- Combat tables are being updated to match the proposed new table that met with strong approval (http://intelser.org/forums/index.php?topic=1018.0). In conjunction with this change, the forced withdrawal rule will be removed. Implemented
- A number of small clarifications will be edited in based on recent rulings on sections of the rules that were vaguely or unclearly written. Implemented
- Formal orders and posting deadlines will be added to the rules set (more below) Implemented
- A one-time trade-in offer will be made to all factions that spent money on intelligence improvements in the last 20 turns to compensate for the removal of faction intelligence modifiers (more below) Implemented
- The new communications rules will be partially implemented (more below) Implemented
- If time permits, the first segment of the revised R&D rules will be implemented Not implemented this turn, still in development
Orders and Posting rules
1. Faction leaders are responsible for submitting their orders on time. A deadline (usually the 5th of the month) will be posted by the GMs at the start of each turn.
2. Orders must be submitted to fgc_orders@intelser.org. Orders that are submitted to GM personal email accounts or to the orders mailboxes of other campaigns are not guaranteed to be processed until late orders processing.
3. The GM team will transmit monthly faction reports to all factions who submitted orders on time 1-3 days after the orders deadline.
4. Players have one week (seven calendar days) from the orders deadline to open any military operations threads they plan to carry out. The only exception to this is threads which are unable to be posted on time because they are waiting on responses to precursor threads such as allied or hostile movement requests.
5. Late orders will be accepted, but the reports for these orders will not be sent until the posting deadline expires. The posting deadline for late submitters is still based on the normal orders due date, so if orders are posted more than seven days late no ops threads can be opened by that faction that turn.
6. Players will have until the end of the month to resolve their threads.
Intelligence Improvement rebate offer
For Turn 43, faction leaders may claim a special bonus if, at any time between turns 20 and 41, their faction spent funds on intelligence rating improvements.
For every 20 RP spent on intelligence improvements (rounded up), each faction receives one rebate token. Additionally, Clan homeworlds factions (i.e. factions that controlled no I.S. hexes in turn 20) receive one extra token.
Tokens may be spent as follows:
Build 1 PF in the Clan Homeworlds or the Deep Periphery: 1 token
Build 1 IC in any friendly hex: 1 token
Immediately gain two Elite special forces teams: 1 token
Roll one free R&D roll (stacks with normal paid R&D): 1 token
Roll one free Commtech roll: 1 token
Roll one free Exploration roll: 1 token
Run up to 20 RP of intelligence operations for free: 1 token
Build 1 PF in the Inner Sphere: 2 tokens
Upgrade an existing Elite special forces team to Heroic: 2 tokens
Build * at a friendly PF or capital: 2 tokens
"Something special" (GM surprise): 4 tokens
The GM team can attempt to assist in researching back records to determine how many tokens factions are entitled to at player request.
Players may trade and/or sell rebate tokens, but the tokens themselves must be cashed in by the start of turn 43, so please make your deals quickly.
Important note: Please include a breakdown of any token redemptions in both the cover email for your faction's orders and on the summary page of your turn 43 orders to ensure prompt processing.
Lyran note: The LC successor states (RWR, UIW, Arc Royal, Protectorate, and Skye/Donegal LC) each gain the full number of tokens the LC is entitled to, but must forfeit one token to represent 'brain drain' on their intelligence organs suffered during the fracturing of the LC.
Communications Streamlining and Revisions - phase IIn preparation for implementing the fairly in-depth communications overhaul that has been talked about in the rules discussion thread for a while now, several preliminary changes are being implemented to be effective turn 43:
- Interdiction no longer prevents movement
- Interdiction does not prevent written communication between factions (by courier, etc)
- HPGs no longer have to be delivered; they are built just like any other hex improvement. Un-interdicting a hex takes 3 turns and costs the following: 1 RP per member world, 3 RP per control world, 5 RP per capital.
Note that the revised financial impact of interdiction, as well as the revised R&D track for advancement, will not be implemented for turn 43.
Quote from: Dave Baughman on September 27, 2010, 09:38:08 PM
Lyran note: The LC successor states (RWR, UIW, Arc Royal, Protectorate, and Skye/Donegal LC) each gain the full number of tokens the LC is entitled to, but must forfeit one token to represent 'brain drain' on their intelligence organs suffered during the fracturing of the LC.
Sweet, but how do I know how much -- if any -- was spent on the LIC and therefore how many -- if any -- tokens I get?
LC started as 2/3/2 in turn 20. Based on the records I have been able to locate, the ended at 3/4/3, so they spent $60 on upgrades, which would translate to 3 tokens. Apply the -1 "breakup modifier" and RWR will get 2 tokens (as will the other LC successor states).
For reference, here is what everyone started out as in turn 20:
Quote
Capellan Confederation:
IG: +2
CI: +3
SO: +3
Core Alliance:
IG: +4
CI: +2
SO: +3
Draconis Combine
IG: +2
CI: +3
SO: +2
Federated Suns
IG: +3
CI: +2
SO: +2
Free Worlds League
IG: +1
CI: +2
SO: +1
Lyran Commonwealth
IG: +2
CI: +3
SO: +2
Star League
IG: +2
CI: +2
SO: +2
Minor Powers:
Free Rasalhague Republic:
IG: +1
CI: +1
SO: +1
Republic of St. Ives
IG: 0
CI: 0
SO: 0
Magistracy of Canopus
IG: +2
CI: +2
SO: +2
Marian Hegemony
IG: +1
CI: +1
SO: +0
Outworlds Alliance
IG: +0
CI: +1
SO: +1
Taurian Concordat
IG: +0
CI: +1
SO: +0
Wolves in Exile
IG: +0
CI: +0
SO: +0
Fiefdom of Randis
IG: +0
CI: +0
SO: +0
Niops Association
IG: +0
CI: +0
SO: +0
The Clans
Inter-Clan Watch
IG: +1
CI: +1
SO: +0
Clan Fire Mandrill
IG: +0
CI: +0
SO: +0
Clan Ghost Bear
IG: +1
CI: +1
SO: +0
Clan Hell's Horses
IG: +0
CI: +0
SO: +1
Clan Jade Falcon
IG: +1
CI: +1
SO: +0
Clan Star Adder
IG: +1
CI: +0
SO: +0
Clan Wolf
IG: +1
CI: +1
SO: +0
The homeworlds all started at 0/0/0 when they later joined the game. RD used the FRR's skills, not the Ghost Bears', when they merged.
Is the research roll a roll to see if you get a success or a roll on the charts after a success?
Quote from: DisGruntled on September 28, 2010, 01:03:34 AM
Is the research roll a roll to see if you get a success or a roll on the charts after a success?
Its a normal roll, so you still need between a 9 and a 12 depending on your # of PFs to get a return.
For those like me who don't want to go back through 20+ sheets to total up how much they spent.
Quote from: Old Intel Rating improvement costs
Improving a faction's rating takes considerable time and effort. Essentially, a set amount of RP's must be contributed over the course of so many cycles to permanently improve a rating. To go from 0 to 1, a faction must spend a total of 20RP's over the course of 4 cycles. To go from 1 to 2, a faction must spend 20RP's over the course of 8 cycles. To go from 2 to 3, a faction must spend a total of 20RP's over the course of 12 cycles. To go from 3 to 4, a faction must spend a total of 20RP's over the course of 16 cycles.
It should be noted that the number of Spec Ops teams cannot rise above 3 with that, right?
Another thing: only spending between Round 20 and 41 is counted? What is with Turn 42? Is that money considered wasted?
Quote from: Marlin on September 28, 2010, 08:23:26 AM
It should be noted that the number of Spec Ops teams cannot rise above 3 with that, right?
Or your number of PFs, whichever is greater.
Quote from: Marlin on September 28, 2010, 08:46:47 AM
Another thing: only spending between Round 20 and 41 is counted? What is with Turn 42? Is that money considered wasted?
If you spent money on intel improvements in 42, it counts also.
There can be build more than one PF in the HWs, provided there are enough tokens, right?
Also, are those tokens also able to be gained by metafactions like the ICW or the Star League?
ICW hasnt spent any money on Intel upgrades, it was using the stats of it's contributors. so ICW wouldn't get any tokens
Quote
"Something special" (GM surprise): 4 tokens
Is there a chance for this to be a negative surprise?
It's hard to give up 10 RP a turn, but we might be interested.
Especially since we're already 9.75 in the hole and will need to trim somewhere.... ;)
If you have to ask, maybe you shouldn't ;D
The "special surprise" will be worth ~75-100 RP of build cost and will not be something that can be acquired through normal game means, so no it won't be "that kind of surprise" ;D
"Can not be acquired through normal game means"
I want it even more. :-)
Heh, now you have me interested as well. ;D
I always wanted a Death Star! XD
Hey Dave, i say u give me around Sudeten what the ICW 'found' around Terra :P
that seems totally fair
And a Regiment of Rattler IIs :P
Quote from: Dave Baughman on September 28, 2010, 10:12:34 AM
Quote from: Marlin on September 28, 2010, 08:23:26 AM
It should be noted that the number of Spec Ops teams cannot rise above 3 with that, right?
Or your number of PFs, whichever is greater.
Mmmmm... this differs from what I believe you told me in a PM earlier. That I could build up to 10 teams (with no mention of requiring PFs). Is this a rule I missed? :-\
I think that was earlier.The rule now says that 3 are the max.
Or number of PFs. Its already in the rules.
Since this is a short thread, I got through it quickly.
When it comes to the IC Watch, the old Joint Watch did spend 40 RP+ on ratings improvments, since it went up two points. If no one else wants them, I'll claim them for the Camels (we coopted the rest of the thing).
Its that or give the ICW 2 tokens...upgrading one of the Daggerstar Teams to Heroic would be pretty nice
Quote from: Dave Baughman on September 27, 2010, 09:38:08 PM
Players may trade and/or sell rebate tokens, but the tokens themselves must be cashed in by the start of turn 43, so please make your deals quickly.
Important note: Please include a breakdown of any token redemptions in both the cover email for your faction's orders and on the summary page of your turn 43 orders to ensure prompt processing.
Reading the above, I thought it was implied that we had to send the GMs a PM in regards the cashing in of the tokens, and what our factions would pick (which I've done). And that to allow us to include a breakdown of any token redemption on our orders sheets, we would have the approval of the GMs of our picks.
Is this how it is going to work?
I think only on the Summary page of our Orders AND the Cover Email. No PM, I did not read that at all..
An urgent question about un-interdicting hexes: in the updated rules, you say that this needs to be done by PLANET rather than hex or main planet. Now there is a catch: if you have 1 control world in a hex and multiple member worlds: the wording says you will have to invest 3 RP for the control world and multiple RP for the member worlds.
Is that the goal of that rule? Member worlds have absolutely no impact on gaining Profit, what happens if you only invest into the Control worlds upwards? Would those memberworlds prevent profit to flow? That would be kinda over the top, no?
Quote from: Marlin on October 04, 2010, 01:32:04 PM
An urgent question about un-interdicting hexes: in the updated rules, you say that this needs to be done by PLANET rather than hex or main planet. Now there is a catch: if you have 1 control world in a hex and multiple member worlds: the wording says you will have to invest 3 RP for the control world and multiple RP for the member worlds.
Is that the goal of that rule? Member worlds have absolutely no impact on gaining Profit, what happens if you only invest into the Control worlds upwards? Would those memberworlds prevent profit to flow? That would be kinda over the top, no?
This isn't a rules change, you've always had to pay for member worlds HPGs (at least, you've supposed to have been...)
I guess that really was never done. This makes interdiction through destruction very costly indeed. But still, this rule could use some polishing. Having Memberworlds with or without HPGs should not make a difference right now.
Implement a case in which member worlds do have even the slightest impact on the game and then it would make sense. It was even forbidden to attack them until the Spirits did so to the Caliphate et. al.
The role of member worlds in the game is something that's one the list of things to be reexamined, but to be totally honest its kind of low on the list of priorities for rules updates.
As for it never being done before, I'm sure you're not the only one. The old communications rules were never really followed by... well, just about anyone. That's part of why I made them a priority for revising.
:P
What about those HPGs that were produced in good faith before this turns' announcement?
I hope they are not worthless now. I just arranged them a bit differently and hope its good then. Gonna think hard on Member worlds, though.. 50 % of Interdicted hexes with a CW.. would round up, right? That could be the key.