Well-Known Viceroy
Hello Chaos Community, I recently proposed the event called the Galactic Tibanna Shortage in which the galaxy's tibanna reserves are running dry and factions have begun hoarding the resource in order to fund their growing empires, republics and personal fiefdoms. I have a rough draft ready as to how the event would actually function and so would like feedback from the Major Faction Owners and others within the community on how this would need to be improved.
Event Overview
The Galactic Tibanna Shortage
The rapid rise and collapse of several galactic governments has damaged refinery networks, disrupted trade routes, and pushed military demand beyond what the galaxy can currently supply. Major Factions are now hoarding Tibanna gas for their fleets, weapons, and defensive systems. Credits remain useful, but refineries, corporations, mercenaries, and arms dealers may begin demanding Tibanna instead.
Every participating Major Faction begins with: 10,000 Metric Tons of Tibanna Gas
Military campaigns reduce these reserves. Factions can replace what they spend by controlling Tibanna-producing worlds, stealing supplies, negotiating contracts, or developing alternative gases. The faction that builds the strongest production network may become the galaxy's leading Tibanna power.
Faction Costs
Tibanna is deducted when a qualifying faction thread begins.
The chosen cost should match the actual story. A diplomatic meeting should not cost as much as deploying a battle group. Private threads do not reduce faction reserves unless they are officially supported by the faction.
Tibanna Production
The following worlds produce Tibanna gas:
Bespin, where it was processed at Cloud City, and the planets Genarius, Kaer, Kril'Dor, Ord Ibanna, Rendili, Taloraan, Vandin and Yorn Skot.
Each controlled world provides: +1,000 Tons Per Week
A world counts as controlled when it is inside a faction's influence cloud or has been captured through an approved faction campaign. Neutral production worlds can be claimed through a Contested Dominion. Other factions may launch collaborative skirmishes to attack refineries, raid convoys, destroy equipment, or steal completed shipments.
A successful disruption prevents the world from producing Tibanna during the next weekly update. A successful theft gives the attacker 500 tons, while the rest of the shipment is lost.
Minor Factions
Minor Factions do not begin with the same reserves as Major Factions. Instead, they enter the event through contracts, raids, trade deals, and local control. A participating Minor Faction begins with: 2,500 Metric Tons of Tibanna. This represents private stockpiles, corporate agreements, captured supplies, and whatever fuel the faction can gather without controlling a large galactic economy.
Minor Factions may gain Tibanna by:
Minor Factions may also work together to challenge larger powers, disrupt supply routes, or build their own Tibanna network. They may not have the fleets of a Major Faction, but they can still become valuable allies, dangerous raiders, or powerful suppliers during the shortage.
Reserve Conditions
A faction's reserve level affects what it can reasonably accomplish.
Factions that build large reserves gain access to additional campaign options. These rewards are meant to create new stories rather than provide automatic victories.
12,000 Tons — Priority Supply
Once per week, the faction may reduce the Tibanna cost of one faction story or dominion by 250 tons.
This represents reliable supply contracts, efficient transportation, and better access to refined gas.
16,000 Tons — Strategic Reach
The faction may launch one skirmish beyond its normal borders and or region of space without paying the additional long-range cost.
This may be used once every two weeks.
20,000 Tons — Tibanna Superpower
The faction has become one of the galaxy's leading military suppliers.
Once during the event, it may declare a Lightning Campaign.
A Lightning Campaign allows the faction to launch an invasion far beyond its normal operating area without paying the long-range cost. If the invasion succeeds, the faction may request control of a connected line of unclaimed or defeated territory between its starting point and the invasion target.
For example, the Mandalorian Empire might use a Lightning Campaign to strike Hosnian Prime. If victorious, it could attempt to secure the connected route between Gorse and Hosnian Prime as part of the campaign and add them into its sphere of influence. The route must be continuous and should be supported by the invasion's story. It cannot automatically pass through the capital or protected territory of an unrelated Major Faction.
25,000 Tons — Market Command
The faction controls enough Tibanna to influence prices throughout the galaxy.
It may choose one of the following rewards each week:
Event Overview
The Galactic Tibanna Shortage
The rapid rise and collapse of several galactic governments has damaged refinery networks, disrupted trade routes, and pushed military demand beyond what the galaxy can currently supply. Major Factions are now hoarding Tibanna gas for their fleets, weapons, and defensive systems. Credits remain useful, but refineries, corporations, mercenaries, and arms dealers may begin demanding Tibanna instead.
Every participating Major Faction begins with: 10,000 Metric Tons of Tibanna Gas
Military campaigns reduce these reserves. Factions can replace what they spend by controlling Tibanna-producing worlds, stealing supplies, negotiating contracts, or developing alternative gases. The faction that builds the strongest production network may become the galaxy's leading Tibanna power.
Faction Costs
Tibanna is deducted when a qualifying faction thread begins.
| Thread Type | Tibanna Cost |
|---|---|
| Minor Faction Story | 100 Tons |
| Standard Faction Story | 250 Tons |
| Military Faction Story | 500 Tons |
| Dominion | 750 Tons |
| Contested Dominion | 1,000 Tons |
| Skirmish | 1,000 Tons per Faction |
| Invasion | 2,500 Tons for Attacker |
| Invasion Defense | 2,000 Tons for Defender |
| Long-Range Campaign | Additional 1,000 Tons |
The chosen cost should match the actual story. A diplomatic meeting should not cost as much as deploying a battle group. Private threads do not reduce faction reserves unless they are officially supported by the faction.
Tibanna Production
The following worlds produce Tibanna gas:
Bespin, where it was processed at Cloud City, and the planets Genarius, Kaer, Kril'Dor, Ord Ibanna, Rendili, Taloraan, Vandin and Yorn Skot.
Each controlled world provides: +1,000 Tons Per Week
A world counts as controlled when it is inside a faction's influence cloud or has been captured through an approved faction campaign. Neutral production worlds can be claimed through a Contested Dominion. Other factions may launch collaborative skirmishes to attack refineries, raid convoys, destroy equipment, or steal completed shipments.
A successful disruption prevents the world from producing Tibanna during the next weekly update. A successful theft gives the attacker 500 tons, while the rest of the shipment is lost.
Minor Factions
Minor Factions do not begin with the same reserves as Major Factions. Instead, they enter the event through contracts, raids, trade deals, and local control. A participating Minor Faction begins with: 2,500 Metric Tons of Tibanna. This represents private stockpiles, corporate agreements, captured supplies, and whatever fuel the faction can gather without controlling a large galactic economy.
Minor Factions may gain Tibanna by:
- Completing contracts for a Major Faction
- Escorting or raiding supply convoys
- Defending Tibanna refineries
- Smuggling gas across faction borders
- Stealing from military or corporate depots
- Trading weapons, ships, or services for gas
- Supporting the capture of a Tibanna-producing world
- Developing alternative gases or refinery technology
Minor Factions may also work together to challenge larger powers, disrupt supply routes, or build their own Tibanna network. They may not have the fleets of a Major Faction, but they can still become valuable allies, dangerous raiders, or powerful suppliers during the shortage.
Reserve Conditions
A faction's reserve level affects what it can reasonably accomplish.
- 10,000 Tons or More — Fully Supplied
- The faction has enough Tibanna to maintain its military, protect its borders, and continue civilian distribution. There are no shortage restrictions.
- 7,500–9,999 Tons — Controlled Rationing
- The faction remains stable, but nonessential military exercises and civilian purchases are being restricted. Private captains may face higher prices, delayed permits, or reduced access to weapon-grade gas.
- 5,000–7,499 Tons — Supply Strain
- The shortage is beginning to affect military readiness. Long-range military actions cost an additional 250 tons. Government agencies begin competing with one another for access to the remaining supply.
- 2,500–4,999 Tons — Severe Shortage
- Patrols are reduced, civilian transportation becomes unreliable, and some defensive positions begin conserving ammunition. Invasions cost an additional 500 tons. The faction may only maintain one active invasion at a time.
- 1–2,499 Tons — Critical Shortage
- The faction cannot launch a new invasion. It may still conduct defensive actions, emergency skirmishes, diplomatic stories, and attempts to capture or purchase new supplies. At least one faction story should address the internal effects of the shortage.
- 0 Tons — Empty Reserves
- The faction cannot begin offensive military threads that require Tibanna. It may still defend its territory, but doing so creates an emergency that must be addressed through a later faction story. The faction must purchase, steal, produce, or negotiate for Tibanna before normal military operations can continue.
Factions that build large reserves gain access to additional campaign options. These rewards are meant to create new stories rather than provide automatic victories.
12,000 Tons — Priority Supply
Once per week, the faction may reduce the Tibanna cost of one faction story or dominion by 250 tons.
This represents reliable supply contracts, efficient transportation, and better access to refined gas.
16,000 Tons — Strategic Reach
The faction may launch one skirmish beyond its normal borders and or region of space without paying the additional long-range cost.
This may be used once every two weeks.
20,000 Tons — Tibanna Superpower
The faction has become one of the galaxy's leading military suppliers.
Once during the event, it may declare a Lightning Campaign.
A Lightning Campaign allows the faction to launch an invasion far beyond its normal operating area without paying the long-range cost. If the invasion succeeds, the faction may request control of a connected line of unclaimed or defeated territory between its starting point and the invasion target.
For example, the Mandalorian Empire might use a Lightning Campaign to strike Hosnian Prime. If victorious, it could attempt to secure the connected route between Gorse and Hosnian Prime as part of the campaign and add them into its sphere of influence. The route must be continuous and should be supported by the invasion's story. It cannot automatically pass through the capital or protected territory of an unrelated Major Faction.
25,000 Tons — Market Command
The faction controls enough Tibanna to influence prices throughout the galaxy.
It may choose one of the following rewards each week:
- Inflaming Rebellion-
- Start a rebellion on one of the enemy's worlds, throwing it into chaos. The Defending Faction must write a faction story around dealing with this rebellion or risk losing two weeks worth of Tibanna Production.
- Allied Support-
- Provide 1,000 Extra Tons of Tibanna Gas to an allied faction.
- We have the Power-
- Does not lose 2,500 Units of Tibanna when launching an invasion.
- Empowering the Corporations-
- Grant a license to a friendly corporation to form a Tibanna Co-op. Allowing you up to 2,000 extra Tibanna per week. Note; This corporation must actually be roleplayed in character and they can be targeted by an enemy faction seeking to disrupt this new partnership.
- We Need Not The Force-
- Grants a license to produce an exotic technology such as for example, being able to strip alchemized hulls or weapons of their properties. Note: this will still fall within the factory rules and regulations.
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