An organization allows a group of pilots to organize in a semi-official manner. Pilots in an organization can:
* Share funds for the purposes of buying organization-owned starships.
* Contribute to a group insurance fund to cover the destruction of organization-owned starships.
* Have their own communicator channel.
* Cooperatively operate temporary space stations.
* Support large starships.
TYPES OF MEMBERS
* Founder: There is only one founder. This is the person who created the organization. One must have 5000 aggregate points in order to found an organization.
* Acting Founder: If the organization's founder plans on taking a leave of absence, they can appoint somebody to temporarily stand in as founder of the organization. Alternately, if the founder (or current acting founder, for that matter) is inactive for an extended period, a trustee may request the appointment of a new acting founder. Until the acting founder steps down or the founder unilaterally revokes their access, they will be treated as the founder in every way, and the actual founder's vote will be similar to a trustee's.
* Trustees: These are people with a higher level of trust, with the ability to propose and vote on organization actions, and buy starships and station modules on behalf of the organization.
* Members: Regular members can contribute to the organization and use organization-owned ships.
The organization, just like an individual pilot, will gradually build up industry, combat, and other types of points as its members work. In order to buy a ship or a station module, not only must the trustee meet its requirements, but the organization must as well.
Members can decide which percentage of their points they are contributing, from 0% to a maximum determined by the size of the organization, most often 10-20%.
Organizations are free to take in any member they like belonging to any alliance. However, once more than one alliance is involved in an organization, unity is taken into account.
Unity affects both the rate at which an organization earns points, and the total amount of points it has. Organizations with low unity (for instance, when its members are at war) are very ineffective.
The more alliances you bring into your organization, the more unity will affect it. Extremely large organizations will also suffer from disorganization, which increases unity penalties. The most effective organization will be one consisting of a few like-minded characters who have banded together for good, well-roleplayed reasons.
MANAGING AN ORGANIZATION
Organization rooms are present in every capital spaceport. You can manage your organization with the MENU command, or view its information with the INFO command.
JOINING AN ORGANIZATION
Organizations may choose to list themselves publicly and offer open recruitment. You may go to your capital's organization room and apply to any organization that has done this.
Organizations are also encouraged to use the in-game message board and other IC means to recruit new members. Recruitment and other organization business should NEVER occur outside of the game.
Trustees can initiate and vote on certain actions that affect the organization as a whole. The action will pass as soon as the "for" votes create a majority, or fail as soon as an "against" vote makes a majority impossible.
The founder, however, can act as a dictator. Actions initiated by the founder will be immediately approved. Additionally, the founder's vote will instantly pass or veto a pending action.
Organizations gain points much as pilots do. They do this when members that have chosen to contribute points perform point-gaining activities.
To contribute points to your organization, visit your capital's organization room and choose the Change Point Contribution Level option. Depending on the size of your organization, you may set your contribution level to 5%, 10%, 20%, or even up to 100%. This is the percentage of points that you will "lose" to your organization. In other words, if your contribution level is 20% and you gain 10 points from a load of salvage, you will keep 8 points while 2 points go to your organization.
When an organization has 1000 industry points and 500 space combat points, it can begin earning command points by contributing certain modules (salvage processors, salvage op controllers, battle analysis scanners, and certain others) to temporary space stations. Command points open up unique opportunities for an organization to assist its alliance, generally with better station modules.
Each capital spaceport contains a pilot liaison office, and within this office is an entire level devoted to organizations. This level has its own organization management center as well as more specific facilities for both business and pleasure. Organizations can choose to purchase access to these facilities.
As you may be aware, an alliance sometimes limits the total number of starships of certain models, particularly gunship- and cruiser-class ships. This is because an alliance's funding is limited, and starships incur a constant cost in energy, replacement parts, and routine maintenance performed by spaceport technicians. Thus, for example, you may wish to buy a cruiser, but find that your alliance is unwilling to construct and support any more.
However, this can be solved if your organization chooses to take up these costs instead. Organizations can take over the costs of supporting starships, and thereby, they can allow starships to be operated beyond the alliance's limit. Every Conquest period, each starship's support cost will be deducted from the organization's support fund. If the organization cannot cover its support costs, flight control will deny launch clearance for the affected ships.
Note that, as of this writing, it is not of any benefit to support ships which are produced in unlimited numbers. Also, it's important to note that this affects only the maximum number of available starships, not the rate at which they are constructed.
Organizations with at least 2000 command points can become "thanes" of less advanced organizations. "Thane" is an archaic word for one who is able to levy resources from his or her vassals, but is otherwise not much elevated above them. Vassalization should not be considered a punitive relationship or a leadership hierarchy, but rather simply a way to more efficiently distribute resources.
An organization can offer vassalization to a more advanced organization of the same alliance, offering to pay 25%, 50%, or 75% of all station part costs in the form of megacredits. In return, the vassal organization will be counted as a full contributor on all stations that the thane organization is involved in. This allows, for example, for a new or less advanced organization to pay for half of the cost of an expensive salvage op controller module that it cannot buy on its own, and then be counted as a full and equal contributor towards the finished station.
In order for a vassal to pay anything, its percentage must work out to be a whole number. For instance, 25% of a 1-megacredit station core is not a whole number, and the vassal would not be able to pay anything.
Vassals gain by receiving credit for station activities, and thanes gain by reducing their own, often much greater costs. This also allows for more organizations to be involved in a single station. It will also allow organizations of the same alliance to essentially ally with each other and work together more closely.
Vassals must designate a certain number of megacredits to be usable by their thane. Their thane cannot spend more than this amount. Vassals also have full control over the relationship with the option to unilaterally withdraw vassalization at any time.
Thanes have a togglable option to use vassal megacredits at all. If a thane organization wishes to be the sole contributor to a station, it can toggle the option off. While the option is on, all vassals will contribute their portion of the station part cost. In the event that there are enough vassals contributing enough to completely pay for the part, the thane organization will pay nothing. If there are enough vassals to exceed the part's total cost, the highest contributing vassals will be prioritized. Thanes can unilaterally remove vassals at any time.
It is up to the organizations and their members to decide under which circumstances they might offer, accept, and withdraw vassalization. Again, on the face of it, the relationship is nothing more than a system of resource distribution that acknowledges the thane organization's greater access to advanced station parts and the past effort that was required to gain it.
Organizations may make whichever rules or regulations they like in regards to who they accept as members, required contribution levels, whose starships they will support, and so on. The game's staff will generally not help you enforce these individual regulations; however, the organization may enforce them itself in any manner which does not run afoul of the game's policies.
Strange, extreme, or unusual organization rules or actions may have in-character consequences, as with anything else in the game.
ORGANIZATIONS AND ROLEPLAYING
Organizations are a good way to bring varied groups of people together and have them engage in either conflict or friendship beyond the usual alliance lines. Organizations should be a way to meet new people and experience the world with friends and like-minded characters. Organization-wide endeavors make excellent fodder for unique events organized by the game's staff.
An organization should strive to avoid becoming insular and isolated from the rest of the game, and they should not be used as a shortcut to bring out-of-game relationships into the roleplaying environment. An organization provides you with another identity for your character and another way in which you can affect the game world; it should not become a bubble which insulates you from everyone else's roleplaying.
Additionally, a player should never be cajoled to join or abandon an organization via out-of-game communications, nor should organization actions be planned outside of the game. That sort of thing always does massive damage to the game's roleplaying environment, and it will not be tolerated.
Organizations make it easier to get around alliance and point requirements for starships in a way that is difficult to enforce automatically. That much is obvious. So in place of that, we'll explicitly state our intentions for how the system is meant to be used. Working against these intentions in order to avoid alliance/point requirements WILL be a violation of the Workarounds policy (Policy 6).
* Organizations are intended to consist of people who are friends or who at least wish to actively cooperate. Organizations should not exist purely as business transactions or as some sort of starship exchange. Additionally, nobody should ever be paid to found, join, or leave an organization.
* Members of an organization are expected to remain members on a semi-permanent basis. Members should not be joining and leaving an organization very quickly, and especially not joining multiple organizations within a short period of time.
* Trustees are expected to remain trustees on a semi-permanent basis. Trustees WILL NOT be promoted just long enough to buy a ship, and then demoted. Other players WILL NOT be paid or otherwise cajoled to join an organization and become a trustee just long enough to buy a new ship for it.
* Again, organizations should never plan or recruit outside of the game. This is covered in greater detail under Policy 9: Metagaming.