Colonial AffairsThe Colonial Affairs Constitution -
RevisedArticle 1-Colony Ships:1.1: Colony Ships are to be produced at such a rate that
at least one is always available and ready to start a colony, barring extraneous events such as warfare or constructors being necessary to grab resource spots.
1.2: Colony Ship design is to focus on reaching planets as quickly as possible.
1.3: Colony Ships will try to explore an entire system before colonizing.
1.4: Colony ships will avoid going into another race's controlled space under the assumption all the good worlds in there will suck and/or defect away anyways.
Article 2-Colony Placement2.1: Colonies are to be placed on every planet with a PQ of 9+, barring uninhabitable conditions.
2.2: Planets of PQ 8- will not be colonized unless otherwise directed or until all possible PQ 9+ Planets have been colonized.
Article 3-Colony Improvement3.1: Colonies are to build a basic Factory as quickly as possible
3.2: The Council of Colonial Affairs will provide guidelines on how to proceed with each colony's improvement based on the specific conditions of that colony.
3.3: The Council of Colonial Affairs will decide whether to use special tiles that do not support a colony's specialization based on the specific conditions of that colony.
3.4: Once we have settled to the ends of our Colony Ships' range the Council of Colonial Affairs will look for a new planet to launch Colony Ships from at the end of that range.
Addendum: Article 3b-Colony Specialization3b.1: Class 13+ Planets or planets with sufficient economic/morale/population bonuses will focus on Economy-after the initial Factory economic improvements, morale improvements and a single farm will be built unless otherwise noted
3b.2: Class 9-12 Planets or planets with sufficient industrial bonuses will focus on Industry-after the initial factory more factories will be built and a Starport once production can quickly produce ships unless otherwise noted
3b.3: Class 8- Planets or planets with sufficient Research bonuses will focus on Research-after the initial factory Research Labs will be built unless otherwise noted
3b.4: If a planet needs to serve another purpose (such as being militarily or diplomatically valuable, etc) it may be specialized differently or generalized depending on the situation
3b.5: Special tiles that support a colony's specialization will be utilized unless otherwise noted.
Article 4-Anomalies4.1: Our Flagship will always pursue the closest possible anomaly with the exception of cases outlined in 4.2
4.2: If our Flagship can out-speed a foreign ship heading to investigate an anomaly it will do so.
Earth's Development Plan-First Year -
Revised - Rush Buy 2 Factories
- Continue to build Factories until Colony Ships can be produced every (What's a good number Mr. Person, 2-3?) turns
- Rush Buy Colony Ships until Factories can produce them at a steady rate one their own
- Buy a Research Lab for Bonus Space if funds allow or build after Colony Ships are in steady production
I don't know how much can get done in a year but we cannot build more than one ship a turn. If we get sufficient factory output then the next focus should be on more Research. Economy comes next if we get into economic struggles. Our first colony should hopefully be an economic one, even if it's not 13+ we might want to go Economic if we need the cash.
Central Intelligence AgencyThe TriForce DoctrineFor every alien we encounter, three spies shall be used.
Codename: Defender->The first spy will stay home, and defend our planets from other spies.
Codename: Saboteur->The second spy will be positioned in the most important building of the alien's most important planet. While not expected to last long, this spy will enable us to temporarily cripple the alien menace.
Codename: Thief->The final spy will be positioned in a relatively unimportant alien building, for long term information gathering.