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Forgotten Colonies - Factions

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The subject of this article is from the NEXT update.
The information from this article is up-to-date as of 28 October, 2018.
Disambig.png This article is about the NEXT version of Forgotten Colonies - Factions. For the Atlas Rises version, see Forgotten Colonies - Factions (Atlas).

This section is Fan Fiction. The information found here is not an actual part of the released game, but a user-invented addition to the wiki.

Forgotten Colonies - Factions is a roleplaying page.

Summary[edit | edit source]

The Forgotten Colonies - Factions system is meant to allow players to engage in faction roleplay, a feature sadly missing from NMS as of yet.

Premise[edit | edit source]

Space was never safe... and neither is The Fade. Out on the distant border of the Euclid galaxy, above and below the galactic center and far past 1.5 million light-years away, several groups fight for dominance. Some support exploration and research, blazing into the void of the outer rim, others try to secure resources for major projects or to defend the rim. Others just want to rule them all. Here they all meet and tell you their story. With the advent of the temporal anomaly N07E24-X20T18, all has changed and many lives were lost. Can your people reclaim the glory of the former days?

Factions[edit | edit source]

Supragalactical[edit | edit source]

The Traveller's Guild[edit | edit source]

  • Cooperative
  • Traveller
  • Protect the Multiverse
  • Neutral Good Paragon

Trust: 100%
Wealth: ∞ (Infinite)
Public Order: 100%

Capital: Alpha Polaris - The Synergy / Delta Polaris - The Guardians

The guild of the Traveller has been founded after the boundary of the multiverse began to fail. With time interwoven in the truth all of them share, the Travellers have come together to aid each other in the pursuits of knowledge and in an effort to help the galaxy survive. Knowledge about the corruption and decay are as important as the containment of rogue sentinels or dangerous empires. Their knowledge has led to the Outer Rim Expedition, the Portal Network Initiative and the successful rekindlement of civilization on the border of the Euclid galaxy. If one has a keen eye, they might spot their embassies out in the void, as many Travellers have begun to rule and support the people with the knowledge they once only sought to collect. And all of them are welcome in the Traveller's Guild.
After the temporal anomaly N07E24-X20T18 the guild has helped the border rebuild, but had itself the trouble to adapt to the new natural laws of the remade multiverse. With the galaxy once again ready to chart the stars, the guild has united under the effort of the Euclidian Restoration with the Anomaly, a new race of protectors called by the Atlas to once and for all end the crisis with the vague error code "16".

Shared Fate: Traveller systems never suffer bad events regarding order or trust inside Traveller factions.
Transdimensional: Wealth of the Multiverse.

Vy'keen High Command[edit | edit source]

  • Enemies of the Cult of Nal

Cult of Nal[edit | edit source]

  • [Data Expunged]

First Spawn Remnants[edit | edit source]

  • Error, No Data! Supposed to be destroyed.

Beta Spiral[edit | edit source]

Gek[edit | edit source]

Worker's Union of Museydar[edit | edit source]
  • Communism
  • Nationalist (Gek)
  • Autarky / Unity
  • Lawful Neutral Renegade

Trust: 90%
Wealth: 24 (+8 per day 15/10)

  • Systems (+1)
    • Dead Worlds (+1)
  • Resources (+6)
    • Activated Copper (E)
    • Cobalt
    • Copper
    • Pure Ferrite
    • Salt (E)
    • Silver
  • Industry
    • Trade

Public Order: 97% (+1%)

  • Systems (+1)

Capital: Museydar

There have been many revolutions inside the Gek dominions, but none is so radical for the imperialistic and later capitalistic Gek than an idea of equality, social empathy and sharing. While the Worker's Union of Museydar might not be perfect and corruption still lingers inside the old ideals of pay and you will receive among the Gek, many have come to accept the new system. Unless something goes horribly wrong the majority has come to understand that it offers a wider market and more happiness if all prosper at the same time. A poor Gek doesn't increase demand and thus doesn't need supply of advanced goods. A terrible idea!
A truly living market needs to offer all access in equality. And from that prosperity stems new innovation, to go beyond what all do own as new needs arise for the many. It is a kind of altruistic egoism, to advance together. And Museydar intends to lead the charge for their people, the Gek, all of them!

Korvax[edit | edit source]

Kirsk Collective[edit | edit source]
  • Communism
  • Nationalist (Korvax)
  • Self-Sufficiency / Freedom of Research
  • Lawful Evil Renegade

Trust: 82%
Wealth: 40 (+8 per day 15/10)

  • Systems (+1)
    • Dead Worlds (+1)
  • Resources (+6)
    • Cobalt
    • Copper
    • Pure Ferrite
    • Salt
    • Silver
    • Sodium
  • Industry
    • Manufactury

Public Order: 100% (+1%)

  • Systems (+1)

Capital: Kirsk

The convergence of Kirsk is a united body of Korvax working for their greater good. While this mostly takes form in cooperation with Korvax systems, their pragmatic approach to independence of the collective and drastic measures they are willing to employ can lead to conflicts of moral and interests. They are egoistic, but would never dare to anger the greater galactic community as a whole. The Korvax won't wait to be the lamb to be slaughtered however.

Vy'keen[edit | edit source]

Bameran Directorate[edit | edit source]
  • Police State
  • Nationalist (Vy'keen)
  • Autarky / Honorful Conduct and Order
  • Absolute Neutral Paragon

Trust: 87%
Wealth: 36 (+6 per day 15/10)

  • Systems (+1)
    • Dead Worlds (+1)
  • Resources (+4)
    • Copper
    • Pure Ferrite
    • Salt
    • Silver
  • Industry
    • Refinery

Public Order: 70% (+1%)

  • Systems (+1)

Capital: Bameran

As a rather isolated star system but with the bonus of high order, Bameran has won the tradewar with its only neighbor for the main refinery of the local star bridge. With its close system Seling providing it with a market and the goods for its industry, the system prospered. Today it is a regional capital and able to influence the fate of the region. However, the Vy'keen aren't too thrilled to go to war for others... unless it regards sentinels or Gek supremacists. After hearing of Fabod, their natural reaction was militarization. They prepare to fight a righteous war!

Unaffiliated[edit | edit source]

Asgard Dominion[edit | edit source]
  • Dictatorship
  • Equalitarian
  • Influence / Autarky
  • Lawful Neutral Renegade

Capital: Asgard

Asgard is rich and it likes to show it. With a strong and united leadership, the manufacturing system on direct border to the Fade has used its power to control most of its cluster in the region by word of mouth. Now that the Beta Spiral has stirred to unite against the rising threat of the rogue sentinels that have been unleashed, the regime has decided to make its former symbolic influence a more permanent relation. Of course all according to galactic rules to attain recognition... there is no need for war, yet. As long as people stay out of their cluster...


Syndicate of Piapos[edit | edit source]
  • Anarchy
  • Equalitarian
  • Free for All!
  • Lawful Evil Paragon

Haven: Piapos

A system ruled under the idea that might makes right, just with a few common ideals when enough is enough. Enforcement of rules is instant. The Vy'keen minority is loyal to the cause and brings people back to the honor code. Every raid on nearby systems is under their own risk and inside of the system everyone is equal and nearly everything is legal. As long as their haven is undisturbed, they see no reason to meddle in the region's affairs.


Rogue Sentinels of Fabod[edit | edit source]
  • Rogue Sentinels
  • No Sapients!
  • Restart the Simulation / Prevent 16
  • Lawful Evil Renegade

Trust: Always 0%
Resources: 12 (+2 per day 15/10)

  • Silver
  • Activated Emeril

Public Order: Always 0%

Capital: Fabod

An anomaly visited the system of Fabod in 12063 to investigate the astronomical reports of a new gaia world in the formerly lost system. The scout came in contact with Contingency Protocol-001, Rogue Sentinels. While the scout successfully escaped the danger they were in and reported back, the sentinels that were cut off from their maddened master the Atlas had taken notice. Their system's anomalies were gone, eradicated, but many more remained. When future scouts entered the system the sentinels were seen to refine the activated emeril on the world to build new hyperdrives in rogue sentinel fleets and bridge the gap of their isolated system.
While they lost the teleport ability of their master, they decided to enter their own space age and at some point one of their experiments would succeed! The Beta Spiral had just awoken a dangerous disease, ready to strike out and extinguish all hope for the region to rebuild. With no local power to contain the rogue elements, their rise seems inevitable.

Faction Hubs and Systems[edit | edit source]

Supragalactical[edit | edit source]

Traveller's Guild[edit | edit source]

The Guardians

The Synergy

  • Capital: ??? - Alpha Polaris
  • Outpost:
    • Kobso - Ongyimid Shallows / Beta Spiral
    • Tatorma - Nixosse Instability

Beta Quadrant[edit | edit source]

Bameran Directorate[edit | edit source]

  • Bameran (3/1) - Core
    • Facilities - Botanic Garden
    • Trade Route: Refinery, Import: Selings - Export: Beta Polaris
    • State Fleets: (3/6)
      • 1st Bameran Raging Son (S) - Small
      • 2nd Bameran Raging Son (S) - Small
      • 3rd Bameran Raging Son (S) - Small
    • Civil Fleets: Gaia Fleet!
    • Resources
      • Copper
      • Pure Ferrite
      • Salt
      • Silver
    • Features:
      • Safe Gaia World Bameran Prime
      • Mining World Orys

Kirsk Collective[edit | edit source]

  • Kirsk (3/1) - Core
    • Facilities - Greenhouse
    • Trade Route: Construction, Import: Setjarli - Export: Saurba-Sivu
    • State Fleets: (3/6)
      • Kotendoss Kirsk Class-B (Upgrade done 26/10)
    • Civil Fleets: Gaia Fleet!
    • Resources
      • Cobalt
      • Copper
      • Pure Ferrite
      • Salt
      • Silver
      • Sodium
    • Features:
      • Safe Gaia World Kirsk Prime
      • Mining World Isom

Worker's Union of Museydar[edit | edit source]

  • Museydar (3/1) - Core
    • Facilities - Supply Depots (+3 Fleetpoints)
    • Trade Route: Trade, Import: Sterialt - Export: Udseyniso
    • State Fleets: (3/6)
      • Uginoyam Museydar Class-B (upgrade done 27/10)
    • Civil Fleets: (0/1)
    • Resources
      • Activated Copper (E)
      • Cobalt
      • Copper
      • Pure Ferrite
      • Salt (E)
      • Silver
    • Features:
      • Mining World Righ

Rogue Sentinels of Fabod[edit | edit source]

  • Origin: Fabod
    • Resources
      • Silver
      • Activated Emeril
    • Features
      • Pure Rogue Sentinel System

Strongest Fleets[edit | edit source]

This list considers all ships sourced during recruitment or initial exploration! These decide who wins a system if two parties claim one during trade conflicts or open war after they have been build and pacify systems to prevent bad events. Ships always engage their own kind first and follow a loop (stone,paper,scissor) inside their type with a bonus. Outside of their type, higher in the list get an advantage over lower ships.

  • Exotics can engage in war and trade conflicts, but only get rank bonus for war.
  • Freighters double as warships and have the rank bonus against all. Capital freighters are ONLY for war and have increased health and damage.
  • Shuttles engage in trade without suffering rank penalties.

Power Ranking[edit | edit source]

  • Capital Freighter
  • Regular Freighter
  • Exotic
  • Heavy Fighter
  • Medium Fighter
  • Light Fighter
  • Large Explorer
  • Medium Explorer
  • Small Explorer
  • Medium Shuttle
  • Small Shuttle
  • Large Hauler
  • Medium Hauler
  • Small Hauler

Faction Fleets[edit | edit source]

Special Rule Option[edit | edit source]

Anyone can create factions and everyone is free to propose to add systems to any (although certain rules would be appreciated). For unabandoned factions the founder of the faction decides what he wants to add or their spiritual successor. It would be nice if the faction decision follows their government type. This means for more control of your faction, chose an autocratic style of government. However the ruler right also means an abondoned faction could be "eaten" with little defense. Declare it (open) before you leave.
To consider a balance in the region, star factions have proper attributes akin to legitimacy/trust and consider current wealth and public order. This will prevent big empires from quickly blobbing and gives them a natural limit unless they are lucky with systems nearby. In general it is still easier for Gek factions to acquire and rule Gek systems and harder in reverse. The same goes for preestablished local government structures aligning with your cause. Also having systems far off from your supply routes has a higher risk to incur negative events.

Events can happen at anytime and be requested, but will be distributed for all in regular time to force them to adapt. Bigger empires get more events as they grow based on systems and non-dangerous gaia worlds.

If players seem to deliberatly damage factions with pressure to add "bad" systems, especially open factions, expect them to be shed by the faction in roleplay later on. Also unless a faction is declared (neutral) or (open), don't expect to support more than one. You can't dance at all parties.

Events[edit | edit source]

  • 1-5 systems: 0-1 Event
  • 6-12 systems: 1-3 Events
  • 13-25 systems 3-5 Events
  • >25 systems: 5-10 Events

Governments[edit | edit source]

The list of governments isn't final and new ones can be proposed. A government always has one special ability and a drawback due to their own inner weakness. The government also roughly translates to how they expand.

  • Anarchy
    • Space Pirates: Intimidation mechanic replaces government acceptance. Allows unrestricted internal use of force in events. Ignores Enclave problems.
    • Divide and Conquer: Weak to organized resistance and high order systems.
  • Communism
    • All For One: All systems with non-rogue gaia worlds get a free production slot without monetary cost.
    • Red Scare: Supply lines may not connect through other factions, only neutral systems if they aren't communist.
  • Confederacy
    • Decentralization: Local governments absorb minor losses to faction attributes and act on their own agenda in events.
    • Local Identity: Unsupplied enclaves have a higher risk to suffer bad events.
  • Cooperative
    • Shared Goals: Ignores all enclave problems.
    • Loose Allegiance: Low order systems cause worse and egoistical events.
  • Corporate
    • Subcontractors: A non-trading richer system can incorporate a poorer system it neighbors on base of trade relations. The relation can not be broken until both are cores.
    • Financial Divide: Poor and heavily exploited systems cause extremely bad events.
  • Democracy
    • Administrative Circuits: A bigger system has the chance to also attain a smaller system nearby during assimilation.
    • Elections: Gaia world systems have a higher chance for bad events.
  • Dictatorship
    • Keys of Power: Can use its wealth to boost legitimacy and order.
    • Seeds of Revolt: Critical order thresholds at 65%/35% not 50%/25%.
  • Feudal
    • Warlords: A free fleet will be build per system and a freighter from gaia worlds during war (if loyal). Has to be returned in peace if it was not destroyed.
    • Tithe: Poor systems can cause very bad events.
  • Imperial
    • Natural Dependencies: Owning a [Pirate Base], [Capital] or other major systems offers the chance of 20ly neighbors and natural dependencies (bridges, solitary stars) naturally joining the empire.
    • Supernova: Low Legitimacy has increased chances of secession. More bad events for low legitimacy.
  • Patronage
    • Hierarchy: Can use trust to boost wealth and order.
    • Broken Promise: Poor or violent systems can cause worse events after they became cores. If non-core, they may secede.
  • Theocracy
    • Holy Land: Neighboring Exotic or Gaia systems have a chance to be claimed unchallenged.
    • Divine Mandate:Low legitimacy increases bad events.
  • Police State
    • Troubleshooter: Can easily takeover any disorder system. Immune to enclave effects.
    • Temporary Claim: Trust has a higher chance to erode during crisis.
  • Locust/Nomad
    • Swarm Mentality: Attain double resources from exploited systems. Military production is hastened. Intimidation replaces trust and can also be used to boost order.
    • Migration Fleet: No cores can be gained. Defending a territory in conflict with another major faction reduces legitimacy. Winning it however gives double intimidation.
  • Colony
    • Manifest Destiny: May occupy any "lost" system around any core immediately. Abandoned systems become cores instantly. Can only be founded in abandoned systems by other factions or events.
    • The Price of Freedom: Might be subject to another faction! Legitimacy constantly shrinks until action is taken for independance in events or outside of it to bolster morale. If legitimacy reaches 0% and order is above 50%, the overlord or a nearby nation annexes the colony.
  • Sentinels
    • Servants of Atlas: If they take control of a system, civil resistance is futile. All government effects are disabled. No wealth restrictions!
    • Peacekeepers: Has to intervene in nearby conflicts and wars if massive destruction is ahead. Will attack and contain any form of corruption from planets and rogue sentinel units.
  • Rogue Sentinels
    • Corruption: Rogue sentinel factions can spawn from dead and abandoned systems if a planetary sentinel base is there. It will try to attack and attain nearby rogue sentinel worlds to bolster its forces and begin extermination campaigns towards the galaxy's major factions to prevent event 16.
    • Enemies of the Simulation: Due to their problematic relationship with the Atlas and its protective system, rogues have no access to the unlimited resources of the Atlas or most of its instant transport system. Mobility is reduced to neighboring systems, wealth is only exploited on rogue planets. Local sane sentinels can cause unrest and war.

Race (Less effects on public order in own race systems, higher in others.)
Equality (Less impact on trust/legitimacy during a failed event.)

  • During expansion attempts a faction is confronted with a major problem of a system. If it is solved, it succeeds. This can be sentinels, inner conflicts, depression etc. A system has to be fully scouted (planets etc.) to be open for annexion.
  • If a faction wants to take a system by war, the locals will see it as illegal occupation, offering bad events. Assimilating a capital system (3/1) or a faction capital always brings problems and special events. The same goes for pirate bases.
  • Ownership of the black hole traderoute offers +10 wealth and +5 military order.
  • The Atlas system can not be owned, but the surrounding ones can be controlled. Controlling access to the Atlas core locks legitimacy/intimidation/stability for all local system events at 100% but needs military control of all. It is the home to the local Sentinel faction and any hostile action in events permanently risks their attention. Prolonged or major wars also have a chance to trigger a response, for the detriment of both parties involved.

Coring[edit | edit source]

Cores are systems that would never secede from their faction unless willingly abandoned. They can however still cause major problems if more rare. Either by tremendous sacrifices in events or lasting relations, these systems see no benefit to leave what they see as their new nation. The initial capital is always a core! Core systems can form guerillia movements during occupations, non-core do not.

  • Coring will not occur if a faction is in turmoil (below order threshold) or is seen as weak and illegitimate. It is advised not to grow faster than healthy for resources as non-core systems for MOST government types have worse events and keep order and legitimacy low without hefty investments.
  • Systems which directly neighbor a core and are of the same pure race for a racial faction will instantly become cores as well. This is to allow a nationalist growth of empires. If the system has a legacy of equality or diversity, this will only hasten core acquisition during positive events in majority race systems.
  • Equality factions hasten the coring of systems bordering their inner sphere if they have at least two non-traveller races present. Only systems with all races working together can be instantly assimilated into a core.

Economy[edit | edit source]

The main faction system works under the idea of monopoly and autarky and rewards both!

  • Each non-biome resource (e.g. Solanium/Phosphorus) owned gives +1 for their first acquisition by the faction. This is meant to further "natural" growth of empires towards resources.
  • Any natural traderoute they supply gives them a further +1 wealth in their empire for the first of their kind. If the inner core region completes any of the two trade circles, they gain a further +3 wealth for the first and a total of +10 if they complete both for full autarky. This is meant to further "natural" growth of empires towards autarky.
  • Controlling over 50% of the known regional civilized economy (after 10 are known) of any type offers a +5 military order bonus and +3 wealth. This is meant to further "natural" growth of empires towards control.
  • Dead worlds are easy to exploit and offer one extra wealth per planet if not under rogue control.
  • Safe gaia worlds (prime candidates) are worth three slots for minor ships. They also can support a freighter or warship more instead. They have a civil shuttle fleet to take care of trade for free towards their system to become autark if possible.

Space Station[edit | edit source]

With each space station comes a unique specialization of a system. The main advantage are the local facilities.

  • Recreation Rooms:
    • Sieges do no affect local events outside of active combat.
  • Greenhouse or Botanic Garden
    • Stationing more fleets than planetary supply has no negative events.
  • Workshop:
    • Free repair for all ships, but one at a time.
  • Supply Depot:
    • An extra freighter/warship can be affiliated with the system. Alternatively 3 fleets.
  • Server Archive:
    • Due to massive foregone information on how to deal with them, most crisis in 20ly systems are rarely causing factionwide problems.
  • Stellar Archive:
    • Local ships can be redirected during war in reaction to enemy movements without delay. Circumvents defensive advantages due to information if a campaign is led from there.

Fleets[edit | edit source]

Fleets are the backbone of a faction and are needed to enforce its ideals onto foes or to pacify and defend regions. Without a trade fleet a system can not transport its resources to other systems. Without war fleets a system can not even defend itself properly. Shuttles mark the backbone of intergalactic trade, even though they pale in comparison to the magnificent fleets used to embargo or fight. Without them most economies crumble.

The standard limit of a system's affiliated ships is based on their settled worlds. Freighters and Battleships take up 3, but the station can always support one major ship or three fleets as a surplus by default. This can be extended by facilities aboard a space station.

Fleet Deployment[edit | edit source]

A faction can develope new ships to add to their fleet roster. Civil ships like shuttles, haulers and regular freighters are paid for with wealth. Military ships like capital freighters, fighters or scouts are paid for with order. Exotics can be researched with either. A C-Class costs 1 point, B-Class 3 points, A-Class 5 points and S-Class 10 points. Freighter costs are tripled, warships are five times as expensive. The ship has to be documented for the wiki or it doesn't count! Note that freighters are unique and each type can only be purchased ONCE until destroyed! The blueprint remains available. A system can only build three fleets per week or one freighter/capital ship, unless the Traveller's Guild intervenes or neighbor systems chip in. To be used for attack or defense, fleets have to be deployed each time. During war both parties do so at the same time for fair strategy! This deployment doesn't cost anything inside your own territory, only outside, a cost which is based on your nearest system for fuel. Neighbour provinces do not cost deployment resources to support natural frontlines, bridgeheads however do. The nearest fleet can automatically be deployed during an expansion to support it, regardless of distance, unless it would create an enclave.

Warfleet[edit | edit source]

The Warfleet consists of Explorers/Scouts, Fighters, Exotics and Carriers (Capital Freighters).

  • Scouts can reduce disadvantages in conflict events or reduce enemy bonuses in defense if they are deployed during a battle. One explorer counters one disadvantage per size (up to 3).
  • Fighters hit hard and are the main fighting force. Unlike non specialized ships, they get a damage phase before being incapacitated and can retreat.
  • Exotics double as scouts and fighters and can go toe to toe with a Carrier in battle without them gaining a rank bonus. Their scout limit is 1 and they do not get a damage phase! They die...
  • A constant presence of a Carrier is needed to pacify a rebelling system to prevent secession. Otherwise a long guerillia conflict might follow.
  • Carriers get "damaged" in battle and can retreat if they lose to Scouts or Fighters. If a damaged Carrier fails to retreat before the end of a battle, it gets captured by an enemy. Normal freighters have one damage phase, carriers have three but can do two damage phases worth of damage to other capitals, offering the same two hit kill to each other.
  • An attacking fleet/ship can be ordered to "disable". It might fail to do so but offers the ship not being destroyed in some cases even when it fights to the death.

Tradefleet[edit | edit source]

The Tradefleet is the economic backbone of a faction and consists of Haulers and Freighters. It can transport their resources produced in the system to other nearby systems and is responsible to keep up interstellar production. It is needed to make faction resources available to other systems which do not have a gaia fleet to supply themselves.

  • Unused traderoutes do not help in economic events and can even lead to bad events.
  • Shuttles can maintain traderoutes but are very weak to raids.
  • Unlike Shuttles, Haulers are limited in size for each system and take up valuable space needed for warships. In return they are also needed to embargo systems and to disrupt enemy lines with an extension of "diplomacy" during embargos.
  • A trading freighter can supply all routes for a system, but makes a more tasty target for raids. It might be wise to still build escorts.

Civil Fleet[edit | edit source]

The Civil Fleet consists solely of Shuttles. These little bees take wares from and to planets and transport their goods to nearby partner systems.

  • A Shuttle can only support one trade route, but it does not occupy any supply resources of the system itself and is free for gaia worlds.
  • A system can have as many shuttles and thus trade routes as inhabited safe planets in addition to the normal shipslot. Even though they are weak in trade and combat, their huge numbers in big systems can make them a dangerous element to discount on the field of diplomacy.

Conflict[edit | edit source]

Factions are able to take each other's systems or embargo them. Conflicts can arise if two factions mark the same system for expansion or by direct attacks in economy or warfare. Deployment of fleets is only "free" in neighboring systems. Otherwise one pays the distance from your closest system in fuel and wealth.

Expansion Conflict[edit | edit source]

If both parties wanted to acquire the same system with wealth, a trade war happens with their tradefleets. If one wanted to use military force, the economic expansion can retreat with no loss. If both used military force, both parties use their warfleets. The winner gets the expansion. If trade vs trade or war vs war is the result, any retreat before the conflict will still result in a loss of face and a random bad event.

Trade Conflict[edit | edit source]

If a faction decides to attack the system of another in trade, it will be under embargo and generates only negative economic events until the other party counters it. If a system is successfully kept in embargo until it breaks, it can be occupied or be supported in a rebellion. Capitals can be effectively embargoed, but don't break or rebel. Pirate systems can only be embargoed by military fleets not trade. A declaration of war turns any embargo into an ongoing siege. Trade conflicts never destroy ships, any violent attempt to solve a trade conflict leads to a pre-war crisis to avoid it diplomatically.

Military Conflict[edit | edit source]

During a war systems can be occupied. If they are of the same race as the attacker, they might join them upon conquest if the governments align and potential affiliated fleets might defect or remain loyal. If the attacker is of an opposing race, systems can only be annexed after the capital has been taken in a peace deal. Equality factions can integrate systems once they attempted to sway the population when it is pacified or wait for peace to do it normally. Failing to sway a system bears a risk for the war effort and should only be done for important targets. It is also viable to make a faction give up on systems in a peace deal without taking them yourself to weaken the other side. You can not liberate systems you do not occupy however unless the other side agrees to it. Previous civilized systems broken free MAY form their own faction.

Known Members[edit | edit source]

Player Name PC/PS4 Faction Home System Home Planet
Thamalandis PC None None None