| Treaty Options - Offers to Indy |
| Aid |
- Credits you pay to the territory each cycle.
- Favour depends on the habitat level.
Low levels gain more than high levels.
See the demands list for the actual amount.
- You may not request taxes and give aid in the same treaty.
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Send Factory Output (FO) |
- An allotment of your factory output (FO) given the territory each cycle.
- This is valued at the "Export Value" from your realm to the territory.
- The export value for your FO will be higher at stars that are far from your realm.
- Favour is equal to the total value.
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Send Resources |
- Indies have demands, if they have no need for a resource, they will not take it.
- For each specific resource, the value and favour are the same.
- View the "Supply & Demand" list to see what they need.
- Their demands will change over time. If you over supply them with a specific
resource, they will eventually demand less of it.
- The demand price is based on their current stock level and needs by the star.
- Demand for luxuries increases at higher habitat levels.
- The resources must be on your territorial base.
- Each cycle the agreed amount will be removed from the base.
- Ensure enough resources are stocked on the fleet.
If the resources run out the treaty will be in default.
Treaty dissatisfaction will increase and relations will degrade.
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Relinquish Transponder |
- This will only be available if you have control of the transponder.
- This will reverse the "Transponder Control" on the request side.
- On acceptance of the treaty, the transponder control will transfer to the Indy.
- Favour Will increase as the negative favour from transponder control will be removed.
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Bribe - Specious |
- This bribe may be desired by the governor.
- Its only function is to gain agreement to the treaty.
- This bribe is usually a small amount.
- Favour is not affected as the bribe has no influence past getting the treaty accepted.
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Bribe - Cost Reduction |
- This bribe may be offered, it is never requested by a governor.
- Not possible for a change of allegiance, see next type.
- Reduces the cost of a treaty, its effect is double the amount paid.
- May not be above 25% of the treaty value (Maximum effect of 50% treaty value).
- Favour is not affected as the bribe has no influence past getting the treaty accepted.
- Warning : This bribe may get the treaty accepted, but may damage the relationship over time if the treaty is not valued in favour of the territory.
- If the treaty is re-negotiated, previous bribes are not applied again (they have no influence).
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Bribe - Change Allegiance |
- This bribe will be required by the governor when negotiating an allegiance change and may be very expensive.
- This bribe is based on the following :
- Comparison of relations of the motherland and your realm to the territory.
- Comparison of the influence of the motherland and your realm on the territory.
- Favour is not affected as the bribe has no influence past getting the treaty accepted.
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| Treaty Options - Requests of Indy |
| The Treaty Itself |
- The treaty value is based on the structures, their levels and the mineral value of the star
and is modified by your relationship.
- Negative Favour is 20% of the modified value.
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| Pay Tax |
- This is credits you receive from the territory each cycle.
- The higher percent of their total tax income you request will have a major impact on what they want in return.
- This is also impacted by a request for workers as that would require a lower tax rate.
- Higher level habitats will provide better deals.
- You may not request taxes and give aid in the same treaty.
- Negative Favour is equal to the adjusted value.
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Provide Tradegoods |
- This option provides Independent tradegoods each cycle.
- This option may be requested without the star becoming a terrirory.
- These tradegoods are placed on your territorial base or treaty storage fleet.
- Each independent star tradegoods are valued separately.
The value is based on the development of the star and the distance
to your homeworld.
This is the "Import Value" from the territory to your realm.
- This option does not suffer from "percent used" inflation, as the purpose of TG are to be traded.
- Negative Favour is half the total value (they really want to export goods).
- For example 100 TG @ 1.2 will gain you 120 credits but only weigh against the treaty by -60.
- This option is good for those Indies that do not like you as the relationship does not impact the value.
- These tradegoods may be "cashed in" at any domestic star.
This is automatically done when the TG are offloaded to a starbase fleet.
- Independent tradegoods may also be offered for sale at the sector markets.
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| Transponder Control |
- This will only be available if the Indy has control of the transponder.
- On acceptance of the treaty, the transponder control will transfer to the motherland.
- There is no value for this item, but be careful of the negative favour.
- Negative Favour Is dependent on the relationship.
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Deter Piracy |
- The indy will patrol the star, reducing the piracy threat.
- The indy will not attack raider or privateer fleets if they do appear.
- Negative Favour Is dependent on the relationship.
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Provide Ships |
- A shipyard must be present on the star in order for this option to be available.
- When selecting the number of builders to employ, note that the higher the percentage you use the more the treaty will cost.
So if there is only a level 1 shipyard and you use all 2 builders this will cost more than if the star had a lv3 shipyard with 2 builders used, as this would only be 33% of the builders used.
(The territory wants to build its own ships, by using a high % of builders you slow them down, but for the right price, anything can be had)
- Higher level shipyards will provide better deals.
- Ships are placed on the territorial starbase once completed.
- A ship may be set to join a route on completion.
- Negative Favour is based on the build cost of the ship and the builders used.
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Provide Resources |
- Indies may supply resources based on their stock on hand.
- View the "Supply & Demand" list to see what they can supply.
- Their supply will change over time. If you take a lot of a specific
resource, they will eventually run out of it, unless their production can keep up.
- The supply price is based on their current stock and your relationship.
- The resources will be placed on your territorial base each cycle.
- Negative Favour is based on their current supply price.
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Allow Repair
Allow Supply |
- These options may not be available if they do not like you.
- Value (if any) is based on the relationship.
- These cause no Negative Favour.
- Actual cost of ship repairs based on the relationship and will range from 20c/Kt to 50c/Kt
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Close Black Market |
- You may try to have the black market closed.
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