(02-22-2014, 09:00 PM)Pavel Wrote: military business is solely Daumann thing
Republican Shipping ID:
Republican Shipping is a Rheinland shipping company. It partners with Daumann Heavy Construction, and is often attacked by Unioners.
Pilot carrying this lawful ID is an employee of Republican Shipping, who:
Can attack any ship in self-defense, to protect an allied or neutral lawful ship, or in defense of a base of the same affiliation, both within and outside of their Zone of Influence.
Can attack ships belonging to houses or organisations considered hostile by Rheinland within their Zone of Influence.
Can attack Unioners anywhere.
Can engage in piracy against corporations affiliated with houses at war with Rheinland anywhere.
Cannot ally with any unlawfuls.
Cannot participate in unlawful actions except as described above.
(02-22-2014, 09:00 PM)Pavel Wrote: Stating that you construst naval ships of any sort at that civilian shipyard is powergaming, remove it.
I don't see the reason to remove it
3.
(02-22-2014, 09:00 PM)Pavel Wrote: The next thing which is worrying is your choice of allies, I'd move Kruger and ALG from allied to neutral if I wanted to organise Republican faction and make it official. As official faction you should follow NPC lore and diplomacy, and in that case it certainly isn't being allied with your business competitors.
ID and NPC lore says, Republican Shipping it not only merchant fleet and the commercial organization, but also Rheinland Paramilitary Forces. It is reflected in Company Goals too. Republican Shipping have contracts ( on NPC lore ) with Kruger and ALG - construction ships on Alster Shipyard.
Therefore Kruger and ALG are stay as allied. Yes, we must and we follow NPC lore and diplomacy.
4.
(02-22-2014, 09:00 PM)Pavel Wrote: Ending, while we could turn blind eye on dealing with Kruger, I don't think cooperation with indy IMG faction is good roleplay; it's also excellent way to earn Daumann's distrust at the very beginning.