## Corporate Structure and Alignment **Corporation** – 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:** Mixed‑corp models require strict discipline; the weakest player can jeopardize the entire corp. ### Split‑Corp Strategy Overview - **Team size:** 5 players (example). - **Leadership:** One player acts as **CEO** and must have strong knowledge of the game and day‑to‑day corp management. - **Alignment distribution:** 3 **Red** (evil) members and 2 **Blue** (good) members. - **Dual‑corp 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 income‑maximizing tactics (e.g., SST, SDT, Mega‑Rob).<br>• Remain in Federation space when possible, relying on Blue members for transport.<br>• Operate **COLTs** (Combat‑Only Landing Transports). | | **Blue** (good) | Colonizer / Refurbisher | • Purchase **Merchant Freighters** at Stardock.<br>• **Twarp** the freighters into player‑controlled 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. | #### Early‑Game 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 large‑scale 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 cash‑making 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:** 3 Blue members and 2 Red members. - **Optional expansion:** 3 Blues and 3 Reds when the server allows six‑person corps. - **Target game settings:** 1,000‑turn limit, 5,000‑sector universe, MBBS mode (or non‑MBBS with adapted tactics). ## Role Definition and Discipline | Alignment | Primary Role | Core Responsibilities | |-----------|--------------|----------------------| | **Blue** (positive) | Mapper / Furber / Colonizer | • Map acquisition and full‑map completion <br>• Deploy and maintain fig clouds, mines, limpets <br>• Tow Reds via **Cloak‑Tow** <br>• Manage ISS movement and port upgrades | | **Red** (negative) | Income Generator | • Execute profit‑maximizing runs (SST, SDT, COLT, Mega‑Rob) <br>• Remain in Fed‑Space when possible, relying on Blues for transport <br>• Maintain “COLTs” (Combat‑Only Landing Transports) | ### Blue Role Details - **Mapper/Hunter** – builds a complete map before fig clouds rise. Target: **85‑100 %** of sectors mapped by end of Day 2. - **Furber** – keeps Reds in COLTs and mobile planets, provides tow assistance, monitors Red safety. - **Colonizer (Colorunner)** – establishes and develops owned sectors, builds citadels, upgrades ports. ### Red Role Details - **Money‑Making** – focus exclusively on high‑profit tactics. - **Idle‑Turn Cost** – each non‑productive 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 | |-----|-----------|------------------| | **Day 1** | • Raise at least one Red to **5,000 exp** (two Reds if possible) <br>• Launch mapper’s ISS <br>• Probe all dead‑end sectors (≈ 75 % map completion) <br>• Deploy initial fig cloud | Map seed established, first sector rolling, fig cloud begins | | **Day 2** | • All Reds at **5,000 exp** <br>• Equip **2+ COLTs** per Red <br>• All Blues in ISSs <br>• Second sector rolling <br>• Mapper reaches **85‑100 %** map coverage | Full‑map ready for strategic planning, multiple income vessels available | | **Day 3** | Reds generate sufficient cash to attempt **Ferrengal** capture (contingent on sysop settings) | Early offensive capability | | **Day 4** | Locate all enemy planets and destroy them before they reach **Level 2** citadels | Prevent enemy escalation | | **Day 5‑7** | • Stockpile figments and cash <br>• Deploy **AMTRAK** (if photons disabled, use mines + nav‑haz) <br>• Maintain **250 mines** and **100 % nav‑haz** to pressure opponents with < 99 figs and insufficient shields | Consolidate economic lead, pressure rivals | | **Week 2** | • Keep **≥ 2 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 **Level 4 citadels** using accumulated collies and supplies | Sustainable growth, high‑value assets, strategic flexibility | ## Mobile Planet Strategy - **Goal:** Acquire mobile planets (e.g., Level 6) to achieve **mobility = money**. - **Mega‑Rob Execution:** Once a mobile planet is owned, Reds perform **mega‑rob** exclusively. Each Red averages **3‑4 mega‑rob runs per day**, yielding substantial daily credits. - **Port Upgrade Dependency:** Full profit potential assumes **up‑graded ports**; an alternative non‑MBBS method exists but yields lower returns. ## Map Acquisition Priorities 1. **Probe Dead‑Ends** – Deploy a probe to every dead‑end sector; this alone covers ~75 % of the map. 2. **Deploy Fig Cloud** – After probing, seed each visited sector with figments to establish a defensive cloud. 3. **Lay Mines and Limpets** – 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 non‑MBBS environments, profit can still be generated with base‑level ports, but at reduced efficiency. ## Blue Support Mechanics (Extended) - **Cloak‑Tow** – Blue tractor‑locks Red before Red cloaks, then warps Red into Fed‑Space while maintaining the tow lock. This eliminates Red movement turns and shields Red from hostile fire. - **ISS Management** – Blues with non‑negative alignment can move ISS freely; negative alignment triggers automatic repossession. - **Banking** – Blues maintain a cash stash of **100,001 credits** to trigger a single daily tax, then keep the cash on‑board to avoid further taxation. ## Alignment Management (Cabal Emphasis) - **Rapid Alignment Loss** – Destroying a port yields **+50 exp** and **‑50 alignment**; exp loss reduces overall corp efficiency. - **Alignment Penalties** – 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 mixed‑corp** of 3 Blues and 2 Reds (expand to 3 Reds only when income permits). 2. **Prioritize full map acquisition** by Day 2, using probes, fig clouds, mines, and limpets. 3. **Develop mobile planets quickly** to enable high‑yield Mega‑Rob 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 non‑MBBS tactics if ports remain un‑upgraded. 6. **Utilize Cloak‑Tow** 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 role‑based directives, a mixed‑corp can achieve optimal income, map control, and strategic flexibility throughout the early and mid‑game phases.