Okay, so as an example, let's say someone wanted the resolution mentioned earlier. Your action during this council session would be Call for Vote: "Palenque must always build the highest available strength unit.
At the end of this council session (Monday), we'll see if the action resolves. The only way it wouldn't would be if someone attacked you, cancelling your action and forcing you to defend yourself.
Then, council being over the game will progress 1 turn. Since there is an open vote, the council would meet again (the 2nd council) after that 1 turn.
In the announcement of the new council session, I would announce that there was a resolution to be voted on. Players would get to vote YES/NO to pass the resolution in addition to their action for that council session. Voting does not count as an action, but players could campaign (does count as an action), which would double the strength of all their votes (if there were multiple issues to be voted on).
Since this particular resolution is about Palenque construction, only players in Palenque could vote on it. Right now Palenque is our only city of course, but if perchance a player was attacked and forced out of the city during the 1st council session, they would be unable to vote.
At the end of the 2nd council session, the votes are tallied. (There is no way to stop a player's vote, although you could attack a player and cancel their campaign action). If Yes > No, the resolution passes and goes into effect. If tied, it fails.
Part of that means, plan in advance the timing for your resolution because you need to be a gameturn ahead. For research or construction, not such a big deal. You'll lose a turn that would get spent researching or building something else, but then can be switched.
But if your resolution was The Mayans will selection Tradition as the next social policy, you want to do that before the council session when its an "urgent matter" to select a social policy. Because if you wait until then to propose the resolution, some other policy will be chosen during that 1 game turn advance between council sessions. (Either by someone's order on what policy to choose, or random selection). Of course, the vote on your resolution still happens. If it passes it still goes into effect, and Tradition would still be chosen as the next social policy. But that social policy might be 20-30 gameturns down the road, instead of right away.
Does that help?
See other posts on the first part. View it as joining a tribe is the new players' action for this council session (just as switching tribes would count as an action for existing players). Therefore they don't get to perform any other action.
OK, this clarified almost everything, just one more question:
To queue up the techs to research, do we have to command it, or do we have to make a resolution for it? The same for construction.
This one I think I can handle, even though yahzuk, as always, has the patience of a saint with us.
Anything can be Commanded, except for the following (from Page 1):
May not be used to control foreign policy.
May not be used to sell buildings or disband units.
May not be used to change result of a Resolution. (I.E., Resolutions "trump" commands)
(Although if you want to command construction, you have to live in that city.)
Resolutions, on the other hand, are limited only by our imaginations, political (voting) realities, and the fact that we can't change the rules of the meta-game.
This one I think I can handle, even though yahzuk, as always, has the patience of a saint with us.
Anything can be Commanded, except for the following (from Page 1):
May not be used to control foreign policy.
May not be used to sell buildings or disband units.
May not be used to change result of a Resolution. (I.E., Resolutions "trump" commands)
(Although if you want to command construction, you have to live in that city.)
Resolutions, on the other hand, are limited only by our imaginations, political (voting) realities, and the fact that we can't change the rules of the meta-game.
All of the following are valid:But I mean, you can command to research Pottery
But if you want to queue up techs then you would have to do a resolution
And if it passes, it will be harder for anyone to do a resolution to cancel THAT resolution
Besides, I don't see how you could queue techs up with a command
So the real question would finally be, can we queue techs up? As you suggested to Carnid, GreyWithAnE?
Resolutions don't expire. You could during this first council session propose a resolution "Palenque shall immediately build a giant death robot as soon as it is able." If it passes, that resolution will go on the books and stay there unless someone passes a resolution to change or cancel it. And some 400 turns from now when we have the technology and the uranium, Palenque will stop whatever its doing a build a GDR.Edit: Because I was writing when yahzuk posted
So, if there's nothing "urgent" to decide, the council meets every 10 game turns because of yes
So basically the resolutions expire after 10 turns(?
Resolutions don't expire.
Command research of Pottery
So, if I understood the rules clearly, it means that if player A commands something, and is supported by player B, C and D, but evil Dr. X attacks player, cancelling his command, player B, C and D turns out to be supporting.. nothing?
That doesn't seem right. I think players who support each other should be put in a pool, regardless of who command initially, and the remaining players not being attacked would calculate the strength of the command. Else there is no point in supporting anyone if the whole thing can be canceled by a single other player. That would mean we'll always have to make our commands and supports in private, and the only viable strategy to possibly counter a group's command would be to randomly attack them and hope to pick the right target, which is only a viable tactic if you know you don't have enough players to have a stronger command, which you will never know because it's always private.
Also, people who support each other should automatically be considered as defending each other, else it would leave us to choose between defending a player (the one issuing the command) and supporting him. Which is a guess, again, because we don't know whether the opponent will try to out-command us or attack us. This means the whole system requires a lot more guessing than thinking.
You have to pick a command issuer, guess whether you should support or defend him, and the opponent has to guess whether they should try to guess who is issuing the command and attack him, or if they should try to out-command the other. And all this coordinated via social boards and PMs. I understand it leaves room to spying and treachery, but that's going to work one time, and then the "gangs" will define themselves and that'll be the end of that.
I guess we'll just see how it goes.
wait, there was no mentioned that if defence > attack then attacker driven out. This is for vice versa but for attacker throwout yahzuk pls confirm that it is correct
wait, there was no mentioned that if defence > attack then attacker driven out. This is for vice versa but for attacker throwout yahzuk pls confirm that it is correct
Well, in the beginning we are not playing that mucch against each other
If somebody attacked Carnid, then there would be 3 people supporting his defense, that would be Carnid's strenght (4) vs random player (1)
So random player would be thrown out of the city and somebody would surely stop him from coming again.
Although: I sincerely find REALLY stupid that there are 3 people Supporting Carnid.
They should wait and see:
1)If Somebody commands another research AND has MORE (I mean 2 people supporting) support than what Carnid originally had (With Ceskari's support)
2) If somebody attacked Carnid, hi is defended already by Ceskari, so the player attacking Carnid would still get thrown out of the city, so it would be better to command again, since nobody wants another research
They should perform commands of their own.