Mars - Mariner City - Curiosity Plaza
The Unification War has ended with the United Nations victorious, and thus, the installation of the Martian Popular Authority and their allies as the new federal government of Mars. The Battle for Central saw the standing armies of the Martian Unity Coalition put to rout by the combined armies of the MPA and UN, but at a heavy cost. Even now, the Martian General Infirmary can barely hold all the wounded, and trains full of the dead, injured, and POWs still run from Mariner City to Melas Chasma, as cleanup operations continue in the face of heavy guerilla opposition and civilian resistance.
The surviving powers of Mars have gathered in what was once the home of the Martian League to discuss the reorganization of their wartime coalition into a functioning federal government, an endeavor that all of them approach with apprehension. Stationmaster Eliza Rutherford glances around the table she sits at the head of, seeing far more empty chairs from what she recalled from the last time she was in this room.
Old allies have vanished, perhaps never to return. Hephaestus's seats sits empty, the anarcho-communists having chosen to betray the revolution and their people in favor of an unattainable dream of Martian independence. The seats of the Nomads are empty as well, their people having either fled the Valley or pledged their loyalty to the raiders of Phoenix Company in the aftermath of the Night of Dust.
Old enemies are gone, as well. Central, Enterprise, and the MCPD have failed to attend, for the obvious reasons of being on the losing side of this war. If she ever had to be in the same room as any of their representatives again, she could only hope it'd be to watch them be sentenced to life imprisonment for their crimes against Mars, or to negotiate their final surrender.
Still, there are plenty of familiar faces, if not necessarily friendly ones. The United Nations bloc sits to her right, with Captain Zhang Tian of the Shanxi sitting stern-faced next to the actual representative of the United Nations, Ambassador Jeffery Durant, who is in a rumpled suit, smoking a cigarette. The ostensible neutral party of Dean Elias Kaufmann of University grimaces at the smoke and tries to wave it away from his face down the table from them. Meanwhile, the Corporate bloc to her left, consisting of Sabina Holzer, the primary anchor of the Mars Broadcasting Corporation and ODIN's CEO, Noa Milligan, make small talk with each other, their smiling faces betraying nothing. At the end of the table, alone, representing the last truly Green group in the Valley, sits Biodyne's CEO and Head Priest, Eve Maria, bowing her head silently in prayer.
Still, Station has a few allies at the table. Manager Nick Masters of the Stadium Blues glares across the table at Manager Ricky Fan of the Stadium Reds, but Rutherford's sure both can be counted on to back Station up here. The government of Enterprise in exile, socialist revolutionaries who Station has sheltered, have replaced the old neo-feudalists who used to sit at this table, and they'll follow your lead as well. Regardless, concessions will have to be made, and bargains will have to be struck, else the peace you've fought so hard for will be for naught.
For every low action you choose, you will make 0 concessions.
For every medium action you choose, you will make 1 concession.
For every high action you choose, you will make 2 concessions.
Please vote in plan format, including all necessary options.
Government Power
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Union of Independent States- A necessary compromise to ensure peace, the MPA has highly limited governmental power. You'll be on your own, for the most part, in handling the affairs of governance. You have one Governmental action per turn.
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Internal Divisions - A reasonable compromise, the MPA governmental apparatus has a decent level of power, and can perform most tasks that are required of it. Nobody's pleased, but everybody's satisfied. You have two Governmental actions per turn.
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A True Government - You've managed to pull off a miracle and convince the disjointed states of the Mariner Valley to hand you significant executive power in the MPA. Whether or not you have the jurisdiction to enforce that power, on the other hand, is another question. You have three Governmental actions per turn.
Economic Jurisdiction
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Station and Stadium Only - You only have the influence to see your regulations implemented if a party agrees to it, which only Stadium did, and they already followed them. You have one Economic action per turn.
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Recognized, But Skirted - Everyone, begrudgingly, accepted your proposed economic regulations. You're fairly sure that half of them don't follow them at all, though. Still, at least you have a theoretical mandate to conduct regulation. You have two Economic actions per turn.
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Authoritative - You've, by hook and by crook, managed to install a powerful labor oversight apparatus into the MPA, to ensure that everyone follows the labor regulations you've imposed. It's not Mars-wide socialism, but it'll do for now. You have three Economic actions per turn.
Peacekeeping Coordination
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Separate Militaries - Fearing assimilation by a socialist federal government, the corporate bloc managed to pull together enough support to ensure military autonomy. Every state is allowed to maintain their own standing army, rather than any kind of federally military. You start off with one Peacekeeping action.
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Joint Command - You've hammered out a loose structure for cooperation between the various constituent armed forces of the MPA. Not a bad start, even if the corporate bloc is grumbling! You have two Peacekeeping actions per turn.
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The Beginnings Of A Federal Army - You've managed to unite the commands of all armies and centralize them under the MPA. This came at quite the cost, though, with many commanders resigning in disgust or out of a desire to serve in their home and not afar. You have three Peacekeeping actions per turn.
Science Funding
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Forgotten Entirely - Who has time to think about scientific funding when one is putting together a government? University is pleased by the fact that basically all scientific development has been left independent…and thus, mostly in their hands. You have one Research action per turn.
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University Graduates - We managed to come to a reasonable amount of scientific funding, with the aid of some ex-University socialists who agreed to settle in Station. You have two Research actions per turn.
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Grants Aplenty - With persuasive arguments about avoiding University dominance in the scientific field, you've managed to convince the array of governments present to fully fund scientific programs, as well as arrange for the hiring of many University alumni. You have three Research actions per turn.
Concessions
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Political Autonomy - You had to grant some governments political autonomy, which allows them to operate under their own laws and maintain a degree of political separation from the federal government, possibly enough to let them claim full nation status if they get too powerful.
If this option is picked, select one sub-option. This can only be taken up to two times. This has no mechanical consequences yet, but will have serious narrative ones.
- [] UN Bloc Autonomy - Grant the stratocracy of Shanxi political autonomy.
- [] Corporate Bloc Autonomy - Grant the corporate oligarchies of MBC and ODIN political autonomy.
- [] Green Bloc Autonomy - Grant the theocracy of Biodyne political autonomy.
- [] "Neutral" Bloc Autonomy - Grant the technocracy of University political autonomy.
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Economic Autonomy - You had to grant some governments economic autonomy, which allows them to operate under their own economic regulations and avoid any restrictions on their trade or economic system you attempt to place, possibly enough to let them have influence over the MPA's economy once the transition back to a more functioning state is complete.
If this option is picked, select one sub-option. This can be taken up to two times. This has no mechanical consequences yet, but will have serious narrative ones.
- [] UN Bloc Autonomy - Grant the stratocracy of Shanxi economic autonomy.
- [] Corporate Bloc Autonomy - Grant the corporate oligarchies of MBC and ODIN economic autonomy.
- [] Green Bloc Autonomy - Grant the theocracy of Biodyne economic autonomy.
- [] "Neutral" Bloc Autonomy - Grant the technocracy of University economic autonomy.
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Military Autonomy - You had to grant some governments military autonomy, which allows them to maintain their own standing military forces and high command, as well as avoid contributing to any MPA federal forces. The risks in this are self-evident.
If this option is picked, select one sub-option. This can only be taken up to two times. This has no mechanical consequences yet, but will have serious narrative ones.
- [] UN Bloc Autonomy - Grant the stratocracy of Shanxi military autonomy.
- [] Corporate Bloc Autonomy - Grant the corporate oligarchies of MBC and ODIN military autonomy.
- [] Green Bloc Autonomy - Grant the theocracy of Biodyne military autonomy.
- [] "Neutral" Bloc Autonomy - Grant the technocracy of University military autonomy.
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Giving Up Control - In order for this compromise to work, you had to give up control of some institutions to other governments.
If this option is picked, select one sub-option. This can be taken up to two times. This has both mechanical and narrative consequences.
- [] United Nations Bloc Military Advisors - You've had to accept some Shanxi and UN military advisors into your military as strategists. The United Nations bloc now determines the choice of one of your Peacekeeping Actions per turn and has access to what your military does.
- [] Corporate Bloc Economic Oversight - You had to grant ODIN and MBC oversight on your economic programs, as well as a vote in their implementation. The Corporate bloc now determines the choice of one of your Economics Actions per turn and has access to your economic programs.
- [] "Neutral" Research Committee - University was willing to let themselves be convinced in exchange for a permanent seat on the MPA Research Committee, granting themselves large amounts of power over it. University now determines the choice of one of your Research Actions per turn and has access to what you've researched.
- [] Green Administrators - Biodyne has maintained one of the most successful decentralized administrations in Mars to date. Even if they are now pursuing political centralization, they've got a roster of highly qualified administrators, who you've had to allow into the MPA government to get support for your own ambitions. Biodyne now determines the choice of one of your Governmental actions per turn, and has access to your administrative efforts.