# Factions (factions.rs): everyone who makes gear, holds places or flies # ships. `name` is what they call themselves; `common` is what # pilots call them and `one` is one of them, the word in front of a ship ("a # Drifter Battery"); a faction that fields ships needs both. `stance` is how # their ships meet yours: hostile, neutral or friendly. `paint` is their # colors (paints.toml), sold by no dock: found in their vaults, earned by # their patrons. `gear` is their modules (modules.toml): their guards fit them # and their vaults keep the best; `rare` only their vaults keep, now and then. # `research_required` is the research points a blueprint of theirs takes, # from their wrecks (a hull's `research` per ship sunk) or from scrapping # their modules (a module's `scrap.research` per one scrapped); left out, it # is 100. The pocket factions take five times the ships and scraps, the # Empire ten. # [faction.patronage] rungs are what giving them credits earns, lowest first, # at a structure of theirs that takes it (structures.toml): `shop` modules on # their shelves (a module's id, sold at its first tier, or # { module = "...", tiers = [lowest, highest] }), `blueprints` you learn on # reaching it ([{ module = "...", tier = 3 }], each up to that tier), `paints` # at any dock, `bonuses` for the whole fleet in the hull-bonus words # (bonuses = [{ stat = "mining", percent = 5 }], stacking as rungs are # reached) and a `discount` at their shelves (0.9 is 10% off; the best # reached rung's applies). `markup` on [faction.patronage] prices what the # rungs put on the shelf: 4 is four times the module's list price at its # tier; left out, 1. # # Core's rows keep bare ids; a pack's carry its prefix (union:union). Every # hull's and module's `faction`, a structure's keeper, the factions pockets # name and every fleet's faction is one of these rows. [[faction]] id = "ministry" name = "The Ministry" color = "#9aa3ad" stance = "friendly" description = "The Ministry of Defense: Minister Kesslersky's stipend, his letters, and the stock every dock sells. What it makes is plain, cheap and everywhere." [[faction]] id = "ferrum" name = "Ferrum" color = "#b5703a" stance = "neutral" description = "Hulls and guns that throw metal: the Mule, the Ox, the autocannon, the bulkhead. Heavy, slow to break, slow to turn." [[faction]] id = "helion" name = "Helion" color = "#4f9de8" stance = "neutral" description = "Hulls and gear that run hot: the Sparrow, the Icarus, the pulse laser, the shield cell. Quick, bright and thin-skinned." # The Ministry calls them pirates, and so does the game until the first of # their hulls is worked out from its wrecks (native_stars.rs). Their bands # are in bands.toml; every pirate fleet is theirs unless it says otherwise. [[faction]] id = "pirate" name = "The Native Stars" one = "Native Star" common = "Native Stars" color = "#c84b3c" stance = "hostile" description = "Native to the planet the Ministry calls Severance. They fly scavenged Ministry, Ferrum and Helion gear in hulls of their own make, and the yard marks on that plating aren't anyone's the Ministry knows." # The three that left pockets behind (pockets.toml names them; docs/pockets.md). [[faction]] id = "drifters" common = "Drifters" one = "Drifter" name = "The Void" research_required = 500 color = "#8b7cf6" stance = "hostile" paint = "void_violet" description = "Wanderers who never stayed anywhere long enough to be seen. What they left is light, quiet and hard to find: cloaks, scanners, engines, mining gear and holds." # A guard fits these in place of its band's own of the same slot, size and # kind, and in hardpoints its band leaves empty. gear = ["void_hush", "void_lens", "void_wake", "void_hollow", "void_siphon"] # Only their vaults keep these, now and then ([vault] rare_chance). rare = ["void_cloak"] [[faction]] id = "precursors" common = "Precursors" one = "Precursor" name = "The Endless" research_required = 500 color = "#d9a441" stance = "hostile" paint = "endless_gold" description = "Builders of things meant to last forever, and mostly they have. Guns that throw metal, armor a hand thick, and the gear that keeps a warship fighting." gear = ["endless_mass_driver", "endless_basalt_plate", "endless_heavy_mass_driver", "endless_heavy_basalt_plate", "endless_megalith_driver", "endless_megalith_plate", "endless_worldbreaker", "endless_bedrock_plate"] [[faction]] id = "angels" common = "Angels" one = "Angel" name = "The Infinite" research_required = 500 color = "#8fe3f2" stance = "hostile" paint = "infinite_ice" description = "Nobody agrees on what they were. Their beams still burn and their shields still hold, long after whoever raised them." gear = ["infinite_lance", "infinite_halo", "infinite_great_lance", "infinite_great_halo", "infinite_choir_lance", "infinite_choir_halo", "infinite_heavens_lance", "infinite_heavens_halo"] # The Empire (docs/empire.md): what the Ministry used to answer to, and the # holder of every explored system. To it, Opportunity is a backwater offshoot # it forgot, and you are a rounding error. Its gear and paint arrive with # the modules past tier 6. [[faction]] id = "empire" common = "Imperials" one = "Imperial" name = "The Empire" research_required = 1000 color = "#b8323a" stance = "hostile" description = "Thousands of systems, one Emperor, and a capital so far away that its orders arrive as history. Ivory hulls, crimson trim, and paperwork for everything." # A guard or garrison fits these in place of its band's own (docs/empire.md). gear = ["imperial_cannon", "imperial_heavy_cannon", "imperial_grand_cannon", "imperial_throne_cannon", "imperial_beam", "imperial_heavy_beam", "imperial_grand_beam", "imperial_throne_beam", "imperial_aegis", "imperial_heavy_aegis", "imperial_grand_aegis", "imperial_throne_aegis", "imperial_plate", "imperial_heavy_plate", "imperial_grand_plate", "imperial_throne_plate", "imperial_auspex", "imperial_heavy_auspex", "imperial_bore", "imperial_heavy_bore", "imperial_grand_bore", "imperial_hold", "imperial_heavy_hold", "imperial_grand_hold"]