W-Y as of game beginning.
Homeworld 656554P
Large Terran world, size 6 Diameter 7917 (0 SP)
Normal climate, temperature 5 (0 SP)
Large Continents, water 6 (0 SP)
Normal Conditions, atmosphere 5 (0 SP)
Normal Tectonic Activity, tectonic 5 (0 SP)
Biology/Physiology -10 SPs
Dextro amino acid biology, Standard earthlike DNA (0sp)
Omnivore (0 SP)
Psi Immunity (10 SP)
Humanoid (human-like) (0 SP)
Species Abilities -55 SPs
Natural colonists (5 SP per cap) (three levels) 15 SP
Natural researchers (5 SP per cap)
Natural reverse engineers (5 SP per cap)
Natural tinkerers (5 SP per cap)
Natural theorists (5 SP per cap)
Natural general economics (5 SP per level) (two Levels) 10 SP
Natural productivity (5 SP per level) 5 SP
Natural traders (5 SP)
Racial Disadvantages - +15 SPs
Free Society (+5 SP)
Intolerant taxpayers: (+5 SP)
Obsessive expansionism (+5 SP)
TRAITS:
Corporation: Your Mega-Corps provides a certain service to the rest of the galaxy. Mega-Corps with this Trait gain a 10% Wealth bonus on any charged services, or sales they make to another Power. This bonus does not affect the amount of money the purchasing power has to pay. Not all Mega-Corps deal in tangible products, so as a rule this bonus applies any time a Mega-Corps with this Trait gains Wealth, and only Wealth; Corporations do NOT deal in barter economies, from another Power. Note that "funny accounting" such as trading the same amount of funds back and forth repeatedly between a Corporation and a Nation causes false profits and can crash the company's stock, and cause rampant inflation to the Nation's economy.
Landlord: A Mega-Corps with this trait can actually start with its own entire Terrain Regions, just like a Nation, and also gains a bonus to prospecting for more Regions. With this Trait you can create your own Terrain Regions at the start of the game, though you are not obligated to put all, or even any, of your bases on their own Terrain, however you gain no "free" regions based on Population, and must pay twice the normal Terrain costs.
Low Profile: Mega-Corps with this advantage can build Shadow Infrastructure on the Terrain of another Nation, or even a Landlord Mega-Corps. Shadow Infrastructure remains hidden and unnoticed, so long as each Infrastructure category (Members, Industry, Wealth, Fuel, and Research) is no more than a quarter that of the Region's owner. If a Landlord Mega-Corps takes Low Profile then in Regions they control they may hide all their Infrastructure.
ADVANTAGES/DISADVANTAGES: Total 5 NP
Space Dwellers (5 NP): Your Mega-Corps is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates. The space of the Deep Black is your natural habitat and favorite element. This Advantage functions like the Nation Advantage of the same name, except the number of "free" Regions for system definition are halved. It should be noted that Mega-Corps do not need this Advantage to build in space, so long as they are building on someone else's Space Terrain Region.
Prerequisite: Landlord
Craftsman (25 NP): Your Mega-Corps produces goods of superior craftmanship, increasing the demand for them, and making buyers willing to pay higher prices for such quality. This Advantage allows any Unit designed and built by the Mega-Corps to be given one extra Cost Free, Slot Free Added Capability.
Prerequisite: Corporation
Pony Express (30 NP): Your Mega-Corps is a highly accomplished trading organization, and ships valuable Trade Goods around the galaxy, finding the best dealers and the most lucrative deals. A Mega-Corps with this Advantage gains a +1 Return on all Trade Good shipments its vessels carry (this applies whether the Trade Goods belong to the Mega-Corps or are being transported for a second party).
Illegal Aliens (+10 NP): Your Mega-Corps suffers from deep-rooted speciesism and distrusts non-humans. This prejudice even goes as far as dumb animals who are not of "traditional" Earth stock. As such, your Mega-Corps will never use Creatures of any sort. They will also treat any nation that has Creature Populations (though not one that merely has Creature's in its military forces) as a Pariah.
Fourth Law (+10 NP): Your Mega-Corps fears the rise of intelligent machines. This includes the intelligent computers produced by Technological Powers. Your Mega-Corps may never use full AI, and will treat any Robot Civilisations as Pariah. This disadvantage does not prevent a Bio-tech Power from building intelligent bio-tech creations or using sentient creatures as their vehicles.
Nuke Free Zone (+30 NP): Your Mega-Corps will not countenance the usage of Weapons of Mass Destruction. They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons. If a Power makes routine use of WMD's, particularly on planets, and especially if they kill a large number of civilians with them, your Mega-Corps may end up treating them as Undiplomatic. In such a case you may also use the presence of WMDs as a cassus belli, allowing you to start a war or trade embargo without any Civil Order penalties.
TECH LEVELS:
Biology 760
Chemistry 760
Engineering 760
Physics/Math 760
Psychology 760
Corporate Branches (Influence):
Chicago: (HQ)
Tokyo
London
St. Petersburg
Sydney
Rio de Janeiro
Kinshasa
Employees :
80,000
Draft Pool:
25 BE's
INFRASTRUCTURE:
Housing: 80
Industry: 45, 230 IUUs in storage
Wealth: 60 +40 from members, 500 in storage
Fuel: 45, 230 in storage
Research: 50 250 RP's in storage
Land:
N-2 North America - Chicago Illinois: Home Office
N-4 China/Japan - Tokyo Metroplex: Branch Office
N-5 Russia - St Petersburg: Branch Office
N-6 Europe - Trafalgar Square: Branch Office
S-2 South America - Rio de Janeiro: Branch Office
S-4 Oceania - Sydney: Branch Office
S-6 Africa - Kinshasa: Branch Office
MILITARY:
100 Colonial Division Prospectors (1)
20 Security Division FS-17A's
6 Security Division Platoons
50 Colonial Division Standard Freighters
6 Colonial Division Super Freighters
Total Upkeep:
Industrial;
Wealth:
Fuel:
Corporate Designs Known
100 Colonial Division Prospectors (1)
1pp/Block 100/Block Base Production Time = 3 months
Industrial Upkeep: 0, Wealth Upkeep: 1, Fuel Upkeep: 0
TL8
Security Division Personnel (Elite Infantry)
40pp/Block, 1000/batch Base Production Time = 24 months
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 0 Per Block
TL8 +1 Weapons +1 Armor +1 Stealth
Security Division FS-17A
Super Fighter
48pp/Block 5/Block Base Production time = 96 months
Industrial Upkeep: 1, Wealth Upkeep: 1, Fuel Upkeep: 1
TL8 +1 FO/FI Drive +1 ECM +1 Stealth +1 Agility +1 Fast Tracking Weapons
Security Division Awacs
Heavy Airlift Transport Awacs
40pp/Block 2/Block Base Production time = 36 months
Industrial Upkeep:, Wealth Upkeep:, Fuel Upkeep:
TL8 +1 FO/FI +1 Sensors +1 Communications +1 Command