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Thread: Rules, Codex & Edicts

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    Senior Member Senior Member Ibn-Khaldun's Avatar
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    Default Rules, Codex & Edicts

    Rules

    1. General

    1) Game Settings:
    RTW: BI Vanilla
    Hard Campaign, Medium Battles.
    Large Unit Size
    Battle Timer On
    Show CPU Moves
    Manage All Settlements
    No RGB's

    2) Avatars
    Players will roleplay Vandal chiefs. Players may only use agents as avatars with permission from the GM, since agents cannot fight battles and have a different set of stats from family members. If a 'Man Of Great Potential' adoption is offered then it must be declined unless there is a Player waiting an avatar.

    3) Battles
    A player whose avatar leads an army that is involved in a battle will be expected to fight that battle. This will involve downloading the save game of the battle, playing it and then uploading the resulting save game. Uploading the post-battle save must be done within 48 hours of the pre-battle save game being uploaded. If the deadline expires, the battle is autoresolved. If a player cannot fight a battle that is assigned to them, the battle may also be fought by any player whose avatar will also be present in the battle. Under no circumstances will a battle be fought by a player whose avatar is not present in the battle. If there is no player available to fight a battle, it must be autoresolved. If there are no allocated avatars involved in the battle at all, it must be autoresolved.

    4) Game Management
    At the start of each turn, the Treasurer will post a report on the events of the last turn, including a save game file for the new turn. After the report is posted, players will have at least 24 hours to download the save, and make their personal moves. Players can move their avatars, move any unit or fleet their avatar owns, and fight any battles against the AI that they are capable of fighting with their avatar’s army. Player may also move any unit, fleet, or avatar they have been given specific permission to move by the respective owner, as long as that permission is posted in a public thread. The Treasurer may extend the time limit beyond 24 hours at his discretion, but all players are encouraged to act as swiftly as possible to keep the game moving. As long as the Vandals occupy at least one city, players may not move avatars or armies into the territory of a neutral or allied faction without the permission of an edict.(Rule Change 2.1) Nor may they attack the settlements or armies of neutral or allied factions without a declaration of war resulting from an edict.

    5) Events
    Whenever they desire GM's or anyone they choose may create an in-game Event. Events are not limited in scope, subject matter, or method of implementation. All game rules can be violated to implement an Event. The players can prevent the implementation of any single Event through a simple majority of unweighted votes.

    6) Game Master
    Game Master is responsible for management of the game and enforcement of the Game Rules. He can delegate any of his powers to another person whenever he chooses. Currently, Ibn-Khaldun is the Game Master.

    2. Ranks

    1) Rank gain and loss
    Each player with FM enter the game as Chief. They will be promoted to a higher rank as soon as they meet the requirements for that rank. If, at any point, Player ceases to meet the requirements of their existing rank, they will be demoted to the highest rank whose requirements they meet.

    2) Gaining and losing provinces
    All conquered settlements belong to the Vandal people. During Council Sessions provinces can be given to Players who then are responsible for governing them. During Council Sessions provinces can be taken from Players if 2/3 of the Council agrees with it.

    3) Retinue
    At any time, a Player may give any retinue item/member they possess to another Player. If a retinue item/member cannot be transferred due to distance between avatars, console commands may be used to allow the transfer. Due to RTW engine it is impossible to remove retinue items/members.

    4) Wills & Inheritance
    On his avatars death, all of a Player's provinces and retinue are distributed according to the most recent valid Will. In order for a Will to be valid, it must have been posted in a public thread or PMed to the GM prior to the avatars death. If avatar dies and Player had no Will then all of his provinces will be returned to the Frankish people.

    5) Ranks

    Chief
    Requirements: Family Member(or Agent with the permission from the GM)
    Influence: 2
    Powers:
    1) Can propose one Edict or Codex Amendment per 'Council' Session.
    2) Can run for Treasurer.

    Warlord
    Requirements: Family Member + at least 1 settlement
    Influence: 3
    Powers:
    1) Can propose two Edicts and one Codex Amendment per 'Council' Session.
    2) Can run for Treasurer.
    3) Can set the build queue and tax rate for their settlement under their control. Can destroy any building in their settlement under their control. Can rename the settlements when ever he wants.

    Heir
    Requirements: Must be the in-game faction heir.
    Influence: +1 to the Influence of his other rank.
    Powers:
    1) This rank is always held at the same time as other ranks. The Influence and Powers of the Heir are added on top of the Influence and Powers of his other rank.
    2) In the absence of the King, the Heir can adjudicate on Charter disputes.
    3) Can propose two Edicts and two Amendments per Council Session.

    King
    Requirements: Must be in-game faction leader.
    Influence: Equal to half the in-game Influence stats.
    Powers:
    1) Can propose an unlimited number of Edicts and Amendments per Council Session.
    2) Can set the build queue and tax rate for all settlements that are not governed by Warlords. Can destroy any building in those settlements and can rename any of them at any time.
    3) Can call Emergency Council Sessions.
    4) Can declare war on any faction at any time, for any reason.
    5) Can veto one Edict or Amendment per 5 ranks of Influence.
    6) Can ban Chiefs from a Council Session. Banned Chiefs cannot speak or propose legislation, but they are permitted to vote.
    7) Can move the Capital at any time, as long as the King is present in the new Capital.
    8) Can adjudicate on Edicts and Amendments.
    9) Can run for Treasurer.

    Treasurer
    Requirements: Must be elected Treasurer.
    Influence: +1 to the Influence of his other rank.
    Powers:
    1) The Treasurer is repsonsible for all monetary expenditures in the game. The choice of what to build/recruit is entirely up to him, except as stated in the Limitations on Powers.
    2) The Treasurer can move all captain led armies/fleets/agents.
    3) Can call Emergency Council Session.
    Limitations on Powers:
    1) The Treasurer must respect all settlement tax rates and build queues. The Treasurer is not required to build anything, but if he does build in a settlement, it must be the first item in the build queue. If no build queue is posted for a settlement, the Treasurer may build whatever he wishes.
    2) Cannot remove a building from any build queue if construction has already begun on it, unless the owner of the province agrees otherwise.
    3) Can not move agents if they are assigned to a Player.

    Village Elder/Warrior
    Requirements: none; people without avatars
    Influence: 1
    Powers:
    1) Can propose one Edict per 'Council' Session.
    Penalties:
    1) Can not run for Treasurer.

    3. Government

    1) Sessions
    The Council will meet in a Normal Session every 10 turns. Out of session, there can be open debate and deliberations. Each Normal and Emergency Session consists of 3 real time days of debate, followed by 2 real time days of voting. GM or anyone delegated by him can change the length of individual sessions at will.

    2) Proposing Legislation
    During each session, Players may propose Edicts and Amendments, up to the limit allowed by their rank. Edicts and Amendments must be seconded by two other Players before they can be put to the vote. Players with avatars need only one person to second their legislation. (Rule Change 3.1)

    3) Edicts
    Edicts require a simple majority of weighted votes to pass and remain in effect until the next normal session of the Council. Tied Edicts fail. If contradictory Edicts are passed, the one with the most votes takes priority. Edicts can only be enforced by IC means. Edicts cannot contradict the Game Rules or the Codex.

    4) Codex Edicts & Amendments
    Codex Edict remain in effect until an Amendment that removes/modifies them passes. Long term goals and guidelines how to govern the Vandal people are mentioned in the Codex.
    Amendments require a two-thirds majority of weighted votes to pass and remain in effect permanently, or until repealed by another Codex Amendment. Codex Amendments can only be enforced by IC means. Codex Amendments cannot contradict the Game Rules.

    5) Rule Changes
    Rule Changes require a two-thirds majority of unweighted votes (1 vote per player) to pass. Rule Changes can permanently change the Game Rules. Any player who have an in-game avatar can propose Rule Changes, regardless of IC rank. GM can veto any proposed Rule Change, but does not vote. Game Rules are enforced by IC or OOC means, as GM sees fit.

    6) Influence
    Each Player’s voting power is equivalent to his total Influence. No Player's Influence may ever be lower than 1.

    7) War
    Except as allowed by rank powers under Rule 2.4, any declaration of war must be authorized by an Edict or by the Codex.

    8) Elections
    At each Normal Session, on the death of the Treasurer, or on the impeachment of the Treasurer, there is an election for the post of Treasurer. Ties lead to a fresh ballot. A second tie is decided by seniority (avatar age).

    9) Impeachment
    The Treasurer can be impeached and removed from office by a two-thirds majority vote of the Council. Impeachment takes effect immediately after the vote is passed. After impeachment, a fresh election is held to elect a new Treasurer. The Player replacing the impeached Treasurer serves out the remainder of the impeached Treasurer's term. All Edicts passed in the Council session that elected the impeached Treasurer remain valid, unless overturned by new Edicts at the Emergency Session that impeached him.

    4. Armies

    1) Armies
    Except as stated in Rule 2.5, all Players own all army units that begin a turn in a stack led by their avatar, in the garrison of a settlement they own, regardless of how the units got there. No one may move or disband any units owned by a Player without his permission.

    2) Naval Fleets
    Players own all fleets that begin a turn in the port of a settlement they own, regardless of how the fleet got there. Otherwise, naval fleets are controlled by the Treasurer. No one may move or disband any ships in a fleet owned by a Player without his permission.

    3) Forts
    Forts are considered the property of the Player who built them. No one may move or disband units there without his permission.

    5. Civil War

    1) Declaration of War
    A Player must make a Declaration of War towards a specific Player in a public thread before they can attack any of that Player’s armies or settlements. Other Player's have 24 hours to join one side or the other. After that all Players who did not choose a side will be considered neutral. Players without avatars or with agents can not declare war upon another Player.

    2) Ending a Civil War
    A Civil War will end when all Players on one side are dead or all living Players on both sides publicly agree to a Peace Treaty. So long as it is limited to changes to the provinces, settlements, armies and retinue of the Players signing the Peace Treaty, it will be considered binding law. All terms of a Peace Treaty that go beyond these limits, particularly those that increase a Players influence or powers beyond those allowed by the rules, will only be binding if adopted by a two-thirds majority of the Council at the next normal session.

    3) Civil Wars on the Campaign Map
    While a Civil War is in progress, all players involved in the Civil War will lose their ability to make any moves on the campaign map. During the civil war the game will be frozen and the turn will not be advanced. The Civil War have 2 rounds on the campaign map: gather and move/attack. One round lasts 24 hours.
    Spoiler Alert, click show to read: 
    a)Gather - The player may gather units he owns that are located in the same province as his avatar, but which are not currently located in his avatar's army. All units specified in this manner will be teleported into the avatar's army. It's possible to gather units only during the first round. If Player enters a province he owns after the first round all units there will be considered reinforcements in battle but can not be added into the Players army.
    b)Move/Attack - The player may move his avatar's army into any adjacent province. Player can not move his army into AI controlled province unless the faction is horde.

    After the round ends, GM will implement all moves for players involved in the Civil War, utilizing the console. The orders will be executed simultaneously for all players. Movement will continue in this manner until two hostile player-controlled armies enter the same province. When this occurs, a PvP Battle will begin. All PvP Battles will be considered Meeting Engagements, in which neither side has a terrain advantage, unless one of the armies was Defending the province where the battle occurred. If this happens, the defending army will get a terrain advantage in the following manner: (1) If the province is owned by the Defender, the battle will be a siege assault of the settlement. (2) If the province is not owned by the Defender, the battle map will be chosen such that a terrain advantage, such as a high mountain, fort, or bridge is given to the Defender. The Umpire of the battle will determine the precise nature of the terrain advantage. There will be no unit recruitment during the Civil War.

    4) PvP Battles
    Whenever a PvP Battle occurs, if both players agree, the battle will be fought via multiplayer, with GM or anyone he chooses acting as umpire. The umpire will determine the map and the precise composition of the armies. If the battle is not fought via multiplayer then it will be fought either in a typical Throne Room tabletop battle style or as a abbreviated tabletop battle and will be umpired by GM or anyone he chooses. The umpire will determine all settings to be used in the battle, including the map and the precise composition of the armies. Regardless of the type of battle chosen, the umpire must attempt to have the battle replicate the in-game state of affairs to the best of his ability. Regardless of the type of battle chosen, the umpire will determine the results, including, but not limited to, units to be disbanded as casualties, avatars to be killed off as casualties, and changes in the control of provinces. Console commands may be used to implement the results.
    Last edited by Ibn-Khaldun; 06-02-2010 at 11:24.

  2. #2
    Senior Member Senior Member Ibn-Khaldun's Avatar
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    Default Re: Rules, Codex & Edicts

    The Codex

    Currently there are no laws in the Codex at the moment.

    Recently enacted Edicts

    Edict 3.1: Oza should immediately move north into Gaul to spy out the Roman presence.
    Proposed: Boiocalus (TCV)
    Seconded: Maroboduus(LoL), Duva(I-K)

    Proposed laws


    Waiting the next Council Session
    Last edited by Ibn-Khaldun; 06-02-2010 at 11:25.

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