Rules Discussion

Started by Dave Baughman, March 22, 2010, 01:15:05 PM

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Mr. JibberJab

but but, What will i do without my Capellan dishs!!!

Fatebringer

Well, I for one will work with GM's to work on it, :P

Dave Baughman

Regarding capitals guys, some quick info:

If you want to voluntarily move your national capital, its the same as if it got blown up - you have to sacrifice all your income for a turn.

If you just want to make Rasalhague a 'regional capital,' all you have to do is pay for the upgrade. There is no "minimum distance" requirement between two regional capital (arguably, the whole "regional capital" hex improvement should have a more generic name like the Economic Zones in Flashpoint, but that's a whole other can of worms...)
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Iron Mongoose

I think the thing to look at for that is that the part of having that little star represents the industry and the infrastructure that springs up around your capitol just because its the seat of government.  In fudal BT land, you can govern out of the back of a Battlemaster; that's not what the capitol world is really all about, though the buracuracy that's there does help.  So, moving capitols is more than about command and controll, but its about changing the orbits of so many things that keep the government running. 

I don't think it would be bad to see the rules alow a rolling move, where in there's no black out.  But I do think it should not come cheaply or quickly.  The blackout rules are fine for an emergancy "oh crap, the Clans are here and we have to evacurate, now!" situation, but for an orderly peace time relocation?  Just make it take six turns and set the cost at 36 or 48 or something, and the other world reverts to regional status, or something like that.

Fatebringer

#289
Well, I thought there might be some situational issue. Despite the fact that this may cost me soooo much money, I may go ahead and do it anyway. Rasalhague is that important to the people. It used to be their National Capitol therefore, they care. But I agree, I wouldn't want Alshain to have to go back down to nothing, then work to get it back up to regional either.

Dave Baughman

Quote from: Iron Mongoose on November 13, 2010, 08:13:25 AM
I think the thing to look at for that is that the part of having that little star represents the industry and the infrastructure that springs up around your capitol just because its the seat of government.  In fudal BT land, you can govern out of the back of a Battlemaster; that's not what the capitol world is really all about, though the buracuracy that's there does help.  So, moving capitols is more than about command and controll, but its about changing the orbits of so many things that keep the government running. 

I don't think it would be bad to see the rules alow a rolling move, where in there's no black out.  But I do think it should not come cheaply or quickly.  The blackout rules are fine for an emergancy "oh crap, the Clans are here and we have to evacurate, now!" situation, but for an orderly peace time relocation?  Just make it take six turns and set the cost at 36 or 48 or something, and the other world reverts to regional status, or something like that.

I have no problem with the move being done over multiple turns as long as the full cost is paid by the end of the move. That's definitely one advantage of moving "on your own schedule" instead of in response to losing the hex. Also, you are right on the ball about why its so expensive; its not just relocating the nobility/warrior council/whatever, its moving or reconstructing all of the infrastructure that goes with the capital system.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Fatebringer

Quote from: Dave Baughman on November 13, 2010, 07:33:53 PM
Quote from: Iron Mongoose on November 13, 2010, 08:13:25 AM
I think the thing to look at for that is that the part of having that little star represents the industry and the infrastructure that springs up around your capitol just because its the seat of government.  In fudal BT land, you can govern out of the back of a Battlemaster; that's not what the capitol world is really all about, though the buracuracy that's there does help.  So, moving capitols is more than about command and controll, but its about changing the orbits of so many things that keep the government running. 

I don't think it would be bad to see the rules alow a rolling move, where in there's no black out.  But I do think it should not come cheaply or quickly.  The blackout rules are fine for an emergancy "oh crap, the Clans are here and we have to evacurate, now!" situation, but for an orderly peace time relocation?  Just make it take six turns and set the cost at 36 or 48 or something, and the other world reverts to regional status, or something like that.

I have no problem with the move being done over multiple turns as long as the full cost is paid by the end of the move. That's definitely one advantage of moving "on your own schedule" instead of in response to losing the hex. Also, you are right on the ball about why its so expensive; its not just relocating the nobility/warrior council/whatever, its moving or reconstructing all of the infrastructure that goes with the capital system.

Hello there,

So if I understand this correctly, assuming you agreed with all of Iron Mongoose's statement, then we could spend the 70.75 RP to convert Rasalhague to a National Capitol over three turns and per Iron Mongooses suggestion, keep Alshain as a Regional capitol and appease our people?

How does the following sound?

Turn 44, pay the full amount (70.75) to get it out of the way.
Turn 45, turn Alshain into a regional, and Rasalhague into a regional
Turn 46, pay the rest, turn Rasalhague into a National

This would keep to your three turn craze for Infrastructure creation you use for ICs. Considering there is a transfer of infrastructure, shouldn't there be an MP cost involved too? Just asking.

Marlin

Just a question to all:

Please read the Construction rules. They have changed in my view. Before you had to pay the x-th time of a Warship in order to build it and its additional FP, right? Now it seems you just have to HAVE the capacity of these numbers to build this and occupy those.

To me. So, you have 2 SY, capacity of 6 FP, and build a 3 FP LiFu, right? Now, you would need 30 FP Capacity, meaning you will have to wait 5 turns to build it. Pay your 3 RP in turn 1 and then wait for 4 more turns, and the ship gets out?

I mean, this would have saved me large amounts of RP if that was correct. The GMs have a hard time answering so, I send it to all. Perhaps I get a good answer in time. :P

Marlin

GreyJaeger

Quote from: Marlin on November 14, 2010, 09:56:45 AM
Just a question to all:

Please read the Construction rules. They have changed in my view. Before you had to pay the x-th time of a Warship in order to build it and its additional FP, right? Now it seems you just have to HAVE the capacity of these numbers to build this and occupy those.

To me. So, you have 2 SY, capacity of 6 FP, and build a 3 FP LiFu, right? Now, you would need 30 FP Capacity, meaning you will have to wait 5 turns to build it. Pay your 3 RP in turn 1 and then wait for 4 more turns, and the ship gets out?

I mean, this would have saved me large amounts of RP if that was correct. The GMs have a hard time answering so, I send it to all. Perhaps I get a good answer in time. :P

Marlin

It is the x10 in both RP and Construction points.

Dave Baughman

Quote from: GreyJaeger on November 14, 2010, 11:15:54 AM
Quote from: Marlin on November 14, 2010, 09:56:45 AM
Just a question to all:

Please read the Construction rules. They have changed in my view. Before you had to pay the x-th time of a Warship in order to build it and its additional FP, right? Now it seems you just have to HAVE the capacity of these numbers to build this and occupy those.

To me. So, you have 2 SY, capacity of 6 FP, and build a 3 FP LiFu, right? Now, you would need 30 FP Capacity, meaning you will have to wait 5 turns to build it. Pay your 3 RP in turn 1 and then wait for 4 more turns, and the ship gets out?

I mean, this would have saved me large amounts of RP if that was correct. The GMs have a hard time answering so, I send it to all. Perhaps I get a good answer in time. :P

Marlin

It is the x10 in both RP and Construction points.

Grey is correct, the WarShip construction costs have not changed (x6 for standard drive, x10 for LFB), they were just simplified to no longer treat the KF drive as a totally different in-game item (which didn't jive with the rest of the game system).
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Dave Baughman

FYI, I have added a small section to the rules chapter on hex elements. If you go to the end of that module you will now find definitions of what the watermarks mean and what their game effects are.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Dave Baughman

In light of the number of questions I've recently received about warship construction costs, the construction section has been updated and clarified.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Holt

Quote from: Dave Baughman on November 14, 2010, 10:57:28 PM
FYI, I have added a small section to the rules chapter on hex elements. If you go to the end of that module you will now find definitions of what the watermarks mean and what their game effects are.

On the Capital World topic, i paid for turning Columbus into the Sharks Capital World last turn, before this new rules change. Which rule will it fall under?

Dave Baughman

Quote from: Holt on November 15, 2010, 01:56:24 AM
Quote from: Dave Baughman on November 14, 2010, 10:57:28 PM
FYI, I have added a small section to the rules chapter on hex elements. If you go to the end of that module you will now find definitions of what the watermarks mean and what their game effects are.

On the Capital World topic, i paid for turning Columbus into the Sharks Capital World last turn, before this new rules change. Which rule will it fall under?

Holt, I am not 100% sure what rules change you are referring to. Can you shoot me a PM with the details?
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Holt

Thats because i am 100% wrong.


Quote from: Dave Baughman on November 15, 2010, 02:17:07 AM
Quote from: Holt on November 15, 2010, 01:56:24 AM
Quote from: Dave Baughman on November 14, 2010, 10:57:28 PM
FYI, I have added a small section to the rules chapter on hex elements. If you go to the end of that module you will now find definitions of what the watermarks mean and what their game effects are.

On the Capital World topic, i paid for turning Columbus into the Sharks Capital World last turn, before this new rules change. Which rule will it fall under?

Holt, I am not 100% sure what rules change you are referring to. Can you shoot me a PM with the details?