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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 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.
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
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Paramilitary |
| Bounty Hunters Min Capital: 40,000,000 | Facilities Crew Quarters Training Academy
| Stations Asteroid Hideout
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| 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
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| 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
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| 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
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| 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
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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
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| 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
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| 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
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| 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
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| 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
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| Mining Min Capital: 60,000,000 | Facilities Mine Silo
| Stations Trading 1
| Vehicles SX-65 Groundhog FK-7 Airspeeder
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| 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
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| Vehicles Salvager Droid
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| 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
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| 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
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Services |
| Bank Min Capital: 80,000,000 | Facilities ATM Bank
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| 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
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| Religion Min Capital: 20,000,000 | Facilities Chapel Church Cathedral Temple
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| Trading Min Capital: 70,000,000 | Facilities Civic Centre Port Casino Commerce Centre
| Stations Trading 1 Trading 2
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| Transportation Min Capital: 30,000,000 | Facilities Starport
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| 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 CentreStations 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.
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.
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...).
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.
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 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.
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