Welcome to a live playtesting thread, where we walk through the rules as they currently exist in order to get a feel for where 2E is headed and isolate any immediate problems and get them corrected prior to the release of the draft rules. A lot of the rules only currently exist in scattered note form, so this is definitely going to be a "touch and go" affair.
As the thread title indicates, this isn't a one-way information dump: you, the reader, will be invited to determine the fate of our test empire. You will take on the role of one of the Republic's elected representatives, which means that periodically you will be given the opportunity to vote on a course of action for the Republic.
I will answer rules questions as we go, and I am sure we will get into some spirited discussions of what rules seem to work, which don't, and so on. That is all part of the reason for putting this thread together: we need to get a feel for what does or doesn't work, and your feedback and participation is very important to us.
Now, to kick things off, let me describe the basic rules we will be using in this campaign. It is going to be a Captain Campaign, which means that we are going to be a step in detail above the basic Commander Campaign as far as star system detail is concerned but still not at the same level of detail as a Commodore or Admiral Campaign. There will be at most one planet per star system we visit, we will not be worrying about star types, but each planet can have climate values that will affect our ability to live there.
This campaign is also using an exploration campaign in which systems are connected via jump lanes rather than a hex-based starmap. Jump lanes are a more familiar option, and is better defined for purposes of this playtest. Furthermore, I will be using an experimental two-dimensional coordinate-based mapping option that should offer similar results to the exploration option from the Companion in 1E while being a bit more versatile.
So, without further ado, let's learn about our home star system and our homeworld:

Vangaarden
Single Star System, Coordinates (0,0)
Adaptable World, Climate 7/7/7/10
4 Census, 10 Morale, 1 Productivity, 2 Agriculture, 1 Tech
RAW 3, Carrying Capacity 6, Biosphere 4, Moons 0
No Survey Results
This planet was generated randomly using the system generation rules from 2E. My first result on the chart was for a Dead World (equivalent of Hostile in 1E), so I rerolled and ended up with an Adaptable World. We can make do with one of these, so I kept it and finished rolling out the stats.
The first thing you should notice is that our home system is a "Single Star System". You will always roll on the Star System Configuration Table regardless of the system detail level you're using. The rules have been changed so that a system's configuration will affect the types of planets you can encounter. It also allows us to present the possibility of discovering star systems that are either empty (Starless Void) or contain stellar-mass Black Holes.
Looking at our Climate values, Vangaarden is not a very hospitable planet from a Human's perspective. The four values, presented in slashed notation, represent Temperature, Atmosphere, Hydrosphere, and Gravity, respectively. The temperature and atmosphere are a bit more severe than Earth standard, and the Gravity is extremely severe. We Vangaani, being native to the planet, absolutely love this type of climate, and these are our preferred climate values.
Note: If we were using the Menagerie rules, the Vangaani would receive 9 species design points to spend on traits.
The "colony line" lists all of our colony's current stats: Census, Morale, Productivity, and Agriculture are all present on our planet right now. Morale is currently set to its maximum value of 10, but it has a minimum value of 0 (for those keeping score at home, allowing your Morale to fall to that value would be very bad).
The only infrastructure at our colony are 1 Productivity, 2 Agriculture, and 1 Tech. I will get into the ramifications for this and why we don't have any Supply, Intel, or Commerce infrastructure present later. Originally I wasn't going to give us any Tech infrastructure to begin with, either, but during generation I decided it would be a good idea to give us a head start in this area.
The next stat line shows our planet's intrinsic stats, including RAW, Carrying Capacity, Biosphere, and Moons. Our homeworld ended up not being very mineral rich or spacious, but I am sure we'll manage. The bigger worry is our low Biosphere stat -- it might become hard to feed our people unless we find a good colony site with a high Biosphere value.
For further review, I am going to hand you off to your government ministers to describe specific conditions:
Economic Report
The Republic currently controls a single colony, our homeworld. This world has a normal economic output of 4 Census x 3 RAW = 12 EP. Unfortunately, we are still an Industrial power -- which means that our economic output is quartered, giving us all of 3 EP per turn in income. This will obviously have a drastic effect on what we can do each campaign turn, and will also necessitate the first few "game turns" be played out in year-long intervals, just to allow us to gain enough Economic Points to be able to afford anything.
Note: I started us out as an Industrial power so that we could experience what it would be like on our way towards becoming an Interstellar nation.
Production Report
Our current production output is 4 Census x 1 Productivity = 4 EP per turn. That means we can spend at most 4 EP per turn on unit purchases. Luckily, infrastructure improvements do not count against this limit! Right now we probably won't have to build too many units, so the 4 EP limit won't be too constraining.
Agricultural Report
Our Home Minister reports that our Census currently requires 8 Foodstuffs to survive. The current Agricultural Output at our homeworld, Vangaarden, is 2 Agriculture x 4 Biosphere = 8 Foodstuffs, or exactly the amount required to meet our immediate needs. Before the empire's population can expand, we will need to purchase additional Agriculture infrastructure at our homeworld.
Tech Report
We are in fact a Late Industrial power, having completed some of the research required to advance to the Interplanetary stage. Our current slate of technologies look something like this:
Anti-Ground TL 1
Anti-Air TL 0
Attrition TL 0
Carrier TL 1
Command TL 1
Defense TL 0
Mobility TL 1
Sensors TL 0
Shipyard TL 0
[I rolled 89% for tech completion, and because I have not finalized the chart of techs required I just kind of winged it for the purposes of this list]
We are currently lacking the following techs to become Interplanetary: Anti-Ship, Anti-Fighter, Engines. Once we unlock these technologies, we will advance to the next ETL.
Now, we have 1 Tech at Vangaarden, and this point of Tech infrastructure will generate 1 Tech Point per turn, for 12 Tech Points per year. Now, if we wanted to unlock one of those techs we need for Interplanetary ETL, the cost would be:
(0 + 10) x 10 = 100 TP
So, barring the construction of some extra Tech infrastructure, it will take us 8.4 years per field unlocked. That is a long time. If we wanted to increase our Tech to 2 at our homeworld, it would cost us 20 EP, an amount we can earn in just 7 turns. In other words, if we wanted to, we could plow all of our available income (after maintenance) into Tech to allow us to close that gap a bit more rapidly.
Census Report
Our empire contains 4 Vangaani Census at our homeworld. To keep things simple, our empire has a Population Growth Requirement (PGR) of 100, which means that we have to bank 100 Population Points into our Population Pool before we will experience population growth. 1 Population Point is banked per turn for each Census in your empire. Now, because we are still Industrial, our PGR is doubled to 200. It will take 50 campaign turns before we have enough Population Points banked to allow us to place an additional Census.
When the time comes, placing that additional Census will increase both our economic and production outputs, because both are tied to our Census stat. So population growth is definitely a desirable thing, especially for a crappy little empire like ours.
Ground Unit Report
Even a Republic like ours requires some ground troops to enforce the peace. I will design a ground unit and throw a full write up in here about it tomorrow.
In any event, 1 EP of our income is going to end up being required to pay maintenance on a group of these ground units, which will leave us 2 EP per turn to spend.
Comments thus far? Questions? Sorry for leaving everyone at a "to be continued" sign -- it took longer to assemble this than I had thought (it took all of 5 minutes to generate, but much longer to write!).
-Tyrel