RPG Announcements

BCLG100

Music Master
Joined
Apr 11, 2002
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This thread is for important RPG announcements by the RPG managers and moderators. If you have an announcement that you feel should be broadcast to everybody, send it to an RPG manager to post here. Other messages should be posted to the electronic bulletin board.
 
Announcement

this should have been done sooner

Stuck_as_A_mac strider and civanator made sub managers respect and fear them ;)
 
To try to differentiate the official threads from the rest (and make it easier to find them) I have changed the thread icons of all of them to the orange arrow. Please do not use this arrow for non-official threads. If I missed any official threads, please point them out to me.
 
There are 2 major rule changes and 1 minor one recently passed by the RPG Managers. The Rules Thread has been updated with the changes.

The first change allows businesses to use their normal losses to directly pay for resources and salaries. A normal reseller loses 40% of each sale. Now, that reseller can use half of that loss to pay employees and half to pay a manufacturer who supplies their product. The maximum that can be applied to salaries or suppliers is 20% of sales.

The second change adds a new ability and 3 new subabilities to the Character Stats rules. WARFARE has been added as an ability with subabilities of Engineering, Strategy and Tactics. No contest configurations have been created for these yet but will be coming soon. Existing characters will receive 2 additional points to apply to any ability and 5 additional points to apply to any subability. It is encouraged that these will be applied to the new ability and subabilities but that is not required.

The last change is a limit for new character generation. A maximum of 5 points will be allowed in any single subability. This does not affect characters created before this restriction was put in place.
 
There has been a small change to the basic ruleset. The Bank Manager position has been disolved. The requirements for rulechanges have been altered to:

Rule changes in the Main rules require a unanimous vote of the 3 managers. Rule changes in subset rules require a 2/3 majority from the managers. If a manager has not responded to a rule change request in 7 days they are assumed to have approved the change.
 
#1: The option to receive pay per turn played instead of per scheduled chat has been removed. This option was never used and would cause difficulties with our established systems.

#2: Land Office Lottery. The restriction that a player must have enough cash on hand for all the tiles they wish to list has been relaxed. The changed rule is:

The player must have enough cash on hand to purchase all of the tiles they win in the lottery. If a player cannot afford all of the tiles they have won, all of their awarded tile sales are cancelled and these tiles will be reoffered to the general populace in the next availability. If a player does this two or more times they will be banned from the next land tile availability each time it happens.

This was done for two reasons. First, it's very difficult and time consuming to check the sum cost of every player's wish list of tiles and then check that against the current bank balance post. Second, there is an extremely low statistical chance that a player could win every tile they request so there is no need for such strict controls.
 
Rules for internal conflicts (civil war, rebellion, noble wars, etc) have been added to the official ruleset. LINK

A thread will be started tomorrow where people can begin posting troops levies, opt outs, etc. No movements or conflicts will be conducted during Wednesday's chat. This is a large ruleset and people will need a bit of time to get a handle on them.
 
Technology Restrictions

The technology of items sold can be no more advanced than one tech above our current knowledge in the actual Civ3 game.
Example: If we have Bronze Working then Iron Working is one advance away. Items dependent on Iron Working (sword, metal armor, etc) could be legally sold.

GRANDFATHER CLAUSE

Existing items on existing business price lists are exempt from this restriction. No NEW prohibited items may be added but the ones already there may still be sold.
 
Conflict Ruleset
The conflict ruleset, based on the concept of private militias, will end when we discover Nationalism.

Economy
The base salary figure is changing it will now be a range of 250g down to a minimum of 50g. The less money a person has available, the larger the salary they will collect. Some examples:
Code:
CAB	Salary
2500	50g
2000	50g
1500	100g
1000	150g
500	200g
0	250g
-100	250g
[i]CAB = Current Account Balance[/i]

Nobility
Two new titles are being added. The Archduke is equivalent to a Prince in rank and all particulars. The Margrave (aka Marquis) is equivalent to a Baron or Count in rank and all particulars.

Tile requirements for the various titles will now have a multiplier equal to the number of active provinces. Changes in tile requirements will never affect titles received under different requirements. Once you have a title it is yours to keep no matter what the current requirement becomes.
Code:
Title			Tiles	(With current Modifier)

King			5		15
Prince/Archduke		3		9
Duke/Earl		2		6
Baron/Count/Margrave	1		3

RPG Manager
The new position of Conflict Manager has been added. This RPG Manager is responsible for all aspects of the Conflict Ruleset, tracking all data from the ruleset, determining conflict results, etc. The Conflict Manager position will end when the conflict ruleset becomes inactive. The Conflict Manager must Opt Out of the conflict rules. I will continue administration of the Conflict ruleset until a Conflict Manager is hired.

The Nomination/Application thread for the Conflict Manager postion is HERE.
 
Conflict Rules
Troop engagements have been modified. The attacking force will have its offensive score modified by a percentage equal to its commander's Field Action score. The defending force will have its defensive score modified by a percentage equal to its commander's Siege Action score.

Defensive modifiers:
Fortified: +25%
Hills, Forest: +25%
Defending across a river: +25%
Mountains: +50%

Modifiers are cumulative.
 
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