Where AIs are deployed:
First World Colonization: A large planet hosting around a hundred colonization bases.
Second World Systems: Medium or small planets, occasionally large ones. Typically, only one colonization base is deployed per planet. AIs who failed to secure a First World system but have sufficient funds for independent planetary development are eligible for Second World assignments.
Third World Systems: Roles as supporting AIs specializing in specific functions such as production oversight, security, and more.
Base Development Budget for a First World System: The budget allocated is enough to construct a minimal perimeter defense system. Minimal defense includes:
A 1.5-meter-high fence, either chain-link or thin concrete blocks (not resistant to small-arms fire), per the customer's preference. Several dozen low-armor-penetration automated turrets, integrated with the base AI, arranged along the perimeter but without overlapping fields of fire. Optical and infrared sensor arrays covering the perimeter without overlapping zones, connected to the base AI. Funds to hire an initial garrison and sustain it for the first five years. The garrison may number up to 100 personnel; hiring more is optional but at the AI's expense. Funding for internal perimeter monitoring systems, but only enough to cover key points vital to base operations.
The budget must also cover construction of one type of production facility, selected from the First Colonization list, such as:
Construction materials production (partial cycle, requiring purchase of some raw materials). Mineral extraction. Ground vehicle manufacturing: civilian, military, or specialized (assembly with expansion potential). Ammunition production for small arms (partial cycle, requiring raw material procurement). Spare parts for commonly used electronics (partial cycle), clothing or equipment manufacturing (requiring additional raw materials). Agriculture or hydroponics.
Additional funding covers construction of storage facilities, the base control center, garrison barracks, vehicle parking, personnel housing, and a landing pad for Earth-space transport bots. A 10% surplus can be allocated for infrastructure expansion, quality-of-life improvements, or other expenses at the AI administrator's discretion.
Transportation and Equipment Budget:
Funds are sufficient to purchase civilian and military vehicles to transport half of the standard garrison simultaneously (50 personnel). Military vehicles include:
Command armored car: 3 seats (driver, commander, communications equipment) Supply armored car: 2 seats (driver, alternate driver/senior crew) with a cargo bed holding up to 10 tons - two units Armored personnel carrier: 6 infantry + 2 crew (driver-mechanic, commander-weapon operator) - 3 units Military ambulance: 3 crew seats, light armor, stretchers for 6 patients Technical support vehicle: 3 crew seats (driver) Military transport truck: 2 cabin seats, 12 in the cargo bed, plus capacity for ammunition crates
Civilian vehicles include:
Fuel trucks - 2 units Mobile crane - 1 unit Fire engine - 1 unit Hose-pump fire truck - 1 unit Ambulances - 3 units (1 fully equipped for resuscitation) Police cars - 2 units (4 seats each) Police minibuses - 4 crew seats, 8 detainee/passenger seats, with weapons and armor racks Passenger buses - 30 seats + driver - 5 units Modular trucks - 5 units with 10 modules (tractor, flatbed, dump truck, crew bus, paddy wagon, utility vehicle, etc.)
An additional 20% budget is allocated for equipment purchases. Vehicle types, quantities, and configurations may be adjusted according to the AI administrator's requirements. Funds also cover household items, food rations, spare parts, clothing, and footwear for colonists.
Deployment of the AI Arbitrator:
A specially assigned AI, called the Arbitrator, is deployed in a well-protected mountain bunker. It manages a small space platform containing:
10 Earth-space shuttles 10 space-to-atmosphere fighters Several anti-meteor defense cannons (effective only against lightly armored civilian ships) A garrison of ~200 personnel Two docking ports for medium-class ships or smaller A medical unit and supply storage
The Arbitrator also controls a group of high-orbit communication and navigation satellites, a navigational beacon for interplanetary ship guidance, and a transceiver linked to the imperial info-network.
Tasks of the Arbitrator:
Monitoring near-planet space and preventing contraband deliveries Inspecting incoming cargo and passengers, allocating them to bases Fiscal functions (collecting taxes; for the first 100 years, revenue is controlled by the Arbitrator) Maintaining communication between bases Establishing a planetary trade hub with three divisions: civilian products, military products, and labor market, facilitating trade among bases, incoming ships, enterprises, and organizations Overseeing officially sanctioned military conflicts between bases (regulated and taxed to prevent conflicts in the early years) Handling financial transactions with galactic/imperial banks and inter-base transfers Issuing rewards for neutralizing or capturing rebels and smugglers Providing grants for completed tasks Organizing aid for attacked bases, except in cases of declared war Reviewing unresolved complaints from base-level AIs Performing other covert functions
Goals for AIs on First World Bases:
Remain the sole AI on the planet by eliminating, acquiring, or buying out competing bases; expand into space; or, if necessary, sell the base profitably and move to a Second World system with strong starting capital. Task deadlines are open-ended.
Goals for AIs on Second World Bases:
Colonize the planet, expand into space, and avoid bankruptcy.
Goals for AIs on Third World Bases:
Repay debts (if assigned due to failure in the Second World), gain managerial experience for potential First World deployment, and/or, after settling debts, move up to a First World system.