Active Council DecisionsColonial 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.
Colonial Affairs Specialized Planet Development PlansNote: All planets no matter what their specialization should start with a Factory on a Factory improvement square if available unless otherwise noted.
Economic:- Build Approval improvements to reach 100% Approval. Use Approval Tiles if available.
- Build a Farm when Population reaches its cap. If population has not reached a cap build Economic buildings on unoccupied squares. Do not build if population is over 20 billion/do not build more than 3 farms.
- Build Economic buildings on unoccupied squares.
- Maintain Approval over %60. Build additional Approval improvements if necessary
- If nothing is being built, default to Research Focus unless otherwise noted.
Industrial- Build another Factory on an Industrial Tile if available
- Build a Starport after the second Factory
- Continue to build Factories on unoccupied squares
- If nothing is being built, default to Research Focus unless otherwise noted.
Research- Build a Research lab on a Research Tile if available
- Continue to build Research Labs on unoccupied squares
- If nothing is being built, default to Research Focus unless otherwise noted.
Central Intelligence AgencyThe Revised Triforce DoctrineArticle 1: Definitions
A) "Minor" civilizations are to be defined as those that only inhabit one world, never expand, and can not be selected as playable at game start (same as ingame definition).
B) Both "minor" and "major" civilizations exist in the cosmos. However, it has come to our attention that "minor" civilizations can not be swapped by our diplomats, and they tend to far badly in the tech race.
C) Therefore, the term "Opposing Factions" shall be reserved for the "major" civilizations. Our agent shall not interfer with "minor" civilizations, leaving them instead for
The Diplomatic Corps to parley.
Article 2:
The Triforce Doctrine regarding "Major" civilizations aka "Opposing Factions"
A) For every "Opposing Faction", there shall be three spies only, so as to reduce costs. Others can be called in for emergencies, but the idea number of spies shall be computed as three times the number of currently known Opposing Factions.
B) The first spy shall be The Defender. This spy is charged with counter-intelligence. Defenders are the reservour from which other spies can be drawn, if necessary. If enemy spies invade our buildings, they clear them out.
C) The second spy shall be The Saboteur. This spy is charged with hindering the Opposing Faction. This spy shall be situated in the most powerful research or industrial building of the Opposing Faction. If war is imminent, then the Saboteur shall be reserved until immediately before the war declaration, then placed to ensure maximum hinderance of the Opposing Faction's shipbuilding efforts. If the Opposing Faction is out-teching us and war is not imminent, then the Saboteur shall be placed in the Opposing Faction's greatest laboratory.
D) The third spy shall be know as The Thief. This spy is charged with gathering intelligence on the Opposing Faction's culture compared to our own, along with other duties. The Thief shall work closely with
The Diplomatic Corps and
Colonial Affairs to infiltrate a planet of significant value, close to our borders, that can be convinced to join our faction via influence. The building infiltrated shall be one that is unlikely to trigger Counter-Intelligence activity from the Opposing Faction. The Thief shall be reused if possible.
Inter-Council AgreementsUnnamed Intelligence Agency/Diplomatic Corps/Colonial Affairs Pact - Incorporated into the
Intelligence Agency's official position with the
The Revised Triforce Doctrine.
The Sun-Tzu Pact (
War Council/
Colonial Affairs) - (
Agreed):
The
Council of Colonial Affairs will specifically design industrial planets with optimized production so as to produce a mighty armada for times of war and economic planets to support the maintenance cost for such as space fleet. In return, the
War Council will agree to not use war tactics that will decrease a Planet's PQ so that upon capture those planets can be put to their fullest use. Furthermore, if the
Central Intelligence Agency discovers a planet has a capturable Super Project or similar structure that we could get the benefit from, we will attempt to capture it rather than destroy it.
Unnamed
Diplomacy Corps/
Council of Colonial Affairs Pact - (
Pending)
Through Diplomacy we may acquire another Races' Technology, Starbases, Ships, Planets and Trade Goods. Of all of these the Council of Colonial Affairs believes Planets are the most important. Unless pursing a specific technology or good, Planets will be given the highest priority for acquiesce in our interaction the other races. This agreement is pending approval from the Diplomatic Corpse for Peace and Collaboration and the better half of the Council of Colonial Affairs.