Difference between revisions of "Faction"

From Fleet
(Creation Requirements:)
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* 8. You can not have any pending faction applications.
 
* 8. You can not have any pending faction applications.
 
* 9. You must capture planets in order to grow faction influence and achieve faction improvement.
 
* 9. You must capture planets in order to grow faction influence and achieve faction improvement.
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== FABs: ==
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Factions need FABs.  FABs allow your faction to control a planet.  Control of a planet causes 50% of all generated missions to be missions available exclusively for your factions members.  Completion of these special faction missions causes a 10% credit bonus and a 10% influence bonus to be deposited in your Factions pool.
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Credits are good, for obvious reasons, while Influence has a special use.  As a Faction itself gains influence, it can trade in these influence points for Faction Upgrade Points.  These FUP can be used to directly unlock and upgrade equipment within the specialties that your faction has chosen.
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FAB's are a unique structure.  They do not require any resources to construct, as local planet residents are eager help to any faction attempting to lead their planet.  FAB's production level can not be upgraded, but they instead follow a special formula.  Any FAB that does not have the same faction ownership of the planet it is on will be Level 0, and will not be able to consume any Dark Matter.  Once the planets faction matches that of the FAB, a FAB will be a minimum of level 1, and will also assume an additional production level for each 50,000 population that the planet enjoys.  This status is updated at the time of the building tick, and displayed on the FAB's building page.
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Dark Matter is a mysterious and rare substance.  It is used by the FAB to subjugate and support the populace, thereby generating great amounts of Influence directly for the faction.  It is also extremely expensive, making this method of achieving Influence very costly, but also very fast, when spread across a network of many FABs of high population planets.
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When a FAB purchases or sells resources, the credits directly come from the Faction Balance sheet.  An appropriate log entry is created for posterity.
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A record of the influence that a particular FAB has generated is not current recorded.

Revision as of 23:12, 4 February 2011

Creation Requirements:

  • 1. Not currently a faction member.
  • 2. 15+ Distinction.
  • 3. 500,000,000 credits cost (50m is deposited into the Faction Funds).
  • 4. 10,000,000+ APs used.
  • 5. 85,000 AP cost.
  • 6. The faction name must be unique.
  • 7. The faction name must contain only letters and spaces.
  • 8. You can not have any pending faction applications.
  • 9. You must capture planets in order to grow faction influence and achieve faction improvement.


FABs:

Factions need FABs. FABs allow your faction to control a planet. Control of a planet causes 50% of all generated missions to be missions available exclusively for your factions members. Completion of these special faction missions causes a 10% credit bonus and a 10% influence bonus to be deposited in your Factions pool.

Credits are good, for obvious reasons, while Influence has a special use. As a Faction itself gains influence, it can trade in these influence points for Faction Upgrade Points. These FUP can be used to directly unlock and upgrade equipment within the specialties that your faction has chosen.

FAB's are a unique structure. They do not require any resources to construct, as local planet residents are eager help to any faction attempting to lead their planet. FAB's production level can not be upgraded, but they instead follow a special formula. Any FAB that does not have the same faction ownership of the planet it is on will be Level 0, and will not be able to consume any Dark Matter. Once the planets faction matches that of the FAB, a FAB will be a minimum of level 1, and will also assume an additional production level for each 50,000 population that the planet enjoys. This status is updated at the time of the building tick, and displayed on the FAB's building page.

Dark Matter is a mysterious and rare substance. It is used by the FAB to subjugate and support the populace, thereby generating great amounts of Influence directly for the faction. It is also extremely expensive, making this method of achieving Influence very costly, but also very fast, when spread across a network of many FABs of high population planets.

When a FAB purchases or sells resources, the credits directly come from the Faction Balance sheet. An appropriate log entry is created for posterity.

A record of the influence that a particular FAB has generated is not current recorded.