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Dissent on Mars›Events›Laws pt. 1
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Laws pt. 1

Dissent on Mars · published 20 months ago

All eventsPlayers around this dateRead on Steam

Each colony in Dissent on Mars has a constitution that determines the rules for how the colony operates. In previous posts, we’ve explored the different parts of a constitution: allocation systems, property rights, money, consumption rights, and decision making. Today, I’d like to talk about laws, which provide additional rules based on the constitution.

Revolution


If enough people are protesting, you can declare a revolution and design a new constitution. Hopefully, you can find solutions to the colonist’s problems without abolishing the whole government, but hey, sometimes you’ve gotta do what you’ve gotta do!

Product Policy


This law determines what types of products colonists can buy at a distribution center. They can either buy any product that’s available, or they can only buy products that were included in their consumption plan. If the colony uses democratic planning, colonists will create consumption plans that signal what they plan to buy. Changing the product policy prevents them from buying things that weren’t included in their plan.

Surplus Limit


If the colony uses democratic planning, a supercomputer called the allocation computer calculates the supply and demand for everything in the economy based on the colonist’s plans. If everything is feasible, the plans will be approved. The surplus limit determines when the allocation computer considers a product feasible. For example, if the surplus limit is 5%, every product in the colony would need to have a surplus of 5% or less to be considered feasible.

Round Limits


If the colony uses democratic planning, colonists will negotiate how the economy works through multiple rounds of planning. Since negotiations can go on forever, there needs to be limits on how long they can last. Two laws help with this: the first sets a limit for how many rounds in a row a product can be unfeasible before it’s forbidden, and the second sets a limit for how many rounds can occur before all products are forbidden. The colonists will try to negotiate a feasible plan, but if there are some products they can’t agree on they’ll eventually be forbidden. If the negotiations continue to go on for a long time, the second limit ensures the process will come to an end.

Conclusion


I’m guessing this post gave you a lot to chew on, so I’ll talk about the remaining laws in the next post!

Wishlist and Follow Dissent on Mars


If you haven’t yet, please wishlist and follow the game so you can stay connected! It would be great if you could tell your friends about it too.

https://store.steampowered.com/app/2138560/

Thanks for reading,

Michael

More from Dissent on Mars

Other announcements

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Major update8 Jun 2025v2.00 Now Availablev2.00 of Dissent on Mars is now live! There’s a brand new tutorial that’s broken up into eight chapters. We think it does a better job showing how the different economies work and will help with the steep learning curve. It’s broken up into digestible chunks, and there are challenges along the way to test your knowledge. Just like the old tutorial, you can enable it while designing a new societ…Community23 May 2025Devlog #6The new tutorial is content complete, so now I’m testing it with people and making edits based on that. So far, it seems to be helping! Hopefully, I’ll know when the update will be released the next time I post! Thanks for being patient with me, and I hope everyone has a great weekend, MichaelCommunity9 May 2025Devlog #5The new tutorial is over 50% completed! I finished the first 4 chapters that focus on the different allocation systems, and now I’m working on the chapters that focus on building, natural resources, and colonists. I don’t have a date for when it will be finished, but I wanted to let everyone know that I’m still working hard on it. Have a great weekend, Michael