Proposals 1 Through 100

Proposal 1 - 8/28/98 8:47:01 PM
I was planning to leave Acka anyway:)
Decision: Accepted w/TIE Approval
Henry Townser
Add the following as a type B rules:

The World: There exists the world, which is divided into hexes. [Insert stuff here]

Territory: Hexes are either owned by a player or unowned [We can add buffer zones and so on later]. When a hex is owned by a player then that player has access to all benefits and penalties provided by that hex.


Proposal 2 - 8/28/98 8:47:01 PM
Gold!!
Decision: Accepted w/TIE Approval
Tom Walmsley
Add the following as a type B rules:

Gold pieces are the currency used throughout the game. Each player starts with 5000 gold pieces.


Proposal 3 - 9/2/98 12:25:19 AM
And the World keeps on Turning
Decision: Accepted w/TIE Approval
Tom Walmsley
Add the following as a new B rule:

The game is divided into turns. Every turn each player may perform any legal game actions (s)he wishes to. All actions performed in a turn by any player are deemed to have ocurred simultaneously.


Proposal 4 - 9/3/98 11:18:52 PM
Cerilius first awareness
Decision: Accepted w/TIE Approval
Cerilius
To rule 9 an addition will be made:

The world will be represented by a map called "Flat World". This map will be a graphic reprensentation of the hexes and it will be visible on the WWW.


Proposal 5 - 9/6/98 9:06:43 PM
P.E.N.T.A.G.O.N.-cycle
Decision: Denied
Cerilius
An Imperial Senator must complete five actions during a turn {as proposed in proposal 3}. When an Imperial Senator doesn't complete five actions during a turn he will be fined by the Imperial Emperor. A fine can range between 25 and 250 goldpieces depending on the mood of the Imperial Emperor.


Proposal 6 - 9/6/98 9:19:58 PM
A Neat Ruleset is the Sign of a Sick Mind
Henry Townser
Decision: Accepted
Append to rule 7: "B rules may contain sub-rules. Sub-rules of rule X would be numbered X.1, X.2, and so on. Sub-rules may contain sub-rules."

Renumber rules 9 and 10 to 21 and 21.1 respectively.



 
Proposal 7 - 9/6/98 9:19:58 PM
Resources
Henry Townser
Decision: Accepted
I also propose:

Create a rule XXX (THS, please rewrite appropriately) reading "Each hex may one or more resources. Each type of resource has a cost and a payment. The hex's owner may choose any turn to use one or more resources from one or more hexes as long as e can pay the cost for every resource being used. If so, e receives the payment from each of those hexes.
 


Proposal 8 -  9/10/98 6:59:31 PM
Working Man's Paradise
Henry Townser
Decision: Accepted
Each player controls a number of units of labor. These units may have a specialty or may be untrained. Types of specialized laborers include: miners [add more as we need them.] A specialized laborer counts as 1.5 units for their specialty.


Adopt the following as a new B rule.

Military units have characteristics values between one and twenty. All
units have characteristics in the following areas:

Movement
Attack
Defennse

{We can add more later if necessary}



  Adopt the following as a B rule.

Each player initially owns 12 adjacent hexes. Included in these hexes
there should be one castle and one gold mine.
 


Rename the rule entitled 'Gold' to 'Resources' and amend the text to read "Various types of resources may exist.  They should be defined by sub-rules under this one."

Create a rule, numbered X.1 where X is the number of the rule 'Resources', entitled "Gold", reading "Gold pieces are a resource.  Gold pieces are the currency used throughout the game.  Each player starts with 5000 gold pieces.  At the end of each turn, each unit of labor located in a gold mine hex owned by the owner of the labor, and not assigned to any other duty,
produces 10 gold pieces which are added to that player's total."
 


 Create rule 21.2 "Population Centers" reading as follows "A hex may be a population center.  If so, any resources may not be
accessed.  The types of unfortified population centers are village, town, and city.  Castles are considered fortified population centers.  All population centers have a population.  If an unfortified population center has a population less than 5,000, it is a village, if it has more than 50,000, it is a city, otherwise it is a town.  {{[Subrules can define how to make new cities and how population grows and so on.]}}"


 Create an appropriately located rule reading as follows: "Each military unit belongs to at least one type.  The types are
Infantry, Cavalry, Artillary, Aerial, Naval, Magical, and Special."


Repeal rule 24, 'Resources'.

Amend rule 22, 'Resources', to read as follows:

"Various types of resources may exist.  Each resource should be defined in a sub-rule under this one.  Each hex may be able to produce one or more resources, at a cost of labor and/or other resources.  Each turn, each player may have his hexes produce any available resources by assigning units of labor they own located in those hexes to produce those resources,
and paying any additional costs."

Amend rule 22.1, 'Gold', to read as follows:

"Gold pieces are a resource.  Gold pieces are also the currency used throughout the game.  Each player begins the game with 5000 gold pieces. Each unit of labor in a gold mine hex assigned to mine it produces 10 gold pieces per turn."


Amend rule 21, 'The World', by adding the following just before the '[Insert stuff here]':

Each hex is a regular hexagon with an edge one league in length.


Each Hex has a potential to develop towns/city.  The growth of the city, however, is either detered by lack of or encouraged by special production/labor units called entertainers.  The entertainers can be of any variety: play writers, artists, musicians, etc.  However, in order for a town to grow and consequently produce more labor units, then they must attract entertainers.  If a city begins to loose entertainers, then the growth of a city will be slowed and ultimately reversed.

Quantitatively speaking: a small example chart could be used

1 entertainer per village
5 entertainers per town
10 entertainers for a small city
50 entertainers for a smaller medium sized city
100 entertainers...

etc.


There are four religions, Ignism, Aquism, Terrism, and Atmosism.  A hex may have a temple dedicated to any one religion.  Any unfortified population center within 5 hexes of exactly one temple becomes devoted to that religion.  An atheistic population center within 5 hexes of multiple temples is religiously split, and its population growth is halved.
Population centers are atheistic until the rules specified that they become devoted or religiously split.

All nations are either agnostic or have a state religion, and are agnostic initially.  An agnostic nation may select one religion to become the state religion.  At that point all churches to other religions within that nation are destroyed, all population centers devoted to other religions go into rebellion, and all atheistic population centers become devoted to the state religion.  All population centers in a nation with a state religion act like a temple to that religion.

 Two population centers devoted to different religions are automatically unfriendly; two population centers devoted to the same god are friendly.


{If we do everything peicemeal, it will take forever.  Please vote for this and then tweak it afterwards.}

Create 26.1, Other Characteristics, reading as follows:

"
 Military Units may also have other characteristics.  These are special abilities.  Many of them include variable scores as well.  A unit may have multiple characteristics, or even the same characteristic multiple times (with different scores).  Unless otherwise specified, each unit may only use one characteristic per turn, and this uses a Unit Action.  The characteristics are:

 Bombardment (with special attack score): Only Aerial units may have this.  Aerial units which do may attack ground units on the same hex (safely) using the special attack score.

 Ranged Attack (with special attack score and range; may be specified as Ranged Aerial (with special range), Local Aerial, or Ground): May attack any unit within range hexes (safely) using the special attack score.  If it is specified as Local Aerial or Ranged Aerial, Aerials on the same hex may be attacked using the special attack score.  If it is Ranged Aerial, Aerials within the Ranged Aerial special range may be attacked.

 Aerial Attack (with special attack score): Only non-Aerials may have this.  They may attack an Aerial (safely) on the same hex using the special attack score.
"

Create 26.2, Movement, reading as follows:
"
 A Military Unit may move over hexes during a turn, but may not travel over hexes whose Difficulty adds up to more than the Military Units total Movement.  This uses a Unit Action.  All hexes are difficulty one for an Aerial.  A Naval may only travel on types of water.  Units which are no Navals or Aerials may not travel on types of water.
"

Create 26.3, Unit Actions, reading as follows:
"
 Unless otherwise specified, each Military Unit receives one Unit Action per turn.  During a given turn, a Military Unit may not spend more Unit Actions than it has.  Whenever a Unit Action is used, it is spent by the Military Unit performing the action costing a Unit Action.  At the end of each turn all Unit Actions are destroyed.
"

Create 26.4, When Units Attack, reading as follows:
"
Attacks are risky or safe, and are risky by default.  When two units fight, if the attacker's attack is higher than the
defender's defense, the defender is destroyed.  If the attack is risky and the defender's attack is higher than the attacker's attack, the attacker is destroyed.
"

Create 26.5, Contested Spaces, reading as follows:
"
 Only one non-aerial unit may be on a hex at a time (this sentence defers to all rules defining military units).  If a unit stops moving on a space occupied by a unit, it backs up one space (determined randomly if necessary).  If the space is occupied by an enemy unit, it attacks (riskily) the unit in that space.  If the defender is destroyed and the attacker survives, the attacker moves into the disputed space.
"

Create 26.6, Units, reading as follows:
"
 Descendants of this rule define the specific military units.
"


 Create rule 21.3, Terrain, reading as follows:
"
 Each hex has a terrain.  It may also have one or more terrain modifiers.  Each type of terrain has a Difficulty.  The specifications of any terrain modifiers take precedence over the terrains.
"

Create rule 21.3.1, Terrain Modifiers, reading as follows:
"
 The following are the terrain modifiers:

Population Center
 Any hex with a population center has a difficulty of 1

Road
 Any hex with a road has its difficulty reduced by 2, to a minimum of 1
"

 Create rules 21.3.2, Terrain, reading as follows:
"
 The following are the Terrains:

Plains Difficuly 2
Forest Difficulty 4
Jungle Difficulty 8
Hill Difficulty 4
Mountain Difficulty 12
Swamp Difficulty 6
Tundra Difficulty 4
Craigs Difficulty 8
Arctic Difficulty 8
Bridge Difficulty 2
River Water Difficulty 6
Rapids Water Difficulty 10
Deep Sea Water Difficulty 2
Reef Water Difficulty 14
Shallow Sea Water Difficulty 4
 

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