Governments and Politics II

The Importance of a Good Wife:
Unlike the past game, your wife now has a greater impact. Not only will it influence your popularity and influence, it will also influence certain attributes your children gain. These benefits (and negative traits) depend on the family and profession of your wife.

If your wife comes from a military family:
  • Increase in initial skill for children
  • Increase in your military influence
  • Increase in chances of children entering the military career (taking away from politician chances)

Criminal family:
  • Increase in initial stealth for children
  • Increase in your criminal influence and you gain criminal connections.
  • Increase in chances of children becoming criminals
  • Increase in spoilage chances
  • May decrease (or increase) popularity if crime family is really known
  • Turns reputation into infamous

Merchant family:
  • Increase in chances of children becoming merchants or entrepreneurs.
  • Children earn money before age 18 (besides land incomes)
  • May earn family business

Politician family:
  • Increase in chances of children becoming politicians
  • Increases intrigue in non-player controlled children
  • May increase/decrease popularity
  • May increase influence and political power

Artist family:
  • Increases popularity of children
  • Increase in chances of children becoming artists
  • Increase in chances of children becoming spoiled
  • Increases effects of Public Speeches in children

Intellectual family (scholars) :
  • Decreases chances of children becoming spoiled
  • Increases reputation of children
  • Increase in chances of children becoming politicians (obviously less then politician family benefit)
  • Wife may provide assistance and advice pertaining to current political situations

Farmer family:
  • Increase popularity among poor and lower classes
  • Decrease popularity among aristocratic class
  • May gain a farm, possibly even land

Laborer family:
  • Increase popularity among poor and middle classes
  • Decrease in popularity among aristocratic class
  • Children may easily obtain a job during youth
Women 'running to your door': At high levels of popularity, money, and power, women may look for you to marry them, and some may just come for the 'pleasure' of being attended by such a powerful person. The latter women will have the same effects as the Extra Luxury effect, without being illegal. Needless to say, the other risks still prevail.

Proposals
When you announce marriage proposals, many (or a few, depending on your power) families will offer you a daughter for marriage. They will provide her age, beauty, and intelligence. The more beauty she has, the more popularity you gain when you marry her. The more intelligence she has, the more she can suggest you things, and the better she can stay out of trouble. For beauty, if it says not a pretty sight, it is the lowest and will hurt your popularity if you marry her. Sometimes, a family may even offer you money if you marry their daughter.
 
Recruits

Stats

Here is a detailed description of what each stat is for:

Intelligence: The ability to plan, strategize, and defeat other clever plans. This determines how well a person can get out of a risky or difficult situation, and direct the group more efficiently.

Skill: The fighting skill. This determines how good you are in combat, your skill with a weapon and bare fists.

Stealth: The ability to operate unnoticed. To be invisible, both in daylight and the dark. With this you can spy, assassinate, work undercover, escape, and other silent jobs.

Intrigue: The persuasive and political ability. The ability to see others emotions, intentions, and undercover plans. The ability to be persuasive and diplomatic. Speech is intrigue's weapon, which can be used to successfully bribe, interrogate, persuade, and more.

Co-operation: The ability to work well in a team. To work together, to have 'sportsmanship' to partners, to help each other, to fight in unison, and to be a well-oiled machine. Used when large groups are resolving a conflict.

Loyalty: This is at first the potential a person has to become loyal to you and your cause. This determines some of the actions and feelings towards you and your cause, and during missions. Very important to watch. (explained in more detail later).

Integrity: The scruples of a person. The moral values that bind a person. Helps determine the decision a person will take.

Morale: the will to keep fighting. (explained in more detail later).

Appearance: These allow and influence certain reactions from people around you

The following shows which conflict is resolved by which ability:
(This list does not include all the possible actions, it serves to provide an idea.)

Planning = intelligence
Running = skill
Escaping = stealth/skill
Capture = skill
Persuading = intrigue
Seducing = intrigue
Stealing = stealth
Assassinate = stealth
Following = stealth
Scout/Spying = stealth
Seeing intentions = intrigue
Way in speech = intrigue
Bribing = intrigue
Interrogating = intrigue, skill vs loyalty, integrity
Delivering = stealth
Searching = Skill, intelligence (of searchers) vs skill, stealth (being searched)
Using equipment = skill, intelligence vs difficulty of equipment

Special Stats:

The following are stats that do not appear with every unit or character. These only pertain to non-combat units.

Curiosity: The investigator's special stats. Once he finds an information, his curiosity will determine how deep he will dig in to that piece of information to find more.

Bargaining: The merchant's special stats. This determined his ability to buy at good prices, and sell to gain the most money. (ability is affected by how much they are payed, juts like workers)

Confidentiality: The messenger's special stats. This determines their ability to discretely deliver a message, to not look at its content, and to not answer any questions or tell others of what they carry. If interrogated, this determines their responses. This fights intrigue as an extra.

Your Stats

You will have the stats of skill and stealth to determine how you do in battle. Everyone starts with 1 of skill and 1 of stealth.

Ability level Description:
These are the levels for each ability (From worst to best):
1) horrible
2) poor
3) weak
4) inadequate
5) acceptable
6) formidable
7) decent
8) strong
9) excellent
10) powerful
 
Loyalty

Loyalty is a special stat that is measured but cannot be trained or changed in the same manner as with the other stats. This is very important to monitor.

Loyalty is generally lowered by:
  • Number of casualties (the more deaths the greater decrease)
  • Failure of missions
  • Suicide missions (missions were odds of winning are next to zero) A character would tell you of this when the order is given.
  • Failure to receive money/payment

Loyalty is generally increased with time. There are faster ways to increase loyalty which varies to each character's personality.

Morale

Though you will not see this described anywhere in your unit's stats, it is an important factor to keep an eye out for, especially with units that will see a lot of combat.

You can get a clear idea of your unit's morale by adding Overall Skill with Loyalty.

Morale is lowered by:
  • Each death by same key character
  • Assassination
  • Outnumbered
  • Fighting an infamous reputation character
  • Fighting others with intimidating in their extra information
  • Enemy reinforcement wave

Once morale reaches zero, enemy gives up or runs away. (intelligence, scruples, and values determines this).


Overall Skill

This is the measure of the overall skill of a character or you. The more Overall skill, the longer a unit may last in battle, and the stronger they are overall. These are the following ranks (from lowest to highest)
  • novice
  • apprentice
  • assistant
  • agent
  • master

Organizational stats

These are the most general stats that determine an AI organization's stats on secondary characters and groups. Each organization has the following 'abilities' which would be the average of all the people in the organization:
Intelligence:
Skill:
Stealth:
Intrigue:
Cooperation:
Loyalty:
Unanimity: (percent of people sharing the same stats, values, appearance, etc. )
Integrity:
Appearance:
Values:

A country can be considered an organization, and has organizational stats for groups of people who do not belong in any organization, group, or key characters. Unanimity here is determined by literacy, schools, Military unit percentage, ideals, social policies, etc.
 
May I reserve this spot for my character?
 
Weapons and Equipment

You may equip your units with improved and specified weapons to increase their odds of success. The weapons and equipment vary depending on the technology of the empire, and your imagination.

Weapons and Equipment have different effects and abilities. Some happen automatically, some have to be used successfully for the effect to occur. These are the two available types:

Special Weapon: Effect happens automatically
Equipment: has to be used successfully for the effect to occur.

For equipments, Skill and Intelligence influence the success of using the equipment.

Each weapon/equipment also has the following:
  • an effect (positive and negative)
  • a cost per weapon

The following are all the preset special weapons and equipment:

NOTE: all Standard weapons cost .01g and have no effect

Spoiler Ancient Era :
Ancient Era:
No techs:
  • Club
  • Standard weapon
  • Rock
  • Special Weapon
  • May attack from long range
  • Can be blocked or dodged
  • .02g
Archery:
  • Bow and Arrows
  • Equipment
  • May attack from long range
  • Can be blocked or dodged
  • increases attack
  • 1g
  • low difficulty
Bronze Working:
  • Sword
  • Special Weapon
  • slightly increases attack
  • .5g
  • Dagger
  • Special Weapon
  • slightly increases stealth
  • .3g
  • Bronze Armor
  • Special Weapon
  • increases resistance to attacks
  • .8g
  • Bronze Shield
  • Equipment
  • slightly increases resistance to attacks
  • .5g
  • very low difficulty
  • Spear
  • Equipment
  • May attack from long range
  • Can be blocked or dodged
  • increases attack
  • .7g
  • low difficulty
Spoiler Classical Era :
Classical Era:
  • Swords become standard weapons
Horseback riding:
  • Horse
  • Equipment
  • significantly increases escaping chances
  • increases attack
  • horse may die in conflict
  • decreases stealth
  • 2g
  • slightly medium difficulty
Iron Working:
  • Iron armor
  • Special Weapon
  • increases resistance to attacks
  • decreases to stealth and running conflicts
  • 1g
  • Iron Shield
  • Equipment
  • increases to resistance to attacks
  • .8g
  • low difficulty
Spoiler Medieval Era :
Medieval Era:
Civil Service:
  • Pikes
  • Equipment
  • May attack from long range
  • Can be blocked or dodged
  • increases attack
  • 1.5g
  • slightly medium difficulty
Steel:
  • Longsword
  • Special Weapon
  • increases attack
  • slightly decreases stealth attacks
  • 1g
Chivalry:
  • Full Body Armor
  • Special Weapon
  • greatly increases resistance to attacks
  • decreases stealth and running conflicts
  • 2g
Machinery:
  • Crossbow
  • Equipment
  • May attack from long range
  • greatly increases attack
  • slightly increases stealth attacks
  • 1.8g
  • slightly medium difficulty
  • Longbow
  • Equipment
  • May attack from long range
  • greatly increases attack
  • pierces iron armor and shields
  • 2g
  • medium difficulty
Spoiler Renaissance :
Renaissance Era:
Gunpowder:
  • Musket
  • Equipment
  • May attack from long range
  • significantly increases attack
  • pierces iron armor and shields
  • After firing in melee, weapon is useless
  • 2.5g
  • medium difficulty
Chemistry:
  • Smoke bomb
  • Equipment
  • Immediate escape
  • greatly increases stealth
  • 2.5g
  • slightly medium difficulty
Spoiler Industrial Era :
Industrial Era
Rifling:
  • Rifle
  • Equipment
  • May attack from long range
  • significantly increases attack
  • pierces iron armor and shields
  • After firing in melee, weapon is useless
  • 2.8g
  • medium difficulty
Spoiler Modern Era :
Modern Era:
Replaceable Parts:
  • Machine Gun:
  • Equipment
  • May attack from long range
  • greatly increases attack
  • pierces full body armor
  • 3.2g
  • medium difficulty
  • Pistol
  • Equipment
  • May attack from long range
  • significantly increases attack
  • pierces full body armor and shield
  • Has only six shots
  • 2.7g
  • slightly medium difficulty
  • Sniper Rifle
  • Equipment
  • May attack from long range
  • If hit, instant kill
  • greatly increases stealth attacks
  • If misses, risk chances of being discovered
  • pierces any armor
  • 5g
  • highly difficult
Spoiler Atomic Era :
Atomic Era:
  • Pistols become standard weapons
Rocketry
  • RPG
  • Equipment
  • May attack from long range
  • if hit, instant kill
  • kills three other nearby, damages building
  • very big decrease to stealth
  • pierces any armor
  • 10g
  • medium difficulty
Spoiler Information Era :
Information Era
Satellites:
  • Cell Phone
  • Special Weapon
  • Allows long range communication and coordination
  • calls may be intercepted, signal traced by other cell phones
  • .5g
Advanced Ballistics
  • Bullet proof vest
  • Special Weapon
  • great increase resistance to attacks by bullets
  • 3g

You can also submit your weapon ideas and see if they are approved and 'invented' by you. Just tell me the name, cost, tech requirement, and effect. Then I will decide if it is ok, or change some things, or deny it.
 
Blacksmiths and Arms dealers

To buy weapons, you must go, or send someone to go and buy the weapons you want to the local blacksmith. If you want a more secretive way to buy these weapons, you can visit the arms dealers in the lower district of the city. You must first find them, however...

Crafting your own weapons

If you own resources like iron, own a mine, and a business related to that, you may forge your own weapons. However, making these weapons takes more time and man power. You cannot make these weapons at an automatic production. You must order your business to create weapons, specifying which weapons and how many. This will cause regular production to stop for that session and the following update.
 
Financial System

This comes into play once currency is researched

This will enable players to invest money, create businesses and earn more money. Depending on the money invested and the current economic situation will determine your earnings.

There are many types of businesses you can create:
  • Agriculture
  • Mining
  • Manufacturing
  • Construction
  • Fishing
  • Banking (once banking is researched)
  • Moneylending (while banking is researched)
  • Merchant Trade Caravans
  • Entertainment
  • Business related to a specific resource
  • Think outside the box (PM me to see if that business is possible)

Business Details and Specifics

Agriculture: There are two ways to do business in this area:
Farming and Shopkeeper.

farming: This requires you own a tile with a farm (in-game)Here you would produce food or a specific resource, and then sell it to merchants and shopkeepers.
Shopkeepers: This doesn't require you own a farm. Here you would buy what the farmers produce and sell it to the crowds in the cities.

A farmer can do both types if he desires.

Best and Worsts
This business gets good profits if there is a big agriculture industry in the city. Having an in-game farm on your tile is far better then having an extra type of farm. You get the best profits if you farm luxury resources (Spices/Dyes/Cotton/Sugar). You can also get good profits if you farm wheat or bananas.
It is not a good business if there is a poor agricultural business in the city (there are no farms in-game).

Mining There are two ways to do business in this area:
Mining and Shopkeeper.

Mining: This requires you own a tile with a Mine (in-game ). Here you would produce minerals or a specific resource, and then sell it to merchants and shopkeepers.
Shopkeepers: This doesn't require you own a Mine. Here you would buy what the Miners produce and sell it to the crowds in the cities.

A Miner can do both types if he desires.

Best and Worsts
This business gets good profits if there is a big mining industry in the city. Having an in-game mine on your tile is far better then having an extra type of mine. You get the best profits if you mine luxury resources (Gold/Silver/Gems) or strategic Resources (Iron/Copper/Aluminum/ Coal). You get even better results with oil or uranium. It is not a good business if there is a poor mining business in the city (there are no mines in-game).

Manufacturing To manufacture your own goods, you must build a workshop or factory in a city or your tile (can be in-game or extra). You decide what you manufacture, and depending on that is the resource you need to create what you want.

Manufacture goods sell depending on the value of a resource.

Construction: This makes you earn profits when the city is building wonder, improvements and buildings, or when a player is building extra buildings. You would be providing supply and workers.

Fishing: There There are two ways to do business in this area:
Fishing and Shopkeeper.

Fishing: This requires you own a work boat (extra). Here you would produce fish or a specific resource, and then sell it to merchants and shopkeepers.
Shopkeepers: Here you would buy what the Miners produce and sell it to the crowds in the cities.

A Fisher can do both types if he desires.

Best and Worsts
This business gets good profits if there is a big fishing industry in the city. You get the best profits if you mine luxury resources (Whales/Pearls) You get even better results with oil. It is not a good business if there is no water tiles in the city.

Banking This would be creating your own bank and lending and saving other people's money. This obviously requires a lot of money, and makes you take big risks.

You would first have to build your bank (extra building). Then you can start lending money. You set the terms and the interest. You can also fund and invest other businesses.

Money-lending (courtesy of chgrogers)

Moneylender have all the abilities of a bank just not as refined and have more direct means of getting repayment but are much more risky than a bank would be.

These building are location specific. So a moneylender in Persepolis does not aid a player in Sayehabad. They have to use one in the city or travel to the locations to use them.
 
Merchant Trade Caravans This involves creating caravans, hiring merchants, traveling to other cities, buying and selling resources, and a lot of management.

This highly depends on the wealth of a city, the demand for products, and the need for products.

To create a caravan, give me the following information:
Investment: this is the money the caravan will have at disposal to trade with.
Merchant's Salary: How much are you going to pay merchants to conduct favorable business? (The more you pay him, the more effective he is.)
Route: cities you want them to visit, and the order (for example: Persepolis --> Artaparsa --> Persepolis) Specify if over water
Trade details: what you want to buy and sell in each city, and (optional) optimal prices to sell and buy (example: do not buy if price more than 8. Do not sell for less than 4)

Info on warehouses:
Warehouses generally work for storing extra goods you did not sell in a caravan trip. They also work for having business bases, offices, and managing centers. They keep you informed on the economic status of the city.
Cost: for every gold spent on building a warehouse you will get storage room for 1 resource(10 units). The bigger your warehouse the more storage and presence in the city you will have.

Entertainment: This involves things like circuses, theaters, coliseums, sport events, etc. For this you will need to build the corresponding extra building and hire people to perform, or create sport leagues.

This depends on the populations happiness (the happier, the more you receive in profits) and the cities wealth.
[/SPOILER]
Resources
Each is measured by packages of 10 units.
These are the costs:

Spoiler Basic Prices :
Resource basic price
Ivory...........................9 gold
Furs............................8 gold
Deer............................2 gold
Wheat.........................1 gold
Fish............................4 gold
Whales........................6 gold
Pearls..........................11 gold
Aluminum......................5 gold
Coal.............................4 gold
Iron.............................4 gold
Uranium........................20 gold
Gems...........................15 gold
Gold.............................12 gold
Silver...........................11 gold
Oil...............................6 gold
Sheep..........................2 gold
Cattle..........................3 gold
Horses.........................3 gold
Bananas.......................2 gold
Dye.............................9 gold
Incense........................7 gold
Silk..............................10 gold
Spices..........................9 gold
Sugar...........................8 gold
Cotton..........................8 gold
Wine.............................9 gold
Marble...........................10 gold
Lumber...........................2 gold
Food.............................. 0.80 gold

Prices change each session depending on the demand, need, and availability of resource. Compare to the basic prices to see how the value of each resource is.
 
Employees update
In any business you create, you must pay your workers. Depending on how much you pay them will tell how well they work. Compare to following:
  • Poverty: .01-1g
  • Poor: 1.01-6g
  • Lower Middle: 6.01-10g
  • Middle: 10.01g-20g
  • Upper Middle: 20.01- 30g
  • Upper Class: 30.01-40g
  • Rich: 40.01-50g
  • Aristocratic: 50.01g and above

Depending on how many workers you hire and how well you pay them will tell the efficiency and outcome of your business.

Jobs:
You can also get a job by using a movement: Job Hunting
If you want to do this give me the following:
  • Destination: (district and city)
  • Job Type: Business you want to work in.

Then you will receive choices to choose from.
You will then earn a new salary.

Extra Spending
This is spending on luxurious goods. These goods can increase your influence, popularity, and life expectancy.
  • Food You may want to spend extra money on food to increase your life expectancy. For every 5 g spent you will receive 1 bonus that will help you increase your chances of living. (expense is per session)
  • Luxury: There are three types:
    - Decorative: used to improve how you look (clothing, accessories). Used to decorate your house, amplify it, etc. Gives you a permanent influence increase. Everything in excess is bad, so be careful how much you spend on this, for it may hurt your popularity. For every 1 gold, +1 bonus to influence.
    - Consumable: Things like alcoholic beverages, tabacco, luxurious food, etc. Gives you a huge influence bonus for two turns. Be careful, too much will hurt your popularity and decrease your life expectancy. For every gold, +10 bonus to influence.
    - Vices: Illegal things like drugs or prostitutes that give you an even bigger bonus (+20 bonus to influence for every gold) but may have a big negative impact on popularity, reputation and even life expectancy. Will you take the risk?
  • Parties: You may spend money on celebrations and parties made fro the people to remember you. This will increase your popularity and reputation for a few sessions.

Spoiled Children:
Wealthy people may have to deal with spoiled children (only first born is immune to this)
Symptoms of spoiled children begin at age 10.
(Things like "I don’t want to go to school" "I hate poor people" "I hate sharing" or wanting everything they see very badly)
However, nothing is certain until age 14, when it is decided if a child is spoiled or not. If he/she is spoiled: there are several degrees of spoiled. (includes number and everything below)
  1. spoiled = likes to party excessively, does poorly in school, rebellious.
  2. Insubordinate = disobeys orders, wanders in the streets,
  3. Defying = Goes against what you believe. Will do things that seem horrible in your eyes.
  4. Violent = Drinks alcoholic beverages at early age. Takes violent actions. Spends little of your money.
  5. Drunk = Drinks alcohol, womanizer, spends your money.
  6. Addicted = Spends a lot of your money. Addicted to all vices, very violent (can kill you or siblings for inheritance money)

To see the symptoms, you must do the Family Visitation movement. (seeing how your family is doing and speak to them to know them better.
To fight this, you must pay to educate a child you think has the symptoms before age 14. You decide how much you want to pay. (No more then 95 per child.)
 
Extra Buildings
These are buildings that have no in-game effect on the empire, but are needed for certain businesses and can benefit the AI population:

  • Farm..............10g
  • Mine..............20g
  • Work boat........8g
  • Bank...............30g
  • Shop...............15g
  • School.............25g
  • Theater...........35g
  • Circus.............13g
  • Workshop.........40g
  • Factories..........50g
  • Warehouses.......5g
  • Moneylender Building......16g

Prices subject to change.

These prices are the basic. You can pay more to get more benefit or pay less and expect to get less. You can always improve your building by investing more money to increase size, etc. (what you paid for building * 9 = max. capacity)

Upkeep

For each building you own, you must pay an upkeep to keep the building running and from it falling apart. You must pay 25% of what you originally paid for the building as upkeep.

Transportation

To distribute your merchandise to your shops and into cities, you will need to pay for transportation. The regular fee is 1g for 10 units of any merchandise for every five tiles of trip. Price increases as more units are transported for longer distances.(example: 5g for transporting 5 Gold to city A, four tile journey. 6G for transporting 5 Gold to city C, an eight tile journey adding +1 to cost.) When traveling by road, distances between two cities do not matter. Traveling to more cities increases cost by +1.

Ships
You can also buy ships at ports to transport your goods and serve as Trade Caravans. These merchant ships are weak, and can be obliterated by in-game ships. The capacity a ship can carry is 10 units for every gold spent. The capacity for how many sailors it can carry is what you paid divided by 2.

You can also use these ships to raid the merchant ships. Just remember they are useless against in-game ships. (Yet you can also use in-game ships for your piracy or merchant needs)
 
Ahh sorry, wasn't paying much attention. How can i delete this post?
 
Living Expenses:

This is still part of the Financial System

These are default expenses that cover house, food, clothing and basic needs needed to live. Increases as you have more children and family members, and when you live in richer areas. When you cannot pay for these, you loose your house, or your family begins to starve (and possibly die). These costs also decrease when you own a farm, work as a farmer and have benefits, or when you live at a city palace.
The following are the expenses you will always pay:
  • Food: 3g per turn, per family member (including yourself)
  • Without this, your risk starvation and death of family members. You may only last a session and five turns in-game before people start dying. (younger family members die first)
  • When you cannot afford food, or have no where to buy it, you may hunt outside the city in unimproved tiles (movement). Your risk dangers in the wild against nature and wild animals. You may also steal (movement).
  • House: This depends on which district you choose to live in. The following are the prices for each district:
  • lower district: 0.5g
  • poor district: 2g
  • Middle District: 10g (or 8g to live very modestly)
  • Rich District: 25g
  • Downtown: 40g
  • You can also live in a tile/acre you own outside the city:
  • Rural poor: 0.25g
  • Rural middle: 5g
  • Rural rich: 20g
  • Suburban poor: 1g
  • Suburban middle: 7g
  • Suburban rich: 25g
  • The advantage of living in better, upper class districts is safety, and better reputation and popularity. Living in cities gives more of each then their rural or suburban counterparts. You can have a clear idea of which place is better by the prices.
  • Living outside the city makes doing walks around a district more difficult, for you would have to travel to the city from your tile/acre. You would see less and be more isolated from events in the city.
  • Clothing: You are a civilized man, you cant go around naked! You will have to spend 1g per family member, including you, to have clothes.
  • Cant afford it? You can get old rags only people in poverty wear for .25g causing a negative impact on popularity and reputation.
Overall you could be spending as much as 56g or more on living expenses, or as little as 3.50g to live as a lowly peasant.

Languages

This is valid since the beginning of the game.

To be able to talk to foreign people, you have to know their language. Until then the only way of communication is through gestures (description instead of dialogue).

Once two civilizations meet, historians may be exchanged to learn each others language and customs. They will also discover social and political issues of the other civ. After a session, these historians can translate during meetings.

Your character can also learn the other language by visiting other civ for two in-game turns or by going to a school/being tutored. Tutors cost 10g per turn. Once you know the language, you need no more translators and can know for sure what the other leader says.

Timing of Movements

The timing of your movement is important. At the beginning of the session, everything is more active. It is morning in the first few hours of the session, and people begin to come out and learn of what is going on. Then day time hits and the streets are full of activity. As the session turn ends, the day begins to end, and it is the perfect opportunity for more hidden, incognito and suspicious activities, or walking around without so much attention and traffic.

Translating this into the game, those who submit their actions and movements in the first day of the session's turn will receive the outcome sooner. The disadvantage is that you might not see, hear or notice other players activities. If you wait until the second day of the session's turn, you will receive the outcomes at the end of the turn, but fewer players will notice your movements and whereabouts. The exact hour also matters, for the order players submit their movements and actions, no matter which day, will determine who and what you see, and what others see of you.

You may now sign up!

to sign up, give me your:

House Name: This will be your house's name, which will be every character's surname.
First Name: For your first character.

Rule Changes and Notices:

There is a new session schedule to help me process all the movements better. After two days of the session-turn, the submission period for movements and actions shall end, and a day will be reserved for processing all movements and actions. During this day, no movements or actions shall be accepted or submitted. Then the Midsession Event will come and the pattern would repeat. I have created the time-line for this in the Quick Reference Charts.

I realized that players cannot really control when they want to do their movements because of time differences and RL. To fix this, I will let you choose the “time of day” for when to perform your movements and actions:

Morning: A period of time with few people in the streets, good for getting rumors and propaganda out to be told for the rest of the day.
Daytime: Regular period of the day, little crime, streets are in regular activity. Not good for stealthy business. Good for hearing opinions from the people of politicians and events
Evening: A period of time with people returning to their homes, nightlife comes out. Easier to find criminals.
Midnight: No one is out in the streets, best time for stealthy business. Not good for socializing with the crowds or AIs.

No matter at what time you submit the movements, you can always choose from any of the described periods. If you do not specify, I will see how long after the session post the orders were submitted and that will be the time of day when the orders will be performed. For assignments of your recruits, unless you want the unit to choose for himself and you trust his intelligence, you should specify.

I recommend you make your wills before your death. This way, I can easily update your stats even if your character died. This will speed up the transition from characters.

New option: Retirement. If you want to start using your character's son before your character's death, you may choose to retire, leaving control of the retired character to the AI and giving you control of the younger character. Be aware that if you retire you will loose your jobs, so make sure you can have the job transferred to the child or that he will have a job and continue to gain money and power from it.

Lobbying for a delay in session: If five players want the session to be extended, they may all PM me and it shall be done by adding an extra turn in the session. Leader of nation can also do this and it will be done (the perks of being king ;) )

Transition Time:
Do not forget that no movements or actions can be submitted during the transition time. No matter what you have learned during this time, what you plan and want to do, or anything else, they will not be processed. The only way I can process these is if they are queued for the transition time before the actual time starts.

I understand that things can come up, or that you suddenly have an idea you can do. For this reason, I will allow a 24hr. Period after the Conclusion Update is posted for adding and queuing actions and movements for the transition time. (This can also be seen on the timetable in the Quick Reference Charts.)
 
Sorry about the messed up earlier posts. Still learning how this site works.

House name: Uí Gaile
First name: Delwin
 
Reserved 12/12

You may now sign up! I will post the Guide tomorrow.

to sign up, give me your:

House Name: This will be your house's name, which will be every character's surname.
First Name: For your first character.

House Name: Uí Bréton
First Name: Lugh


EDITED
Spoiler :
Changed the name slightly to keep the more Celtic feel going.

To help out, here is some more terms similar to the ones Jehosua lists below.

Uí = Descendant (plural)
Ó = grandson (of)
Ní = grand-daughter (of)
Mac = son (of)
Nic = daughter (of)
Ua = an older form of Ó
Í = an older form of the word Uí

 
I sign in.

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House Name: Ui Neill.
First Name: Breandán

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On surnames

I suggest you change the system you outlined (for aesthetic purposes mainly) to the following system. ("first name", " maternal grandfathers name", son/daughter of "fathers name + house name") so: an example of the son of one Breandan Ui Neill and a Fiona NicLugh Ui Breton would go

Seamus Lugh MacBreandan Ui Neill : which is equivalent to : "Seamus Lugh, son of Breandan Ui Neill.".

just so you know, the following are useful terms when it comes to insular celtic (gaelic) names like im using.

nic = daughter of
mac = son of
bean = wife of (so fiona upon marriage would become Fiona NicLugh Bean Breandan Ui Niell)

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Spoiler :
I have to thank Tambien for bringing this issue to me. :D
From now on, marrying cousins three times consecutively will make their children completely sterile and sick. Marrying siblings two time consecutively causes the same effect.

Curse you Tambien. Artaparsi style endogamy, possibly less viable. (although I never married brother to sister, and I dont think I married cousins three times in a row so we'll see :p)
 
1. I agree with Jeho's proposed naming system
2. Of course Jeho takes the name of the most regular High Kings :p
3. Celtic surnames? I'm going to have to make something up as mac Whatever was standard for hundreds of years
4. Being proud of my Irish heritage I'll be playing as my own ancestors - my family honour is therefore at stake and I'll be highly invested.

Therefore:
Clan name: Uí Dáire (Dáirine aka Clanna Dedad)
Starting Character: Cú Roí
 
2. Of course Jeho takes the name of the most regular High Kings :p

I did unambigiously win the original GaP. Im entitled to an illustrious Clan Name in GaP II :p.

Also as to my ancestry, it is irish/scottish in a similar manner to yours ;) (Cenél Eóghain, Clan Neill on my fathers side: Cenél nGabráin, Clanna Dedad on my mothers (specifically from one of the seven clans of the Siol Alpin in Scotland)
 
House Name: Khan
First Name: Christos
 
:rolleyes:

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celtified Christos' name to

First Name: Críostóir
House Name: Cadwaladr ("battle-leader" in welsh])
 
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