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 Manifest Destiny (Discussion)

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Wed Dec 12, 2012 12:45 pm

Note;

Repair costs added to the Naval Power section
Repair rules added to the Naval Power section

Replenishment costs added to the Units section
Replenishment rules added to the Units section

Costs are 1/4 of the price of a new unit, using bazaar prices for resources (therefore only Denars are needed).

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Thu Dec 13, 2012 1:21 am

Updated the State of the Nation with the following from the Voices;

Quote :
Duke Aelfwine has called his banners and is making preparations to support the Western lords in their struggle against piracy and Vanskerry raids.

Duke Alamar is seen by some lords as a defender of the unity between knight orders and Pendorian nobility.

Fabius Legatus is reportedly very happy with the prospect of having a library in his castle.

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Thu Dec 13, 2012 1:33 am

Added the Dawn mobilising against the Vanskerry and the Silvermist steppe efforts.

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Thu Dec 13, 2012 2:01 am

Note;

Added new Naval Power rule whereby an Order may only construct as many ships per turn, as they have shipyards. Therefore if you want to become a proper Naval power, then you will require more than one Shipyard.

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Pravenstern
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PostSubject: Re: Manifest Destiny (Discussion)   Thu Dec 13, 2012 3:39 am

Nice rumours, I smiled.

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Fri Dec 14, 2012 6:19 am

Note - Because the mini events are taking so long to conclude, all Orders will be able to use any Pendor troops they have invested, and 90% of the Order troops (Knights and Retainers). The remaining 10% will be left unavailable to account for casualties (but may or may not become available once more once the event is over).

This is in immediate effect.

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Azlanek
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PostSubject: Re: Manifest Destiny (Discussion)   Mon Dec 17, 2012 9:45 am

Clarification Request:

Quote :
In a bid to control more of the trade, Duke Hamid declares Nal Tar as the staple port for Spice Imports and demands that all Spice Trade be conducted through his agents, or risk reprisals. For this, it will be required that all Orders sell all Spice produced through Nal Tar for 1000 a unit. Spice can be bought from him for 2000 a piece. Orders can of course refuse, but should be prepared for a reaction from Hamid.


This means that according to Hamid, all orders should sell their spice for 1000 RP to him, and all orders who wish to buy it would then have to pay him 2000 RP. Direct deals between orders for anything less would count as refusing Hamid's "request". Correct?
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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Mon Dec 17, 2012 9:54 am

Correct

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Pravenstern
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PostSubject: Re: Manifest Destiny (Discussion)   Mon Dec 17, 2012 10:12 am

Removed the Griffon orders. We need to check something.

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Sir Aranor
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PostSubject: Re: Manifest Destiny (Discussion)   Tue Dec 18, 2012 1:25 am

Praven, are you buying the spice from the bazaar, or Hamid?

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Pravenstern
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PostSubject: Re: Manifest Destiny (Discussion)   Tue Dec 18, 2012 1:26 am

Sir Aranor wrote:
Praven, are you buying the spice from the bazaar, or Hamid?
I believe it was stated.

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Sir Aranor
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PostSubject: Re: Manifest Destiny (Discussion)   Tue Dec 18, 2012 1:28 am

Very well.

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Iskar
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PostSubject: Re: Manifest Destiny (Discussion)   Mon Dec 24, 2012 8:54 am

Rules for usage of gold as a resource updated.

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PostSubject: Re: Manifest Destiny (Discussion)   Mon Dec 24, 2012 10:47 pm

I've given you your respective distributable recruitment modifiers in your chapterhouses. When allocating them mind that the retainer modifier will be multiplied by 30 (10 for rangers) and the Knight modifiers by 15 (10 for mounted rangers), i.e. when you want to gain the same number of retainers as you promote Knights, you have to split it 1:2.

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PostSubject: Re: Manifest Destiny (Discussion)   Wed Dec 26, 2012 10:41 pm

Announcement: - imagine some pompous fanfare flourish here

a) So as not to disturb the time around Christmas/New Year the next orders will be due on Sun Jan 6.

b) From next season on we will start giving out boni and mali for high (0.7+) and low (0.3-) tax rates as stated in the MD rules, so be prepared. If you're unsure, contact me and I'll tell you what supply surplus/loss you have at which tax rate.

c) Next turn is the first turn of the new seasons which means I will charge you the seasonal spice and iron upkeep for your order troops. Make sure you have enough of it next turn unless you want to suffer desertions.

d) Once all orders have told me how to allocate their distributable modifier I will publish the seasonal funds and recruits report so you can use it in your next orders. If I do not hear from an order until Thursday, Jan 3, I will simply split it 50:50 between knight promotion and retainer recruitment.

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Thu Dec 27, 2012 12:32 am

e) beginning the season after next, Zealot penalties will be applied to Orders who fail to act against their Ideological rivals, or uphold their own ideology in some way (for instance the Dawn spreading Astreaean faith, the Gauntlets killing some Noldor, the Silvermists undermining the Gauntlets, the Eventide spreading Heresy, etc). These will be applied seasonally, at the same time as recruitment (so you basically have 3 turns to enact some ideological manoeuvring).

Note; these are only penalties for NOT doing anything (OR not doing ENOUGH), bonuses will be applied as and when you do things for your more fanatical arms.

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Tue Jan 08, 2013 1:11 pm

Note;

Espionage actions improved with the following;

---

If an operation is using Denars, and is discovered, that cash will be converted into Irregular Mercenary troops (Bandits) at the rate of 20 Denars per soldier. Therefore it is still possible for failed denar-financed operations to do some damage. This ONLY uses denars spent on the Operation Size, NOT on optional extras!

---

Skirmishes will always take place, even if they fail. As such, the negative combat modifiers have been adjusted accordingly (only for Skirmishes, the current numbers remain in effect for all other actions). Defending troops will suffer less damage as indicated below, this is to account for their fortifications, improved lines of supply, designated command systems, traps and ambushes. A skirmish is essentially a head on assault, your mission is quite simply to bash heads. Having high Espionage Points against a low Security Rating target will still reduce damage done to the attacker, you basically took them by surprise.

+25 : 95% (Capped at 95%)
+24 : 90%
+23 : 85%
+22 : 80%
+21 : 75%
+20 : 70%
+19 : 65%
+18 : 60%
+17 : 55%
+16 : 50%
+15 : 45%
+14 : 40%
+13 : 35%
+12 : 30%
+11 : 25%
+10 : 20%
+9 : 15%
+8 : 10%
+7 : 5%

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Wed Jan 09, 2013 1:07 pm

Note;

Added Feudal Ranks. Hope this clears up a few issues.

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PostSubject: Re: Manifest Destiny (Discussion)   Wed Jan 09, 2013 1:46 pm

Note;

Added blockade and movement rules. Please see Border Policy thread (http://popaftermath.forumotion.com/t706-border-policy) in conjunction with this.

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Wed Jan 09, 2013 2:17 pm

Updated Movement quite a bit, especially for Naval Movement rules.
Added Patrolling Fleet rules to Espionage and Movement
-- Patrolling Fleets add their SR bonus to any Travel actions occurring in an adjacent Coastal hex to which they have direct sea access. They will also join in any skirmishes for failed Travel.

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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Wed Jan 09, 2013 3:04 pm

Note;

Added new buildings (InfoSheet updated too)

May only construct these where there are no resources present;

Meeting Hall
3000 Denars
1 Timber, 1 Marble
+0.005 Global Peasants

Pleasure Gardens
3000 Denars
1 Timber, 1 Marble
+0.005 Global Nobles

Trade Post (Coastal only)
3000 Denars
1 Timber, 1 Marble
+0.005 Global Merchants

Royal Manor
3000 Denars
2 Marble
+0.005 Global Loyalists

Only one per province.

Thank you Psychozoa for the idea!

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Saeros
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PostSubject: Re: Manifest Destiny (Discussion)   Thu Jan 10, 2013 4:11 am

So, today I spent the morning learning how to use Publisher. It's quite easy (and fast!), the problems being mostly due to lack of templates and proper tools for page customization. I also used that as an opportunity to understand better the rules of the metagame, and the result, as you may see throught the link below, is the sketch of an Aftermath rulebook.

Now, I've already learned what I wanted with the program and would stop working on that. Unless you're interested in having the complete form. Are you, players? I'm not sure if it makes sense to have a static rulebook, since rules are always changing and improving.

Here it is. Please ignore weird formatting, misplaced quotations, font choice, etc. Tables are impossible to convert and have to be retyped, so I just omitted them.

http://s000.tinyupload.com/?file_id=41969822298186180210
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Mordred
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PostSubject: Re: Manifest Destiny (Discussion)   Thu Jan 10, 2013 4:49 am

Haha, that's awesome. Reading through it now.

Looks like the Order's initial circumstances and ambitions have changed quite a bit!

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Sir Aranor
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PostSubject: Re: Manifest Destiny (Discussion)   Thu Jan 10, 2013 4:51 am

Hehe Eyegrim is watching Laughing

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PostSubject: Re: Manifest Destiny (Discussion)   Thu Jan 10, 2013 5:02 am

Wow, nice work and easy to read. THX Saeros Very Happy

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