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Affiliations - Creating your Own

Affiliations - Creating your Own

Disclaimer - we in no way advocate the creation of a new affiliation. We do however recognise that for some, creating a new affiliation is their Grail Quest. So here is an article on how to go about it, the pitfalls and rewards and the things to look out for along the way.

Affiliations are core to Phoenix. By working with a group, often becoming good friends, you get much more out of the game than going it alone. You have people to bail you out when you cock-up - and you will; you have people to bounce ideas off; you can make more complicated plans; you have people to run your positions when you are on holiday; you can share responsibility (aka pass the blame); and most importantly, have people to share a laugh with.
Sometimes though you want to go it alone, at least to start with and then sometimes after you have spent time in an affiliation or two.


It is a common dream for new players to want to create a new faction in the game. Their reasons for manifold but most commonly they fall into two categories:
  • Be your own boss
  • The established affiliations do not offer what you want

Be Your Own Boss
It seems to be the case that the leadership within established affiliations is immortal. They have their way of running things that they will not change and should you join them, you are fairly certain that they will be watching over your shoulder, dictating policies and you will always be waiting in the wings. While there is no evidence to suggest that this even approaches the truth, it can seem like this from the outside especially if you are not gregarious in your playing style.

Alternatively you might just prefer to do things yourself - making mistakes and learning is often more fun that simply being told how to do everything. Taking this to the extreme it comes down to making decisions. Right or wrong, there is something satisfying about calling the shots.

You may have dallied with affiliations, you may have been a lynch pin holding the affiliation, in fact so reliant on you were the rest of the affiliation that the responsibility nearly broke you. Running hundreds of ships to keep the affiliation financially stable may be pushing you close to divorce and generating weekly reports or continually monitoring the activities of your affiliates is giving your a nervous breakdown. You know that even if you leave this affiliation for another, you will quickly accumulate responsibility and end up in the same situation - time to make a clean break and be responsible just for yourself.

Finally it is about legacy - creating something that has never existed before and even if you leave the game, coming back maybe even a decade later and seeing what you started, having evolved and going strong is truly satisfying.

Established Affiliations do not Offer what you want
Having read the profiles of various affiliations in the game and chatted with other players you may have come to the decision that they do not quite offer what you want. They may have their foibles that means you can't fight a faction you really want to fight and may even put out of game pressure on you to tow the party line if you joined them. They may be the perfect affiliation but located in the wrong region of space. They may even have the perfect profile and be in the right region of space but you just can't seem to get on with the leadership - it happens - the world is full of very nice people we can't seem to see eye to eye with. Suffice to say, joining them will not give you what you want.


Creating an Affiliation
If you are currently in an affiliation and are seeking to create your own affiliation you have two choices at this point. You can either chat with the leadership about your ambitions, or leave them right now and pursue you ambitions alone. Staying with them while plotting in secret has an impressive track record of ending badly for the fledgling affiliation and the player involved in its creation. The reason is trust. People get upset if they feel they have been betrayed and suddenly leaving an affiliation with sufficient assets seemingly out of nowhere to fund your new affiliation can generate long lasting enmity.

Presuming that you have resolved any in-game and out-of-game issues with you current/previous affiliation or simply have no outstanding issues, you next need to decide three things:

  • Where
  • Who
  • How


Where
If you are looking to build your first bases in Corewards or an area of space that is not already claimed, this should not be a problem. If however you are looking to be within a region space already claimed or on the border of an established faction, you need to establish relations with them - preferably friendly ones - at least to start with. Also look at the available civilian populations on which you will depend for revenue.

Who
What species will be dominant in your affiliation? If an alien species this will tie back into 'Where'. A dewiek faction may be established within Pocket Periphery or even the Dewiek Home Periphery - though this may require considerable talks with the Dewiek Elder Nation. This also covers the profile of the affiliation. It explains why you are not an established affiliation, it may describe your roots - a splinter faction of the Brotherhood that disagreed on the absolutism of Samuel or a rogue Pride of the Felini or even even a megacorp established through years of trading and saving.

This establishes your affiliation as an entity in the eyes of other players but will also dictate to some degree how the Game Master's NPC's will interact with the faction.

How
First of all you need to register the affiliation with the EEM (at least its legal corporation/recognized sovereignty). This costs 1,000,000 stellars. Though if it still exists as a viable affiliation after a year, you can request a refund. This initial fee also acts to deter the establishment of affiliations for the purpose of abusing diplomatic relations.
If you are on friendly terms with an established affiliation, they may be willing to loan you the stellars. You may even be able to take a loan out from the EEM against a starbase if its collateral value is worth it. Note though that any loan from the EEM will be paid back directly from the starbase income.

All this points towards having a solid income for the affiliation. This means having a starbase situated on a reasonably well developed world - preferably with sufficient merchandising income to the tune of 30,000 stellars/week. Realistically, you will need at least three starbases with similar incomes with a top-up of around 50,000 stellars through planetary sales. Overall, you do want a minimum income of at least 150,000 stellars if you are going to be securing what you own with troops, running a modest warfleet and undertaking research. Achieving this will give you a tiny and quite weak affiliation that will be yours, all yours!

Congratulations, unless you have some very powerful friends or well liked, you have just presented the universe with an all you can eat buffet.

What does this give you?

  • First of all an affiliation name and its three letter code, e.g. Corewards Central Plutocracy (CCP).
  • Your political is immediately promoted to the Periphery Director (PD) of the new affiliation and given all rights and privileges commensurate with the position.
  • You can set tax rate for assets within your affiliation.
  • You can set the profile for the affiliation though there may be some GM limits appropriate to the events that led to the creation of the affiliation.
  • You can now set diplomatic relations with other affiliations, establish posted lists and depending on profile, claim systems and define enemy lists within them and be entitled to system income.
  • A new private section is created in Nexus for your affiliation, including library, forums and recruitment section.
  • You are given admin rights for your affiliation section in Nexus.[/FONT]


Growing
Presuming that you have turned a profit, expanded your bases, improved your trade and shipping, you can look towards growing your affiliation. While one option is to build more bases, this has the obvious drawback that it will cost you more and take more time. The alternative and in the Game Designers' opinion a much better option, is to attempt to grow your playerbase.
Look at what you want to achieve for the affiliation - which area you want to expand into (both in terms of space, i.e. which systems and activity i.e. more combat or trading) and try to snare the interest of somebody who would like to do this. Make sure that you can support the new player. For example, you may still have three bases, but have accumulated lots of modules in the bases which can be used to establish bases for the new recruit. You may want to pass one base over so that you can start work on another, giving the new recruit something to get his teeth into immediately.
Most importantly, look at the reasons you created your own affiliation and see to it that you give your recruit both support and responsibility.

One final point - in Phoenix, affiliations rise and fall. It is better to dismantle, scrap and sell assets than it is to cripple the affiliation by trying to hold onto expensive and/or obsolete assets. Never see this as a step backwards - better to play and enjoy the game than to burden yourself with stuff you neither need nor use. Look at it this way, flogging stuff for stellars not only puts stellars into your account, but also saves stellars on the wages of the asset you have got rid off. Expansion, when it again becomes possible is much easier with a healthy stellar account.


 
News
GTT step forward to control protection and peace in the Stellar Empire.

With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.

With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
 
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  Star Date: 221.30.5

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RAGNAROK COMES

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A Forlorn Hope

The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.

Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.

The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.

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Newstart is lost

 
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  Star Date: 221.27.2

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RAGNAROK APPROACHES

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End Game Lost

A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.

While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.

Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.

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ARC Plasma weapons devastate End Game

 
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  Star Date: 221.22.5

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RAGNAROK BECKONS

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Assault on End Game

The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.

The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.

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ARC Planet Killer dwarves largest DEN warships

 
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  Star Date: 221.11.4

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Caste Apart

The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.

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Flagritz and Hexamon Hybrids - A hope for the Future?

 
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  Star Date: 221.3.3

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Meklanmania

Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.

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Artist's impression of a Meklanised Wimble

However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:

“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”

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Doomsday On Pause

At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.

 
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  Star Date: 220.50.5

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Veil Lifted on Flagritz Home Space

As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.

Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.

Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.

Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.

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When You stare into the Flagritz Periphery...

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Thete's Timey-Wimey Tease

Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.

What they found will shock you!

 
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  Star Date: 220.45.1

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Perfidion Reached

Long speculated by theoretical Stellar Cartographers, Perfidion Reach finally opened in the last few weeks. Immediately, the Detinus Republic boldly staked a claim on the first accessible system, Hellcadium. Only time will tell the true value of this strategic move but their much-taunted bureaucracy may have finally proved its worth.

Early reports from scans of the system reveal a wildly fluctuating ISR field. Rumours suggest that at least one ship was destroyed as it was forced into an asteroid belt chasing a stable jump field attempting to exit the system. Casual travellers are warned away from the system at this time for their own safety. Leave it to skilled explorers and navigation officers.

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Mathematical model of Hellcadium ISR Field.

We spoke to Captain Zakiyah Ummahi via subspace link. Zakiyah led the first DEN expedition into the Perfidion Reach. "Spirits remain high but this is largely down to the extended R&R we were all forced to take immediately prior to jumping into this hole. Initial scouting reports show at least one planet with plenty of forests and grasslands which might help if we're going to be stuck here for Folkvar knows how long waiting for this damned ISR field to stabilise."

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Valhalla Stargate Reopens

Dewiek engineers and scientists have finally managed to re-enable Stargate Valgrind this week and the protective Exclusion Zone is to be lifted. If DEN investigators discovered who caused the gate to malfunction, or why, they were not willing to share it with us. Military sources, however, have announced a project to provide a significant boost to the already formidable defence platform in the stargate’s orbit.

 
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*** Inter Galactic News ***

Empire - DEN action grinds to a halt

After months of tension relations between the Empire and the Dewiek Nation, which rose to several large scale fleet actions ending in the DEN losing over 60 Direwolf warships in Solo, things appear to have moved from antagonistic to unfriendly. With the Solo system being a particular issue an agreement has been reached between the Wolf Mother of the DEN and Xavier Fox of the GTT. Since this things have become very quiet, not just because the shooting has stopped, but also because my reporters have been on their summer holidays.
 
News For Discerning Naplians!
---- Special Galactic Edition ----



(The Host sits at his desk as the studio lights dim, and a single spotlight bathes him in light. He looks straight into the camera and begins to speak: )

Host: Naambta!
Good Greetings, and welcome to the show.

This is News for Discerning Naplians, and i’m sure you are all showing much impatience to see this week’s Panel Discussion. We will be discussing religion with the Lady Ghadir of the Temple of Ya Zoon, renowned neo-naplian spiritualist Chairman TonTon, and a very special guest from our imperial neighbours, Bishop Samantha Porteus of the Brotherhood. But before we get to that...

(Looks demonstratively at his digital wrist watch. )

... it is time for a word from our sponsor.
 

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I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
-Zigic