Fascist Game 8 - Proposals 1-35
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Next thirty-five proposals.
Current batch of proposals.
Proposal 1
Proposer: Dawn
Proposed: Wed, 11 Jan 1995 21:29:06 +0100 (MET)
Proposal: Oh glorious emperor, we the players come to you in this
perisious [perilous? - THS] time. Now that our home country of
Atlantis is sunken under
the waves, I ask your Imperiousness to grant every player a ship and
to name the first brave player who provides your highness with a
piece of mainland large enough to build your empire on, The Exalted
Winner. We are all aware that we still have a long journey ahead of
us and that we will discover many lands and countries, many of which
will have to be conquered and others of which will simply be unfit so
we will show your Exaltedness the lands we find, and ask your opinion
about their usefullness for your empire.
Decision: Accepted as rules 9 and 10.
Comments: While We recognize this Proposal is
fallout from a Proposal
in Game 6 that never reached the decision stage, We still think it is
fairly imaginative, if vaguely written. A lot of things need to be
clarified in future Proposals as a result; e.g., what use is a Ship?
How are Lands discovered? What constitutes Bravery? Thus, We implore
Our Subjects to investigate these matters, that our Empire may be
rebuilt on firmer grounds.
Proposal 2
Proposer: toejam
Proposed: Wed, 11 Jan 95 15:30:04 -500
Proposal: To become The Exalted Winner, a player
must have at least 10 accepted proposals,
and at least a 2-to-1 ratio of accepted
to rejected proposals. If at any time a player
has more rejected proposals than accepted,
that player will have his record zero'ed
out. Previous proposals of that player's
that were accepted will remain in effect.
Decision: Rejected
Comments: While We can Accept awarding some form of Recognition for
Accomplishment in the area of Accepted Proposals, as We desire all
Our Subjects to submit meritorious Proposals, it seems to Us that
Exalted Victory is too great a Reward for a Task which should be
every Subject's proper Duty.
Proposal 3
Proposer: Egil
Proposed: Wed, 11 Jan 95 22:07:44 MET
Proposal: Each player starts the game with rank "Proposer of the fifth
class". Each time two successive proposals of a player are accepted s/he
climbs 1 in rank. Each time two successive proposals of a player are rejected
s/he degrades 1 in rank. The ranks are (in climbing order) :
Proposer of the fifth class (P5),
Proposer of the fourth class (P4),
.
.
Proposer of the first class (P1),
Ruler of the first class (R1),
Ruler of the second class (R2),
.
.
.
Decision: Accepted, with modification, as rule 11.
Comments: Indeed, a Ranking structure which serves to Reward Our Subjects
meets with our Approval. However, to reflect the presently Nautical
Nature of Our Empire, the Names of the Ranks shall be altered to be
(in ascending order): Fifth Mate, Fourth Mate, ..., First Mate,
Commander, Captain. It shall not be possible to ascend beyond the Rank
of Captain by means of this Rule at this time, though Proposals may
be submitted for elevation to higher Ranks for suitably
Exemplary Conduct.
Proposal 4
Proposer: Egil
Proposed: Wed, 11 Jan 95 22:24:12 MET
Proposal: I would like to state that rule 8 of the initial ruleset
is ambiguous and that it should be interpreted as follows:
The games ends when a player:
i) has earned the title "The Exalted Winner" and
ii) is considered to have Won.
So being "The Exalted Winner" does not imply being considered to have Won.
[Note that this was sent as a Point of Order. I accepted it as a
Proposal, as there are currently only provisions for Proposals in Game
8. Note also that I am being generous to Egil vis-a-vis Rule 6 at this
point, since the game is just underway. I make no promises this
practice will continue. -THS]
Decision: Accepted; Rule 8 is reworded.
Comments: Upon perusal of Rule 8, it is Our considered Opinion
that Egil is correct, the Rule is indeed ambiguous. To rectify
this, We shall therefore Accept Egil's interpretation of Rule 8
as the only valid interpretation.
Proposal 5
Proposer: THS
Proposed: 11 Jan 1995
Proposal: An Empire-sized land shall consist of two adjacent
Kingdoms, a Kingdom of two Principalities, and a Principality of two Fiefs.
Decision: Accepted, as Rule 12.
Comments: This seems to Us an eminently reasonable
way of describing
the size of Lands.
Proposal 6
Proposer: Dan Tapp
Proposed: Wed, 11 Jan 95 18:55:58 -600
Proposal: Players who attain the rank of Commander
may
never be demoted below the rank of Commander.
Decision: Accepted, as rule 13.
Comments: Certainly it would be inappropriate to
reduce an Officer of
this Stature beneath Officer status.
Proposal 7
Proposer: Tivol
Proposed: Wed, 11 Jan 1995 21:11:36 EST
Proposal: Any "glorp" that is not "shretted" by
another player within two days
is automatically invalidated and loses all "glorp" status.
Decision: Rejected.
Comments: Application of this Proposal as a Rule
would be difficult as
the term "days" is not well defined.
Proposal 8
Proposer: Andre Engels
Proposed: Thu, 12 Jan 95 12:57:57 MET
Proposal: Any player having rank of fourth mate or
higher may set sail to any part of
your Empire.
Any player having rank of second mate or higher may set sail to any known
land.
Any player having rank of Commander or higher may set sail to an unknown land
to discover it.
If a player discovers a land, s/he gives it a name. A thus discovered land may
not have special properties from the start, unless another rule says otherwise.
If a new land has been discovered this way, it may not be visited to players
of rank lower than Commander for the duration of 15 proposals. After this it is
considered a known land.
Any land created in another way than according to this proposal is directly
considered a known land, and not part of the Empire, unless specified
otherwise.
Decision: Accepted, as rule 14.
Comments: At last, a means for Our Loyal Subjects to
Discover Lands for
the Greater Glory of the Empire. We might suggest that some means for
determining Properties of newly Discovered Lands, such as Size, would
be appropriate.
[Technical note - I consider this proposal to have created a second
type of communication to THS, namely "Sailing orders." Please label
any requests to set sail as such. I will not post the sailing orders
on this page, but any sailing orders currently underway will show up
on the game status page. - THS]
Proposal 9
Proposer: Olivier MARCE
Proposed: Thu, 12 Jan 95 13:33:30 +0100
Proposal: I propose to rewrite rules about Ships in
this manner :
10 - To discover a new land, a team needs a Ship and a First Mate
rank or above player.
9 - With each proposal submitted, a player tell THS if s/he desires to
advance in Rank or in Ship Owning. A player start the game with the
level of Clerck.
If s/he desires to advance in Rank, the rule 11 applies, else, it applies with
the following levels : Auditor, Merchant, Master, Owner. Only an Owner can own
a Ship.
Decision: Rejected.
Comments: It has already been established that it requires at least a
Commander to Discover Land. Furthermore, since all of Our Subjects
already have a Ship, having only an Owner be permitted to have a Ship
would be inconsistent with Our current State.
Proposal 10
Proposer: Big Mad Drongo
Proposed: Thu, 12 Jan 1995 13:20:11 +0000 (GMT)
Proposal: To win [To be considered to have Won? -
THS] a player must have at least 1000 settlers in their lands, and
build a monument to TIE.
Decision: Accepted, with modification, as Rule 15.
Comments: Settlement of newly Discovered Lands is of
course a Priority for the Empire during this Time of Upheaval.
Building a Monument to
Ourselves is extremely Flattering as well, provided the Inscription
upon it is suitable. Naturally We would be most displeased were we
to learn of Monuments with Inscriptions insulting to Our person.
Proposal 11
Proposer: toejam
Proposed: Thu, 12 Jan 95 08:47:55 -500
Proposal: Oh wondrous emperor, whose breath makes
all of his subjects' seem like dog-breath:
I propose that upon discovery of a new land,
a plyer must remain upon that land for at
least 5 proposals in order to establish a
colony for you in that land.
Decision: Accepted, as Rule 16.
Comments: Colonization of newly Discovered Lands is
of Great Importance
to Our Empire. Some relationship between Colonies and Settlers would
likely be appropriate.
Proposal 12
Proposer: Death
Proposed: Thu, 12 Jan 95 13:44:06 -2400
Proposal: That in the world there shall be a finite
number of continents
each of a finite size, though the players shall not initially know the
sizes. Each continent shall be divided into equally sized pieces, some of
which shall be coast and some of which shall be inland. An exploring ship
that lands on a continent shall land on a random piece of coast, and that
piece shall be considered "explored," if it had not previously been so.
>From that piece of coast a player may explore the next piece of coast in
either a clockwise or counter-clockwise direction by advising THS, at a
rate of 1 piece of coast per 5 judged proposals.
Decision: Accepted, with modification, as Rule 17.
Comments: We Approve of the Exploration of Discovered
Continents, but
We believe some Clarifications are Necessary:
Each "equally sized piece" shall be considered to be a Fief,
and unless another Rule dictates the Size of a Continent, THS shall
roll a fair six sided die to determine the number of Fiefs in a
Continent; Continents generated in this manner will have 2 Inland Fiefs
if 6 Fiefs in size, 1 Inland Fief if 5 Fiefs in size, and no Inland
Fiefs if smaller. Newly Discovered Lands will be Coastal Fiefs on a
new Continent.
Proposal 13
Proposer: THS
Proposed: 12 Jan 1995
Proposal: This proposal endeavors to remind TIE of a
land previously known to us Atlanteans before the Deluge, which should
still lie in its aforeknown position. Namely, this known land is the
Near Azores, an island where Pirates do dwell, consisting of one Fief
controlled by Pirates, and hence unfortunately not part of your
Glorious Empire.
Decision: Accepted; see game state.
Comments: Naturally We must not forget the dread
Pirates of the
Near Azores. We believe these Pirates may prove Threatening
towards the Shipping of Our Empire, so it would be Well if
some intrepid Sailor were to clear this Den of Miscreants out.
Proposal 14
Proposer: Toejam
Proposed: Thu, 12 Jan 95 14:47:31 -500
Proposal: Oh most wondrous emperor, for whose greater glory
we do expand your empire:
Let ships be able to carry a maximum of
30 non-crew personell. A load of at
least 25 settlers must be present on a
ship in order to establish a colony.
Decision: Accepted as Rule 18.
Comments: Now you need somewhere to get settlers in
the first place.
Proposal 15
Proposer: Dawn
Proposed: Fri, 13 Jan 95 11:23:56 MET
Proposal: Every player that does not specify where s/he
is at this moment is
considered to be at his/her ship. every ship has a number of positions, these
positions can be occupied by a player or an object. A starting ship has 2 pos
one of which must be occupied by the player to be able to command actions for
the ship. If at any time a player with a higher rank is on a ship with the
owning player the command of the ship is transfered to the player with the
higher rank until the lowerranked player is on the ship and the higher-ranked
isn't. If at anytime a ship does not have a player on it then any player coming
on the ship can take command provided that s/he has at least 3rd mate rank.
A player can not come on a ship if there are no free position on that ship.
Decision: Rejected.
Comments: We suspect this Proposal will add
complexity for little gain.
For one thing, it specifies the effects of coming on a Ship but never
explains when or how one may board a Ship. Also, since every player
has a Ship and according to the above you may only command a Ship if
aboard it, it would seem less than useful for a player to control more
than one Ship at this time.
Proposal 16
Proposer: Tivol
Proposed: Fri, 13 Jan 1995 05:57:56 EST
Proposal: Each player must select a name for his Ship
(with which s/he starts,
by Rule 9) and must also select a color for his Ship. Ship colors
must be one of the following: Orange, Purple, or Green. Ship
names, however, are only limited by the fact that each Ship must
have a name different from all other Ships' and by common decency.
A player who has not yet submitted a Ship name and color will find
that every piece of email s/he sends in to the game will go
unpublished and unjudged until s/he submits the information.
Decision: Accepted as Rule 19.
Comments: The Color and Name of your Ships should go
to THS. The Floating
Palace shall be Purple, as befits Our Imperial Dignity, of course.
Proposal 18
Proposer: THS
Proposed: 13 January 1995
Proposal: O, wise Emperor, under Rule 17 there is
currently no way to discover a continent of sufficient size (8 Fiefs)
to hold even the most minimal of Empires for your Excellency. I
therefore propose to remedy this situation through the following
amendment to said Rule: Upon discovery, the size of a continent will
be determined by THS rolling a fair six-sided die and adding a
constant depending on the rank of the player making the voyage of
discovery: 0 for a Commander, 2 for a Captain, 4 for a Commodore, and
6 for an Admiral. Commodore and Admiral shall be new ranks, above
Captain, in that order. The means of attaining these ranks is left to
be determined. In addition, if the player has an Explorer aboard his
ship, an additional 2 is added to the die roll. A continent of size 7
consists of 2 inland and 5 coastal fiefs; additional fiefs beyond that
shall alternate between inland and coastal, e.g., a continent of 10
fiefs would have 4 inland and 6 coastal fiefs.
Decision: Accepted.
Comments: This should make it possible to find large
continents.
Proposal 19
Proposer: Death
Proposed: Sat, 14 Jan 95 05:03:35 -2400
Proposal: That the rank Commodore be reserved for
Captains who have
discovered new continents and that the rank of Admiral be reserved for
Commodores who have both completely explored a continent and founded a
colony.
Decision: Accepted, with modification, as Rule 20.
Comments: Since it is not truly much of an
accomplishment to Discover
and completely Explore a Size 1 Continent, this rule shall pertain only
to the Discovery and Exploration of Continents at least 5 Fiefs in Size.
Proposal 20
Proposer: Tivol
Proposed: Sun, 15 Jan 1995 00:40:47 EST
Proposal: It seems as if none of our players are
currently Brave, nor Cowardly, nor any number of other adjectives I
could think of. Seeing as I can think of quite a few adjectives...
TIE may propose certain Acts of Valor that any danger-seeking player
may decide to attend. The more Acts of Valor he successfully faces,
the more and more he becomes recognized for his bravery. A player's
bravery is one of the words from the following list, with each word
representing more bravery than the words before it: Bold, Intrepid,
Gallant, Courageous, Gutsy, Heroic, Brave. All players are originally
Bold, and may increase their bravery by any number of steps at once by
facing these Acts of Valor.
Decision: Accepted, as Rule 21.
Comments: Initially, the following shall be
considered Acts of Valor:
- For each Continent, the first player to explore an inland Fief
of that Continent shall be awarded a one step increase in bravery.
- The first player to clear out the Pirates from the Near Azores
shall be awarded a two step increase in bravery.
Proposal 21
Proposer: Donagel
Proposed: Sun, 15 Jan 95 16:50:29 -2400
Proposal: Oh mighty one;
Whereas you are indeed are the greatest of monarchs, your empire
should be greatest as well, and;
Whereas, through your wise reign, we have an ever growing population
and the mightiest army, and;
Whereas the humble scribe, for who are appreication has no bounds,
should not be too overloaded with common inventory work;
I propose that 1) a full compliment of 25 Settlers be graciously
provided when ever a ship docks at The Floating Empire, or docks at a
conlony that has been in operation for 15 proposals;
2) that also a full compliment of 5 Royal Marines be graciously allowed,
and;
3) that instead of a full complement of settlers, a ship be permitted an
extra company of 10 Royal Marines through which we can attack the lawless
places that dispute your authority.
I submit this to you with humble head;
Donagel of 'The Emperor's Servant'
Decision: Accepted, as Rule 22.
Comments: Naturally the Citizens of Our Empire look
forward to embarking
on Voyages of Colonization, under the protection of the stalwart
Royal Marines.
Proposal 22
Proposer: THS
Proposed: 15 Jan 1995
Proposal: In addition to Proposals and Sailing
orders, players should be allowed to submit a "Plea for Guidance."
This shall consist of a question concerning a point of law or
the state of the realm too confounding for that player to unravel for
him/herself. Your Gracious Majesty could then rule on this matter, and
your Word would become Law. To discourage frivolous demands on your
Eminence's time and judgement, Pleas which in your opinion are
unworthy of your consideration shall result in a demotion of one level
of rank for the submitting player. By the same token, you may reward
Pleas which help call attention to particularly pressing and
worthwhile issues with a promotion.
Decision: Accepted, as rule 23.
Comments: The Laws of Our Empire should be well
understood by all;
We would be pleased to clarify any Matter which Confounds Our
Subjects.
Proposal 17
Proposer: Andre Engels
Proposed: Fri, 13 Jan 95 13:00:47 MET
Proposal: In order to establish a colony, a player
must have a minimum number of Settlers
on that land. This minimum is 100 for a Fief, 180 for a Principality, 320 for a
Kingdom and 600 for an Empire. If a land is particularly hostile, for example
if the population does not want to be part of your exalted reign, this minimum
may be higher.
Each colony is considered to be part of your empire, and the Player who has
most Settlers in a colony is considered to be Governor of that colony, unless
he/she has less Settlers in that colony than the abovementioned minimum.
Each player starts with 150 settlers, and each time a player has a proposal
accepted his/her number of settlers grows by 10%, rounded up for odd-numbered
proposals and rounded down for even-numbered proposals.
Rule 10 shall be changed such that a player who is Governor of either an Empire
or of a set of lands that (according to Rule 12) together comprise an Empire
shall be declared The Exalted Winner.
Decision: Rejected.
Comments: This Proposal has some interesting
elements, but has largely
been overtaken by events, in particular the number of Settlers needed
to establish Colonies. The remainder of the Proposal has merit, though,
and might find Favour if resubmitted as part of a new Proposal.
Proposal 23
Proposer: Big Mad Drongo
Proposed: Mon, 16 Jan 1995 09:22:26 +0000 (GMT)
Proposal: Almighty Emperor, since violence should always be the last refuge, and
gaining more subjects for your great Empire must be our first aim, I
propose that as well as conquering by violence, subversion and conversion
should be available options. They would work as follows:
If an area of land has any form of organised government, it can be
subverted. To do so will require a number of Royal Marines determined by
the Emperor, based on the strength of the government and discontent of
the people. A subverted area loses its government and becomes an anarchy.
In an anarchic area of land, conversion would be possible. If the number
of loyal citizens of the Emperor is more than 1/10 of the total number of
citizens there, then 1/10 of the inhabitants of the land will go over to
the Emperor's side, and can be used as settlers. If the number of loyal
citizens reaches 50% then all the inhabitants of the land go over to the
Emperor, as does the land itself.
This missive penned from my ship, 'The Black Cat', which (due to a small
accident in the shipyard) is luminous green.
Decision: Accepted, with modification, as Rule 24.
Comments: As the Royal Marines are a proud and noble fighting force,
they would never participate in any activity so underhanded and
treacherous-sounding as "subversion". Therefore, it shall require
two Saboteurs to subvert a Fief which currently has a government.
An Anarchy which satisfies the 1/10th condition and converts 1/10th
of its inhabitants into Settlers shall be termed a Protectorate;
at this time, the 1/10th condition can only cause one conversion.
(Otherwise, the 1/10th condition will immediately repeat, causing
repeated conversions until all citizens are converted, which I don't
believe was the intent.)
A Protectorate which reaches the 50% condition shall become a
Colony.
Plea for Guidance 24
Pleader: THS
Pleaded: 16 Jan 1995
Plea: O Emperor, how may we resolve this dilemma:
Rule 13 states that players may not be demoted below Commander once
they have attained that rank. Rule 11 calls for the demotion of any
player with two rejected proposals in a row. But Rule 7 says earlier
rules take precedence. Thus a Commander who makes two rejected
proposals in a row would be demoted. This renders Rule 13
rather useless, since Rule 11 is the only rule providing for
Demotions (except occasionally for Rule 23). I therefore ask: Are we
just to accept this rather weak version of the intent of Rule 13?
Should Rule 7 be changed? Or should Rule 13 be renumbered as Rule
10-1/2? Or is there yet another solution that your Wisdom can provide?
Thank you for applying your magnificent cogitating skills to this question.
Decision: Rule 11 shall be amended to indicate that
Rule 13 takes precedence over it.
Proposal 25
Proposer: Donagel
Proposed: Mon, 16 Jan 95 12:40:43 -2400
Proposal: Oh mighty Emperor,
While it has been recognized the danger of the Pirates of the Near
Azores and the need to squash this source of annoyance, I submit that the
zone of pirates extends far from those shores. I have heard tell that
the seas are so full of these foul scavengers that there is a 1-10 chance
you will encounter a Pirate ship!
Therefore I submit that any ship who comes across a Pirate vessel on
the high seas or in the coastal waters of your future colonies and
sinks it should be
rewarded with one step increase in bravery.
(with humblest regards from Donagel of the GSF Emperor's Servant)
Decision: Accepted with modification as Rule 25, and
an additional Act of Valor.
Comments: The Pirates of the Near Azores grow impudent indeed.
The 1 in 10 chance shall occur whenever a Ship sets sail, for any
destination.
Proposal 26
Proposer: Donagel [Once again I have been moved to
generosity by the sheer delight and force of this proposal. - THS]
Proposed: Mon, 16 Jan 95 12:51:38 -2400
Proposal: My liege, you who have sheltered us for far to long!
Every day I hear of new atrocities commited on your servants by the
Near Azores pirates! I, who have lived under your protection and
generousity, must strike revenge in your most reverent name!
Therefore I propose that you let me take the maximum number of Royal
Marines and set sail for the Near Azores at first light!
I realize that I am not yet of suitable rank, but I ask...no I must
insist, you let me have at those foul villians who for so long have
defied your mighty authority. Let me, in this small way, give back
something to you and the Empire.
Ready to leave on you orders,
Donagel of the GSF Emperor's Servant
Decision: Accepted; see game state. [Note also that
Donagel would soon have been able to set sail on his own anyway, as
the acceptance of this proposal brings him up to Third Mate. - THS]
Comments: Though ordinarily We frown upon Proposals
which are specific
to individual players, We are moved by the courage of Our Subject,
prepared to set sail for the Near Azores immediately, despite
the nonexistence of means to fight the Pirates as of this time.
Proposal 27
Proposer: Egil
Proposed: Mon, 16 Jan 95 19:46:36 MET
Proposal: When a Ship of the Fleet sets sail to The
Near Azores and arrives
there, it has a chance of one in three to meet a pirate-ship. THS will use a
fair six-sided die to decide whether this happens. If this ship should
remain in The Near Azores it will have this chance every fifteen proposals. If
the Ship of the Fleet does not destroy the pirate-ship or flee from it, the
SF will be destroyed. This means that the player can only continue the game
on a new ship and with the rank of Fifth Mate.
Decision: Accepted, with modification, as Rule 26.
Comments: A Ship of the Fleet may Flee from a Pirate
Ship by Retreating
to the last Location it set sail from. Means for Destroying other Ships
will need to wait for other Proposals for arming Our Ships. Additionally,
this Fight/Flight condition upon encountering a Pirate Ship shall also
apply to Pirate Ships encountered due to Proposal 25.
Proposal 28
Proposer: damian
Proposed: Tue, 17 Jan 1995 11:19:35 +1100
Proposal: Any new land that is discovered can be in
one of 2 states: Occupied
or unoccupied. If unoccupied then the land may be claimed for the
empire,
and a colony can be established. If occupied (for instance, the Near Azores),
then the occupants can be either friendly or unfriendly (eg the Pirates).
If the occupants are unfriendly, then the discoverer of the land must either
do battle for the land or flee. If the occupants are friendly, then the
discoverer can choose to: (i) do battle, in which case the natives will then
become unfriendly (and will remain unfriendly for any future visits) (ii)
establish a treaty, or (iii) leave quietly.
If the discoverer is successful in battle, the land can then be claimed for
the empire, and a colony can be established. If he loses the battle, then
he must return to a known land (if any) for at least 5 proposals to recuperate.
Details of how combat works, I leave for future proposals. Also, I will
provide (unless somebody else does first!) details on how to establish
treaties.
I suggest that THS should randomly determine if a land is occupied or
unoccupied. Likewise, occupants should be randomly friendly or unfriendly,
except where visits by previous explorers have made the occupants unfriendly.
Decision: Accepted as Rule 27. [See rules for exact
chances of various events. - THS]
Comments: We Approve of this summary of how
encounters with Natives
shall be conducted. For the purpose of Lands which are Occupied,
this Rule shall overrule the Rule requiring spending 5 Proposals
to establish a Colony. Additionally, defeating Unfriendly Natives
in battle shall be rewarded by a one-step increase in Bravery.
Attacking and defeating Friendly Natives shall not receive this award.
Proposal 29
Proposer: THS
Proposed: 16 Jan 1995
Proposal: Any player who has discovered at least two
new lands may become an Explorer by sailing to The Floating Palace and
declaring his new status. S/he thereby leaves the
normal rank structure, and takes up residence on The Floating
Palace. S/he can no longer sail to any other destinations on his/her
own, but must rather sail aboard another ranked player's ship. The
player's
original ship remains alongside The Floating Palace, perhaps for
possible future use should any ships be destroyed. To compensate for
these disadvantages, Explorers gain the following special abilities
besides those already legislated:
- Any ship with an Explorer aboard may set sail on a Voyage of
Discovery;
- That Voyage will culminate in arrival at a Newly Discovered Land
in a mere 5 proposals after the sailing orders have been given;
- A ship with an Explorer aboard on a Voyage of Discovery may be
crammed with an additional 15 settlers (settlers who have heard of his
renown are willing to put up with cramped conditions to be part of
History);
- the chance that the discovered territory is inhabited is
halved, and if inhabited, the chance the natives are unfriendly is
halved, if those concepts make sense;
- and Explorers may request to explore along the coast or
inland, as in the spirit of Rule 17.
Any other player (of sufficient rank; for this purpose The Floating
Palace shall be considered part of the Empire) may sail to the current
location of an Explorer, and offer to pick him/her up. The Explorer is
not considered to take up any space on the player's ship. Any
negotiations/agreements as to the division of any spoils of
Exploration are up to the individual players involved.
Decision: Accepted as Rule 28.
Comments: Other Sailors should benefit from the
knowledge gained by
experienced Explorers.
Proposal 30
Proposer: Andre Engels
Proposed: Tue, 17 Jan 95 11:49:11 MET
Proposal: I wish to clarify the sad state of your
reign. For, although your country is
amongst the nicest of all countries in the world, its size is not fit for an
Emperor of your magnificence.
At this time the Empire consists of 1 Principality and 3 Fiefdoms.
All players are at the beginning of the game (and as far as I know, are still)
in the Principality of Atlantis, where are your grandious Palace and your
celebrated Municipality of Atlantis. The fiefdom of Makal can be reached
overland (and so fifth mates can get there, but their ship has to stay in
Atlantis), the fiefdoms of Takal and Sakal can only be reached by sailing to
them.
A player who has made an especially outstanding proposal can be rewarded by
TIE by giving him Governorship over Makal, Takal or Sakal. This player then
can make his Governorship effective by sending 5 Royal Mariners to the Fiefdom.
A Governorship counts towards the amount of land added to the Empire by a
player, even though it was part of the Empire from the beginning. No other way
to claim Governorship or any kind of possession of Makal, Takal or Sakal is
possible but the one described in this rule. Atlantis will always fall directly
under the reign of TIE.
As this is all the land currently in TIE's empire, any land added to his empire
in the future must be lands new to the empire. Therefore any time a proposal,
proposed after this one, creates a land which is immediately part of your
empire, no Royal Mariners are available for 10 proposals, as they are currently
fighting to claim the new land.
Decision: Accepted as Rule 29 (plus minor changes to
other rules).
Comments: Well, now We have some lands to Rule over,
at least, though
Our Empire has been much reduced since the Deluge. We wish all
existing references in the Rules to docking at the Floating Palace
to be amended to docking at Atlantis, as it is cumbersome to have
all these Settlers and Marines and such about Our Palace
Proposal 31
Proposer: toejam
Proposed: Tue, 17 Jan 1995 11:22:03 -0500 (EST)
Proposal: Oh Emperor most maritime:
I note that currently there is no way to determine whose ship sinks
who. Therefore I propose that each ship be assigned a strength rating, with
all players' ships starting at 3. For every 5 marines on board, the
rating would increase by 1. Also, with the use of 3 units of
colonist space, the ship may mount a cannon. Cannon require two Marines
to fire, and add 2 points of strength to the ship. upon the engagement
of combat, THS will roll a 6-sided die for each combatant, and add the
strength ratings of each to their roll. The lower total is sunk. In the
case of a tie, both ships are considered damaged, and must return to a
port for repairs. Repairs will take 10 proposals.
Also let it be known that the Imperial Aquatic Spies have
determined that the pirates have been arming their ships with 4 cannon
each, and manning from 10-20 marine-equivalent men each.
Decision: Accepted as Rule 30.
Comments: A good initial Model for Naval Combat. A
player commanding
a Ship which sinks a Ship with higher Strength shall be awarded a
one step increase in Bravery.
Proposal 32
Proposer: Big Mad Drongo
Proposed: Tue, 17 Jan 1995 14:44:51 +0000 (GMT)
Proposal: Almighty Emperor, ruler of the seven seas, lord of the twelve oceans,
master of the ninety-three lakes, and owner of the seventy-three thousand
two hundred and sixteen small puddles, hear my proposal!
I notice from the rules that we your humble servants can not actually
start to serve you until we become Second Mates, and not do anything
useful until we become Commanders.
Therefore I would suggest that you make more experienced men than us
available to man our ships. Clearly we would pay you back for this great
honour, to the following scale:
Crew Type Cost to hire
============== =====================
Second Mate 3000 Imperial crowns
First Mate 5000 Imperial crowns
Commander 20000 Imperial crowns
Captain 50000 Imperial crowns
Clearly no ship owner in debt to the Emperor could ever be declared
winner. Also it is plain to see that having spent all our worldly
goods on buying ships with which to serve you, we only have 7 Imperial
crowns each to start the game.
Decision: Rejected.
Comments: It seems unreasonable that a sailor would
be able to command
the services of a sailor of higher Rank. However, this Proposal does
bring up the problem that there is not much for low ranking players
to do at this time; other Proposals to solve this might be in order.
Proposal 32
Proposer: THS
Proposed: 17 Jan 1995
Proposal: The rules still refer to an unknown place
called the Floating Empire, which seems to be distinct from the
Floating Palace, and hence did not, I feel, fall under your latest
directive to change references from the Floating Palace to
Atlantis. Since the Floating Empire is to be the source of Settlers
and Marines, I propose that the fief of Makal is undergoing a
population explosion, and hence it can supply a steady stream of
Personnel. All references to the Floating Empire should be changed to
Makal. (A quick word on motivation: going to Atlantis for settlers
might be just a bit too easy, since everyone's already there; but this
way even a Fifth Mate can go overland and get settlers and bring them
back overland, if s/he's willing to leave the ship for a while.)
Decision: Accepted, with modification, amending Rule 22.
Comments: Overland travel is not yet very
well-defined, so for now,
no more Personnel may be recruited by a player in Makal than could
normally be carried aboard the player's Ship; and Personnel are able
to follow players on overland journeys.
Proposal 33
Proposer: damian
Proposed: Wed, 18 Jan 1995 11:50:15 +1100
Proposal: Sire, I have heard rumor of a faraway land
known as 'Fascist Game Seven'.
In this pagan land, the populace pay homage to a usurper known as 'Brian Tivol'
who has the temerity to call himself 'Imperious Emperor'! This is an
obvious insult to your imperial personage!
Apparently this pseudo-Emperor greatly values an object known as 'The Victor's
Crown', which is currently missing, and sought by all in this false Empire.
I propose that any valorous subject who sails to this faraway land, should
attempt to locate this item and bring it back to Atlantis for the greater
glory of your empire! If anyone does achieve this feat, they should be
awarded a 3 step increase in bravery and a promotion of 2 ranks.
Decision: Accepted as Rule 31.
Comments: What! Another dares style himself Imperious Emperor?
Though the Journey to this mysterious Land is long and ill-defined,
perhaps the Rewards shall be great.
Proposal 34
Proposer: Donagel
Proposed: Tue, 17 Jan 95 20:56:35 -2400
Proposal: Oh Liege,
I pen this missive aboard the GSF Emperor's Servant on the eve of
battle with the Near Azores Pirates.
Before I head into the surge of valor that war is, I feel it neccesary
to inform TIE of several rumors I have heard regarding the construction
of enemy ships within your empire.
It has come to my attention via some of my associates that some
interests are seeking the ability to build superships which will be used
in an attempt to take control of the seas. As you know, our ships can
hold (at the most)15 brave Royal Marines. This force is mighty and I
fear not in their company against the small vessles that the priates now
possess.
Yet I have heard tale of some ventures to build a Pirate ships with a
minimum of 4 cannons(though at my time of departure I knew not of this
strange weapon) and up to twenty pirates!!!
I hope these to be but passing rumors and not written in stone, yet I
felt it my duty to bring them to your attention.
Therefore I would propose that immeadiate action be taken against any
members of our own building or designing ships for the enemy now or ever.
We cannot allow any traitors to further the cause of those oppose to
your rule.
My scout informs that I enter soon to battle....LONG LIVE THE EMPIRE!!!!
Decision: Rejected.
Comments: Since none of Our Loyal Subjects have the ability to
build Ships, surely none of them is betraying Us by supplying
the Pirates with Ships. No, We fear that the Pirates have
become well-armed as a result of spending their ill-gotten
Booty which they gained by Plundering the Merchant Fleets
of the Empire.
Proposal 35
Proposer: Dawn
Proposed: Wed, 18 Jan 1995 11:00:00 +0100 (MET)
Proposal: Oh, weaver of the waves, The danger in your
waters is growing
Some of us do not to protect our ships from the always alert pirates.
It would be safer if we could set sail in a group. Since every sensible
pirate would think twice about attacking more than one ship, a pirate
who encountered more than one ship will flee if the fair die THS shows
a number that is the same or lower than The number of player ships divided
by the number of pirate ships. If a group fights it fights as a unit,
there is no way a ship in a group can be attacked and the other members
are not.
A group can be formed by a player who declares a to have formed one
with a list of other players to the THS. The player who has declared the
group is considered to be the leader. Al sailing orders the leader submits
the entire group follows, if a player of a group who is not the leader
at any time submits any sailing orders that player is no longer a
member of that group. If at any time the group consists of only a leader
the group has fallen apart and so the group is no more.
Decision: Accepted, with modification, as Rule 32.
Comments: Groups of Ships shall be termed Squadrons.
All players in the Squadron being formed must assent to follow
the appointed Leader by sending a missive to THS and must be in the
same location as the Leader at the time. When the Squadron sets Sail,
the Leader must be of sufficient Rank to Sail to the destination under
Rule 14, but the Followers may be of any Rank. (Thus even a Fifth Mate
would be able to Follow a Commander to unknown lands.)