Difference between revisions of "Faction"

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(FABs:)
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The influence contributed by an FAB through Dark Matter can be tracked.  Each time an FAB consumes Dark Matter, a log appears in the Faction Leader's trade log like this:
 
The influence contributed by an FAB through Dark Matter can be tracked.  Each time an FAB consumes Dark Matter, a log appears in the Faction Leader's trade log like this:
 +
 
1. 2011-07-16 00:01:30 Jannaris [10,1] Building FAB DM 3.56 m3 DM, produced 356 Inf
 
1. 2011-07-16 00:01:30 Jannaris [10,1] Building FAB DM 3.56 m3 DM, produced 356 Inf
  
 
When a FAB purchases or sells resources, the credits directly come from the Faction Balance sheet.  An appropriate log entry is created for posterity.
 
When a FAB purchases or sells resources, the credits directly come from the Faction Balance sheet.  An appropriate log entry is created for posterity.

Revision as of 18:17, 17 July 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. The amount of dark matter consumed depends on the FAB's production level. With a base of 3 dark matter consumption at level 1, additional consumption follows the formula posted under Production/Consumption, but the FAB will still produce the same amount of influence per ton of Dark Matter. Dark matter production is so limited that 1 FAB at level 1 will probably consume more dark matter than you can gather over time.

The influence contributed by an FAB through Dark Matter can be tracked. Each time an FAB consumes Dark Matter, a log appears in the Faction Leader's trade log like this:

1. 2011-07-16 00:01:30 Jannaris [10,1] Building FAB DM 3.56 m3 DM, produced 356 Inf

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