As mentioned form the get-go, I loathe mid-rules changes but first time mechanics and all, some a clearly necessary for the goal of balanced play and the simplest rules possible while permitting complex play.
I'll miss the outcry but it does screw based on timezone and it's real purpose was always just to give people an idea how people are bidding, most players don't have a bidding strategy yet so its not really helping.
So, Auctions are now all silent, and all full duration. Auction numbers are now simply Round#Letter, 3A, 3B, etc. Phases are Early and Late, and will probably go as Sunday Evening start, early end Wednesday Evening - which is one of my busier nights typically so reports would still go out that night just a bit later. Gossip will simply trail the start of each 2 phases, round deadlines will be a murky 'saturday night', though the round deadline for this round will be Sunday 9 PM still. Rounds really need to end on weekends, they take time to deal with, not that much but it's a rare sunday I can't find a free hour or two, whereas weekdays can be pretty busy.
Other changes - since the spreadsheet makes life so easy for some things I will institute a couple of the changes I'd been leery of. None of this happens till round 3 and formal rules changes will occur then, these are just 'highly probable'
Combat - The troop limit will be raised to a non-C dependent value, probably 30 legions, and upkeep will be instituted, probably at 100 MS per legion, including elites and upgrades but not militia. Militia will be capped at 3-5 per location, not sure about limit yet.
Irrelevant to current players but I will also change starting legions from CC to be either C+3 or C+starting Locations.
Will tinker with the Weapons factory, tokens, and way militia are bought, I may simply make them available for purchase at say 1000 MS the auction some of at MB 300 each round. I might simply change the Def Upgrade to allow a player to make a unit of militia somewhere too
Currently everything that goes unbought or is liquidated goes into a NPC pool, I've decided not to bother with grudge rules, they'll simply be divided up to reasonably non-hostile NPC factions under my control who will act intelligently, reasonably, and sanely, probably use one or more of the unused factions. Which means if you liquidate something and attack it, you will provoke them and they will respond better than ye olde dumb computer would.
I will probably adapt the intrigue actions like gather Intel and assassinate to stack similar to how multiple attacks on the same location work. In a seizure for instance, a second force striking the same location in a round has the defender's BS at a -2, something that may come up soon obviously. Be noted, in the same spirit, that under current rules you can only move a number of legions per round equal to your Combat score, that this specifically means "Send", it has nothing to do with how many troops you can actually attack with. It merely controls how many troops you can order to move from point A to point B, there is no limit to how many units you can have fight in a round. If John Sends 3 legion to Smirno and Bob sends 3 Legions to Smirno, they will both attack Smirno, one after the other, If Bob sends 3 legions and transfers them to John that round, nothing in the rules that I recall prevents John from attacking with 6 Legions on Smirno. Nothing prevents John from keeping those legions either.
Embassy Bonus - I haven't decided the exact algorithm yet, but this will be an additional income source to help offset troop upkeep and will be slanted towards diplomacy score and do away with the Diplomacy bonus on planets and electors, which I've decided is too abstract and prone to generating circular references. Current Formula that is the leading candidate is DDDCI*Locations*10 MS... which works out, with average score being 2 (not player average, what a 2 indicates in terms of skill) as being exactly 100 MS per location, the cost of upkeep on a single legion with presumed 1 legion per location being the 'average' peacetime garrison. The main runner up is a legion upkeep cost of 200 MS with DDCI*Loc*25, or 'average' DDCI of 8 and 200 per location. Not the obvious bonus to diplomacy, and this income would be a separate one. Suggestions still welcome, the flavor is increased contributions and bribes and extortion from others from your 'perceived power', being a skilled diplomat is very helpful, as is having a lot of stuff. Option 3, slighlty more complex (which is only a concern regarding players since I use a spreadsheet meaning I only have to write the formula once) is DIxVotes + DCxLocations, but both would have different cash modifiers, votes being more plentiful than locations, so it would probably be something like DI x Votes x 5 MS + DC x Locations x 15 MS. Note that all of these favor diplomacy and all would replace the weak and murky Diplo bonus to votes. It will invariably be calibrated so that a 2/2/2 faction would be able to almost exactly pay for troop upkeep with it, if they were doing the 1 legion per location thing.
The last thing I will definitely be tinkering with House Raids, likely changing it so they do damage to Wealth and local Legions (currently the case) and suck out a percentage of everyone non-location based incomes... which would be stock income, this embassy income described above, and the player's Homeworld income.
Thoughts?
I'll miss the outcry but it does screw based on timezone and it's real purpose was always just to give people an idea how people are bidding, most players don't have a bidding strategy yet so its not really helping.
So, Auctions are now all silent, and all full duration. Auction numbers are now simply Round#Letter, 3A, 3B, etc. Phases are Early and Late, and will probably go as Sunday Evening start, early end Wednesday Evening - which is one of my busier nights typically so reports would still go out that night just a bit later. Gossip will simply trail the start of each 2 phases, round deadlines will be a murky 'saturday night', though the round deadline for this round will be Sunday 9 PM still. Rounds really need to end on weekends, they take time to deal with, not that much but it's a rare sunday I can't find a free hour or two, whereas weekdays can be pretty busy.
Other changes - since the spreadsheet makes life so easy for some things I will institute a couple of the changes I'd been leery of. None of this happens till round 3 and formal rules changes will occur then, these are just 'highly probable'
Combat - The troop limit will be raised to a non-C dependent value, probably 30 legions, and upkeep will be instituted, probably at 100 MS per legion, including elites and upgrades but not militia. Militia will be capped at 3-5 per location, not sure about limit yet.
Irrelevant to current players but I will also change starting legions from CC to be either C+3 or C+starting Locations.
Will tinker with the Weapons factory, tokens, and way militia are bought, I may simply make them available for purchase at say 1000 MS the auction some of at MB 300 each round. I might simply change the Def Upgrade to allow a player to make a unit of militia somewhere too
Currently everything that goes unbought or is liquidated goes into a NPC pool, I've decided not to bother with grudge rules, they'll simply be divided up to reasonably non-hostile NPC factions under my control who will act intelligently, reasonably, and sanely, probably use one or more of the unused factions. Which means if you liquidate something and attack it, you will provoke them and they will respond better than ye olde dumb computer would.
I will probably adapt the intrigue actions like gather Intel and assassinate to stack similar to how multiple attacks on the same location work. In a seizure for instance, a second force striking the same location in a round has the defender's BS at a -2, something that may come up soon obviously. Be noted, in the same spirit, that under current rules you can only move a number of legions per round equal to your Combat score, that this specifically means "Send", it has nothing to do with how many troops you can actually attack with. It merely controls how many troops you can order to move from point A to point B, there is no limit to how many units you can have fight in a round. If John Sends 3 legion to Smirno and Bob sends 3 Legions to Smirno, they will both attack Smirno, one after the other, If Bob sends 3 legions and transfers them to John that round, nothing in the rules that I recall prevents John from attacking with 6 Legions on Smirno. Nothing prevents John from keeping those legions either.
Embassy Bonus - I haven't decided the exact algorithm yet, but this will be an additional income source to help offset troop upkeep and will be slanted towards diplomacy score and do away with the Diplomacy bonus on planets and electors, which I've decided is too abstract and prone to generating circular references. Current Formula that is the leading candidate is DDDCI*Locations*10 MS... which works out, with average score being 2 (not player average, what a 2 indicates in terms of skill) as being exactly 100 MS per location, the cost of upkeep on a single legion with presumed 1 legion per location being the 'average' peacetime garrison. The main runner up is a legion upkeep cost of 200 MS with DDCI*Loc*25, or 'average' DDCI of 8 and 200 per location. Not the obvious bonus to diplomacy, and this income would be a separate one. Suggestions still welcome, the flavor is increased contributions and bribes and extortion from others from your 'perceived power', being a skilled diplomat is very helpful, as is having a lot of stuff. Option 3, slighlty more complex (which is only a concern regarding players since I use a spreadsheet meaning I only have to write the formula once) is DIxVotes + DCxLocations, but both would have different cash modifiers, votes being more plentiful than locations, so it would probably be something like DI x Votes x 5 MS + DC x Locations x 15 MS. Note that all of these favor diplomacy and all would replace the weak and murky Diplo bonus to votes. It will invariably be calibrated so that a 2/2/2 faction would be able to almost exactly pay for troop upkeep with it, if they were doing the 1 legion per location thing.
The last thing I will definitely be tinkering with House Raids, likely changing it so they do damage to Wealth and local Legions (currently the case) and suck out a percentage of everyone non-location based incomes... which would be stock income, this embassy income described above, and the player's Homeworld income.
Thoughts?
The intuitive mind is a sacred gift and the rational mind is a faithful servant. We have created a society that honors the servant and has forgotten the gift.
- Albert Einstein
King of Cairhien 20-7-2
Chancellor of the Landsraad, Archduke of Is'Mod
- Albert Einstein
King of Cairhien 20-7-2
Chancellor of the Landsraad, Archduke of Is'Mod
Dune: Round 2
11/01/2011 03:33:07 AM
- 1299 Views
CHOAM Auction Round 2 Phase 1
11/01/2011 03:35:53 AM
- 979 Views
E2B - Agricultural Fief - 1 Militia (Min Bid 2000 MS, Inc 50 MS)
11/01/2011 04:17:53 AM
- 945 Views
2000 MS - Edited because of mistype, read 200 MS originally. *NM*
11/01/2011 11:33:08 PM
- 652 Views
2050 MS *NM*
13/01/2011 01:58:12 AM
- 406 Views
2100 MS *NM*
13/01/2011 11:38:52 AM
- 496 Views
EDIT: 2100 MS - Invalid bid, my stupidity
13/01/2011 11:43:24 AM
- 820 Views
Incidentally you could just offer Beet a sum to buy it off of him
13/01/2011 12:20:31 PM
- 785 Views
Wait, what is 9 PM EST time in GMT +2? this one closed before my second bid, right? *NM*
13/01/2011 11:40:26 AM
- 432 Views
I checked it. thats 4 AM my time.
13/01/2011 11:42:50 AM
- 765 Views
Ouch
13/01/2011 12:17:33 PM
- 778 Views
Too bad we don't have a chat room- that'd be perfect for outcry *NM*
13/01/2011 04:47:34 PM
- 954 Views
Rich Planet - Parmentier, Min Bid 3000 MS, 50 MS increment
11/01/2011 04:20:34 AM
- 992 Views
3000 MS *NM*
11/01/2011 02:26:00 PM
- 473 Views
3100 MS *NM*
11/01/2011 03:13:03 PM
- 448 Views
3300 MS *NM*
11/01/2011 04:00:49 PM
- 515 Views
3350 MS *NM*
11/01/2011 10:58:22 PM
- 452 Views
3400 MS *NM*
11/01/2011 11:30:49 PM
- 525 Views
3450 MS *NM*
12/01/2011 12:50:32 AM
- 522 Views
Pah, minimum bids. 3600 MS *NM*
12/01/2011 02:28:44 AM
- 539 Views
They're pretty abitrary for non-LiqVal items *NM*
12/01/2011 02:56:49 AM
- 481 Views
I think he was just Pahing the fact that we're bidding the minimum increments
*NM*
12/01/2011 02:34:42 PM
- 554 Views

Quite probably - this seems a good point to mentioning Horizontal scroll in bidding wars
12/01/2011 02:59:56 PM
- 777 Views
3650 MS *NM*
12/01/2011 07:47:15 AM
- 532 Views
3700 MS *NM*
12/01/2011 02:33:41 PM
- 471 Views
3750 MS *NM*
12/01/2011 04:23:05 PM
- 486 Views
3850 MS *NM*
12/01/2011 07:04:46 PM
- 444 Views
3900 MS *NM*
13/01/2011 01:57:57 AM
- 401 Views
Cut that out! 4400 MS! *NM*
13/01/2011 06:17:52 AM
- 394 Views
I'm tempted to offer 4450... But not now.
13/01/2011 11:35:00 AM
- 858 Views

Well, as for the Crisis- is everyone pretty firm in what they're voting for? Dunno if I am
12/01/2011 05:45:11 AM
- 785 Views
Well I wouldn't mind listening to some persuasive arguments, if anybody has some to offer.
12/01/2011 05:51:48 AM
- 826 Views
Court Gossip - Chancellor’s Challenge
12/01/2011 09:20:43 AM
- 1193 Views
Vote: Accept Chancellor's Challenge. (Erm...?)
12/01/2011 05:46:38 PM
- 792 Views
I was attacked by the Bandits of Surewood Forest
12/01/2011 07:08:16 PM
- 833 Views
I think "pirates" just means "NPC raiders"
12/01/2011 07:35:04 PM
- 727 Views
Pirate Name: Pirates of Carib Ion Sea *NM*
12/01/2011 09:51:25 PM
- 457 Views
(Others should do this, too)
13/01/2011 07:31:09 AM
- 757 Views
I thought that as Adjutant General you could simply report our conclusions. *NM*
14/01/2011 06:02:38 AM
- 468 Views
4 players have to "confirm" the names HINT HINT
14/01/2011 08:21:23 AM
- 706 Views
Yeah, I did so below. I was explaining why I didn't do so earlier. *NM*
14/01/2011 07:15:00 PM
- 492 Views
"Pirate Name: Pirates of Carib Ion Sea" Yes, 4 of you have to do this for each pirate group *NM*
14/01/2011 04:05:29 AM
- 427 Views
Pirate Name: Pirates of Carib Ion Sea *NM*
14/01/2011 05:33:45 AM
- 457 Views
Pirate Name: Bandits of Surewood Forest *NM*
14/01/2011 05:34:11 AM
- 423 Views
Pirate Name: Pirates of Carib Ion Sea
14/01/2011 06:47:25 PM
- 773 Views
I think that makes 4 of us for every name.
15/01/2011 12:02:20 AM
- 820 Views
Oh, he already has. Nevermind then.
15/01/2011 12:03:30 AM
- 978 Views
Even when drunk, the magic of smartphones keeps message board games alive! *NM*
15/01/2011 06:50:33 AM
- 486 Views
Battle Plans
14/01/2011 02:44:01 PM
- 802 Views
As for the money... (and a couple other things)
14/01/2011 06:05:04 PM
- 825 Views
Weird. I thought I replied to this. Hm. Anyway, I could attack one of the pirate Strongholds. *NM*
14/01/2011 08:17:00 PM
- 462 Views
So yeah, we need 3 volunteers with decent Diplomacy/Intrigue stats
14/01/2011 09:43:58 PM
- 780 Views
As stated above, I will be one of them
15/01/2011 12:54:44 AM
- 833 Views
So is anyone else investigating pirates?
16/01/2011 02:28:06 AM
- 854 Views
I guess I could do one. *NM*
16/01/2011 02:43:05 AM
- 460 Views
Which group do you want?
16/01/2011 04:41:04 AM
- 774 Views
I'll deal with the Bandits of Surewood Forest, after all, they did make the mistake of attacking me.
16/01/2011 05:30:36 AM
- 815 Views
Some More Notes
15/01/2011 03:47:59 AM
- 774 Views
I'd be all for condensing it into one auction phase
15/01/2011 04:07:56 AM
- 841 Views
It'd be fairer for players like Bergioyn who aren't present near the deadline though.
15/01/2011 04:18:19 AM
- 792 Views
Okay, expected changes
15/01/2011 05:29:31 AM
- 887 Views