Turn
13
861 - 865 ad.
Greetings and salutations!
Turn costs have changed. I have given more
than enough time for people to get their accounts up to date. The following
outlines my new costs per turn:
BASE
COST
+
PER BL POINT
$ 2
+
$ 1
For
example, if you have a BL of 3, it will cost you $5 a turn. The maximum cost
is $5 a turn.
I’ve found that with the higher BL a
player has, and thus more leaders, there is a much larger number of problems
that will tend to occur processing those empires. Therefore, I must spend much
more time each month on those players. If you have a zero account balance (at
the top of your turn sheet) then you will need to send money.
Players should all know the rules by now,
but I had a player recently try to move troops out of an EA
region. Please see rule 2.14.6.10 for why you can’t do this.
Just a friendly reminder, if you EVER wish to communicate directly with another player (legally,
as I know some of you know each other from other games), you need to keep
sending messages to each other, through the GM. It works very similar to tech
point accumulation -- but failure to send messages causes a back sliding
effect -- any work up to that point may be lost.
Some
players have made a suggestion for a limited newsfax, based on the region that
you are in. But since this seems to be a vocal minority, things will stay as
they are -- unless some players decide to get off the fence, and tell me that
they like the idea.
FYI: for those of you who used to trade
with Holland; they are now know as the Ruhr Republic.
CURRENT CHANGES / UPDATES
Although
not a change, the following is a brief description, detailing how the GM
handles the NPNs:
1)
All NPNs receive up to 20% less agro, gold & NFP each turn, until taken
over by a player, due to corruption. They may DP surrounding regions, usually
only one or two a turn, and starting with those regions closest to them. This
is an inactive status.
2)
NPNs go “Active” upon any player who does one of the following: DP
a region that they control, A a
region which they control, or some other hostile action (as determined by the
GM). At this time an MR
(militancy rating) for that nation is rolled.
3)MRs determine how an NPN will react in a given situation. this
is a random, 1 to 100 roll. MRs
are rolled each turn, for 3 turns, after which, the average of the 3 is the
final MR for the nation. Whatever
the current MR is, is the %
chance that the NPN may attack or otherwise try to hamper a player near them.
This is also the % of the economy, that the NPN will spend building military
units, from that point on. Once a given NPN goes active, it’s nearly
impossible for it to return to an inactive status.
MERC
POOLS
Inf
Cav
Sge
W/Ts
Britannia:
8
3
-
5/1
West
Europe:
3
6 2
2/-
Central
Europe: 5
5
-
2/-
East
Europe:
5
10
-
6/-
Middle
East:
10
12
4
2/1
North
Africa:
4
4
2
5/-
Central
Asia:
11
12
3
-
The next turn is due
31
December.