CptCommanche

all messages by user

8/29/2017
Topic:
Economic Development Report.

CptCommanche
CptCommanche
You should definitely keep this going - very interesting data.
9/25/2017
Topic:
Number of Guild Members

CptCommanche
CptCommanche
In the guilds tab on the corporate page, it lists all of the active guilds along with number of members. However when clicking on a specific guild, the number of actual members is less than listed. The Mining Guild says it has 37 members on the main guild page, but when viewing the guild it only shows 18 members.

Am I misunderstanding something about this or is it a bug?
9/25/2017
Topic:
End Products Wanted

CptCommanche
CptCommanche
StarCorp is interested in purchasing all types of end products in small quantities (About 10k each type). Delivery to London. PM to discuss pricing options.
9/27/2017
Topic:
Rigil Corporate Resettlement Program

CptCommanche
CptCommanche
StarCorp is laying the foundation for a new resettlement program to the system of Rigil following the unfortunate economic and subsequent societal collapse that has occurred there.

The Rigil system is currently void of any significant corporate activity, and its small populations do not have access to basic goods and services. StarCorp seeks to bring manufacturing facilities to the system to provide stable income to the inhabitants and to spark economic growth there. In addition to benefiting the local populace, the relocation of industry will attract higher class workers to the system, which will provide even more stability during the economic recovery.

We are currently looking for partners who would be willing to join in this resettlement program. This partnership will seek to benefit the system or Rigil as a whole, and provide a stable foundation upon which economic recovery can be founded upon. Corporations that are interested in new opportunities can PM StarCorp for more information.
9/27/2017
Topic:
Rigil Corporate Resettlement Program

CptCommanche
CptCommanche
StarCorp is offering an incentive program for corporations interested in the Rigil Corporate Resettlement Program. This program provides basic resources and facilities to allow corporations to get a quick start on the Terran planet, Rigil I.

The incentive program will provide the following items on Rigil I at no cost to the interested corporation:
5x ACP Structure
1x ACP Military Base
1x ACP Shipyard
1x LV.3 Transport

To qualify for the incentive program, the interested corporation must meet the following requirements:
- Must not be associated with any guild
- Must have a net worth less than 2 Billion Credits
- Must hold a positive credit balance
- Must not have attacked another corporation in the previous 500 turns

Corporations accepting this sponsorship agree to the following terms:
- Will not engage in hostile action against StarCorp or any partner corporations on Rigil. Corporations may act out in self defense only when another corporation has taken direct, hostile action that corporation.
- Will use the items provided through the incentive program to benefit the Rigil system as a whole. Under no circumstances can these items be relocated or liquidated.
- Will provide defensive forces and fortifications as necessary to defend their own assets as necessary. StarCorp will not provide military protection for corporations at this time.

StarCorp looks forward to working with interested parties. PM for more information and to determine if your corporation is eligible to participate in the incentive program.
11/9/2017
Topic:
Sector 1 Warpgate Locations and levels

CptCommanche
CptCommanche
Sol
Sol - Moon L5 Alpha | Orion | Sector 1 | Sol | The Moon | Baldurs Gate 122070317 : 190429557
Sol - Io L3 Alpha | Orion | Sector 1 | Sol | Io | WGT49338 122070217 : 190429607
Sol - Mars L1 Alpha | Orion | Sector 1 | Sol | Mars | WGT50167 122070352 : 190429802

Centauri
Centauri VIII L3 Alpha | Orion | Sector 1 | Centauri | Centauri VIII | GateDepression 122071422 : 190428327
Centauri VI L3 Alpha | Orion | Sector 1 | Centauri | Centauri VI | Gresham Gate 122071752 : 190428427

Gulyaev
Gulyaev IId L6 Alpha | Orion | Sector 1 | Gulyaev | Gulyaev IId | Door of the Night 122067817 : 190428507
Gulyaev V L3 Alpha | Orion | Sector 1 | Gulyaev | Gulyaev V | WGT49613 122067922 : 190428372

Luyten
Luyten VI L3 Alpha | Orion | Sector 1 | Luyten | Luyten VIb | Epoch Gate 122073327 : 190427722
Luyten II L2 Alpha | Orion | Sector 1 | Luyten | Luyten II | WGT57546 122073522 : 190427777

Rigil
Rigil I L2 Alpha | Orion | Sector 1 | Rigil | Rigil I | Gate2 122070947 : 190425872

Panther
Panther I L3 Alpha | Orion | Sector 1 | Panther | Panther I | WGT57697 122065922 : 190424727

No warpgates in the following systems:
Sirius
Naertho
Wolf
Burkam
edited by CptCommanche on 11/9/2017
11/20/2017
Topic:
27000 Monthly Economic Report

CptCommanche
CptCommanche
Monthly Economic Review: 27000

Galactic News Network is pleased to announce the new Monthly Economic Review.

GNN Economic Analysts have compiled some data with the help of industry experts to bring their first ever report concerning the economic state of the galaxy. This report also highlights one corporation a month, and highlights the strengths and focus of that business.

This report analyzes general galactic data, as well as highlights specific product categories that have high potential for earnings, or notes product markets that are being oversupplied at the moment.
11/20/2017
Topic:
27000 Monthly Economic Report

CptCommanche
CptCommanche
Population Data (Data only shown for systems with functioning economic environments)

System Populations:
- Sol: 137,501,459
- Gulyaev: 40,585,665
- Luyten: 33,774,275
- Centauri: 27,132,911
- Yrsa: 22,547,397
- Rigil: 17,417,768

5 most populated planets:
- Earth: 79,772,082
- Mars: 24,899,184
- Gulyaev II: 22,995,391
- Centauri VI: 14,268,511
- Rigil I: 9,294,726

5 largest cities:
- Vallejo, Luyten: 16,152,261
- Rabat, Sol: 14,928,835
- Erben, Sol: 8,360,783
- Ilias, Gulyaev: 7,877,114
- Vaiden, Centauri: 7,072,304
11/20/2017
Topic:
27000 Monthly Economic Report

CptCommanche
CptCommanche
Demand Data (Demand levels show demand at the highest populated planet, as well as the peak demand location in the system with at least 100 volume)

System Overall Demand:
- Sol: 1.9m
- Gulyaev: 606k
- Luyten: 489k
- Centauri: 425k
- Yrsa: 310k
- Rigil: 257k


Sol:
High Demand Products:
- Polymers: 339% demand on earth, up to 368% on Io.
- Construction: 326% demand on earth, up to 368% on Io.
- Electronics: 311% demand on earth, up to 368% on Io.
- Minerals: 292% demand on earth, up to 866% on Rhea.

Low Demand Products (Under 100%):
- Synthetics: 60% demand on earth, up to 200% on Venus.
- Power Cells: 90% demand on earth, up to 261% on Uranus.

Gulyaev:
High Demand Products:
- Minerals: 832% demand on Gulyaev II (Gulyaev II is Highest Demand)
- Chemicals: 802% demand on Gulyaev II, up to 802% on Gulyaev VIII.
- Woods: 766% demand on Gulyaev II, up to 842% on Gulyaev V.
- Meats: 701% demand on Gulyaev II, up to 810% on Gulyaev VIII.

Low Demand Products (Under 100%):
- Industrial Products: 99% demand on Gulyaev II, up to 170% on Gulyaev V.

Luyten:
High Demand Products:
- Materials: 755% demand on Luyten VI, up to 778% on Luyten III.
- Meats: 738% demand on Luyten VI ( Luyten VI is Highest Demand)
- Woods: 728% demand on Luyten VI ( Luyten VI is Highest Demand)
- Metals: 724% demand on Luyten VI, up to 1000% on Luyten III.
- Chemicals: 670% demand on Luyten VI, up to 894% on Luyten III.

Low Demand Products (Under 100%):
- None

Centauri:
High Demand Products:
- Ceramics: 459% demand on Centauri VI (Centauri VI is Highest Demand)
- Construction: 442% demand on Centauri VI, (Centauri VI is Highest Demand)
- Meats: 427% demand on Centauri VI, up to 784% on Centauri X.
- Metals: 422% demand on Centauri VI, up to 617% on Centauri XI.
- Public Services: 404% demand on Centuari VI (Centauri VI is Highest Demand)

Low Demand Products (Under 100%):
- None

Yrsa:
High Demand Products:
- Chemicals: 693% demand on Yrsa I (Yrsa I is Highest Demand)
- Metals: 701% demand on Yrsa I (Yrsa I is Highest Demand)
- Minerals: 732% demand on Yrsa I (Yrsa I is Highest Demand)
- Woods: 656% demand on Yrsa I (Yrsa I is Highest Demand)
- Ceramics: 459% demand on Yrsa I (Yrsa I is Highest Demand)

Low Demand Products (Under 100%):
- Industrial Goods: 59% demand on Yrsa I, up to 154% on Yrsa VII.
- Furnishings: 76% demand on Yrsa I, up to 200% on Yrsa VII.
- Vehicles: 87% demand on Yrsa I, up to 143% on Yrsa VIII.


Rigil:
High Demand Products:
- Fabrics: 406% demand on Rigil I (Rigil I is Highest Demand)
- Power Cells: 394% demand on Rigil I (Rigil I is Highest Demand)
- Electronics: 387% demand on Rigil I (Rigil I is Highest Demand)
- Ceramics: 383% demand on Rigil I, up to 384% on Rigil VII.


Low Demand Products (Under 100%):
- Crops: 47% demand on Rigil I, up to 393% on Rigil VII.
- Gadgets: 77% demand on Rigil I, up to 88% on Rigil III.
- Furnishings: 89% demand on Rigil I, up to 159% on Rigil III.
- Entertainment: 91% demand on Rigil I, up to 106% on Rigil III.
11/30/2017
Topic:
NPC Populations

CptCommanche
CptCommanche
This sort of came up in the comms. I think it can be expanded a bit. The initial idea had to do with civilian populations in cities going to war with each other. Corps could support one side or the other. What if we expand this in another direction?

Civilian populations will respond to loss of civilian life due to corporations. I would imagine this being in two different forms (In the following postssmile.
11/30/2017
Topic:
NPC Populations

CptCommanche
CptCommanche
1. Direct loss of life due to military action. A few days ago Mexico City was leveled, again. The response of the people's of earth? Nothing. What if this had caused discontent among the peoples of earth, or even throughout the entire Sol system? This would provide a sort of backlash for destroying cities.

A. The populations respond in scale to the level of population loss. A city of 10,000,000 wiped off the map would have way bigger consequences than killing 100 people on a distant moon somewhere. This would be in magnitude to the amount of population destroyed. Major civilian deaths could cause repercussions across whole planets or even entire systems. These could either be against all corporations, or maybe specifically against the corporation(s) who did the attacks.

B. This would not spawn conventional military units, but some special militias or insurgents. These units cannot be attacked like normal military units. Corporations would be required to station a garrison of ground units to counter the insurgents. Ships and fighters/variteks/bombers would basically be ineffective against them. This would create a very practical need for ground armies. It would take a while for the armies to be able to root out the militias, and all the while these militias are conducting attacks against corporation assets in that location and others.

C. Who would these militias target? It could be only the corporations who attacked, or against all guild members, or even every corporation in the area. I'm not sure which is best, and maybe a combination of all 3 would be interesting. Anyone in that specific city is attacked, then it increases to planetwide for guilds, and system wide for the specific corporation.

D. There could also be a ban on selling goods in cities, dependent on the magnitude of destruction. A corporation could be unable to sell to any cities on an entire planet for a set period.
11/30/2017
Topic:
NPC Populations

CptCommanche
CptCommanche
2. City neglect. As corporations stop supplying demand to cities, the city starts to descent into dissent, and eventually anarchy. Currently cities are not that important. You can start cities, neglect cities, it doesn't really matter. This would make cities a bit more consequential. This would have to be balanced to work with city creation. Cities spawn automatically, and often they are not supplied, and eventually diminish to nothing. Either there would have to be mechanics in place to prevent uprisings in new cities, or it will up the ante when a city is founded.

A. The dissent would begin when corporations stop supplying goods to a city. The amount of dissent is in proportion to the lack of supply. If for some reason everyone stopped selling to Vallejo and population starts dropping heavily, this would cause huge uprisings. This would begin as insurgents, and perhaps even morph into conventional military units.

2. Low population cities would have less effect than large ones. If corporations decided to abandon supplying a smaller city, this would have much less effect compared to a large city.

3. Population 90,000 cities will not have any effect since they aren't contracting.

4. A case example would be Jupiter. I expect those cities are going to diminish since the corps that were supplying them have left or are in the process of leaving. As demand rises in those cities, discontent also increases. Soon the population will rise up and start attacking industries there. If left unchecked, the planet will descend into anarchy, until either corporations get it under control, or everything eventually dies out.
12/6/2017
Topic:
Sector 1 Warpgate Locations and levels

CptCommanche
CptCommanche
Are you sure there's no warpgate at Sol/Io? I would check again, at 17:7.
12/6/2017
Topic:
Sector 1 Warpgate Locations and levels

CptCommanche
CptCommanche
Maybe I will update this list in a new thread or something. That way I can edit the top post with the updated info. Right now theres 3 posts and all of them are incorrect.
edited by CptCommanche on 12/6/2017
1/4/2018
Topic:
Carrier Loss

CptCommanche
CptCommanche
I got 584. I kinda freaked out when I logged on.
1/4/2018
Topic:
Rulership titles idea

CptCommanche
CptCommanche
I really like this also.

Should these titles be included on the city level? With the current player base and the number of cities with rulers, there would be a crap-ton of titles floating around. Like say on Rigil, we have 3 corporations there. We would have titles for the planet, plus additional titles for our 3 cities. There's only 3 players for all of these titles. That seems to cheapen them a bit.

What if they were only for Emperors and Star Lords? That makes those higher positions much more meaningful. This would create some real reasons to work towards having emperors and star lords. Right now having an emperor on Rigil doesn't really mean much for me, besides the fact that it gives the system a bit more legitimacy. If he was handing out titles, I would care a whole lot more.

Or I suppose different rulership levels give access to different quantities of titles. Perhaps cities don't need a minister of war, but would have a city manager. Star Lords would have numerous titles that they can bestow.

I also like the idea of having a generic fleet that can be controlled. Adds another layer of value to having emperors or star lords. Once again, would cities need this power, or just give it to the star lords and emperors?

Just throwing thoughts out there.
1/5/2018
Topic:
OFFICIAL Updated Warp Gate Listing

CptCommanche
CptCommanche
Official Warp Gate Listing
This is the recent list of warpgates. The Warp Gate Landscape has seen some large changes over the last few months.


Sol

Sol - Moon: LV.6 Alpha | Orion | Sector 1 | Sol | The Moon | Lunar Gate 122070317 : 190429557
Sol - Mercury: LV.4 Alpha | Orion | Sector 1 | Sol | Mercury | WGT79835 122070327 : 190429702
Sol - Mars: LV.3 Alpha | Orion | Sector 1 | Sol | Mars | Welcome to Mars 122070352 : 190429802


Gulyaev
Gulyaev IId: LV.7 Alpha | Orion | Sector 1 | Gulyaev | Gulyaev IId | Door of the Night 122067817 : 190428507
Gulyaev III: LV.3 Alpha | Orion | Sector 1 | Gulyaev | Gulyaev III | Warp Gate 122067822 : 190428322
Gulyaev VII: LV.3 Alpha | Orion | Sector 1 | Gulyaev | Gulyaev VII | Gulyaev Temp 122067802 : 190428222

Sirius
Sirius VIII: LV.5 Alpha | Orion | Sector 1 | Sirius | Sirius VIII | Welcome Home 122065427 : 190430802
Sirius I: LV.4 Alpha | Orion | Sector 1 | Sirius | Sirius I | Stargate Alpha 122065372 : 190430902
Sirius X: LV.3 Alpha | Orion | Sector 1 | Sirius | Sirius X | Satan Butthole 122065072 : 190430897


Rigil
Rigil I: LV.6 Alpha | Orion | Sector 1 | Rigil | Rigil I | Welcome 2 Rigil 122070927 : 190425852


Centauri
Centauri VI: LV.3 Alpha | Orion | Sector 1 | Centauri | Centauri VI | Gresham Gate 122071752 : 190428427
Centauri VIII: LV.2 Alpha | Orion | Sector 1 | Centauri | Centauri VIII | CentInfProjVIII 122071422 : 190428347
Centauri I: LV.1 Alpha | Orion | Sector 1 | Centauri | Centauri I | CentInfProjI 122071547 : 190428397
Centauri II: LV.1 Alpha | Orion | Sector 1 | Centauri | Centauri II | CentInfProjII 122071647 : 190428452
Centauri IV: LV.1 Alpha | Orion | Sector 1 | Centauri | Centauri IV | CentInfProjIV 122071422 : 190428427
Centauri V: LV.1 Alpha | Orion | Sector 1 | Centauri | Centauri V | CentInfProjV 122071552 : 190428272
Centauri X: LV.1 Alpha | Orion | Sector 1 | Centauri | Centauri X | CentInfProjX 122071727 : 190428552

Panther
Panther I: LV.3 Alpha | Orion | Sector 1 | Panther | Panther I | WGT99147 122065922 : 190424727


Burkam
Burkam IIIb: LV.1 Alpha | Orion | Sector 1 | Burkam | Burkam IIIb | Burkam Gate 122067857 : 190422917


Gilliam
Gilliam IV: LV.5 Alpha | Orion | Sector 7 | Gilliam | Gilliam IV | Gilliam Gate 122099572 : 190491527


No warpgates in the following systems:
Wolf
Luyten
Naertho
Yrsa
edited by CptCommanche on 3/7/2018
edited by CptCommanche on 3/7/2018
1/18/2018
Topic:
BotG - Influencial Corporations

CptCommanche
CptCommanche
This is great - thanks for putting it together.
3/21/2018
Topic:
Violation by Sore Cogs & Dragons Gear

CptCommanche
CptCommanche
From the comms, there is no doubt this is Sore Cogs.

These items would have clearly been transferred from Sore Cogs to the alt through a violation of the game rules.

I understand the desire to RP and create some action. I have done it a lot. However, in this instance Sore Cogs is in violation of the Terms of Use.
4/18/2018
Topic:
Not grasping some concepts

CptCommanche
CptCommanche
Just be careful Shimrod - ChaChaCharms happens to be heavily devoted to some of the fringe cults of the galaxy, I wouldn't be surprised if he tries to convert you wink




Powered by Jitbit Forum 8.3.8.0 © 2006-2013 Jitbit Software