In the interest of fairness in faction versus faction roleplay and to keep military forces proportional to their factions and corporations, the Star Army setting has limits on military buildups. For factions, these limits are based upon the number of industrialized star systems controlled by a faction; for corporations, these limits are based upon the number of star systems a corporation has a major presence in.
The following limitations were created to:
Many individuals hate being the little person or the weak guy in a setting. This comes from the subconscious desire to keep one's creation safe from those who would cause it harm. But we must also remember that in roleplay, weakness is also necessary for both realism and, in most cases, having fun overcoming obstacles. Logistically, each solar system has its own limitations when it comes to resources. These resources are considered by the number of planets (both habitable and desolate), the number of asteroid fields, etc. The limitation system takes these into consideration, but simplifies them by setting a standard value per system.
|Huge Space Stations||1|
|System Defense Platforms||25|
|Other Warships||150 (or 250 minus the number of capital ships)|
|Military Support Ships||250|
|Additional Small Craft||25,000|
Let's say that for the purposes of this example the Democratic Imperium of Nepleslia is a faction that controls twenty industrialized star systems. This means that the Democratic Imperium of Nepleslia can support up to the following:
Let's say that for the purposes of this example the Frontier Service Corporation is a company that has a major presence in a single star system. This means that the Frontier Service Corporation can support up to:
To count towards a faction's total:
If the number of active factional players is less than the number of star systems controlled by that faction, the faction is unable to expand. For example, a faction with four active members would only be able to colonize new worlds if they had three or less. This is to prevent small players from having a disproportionate influence on the SARP universe and to keep factions from sending a ship to every planet on the map at once.
Note: The above paragraph is a general guideline, and does not need to be tracked or adhered to in an “exact” fashion. It should only be invoked in the face of an unjustified factional mass-expansion, particularly one that is not done through plot-based roleplaying.
Civilian orbital stations (such as agricultural facilities, solar power collectors, trade hubs, and so forth) are not counted as system defense platforms.
A starship is considered a warship if it meets two or more of the following criteria:
Capital ships also meet two or more of the following conditions:
Ships and stations take the following amount of time to build in the Star Army setting.
|Class||Military Description||Commercial Description||Base Tier||Build Time|
|Very Light||Patrol Craft and Small Escorts||Light Freighters||10||4 days|
|Light||Destroyers, Escorts, and Gunships||Medium Freighters||11||8 days|
|Medium||Cruisers||Heavy Freighters||12||12 days|
|Heavy||Carriers and Heavy Cruisers||Superheavy Freighters||13||16 days|
|Very Heavy||Battleships||Mobile Refineries||14||20 days|
|Massive||Dreadnoughts||Colony Ships||15||24 days|
|Huge Space Stations||15||60 days|
These build times override any previously listed build times on starship stat pages; similarly, the rules listed in the section below override any conflicting information found elsewhere on the wiki.