## Corporate Structure and Alignment
**Corporation** â a coordinated group of players that pools resources, assigns specialized roles, and executes joint actions.
| Structure | Composition | Typical Use |
|-----------|-------------|--------------|
| Straight | All members share the same alignment (all Red or all Blue) | Simpler management, limited income diversity |
| Mega | Two linked corporations, one Red and one Blue | Rarely used, high coordination overhead |
| Mixed | Single corporation containing both Red and Blue members | Combines high Red income with Blue support capabilities |
> **Note:** Mixedâcorp models require strict discipline; the weakest player can jeopardize the entire corp.
### SplitâCorp Strategy Overview
- **Team size:** 5 players (example).
- **Leadership:** One player acts as **CEO** and must have strong knowledge of the game and dayâtoâday corp management.
- **Alignment distribution:** 3âŻ**Red** (evil) members and 2âŻ**Blue** (good) members.
- **Dualâcorp operation:** The two alignment groups operate as separate corps but coordinate as a single team in the same sector area, especially during the early game.
#### Role Allocation
| Alignment | Primary Role | Core Responsibilities |
|-----------|--------------|-----------------------|
| **Red** (evil) | Cash Generator | ⢠Execute incomeâmaximizing tactics (e.g., SST, SDT, MegaâRob).<br>⢠Remain in Federation space when possible, relying on Blue members for transport.<br>⢠Operate **COLTs** (CombatâOnly Landing Transports). |
| **Blue** (good) | Colonizer / Refurbisher | ⢠Purchase **Merchant Freighters** at Stardock.<br>⢠**Twarp** the freighters into playerâcontrolled bubbles.<br>⢠Allow Red members to destroy the freighters while they are in SST (or COLT) ships to obtain the cargo holds.<br>⢠Use **mules** for larger hold transfers if needed. |
#### EarlyâGame Conduct
- Maintain a **low profile** at the start; avoid broadcasting activity over Federation communications or engaging in overt hostile actions.
- **Pay sector tolls** and acquire assets quietly before engaging in largeâscale conflict.
- The **goods** (Blue members) focus on building and refurbishing ships, while the **evils** (Red members) concentrate on generating cash through the aforementioned destructive tactics.
#### Coordination Mechanics
- The two corps share a common operational area, enabling Blue members to **twarp** ships directly into the bubbles where Red members perform their cashâmaking runs.
- Red members can destroy the shipped cargo in their **SST (colt)** vessels, thereby converting ship holds into credits.
- This cycle can be **scaled** using additional mules to increase hold capacity when required.
### Mixed Corp Composition (Cabal Model)
- **Standard roster:** 3âŻBlue members and 2âŻRed members.
- **Optional expansion:** 3âŻBlues and 3âŻReds when the server allows sixâperson corps.
- **Target game settings:** 1,000âturn limit, 5,000âsector universe, MBBS mode (or nonâMBBS with adapted tactics).
## Role Definition and Discipline
| Alignment | Primary Role | Core Responsibilities |
|-----------|--------------|----------------------|
| **Blue** (positive) | Mapper / Furber / Colonizer | ⢠Map acquisition and fullâmap completion <br>⢠Deploy and maintain fig clouds, mines, limpets <br>⢠Tow Reds via **CloakâTow** <br>⢠Manage ISS movement and port upgrades |
| **Red** (negative) | Income Generator | ⢠Execute profitâmaximizing runs (SST, SDT, COLT, MegaâRob) <br>⢠Remain in FedâSpace when possible, relying on Blues for transport <br>⢠Maintain âCOLTsâ (CombatâOnly Landing Transports) |
### Blue Role Details
- **Mapper/Hunter** â builds a complete map before fig clouds rise. Target: **85â100âŻ%** of sectors mapped by end of DayâŻ2.
- **Furber** â keeps Reds in COLTs and mobile planets, provides tow assistance, monitors Red safety.
- **Colonizer (Colorunner)** â establishes and develops owned sectors, builds citadels, upgrades ports.
### Red Role Details
- **MoneyâMaking** â focus exclusively on highâprofit tactics.
- **IdleâTurn Cost** â each nonâproductive turn costs the corp **15,000 credits**; opportunity cost can reach **13,000 credits** per turn based on average Red earnings.
## Daily Operational Timeline (First Two Weeks)
| Day | Objective | Expected Outcome |
|-----|-----------|------------------|
| **DayâŻ1** | ⢠Raise at least one Red to **5,000âŻexp** (two Reds if possible) <br>⢠Launch mapperâs ISS <br>⢠Probe all deadâend sectors (ââŻ75âŻ% map completion) <br>⢠Deploy initial fig cloud | Map seed established, first sector rolling, fig cloud begins |
| **DayâŻ2** | ⢠All Reds at **5,000âŻexp** <br>⢠Equip **2+ COLTs** per Red <br>⢠All Blues in ISSs <br>⢠Second sector rolling <br>⢠Mapper reaches **85â100âŻ%** map coverage | Fullâmap ready for strategic planning, multiple income vessels available |
| **DayâŻ3** | Reds generate sufficient cash to attempt **Ferrengal** capture (contingent on sysop settings) | Early offensive capability |
| **DayâŻ4** | Locate all enemy planets and destroy them before they reach **LevelâŻ2** citadels | Prevent enemy escalation |
| **DayâŻ5â7** | ⢠Stockpile figments and cash <br>⢠Deploy **AMTRAK** (if photons disabled, use mines + navâhaz) <br>⢠Maintain **250 mines** and **100âŻ% navâhaz** to pressure opponents with <âŻ99âŻfigs and insufficient shields | Consolidate economic lead, pressure rivals |
| **WeekâŻ2** | ⢠Keep **âĽâŻ2 sectors** rolling continuously; a third sector is typically active <br>⢠Evaluate competition; add a third Red only if corp can sustain income <br>⢠Advance owned planets to **LevelâŻ4 citadels** using accumulated collies and supplies | Sustainable growth, highâvalue assets, strategic flexibility |
## Mobile Planet Strategy
- **Goal:** Acquire mobile planets (e.g., LevelâŻ6) to achieve **mobilityâŻ=âŻmoney**.
- **MegaâRob Execution:** Once a mobile planet is owned, Reds perform **megaârob** exclusively. Each Red averages **3â4 megaârob runs per day**, yielding substantial daily credits.
- **Port Upgrade Dependency:** Full profit potential assumes **upâgraded ports**; an alternative nonâMBBS method exists but yields lower returns.
## Map Acquisition Priorities
1. **Probe DeadâEnds** â Deploy a probe to every deadâend sector; this alone covers ~75âŻ% of the map.
2. **Deploy Fig Cloud** â After probing, seed each visited sector with figments to establish a defensive cloud.
3. **Lay Mines and Limpets** â As resources allow, equip sectors with mines and limpets to increase enemy turn cost and protect owned sectors.
## Sector Rolling and Port Upgrades
- Maintain **minimum two rolling sectors** at all times; a third sector typically serves as a reserve or expansion target.
- **Upgraded ports** increase credit availability for robbing and reduce the risk of port loss. In nonâMBBS environments, profit can still be generated with baseâlevel ports, but at reduced efficiency.
## Blue Support Mechanics (Extended)
- **CloakâTow** â Blue tractorâlocks Red before Red cloaks, then warps Red into FedâSpace while maintaining the tow lock. This eliminates Red movement turns and shields Red from hostile fire.
- **ISS Management** â Blues with nonânegative alignment can move ISS freely; negative alignment triggers automatic repossession.
- **Banking** â Blues maintain a cash stash of **100,001 credits** to trigger a single daily tax, then keep the cash onâboard to avoid further taxation.
## Alignment Management (Cabal Emphasis)
- **Rapid Alignment Loss** â Destroying a port yields **+50âŻexp** and **â50 alignment**; exp loss reduces overall corp efficiency.
- **Alignment Penalties** â Exceeding **2,500 alignment** on a Blue forces the corp to **CBY** to avoid severe experience penalties for Red members.
## Summary of Updated Corporate Priorities
1. **Maintain a disciplined mixedâcorp** of 3âŻBlues and 2âŻReds (expand to 3âŻReds only when income permits).
2. **Prioritize full map acquisition** by DayâŻ2, using probes, fig clouds, mines, and limpets.
3. **Develop mobile planets quickly** to enable highâyield MegaâRob runs.
4. **Keep at least two sectors rolling** continuously; a third sector serves as a strategic reserve.
5. **Upgrade ports** where possible to maximize robbing profits; employ alternative nonâMBBS tactics if ports remain unâupgraded.
6. **Utilize CloakâTow** to keep Reds out of hostile space, preserving turn efficiency.
7. **Manage alignment aggressively** to prevent CBY triggers and to sustain rank progression.
8. **Assign clear, immutable roles** (mapper, furber, colonizer, income generators) and enforce strict adherence for maximal collective profit and survivability.
By following these quantified mechanics and roleâbased directives, a mixedâcorp can achieve optimal income, map control, and strategic flexibility throughout the early and midâgame phases.