Okay, so the pre-update is now up. The last few rules have been straightened out and we're ready to go.
I've also updated the rules section with the rules from the Central Expanse thread. Also, there are some additions to the starting resources section. Anyways, here is what I will need for the next update. If everyone can get orders in by Friday, I'll put up our first real update by sunday.
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B]1. Spend Starting Resources - 25 points[/B]
Here is that info again:
1 General Point equals:
1,000 gold pieces
25 Research Points (starting rp cannot be spent on innovations beyond tier 2)
25 Culture
5 Faith Points
* A PO may spend 10 General Points during organization creation to make their Homebase hidden.
Note: Tier 1 techs cost between 50-100 rp.
2. Spend Actions/Assign Members
(all this info is now in the rules section under Missions)
Each organization starts with 10 members. You also receive 3 actions per turn. You may spend 1 action to assign any number of members to any of the following missions:
Missions
Attack - Units will attack a specified single target in the square they are in. Attacking occurs automatically if the units move into a square with hostile units. Attacking in this way still uses an action and cannot be done if the PO has no actions to spare. Attacking a target can result possibly in the capture, damaging, or destruction of a target and/or the damaging/destruction of the attacking units.
Diplomacy - Units will carry messages to NPCs and NPOs. Each action spent on diplomacy can only carry one message, of which the length is not limited, and barring any unfortunate events the messenger(s) will bring back the reply. Certain units, as described in their entry, will help to bring back more favorable responses. Communication with other Players is unlimited and requires no actions.
Espionage - Units will attempt to bypass detection and defenses in order to attain the specified target.
Fortify - Units will attempt to better the defenses of the specified area to increase chances of victory in case of an attack.
Move - the units designated will move their movement up to the amount specified in the orders.
Recruit - Any unit can recruit, though certain types will be more successful at it as described in the unit entry.
Work - Units capable of producing gold, mallets, research or culture do so, with whatever buildings and tools they are assigned to use.
The mechanics in the first four are not going to be revealed entirely. You will be told which units/buildings you discover can give you bonuses to them.
The last two, Recruit and Work will be fully explained now. Any member (even untrained) can perform them, although later units will be more efficient and achieve better results.
Recruit: Cost - 1 Action
Effect - Adds a number of members to your organization.
Each member assigned to this mission will provide about 0.5 new members.
Work: Cost - 1 Action
Effect - Choose a resource from the following list. Your members will produce that resource.
Gold - About 40 gold per member
Research Points - About 1 rp per member
Faith Points - About 1/4 fp per member
Note: Later units/improvements can perform these missions much more effectively.
Everything produced in these missions is the minimum estimate. You will produce at least this much, but there is a chance you can receive more. Any description of how your units are performing the mission wil help your chances a bit. It doesn't have to be long, just a sentence or two.
For example:
Spend 1 action on Work - collect gold. 5 members will beg on street corners, pretending to be homeless.
Spend 1 action on Work - collect fp. 4 members will preach in the markeplace about Junil's code and how following it will lead to salvation.
etc.
Email/Pm these two things for your orders by Friday. Between now and then I'll send out everyone's stat sheets also, but you shouldn't need that for the first update, it just lists what you already sent me for you PO description.