Poll: Please vote either Yes or No for each of the five Changes.

Be advised that this is a public poll: other users can see the choice(s) you selected.

Results 1 to 29 of 29

Thread: Misc Rule Changes Poll

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Bureaucratically Efficient Senior Member TinCow's Avatar
    Join Date
    Mar 2004
    Location
    Washington, DC
    Posts
    13,729

    Default Misc Rule Changes Poll

    This is a somewhat tardy poll to see how people feel about some of the rule changes that were proposed over the last couple weeks. Please vote yes or no for each one.

    Change 1: Cool-Down Period on Oaths. This slows down reorganization of Houses and increases stability at the cost of some freedom. The general effect is likely to be that people do not leave powerful Houses unless they have the backing of another House. Implemented by adding the following line to Rule 2.5:
    If a Vassal breaks an Oath of Fealty without the permission of his Lord, he cannot swear a new Oath of Fealty until 5 turns have passed.
    Rule change can be balanced by fiddling with the number of turns (5) required. Vote on the general idea behind the rule, not the current number of turns.

    Change 2: Branching Feudal Structure Draft. Baronet rank is abolished and Marquess rank requires 2 Counts. End result is significantly increased difficulty in achieving the ranks of Marquess, Duke, and Grand Duke.

    Change 3: Time-in-Rank for High Ranks. Also slows down reorganization of Houses and increases stability at the cost of some freedom. No one will be able to go from Knight to Grand Duke in one turn. You'll have to put in time at the various levels before you can advance to the following level. To make the high levels achievable, though, once you've done your time you meet the requirement for the rest of your avatar's life. No need to re-do the time if you get demoted at some point. Implemented by adding the following generic line to Marquess, Duke, and Grand Duke:
    Must have served X consecutive turns as a LOWER RANK at some point in time.
    Rule change can be balanced by fiddling with the number of turns (X) required. Vote on the general idea behind the rule, not the current number of turns.

    Change 4: Inheritance Approval. Generally, a nobleman' Will has to be approved by their Lord or the Faction Leader before it is considered valid, except for provisions of the Will that leave property to a 'natural son' or son-in-law. This re-introduces the in-game family tree structure into the rules, where as it is currently mostly absent. This will generally increase role-playing of hereditary families, but penalizes recruitable generals, who will rarely ever have children. It is an increase in historical accuracy at the cost of freedom. Implemented by adding the following line to Rule 2.4:
    In order to be considered valid, all provisions of a nobleman's Will must be approved by nobleman's Lord. If the nobleman has no Lord, the provisions must be approved by the FACTION LEADER. Provisions which give provinces or retinue to natural sons or sons-in-law do not require the approval of the nobleman's Lord or the FACTION LEADER.
    Change 5: Banishment. This draft power is still being tweaked, but generally, the Faction Leader is given the following power:

    Power X:

    The FACTION LEADER can banish noblemen from all FACTION controlled provinces. While Banished, a nobleman can be attacked by any other nobleman without the need for a Declaration of War, unless the Banished nobleman is not inside a FACTION controlled province. Any provinces owned by the Banished nobleman can also be attacked without the need for a Declaration of War. Any provinces conquered in this manner will become the property of the nobleman who conquered them. The Banished nobleman cannot be attacked on the same turn that the Banishment is ordered, unless he is in the same FACTION controlled province as the FACTION LEADER, or an adjacent FACTION controlled province to the FACTION LEADER. The Banished nobleman can defend himself, but cannot initiate an attack without making a Declaration of War. No units may be disbanded or removed from the Banished nobleman's armies or settlements without his permission. The FACTION LEADER will determine the fate of a Banished nobleman who is captured in battle. A Banishment can be ended by an Edict passed by the GOVERNING BODY. If the Banished nobleman is in a feudal chain at the time the Banishment is issued, the highest ranking nobleman in that feudal chain can call an Emergency GOVERNING BODY Session. This session can only be called on the same turn that the Banishment is issued.

    The duration of the Banishment is determined by the FACTION LEADER's Authority. With an Authority of 5 or lower, this power may not be used. With an Authority of 6 or 7, one nobleman may be Banished for 5 turns. With an Authority of 8 or 9, one nobleman may be Banished for 10 turns. With an Authority of 10, two noblemen may be Banished for 10 turns each. Regardless of the level of Authority, this power cannot be used within 10 turns of a previous use. Banishment ends when a Banished nobleman is publicly pardoned by the FACTION LEADER, the time limit expires, an appropriate Edict is passed, or the FACTION LEADER dies.
    Last edited by TinCow; 05-02-2008 at 14:23.


Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO