IN: Industry and Magic

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1INFORMATION Empty INFORMATION on Sat Sep 08, 2012 3:04 am

**Haphazardly Copy Pasta from GM Manual**
Basic Mechanics
This section details the basic mechanics at play within IN: Industry and Magic, mainly the nature and purpose of the cycle game play structure and the purpose of rolls.

Cycle Structure
The game is turn based and has all players as well as NPC’s making actions at the same time. Actions are given to the GM’s as orders by the players and they are executed at the end of each turn, which is called a Cycle. The length of a Cycle is responsible for determining the pace of a game; a game short Cycle allows much more to happen in a specific time span compared to a game using long cycles. Typically, Cycles should be between one day and one week in length, with length given in an amount of days for simplicity. Most of the time, the start and end of a cycle should occur at either noon or midnight of the GM’s time zone.

Rolls exist to give IN a random element. Almost every action a player executes will be accompanied by a roll, which will determine if the action is successful or a failure. Rolls are typically modified by bonuses and penalties stemming from a large range of sources. Finally, a GM or Moderator can apply a “Mod Bonus” to a roll to further influence it in whatever way they see fit. IN operates on the Rule of Cool, but also punishes stupidity. Players who inject flavor into what they do should be awarded with a beneficial Mod Bonus
Global Resource Pools
Global Resources are those that simply exist. They are not intrinsically tied to any location or thing, but are generated by things that are.

Production Points
Production Points are a measure of the maximum amount of work, in terms of man-hours, that your city can accomplish in a cycle. Because of this, Production Points (PP) are largely determined by how many Population Units that are within a city and any factors modifying the resulting number. Production Points are used in virtually every action, with the exception of some Leader Actions. Since Production Points represent the available labor that can be done in a cycle, any leftover does not carry over to the next cycle; “if you don’t use it you lose it” applies here. This is logical, as if you don’t use the available labor one cycle, you cannot use it another cycle because it no longer potentially exists.

Dravs are the currency system in use, and for all purposes may as well be called the generic fantasy “Gold”. Dravs are required for most actions and are also used in many cases to ‘speed up’ actions. Dravs carry over from cycle to cycle. It is also possible to accrue a debt, or a negative value, or Dravs. When the government is in debt, it can no longer meet the needs of most types of upkeep, which can lead to the termination of units, trade routes, and much more.

Research Points
Research Points are a special pool used in the research of fundamentals and in the development of technologies. These are produced by Scholars and are consumed as they are produced.


Grasslands - Open terrain which is mostly flat. Contains few obstacles to movement.
Forests - One of two terrain types that will have lumber. Armies move half speed through forests lacking roads.
Swamp - One of two terrain types that will have lumber. Armies move half speed through swamps. Roads may not be built in swamps.
Rough - The terrain type characterized by rough, rocky hills, normally found near mountains. Armies move half speed through rough terrain.
Mountains - The terrain type where stone and metals are most easily found. They are natural barriers, and armies have great difficulty moving through mountains, and in many cases are incapable of movement through specific areas.
Toxic Barrens - After Rot Spore has passed through an area it will leave Toxic barrens. Based on terrain type, Toxic Barrens will eventually revert into either Grasslands or Rough terrain.
Glistening Wastes - A magically distorted and dangerous region. The high frequency of great Mana Crystal deposits also means that there is a high frequency of magic creatures, mutated creatures, and other magic based anomalies.

Resources are raw materials present at the start of the game. These are necessary for several functions within a city, including some that are vital to its existence. Resources are not consumed, rather a controlled and active resource location will continue to provide a single unit of its resource type every action cycle unless a game event dictates otherwise.

At the start of the game, the location of resources will largely be unknown and must be discovered by the players. Tapping into a resource that is too far away from a city will require the construction of a settlement nearby; a resource must be in the zone of control of a city to be used. More information on Settlements can be found in a later section.

-FOOD is necessary for your city to stay alive and grow. Every action cycle, your city must receive an amount of food units either equal to or greater than the amount of population units in order to prevent unhappiness and a decline in population. The food produced per PP is largely determined by the terrain type:
Plains: 3
Swamp: 3
Water: 2
Forest: 2
Rugged: 1
Mountains: 0
Mushroom Forest: 0
Toxic Barrens: 0
Glistening Wastes: 0
Frozen landscapes produce half as much food as normal

Food yields no trade goods.

-LUMBER is necessary for basic structures, expansion, and for the construction of most sea-faring vessels. It is widely available, t some locations may lack it, requiring imports for the most basic of functions and expansion. It should be noted that only a single unit of lumber income is required for all construction within a city, multiple units are not needed to build multiple buildings.
Forest: 2
Swamp: 1

-STONE is used in construction, primarily of fortifications and advanced buildings.

-METAL is an all-around utility resource used in many different types of production, research, and construction. While magic based civilizations will use metal, its usage pales in comparison to that of a technology based civilization, which at higher tech levels can consume massive amounts of metal.

-FUEL plays a major role in technological development, both during research and production. As such, it is the second most contested resource in the game world, with various factions clashing for control of this precious resource in locations where the supply is strained. Fuel is the only resource that can be found at sea, where it is in the form of oil. When found on land, it is in the form of coal. Both forms are exactly the same for game purposes.

-PRECIOUS METAL is simply a money generating resource. They have no utilitarian use aside from being used to produce trade goods.
Precious Metal yields four units of trade goods

-MANA CRYSTALS are required for magical advancement and development. Their extreme usefulness coupled with their rarity make mana crystals a hotly contested resource. To add to the troubles, mana crystals are often only found in areas which are hard to reach, further increasing their value.

City Information
Information relevant to faction cities but not the sub-parts included within them can be found in this section, including information on Population, Happiness, and the Player Character.

Happiness is used to measure how content the people within a city are. Maintaining a high happiness level within a city is crucial to the well being of the city, as low happiness levels can lead to lowered loyalty and security, as well as civil disorder. On the flip side, a high happiness rating can lead to increased productivity and better security. Happiness is easily modified. Many of the holdings can directly have an impact on happiness, passively or actively, positively or negatively. Using trade goods to instead improve the standard of living inside your own city can also boost happiness. Barring all other factors, however, simply supplying sufficient food is enough to keep a stable level of happiness.

The population of a city is measured in Population Units. Each Population unit requires a single unit of the food resource each cycle, otherwise starvation will set in and a city will lost half of the unfed population every cycle. Only whole values of population units are counted.

Cities require 10 population to be counted as a city. If a city has left, it is counted as a settlement. If it is the sole remaining settlement of a faction, it will inherit standard city rules but will be unable to support holdings beyond their first level of use and will be unable to form or use other settlements.

Some factions may have access to undead or automatons. Both act like a population unit in that they contribute Production Points and they also do not require a unit of food each cycle. However, neither can be trained into a military unit (they can still be used as levees, however), and neither contributes to population growth. Both also require the presence of a controlling leader to function (each leader can control level +1 units of Automatons or Undead), who is known as a Puppeteer when Undead are raised and as a Controller when Automatons are built. The leaders for these two roles are, respectively, Magi or Priests, and Scholars.

Population Growth
Assuming there is a surplus of food, the population of a city will continually grow. The standard growth rate of a city is 1/10th the current population, so a city with ten population units can grow one population unit larger that cycle. As with current population, only whole value growth numbers are counted (10 PU = 1 Growth, 19 PU = 1 Growth, 20 PU = 2 Growth). The growth rate can be modified by social policy put in place by the government, either to foster the growth of the city which can be accomplished by offering incentives for reproduction and improving medical care, or to stall or even spin the growth into a decline by enforcing child number laws or other policies. When under ten population units are present, the inverse of population/10 is the amount of cycles natural growth will take to increase by 1.

Zone of Control
The Zone of Control of a city extends outwards one map unit from the city. It is from within this zone which resources may be tapped into by the city.

Structures work differently in this IN compared to previous iterations. Read this.

As stated above, buildings work VERY differently this time around. Before, they played a major role and players used to invest heavily in buildings, but they will not anymore! This is because there are in a sense no buildings. You might be saying "You must be daft to have an IN game with no buildings". You're probably right, but here is how things work:

The need for buildings has been removed. Much of the functionality of structures has been merged into what are now holdings, and anything that hasn't is assumed to always exist. For example, it would be logical for factories to be a building with the time period; they vastly improve the industrial capacity of the owner and would be a major strategic target. It is assumed that such buildings already exist within a city. Any action which would target a factory would instead target the industrial sector of a city, so aerial bombing or sabotage against the industrial sector of a city would reduce the PP available to that faction the next cycle.

Settlements and Roads
Settlements expand the zone of control of a city and roads allow that zone to be tapped into.

Settlements are small towns and villages formed outside of cities. They do not count as cities (except in special cases) and exist to extend the zone of control of a city. Constructing a Settlement Costs 10 PP and 5 Dravs, as well as a unit of Lumber. The zone of control radius for a settlement is only 3/4 that of a city's zone of control radius. Settlements are not functional until they have been connected to a city with a road.

Roads are built to connect cities and settlements to each other. The cost of building a road is 1PP and 1 Drav per map unit distance. Roads may not be built over water. No, I do not care what level of technology or sorcery you possess, you are not allowed to do it. Ever. I don't care what Tyler says either.
The term holdings is used to refer to anything which is owned, controlled, or otherwise heavily influenced by your city’s seat of power.


Holdings are rated by level, with the level of a holding determining how many PP can be spent on a given holding each major cycle, which allows the holding to operate and perform its functions. All holdings must be under an organization which controls the holding. For example, a trading company may own several guilds distributed over a large area, and that trading company is the organization which oversees all of the guilds. The same is true for a city-state owned trading company, just that the city-state government is responsible for all of the guilds in the company. For the sake of simplicity, all city-state owned holding organizations which are not secretly tied to a city may be controlled directly by that city-state and it’s player when applicable. There is not a max level for any holding. However, the cost of holdings increases each level.
PP = Level x 2
DRAV = Level^2
UPKEEP = Level

-GUILDS are powerful market organizations, normally trading companies or associations of independent traders. Typically, powerful guilds will attempt to buy out or crush smaller ones if deemed a profitable move. Guilds are required to form trade routes, as well as to trade raw resources. Without a city-controlled guild, a third part must be allowed into the city in order to sell trade goods or trade resources. Private guilds may take a large cut of the profits for themselves, however, using them also removes the costs associated with establishing and keeping a city owned guild functioning.
Guild level represents the size of a guild and available assets. While a level 1 guild would only have a single caravan or cargo ship, a level 10 guild would have a fleet of ships available. The level of a guild corresponds directly to how many trade routes a guild can support.

Guilds may train traders.

Guilds require a trader to be active.

Guilds may form a Trade Route.
*A Guild may form a Trade Route for each level of the guild.
*Forming trade Routes is done by diplomatic action. An agreed trade route by both parties is free. Involved parties may continually contest each other. 25 chance by default.
*Each trade route requires a PP to be functional as well as a unit of Trade Goods.
*Each trade route requires an attatched trader to be functional.
*Each trade route produces 5 gold per cycle

Guilds may Generate Wealth by fostering the consumption of goods, strengthening the economy.
*Requires a trader to be tasked to it
*Requires a unit of trade goods
*Counts as a secondary tax at 25% (1 gold per 4 population units)
*Each PP dumped into it increases happiness by 3%

-LAWS are responsible for maintaining civil order within a city, as well as defending it from hostile threats alongside the military. Laws therefore act as the city guard, however, law holdings do not serve to either perform or disrupt espionage. A law in a foreign city can be used to bolster that city’s own law. Alternatively, when used to cause harm, a law represents a funded criminal organization that will harm the economy and happiness of a city.
Law level represents the funding and manpower available to the organization. The higher the level of a law, the better safe and even suppressed your populace is.
For a Law to function, a leader with the Governance trait must be assigned as the! head of the Law.

Laws provide a bonus to happiness and counter-covert actions, with the level directly corresponding to the bonus. Laws are also necessary to enforce taxes and government policies; a weak Law will be ineffective at both.

Laws may train Governors.

Laws require Governors to be active.

Laws may collect taxes
*Tax Collection, depending on level, reduces happiness
*25% Tax rate results in -5% Happiness
*50% Tax rate results in -15% Happiness
*100% Tax rate results in -30% Happiness

Laws may Enforce Order
*Gold and PP's may be spent with the law each cycle to raise happiness
*amount of gold and PP's is equal to the level of the Law
*Happiness is raised by 2% for each PP and Gold spent.

Whenever the population exceeds [[5 x Law Level] + 15], the city will enter a state of 'Lawlessness'
Whenever the population exceeds [[10 x Law Level] + 15], the city will enter a state of 'Anarchy'

*Only half income from taxes is gathered
*Generate Wealth does nothing
*-2 to Defense against Covert Actions

*No income is gathered from taxes
*Generate Wealth does nothing
*All other income is halved
*-4 to Defense against Covert Actions

-AGENCIES serve as your headquarters for spying and counter-intelligence. Without an agency, espionage cannot be conducted. Although actions through an agency can be used to target any city, having an agency in a target location can drastically improve results. While forming an agency in a foreign city would be useful for a variety of operations, agencies are very expensive, and such an endeavor will likely be met with hostility if discovered.
The level of agency in your city determines the number of espionage actions you can have active at any time and decreases the chance of success of enemy espionage actions. The level of agency in a target location increases the chances of success of your own espionage actions.

Agencies may train Agents

Agencies require an Agent to be active.

Agencies may perform Covert Actions
*See section on Covert Actions

Agencies may perform Counter Operations
*See section on Counter Operations

-TEMPLES are places of worship, and thus hold influence over the masses. A temple organization within a city normally follows a single denomination of a religion, bringing with it both several advantages and disadvantages. Temples, regardless of type, will increase population happiness. Influencing or owning temples in foreign cities is a powerful way to change public opinion and negatively or positively affect their happiness. As most denominations will automatically belong to religious sects and organizations, selection should be exercised with care; both the perks and problems will be inherited.
The level of temple in your city represents the grandeur of the temples, their funding, and thus their influence. Temples passively increase population happiness, but can also be utilized to rally the public to a certain call, or to war against an enemy.

Temples may train Priests.

Temples require a Priest to be active.

Temples may cast Divine Spells
*Spells are created by players
*Requires PP and Dravs equal to the level of the spell
*Extra Dravs may be invested to increase chance of success

Temples may Raise Faith.
*Increases Happiness by 1% per Drav per Population Unit per Priest level

-UNIVERSITIES are the centers of scientific learning and technological advancement. The university holding is an advanced holding and is a necessary part of technologically improving a city. The research done here and the tools/machines invented typically have subtle, broad impacts when compared to a similar resource investment into the magic academy. Having a university is typically a sign of wealth and success for a city.
The level of university represents the size and funding it receives. The level corresponds to the number of production points which can be invested into any research or development. High level universities tend to conflict with high level magic academies which can lead to civil unrest, making it difficult for any one city to focus on both.

Universities may train Scholars

Universities require a Scholar to be active

Universities may Research Fundamentals
*Provides RP to whatever research pool the faction is currently associated with
*Researches fundamentals, which do not provide applications but allow for them to be developed

Unversities may Develop Technology
*Provides RP towards the completion of an applied technology that can be put to use

-MAGIC ACADEMIES are centers of magical learning and serve as the headquarters of the high ranking mages in your city. The mage college holding is an advanced holding and is necessary to train magically aided troops and advisors, as well as develop and cast powerful realm spells. An investment into a magic academy typically produces strong, focused effects when compared to an equal investment into the university. Having a magic academy is typically a sign of wealth and success for a city.
The level of magic academy represents the funding it receives, as well as its prestige and skill of instructors. The level corresponds to the number of production points which can be invested into realm spells pr magical research. High level magic academies tend to conflict with high level universities which can lead to civil unrest, making it difficult for any one city to focus on both.

May Train Magi

Requires Magi to be active

May Cast a Realm Spell
*A spell that applies a bonus or penalty to an area, city, or particular unit. MOST do not cause direct damage.

May Create Spells
*Creates new spells that can be used by Magi.

Leaders fulfill vital roles within a faction.

There are six classes of leaders: Traders, Governors, Agents, Priests, Scholars, and Magi. Leaders have levels and can gain experience to level up. When trained, a leader is Level 0. The maximum level of a leader is Level 4. The cost of a leader in Dravs each cycle is their level + 1. Failing to pay the salary to a leader removes the ability to use the leader that cycle and may result in the leader permanently leaving the faction. Any leader who is Level 0 will not be named, and may be referred to as a Red Shirt. Any leader above level 0 must be named.

As characters, any leader above level 0 may be targeted by covert and magic actions.

Traders are, in general, shrewd businessmen. Peddlers, influential merchants, bankers – they are all grouped under the term of Trader. Training new Traders is not a cost intensive task, but it has a high cost in time and removes valuable current Traders from functioning and performing other duties.
Training a Trader takes two cycles, and costs 1PP and 1 Drav each of those cycles. The number of Traders that can be trained by a leader who is a Trader is their Level.

Governors are leaders who have been trained to lead and to govern over the people. Governors are required for the basic functions of a law and can be individually assigned to specific problem cases within a city.
Training a Governor takes three cycles and costs a PP and Gold each cycle of training. Governors must be trained one-on-one with a current Governor.

Agents are stealthy, charismatic, and resourceful individuals who are skilled in carrying out covert operations. Agents are required for the basic functions of an Agency and can be individually assigned to different Covert Actions
Training an Agent takes Two Cycles and costs a PP and Drav each cycle of training. The number of Agents that can be trained by a leader who is a Agent is the level of the Agent.

Priests are typically respected members of the local temple, trained both in holding sessions at the temple and performing spells to aid the populace or government as a whole. They are required to cast Divine Spells, which typically provide bonuses or incur penalties on a city or region.
Training a Priest takes four cycles and costs a PP and two Drav each cycle of training. Priests must be trained one-on-one with a current Priest.

Scholars are educated individuals who have been trained to use logic, reasoning, and understood scientific concepts to either develop new knowledge or create new technologies.
Training a Scholar takes three cycles and costs a PP and Drav each cycle of training. The number of Scholars that can be trained by a leader who is a Scholar is the level of the Scholar.

Magi are people who are naturally gifted with magic who have also had a significant amount of instruction to hone their abilities. While Magi can be recruited to work in favor of the faction that hosts them, they typically do so only when it furthers their own goals.
Training a Magi takes four cycles and costs a PP and Drav each cycle of training. Magi must be trained one-on-one with a current Magi.

Generals are skilled military tacticians. Generals allow armies to be formed, and also apply combat bonuses to those armies based on the level of the general.
Training a General Takes four cycles and costs a PP and Drav each cycle of training. The number of Generals that can be trained by a leader who is a General is the level of the General. A level 0 General is referred to as an Officer.

Religion and Magic
Both Religion and Magic are used to cast powerful 'Realm' and 'Divine' Spells and can be used to great effect in combat. However, each operates and is tapped into in a different manner.

Religion gains its power from the size of the population of worshipers coupled with the level of the priest as well as temple holding level. Divine spells may be cast by priests. These spells should be themed to fit with the selected religion of the faction; a militant and god-emperor worshiping faction could have spells that boost the ferocity and morale of troops in a battle. A religion which is focused around peace and goodwill may be able to quite literally 'pray' away disease or misfortune through divine spells. a Religion focused around a god of pestilence and death could call a plague upon an enemy city. There is a great range of possibilities.

The one general rule for divine spells is that they should fit the religion they belong to.

Outside of Divine Spells, most priests have useful battlefield capabilities. Almost all are capable of boosting the morale of troops within an army.

Magic gains its power from Mana Crystals, along with the level of the Magi as well as the Magic Academy holding level. Realm spells may be cast by Magi. The effects of realm spells can vary greatly, though a basic list is provided as an example.

Outside of casting Realm Spells, Magi can bring powerful magic to the battlefield and even create magically enhanced technology and units.

Troop Grouping, States, Movement, and Logistics

Military Units may be grouped together to form armies. Armies lose mobility and require logistical chains to survive, but units that are in an army perform better when fighting together compared to a collection of independent units fighting together. Armies can only be formed within a city or settlement, but may be broken at any time. As a tip, it is best to keep scouts separate from the main force. The speed of an army is limited to that of the slowest included unit unless it also includes transportation units. A general must be available to form an army, and once the army is formed a general must remain attached until the army is disbanded.

Individual Units and armies must have an assigned stance at all times, and each stance performs a specific function.

READY - Unit/Army may move and attack while in this stance. It is harder to surprise attack a ready Unit/Army.
STANDBY - Unit/Army may not move without incurring a major combat penalty for the next cycle. Upkeep costs are halved.
FORTIFIED = Unit/Army may not move without incurring a major combat penalty for the next cycle. Unit/Army gains bonuses when attacked.

Land units inside a city or settlement gain the fortified bonus regardless of stance, count as ready, and have the same cost as Standby. Units can still be fortified for double the bonus, but the full cost of fortifying units applies.

By default, units come in the Ready state. Changing state exhausts the ability to use a unit or army that cycle, and a Fortified state may not be changed directly to a Ready state and vice-versa; they must go through the Standby State.

There are special rules for aerial and naval units. Naval units can only assume the standby stance while in port and only in port(also when shored), and Aerial units can only assume the standby stance over land, unless explicitly equipped for naval landings. In both cases, when in the standby stance Aerial and Naval units will suffer from major disadvantages to combat. Both also lack a Fortified state.

Unit movement is determined by its speed and movement type. Typically, the maximum distance that can be traveled by land units is two map units in a cycle, and the maximum distance that aerial and naval units can travel is five map units in a cycle.

Land Units that are independent have no logistical cost beyond their upkeep, while armies require supply convoys. The cost is 1 Drav per unit in an army, but when on a road with clear access to a friendly settlement or city, the cost is removed. Aerial and Naval units are limited by being able to move only a certain distance (6X move for air units, 10X move for naval units) before resupply. They must return to a friendly settlement or city or they may be lost.

Unit Creation and Training Units
While there is a predefined unit list, players can create their own units. This section contains information on creating a new unit.

Type - Land, Naval, Air, and specify how fast the unit should be. Giving an example of how fast it would be helps.
Weapons wielded - Possible types are ranged, melee, bombardment
Armor/Defense - How well protected are the members of this unit?
Unit Size - Does this unit come in full groups consisting of many members? Is it just a Squad? A single person/machine?[/i][/b] Typical full sized units are 30 members strong for infantry and cavalry. Default Levies come in groups of 50.
Training - How well trained is the unit?
Specials - Is there anything special about this unit? Does it have an advantage in one terrain type? At winter? Against Rot Spore?
Description - Provide a Description of the unit.

If the unit is approved (as long as it is feasible for your faction it likely will be), the administrators will fill out the stats and report back a cost in PP and Drav, as well as the required resources. The player can ask to fit it within a certain cost range if they wish, but it will likely affect the stats of the unit.

Training Units

The number of units that can be trained at a city per cycles is the total population of the city, and the total number of troops that can be supported is 2X the factional population. The amount of cycles it takes for a unit to be ready to use is equal to the level of the unit (unit levels also run 0 to 4 like leaders). This means that a level 0 unit, essentially Levees/militia, are ready immediately.

Unless your PC is present at a battle or has some other way to communicate with a general who is (through magical, technological, or spiritual means), you cannot directly command units. Command is instead delegated to the General (if there is one). GM's(Admins, Mods) will execute the battle to the best of their ability and report events/results of the battle to all participants.

Since even the GM Manual is currently in its draft and is also not meant to easily explain gameplay to the players themselves, a lot of information is likely to start popping up that hasn't been included in this thread.

Actions that require Targets, and Valid Targets

Resources, Holdings, Trade Routes
Military Units, Leaders

Sabotage: 1
Assassination: 2
Subversion(Converting unit from enemy faction): 2
Contesting: 1

Things to keep in mind
As always, this is IN, just because something isn't in the rules doesn't mean it cannot be done. If the rules state something cannot be done, there is probably a way to get around it. Think outside the box and try to break the rules; it's the best way to play the game. Besides, it would be impossible to cover everything with a rule set, especially the initial draft of a rule set with no playtesting.

Since this is a draft and has not been tested, do not be alarmed if the rules change over the course of the game. Rule changes will be announced a cycle ahead of time and players may appeal to stop the application of the rule change to the current game.

Not nearly all of the rules and established mechanics are in this thread, and most likely will never be in this thread. Many more probably aren't in here because they don't even exist yet. Players do crazy things and they can because there are no rules regarding the crazy things. Once the crazy things happen, however, then we can add rules for them based on how the crazy things are handled. Kind of like court decisions.

Last edited by kasrkin Seath on Tue Oct 02, 2012 1:56 am; edited 14 times in total

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2INFORMATION Empty Re: INFORMATION on Sun Sep 09, 2012 6:13 am

Admin/Moderator Order of Operations
For reference in case we screw up.

Beginning of Cycle Actions
These are the actions a GM will execute at the start of each cycle for each player and NPC. The order of these operations is important and should be strictly followed and reported to the player at the start of each cycle.

1. Collect Taxes
2. Add Effects
3. Collect Income from Trade
4. Collect Resources
5. Spend Resources
6. Pay Upkeep
7. Auto-Manage Trade
8. Calculate Population Growth
9. Calculate Happiness
10. Report to Player

End of Cycle Actions
These are the actions a GM will execute at the end of a Cycle for each player and NPC. The order of these operations is important and should be strictly followed and reported to the player at the start of the next cycle.

1. Execute Orders
2. Dump Remaining PP
3. Collect PP
4. Update Holdings/Settlements/Roads
5. Update Resources
6. Update Units
7. Update Leaders
8. Remove Effects

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