L Admin
MAJOR FACTION MANDATES
CHOOSING A MANDATE
CHANGING A MANDATE
MAJOR FACTION MANDATES
Droid Army
Strength: Droids and AI do not count against this Faction's Invasion Requesting Aid slots when defending or attacking.
Relentless Horde
Strength: This faction may invade two different Major Factions simultaneously.
Benevolent Dictator
Strength: Hexes adjacent to this Major Faction's Capital Planet hex are immune to Rebellions.
Weakness: The Capital Hex cannot be moved.
Capitalism Reigns
Strength: Companies established in this Major Faction's influence cloud may begin at or upgrade to Tier III.
Rapid Expansion
Strength: This faction may claim a fourth Dominion per month.
Weakness: The fourth Dominion claimed may also be targeted by Rebellions in addition to the 3rd.
Hermit Kingdom
Strength: Hexes this Major Faction owns may not be the target of Rebellions or Flashpoints.
Weakness: This Major Faction may only claim one Dominion per month.
Casino Royale
Strength: Once a month, this Major Faction may choose either to 1) re-roll any Flashpoint modifer of any thread it is involved in once or 2) roll a second time for an additional Flashpoint modifier on a thread it is involved in.
Frontier Exploration
Strength: The number of Dominions this Major Faction may complete a month is now equal to the number of Codex Location & Species submissions approved on planets within the Faction's Influence Cloud, at a maximum of 4. None of these Dominions may be targets of Rebellions.
Weakness: This Major Faction may not Dominion any planet from the Mid-Rim to the Deep Core, only the Tingel Arm/Unknown Regions/Wild Space/Outer Rim.
Galactic Nomads
Strength: Once a month, this Major Faction may abandon their current Influence Cloud & Capital Planet and relocate elsewhere on the map as if they were a creating a new Major Faction.
Weakness: The Major Faction may not use this Mandate's strength if the Major Faction is currently engaged in an incomplete Invasion, Rebellion, Dominion, or Flashpoint.
Defensive Stronghold
Strength: This Major Faction has an infinite number of Requesting Aid slots when it is defending a hex it owns from an Invasion.
Weakness: This Major Faction has no Requesting Aid slots when it is Invading a hex.
Neutral
Strength: None.
- Mandates are unique characteristics that may be adopted by a Major Faction that provide the Major Faction a bonus.
CHOOSING A MANDATE
- A Major Faction Owner must declare his/her Mandate in the Map Update Thread upon their Faction being approved for Major status.
- Major Faction Mandates and their dates changed will be displayed in the Major Faction Mandates thread.
CHANGING A MANDATE
- A Major Faction Owner may request their Mandate be changed once every 60 days in the Map Update Thread.
MAJOR FACTION MANDATES
Droid Army
Strength: Droids and AI do not count against this Faction's Invasion Requesting Aid slots when defending or attacking.
Relentless Horde
Strength: This faction may invade two different Major Factions simultaneously.
Benevolent Dictator
Strength: Hexes adjacent to this Major Faction's Capital Planet hex are immune to Rebellions.
Weakness: The Capital Hex cannot be moved.
Capitalism Reigns
Strength: Companies established in this Major Faction's influence cloud may begin at or upgrade to Tier III.
Rapid Expansion
Strength: This faction may claim a fourth Dominion per month.
Weakness: The fourth Dominion claimed may also be targeted by Rebellions in addition to the 3rd.
Hermit Kingdom
Strength: Hexes this Major Faction owns may not be the target of Rebellions or Flashpoints.
Weakness: This Major Faction may only claim one Dominion per month.
Casino Royale
Strength: Once a month, this Major Faction may choose either to 1) re-roll any Flashpoint modifer of any thread it is involved in once or 2) roll a second time for an additional Flashpoint modifier on a thread it is involved in.
Frontier Exploration
Strength: The number of Dominions this Major Faction may complete a month is now equal to the number of Codex Location & Species submissions approved on planets within the Faction's Influence Cloud, at a maximum of 4. None of these Dominions may be targets of Rebellions.
Weakness: This Major Faction may not Dominion any planet from the Mid-Rim to the Deep Core, only the Tingel Arm/Unknown Regions/Wild Space/Outer Rim.
Galactic Nomads
Strength: Once a month, this Major Faction may abandon their current Influence Cloud & Capital Planet and relocate elsewhere on the map as if they were a creating a new Major Faction.
Weakness: The Major Faction may not use this Mandate's strength if the Major Faction is currently engaged in an incomplete Invasion, Rebellion, Dominion, or Flashpoint.
Defensive Stronghold
Strength: This Major Faction has an infinite number of Requesting Aid slots when it is defending a hex it owns from an Invasion.
Weakness: This Major Faction has no Requesting Aid slots when it is Invading a hex.
Neutral
Strength: None.