Symphony D.
Deity
Realistically, colonization of Mars will occur in the mid-to-late 21st or early 22nd Century. It will be spearheaded by America, China, and Russia, with the possibility of eventual Brazilian, Indian, Japanese, and European involvement. It will probably be conducted under international cooperation, since the cost is prohibitive. Odds are it will look sort of like Antarctica: each will have their own research station. Earth politics will probably tend to look about the same with some occasional disruptions.Any suggestions on a backstory would also be valuable. Though, I am not looking to rip off sci-fi books involving colonization of Mars, and their political climates. Rather, to create something that players can form their colonies within, an environment that would support the unique identities of their colonies. I am hoping for these colonies to be unique indeed, and not just puppets of Earth governments or rip-offs from Robinson's trilogy. A certain level of autonomy would be best.
Realistically speaking, colonies would after a certain point probably come to be regarded along the lines of what the US calls an "Unorganized Territory." Earth will be there, and it will be important, but it will not usually have a direct controlling hand.
Then that is all the reason that is necessary to strip out the facility enhancements and what not. That system isn't streamlined, and neither is a points-based game. If you want it to run smoothly, allocate each colony a population, an infrastructure statistic, a manufacturing statistic, and a research statistic. That's it, really. Tiers for these can be pulled from any number of NES rules. Focusing in on whether a given colony has a gym or a community pool or whatever is the needlessly excessive detail you say you're trying to avoid.Finally, when replying to me, please keep in mind that the NES I am envisioning is one that will not take up that much time, is relatively "broad" in a certain sense of the word, and is designed to be that way - however any way we can put more details in, but keep it streamlined, then that is always a plus.
Terraforming is going to take, realistically, between 100 and 1000 years to produce notable results--you can basically ignore it except to have players doing something in the intervening time period. Let them figure out how to do it: industrial-scale production of CFCs, importing atmospheric fixers, genetically engineered plans, thermal boreholes, nuclear aquifer melters, solar lenses, or whatever. The material exists. The more they coordinate their efforts (or compete constructively) the quicker things will happen, but you won't see anything for dozens of turns.
The one area that will be tricky to run under this kind of system would be research. It should probably be done informally if you want a rapid pace, just be sure to keep track of it somewhere private and keep it consistent.
The graphic is MOLA elevation data. The topographic lines are also from MOLA, at 1:25m scale, in three different files (one Mercator, two Polar Stereographic; effectively Sheet Two but in a vector format). I overlaid them onto the elevation data in ArcGIS, locked all three down, changed the projection to Winkel-Tripel, and set the scale to 1:35m. It's not done because ideally the background would be that seen in Sheet Two for easy coloration; the MOLA Graphic is artificially colored and was just used for positioning.Where did you find the map that you posted? If you made it, then I am very impressed.
Short way around, yes, I made it myself.