public void configQuickstart(Object args[]) {
    
    //
    //
    final TerrainGen TG = new TerrainGen(
      64, 0.0f,
      Habitat.ESTUARY, 0.15f,
      Habitat.MEADOW , 0.35f,
      Habitat.BARRENS, 0.35f,
      Habitat.DUNE , 0.15f
    ) ;
    final World world = new World(TG.generateTerrain()) ;
    TG.setupMinerals(world, 0, 0, 0) ;
    TG.setupOutcrops(world) ;
    final Base base = Base.createFor(world, false) ;
    
    //
    //  
    final Human ruler = new Human(new Career(
      Rand.yes(), Background.KNIGHTED, Background.HIGH_BIRTH,
      (Background) Rand.pickFrom(Background.ALL_PLANETS)
    ), base) ;
    final Human consort = new Human(new Career(
      ruler.traits.female(), Background.FIRST_CONSORT,
      Background.HIGH_BIRTH, ruler.career().homeworld()
    ), base) ;
    
    final List <Human> advisors = new List <Human> () ;
    advisors.add(ruler) ;
    advisors.add(consort) ;
    final List <Human> colonists = new List <Human> () ;
    for (int n = 2 ; n-- > 0 ;) {
      colonists.add(new Human(Background.VOLUNTEER  , base)) ;
      colonists.add(new Human(Background.SUPPLY_CORPS, base)) ;
      colonists.add(new Human(Background.TECHNICIAN  , base)) ;
    }
    for (int n = 3 ; n-- > 0 ;) {
      final Background b = (Background) Rand.pickFrom(COLONIST_BACKGROUNDS) ;
      colonists.add(new Human(b, base)) ;
    }
    for (Human c : colonists) {
      for (Skill s : house.skills()) if (c.traits.traitLevel(s) > 0) {
        c.traits.incLevel(s, 5) ;
      }
    }
    
    base.incCredits(10000) ;
    base.commerce.assignHomeworld((System) house) ;
    base.setInterestPaid(2) ;
    base.commerce.assignHomeworld((System) ruler.career().homeworld()) ;
    final Bastion bastion = establishBastion(
      world, base, ruler, advisors, colonists
    ) ;
    
    beginGame(world, base, bastion) ;
  }