TELLURION

Policies

Government runs in two layers. A charter is your constitution: it fixes your seats and your base modifiers. Policy cards fill the slots the charter and your technologies open, and cost Influence to adopt. Doctrines come later, one per group, and are harder to change.

Charters

Colonial Office
Era 1 · 40 Influence · requires Bureaucracy
+10% Credits−5% Research−1 amenitiesGarrison need 90%

A governor, a desk and a filing cabinet. The first constitution.

Directorate
Era 2 · 75 Influence · requires Prefabrication
+15% Ore−20% Credits−2 amenities−1 build turns

A board of engineers with a five-year plan and no election.

Company Charter
Era 2 · 75 Influence · requires Central Banking
+20% Credits−10% Research−3 amenities

The world is a subsidiary. Its people are a line in the accounts.

Garrison Command
Era 2 · 70 Influence · requires Mechanised Warfare
−15% Credits−25% Research−4 amenities+5 loyaltyGarrison need 50%

A fortress, and it is run like one.

Free Port
Era 3 · 90 Influence · requires Commercial Treaties
+30% Logistics−4 loyaltyfreight cost −25%foreign diplomatic pressure ×2

Anyone may trade here. Anyone at all.

Technocratic Council
Era 5 · 140 Influence · requires Technocracy
+10% Power+20% Research−2 amenities−20% growth

Government by qualification. The unqualified emigrate.

Policy cards 46

Land Grant
Era 1 · 20 Influence · requires Agriculture
+15% Food−10% Water−1 amenities

Fields to whoever will work them. The wells run dry a little faster.

Ore Levy
Era 1 · 25 Influence · requires Masonry
+20% Ore−2 amenities−10% growth

A quota on every seam. Nobody moves to a quota town.

Toll Roads
Era 1 · 25 Influence · requires Combustion
+12% Credits−15% Logistics

Charge for the road and fewer things travel on it.

Rationing Order
Era 1 · 20 Influence · requires Hydrology
−3 amenities−20% growthsubsistence Food and Water draw −25%

Everyone eats. Nobody eats well, and nobody moves here.

Guild Charter
Era 2 · 45 Influence · requires Alloy Refining
+10% Ore+6% Alloyevery Industry structure +2 Credits upkeep

The guilds train the workforce and send you the bill every turn.

Public Works Act
Era 2 · 50 Influence · requires Prefabrication
−1 build turnsevery structure costs +20% Ore

Build it fast or build it cheap. This is the fast one.

Heavy Industry
Era 3 · 60 Influence · requires Advanced Alloys
+10% Ore+20% Alloy−2 amenities

Smoke, and everything smoke is good for.

Open Docks
Era 3 · 60 Influence · requires Commercial Treaties
+25% Logistics−1 amenities

Everyone may dock here. Everyone includes them.

Automation Mandate
Era 5 · 125 Influence · requires Technocracy
+25% Ore−8% Research−3 amenities

The machines do the work. The people notice.

Nationalisation Act
Era 6 · 150 Influence · requires Post-Scarcity Economics
every extraction structure +18%trade to and from this planet −50%

The seams belong to the state. So does the argument that follows.

Ring Priority
Era 7 · 185 Influence · requires Stellar Engineering
−25% Credits−4 amenities

Every crane on this world points at the sky.

Militia Act
Era 1 · 20 Influence · requires Small Arms
−8% OreGarrison need 70%Militia upkeep 0

Everyone owns a rifle, so fewer soldiers are needed to hold the place.

Conscription
Era 1 · 30 Influence · requires Small Arms
−3 amenities−15% growthone additional ground-unit construction front on this planet

The draft. It fills the ranks and empties the nurseries.

Bounty Office
Era 2 · 40 Influence · requires Radar
+40 Credits per raider camp cleared

A price on every camp, and a clerk to pay it.

Standing Army
Era 2 · 45 Influence · requires Mechanised Warfare
−10% Credits−1 amenitiesground unit upkeep −30%

Soldiers by profession. Cheaper to keep, harder to explain.

Fortification Code
Era 2 · 45 Influence · requires Composites
structures here cost +10% Ore

Everything is built to be defended, including the granary.

Martial Tribunal
Era 2 · 50 Influence · requires Telecommunications
−10% Research−4 amenities+6 loyalty

A court that sits at night and does not publish its reasons.

Martial Law
Era 2 · 60 Influence · requires Mechanised Warfare
−4 amenities+8 loyaltyGarrison need 150%

The panic button for a world that does not hold Garrison Command.

Orbital Yards Act
Era 3 · 60 Influence · requires Orbital Assembly
structures here cost +25% Alloy

The yards get the alloy first. Everyone else waits.

Veterancy Programme
Era 4 · 90 Influence · requires Marine Doctrine
units built here start at rank 1

Train them properly and they cost what training costs.

War Levy
Era 4 · 95 Influence · requires Mass Politics
Credits +25% while the empire is at wara further amen −2 once any war has run 20 turns

A tax that only exists while the shooting does.

Shield Mandate
Era 5 · 125 Influence · requires Antimatter Containment
−25 Power per turn

Containment fields reduce HP/hold bombardment damage, minimum 1. Rubble and population hits are unchanged. They drink.

Deep Strike Doctrine
Era 6 · 150 Influence · requires Warp Shaping
ships based here +1 jump rangeship upkeep here +30%

Reach further, pay for the reach every turn.

Town Charter
Era 1 · 20 Influence · requires Bureaucracy
+2 amenities+3 Credits upkeep per city on this planet

Self-government, and a municipal budget to go with it.

Civil Registry
Era 1 · 25 Influence · requires Sanitation
+15% growthsubsistence Food draw +10%

Count them, name them, and feed all of them.

Settlement Act
Era 1 · 30 Influence · requires Currency
−2 amenitiesSettler cost −40%outposts founded from here start at pop 2

Go west. The people who stay behind get nothing out of it.

Quarantine Protocol
Era 2 · 40 Influence · requires Medicine
−30% Logisticsplague may neither enter nor leave this planet

Nothing comes in. That includes the freight.

Civic Festivals
Era 2 · 45 Influence · requires Telecommunications
−15% Credits+4 amenities

This is the circuses.

Labour Code
Era 3 · 55 Influence · requires Automation
−12% Ore+3 amenities+10% growth

Shorter shifts. Fewer hours worked, and it shows.

Free Press
Era 3 · 55 Influence · requires Digital Communication
+2 Influence per turn+2 amenitiesloyalty −4 on every planet whose seat city you captured

They print what they like, and what they like is not the occupation.

Autonomy Charter
Era 3 · 60 Influence · requires Planetary Governance
−25% Credits−40% Research+1 amenities+8 loyalty

Let them run themselves. They will, and you will pay for it.

Resettlement Programme
Era 4 · 90 Influence · requires Deep Logistics
−3 amenities−2 loyaltyevery 10 turns move 1 population from the largest city here to the smallest with housing room

People are moved to where the work is. They notice being moved.

Habitation Code
Era 4 · 95 Influence · requires Arcology
No effect

Build up. Lifts and pumps all the way up.

Cultural Synthesis
Era 5 · 120 Influence · requires Interstellar Law
−10% Researchconquered-population loyalty penalty halved

One curriculum, one anthem, and a slower physics department.

Memorial Rites
Era 6 · 145 Influence · requires Post-Scarcity Economics
−10% Ore+6 amenities+4 loyalty

The dead are remembered on state time, at state expense.

Public Schooling
Era 1 · 25 Influence · requires Mass Media
−8% Ore+10% Research

Children in classrooms are children not in workshops.

Prospecting Bureau
Era 1 · 25 Influence · requires Mining
−4 Credits per turndeposits revealed planet-wideevery extraction structure +1 flat yield

A surveyor on the state payroll, walking the whole world.

Research Grants
Era 2 · 40 Influence · requires Telecommunications
−20% Credits+12% Research

Money for questions nobody has asked yet.

Nuclear Programme
Era 2 · 45 Influence · requires Reactor Design
+25% Uranium−4 amenitiesevery fueled fission structure +10 PowerReactor Excursion draw weight ×2; meltdown choice odds unchanged

The pile runs hot and nobody wants to live near it.

Applied Science
Era 3 · 60 Influence · requires Digital Communication
+15% Research+1 build turns

The best engineers are in the laboratory, not on the site.

Open Archives
Era 3 · 60 Influence · requires Commercial Treaties
+10% Researchtech boosts save 40% instead of 30% while fully ratifiedevery empire you have met gains +3 Research/turn

Publish everything. Everyone reads it, including them.

Astrobiology Programme
Era 4 · 90 Influence · requires Terraforming
−5% Research−6 Credits per turnon non-terran worlds Food +12% and growth +10

Crops that were never meant for this sky.

Fusion Priority
Era 4 · 95 Influence · requires Fusion Containment
−15% Alloy+25% Helium-3every fusion structure +20 Power

Every spare alloy goes into a containment ring.

Plasma Standard
Era 5 · 130 Influence · requires Plasma Physics
+25% Plasma

One standard, one bus, one enormous electricity bill.

Cybernetics Code
Era 6 · 150 Influence · requires Neural Uplink
+15% Ore+8% Research−4 amenities−2 loyalty

The implant is optional. Employment is not.

Singularity Programme
Era 7 · 185 Influence · requires Matter Synthesis
+25% Research−40 Power per turn−5 amenities

It thinks faster than the city can cool it.

Doctrines

Authority · How the centre holds the provinces. · era 2 · 80 Influence

Federal Union
−15% Ore+3 amenities+4 loyaltyGarrison need 125%

Every province gets a voice, and every province uses it.

Central Directorate
+35% Ore−10% Research−4 amenities−1 build turnsInfluence income −20%

One plan, one desk, and the plan is not up for discussion.

Corporate Charter
+30% Credits−20% Research−3 amenitiesbuilding buyout cost −25%

The empire is a holding company. It reports quarterly. AI opinion −8 only with non-trading empires.

Devolved Provinces
−10% Ore−15% Credits+4 loyaltyGarrison need 130%

Frontier · What a new world is for. · era 3 · 100 Influence

Homesteading Act
−20% ResearchSettler cost −50%outposts start at pop 3growth +25 on planets under pop 20amen −2 on any planet over pop 40

A plot to anyone who will break it. The universities empty.

Colonial Extraction
+25% on every extraction structure off the home worldfreight cost −30%loyalty −6 on every non-home planet

The colonies exist to be shipped home, and they know it.

Sanctuary Doctrine
+25% Researchamen +6 and housing +30% on your three most populous planets

Few worlds, well kept.

Force · What the fleet is for. · era 4 · 135 Influence

Deterrence Doctrine
−25% Creditsenemy fleets in your space attack −25%the AI's war-declaration weight against you −40%

Nobody attacks you. Nobody likes you either.

Expeditionary Doctrine
−20% Foodship range +1off-world unit upkeep −40%amen −4 per active war

The army lives abroad. So does the argument about why.

Citadel Doctrine
Garrison need 60%

Hold what you have. Holding is all this doctrine does.

Horizon · What the next hundred years are for. · era 5 · 180 Influence

Pure Science
−25% Alloy−30% Credits+35% Researchera-7 techs cost −15%

Knowledge first. The foundries can wait, and they do.

Grand Works
−25% Ore−4 amenitiesRing arcs and wonders: build clock −35%; wonders Alloy cost −20%

Everything that is not a monument is a distraction from the monument.

Open Exchange
+6 Influence per turntrade income +50%every alliance one rung easieryou may not declare war without a casus belli

Everything is negotiable. Nothing is defensible.

Legacy · How it ends. · era 7 · 280 Influence · permanent once adopted

The Long Peace
+10% Food+10% Water+10% Credits+6 amenities+8 loyaltyyou may never declare war againthe Expansion victory becomes unavailableany standing military above 12 units disbands at 2 a turn

The civilian ending. It has teeth, and they point inward.

The Iron Crown
−40% Research−5 amenitiesGarrison need 50%captured planets keep their structures and their charterevery AI names you their primary rival

The Great Work
−30% Credits+25% Dark Matter−4 amenities

The Ring builder's ending. Everything else is scaffolding.