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(]c[) Zoners Trading Consortium V3.0 - lousal - 07-01-2009

(]c[) Zoners Trading Consortium



[font=Tahoma]Faction Proposal V3.0




Contents:
1. Introduction
2. Zoners - History of Origins
3. Zoners Trading Consortium - The Faction
4. Credits





1. Introduction

Dear Readers,

As you stare at the name of our organization you are probably thinking, Oh great, yet another power-trading, credit-mongering faction with a white flag. No doubt you have had your share of encounters with such individuals. Greed and selfishness is a common trait present in many of those who live in the harsh regions of the Edge worlds, but we at the Consortium would like to assure you that the goals of our establishment are far from what you may assume.

The second question on your mind then is probably, What is the Zoners Trading Consortium and what is so damn special about it that I have to waste the next six minutes of my life reading this garbage? Well to put us in a nutshell of sorts, the Zoners Trading Consortium, ZTC, Zoners Consortium or sometimes just Consortium is a conglomerate of small businesses, non-profit organizations, scientists, diplomats, security veterans, and stay-at-home moms who have assembled together under a common banner. We believe that trade should flow like a river in a Gaian spring, free and uninterrupted. We believe in a undisturbed flow of commodities that encompass not only material goods, but also scientific knowledge, diplomatic prosperity, and safety for all Zoners in the Outer systems.

At this point you are probably saying, Good luck, pal. Maybe youd also like to have my car and the codes to the Bank where my moneys at? Yet here at the Consortium, we feel that our goal to achieve economic stability and a secure way of life for all Zoner inhabitants is not a farfetched concept. The key is to have a levelheaded, balanced system that utilizes every resource to the best of its abilities. For this reason the Zoners Trading Consortium consists of four large departments, each representing key elements of our factions duties. They are the department of Foreign Affairs, Trade, Scientific Research, and Security.

Im so happy for you I could die, we hear you say, but whasinit for me? We had a feeling this question would come up, which is why we prepared a short list of benefits. We have an outstanding cargo-loss insurance plan for all Consortium members, not to mention a large check with lots of zeros that we loan to prospective members for the benefit of purchasing a suitable vessel. We bear access to a number of ships that are unique to the Zoner community, all legally attained through contracts, and that are unlikely to be found in most other Zoner factions. We favor the pen well above the sword, so you will rarely see us flying oversized bee-bee guns, which more often than not scare little Timmy rather than protect him. All of our pilots also get to fly with a very cool looking logo. But all of that put together pales in comparison to what we are about to mention, which is the easygoing, make yourself feel at home atmosphere we maintain for all Consortium members and Lou Salomes finger licking Kusari gyoza.

You are now probably thinking, Now thats what Ima talking about, and you are completely within your right to feel that way.

Respectfully,
The Zoners Trading Consortium (]c[)




1.1 Version Reversion

This is the second revision of the original proposal for the Consortium faction. As we grow, we learn and what may seem at first a grand idea, turns into a galactic joke the day after. As such, we have made a number of changes that we feel bring us an inch closer to what we want to be and what we want to provide.

The full Zoner Guard reputation fix, which includes being neutral to 29 Guard factions, is no longer a requirement for those who want to join the Consortium. However, at least one nearly full reputation fix is still required to obtain voting privileges in our Quorum. All terms in the ranking system have been changed to shed military connotations, and we have now established 4 occupational departments in which Consortium members can specialize: Diplomacy, Security, Research, and Trade. These divisions have been loosely integrated into our current ranking system, so that no pilot has to specialize in a department if he/she does not want to. Think of this as an expansion pack to a video game rather than a complete makeover. Although not stated explicitly, we have placed a halt on the development of Capital Ships. The proposal for any large warship to be owned by the Consortium will be heavily scrutinized so as to fit within the financial constraints and role-playing purpose of our faction.





2. Zoners - History of Origins

Since the beginning of human settlement in Sirius, Zoners were perceived as people who decided to resign from the guaranteed safety of the Houses. They set out to live their lives in the more dangerous, but also auspicious environments of the Edge Worlds, which were collectively known as The Zone. The migration of former House citizens into these territories was akin to the old Earths Exploration of the Great Frontier. Men and women from a variety of backgrounds brought what little they could fairy into unknown voids of space. These Zoners ranged from mere adventurers to the socially disadvantaged; from prisoners to corporate tycoons. But no matter what reasons drove people out of the relative safety of the Houses, every one of these civilians wanted to start a new life.

One can imagine how painstakingly difficult it was for the first Zoners in the Edge Worlds. They had to abstain from the comforts provided by well established infrastructures of their former homes, so the only way to begin a new life away from the developed parts of Sirius was to sell rare goods found in the Outer Systems to House corporations and criminals alike. Trading became crucial for their survival. They traveled to every corner of Sirius in order to exchange goods, and in the process ignited the first wave of Zoner Immigrants. As traders from the Edge Worlds emerged, now flying under an Independent banner, they attracted a flood of civilians who were largely impressed by the Zoners freedom and prosperity. The news of Zoners spread through Sirius attracting more and more people - craftsmen, veterans, scientists, artists and criminals - many of whom changed their identity and tore down all connections to their respective communities. Their new life had to be tightly bound to a neutral attitude towards political plots and struggles, which gave them the necessary security to travel wherever they wished. Some historical evidence also suggests that the Zoners separatist approach toward all factional organizations indirectly resulted in the acclaimed neutrality they maintain to this very day.

The Zoners primary focus was civilizing the harsh environments they sought refuge in, but they were still too few to build solid infrastructures in order to colonize inhabitable planets, so they started to build space stations and small habitats. Losing lots of their ships exploring the Edge Worlds they learned to be cautious and they learned to value life more than anything else, at least their own. Living in systems with a vanishing density of population they also got used to relying on themselves, preferring independence, personal responsibility and freedom, but they also had to learn to cooperate with each other, just slowly at first, as their will to survive left no other choice to them. These loose cooperations lead to the founding of little communities moving from location to location in order to find new resources and ways to improve their lives. Today it seems to be cynical, but they lived like nomads.

Many years passed, and some of these scattered communities grew slowly but steadily, still attracting more and more people. They claimed abandoned stations, like Freeport 2 in 650 A.S., or built new marketplaces, like Freeport 1 in 738 A.S., at junctions of well-known trade routes to ensure the better provision of daily needs. The first communities settled on habitable planets (Erie in 761 A.S.), and other communities, led by dropouts with scientific backgrounds, launched prototypes of the now fabled Juggernauts into space which were supposed to serve as colonial holds, transports, exploring vessels and support facilities. These ships were also designed as ships of war , although they where never used in this role. They had the resources to build them, so they did.

But Zoners had neither enough time, nor a real need to concentrate on developing military power, although they have always been able to develop technology to be among the best Sirius has ever seen. Their love for freedom and individual occupations as well as the wide spread areas they were living in never allowed the foundation of a common military organization. They preferred to spend their income for further scientific advance, conforming with their curious nature, personal luxuries and new ways of colonizing and perhaps exploiting the Edge Worlds, and most people of Sirius appreciated the Freeports as bastions of freedom where commodities could be traded and information gathered freely and unmolested by House authorities. The first Zoner bases did not even have local security personnel, so most Zoners learned quickly to balance opinions, and to abstain from political interference in order to diffuse conflicts at the initial source of the problem. This neutral attitude and indifferent behavior towards almost everyone founded their reputation as good diplomats. The first noticeable common effort of Zoners to sustain their neutral position is their neutral role in the epic conflict between the Corsairs and the Outcasts.

Beside their neutral attitude towards everybody Zoners had to establish reliable trade contracts as well. The first of this kind was established with the Gas Miners Guild due to each side's satisfying experiences over the years, finally leading to an alliance that is flourishing until today. A second and very delicate alliance has also been forged, which is not completely undisputed among Zoners today: In the prelude of the Nomad War, Zoners were among the first who encountered specimen of these aliens. Never being involved into serious conflicts, thus unable to find quick solutions to this new threat, and feeling secretly responsible for the alien's spreading - it was a Zoner who was to be contaminated first - they appreciated the secret work of the legendary Liberty renegade Caspar Orillion. The Zoners had no choice but to support his work, called The Order, with logistics, financing and intelligence, and due to the fact that The Order was able to achieve a temporary victory against the Nomads, this alliance has lived on until today developing into a mutual exchange of technology routed through intermediaries in the enduring fight against these aliens.

Today the Zoners and their reputation are famous throughout Sirius. Some might even say infamous, depending on their point of view. Zoners are still struggling to reconcile their political neutrality with their desire for individual freedoms, but their answers to this struggle are embodied in groups like the Temporary Autonomous Zoners and new organizations, the Omicron Supply Industries, the Zoners Abolishing Slavery and the Zoners Trading Consortium, as well as the uncounted free-spirited individuals journeying under the Zoners flag, all together organized in the Council of Zoners.

Things are still changing in Sirius of course. The competition for resources is continuing, and the Houses are engaged in power plays with each other. The great war between Corsairs and Outcasts lasts, while the descendants of the long lost colonial ship Gallia have been found again. Almost forgotten is the alien threat, but even Nomads have learned from their defeat preparing their retaliation. It seems that Sirius is subjected to strong emotions that today's Zoners cannot ignore, but they are well prepared to face new challenges.






3. Zoners Trading Consortium

3.1 How the Whole Mess Started

The Zoners Consortium was originally established by Johann Boll, Werner Mazursky and William Topper. Boll and Mazursky met one another during their studies on Manhattan in 807 A.S, although they parted once they finished their coursework some years later. Then in 816 A.S., Boll and Mazursky, both having already found their own trading companies, met again on Gran Canaria where they became acquainted with Topper, a former IMG Guard and experienced mercenary who was busy starting his own business as well. These small corporate owners shared a number of stories that day that could very well be summarized in three words: What, you too? They discovered that despite their Zoner nature to pursue a life of liberty and neutrality in the Edge Worlds, the pirates who shared their space had a thing or two to say about that. The three Zoners established a support group where they would meet on a weekly basis and talk about their woes, financial misfortunes, and video game addictions as well as watch old Earth tearjerker films such as Titanic and Love Story. This was the birth of the Zoners Trading Consortium.

At about the time that they reached their eleventh weekly group gathering, the trio noticed that they had slowly progressed as individuals and recovering game addicts. Soon enough they found themselves spending their time submerged in philosophical banter and existential conversations. One day, during a particularly heated debate, William Topper got off of his chair and loudly proclaimed, There is no spoon. All turned to silence and it became clear. The modern day Zoner had spent so much focus on buying fancy colored grenade launchers and hiring mercenary maid service, that he or she had forgotten a Zoners most prized possession: pen and ink. The trio understood that in order to develop a secure flow of trade, they would first have to study and observe the political atmosphere in the neighborhood. Why did factions do what they do? Who did they hate and why? Topper pointed out that, Even bio-luminescent weapons of mass destruction have feelings.

Some days later, Johann Boll was returning from Omega-47 with a number of feminine hygiene products that he had bought from the Phantoms when he was suddenly confronted by a very passionate Molly in a Bounty Hunter bomber who pointed a Nomad Laser at him and said, 2 mil or dai. Johann pondered for a moment and looking up at his aggressor answered, Look at you, you poor, unfortunate victim of society. Look at what the world has done to you. You have no money and no job. No doubt you are trying to make a living whatever way you can simply to come home to an angry wife and six, probably eleven, starving children. From the day you were born to the present, you have done your best to survive in a dog-eat-dog universe, only to succumb to the monstrous machine of capitalism. Oh, if only the world could see the suffering you have endured. At these words, bunnyKillerR2D2, the said Molly, broke down right there and then he cried until Johann was compelled to give away fourteen cargo units of Kleenex tissues. Through this experience Johann learned a valuable lesson in diplomacy. His companions agreed that it was time to create a Zoner establishment that transcended the customary approach of trading techniques.

Several months after the Consortium was well established, John Boll was left alone to manage the organization due to a mysterious disappearance of his colleagues. He began to understand that there was more to the spinning galaxies than trading goods for credits sake. What about the trade of science? What about the trade of art? His mentor Louisa Salome said, Trade is like a very good cheese, Mr. Boll. You think at first that there is only one until you discover a universe of divine flavors, all different but equally gratifying., while Charles Montgomery Burns suggested to taste the flavor of the holes in the cheese. Younger members like Julian Marks or Yev Lightwing just wondered if there would be enough space in a cheese hole to do deep space explorations.

As such, the Consortium has focused on gathering Zoner communities that specialize in scientific research and space exploration. There is also a rumored plan in the works for the creation of a library and a flying academy.




3.2 Our Love / Hate Relationships
**List is subject to change**

Allied we would take a bullet for these folks:
TAZ, OSI, Council of Zoners, Order Primary Fleed, GMG, Ronin (for sticking out their necks more than once to defend us)

Friendly we have a close partnership with these factions :
Zoners Against Slavers - we respect them for fighting slavery, although we are not sure if aggression is a path that Zoners should take

Neutral we respect these factions and try not to get involved in their business:
Kusari, Rheinland, Bretonia, Liberty, and Gallia citizens, House corporations, unlawful and semi-lawful organizations, Phantoms, Harvesters

Unfriendly there is a good chance we will be shooting each other:
Keepers, Wilde

Hostile we tend to shoot these on sight and without hesitation, if we have enough chocolate aboard:
(]c[) Consortiums List of Hostiles
Council of Zoners List of Hostiles




3.3 Diplomatic Contracts
**List is subject to change**

Order: We currently have a contract with the Order Primary Fleet that gives us access to the Hathor.

GMG: We have a signed contract with the Gas Miners Guild to carry Plutonium and purchase Kusari Explorers.




3.4 Zones of Interest

Primary Headquarters:
Freeport XV

Major Occupied Systems:
Omicron 74, Omicron Theta, Omicron Delta, Omega 49, Omega 50

Every Zoner designated base



3.5 Organizational Structure

3.5.1 The Consortium Bodies and Divisions

Consortium
A consortium is an association of two or more individuals, companies, organizations or governments (or any combination of these entities) with the objective of participating in a common activity or pooling their resources for achieving a common goal. Consortium means 'partnership, association or society' and derives from consors (Latin: 'partner'), itself from con- 'together' and sors 'fate', meaning owner of means or comrade.

In our particular case, we are a consortium of Zoner corporations, non-profit organizations, scientists, diplomats, and explorers. Our goal is to secure diplomatic ties in the Edge Worlds and encourage cultural prosperity among all Zoners.

Quorum
A collection of Consortium members (specifically, those ranked as Shipmasters and Board Members) who come together to vote on important issues within the faction. Political ranks apply.

Occupational Departments
4 divisions within the Consortium in which pilots can specialize. Every department has a separate ranking system that consists of three levels: Junior, Senior, and Head of Department. A Consortium member can pursue all four occupations, although no member can be the Head of more than one department at a time. Additionally, no member of the Consortium is required to participate in these departments, although participation is required to access certain Liners and Capital ships, if they are RP appropriate. Occupational ranks apply.



3.5.2 Political Ranks

The political ranking system is designed to measure a members political privileges and responsibilities within the faction. The ranking is determined by participation, quality of role play, reputation fixtures, general conduct, and leadership qualities.

Limited Reputation Fix: A state where all non-Guard factions, with the exception of Coalition and Gallia, are neutral. This also excludes factions for whom you cannot fix reputation, such as the Wilde and the Keepers.

Full Reputation Fix: A state where all human factions, including their 29 Guard factions, are fixed to a neutral stance as close as possible. As before, Coalition and Gallia factions are excluded. Required for every Capital ship.

Applicant
A pilot who wants to join the Consortium and is in the process of developing a fighter (or bomber) with either a Zoner or Zoner Guard ID. He also has to create a trading ship with one of the previously stated IDs. The reputation for both of these vessels can be either Limited or Full rep fixed. Applicants are free to interact with other Consortium members in space and seek advice. They are not, however, allowed to wear the Consortium tag and participate in the Quorum.

Apprentice
After an Applicant meets all necessary requirements (proper conduct and two rep fixed vessels), he or she is fully welcomed into the Consortium family. An Apprentice has to learn the ways of our faction, familiarize himself with the diplomatic stances of other factions, and perform at least a minimum amount of dogfight training. An Apprentice must fly trading routes approved by the Consortium and be able to perform escort duties. He can also work in an occupational department as a Junior level employee. In order to move up the chain of political hierarchy, an Apprentice must develop a ship having the Full Reputation Fix, Guard factions included, or modify one of his existing ships to reach a full fixed status.

Shipmaster
A Shipmaster is considered to be the regular rank in the Consortium; it is what every aspiring member should try to reach. At this stage, the Consortium member can vote in the Quorum, speak on behalf of the faction in public hearings, and have access (although not guaranteed) to larger ships. All Shipmasters are encouraged to participate in the Council of Zoners as well as the Quorum. They are also meant to set example for lower ranking members of the Consortium. A Shipmaster can move up to a Senior status in the occupational departments, as well as become the Head of one.

Board of Directors
The Board Members are designed to track all faction issues including foreign affairs, strategic projects, faction income and faction member resources. They are fully responsible for the faction prosperity. Every board member has his own specialized field of responsibility though, the treasury, faction security, member resources, trade relations or foreign affairs. Since the Consortium Board is the highest consortium body it owns the sole right to decide about disciplinary measures when violations of the faction rules occur.
There are three Board Members total at any time. They are elected in the Quorum once every three months among all Consortium members with voting rights.



3.5.3 Consortium Members
**List is subject to change**

Board of Directors:
Johann Boll
Charles Montgomery Burns
Louisa Salome

Shipmasters:
Yev Lightwing
Julian Marks
Dix Rivan
Ralph Smith

Apprentices:
currently none

Applicants:
Olivia Dunham
Pavaali Skwisgar
Alex Stagg

Lost in Action:
Christos Fourkis

Mysteriously Disappeared:
Dr.Werner Mazursky
William Topper



3.5.4 Occupational Departments

These Four divisions can be pursued after obtaining an Apprentice status. A Consortium member can specialize in any number of these divisions, although he or she can be the Head of only one of them.

Department of Security

Security duties include escorts for Consortium trades, scouting of important waypoints as well as diplomatic missions. All Consortium members are urged to participate in Freeport guarding, mainly Freeport 9 and Freeport XV, which should be performed with respect towards every visitor and a preference of the pen over the sword.

Consortium pilots will not interfere with piracy not aimed at Zoner ships. They will act only in self-defense and in protection of commonly known Zoner facilities or on special requests of other Zoners and their allies. The Consortium pilots will never initiate hostilities with any faction or individual. Nevertheless, the Consortium reserves the right to vindicate its trades eliminating aggressive parties if all attempts at negotiation fail.

Junior Guard
- Understands the chain of command and complies with orders
- Has adequate skills in a fighter/bomber

Senior Guard
- Exemplary dog-fighting in a fighter/bomber
- Superb team-play and coordination with other Guards
- Fantastic leadership qualities
- Can instruct Junior Guards and lead combat oriented missions
- Reports progress of Junior Guards to the Head of Security

Head of Security
- Exceptional strategist
- Capable of commanding multiple pilots in a quick and effective manner
- Understands how to use his or her pilots at peak efficiency
- While the Head of Security can fly very large ships, the ability to have one is not guaranteed. One does not attempt to gain this status in order to command Aquilons. A good Head of Security can fly in an Eagle without ever owning so much as a gunboat.
- Must be elected by two Board members


Department of Research

The Consortium regards all scientific subjects to be the key for future success and progress of the Human species. Consortium scientists prefer interdisciplinary research structures that aim at supporting and maintaining Zoner facilities focusing on Alien research as well as further development of Zoner technology. Our faction supports Corinth Researches directly by either collecting samples, base guarding and funding. On occasion, we also share our findings and results with other Zoner factions and the Order. The latest projects the Consortium is occupied with is the development of a Zoner VHF, a mobile academy for individuals of the Zoner community living in the Edge Worlds and a mobile research base for case studies in deep space.

Research Assistant
- Assists Zoner Research stations with whatever they need
- Receives assignments from Research Specialists
- Performs proper role-play in game and Discovery forum that reflect the pursuit of exploration or scientific endeavor

Research Specialist
- Is in charge of supervising the development of a particular research division
- Can commandeer large vessels, such as the Corvo Cruiser, to explore harsh regions of the Sirius Sector
- Has access to the Consortium Research Facility
- Reports progress of Research Assistants to the Head of Research
- Research Specialist can only be appointed by the Head of Research

Head of Research
- Is responsible for overseeing the overall structure of Consortiums Research & Development
- Approves the creation of Corvo Cruiser Explorers (along with the Board of Directors)
- Has first priority access to the Consortium Research Facility
- Must be elected by two Board members


Department of Diplomacy

All Consortium members, regardless of their rank, have the unquestioned and immanent right to articulate their personal opinion towards everyone, in any situation, at any time. Neither is a Consortium member obliged to hold an official faction opinion, if ever existing, nor is the faction itself responsible for the individuality and thus the resulting opinions of its members. Official representation of the Consortium itself is only allowed to Board Members or by permission of at least two Board Members.

Every faction member has to submit to the faction's Diplomatic Code of Conduct, since diplomacy is the faction's main instrument of conflict resolution and progress. All members are advised to act calmly and respectfully, always trying to prefer words to physical measures.

The Consortium supports the Council of Zoners by participating in it at all times, but it reserves the right to abstain in matters threatening their own existence or opposing faction policies. It will always act conforming to Zoner Laws and try to implement them. The Consortium Board of Directors feels obliged to uphold the cooperation of all Zoner Factions and Clans, but the Consortium reserves the right to decide about its own grade of participation and cooperation from case to case.

The Consortium believes the Order and the GMG to be valuable Zoner allies and attempts to cooperate with them on every occasion. The Consortium will especially help The Order to repel aliens, since this kind of threat represents danger to the whole Human species. The Consortium is also appreciating the frequently confirmed quality of trade relations with the GMG and thus feels urged to cooperate within joint ventures.

The Consortium commits itself to developing special agreements or contracts with other factions and especially its allies. All terms of such agreements bind on all Consortium members.

Junior Diplomat
- Understands Consortiums policy on diplomacy and that the Zoner ID does NOT provide immunity against aggressive parties
- Is familiar with diplomatic stances of numerous factions in Sirius
- Can pilot a Geisha Liner with an Ambassadors approval

Ambassador
- Crisp understanding of numerous, if not all, diplomatic stances of factions and their rules.
- Ambassadors can speak on behalf of the Consortium and draft contracts with other factions (provided that they receive permission from the Board of Directors and the Head of Diplomacy)
- Has access to the Consortium Embassy
- Reports progress of Junior Diplomats to the Head of Diplomacy
- An Ambassador can only be appointed by the Head of Diplomacy

Head of Diplomacy
- Is responsible for overseeing all Diplomatic dealings set forth by the Consortium
- Approves the creation of Enterprise Liners (along with the Board of Directors)
- Has first priority access to the Consortium Embassy
- An ideal candidate for the Head of Diplomacy can get out of almost every pirating encounter without paying a dime
- Must be elected by two Board members
(Position is currently reserved for a Member of the Board until it is filled in the future)


Department of Trade

The Consortium believes that the transportation and exchange goods, including material commodities and intellectual value, as well as the establishing of infrastructures like Freeports, to be fundamental not only for Zoner settlements but for all human civilizations in Sirius. Trade is the unquestioned method for exchanging cultural values and decreasing jaundices as well as improving and securing the future of the Human species.

Although the Consortium condemns the trade of certain commodities that go against Zoner Ideals, it nevertheless acknowledges their trade to be part of certain cultures, which, like all others, are to be treated with neutral policies regardless of personal feelings or beliefs. As far as our own members are concerned, the Consortium prohibits the trade of slaves, and any trade that breaks House laws. Any member who breaks this basic rule will be punished to the fullest extent.

Merchant
- Follows the basic rules of Consortium trading conduct, such as not trading slaves and respecting House trade laws
- Performs trade along routes that have been approved by the Consortium
- Cargo loss is reimbursed fully by the Bank

Tycoon
- A major business owner and trading specialist
- Has access to the Consortium Bazaar
- Reports progress of Merchants to the Head of Treasury
- A Tycoon status has to be appointed by the Head of Treasury

Head of Treasury
- Is responsible for overseeing the flow of trade and cash in the Consortium
- Has to manage budget and maintain monthly profits
- Maintains access codes to the Bank and loans checks to Consortium members
- Has first priority access to the Consortium Bazaar
- Must be elected by two Board members
(Position is currently reserved for a Member of the Board until it can be properly filled in the future)




3.6 Ships and Equipment

Equipment
Zoner, Civilian and Codenames may be used freely.
Other equipment have to be approved by the Consortium Board.

Ships
Zoner and Civilian ships can be used freely.
Other ships have to be approved by the Consortium Board.
The Consortium has a contract with The Order concerning the usage of the Hathor. Every assignment has to be coordinated with the Consortium Board.
The Consortium has a contract with the GMG concerning the usage of the Anuhouduri Kusari Explorer, which has to be coordinated with the Consortium Board too.

Ship Class Options
Since the Consortium is relying on personal experience all members must choose a fighter and a transport. Everything of the class Gunboat and above has to be approved by the Consortium Board. Every Battleship has to be approved separately, and must be within our financial budget and role-playing purpose. If you want to fly something like a Juggernaut or a Barge, you better have a very, very, very good reason that is capable of convincing everyone in the faction.


Below is a visual overview of Ship Restrictions.

[Image: 2neh8usi.jpg]


Faction Ship Callsigns

(]c[) is the name prefix designed for faction tagging

Applicant Fighter/Bomber
zcc.<last name>
zcc.Smith

Consortium Member Fighter/Bomber
(]c[)<first name><last name>
(]c[)John.Smith

Transports
(]c[)[Mr|Mrs]<first letter of the first name><last name>
(]c[)Mr.J.Smith

Gunboats and Greater
(]c[)<ship name>
(]c[)Radiance





4. Credits

Very special thanks to Samuel Nichols, CEO of the Omicron Supply Industries, for providing certain historical Zoner records.

Very special thanks to Malaclypse, leader of the Temporary Autonomous Zoners, Chairman of the Council of Zoners, Heavy SHIZLator, for approving the authenticity of chapter two.

Special thanks to everybody who discussed certain faction topics and general rule issues with us.

Proposal composed by John, Charles, Yev, and Lou.




(]c[) Zoners Trading Consortium V3.0 - pieguy259 - 07-07-2009

Freeport 1 came first. Also, it's Erie, not Eerie.

Good work, though.


(]c[) Zoners Trading Consortium V3.0 - dr lameos - 07-07-2009

' Wrote:Freeport 1 came first.
Logic would suggest so, however the infocards don't...

Anyhow, it looks good, and your RP has improved in leaps and bounds since your origins.

However, this does bother me:
Quote:completely neutral attitude towards all human factions including their guards.
Because it is very very difficult to acheive, and also, how do you know if you're neutral to a guard without seeing a guard vessel? This almost requires you to go to guard systems to check. Furthermore, if you aren't visiting guard systems, why would this rep matter, be known or have any effect?



(]c[) Zoners Trading Consortium V3.0 - Dusty Lens - 07-07-2009

Drop the guard system noise. 95% of factions will give you a high five on the streets and a bullet in your head in their guard system.

The XA will murder you seventeen times over if you enter our guard system.

There are exceptions, I suggest you find them via player diplomacy.


(]c[) Zoners Trading Consortium V3.0 - Zelot - 07-07-2009

' Wrote:Drop the guard system noise. 95% of factions will give you a high five on the streets and a bullet in your head in their guard system.

The XA will murder you seventeen times over if you enter our guard system.

There are exceptions, I suggest you find them via player diplomacy.



Yup




(]c[) Zoners Trading Consortium V3.0 - bluntpencil2001 - 07-07-2009

I didn't know that Zoners were a trading faction...


(]c[) Zoners Trading Consortium V3.0 - darthbeck - 07-07-2009

<strike>O Rly?</strike>

zoners like trading, and i see no problems with this.


(]c[) Zoners Trading Consortium V3.0 - farmerman - 07-07-2009

or built new marketplaces, like Freeport 1in 738 A.S., at junctions of well-known trade routes

As a little mention to part of your description, wasn't FP1, according to rumors, another abandoned station?

' Wrote:Drop the guard system noise. 95% of factions will give you a high five on the streets and a bullet in your head in their guard system.

The XA will murder you seventeen times over if you enter our guard system.

There are exceptions, I suggest you find them via player diplomacy.

I'm going to nth this. It'll save you plenty of headaches in the long run.

' Wrote:I didn't know that Zoners were a trading faction...

I thought you'd been here for long enough to realize this part. :P

Edit: I think I may have been thinking of FP2, not FP1, when I said that.


(]c[) Zoners Trading Consortium V3.0 - Dusty Lens - 07-07-2009

On a more positive note, every encounter that I've had with you guys on my secret Zoner has been a delight. you people are almost insanely helpful and polite.

I am charmed, thus far, and considering infiltrating your ranks in secret to find the source of your dark powers.


(]c[) Zoners Trading Consortium V3.0 - lousal - 07-07-2009

Ladies and Gentlemen,

all ZTC members would like to express their gratitude for your comments. We have received your main concerns regarding our self-imposed entitlement and thus feel well advised to explain the very essence of our organization by some informal thoughts and considerations below.

Sincerely,
Louisa Salome


>--------------------------------------------------------------------------------------------------------------

//***** OOC
Quote:
Quote:completely neutral attitude towards all human factions including their guards.
Because it is very very difficult to acheive, and also, how do you know if you're neutral to a guard without seeing a guard vessel? This almost requires you to go to guard systems to check. Furthermore, if you aren't visiting guard systems, why would this rep matter, be known or have any effect?
...
Drop the guard system noise. 95% of factions will give you a high five on the streets and a bullet in your head in their guard system.
...
I'm going to nth this. It'll save you plenty of headaches in the long run.

Yes, we know that most guards do not like unpermitted visits in their systems, and we are not planning a faction whose very essence is provoking conflicts with guards. We would also like to point out that the purpose of our initial repfix should not serve some weird and artifically established harassment of recruits. It is simply a necessity if we want to take the "Zoner Neutrality" seriously.

There are currently discussions about the abuse of the ZG ID, and we think that they are well justified, but we also think that the main reason leading to a kind of unreflected and flat Zoner impersonation accopanied by hollow role play is the easy access to the ZG ID together with all its benefits. Bluntly spoken: If a player has not to work for his character's reputation he will not value it, and he will perform poorly after obtaining the ID.

From our point of vew the main benefits of the full guard fix are:
- it takes enough time for the player to decide whether he would really like to play a ZG and not only use the character for power trading
- the development of ZG characters should take enough time to reflect at least a little of its duration imagined to be happening in a real universe; timelines in role play are never linear of course, but a shrinkaqe to approximately no duration does not serve role playing purposes at all
- the immanent contradiction of general Zoner Neutrality and guards always being hostile towards everybody can be resolved this way

... while the main faction commitment remains: We would like to simulate a real universe as good as possible.

Well, how can we monitor our guard neutrality without meeting other guards?
There is no way around, but to meet them, while we are advising our rectruits to talk to other guards in order to arrange a short rendez-vous. Some may even hop into the guard systems just to encounter one NPC and leave it immedeately thereafter, but we do not appreciate this method. Once the initial repfix is completed there is no need to visit guard systems anymore ...

... as long as there is no good reason for doing it within role play. During one meeting in-game we have experienced the value of a realistic repfix: The reputation of some visitors in 74, guests we have invited to visit us there, were not fixed properly, so the whole atmosphere has been spoiled by guard NPCs permanently attacking our guests. Pretty annoying, since role play usually lives on atmosphere (not on technical rules) If you imagine other in-game events, preferably having been negotiated and being of a diplomatic nature, the true neutrality becomes very important for realistic Zoner role play.

We have planned the lesser repfix to be used for our transports, because we do not want to abuse this complete repfix by trades in and routes through guard systems. We have thought this to be a convincing sign for our purposes not to abuse the scope of our neutrality at all.



Quote:On a more positive note, every encounter that I've had with you guys on my secret Zoner has been a delight. you people are almost insanely helpful and polite.
I am charmed, thus far, and considering infiltrating your ranks in secret to find the source of your dark powers.

Some of our internal faction rules are called 'insane' by our members, but that is the way we would like to keep it because of our role play experience with classical RPG systems. RP fun is clearly correlated with the efforts a player has to invest. The ZTC should be no easy fun.

Dusty, on behalf of our founder Muad'Dib (aka Johann Boll) I would like to invite you to infiltrate our ranks, but I have to issue a warning first: Protect your soul well ;-)


Greetings, Lou