Post by Jayden Korr on Mar 31, 2008 2:17:29 GMT
Faction rules:
Starting Troops/Ships/Buildings:
Every Faction begins play with the following assets:
-1 Star Cruiser sized ship
-2 Cruiser sized ships
-2 Troop Units - Or 2 Droid Units (One Unit is equal to 1000 soldiers)
-Level One Mine (on homeworld)
-Base (on homeworld)
Income-
Once a week, depending on your production day (Mine based), your expenses and profits are calculated. This will need to be done by sending a message to an administrator, or posted in your factions system/planet board, here is an example:
__________________________________________________________________________________
Week of Jan 20- Jan 27
Profits:
Level Two Mine x2 (Tatooine) : 4000
Level Four Mine x1 (Kessel) : 4000
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Expenses:
Begin Construction 2 Star Cruisers (Kuat): 6000
Upkeep- Star Cruiser x1 = 150
Cruiser x2= 100
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Total Profit: 8000
Total Expenses: 6250
Total Made/Lost: +1750
Faction Current Credit Balance: 1750
Also, post all of your current assets along with your income summary.
___________________________________________________________________________________
There are several ways with which your faction may acquire funds:
Mines-
Mines are deep drilling facilities that are used to acquire ores and other precious minerals. Each planet you control may house a maximum of five Mines. This does not mean five levels of Mines, so in the end, you can have 5 Level Five Mines on each planet, if you so wished.
Here are some notes about Mines:
- Mines have no production costs (this is due to different methods of running them)
- When your faction is created, you start play with 1 Level One Mine
- You receive the income from your mines on the day your first mine was built. For example, if your first mine was completed on a Monday, all of your subsequent mines (including your first) will generate income every Monday (so long as they are finished constructing).
-Moons can have two mines each as opposed to the 5 on a planet.
- 1 Credit Point is equal to 50,000 Credits. So, if you are creating anything new with research, use this ratio to determine the cost.
Mine Production (per week)
Level 1 Mine- 1,000 Credit Points
Level 2 Mine- 2,000 Credit Points
Level 3 Mine- 3,000 Credit Points
Level 4 Mine- 4,000 Credit Points
Level 5 Mine- 5,000 Credit Points
Upgrading Mines-
In order to reach a higher level Mine than One, you must upgrade existing Mines. Upgrading a Mine costs half of whatever the current production per week is. Upgrading ea level of mine takes 1 week:
Level One Mine Costs 250 Credit Points.
Level One Mine - Level Two Mine- 500 Credit Points
Level Two Mine - Level Three Mine- 1,000 Credit Points
Level Three Mine - Level Four Mine- 1,500 Credit Points
Level Four Mine - Level Five Mine- 2,000 Credit Points
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City Centers-
Cities are another source of income. All cities produce an income based on their sizes, like Mines do. You may have cities that do not produce an income and are only for RP purposes free of charge, but you must RP their creation.
Here are some notes about City Centers:
-A Settlement takes 3 days to make
-Have no upkeep cost due to self sufficiency
-A Planetary City is the largest a city can get in terms of production. Your city may get bigger than that, but it costs nothing. Also, once your city reaches Planetary City size, it cannot generate higher income.
-Creating a brand new settlement cost 20 credit points
City Income- (Bases on size of City)
Settlement (1000 people)- 300 Credit Points
Colony (10,000 people)- 500 Credit Points
Small City (100,000 people)- 700 Credit Points
Medium City (750,000 people)- 900 Credit Points
Large City (2,000,000 people)- 1100 Credit Points
Metropolis (10,000,000 people)- 1300 Credit Points
Citadel (80,000,000 people)- 1500 Credit Points
Planetary City (2,400,000,000+ people)- 2500 Credit points
*City population is estimated
Also, if you have a building that has no strategic/economic purpose besides Rping, you do not have to pay for it; but if you convert into such you must include the cost in your weekly report.
Upgrading Cities-
Upgrading cities is much like upgrading Mines. In order to upgrade an income city, you must pay half of the production rate of the city.
Settlement à Colony - 150 Credit Points - 3 days
Colony à Small City - 250 Credit Points - 4 days
Small City à Medium City - 350 Credit Points -5 days
Medium City à Large City - 450 Credit points - 6 days
Large City à Metropolis - 550 Credit Points - 7 days
Metropolis à Citadel - 650 Credit Points - 8 days
Citadel à Planetary City* - 1250 Credit points - 14 Days
*Requires 3 Citadels to build
Building Production Costs and Descriptions
Small Shipyard- Small shipyards are used to create ships of size Corvette or smaller. Small shipyards have a limit of 5 ships in the building queue. Meaning, it can only build 5 things at one time.
-Build Cost: 1000
-Upkeep Costs- 50
-Build Time 1 week
Medium Shipyard- Medium shipyards are used to create ships of size Cruiser or smaller. Medium shipyards have a limit of 5 medium ships or 10 smaller ships in the building queue.
Large Shipyard- Large shipyards are used to create ships of size Star Dreadnaught or smaller. Large shipyards have a limit of 5 larger or 10 medium ships or 20 small ships in the building queue.
Upgrading Shipyards- upgrading shipyards costs credit points as follows.
Small to medium = 100
Medium to Large = 200
Hard Point Upgrades: Ship yards may be upgraded with hard points. Each hard point must adds 5 credits to upkeep cost, to max of 70 Credits.
Base Fabriction- Produces pre-fabricated Base/Headquarters for deployment on new worlds.
REQUIREMENTS: One ship capable of transporting the pre-fabricated base. Base cost must still be paid but allows it to be build at station and sent there.
Build Cost: 50
Build Time: 3 Days
Cost Optimizer- By using more cost efficient methods of produce this reduces the cost of all ships being built by 5% (further details are in the list of ship classes)
Build Cost: 1,500
Build Time: 3 Days
Fighter Bay- Allows you to produce starfighters separate to the main production queue, so you can build 5 squadrons of starfighters as well as 5 other class ships. Starfighters are normally produced from a standard shipyard, but without this hard point will be counted under the main production queue.
Build Cost: 1000
Build Time: 3 Days
Recycle Center- Allows you to recycle old ships, turning them back into credits.
Build Cost: 1000
Build Time: 3 Days
NOTE: In your build report, you must make mention to this by first stating the ship that was recycled and then stating the income gained from it.
Orbit Defense System - Allows for easier defense of the planetary orbit the shipyard is built on.
Build Cost: 1000
Build Time: 4 Days
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Ship Production Costs-
You may create ships that are not listed in the examples, but they must be equivalent to that type of ship class in strength, unless you have researched the appropriate technologies with which to make them stronger.
Every ship you make costs Credit Points to build. These costs are determined by the actual price of the ship, then converted to Credit Points with a ratio. The costs of some ships were being disputed, therefore, the costs of ships will now be determined by the class of ship. The Production costs of each ship are as follows:
Star Dreadnaught (5,000-20,000 meters)- 22,500 Credit Points
-Star Dreadnaughts represent the pinnacle of your naval might. They are the largest class of ship, and can make or break any fleet.
-Examples Include : Super Star Destroyers, Viscount-Class Star Defender
-Strengths: The Star Dreadnaught is unmatched in capital ship combat.
-Weaknesses: Only notable weakness is star fighter defense, thus usually is stocked with star fighters to defend the ship
-Production Time- 4 Weeks
-Cost Optimizer Override Cost: 20,300 Credit Points
-Upkeep Cost- 1,200 Credit points
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Star Cruiser (1,000-5,000 meters)- 3,000 Credit Points
-Star Cruisers are the backbone of a fleet, adept at capital ship combat, and cost efficient.
-Examples Include: Star Destroyer, MC90, Keldabe-Class Battleship
-Strengths: Excel at ship to ship combat, and are useful in staging ground assaults with orbital fire
-Weaknesses: As with the Star Dreadnaught, the Star Cruiser has little fighter defense, therefore houses fighters for defense.
-Production Time- 2 Weeks
-Cost Optimizer Override Cost: 2,700 Credit Points
-Upkeep Cost- 150 Credit Points
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Cruiser (500-1,000 meters)- 1,000 Credit Points
-Cruisers are used as more protection and support for Star Cruisers.
-Examples Include: Victory I & II SD
-Production Time- 1 Week
-Cost Optimizer Override Cost- 900 Credits Points
-Upkeep Cost- 50 Credit Points
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Frigate(250-500 meters)- 100 Credit Points
- Frigates are the escorts for bigger class ships such as Cruisers and Star Cruisers
-Examples Include: Nebulon-B Escort Frigate, Acclamator Assault Frigate
-Strengths/Weaknesses: The Frigate is mediated on strength, it has a small amount of ship to ship weapons, and also smaller weapons capable of fending off fighters, making it a double edged weapon.
-Production Time- 4 Days
-Cost Optimizer Override Cost- 90 Credit Points
-Upkeep Cost- 5 Credit Points
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Corvette(100-250 meters)- 50 Credit Points
- Corvette class ships are used mainly for blockade runs and fighter defense. They are also widely used as private transport ships.
-Examples Include: Correllian Corvette, Tartan Patrol Cruiser
-Strengths/Weaknesses: Small weapons allow it to easily pick off enemy fighters. Lacks heavy armor, so is vulnerable to capital ship weapon systems.
-Production Time- 2 days
-Cost Optimizer Override Cost- 45 Credit Points
-Upkeep Cost- 5 Credit Points
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Carrier- Light Carrier:10 Credit Points heavy Carrier: 20 Credit Points
-Carriers play many different roles. These range from troop transport, supply transport, or even star fighter carriers.
-Examples Include: Gallofree Medium Transport, Gallofree Large Transport, Star Galleon
-Strengths/Weaknesses: These ships have little in the form of defense, a maximum of 4 or 5 laser cannons. They rely on the fighters they carry, or the other ships escorting them, for defense.
-Production Time- Heavy Carrier- 2 days
Light Carrier- 1 day
-Light Carrier: Light carriers can carry around 3,000 troops each, and several squadrons of fighters. They can also carry cargo
-Heavy Carriers: can carry around 10,000 troops , or many squadrons of fighters or cargo.
-Cost Optimizer Override Cost- Light: 9 Heavy: 15
-Upkeep Cost- No Upkeep Costs
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Freighter (20-100 meters)- 5 Credit points
-Freighters are used as personal transport ships, and can carry 3-10 people comfortably
-Examples Include: YT-2400, Firespray
-Strengths/Weaknesses: Can hold its own against 3-4 fighters, when equipped with laser cannons.
-Production Time- 1 day
-Cost Optimizer Override Cost- None
-Upkeep Cost- None
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Star Fighters/Bombers(5-20 meters)- Mass Production Fighters/Bombers- 25 Credit Points; Limited Production Fighters/Bombers- 50
-Star Fighters and bombers are used to combat enemy fighters, and to attack capital ships and ground targets. One Fighter Squadron includes 12 Fighters. One Bomber Squadron includes 8 Bombers.
-Examples Include: Mass Production Fighter/Bombers: Tie Interceptor, Tie Bomber; Limited Production Fighter/Bombers: X-Wing, B-Wing.
-Strengths/Weaknesses: Fighters excel at Fighter to Fighter combat. Bombers excel at capital ship attacks and attacking ground targets.
-Production Time- 1 day
-Cost Optimizer Override Cost- Mass Prod: 22 Credit Points; Limited Prod: 45 Credit Points
-Upkeep Cost- Mass Prod: None; Limited Prod: 5 Credit Points
(Mass Production Star Fighter/Bomber is essentially a cheap expendable starfighter. Usually without Hyperdrives, shields or some other flaw that makes them easily purchasable. Limited Production Star Fighter/Bombers are state of the art machines. Equipped with a Hyperdrive, shields as well as other things that make them pleasing as all around fighters.)
*Examples are listed to give a basis on how many weapons platforms and installations each ship has.
*The ship classes given are the stock ships. I.e. no modifications or special weapons other then the norm. So if you want to have weaker or stronger ships of the same size and class either add or subtract credit points to suit the change. For example the difference between a regular SD and a SD with a proton cannon.
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Ground Structures
Base/Headquarters: A large facility is placed on the planet allowing for communications all over the planet and to the space station or fleet above planet. Required to build any land structures.
Production Cost: 50
Production Time: 2 days
Upkeep: 5
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Training Facility: A Training Facility trains the infantry for your factions army. It trains basic infantry such as Clone Troopers or Storm Troopers. For more advanced unit’s a Academy must be built. (You can only build one trooper unit per Facility at any time, you can only build 2 facilities per planet .)
Production Cost: 50
Production Time: 3 Days
Up Keep: 5
* One infantry unit is 1,000 soldiers. One Special Forces unit is 100 soldiers.
Basic Infantry
Limited Production Unit - 400 credit points
- Soldiers are the front line fighters of any major ground conflict. They are deployed planetary wide to defend or attack key spots against the opposing force.
- Examples Include: Limited Production Soldiers: Clone Trooper, Storm Troopers
-Strengths/Weaknesses: Soldiers excel at ground based grunt combat. They are trained in ground based tactics and work the best as a team to destroy their enemy. They do have a great disadvantage against heavy vehicles and aircraft fire. Mass production units are considerably weaker than their limited production counterparts. They are more effective in Jungle or Mountain Enviroments than droids.
-Production Time- 3 days for limited production soldiers.
-Upkeep cost: Limited production: 10 credits
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Droid Factory: A Droid Factory builds the infantry for your factions army. It builds basic droids such as B1 Battle Droids or B2 Battle Droids. (You can only build one droid unit per factory at any time, you can only build 2 factories per planet .)
Production Cost: 50
Production Time: 3 Days
Up Keep: 5
* One droid unit is 1,000 soldiers.
Basic Infantry
Limited Production Unit - 400 credit points
- Droids are the front line cannon fodder of any major ground conflict. They are deployed planetary wide to defend or attack key spots against the opposing force.
- Examples Include: Mass Production Soldiers: B1 Battle Droids, B2 Battle Droids
-Strengths/Weaknesses: Droids excel at ground based point and shoot missions. They are programmed in basic ground based tactics and don't work the best as a team to destroy their enemy. They do have a great disadvantage against heavy vehicles and aircraft fire. Mass production units are considerably weaker than their limited production counterparts. They aren't as effective in Jungle or Mountain Enviroments.
-Production Time- 2 days for mass production soldiers.
-Upkeep cost: Mass production: 5 credits per unit
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Training Academy (Upgrades from and replaces 1 Training Facility): A Training Academy builds the most advanced units of the army such as ARC Troopers or Commandos. (You can only vbuild 1 special forces unit per academy. You can build only 1 academy per system.)
Upgrade Cost: 20
Production Time: 1 Week and 3 days
Up Keep: 5
Special Forces
Special Forces Unit- 200 credit points
-Special forces of any army all play almost the same role. To infiltrate and either destroy, find or kill. They are the elite of any force and have the most training and best equipment the force can bring to bear. They are the best of the best.
-Examples include: ARC Troopers, Dark Troopers, Commandos.
-Strengths/Weaknesses: Special Forces are the most trained and best equipped unit and such don’t have many weaknesses. They greatly excel in ground to ground combat against most enemies, even vehicles. They are still are weak against air attacks as most infantry are. They are usually deployed in small numbers to attack or defend very specific, key targets or in the front lines to greatly bulk the fighting force of the attacking/defending army.
-Production Time- 5 days
-Upkeep Cost- 10 credits
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Bio-Engneering Labratory: The Bio-Engineering process can build the strongest units called Super Soldiers. Super Soldiers fight without question and kill extremely Effectively. (Each Labratory can genetically 4 men at a time. There can only be up to three per Planet.)
Initial Cost: 2000 Credit Points
Production Time: 5 Days
Upkeep: 100 Credit Points
Super Soldiers
-Super Soldier Unit: 2000 Credit points
-Strengths/Weaknesses: Super Soldiers are the most diverse soldiers in any military able to utilise any weapon and even carry extreme weights from Half-ton Durasteel armor to fifty Kilogram Plastoid armor. Against most Land units the Super soldiers are nearly unmatched. They are still considerably weak against Aircraft. Use these men Behind enemy Lines to inflict massive damage upon your enemy.
-Production Time- 1 week
-Upkeep Cost- 100 Credit Points
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Light Vehicle Factory: The LV Factory builds small attack or reconnaissance vehicles such as the Z4-Z Speeder Bike or the V-19 Landspeeder.(A LV Factory can build 100 vehicles at one time, you can build 3 factories per system)
Production Cost: 100
Production Time: 4 Days
Upkeep: 5
Light Vehicles
100 Speeder Bikes- 20 credit points
-Speeder Bikes are fast attack/reconnaissance vehicles, not meant for front of the line fighting.
-Examples Include: Z4-Z Speeder Bike and the BARC Speeder.
-Strengths/Weaknesses: Speeder bikes are extremely fast and maneuverable able to avoid most fire and able to fly straight through enemies lines and bike delivering Intel back to base. They are very lightly armored, as a blaster pistol shot has been known to blow one up with one shot.
-Production Time: 2 days
-Upkeep Cost: 5 credit point
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50 Landspeeders- 50 credit points
-Landspeeder are also much faster then heavier vehicles and much more armored compared to Speeder Bikes which gives them a great advantage in the battlefield. Though they still lack the superior firepower and armor that larger tanks have.
-Examples Include: Flash Speeder and the Republic Recon Speeder.
Strengths/Weaknesses: Land Speeders carry over the great land speed that the speeder bike gives, though not to that extreme. They have much more armor and can be, and usually are, covered to protect the people inside. They usually have much armor compared to speeder bikes as well as fire power but they still cant match the firepower comparable to tanks. In amass they can usually take down larger vehicles, but with serious losses.
Production Time: 3 days
Upkeep Cost: 5
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Heavy Vehicle Factory (Upgrades from and replaces Light Vehicle Factory): A HV Factory builds the large vehicles of war for the ground force. The HV Factory builds tanks and artillery for the battlefield such as the TX-130 Saber-class Tank or SPHA Walker.(A Heavy Vehicle Factory can build 100 light vehicles or 50 heavy vehicles at once, you can have upgrade 2 light factories per system to heavy factories)
Upgrade Cost: 25
Production Time: 1 Week and 4 days
Up Keep: 10
Heavy Vehicles
20 Battle Tanks- 40 credits
- Tanks are the most used vehicles in ground conflicts for their superior firepower and armor. Though slow there usefulness in other areas greatly makes up for it. They are the hard hitter of any ground force.
-Examples Include: AAT, TX-130 Saber-class fighter tank, T1-B Hover Tank and Canderous-class assault tank.
-Strengths/Weaknesses: Tank are heavily armed and armored. This helps make up for their slow speed on the battle field.
-Production Time: 4 days
-Upkeep Cost: 10
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10 Heavy Artillery- 40 credits
- Artillery fires down powerful barrages safely from 1,000 of kilometers away. They are an asset to any army.
-Examples Include: SPHA-T, UT-AT and the SPMA-T
-Strengths/Weaknesses: Artillery can bring down barrages of fire at extreme ranged but have nearly no defenses of there own at close ranges. Infantry or vehicles are usually used to defend them against close attacks.
-Production Time: 4 days
-Upkeep Cost: 10
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Research Facility: Allows you to perform research and development on new designs not within Star Wars canon, all designs must be posted for approval.
Production Cost: 100
Production Time: 5 Days
Up Keep: 5
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Defensive Outposts: The strategically places outposts of soldiers on one of the planets you own. This structure permanently places 10,000 basic soldiers on the planet of choice. Every prod week the force is replenished, so if you get income every Monday your troop count on the planet is replenished. The soldiers are permanently stationed on the planet and cannot be moved. It cannot exceed 10,000 total soldiers, unless upgraded (see below). The Outposts can be upgraded with several structures and equipment to make them even stronger.
Production Cost: 3,000
Production Time: 1 Week
Up Keep: 150
Total Upgrades Possible: 2
Reinforced Outposts(Upgrades from and replaces Defensive Outposts): These outposts are more heavily equipped with more soldiers and defenses. Fortified Outposts carry 50,000 troops and can hold more upgrades.
Upgrade Cost: 1,000
Production Time: 2 Week
Up Keep: 200
Total Upgrades Possible: 4
Fortified Outposts(Upgrades from and replaces Reinforced Outposts): Fortified Outposts are the strongest defenses a planet can maintain. Heavily fortified with over 100,000 troops it can support even more upgrades.
Upgrade Cost: 2,000
Production Time: 3 Week
Up Keep: 300
Total Upgrades Possible: 6
.:Outpost Upgrades:.
-Light Anti-Air Turrets: Strategically places a small amount AA Turrets over the planet able to deal with 3-5 squadrons of fighters or bombers with ease.
Cost: 1,000
Production Time: 1 Week
Upkeep: 50
-Medium Anti-Air Turrets(Upgrades from and replaces Light AA Turrets): More AA Turrets are placed over the planet able to deal with 6-9 squadrons.
Cost: 1,500
Production Time: 1 Week
Upkeep: 150
-Heavy Anti-Air Turrets(Upgrades from and replaces Medium AA Turrets): Covers the planet with AA Turrets nearly completely destroying any fighter based attack before it can cause any problems. Can deal with 10-13 squadrons of fighters or bombers.
Cost: 2,000
Production Time: 2 Weeks
Upkeep: 250
-Light Global Defense Turrets: Places large turrets, capable of damaging capital ships, either on or above the planet. A few of these turrets are places to allow slight cover of the entire planet. Can defend against an extremely small fleet of Cruisers or medium fleet of Frigates(or lower).
Cost: 1,500
Production Time: 1 Week
Upkeep:75
-Medium Global Defense Turrets(Upgrades from and replaces Light Global Defenses Turrets): More turrets are placed to increase defensive firepower. Can defend against a medium fleet of Cruisers ships or large fleet of Frigates(or lower).
Cost: 2,000
Production Time: 1 Week
Upkeep:200
-Heavy Global Defense Turrets(Upgrades from and replaces Medium Global Defenses Turrets): Even more turrets are placed over the planet to increase planet defense to its limits. Can defend against a large fleet of Cruisers(or lower) and a small fleet of Star Cruisers.
Cost: 2,500
Production Time: 2 Weeks
Upkeep: 250
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-Planetary Shield: Builds a large shield generator to cover the entire planet from attacks. Able to withstand a barrage of fire from hundreds of ships. Does allow smaller ships, starfighter sized, to pass through the shield.
Cost: 5,000
Production Time: 2 weeks
Upkeep: 250
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-Cloning Vats (requires training facility)- Decreases the cost and production of Limited Production Troops by 75%(on that planet only).
Cost: 3,000
Production Time: 2 weeks
Upkeep: 150
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-Droid Foundary(requires Factory)- Decreases cost of vehicle production by 75% because of droid labor(on that planet only), also decreases the cost of Battle Droids by 50%
Cost: 3,000
Production Time: 2 weeks
Upkeep: 150
Writers Note:
If you feel that something is missing from this system, please feel free to send an administrator a message and we will see what we can do.
*Rules are Subject to change
Starting Troops/Ships/Buildings:
Every Faction begins play with the following assets:
-1 Star Cruiser sized ship
-2 Cruiser sized ships
-2 Troop Units - Or 2 Droid Units (One Unit is equal to 1000 soldiers)
-Level One Mine (on homeworld)
-Base (on homeworld)
Income-
Once a week, depending on your production day (Mine based), your expenses and profits are calculated. This will need to be done by sending a message to an administrator, or posted in your factions system/planet board, here is an example:
__________________________________________________________________________________
Week of Jan 20- Jan 27
Profits:
Level Two Mine x2 (Tatooine) : 4000
Level Four Mine x1 (Kessel) : 4000
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Expenses:
Begin Construction 2 Star Cruisers (Kuat): 6000
Upkeep- Star Cruiser x1 = 150
Cruiser x2= 100
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Total Profit: 8000
Total Expenses: 6250
Total Made/Lost: +1750
Faction Current Credit Balance: 1750
Also, post all of your current assets along with your income summary.
___________________________________________________________________________________
There are several ways with which your faction may acquire funds:
Mines-
Mines are deep drilling facilities that are used to acquire ores and other precious minerals. Each planet you control may house a maximum of five Mines. This does not mean five levels of Mines, so in the end, you can have 5 Level Five Mines on each planet, if you so wished.
Here are some notes about Mines:
- Mines have no production costs (this is due to different methods of running them)
- When your faction is created, you start play with 1 Level One Mine
- You receive the income from your mines on the day your first mine was built. For example, if your first mine was completed on a Monday, all of your subsequent mines (including your first) will generate income every Monday (so long as they are finished constructing).
-Moons can have two mines each as opposed to the 5 on a planet.
- 1 Credit Point is equal to 50,000 Credits. So, if you are creating anything new with research, use this ratio to determine the cost.
Mine Production (per week)
Level 1 Mine- 1,000 Credit Points
Level 2 Mine- 2,000 Credit Points
Level 3 Mine- 3,000 Credit Points
Level 4 Mine- 4,000 Credit Points
Level 5 Mine- 5,000 Credit Points
Upgrading Mines-
In order to reach a higher level Mine than One, you must upgrade existing Mines. Upgrading a Mine costs half of whatever the current production per week is. Upgrading ea level of mine takes 1 week:
Level One Mine Costs 250 Credit Points.
Level One Mine - Level Two Mine- 500 Credit Points
Level Two Mine - Level Three Mine- 1,000 Credit Points
Level Three Mine - Level Four Mine- 1,500 Credit Points
Level Four Mine - Level Five Mine- 2,000 Credit Points
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City Centers-
Cities are another source of income. All cities produce an income based on their sizes, like Mines do. You may have cities that do not produce an income and are only for RP purposes free of charge, but you must RP their creation.
Here are some notes about City Centers:
-A Settlement takes 3 days to make
-Have no upkeep cost due to self sufficiency
-A Planetary City is the largest a city can get in terms of production. Your city may get bigger than that, but it costs nothing. Also, once your city reaches Planetary City size, it cannot generate higher income.
-Creating a brand new settlement cost 20 credit points
City Income- (Bases on size of City)
Settlement (1000 people)- 300 Credit Points
Colony (10,000 people)- 500 Credit Points
Small City (100,000 people)- 700 Credit Points
Medium City (750,000 people)- 900 Credit Points
Large City (2,000,000 people)- 1100 Credit Points
Metropolis (10,000,000 people)- 1300 Credit Points
Citadel (80,000,000 people)- 1500 Credit Points
Planetary City (2,400,000,000+ people)- 2500 Credit points
*City population is estimated
Also, if you have a building that has no strategic/economic purpose besides Rping, you do not have to pay for it; but if you convert into such you must include the cost in your weekly report.
Upgrading Cities-
Upgrading cities is much like upgrading Mines. In order to upgrade an income city, you must pay half of the production rate of the city.
Settlement à Colony - 150 Credit Points - 3 days
Colony à Small City - 250 Credit Points - 4 days
Small City à Medium City - 350 Credit Points -5 days
Medium City à Large City - 450 Credit points - 6 days
Large City à Metropolis - 550 Credit Points - 7 days
Metropolis à Citadel - 650 Credit Points - 8 days
Citadel à Planetary City* - 1250 Credit points - 14 Days
*Requires 3 Citadels to build
Building Production Costs and Descriptions
Small Shipyard- Small shipyards are used to create ships of size Corvette or smaller. Small shipyards have a limit of 5 ships in the building queue. Meaning, it can only build 5 things at one time.
-Build Cost: 1000
-Upkeep Costs- 50
-Build Time 1 week
Medium Shipyard- Medium shipyards are used to create ships of size Cruiser or smaller. Medium shipyards have a limit of 5 medium ships or 10 smaller ships in the building queue.
Large Shipyard- Large shipyards are used to create ships of size Star Dreadnaught or smaller. Large shipyards have a limit of 5 larger or 10 medium ships or 20 small ships in the building queue.
Upgrading Shipyards- upgrading shipyards costs credit points as follows.
Small to medium = 100
Medium to Large = 200
Hard Point Upgrades: Ship yards may be upgraded with hard points. Each hard point must adds 5 credits to upkeep cost, to max of 70 Credits.
Base Fabriction- Produces pre-fabricated Base/Headquarters for deployment on new worlds.
REQUIREMENTS: One ship capable of transporting the pre-fabricated base. Base cost must still be paid but allows it to be build at station and sent there.
Build Cost: 50
Build Time: 3 Days
Cost Optimizer- By using more cost efficient methods of produce this reduces the cost of all ships being built by 5% (further details are in the list of ship classes)
Build Cost: 1,500
Build Time: 3 Days
Fighter Bay- Allows you to produce starfighters separate to the main production queue, so you can build 5 squadrons of starfighters as well as 5 other class ships. Starfighters are normally produced from a standard shipyard, but without this hard point will be counted under the main production queue.
Build Cost: 1000
Build Time: 3 Days
Recycle Center- Allows you to recycle old ships, turning them back into credits.
Build Cost: 1000
Build Time: 3 Days
NOTE: In your build report, you must make mention to this by first stating the ship that was recycled and then stating the income gained from it.
Orbit Defense System - Allows for easier defense of the planetary orbit the shipyard is built on.
Build Cost: 1000
Build Time: 4 Days
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Ship Production Costs-
You may create ships that are not listed in the examples, but they must be equivalent to that type of ship class in strength, unless you have researched the appropriate technologies with which to make them stronger.
Every ship you make costs Credit Points to build. These costs are determined by the actual price of the ship, then converted to Credit Points with a ratio. The costs of some ships were being disputed, therefore, the costs of ships will now be determined by the class of ship. The Production costs of each ship are as follows:
Star Dreadnaught (5,000-20,000 meters)- 22,500 Credit Points
-Star Dreadnaughts represent the pinnacle of your naval might. They are the largest class of ship, and can make or break any fleet.
-Examples Include : Super Star Destroyers, Viscount-Class Star Defender
-Strengths: The Star Dreadnaught is unmatched in capital ship combat.
-Weaknesses: Only notable weakness is star fighter defense, thus usually is stocked with star fighters to defend the ship
-Production Time- 4 Weeks
-Cost Optimizer Override Cost: 20,300 Credit Points
-Upkeep Cost- 1,200 Credit points
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Star Cruiser (1,000-5,000 meters)- 3,000 Credit Points
-Star Cruisers are the backbone of a fleet, adept at capital ship combat, and cost efficient.
-Examples Include: Star Destroyer, MC90, Keldabe-Class Battleship
-Strengths: Excel at ship to ship combat, and are useful in staging ground assaults with orbital fire
-Weaknesses: As with the Star Dreadnaught, the Star Cruiser has little fighter defense, therefore houses fighters for defense.
-Production Time- 2 Weeks
-Cost Optimizer Override Cost: 2,700 Credit Points
-Upkeep Cost- 150 Credit Points
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Cruiser (500-1,000 meters)- 1,000 Credit Points
-Cruisers are used as more protection and support for Star Cruisers.
-Examples Include: Victory I & II SD
-Production Time- 1 Week
-Cost Optimizer Override Cost- 900 Credits Points
-Upkeep Cost- 50 Credit Points
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Frigate(250-500 meters)- 100 Credit Points
- Frigates are the escorts for bigger class ships such as Cruisers and Star Cruisers
-Examples Include: Nebulon-B Escort Frigate, Acclamator Assault Frigate
-Strengths/Weaknesses: The Frigate is mediated on strength, it has a small amount of ship to ship weapons, and also smaller weapons capable of fending off fighters, making it a double edged weapon.
-Production Time- 4 Days
-Cost Optimizer Override Cost- 90 Credit Points
-Upkeep Cost- 5 Credit Points
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Corvette(100-250 meters)- 50 Credit Points
- Corvette class ships are used mainly for blockade runs and fighter defense. They are also widely used as private transport ships.
-Examples Include: Correllian Corvette, Tartan Patrol Cruiser
-Strengths/Weaknesses: Small weapons allow it to easily pick off enemy fighters. Lacks heavy armor, so is vulnerable to capital ship weapon systems.
-Production Time- 2 days
-Cost Optimizer Override Cost- 45 Credit Points
-Upkeep Cost- 5 Credit Points
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Carrier- Light Carrier:10 Credit Points heavy Carrier: 20 Credit Points
-Carriers play many different roles. These range from troop transport, supply transport, or even star fighter carriers.
-Examples Include: Gallofree Medium Transport, Gallofree Large Transport, Star Galleon
-Strengths/Weaknesses: These ships have little in the form of defense, a maximum of 4 or 5 laser cannons. They rely on the fighters they carry, or the other ships escorting them, for defense.
-Production Time- Heavy Carrier- 2 days
Light Carrier- 1 day
-Light Carrier: Light carriers can carry around 3,000 troops each, and several squadrons of fighters. They can also carry cargo
-Heavy Carriers: can carry around 10,000 troops , or many squadrons of fighters or cargo.
-Cost Optimizer Override Cost- Light: 9 Heavy: 15
-Upkeep Cost- No Upkeep Costs
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Freighter (20-100 meters)- 5 Credit points
-Freighters are used as personal transport ships, and can carry 3-10 people comfortably
-Examples Include: YT-2400, Firespray
-Strengths/Weaknesses: Can hold its own against 3-4 fighters, when equipped with laser cannons.
-Production Time- 1 day
-Cost Optimizer Override Cost- None
-Upkeep Cost- None
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Star Fighters/Bombers(5-20 meters)- Mass Production Fighters/Bombers- 25 Credit Points; Limited Production Fighters/Bombers- 50
-Star Fighters and bombers are used to combat enemy fighters, and to attack capital ships and ground targets. One Fighter Squadron includes 12 Fighters. One Bomber Squadron includes 8 Bombers.
-Examples Include: Mass Production Fighter/Bombers: Tie Interceptor, Tie Bomber; Limited Production Fighter/Bombers: X-Wing, B-Wing.
-Strengths/Weaknesses: Fighters excel at Fighter to Fighter combat. Bombers excel at capital ship attacks and attacking ground targets.
-Production Time- 1 day
-Cost Optimizer Override Cost- Mass Prod: 22 Credit Points; Limited Prod: 45 Credit Points
-Upkeep Cost- Mass Prod: None; Limited Prod: 5 Credit Points
(Mass Production Star Fighter/Bomber is essentially a cheap expendable starfighter. Usually without Hyperdrives, shields or some other flaw that makes them easily purchasable. Limited Production Star Fighter/Bombers are state of the art machines. Equipped with a Hyperdrive, shields as well as other things that make them pleasing as all around fighters.)
*Examples are listed to give a basis on how many weapons platforms and installations each ship has.
*The ship classes given are the stock ships. I.e. no modifications or special weapons other then the norm. So if you want to have weaker or stronger ships of the same size and class either add or subtract credit points to suit the change. For example the difference between a regular SD and a SD with a proton cannon.
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Ground Structures
Base/Headquarters: A large facility is placed on the planet allowing for communications all over the planet and to the space station or fleet above planet. Required to build any land structures.
Production Cost: 50
Production Time: 2 days
Upkeep: 5
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Training Facility: A Training Facility trains the infantry for your factions army. It trains basic infantry such as Clone Troopers or Storm Troopers. For more advanced unit’s a Academy must be built. (You can only build one trooper unit per Facility at any time, you can only build 2 facilities per planet .)
Production Cost: 50
Production Time: 3 Days
Up Keep: 5
* One infantry unit is 1,000 soldiers. One Special Forces unit is 100 soldiers.
Basic Infantry
Limited Production Unit - 400 credit points
- Soldiers are the front line fighters of any major ground conflict. They are deployed planetary wide to defend or attack key spots against the opposing force.
- Examples Include: Limited Production Soldiers: Clone Trooper, Storm Troopers
-Strengths/Weaknesses: Soldiers excel at ground based grunt combat. They are trained in ground based tactics and work the best as a team to destroy their enemy. They do have a great disadvantage against heavy vehicles and aircraft fire. Mass production units are considerably weaker than their limited production counterparts. They are more effective in Jungle or Mountain Enviroments than droids.
-Production Time- 3 days for limited production soldiers.
-Upkeep cost: Limited production: 10 credits
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Droid Factory: A Droid Factory builds the infantry for your factions army. It builds basic droids such as B1 Battle Droids or B2 Battle Droids. (You can only build one droid unit per factory at any time, you can only build 2 factories per planet .)
Production Cost: 50
Production Time: 3 Days
Up Keep: 5
* One droid unit is 1,000 soldiers.
Basic Infantry
Limited Production Unit - 400 credit points
- Droids are the front line cannon fodder of any major ground conflict. They are deployed planetary wide to defend or attack key spots against the opposing force.
- Examples Include: Mass Production Soldiers: B1 Battle Droids, B2 Battle Droids
-Strengths/Weaknesses: Droids excel at ground based point and shoot missions. They are programmed in basic ground based tactics and don't work the best as a team to destroy their enemy. They do have a great disadvantage against heavy vehicles and aircraft fire. Mass production units are considerably weaker than their limited production counterparts. They aren't as effective in Jungle or Mountain Enviroments.
-Production Time- 2 days for mass production soldiers.
-Upkeep cost: Mass production: 5 credits per unit
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Training Academy (Upgrades from and replaces 1 Training Facility): A Training Academy builds the most advanced units of the army such as ARC Troopers or Commandos. (You can only vbuild 1 special forces unit per academy. You can build only 1 academy per system.)
Upgrade Cost: 20
Production Time: 1 Week and 3 days
Up Keep: 5
Special Forces
Special Forces Unit- 200 credit points
-Special forces of any army all play almost the same role. To infiltrate and either destroy, find or kill. They are the elite of any force and have the most training and best equipment the force can bring to bear. They are the best of the best.
-Examples include: ARC Troopers, Dark Troopers, Commandos.
-Strengths/Weaknesses: Special Forces are the most trained and best equipped unit and such don’t have many weaknesses. They greatly excel in ground to ground combat against most enemies, even vehicles. They are still are weak against air attacks as most infantry are. They are usually deployed in small numbers to attack or defend very specific, key targets or in the front lines to greatly bulk the fighting force of the attacking/defending army.
-Production Time- 5 days
-Upkeep Cost- 10 credits
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Bio-Engneering Labratory: The Bio-Engineering process can build the strongest units called Super Soldiers. Super Soldiers fight without question and kill extremely Effectively. (Each Labratory can genetically 4 men at a time. There can only be up to three per Planet.)
Initial Cost: 2000 Credit Points
Production Time: 5 Days
Upkeep: 100 Credit Points
Super Soldiers
-Super Soldier Unit: 2000 Credit points
-Strengths/Weaknesses: Super Soldiers are the most diverse soldiers in any military able to utilise any weapon and even carry extreme weights from Half-ton Durasteel armor to fifty Kilogram Plastoid armor. Against most Land units the Super soldiers are nearly unmatched. They are still considerably weak against Aircraft. Use these men Behind enemy Lines to inflict massive damage upon your enemy.
-Production Time- 1 week
-Upkeep Cost- 100 Credit Points
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Light Vehicle Factory: The LV Factory builds small attack or reconnaissance vehicles such as the Z4-Z Speeder Bike or the V-19 Landspeeder.(A LV Factory can build 100 vehicles at one time, you can build 3 factories per system)
Production Cost: 100
Production Time: 4 Days
Upkeep: 5
Light Vehicles
100 Speeder Bikes- 20 credit points
-Speeder Bikes are fast attack/reconnaissance vehicles, not meant for front of the line fighting.
-Examples Include: Z4-Z Speeder Bike and the BARC Speeder.
-Strengths/Weaknesses: Speeder bikes are extremely fast and maneuverable able to avoid most fire and able to fly straight through enemies lines and bike delivering Intel back to base. They are very lightly armored, as a blaster pistol shot has been known to blow one up with one shot.
-Production Time: 2 days
-Upkeep Cost: 5 credit point
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50 Landspeeders- 50 credit points
-Landspeeder are also much faster then heavier vehicles and much more armored compared to Speeder Bikes which gives them a great advantage in the battlefield. Though they still lack the superior firepower and armor that larger tanks have.
-Examples Include: Flash Speeder and the Republic Recon Speeder.
Strengths/Weaknesses: Land Speeders carry over the great land speed that the speeder bike gives, though not to that extreme. They have much more armor and can be, and usually are, covered to protect the people inside. They usually have much armor compared to speeder bikes as well as fire power but they still cant match the firepower comparable to tanks. In amass they can usually take down larger vehicles, but with serious losses.
Production Time: 3 days
Upkeep Cost: 5
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Heavy Vehicle Factory (Upgrades from and replaces Light Vehicle Factory): A HV Factory builds the large vehicles of war for the ground force. The HV Factory builds tanks and artillery for the battlefield such as the TX-130 Saber-class Tank or SPHA Walker.(A Heavy Vehicle Factory can build 100 light vehicles or 50 heavy vehicles at once, you can have upgrade 2 light factories per system to heavy factories)
Upgrade Cost: 25
Production Time: 1 Week and 4 days
Up Keep: 10
Heavy Vehicles
20 Battle Tanks- 40 credits
- Tanks are the most used vehicles in ground conflicts for their superior firepower and armor. Though slow there usefulness in other areas greatly makes up for it. They are the hard hitter of any ground force.
-Examples Include: AAT, TX-130 Saber-class fighter tank, T1-B Hover Tank and Canderous-class assault tank.
-Strengths/Weaknesses: Tank are heavily armed and armored. This helps make up for their slow speed on the battle field.
-Production Time: 4 days
-Upkeep Cost: 10
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10 Heavy Artillery- 40 credits
- Artillery fires down powerful barrages safely from 1,000 of kilometers away. They are an asset to any army.
-Examples Include: SPHA-T, UT-AT and the SPMA-T
-Strengths/Weaknesses: Artillery can bring down barrages of fire at extreme ranged but have nearly no defenses of there own at close ranges. Infantry or vehicles are usually used to defend them against close attacks.
-Production Time: 4 days
-Upkeep Cost: 10
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Research Facility: Allows you to perform research and development on new designs not within Star Wars canon, all designs must be posted for approval.
Production Cost: 100
Production Time: 5 Days
Up Keep: 5
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Defensive Outposts: The strategically places outposts of soldiers on one of the planets you own. This structure permanently places 10,000 basic soldiers on the planet of choice. Every prod week the force is replenished, so if you get income every Monday your troop count on the planet is replenished. The soldiers are permanently stationed on the planet and cannot be moved. It cannot exceed 10,000 total soldiers, unless upgraded (see below). The Outposts can be upgraded with several structures and equipment to make them even stronger.
Production Cost: 3,000
Production Time: 1 Week
Up Keep: 150
Total Upgrades Possible: 2
Reinforced Outposts(Upgrades from and replaces Defensive Outposts): These outposts are more heavily equipped with more soldiers and defenses. Fortified Outposts carry 50,000 troops and can hold more upgrades.
Upgrade Cost: 1,000
Production Time: 2 Week
Up Keep: 200
Total Upgrades Possible: 4
Fortified Outposts(Upgrades from and replaces Reinforced Outposts): Fortified Outposts are the strongest defenses a planet can maintain. Heavily fortified with over 100,000 troops it can support even more upgrades.
Upgrade Cost: 2,000
Production Time: 3 Week
Up Keep: 300
Total Upgrades Possible: 6
.:Outpost Upgrades:.
-Light Anti-Air Turrets: Strategically places a small amount AA Turrets over the planet able to deal with 3-5 squadrons of fighters or bombers with ease.
Cost: 1,000
Production Time: 1 Week
Upkeep: 50
-Medium Anti-Air Turrets(Upgrades from and replaces Light AA Turrets): More AA Turrets are placed over the planet able to deal with 6-9 squadrons.
Cost: 1,500
Production Time: 1 Week
Upkeep: 150
-Heavy Anti-Air Turrets(Upgrades from and replaces Medium AA Turrets): Covers the planet with AA Turrets nearly completely destroying any fighter based attack before it can cause any problems. Can deal with 10-13 squadrons of fighters or bombers.
Cost: 2,000
Production Time: 2 Weeks
Upkeep: 250
-Light Global Defense Turrets: Places large turrets, capable of damaging capital ships, either on or above the planet. A few of these turrets are places to allow slight cover of the entire planet. Can defend against an extremely small fleet of Cruisers or medium fleet of Frigates(or lower).
Cost: 1,500
Production Time: 1 Week
Upkeep:75
-Medium Global Defense Turrets(Upgrades from and replaces Light Global Defenses Turrets): More turrets are placed to increase defensive firepower. Can defend against a medium fleet of Cruisers ships or large fleet of Frigates(or lower).
Cost: 2,000
Production Time: 1 Week
Upkeep:200
-Heavy Global Defense Turrets(Upgrades from and replaces Medium Global Defenses Turrets): Even more turrets are placed over the planet to increase planet defense to its limits. Can defend against a large fleet of Cruisers(or lower) and a small fleet of Star Cruisers.
Cost: 2,500
Production Time: 2 Weeks
Upkeep: 250
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-Planetary Shield: Builds a large shield generator to cover the entire planet from attacks. Able to withstand a barrage of fire from hundreds of ships. Does allow smaller ships, starfighter sized, to pass through the shield.
Cost: 5,000
Production Time: 2 weeks
Upkeep: 250
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-Cloning Vats (requires training facility)- Decreases the cost and production of Limited Production Troops by 75%(on that planet only).
Cost: 3,000
Production Time: 2 weeks
Upkeep: 150
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-Droid Foundary(requires Factory)- Decreases cost of vehicle production by 75% because of droid labor(on that planet only), also decreases the cost of Battle Droids by 50%
Cost: 3,000
Production Time: 2 weeks
Upkeep: 150
Writers Note:
If you feel that something is missing from this system, please feel free to send an administrator a message and we will see what we can do.
*Rules are Subject to change