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 GovernmentSenate Issues__________________
Mars has been colonized________________________
Current SenateSenatorsEmergency 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 Republic1§ 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 SenateColonial Development Act1§ 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 AssetsTreasuryTreasury: 0 Credits
Terra: +70.880 Credits
_____________________
Treasury: 70.880 Credits
Fleets3 Class One Ships on exploration duty.
ArmiesNone
General Information
Type: Continental
Quality: 120%
Development Index: 11
Population
Population Policy: Assimilate
Current Population: 7.280 Million (+73 Million)
Maximum Population: 7.000 Million
Ethnicity:
100% Terran (7.280 Million)
Population Growth: +4% (291 Million)
Immigration: -3% (218 Million)
Luxury Resources
Produced
Terran Liquor (7/7)
Not Exported
Terran Prime Timber (7/7)
Not Exported
Imported
None
Economy
Unrest:
Population: 7,2
Overpopulation: 2
Outrage: 0
Migrants: 0
Social Investments: -9,2
_________________
Unrest 0
Colony Income
Income: 80.080 Credits
Slave Work: 0
Taxes: 0
Social Infrastructure: -9.200 Credits
________________________
Total 70.880 Credits
Military
none
Research
General Research Level: 3
Military: 1 (33%)
Civic: 1 (33%)
Social: 1 (33%)
General Information
Type: Continental
Quality: 50%
Development Index: 2
Population
Population Policy: Assimilate
Current Population: 1 Million (+218 Million)
Maximum Population: 2.250 Million
Ethnicity:
100% Terran (1 Million)
Population Growth: 0%
Immigration:
+ 218 Million from Earth
Luxury Resources
Produced
None
Imported
None
Economy
Unrest:
Overpopulation: 0
Outrage: 0
Migrants: 0
Social Investments: 0
_________________
Unrest 0
Colony Income
Income: 2 Credits
Slave Work: 0
Taxes: 0
Social Infrastructure: 0 Credits
________________________
Total 2 Credits
Military
Nothing
Research
General Research Level: 3
Military: 1
Civic: 1
Social: 1
Legend:White: Uncolonizable (Barren, Sun, Gas Giants)
Green: Continental Planets (Earth-like)
Red: Volcanic Planets
Light Blue: Ice Planets
White Diagonal Cross: Planet Colonized by Humans
Military
Level 1
Allows Construction of Level 1 Ship
Allows Construction of Level 1 Ground Unit
Unlocks Ability:
Magnetic Field
Weapon Overclock
Nanobots
Allows Construction of Level 2 Ship
Unlocks Ability:
Nano-Repair Systems
Short Circuit
Civic Research
Level 1
+1% Population Growth
+1 DI (Development Index)
Civil Engineering
+2% Population Growth
+2 DI (Development Index)
Allows Construction of Guard Posts
Social Research
Level 1
+1 DI
+1 Attractiveness
Interplanetary Communications
+2 DI
+2 Attractiveness
-1 Unrest
Ships
Colony Ship Alpha
Cost: 7.000 Credits
Transports: 1 Million Inhabitants
Colonizes: Continental
Level 1
Cost: 1.000 Credits
Strength:1
Space:0
Battle Actions:
Magnetic Field | Defense | Offense | Strength vs. Strength, Enemy Damage is Ignored
Weapon Overclock | Offense | Tactics | Strength vs. Strength+ 1d10
Retreat | Unblockable | Two rounds of Enemy Fire recieved
Ground Units
Level 1
Cost: 100 Credits
Strength:1
Battle Actions
Magnetic Field
Type: Defense
Blocks: Offense
Effect:
Strength vs. Strength comparison. However should the enemy have more Strength, Damage will be ignored
Weapon Overclock
Type: Offense
Blocks: Tactics
Effect:
Strength vs. Strength, however you recieve +[Strongest Ship Strength]d10 Bonus on the comparison.
Nano Repair Systems
Type: Engineering
Blocks: Sabotage
Effect:
Strength vs. Strength, [Strongest Ship Strength]d10 in damage is restored
Short Circuit
Type: Sabotage
Blocks: Defense
Effect:
Strength vs. Strength, Add +[Strongest Ship Strength]d10 as Bonus Damage