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Faction and Colony Rules - Unsupported

Discussion in 'Announcements and Information' started by Angre, Sep 9, 2015.

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  1. Angre

    Angre Majestic Penguin

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    Hello, everyone.​

    In light of the recent lore being implemented, we’ve set some base rules regarding colonies and factions. We wanted to reduce the creative limitations while still ensuring that colonies and factions remain fair to all players. Please keep them in mind when creating a faction or colony and please, if you have any criticisms or concerns, say so down below!

    Colony Rules
    1. A settlement should only start with what it needs plus whatever would be realistic/logical to have in colony as it was built.
    2. Buildings shouldn't sprout up overnight without any IC explanation. If you plan on adding buildings to your colony, give each one time to have been constructed.
    3. Colonies must start off with a minimum of five player characters, including the owner, before being given a settlement forum. These characters may not be a part of another colony.
    4. Each colony requires some form of production. Colonies may share the same export, but the council will not fund unneeded colonization projects. They must also have the means to produce what they output. Colonies should keep in mind that machinery or their imports don't simply materialize from your local pixel printer. Have an IC explanation for your stuff.
    5. Colony owners cannot attribute colony funds to their personal wealth. This means that if a colony dies or fails, the owner cannot simply liquidate everything and leave with their pockets lined.
    6. Defense purchased with colony funds should be reasonable as security can be expensive and intimidating. Having expensive equipment is dangerous for everybody involved and bad for Public Relations. For example, power armor/expensive tech should be treated as equipment valued as much as the people that uses them, thus it should not be walked around as a normal uniform or as something fun to bring out now and again, or for the bank robbery down the street.
    Faction Rules
    1. Be reasonable with your resources. Don’t buy things that would only benefit your faction in very specific scenarios relative to their extreme cost (Like Power Armor). Likewise, you should not brag about the power armor that you probably shouldn’t have wasted money on unless you’re attempting to run a fear campaign.
    2. Like with colonies, each faction will require a source of income, preferably one that exists in-game. If you are drawing in funds from a source such as a mine, be sure to acknowledge the existence of NPC workers.
    3. Inactive factions will have their subforums removed to keep the faction forums clean. If your subforum goes more than two weeks without a new post, a warning will be sent to the leaders and if activity doesn’t resume within three days, it will be removed.
    4. To qualify as a faction and receive a faction forum, you will need at least 5 separate players. These characters may not be a part of any other faction.
    5. Do not start faction events without prior communication/consent to all involved parties. Anybody entering into the middle of the event unaffiliated with the original parties must either agree to the terms of the event or leave the area.
     
  2. FoRgE

    FoRgE Whack-A-Yak-5

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  3. Boundless

    Boundless New Member

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    I see the mention of Power Armor several times in the post. Does this mean such armor is allowed? Or is it just actively looked down upon, rather than being banned?
     
  4. Punished Tacc

    Punished Tacc New Member

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    Dibs on faction PMC and colony fuel.
     
  5. Angre

    Angre Majestic Penguin

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    Power armor was used as a well-known example of in-character technology that has been abused. Whether or not it's allowed will have to be addressed at some later point in time.
     
  6. DartyGooblin

    DartyGooblin New Member

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    Likely used as an example, since in the past Power Armor was the buzz word for powergaming/godmodding.

    "Each colony requires some form of production or income another colony does not have. "

    To clarify, can a colony produce the same goods or services as another and compete, or is it taken that once a colony selects it's good for production, that good is now one which it has a monopoly over?

    Also, is it possible to form Oligopolies with other colonies?

    Are lore faction currencies like the Avian "Avos" (the currency those npc turds in npc villages won't accept) accepted? If so what's the exchange rate between Avos and Pixels, and are their other currencies related to each race, before the Pixel. (The pixel seems a lot like the Euro in the EU)

    Also! How does trade work between the colonies and the Council's "home space w/e"

    Or is the frontier entirely cut off from any trade?

    Will colonies be allowed to impose taxes, tariffs, and non-tariff barriers to trade?

    Will the Council step in to resolve inter-colony conflict?

    Does the Council have a stance on frontier trading policies, IE do they extend their reach to ensure a perfectly competitive market, or do they turn a blind eye to one industry/colony having undue influence over a market to the disadvantage of another colony/industry?
     
  7. Boundless

    Boundless New Member

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    I'm actually working on a faction related to that. ;D
     
  8. Toadkid1234

    Toadkid1234 New Member

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    I'm not sure how I feel about this one. I think there should be some sort of competition if people want, like if there were more than one agicultural producer or something.
     
  9. Dirtburner

    Dirtburner New Member

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    Is there currently a list of what each colony (by your definition laid out above) produces?

    Or is this an opportunity to have people explore this predicament IC before setting out to start up on their own?

    With the restriction being set for 5+1 for a forum section, does that apply to in game as well?
     
  10. Clem

    Clem Lore Writer

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    Ayy, dibs on farming for the Hylotl colony!
     
  11. Boundless

    Boundless New Member

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    I'm not liking this only one colony can produce one thing. Everyone is going to be calling dibs on everything and arguments will break out over it.
     
  12. Metts

    Metts New Member

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    Well this is where your new faction can come in.
     
  13. Boundless

    Boundless New Member

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    I was referring to OOC bickering.
     
  14. Metts

    Metts New Member

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    Well thats going to happen no matter what happens.
     
  15. Punished Tacc

    Punished Tacc New Member

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    Ayyyyyyy
     
  16. FoRgE

    FoRgE Whack-A-Yak-5

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    I'm afraid Metts has a point, OOC bickering will continue on as it always has, the only thing we can do is either come to an agreement or simply get over it, but of course, staff is here for a reason ;)
     
  17. Boundless

    Boundless New Member

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    You got a good point
     
  18. Doctor Frohman

    Doctor Frohman New Member

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    Dibs on Air.
    Selling for $2000 pixels per breath.
    If you can't pay, you're put to the altar.
     
  19. Tallen

    Tallen New Member

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    I reccomend revising this. A monopoly over ANY product leads to incredible power that can easily be abused.
    [DOUBLEPOST=1441828296][/DOUBLEPOST]
    As such.
     
  20. DartyGooblin

    DartyGooblin New Member

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    If it isn't revised, I'll go ahead and call dibs on the production of Capital, in the sense of the necessary physical goods used by the producer to produce partial or complete goods, and facilitate a capital endowed colony, rather than a labor endowed colony.
     
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