Turn 0: The Mandate is born
The Birth of the Terran Republic could best be described as bloody and violent. The Rise of the Totalitarian Peoples Republic of the United States and its fall at the hands of the Canadians. The Resource Wars all around the globe; the Second Great Patriotic War. The Reformation of the Russian Republic under Zhakarov. The UN Purges. - In short Earth had not changed one bit. As such it has come as an suprise as humanity suddenly in an act of clarity (the cynics call it drunken stupor and delusion) founded the Mandate and came together under a loose Federal Republic.
In a first concentratet effort of Humanity, Luna had been colonized and been declared the Capital of the Terran Republic. Its entire population consisted entirely of its security and bureaucratic staff. An Ironhard Nucleus for the Human Future.
Finally after decades of preparation the Mandate Headquarters was completed and the First Session of the Senate began...Pressing Issues:Colonization of the Solar SystemNow with Luna completed, the Mandate should look to the other planets of the system. Already overpopulation and resource scarcity is becoming an increasing problem on earth.
Space ExplorationThanks to the Jukushi-Engine we are finally able to send manned-ships outside of the Solar System for Exploration. It might be time to construct ships to actually do that.
Senate ConstitutionRight now the Constitution is lacking any and all laws apart from who has how many votes and how much taxes each Colony has to pay. Maybe you want to change something about that.
Tax RatesI don't know who wrote this down but right now somebody has arbitrarily written a 50% Tax Rate on all Colonies, which go directly back to Terra. Again, it's your decision to change that to your liking.
________________________
Current SenateSenatorsSenator Greggory March - 1 Vote (Canadians) [Peradon]
Senator Lydia Akamine - 1 Vote (Japanese) [RolepGeek]
Senator Hans Gütenberg - 1 Vote (Germans) [EvilMaharadja]
Senator Zhakarov - 1 Vote (Russians) [10ebbor10]
Senator Edgard DuGalle - 1 Vote (French) [ARDAS]
Senator Gerald Timmens - 1 Vote (Australians) [Playergamer]
Senator Chi Wen - 1 Vote (Chinese) [Nirur Torir]
Representatives-
Constitution of the Terran Republic1. Colonies have to pay 50% Taxes to Terra
___________________________________
Senate AssetsTreasuryTreasury: 0 Credits
Terra: +7 Credits
_____________________
Treasury: 7 Credits
FleetsNone
ArmiesNone
General Information
Type: Abundant Terran
Defense and Military
Lunar Garrison Force (Cannot be Controlled)
3 Indomitable Fortresses
- 90 Units of Mandate Marines (Level 3)
Approval and Ethnicity
Approval: 70
Prime Timber: +10 Approval
Spirituoses: +10 Approval
Pioneer Spirit: +50 Approval (5 Turns remaining)
Ethnicities
1 Canadian
1 Russian
1 German
1 French
1 Chinese
1 Japanese
1 Australian
Population
Assigned/Current/Limit: 7/7/12
Growth Factor: 21 (= 3 x (7 + 0))
Growth: 21/100
Farming:
Farming Modifier: x3
Assigned Population: 7
Production: 21 Food
Consumption: 7 Food
___________________
Granary: 14 Food
Production
Production Modifier: x3
Assigned Population: 0
Industry: 0 Production
Resource Extraction
Resources:
Prime Timber (+10 Approval)
Spirituoses (+10 Approval)
Production Modifier: x1
Assigned Population: 0
Finance
Taxes: 7 Credits
_________________
Treasury: 7 Credits
Research
Naval Tactics Level 1 - 0/100 to Level 2
Ship Construction Level 1 - 0/100 to Level 2
Weapons Research Level 1- 0/100 to Level 2
Defense Doctrines Level 1- 0/100 to Level 2
Civic Engineering Level 1- 0/100 to Level 2
Resource Management Level 1- 0/100 to Level 2
WMD Research Level 1- 0/100 to Level 2
Special Projects:
None so far
Mercury - Tiny Toxic Ultra Poor Barren World (No Farming, 1,5 Production, Growth -1, Pop Limit: 1, Doubled Pollution)
Venus - Toxic Poor Desert World (No Farming, 2 Production, Growth -0,5 , Pop Limit: 4, Doubled Pollution)
Terra - Abundant Terran World (3 Food, 3 Production, Growth 3, Pop Limit: 12)
Mars - Ultra Rich Desert World (0,5 Food, 6 Production, Growth 0,5 , Pop Limit: 4)
Inner Belt - Abundant Asteroid Belt (No Farming, 5 Production, Growth 0,25 , Pop Limit: 2)
Jupiter Moons - Tiny Radiated Abundant Tundra World ( 0(1) Food, 2 Production, Growth 0,5, Pop Limit: 1, Doubled Pollution)
Kuiper Belt - Ultra Rich Asteroid Belt (No Farming, 15 Production, Growth 0,25, Pop Limit: 2)
Naval ResearchNaval Tactics:
Current Research Project: (Nano-Repair Systems and Short Circuiting) - idle
Ship Construction:
Current Research Project: (Destroyers) - idle
Ground ResearchWeapons Research:
Current Project: (Class 2 Terran Marines) - idle
Defense Doctrines:
Current Project: (Guard Posts) - idle
Civic ResearchCivil Engineering:
Current Project: (Hydroponic Farms (Allows Special Project)) - idle
Resource Managment:
Current Project: (Bulkheads (+1 Trade Fleet Capacity)) - idle
Special DivisionWeapons of Mass Destruction
Current Project: (Nuclear Warhead) - idle
Special Projects
Current Project (
)
Unlocked Research and other ThingsFleet Tactics:Type: Defensive Action
Disables: Offensive Action
Effect on Successful use:
Strength vs. Strength comparison, enemy incoming damage will however be ignored.
Type: Offensive
Disables: Tactical
Effect on Successful Use:
Strength vs Strength comparison however add +Xd10 to your strength (X= the strongest ship in your Fleet)
Type: Engineering
Disables: Sabotage
Effect on Successful Use:
Strength vs Strength comparison however repair +Xd10 (X= as above)
Type: Sabotage
Disables: Defense
Effect on Successful Use:
Strength vs Strength compaison Enemy suffers Xd10 Damage automatically.
Type: Sabotage
Disables: Defense
Effect on Successful Use:
Ship to Ship battle ensues. Ships losing will be captured. WORKS FOR BOTH SIDES.
Ship Construction:Class 1: CorvetteCost: 1 Credit, 1 Production
Maintenance: 1 Credit
Available Actions: Magnetic Field, Weapon Overclock,
Strength: 1
Carrying Capacity: 0
Class 2: Light FrigateCost: 2 Credits, 2 Production
Maintenance: 2 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting,
Strength: 2
Carrying Capacity: 0
Class 3: FrigateCost: 3 Credits, 3 Production
Maintenance: 3 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting,
,
,
Strength: 3
Carrying Capacity: 0
Class 4: Heavy FrigateCost: 4 Credits, 4 Production
Maintenance: 4 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting, Board,
,
,
Strength: 4
Carrying Capacity: 1
Class 5: Destroyer
Cost: 5 Credits, 5 Production
Maintenance: 5 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting, Board, , , , ,
Strength: 5
Carrying Capacity: 5
Class 6: Light Cruiser
Cost: 6 Credits, 6 Production
Maintenance: 6 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting, Board, , , , , ,
Strength: 6
Carrying Capacity: 10Class A: Colony ShipCost: 10 Credits, 10 Production, 1 Populace
Maintenance: None
Strength: 1
Carrying Capacity: 10 (may not be used offensively)
Ground ForcesNote all Ground Troops must be produced to fill out a full point of production.
Ground TroopsStrength 1Cost: 0.1 Credits, 0.1 Production
Maintenance: 0.1 Credits
Strength 2
Cost: 0.2 Credits, 0.2 Production
Maintenance: 0.2 Credits
Guard Posts
Cost: 1 Credits, 1 Production
Can Hold 5 Troops
Has 1 Level of DefenseIndomitable Fortress
Cost: 40 Credits, 40 Production
Can Hold 50 Troops
Has 6 Levels of Defense
Weapons of Mass DestructionScrubbing various Fallouts/Bio Terrors/Chem Wastelands etc. pp.Scrubbing Population Growth: Investemnt of either Food or Taxes
Scrubbing Production: Investment of Trade Goods or Production
Scrubbing Farming: Investment of Food
Scrubbing Taxes: Investment of Money
Scrubbing Influence: Investment of Money
These Units used will in the following lines be denoted as X. X being replaced by the needed Resource for the statistic.
Nuclear Warhead
Cost: 10 Credits, 10 Production
Devastation Points: 3
When dropped on Fortress will deal 1d3 Devastation points. For each DP one level of the Fortress wil be reduced. All Units who would be out in the open after such an act are destroyed. If the Fortress is destroyed all units inside are killed. Any remaining Devastation Points will affect the environment.
Any Devastation point will provide 5 Pollution. When directly dropped on the Environment it will deal all 3 DPs. Each DP hitting the Environment also kills 1 Population
((OOC: Crossed Out Units and Ships need their prerequisite research done first. Research Projects can be traded and distributed among planets)