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Player Factions (signed up so far)
The Emergents of Providence ("Emergents")
Leader: President Jonathan Domini / Erik Mesoy
Home system: Benalia - 3 warpgates
Attributes:
Blessed ( Reliably good random events )
Production: 40 (0 banked)
Trade: None
Travel speed: 1 gate/turn
Colonized systems:
- Benalia 40/150 (50/20/10/50/10/10)
Army and Fleet deployment:
- Benalia: 1000 infantry, 4 Scouts, 120 Fighters
Note: As you have no Carriers, neither your infantry nor your Fighters can travel to other systems.
Researched technologies: None
Description: The Emergents seem to have survived the Breaking by unadulterated luck, which holds even unto this day. Their new leaders are constantly finding ore deposits, salvaging old ships, getting sudden inflices of volunteers, or being out of town when a natural disaster strikes their headquarters. Probing the luck is unpopular due to a superstition that it might cease if someone discovers that it has no basis in reality.
Brotherhood of Nod (Nod)
Leaders: Seth and Kane / Cleric
Home system: Godan - 3 warpgates
Attributes:
Fanatics (loyal population),
Brilliant Research (20% reduction on all research costs),
Wimpy (infantry sucks)
Production: 40 (0 banked)
Trade: None
Travel speed: 1 gate/turn
Colonized systems:
- Godan 40/120 (60/20/20/0/10/10)
Army and Fleet deployment:
- Godan: 1000 infantry, 3 Scouts, 140 Fighters
Researched technologies: None
Description: The Brotherhood of Nod is an ancient quasi religious society that originated on Earth, but left because of prosecution on charges that it was a dangerous terrorist organization. They found an arid, backwater desert planet and settled there. Everything was well for a time, until the Scourge came along through an unexplained way. The Brotherhood was thrown into chaos, it divided and fought itself. Then two mysterious men appeared, one claiming he came from another dimension, the other while not claiming anything was strategic mastermind and had great charisma. They joined forces and united the Brotherhood. Now after the end of the plague, Nod is ready to expand on a galactic level.
The Furians
Leader: President Ryan Zabriskie / germanicus12
Home system: Fury - 4 warpgates
Attributes:
Warriors (really good infantry),
Natural Pilots (bonus to aerial battles),
Harsh Training (infantry costs double)
Production: 40 (0 banked)
Trade: None
Travel speed: 1 gate/turn
Colonized systems:
- Fury 40/160 (50/0/40/20/10/40)
Army and Fleet deployment:
- Fury: 1000 infantry, 4 Scouts, 120 Fighters
Researched technologies: None
Description: The Furians were all but wiped out and forgotten by history during the scourge. But in reality they escaped and hid out underground. They were the most feared military unit in the galaxy, supported by UPS, United Pacific States, they ruled their system with an iron fist. The workers and citizens rarely broke the law and the Fury system immediatly became the safest place in the Universe. Until the scourge that is...... Now they have come out to a shattered system and now hope to rebuild the system again and rule with an Iron fist again, as they love to do that.
Nekomi
Leaders: Various electives/ TerrisH
Home system: Sirius - 4 warpgates
Attributes:
Core World (productive home system),
Genetic Affinity (Free Techs: Medicine, Genetics; genetic research costs half, effects are doubled),
Truthful (Suck at espionage)
Production: 45 (0 banked)
Trade: None
Travel speed: 1 gate/turn
Colonized systems:
- Godan 45/200 (70/20/20/30/20/40)
Army and Fleet deployment:
- Sirus: 1000 infantry, 4 Scouts, 120 Fighters
Researched technologies: Biotech: Medicine, Genetics
Description: Sirius, once one of the proud Core worlds, now a ruin. Its proud shipyards and cities reduces to empty, desolate hulks. But from these ruined cities have risen the Survivors - the Nekomi. In truth, they were no more then a strange sub-culture of humanity. Mostly teenagers, who have decided to follow into a strange trend of making minor genetic additions to themselves. For some, a tail or an extra set of animal-like ears upon the top of their heads. Some even have claws. While human at the core, these additions, which could not be passed on to the next generation by, did somehow give them an advantage durring the lean times, and a large number of them did survive. Now, as the road to recovery begins once again, they have taken the forefront of society, and begun trying to reach the stars again.
Shuurai Heavy Industries [襲来重工業,
Shuurai Jūkōgyō] (Shuurai, SHI)
Leader: Chief Executive Officer Tsukuda Renji / Symphony D.
Home system: Epsilon Eridani - 4 Warpgates
Attributes:
Industrious (15% cost reduction on ships, tanks and drones),
Brilliant Research (20% reduction to all research costs),
Corporate State (evil bastards; lower stability and hated by others)
Production: 40 (0 banked)
Trade: None
Travel speed: 1 gate/turn
Colonized systems:
- Epsilon Eridani 40/140 (50/30/10/0/40/10)
Army and Fleet deployment:
- Epsilon Eridani: 1000 infantry, 4 Scouts, 120 Fighters
Researched technologies: None
Description: With the expansive resources under the control of megacorporations, it was inevitable one of them at least would survive even a massive calamity such as that of the Scourge. Shuurai, a weapons manufacturing titan based upon the archipelagic terrestrial core world of Epsilon Eridani Prime, did precisely that, aided by vast quantities of military hardware within its warehouses and the means to manufacture more. It has since extended its control over the rest of the system, and with the new commercial void which has opened, aims for the “acquisition” of yet more “strategic resources.”
Colonial Federation of Sezuren (Colonials)
Leader: Prime Minister Alesia Maradoth / Global Nexus
Home system: Sezuren - 3 warpgates
Attributes:
Imperialistic Drive (strong colony stability)
Production: 40 (0 banked)
Trade: None
Travel speed: 1 gate/turn
Colonized systems:
- Sezuren 40/120 (80/10/20/0/10/0)
Army and Fleet deployment:
- Sezuren: 1000 infantry, 3 Scouts, 140 Fighters
Researched Technologies: None
Description: When the Sezuren system saw its first colonies erected, the men and women who founded them believed it was the beginning of a wonderful new life. Sezuren was the target of a very large, very
expensive colonization project. It was supposed to be the future: bringing millions, nay billions to the system and developing the central planet completely within a year. This was how future colonial projects were supposed to be! Eight months later, the Scourge hit.
When all was said and done, however, the colonists did not all die. In fact, they survived despite the losses that occurred. By what seems to be nothing more than a stroke of luck, the colonists largely survived the Scourge! Now the colonists of Sezuren have their infrastructure back up and running, even if it is a bit jury-rigged for the moment. They’ve come to realize that this is an opportunity to reshape the mold of their new society. Instead of being a colony – a subordinate – they would forge a new interstellar
dominion and create a society of MANY united colonies.
Intergalactic Corporation
Leader: Chief Executive Gnork / Sheep
Home system: Huris - 3 warpgates
Attributes:
Imperialistic Drive (strong colony stability)
Production: 40 (0 banked)
Trade: None
Travel speed: 1 gate/turn
Colonized systems:
- Huris 40/140 (60/20/30/0/10/20)
Army and Fleet deployment:
- Huris: 1000 infantry, 3 Scouts, 140 Fighters
Researched Technologies: None
Description: Huris, home of terror, blood and near anarchy, until Intergalactic Corporation made a hostile takeover of the planetary government and reinstated order. Now Intergalactic looks out on the neighbouring systems realising that it is their mission to expand the corporation, expand their profits and expand order in this galaxy and beyond.
NAM Cluster Gymir-Rho (NAMgρ
Leader: CEO Oscar Magnusson/
Disenfrancised
Home system: Rigel C II - 2 warpgates
Attributes:
Mechanical Affinity (Starts with Robotics, halved cost for all Robotics research, 25% more drones per PP),
Extremophile Industry (-1 to redev costs for R6-R8, starts with R6, earlier unlocking of R7),
Low Population (Colony ships cost double, trading to yields half, infantry cost double)
Production: 40 (0 banked)
Trade: None
Travel speed: 1 gate/turn
Colonized systems:
- Rigel 40/160 (50/30/0/10/40/30)
Army and Fleet deployment:
- Rigel: 1000 infantry, 5 Scouts, 80 Fighters
Researched technologies: Robots, Human-Computer interface
Description: NAM, or Norsk Automated Mining industries has a long history stretching right back to the 22nd century on earth. The technical demands of profitably mining the truly enormous coal reserves off Norway’s coast lead to an explosion of robotics, teleoperation, AI and extreme environment engineering, and the vast wealth engendered made the company a notable power (and one which became very integrated with the still EU-independent Norwegian state). Naturally when the solar system opened up NAM units were at the forefront of resource extraction across difficult environments from Triton to Mercury. During the great expansion NAM spread across the stars, typically acting as subcontractors to other Commercial entities to break ground in difficult systems whilst local industry started up. It is in this period that the “Cluster” evolved as the principle NAM unit, consisting of a self sufficient group of large mining robots and the industrial base and habitats to keep them running, moving from system to system to find work, with a closely knit and somewhat insular social structure. As the Scourge spread throughout Known Space, A cluster with the designation “Gymir-Rho” was working the highly radioactive belt orbiting the third star in the Rigel system. As the systems failed the Cluster relocated to CII, where a small Terraforming project was occurring under the auspices of another company. A few megaton mining charges later and the planet was under the Clusters authority, though most of their machinery had to be abandoned in orbit. Despite the slightly radiation intense environment the people are getting back on their feet, and the wealth of worlds beckons once again.
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