Nations play a very large role in The Repopulation. A Nation in The Repopulation is an extended form of Guild. There are two major factions in the Repopulation: OWON and FPR. These factions are ideologically different and are at a state of war. Newly created characters will be prompted to choose one of those two factions, but will at the onset be a member of the Military Reserves. This means that they can be attacked by rival factions in certain areas, but are protected in others. They can choose to join the Active Military at any time, which will allow them to attack and be attacked by other Active Military members in those areas.
Rogue nations Edit
There is also what we refer to as Rogue Nations. A Rogue Nation is a player formed Nation. It is similar to a Guild in other games, except that the guild also acts as it's own faction. All Rogue Nation members are automatically flagged as Active Military, and can be attacked on sight by any Active Military members of OWON or FPR, as well as by members of other Rogue Nations which are not allied with their Nation.
OWON and FPR Nations provide a more casual-friendly approach to PvP, where Rogue Nations cater more to hardcore PvP players and guilds.
One of the major elements of the Nation system is the ability to control land in the game. The initial part of the land in Rhyldan (the starting planet) is inhabited by the two major factions in the game, OWON and FPR. Outside of the controlled areas there is a wilderness area that is available for ownership by the players of any faction. Certain chunks of land are designated in the world as being a controllable area.
Player-created cities are formed on a per Nation basis. Once a Nation has placed a Control Center in a Structure Area that area is claimed by their Nation and structures created in that area must belong to the same Nation. Rival Nations can destroy the Control Center and then create their own there in order to conquer an area.
Player Created cities can create a wide variety of structures and each has its own benefit. Some are beneficial only to the owner of that structure, where others benefit the area in general. Some structure types include:
- Barracks: Produce guards to defend the city.
- Cloning Facilities: Provide additional respawn points for players of this Nation.
- Shops: Provide NPC shopkeepers of various types.
- Defensive Structures: Provide defensive capabilities such as turrets which will attack invaders. There are various grades of Turrets.
- Harvesters: A slow source of automated resource collection. There are variants for various resource types.
- Housing: Housing structures provide homes for players and can be decorated with furniture or trophy items.
- Walls: Provide shelter for a city.
- Workshops: Provide a slow source of manufactured goods. There are numerous variants.
Owning a player created city can allow Nations to create choke points, aid them with collecting supplies, provide defenses and open up new Mission and Engagement opportunities.
City growth Edit
Beyond just being a glob of land to control, a city is itself a growing entity that needs some attention and care to get going. In order for the city to grow, the population of the city needs to feel secure and happy. It will also start to make demands as it grows. Some of these demands are easy, such as they want some clean water to drink and food to eat. As you continue to grow they will want more safety and more luxury and the demands will continue to grow. That synthetic protein paste they were surviving on now just doesn’t cut it, they will want some organically grown food.
In addition to the happiness elements of the city, each time the city grows it increases the available land you can use and you gain points to spend on different attributes of the city. Each attributes has a variety of distinct advantages and also provides different options based on the player wants as well. Some Nations/Cities will be more hostile/warring and will want to focus on those abilities. Others will be more focused on trade skills and trading and will want these options. Many of these options will only be available in Nations so they will make for an easy point of advertising for the city. Those attributes are.
- Armory will provide better weapon and armor fitting shops, fitting creation devices, and provide a small bonus to the barrack guards.
- Artillery will provide better options for artillery shops, artillery creation devices, and provide a wider array of artillery options to defend a base.
- Barracks increase the type or number of barracks you can have for city defense. While Military Training improves their efficiency, Barracks increase the number of total barracks and unit options available.
- Cloning Facility allows for better quality Cloning Facilities.
- Construction Yard reduces the time needed to create structures and increases the automatic repair time.
- Electronics provide better electronic shops, creation devices, and provide a small bonus to artillery units.
- Fortification increases the type and quality of passive fortifications available to the city.
- Hospital provides better hospital facilities, creation devices, and provides a healing bonus to all humanoid players and non-players in the area.
- Industrial increases the number and quality of harvesters you can use and provides industrial shops and creation devices
- Laboratories provide better laboratory shops, laboratory creation devices, grant a temporary bonus in skill/card/imprinting gain chances.
- Markets increase the capability for the city to do foreign exchange of goods through the online market and affects how many local shops can be created in the city.
- Military Training improves the capabilities of the units produced in the Barracks making them stronger and more resilient while granting a temporary bonus to all pcs in combat.
Controls and Alliances Edit
Nation leaders have a wide variety of controls and alliance options available to them. Five default ranks are available to a Nation and that can expand up to 99 customizable ranks that are able to be renamed at will. Ranks serve as titles, but they also open up control of the Nation based on the rank. Controls range from the ability to add or dismiss members to allowing structure controls inside of the Nation.
Another important aspect of controlling a Nation is setting up alliances with other player Nations. As mentioned earlier, players have the option of starting out their Nation affiliated with the OWON or FPR faction or they could choose to be a Rogue Nation. For each Nation in existence in the game world you can have one of five alliance levels. Those alliances are:
- Nemesis (Most Hostile)
- Ally (Most Peaceful)
- Rogue Nations can be aligned in any fashion with any other Nation.
- OWON Nations are restricted to positive with other OWON Nations, and negative with FPR Nations.
- FPR Nations are restricted to positive with other FPR Nations, and negative with OWON Nations.
- OWON and FPR have the option of all five alliance levels with any Rogue Nations.
Alliances are made on a per nation basis and there is no way to make a three or four way alliance as it is Nation to Nation only. Alliance increasing (Neutral to Peaceful) require both sides to agree, and alliance decreasing (Neutral to Hostile) can be initiated by either side at any time forcing both nations into the level selected. Alliances start out Neutral for all Nations if you start as Rogue. OWON/FPR Nations start out either Hostile or Peaceful with the OWON/FPR factions and Neutral with all Rogue Nations.
Growing a city will cause NPCs start to appear in the city, and as players open shops other NPCs will appear to run those shops. Since the mission system we offer is dynamic, it will be able to make use of the NPCs in the cities and the surrounding wilderness area for job offerings.