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Author Topic: The Mandate Turn 5  (Read 9592 times)

adwarf

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #30 on: January 01, 2014, 04:52:37 pm »

Spoiler: Votes (click to show/hide)
« Last Edit: January 01, 2014, 05:26:45 pm by adwarf »
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Ardas

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #31 on: January 01, 2014, 04:55:59 pm »

Guys, vote is by secret ballot, we PM our votes. Dem's the rules in the OP.
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Playergamer

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #32 on: January 01, 2014, 04:56:44 pm »

If I may re-submit this, I've thought about it a bit more.
Spoiler: John Doe (click to show/hide)
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A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

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10ebbor10

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #33 on: January 01, 2014, 05:02:56 pm »

Guys, vote is by secret ballot, we PM our votes. Dem's the rules in the OP.
Ow, sorry, my bad.
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Ghazkull

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #34 on: January 01, 2014, 05:13:59 pm »

Playergamer you are in. You may also submit your votes on the issues.
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GiglameshDespair

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #35 on: January 01, 2014, 05:29:26 pm »

Spoiler (click to show/hide)
Any better?
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Old and cringe account. Disregard.

Ghazkull

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #36 on: January 01, 2014, 05:40:41 pm »

perfect you are also in and you can vote.
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Shootandrun

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #37 on: January 01, 2014, 05:55:17 pm »

Representative
Name: James H. Grey
Represented Entity: Corporations interested in the development of colonies
Backstory: Born in the upper middle class and making his fortune through speculation during his twenties, James was considered to be a financial genius from his young age. Becoming an exceedingly wealthy industrialist, he was one of the first to exploit small asteroids around Earth for iron, and eventually founded the Initiative for Space Exploitation and Development - ISED - an association of several megacorporations from Wall Street, the City of London, and Beijing. Due to the incredible financial power that ISED represented, he was eventually granted a seat as a senatorial representative, if not an actual senator.
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Ghazkull

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #38 on: January 01, 2014, 05:56:40 pm »

Looks Good. You are in. You can immediately start to vote.
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Proto105

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Re: The Mandate
« Reply #39 on: January 01, 2014, 06:21:34 pm »

Spoiler (click to show/hide)
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Ghazkull

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #40 on: January 01, 2014, 06:49:55 pm »

Proto in. Go vote :D

We have 6 out of 8(9 with proto) in. In the interest of speedier elections i will consider a vote finished as soon as it has reached a majority (aka when further votes would make no difference to the outcome).
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Ghazkull

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Re: The Mandate Turn 0: Senate takes Control (More Players needed)
« Reply #41 on: January 02, 2014, 01:21:52 pm »

Turn 1: A constitution

The Senate didn't dawdle and quickly took decisive action, handling humanities future while the Terran bureaucrats still struggled with the unification of still several dozen governments. But all of that was forgotten for the moment, when the First Light moved in Orbit around Mars and started to unload the million Souls which would now live there. The First Real Human Colony had been established.
- From The History of the Terran Republic Volume I

"Representatives of the Senate. I hereby open the second session of the Terran Senate. The Current Emergency Government will stay in place for another term until Earth has dealt with its turmoil. Again there are several issues to deal with. Mars has been colonized and you have to elect who will be Senator of it.
The Overpopulation on Earth has reached critical limits and while Millions already move towards mars it is only a drop on the hot stone.
Apart from that there ist still the issue of a lacking Senator for Terra and I suggest you vote for one amongst you.




Pressing Issues:

Terran Emergency Government


Senate Issues

__________________

Mars has been colonized

________________________

Current Senate

Senators

Emergency Senator Arthur Granger - 1 Vote (Ardas)
Emergency Senator Admiral Thrix Neumberg - 1 Vote (adwarf)
Emergency Senator Robert Farnham - 1 Vote (ebbor)
Emergency Senator Abd-al-Karim Ibrahim - 1 Vote (detoxicated)
Emergency Senator Jerimus Machinas - 1 Vote (giglamesh)
Emergency Senator Pope John Paul III -1 Vote (UkrainianRanger)
Emergency Senator Johnathan Doe - 1 Vote (Playergamer)
Emergency Senator James H. Grey - 1 Vote (Shootandrun)
Emergency Senator Pieter Huygens - 1 Vote (Proto 105)

Representatives
-

Constitution of the Terran Republic

1§ All Humans are free and equal
1.1. Slavery of any Human Being is illegal
2§ Civilian Spacecrafts may not be under any circumstance attacked
3§ Use and Production of any and all WMDs is forbidden
3.1. Development, Production, Transport of (potential) WMD's requires Senate permission.

Edicts of the Senate

Colonial Development Act
1§ The First 10.000 Credits in Colonial Income will not be taxed by the Republic
2§ A further 10.000 Credits will go untaxed if a Colony manages to expand its industry (Colonial Income) by one fifth before each tax session.




___________________________________

Senate Assets

Treasury
Treasury: 0 Credits
Terra: +70.880 Credits
_____________________
Treasury: 70.880 Credits

Fleets
3 Class One Ships on exploration duty.

Armies
None

Spoiler:  Terra (click to show/hide)

Spoiler:  Mars (click to show/hide)



Spoiler:  Map of Known Systems (click to show/hide)

Spoiler:  Unlocked Research (click to show/hide)



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Ardas

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Re: The Mandate Turn 1: First Colony (Terran Senator needed)
« Reply #42 on: January 02, 2014, 01:48:47 pm »

A new session and more issues to sort. But the shape of the Republic was growing clearer by the month and it was time for further directions and measures. Arthur Granger took to the speaker's stand and for the second time gave a proposal. Like the one before him, it would change humanity forever.

"Ladies and Gentlemen of the senate, a new proposal is needed, to establish a steady trajectory for development and growth of mankind."

1. Earth is to be put under the emigration policy, to encourage growth beyond Earth. While Mars is only a developing colony, the technology is in place to quickly assimilate and give these people a new life on Mars.

2. Our exploration fleet has to be put to work, therefore I am proposing a motion to give control of the ships and their exploration direction to our esteemed naval officer, Admiral Neumberg. He among us has the greatest amount of experience in zero gravity and orbital as well as interplanetary flight.

3. In order to augment our naval operations, I propose to create Terran Admiralty - Admiral Neumberg will take its helm as its Chief. All operational and manufacturing orders will be handled directly by Admiralty, within a set budget allocated by Senate. He will also be directly responsible to the Senate for all operations and will require Senate authorization to execute all major operations.

4. Last proposal is to create Ministry of Science, which will handle research from a set budget decided by the minister. That post will be elected by a vote from a submitted candidates. Research will be authorized by Minister in accordance with Constitution and will be monitored by Senate.

That is all for now. thank you for your attention."
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10ebbor10

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Re: The Mandate Turn 1: First Colony (Terran Senator needed)
« Reply #43 on: January 02, 2014, 01:51:17 pm »

First of all, I would like to present at least one more proposal. I would like to institute the position of Senator without Mandate. Currently, as soon as the emergency government is dissolved, there'll be but 2 people in the Mandate with voting powers. The Senator of Mars, and the one of Earth, both with an equal five votes. It's clear that this is not a very functional system. Therefore, the Seven Senators without Mandate would get one vote each. Senators without mandate can be removed by a majority vote, and new ones can be instated in the same way.

Secondly, the overpopulation on Earth is becoming very troubling. An additional infrastructure expansion package is needed, focusing on where the needs are needed most. A package of 40 000 credits should be capable of solving the most urgent problems, though it won't aid with the acute overpopulation.


Spoiler: Shortlist (click to show/hide)
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Ghazkull

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Re: The Mandate Turn 1: First Colony (Terran Senator needed)
« Reply #44 on: January 02, 2014, 01:51:59 pm »

Grmbl forgot the Resolution of your Votes:


1.The Constitution of the Terran Republic Passed with 6 For, 3 Abstains

1st Paragraph: The Human Rights Act   Passed with 5 For, 1 Against, 3 Abstains

1§ All Humans are free and equal
1.1. Slavery of any Human Being is illegal

2nd Paragraph: The Civilian Spacecraft Security Act


2§ Civilian Spacecrafts may not be under any circumstance attacked

3rd Paragraph: The Granger Act

3§ Use and Production of any and all WMDs is forbidden
3.1. Development, Production, Transport of (potential) WMD's requires Senate permission.

2. The Colony Development Act Passed with 5 For, 1 Against, 3 Abstains


1st Paragraph: The Benign Neglect Act

1§ The First 10.000 Credits in Colonial Income will not be taxed by the Republic

2nd Paragraph: The Swift Development Act Passed with 4 For, 2 Against, 3 Abstains

2§ A further 10.000 Credits will go untaxed if a Colony manages to expand its industry (Colonial Income) by one fifth before each tax session.

3rd Paragraph: The Colonial Defense Act  Not passed with 5 Against, 1 For, 3 Abstains


1§ A Colony is required to maintain a Colonial Militia of at least 4 Ground Units, 2 Space Units and a single Guard Post.

Terran Emergency Government Actions Passed with 6 For, 3 Abstains

Production of one Colony Ship
Cost: 7.000 Credits

Production of three Class One Warships for exploration purposes
Cost: 3.000 Credits

Research Investments in Military, Civic and Social Research in equal parts
Cost: 60.000 Credits
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