and the registration fee paid, the faction will be created. It will then be listed in the client 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, ICQ
  • 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.

4/ Starting Locations

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...).

5/ Faction Owner

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 15,000,000 credits.

6/ Death
6.1/ Death of a faction owner

If the faction has stocks they go to the market and the leader is informed immediately, if not then the leader becomes the owner.

6.2/ Death of faction leader

Leadership goes to whoever has Level 2 'Assign Faction Privileges'. If no one has it then the member with the highest privileges becomes leader.

7/ Governments

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 40 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 35 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.