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What Needs to be Changed in the Commands?
#11
some notes to help with commands next time revised. more with the new player in mind not just the experienced players. maybe a thread for other things as well like Rules status points matching game or other way around. and some items from 300 are they now in play like spells lich form or cry of the banshee

ORDERs:
121 Remove Inactive position part. They no longer go inactive they are now dropped.

150 the note should include order 180 as a means to take a capital

170 should mention at least a general or better is needed to parley a PC and that you can not take a PC from a region controlling kingdom that has friendly reaction level.

299 do not use the word impossible unless it really is.

341-349 Removed

350 add kingdom will be charged even if no PC is present at specified location

411 & 412 should either be moved to correct spot in # order or listed twice. out of order makes since to experienced players but new players could have trouble finding the order for reference.

455 Add this order with examples of ways kingdoms can be eliminated.

630 if allowed add order

790 add note priests will not divine artifacts owned by their kingdom.

900 different in new engine. first a check is made vs agent same odds as steal food. then check is made to see if emmy knows anything. This one at least seems different to me based on how many level 4 agents I have used and not gotten caught.
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#12
I believe the new Commands is ready to be published.  There really wasn't much that actually changed.  Some wording, other than that just these two significant changes related to the discussion on kingdom elimination / survival.  In accordance to what we said recently, the change to #355 won't be effective for two weeks:
                        
This update was created April, 2015.  New changes are in this purple color.  The previous update was created November, 2014.  Those changes are in dark blue.  These April 2015 revisions were pretty light, the important ones are:

Capital Relocation, Order #355.  “Effective 4/16/2015
Ambushing or invisible groups will NOT block the relocation of a capital (including from conquest).  However, any non-hidden un-allied group capable of laying siege to the PC (its value vs. PC is greater than the PC defense) will prevent capital relocation to that PC.
   It is not possible to issue this order if the capital is under siege.“

And the creation of this new order that replaces the previous Encampment idea:

Note: A kingdom is eliminated if it has no population centers under its control and no Sanctuary created.  It is also eliminated if it has no Ruler and no political emissary able to assume the throne.  Finally, a position which has missed three consecutive turns (no orders submitted) will be eliminated.  When a position is eliminated, all players are alerted to this event in their turn results.  When a kingdom is eliminated, its groups, emissaries, and artifacts are eliminated from the game.

This order will create a new tiny pc on the map for use only by your kingdom (like a secret hideaway for the royals). The specified sanctuary location (Column C) must be within 5 areas of a kingdom-owned pc (Column B) and the area must be free of any pc's or encounters. You may not create a sanctuary in an area that another kingdom has chosen for their sanctuary. The sanctuary itself will physically exist on the map, is immune to attack, provides 0 food, 0 gold, and has 0 census to prevent a kingdom from losing control of a region if you happen to create one in their area.

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