The mod team will be using this thread to make any announcements that need to be seen by everyone regarding new rules or game mechanics. Please post any comments in the OOC thread.
The mod team will be using this thread to make any announcements that need to be seen by everyone regarding new rules or game mechanics. Please post any comments in the OOC thread.
Last edited by Honors Bastion; January 28, 2015 at 03:57 PM.
I have made some modifications to the manpower of certain space units to standardize them. If you have already formed up your militarizes, please change them to correspond with the new numbers.
In addition, please don't forget that I have made an Excel Calculator to help with almost all of the calculation/math related things for MU. You can download it using the following link or check my signature for some other links if you can't access dropbox. The current version is 2.16.
https://www.dropbox.com/sh/hbhrnolrj...fAsjjYxi6C_UVa
If you do not have the excel program, please send me a PM and I'll send you a google doc link that's personalized to you.
I just corrected a major issue with my excel calculator having the improper manpwoer costs for land units (apparently they wer echnaged and I never got to them). You will most likely have to recalculate your armies. Sorry about that.
The version is now 2.17.
https://www.dropbox.com/sh/hbhrnolrj...fAsjjYxi6C_UVa
The Lore will be updated from time to time. I will make announcements here or on the OOC thread indicating where changes were made. I am to not severely change the lore, but only adjust minor details.
The only major update to come is background on the three independent realms south of the Empire; the Republic of Trey, the Murane Principality and the Gerthite Consortium.
Last edited by Lucius Malfoy; January 28, 2015 at 09:21 PM.
Gaming Director for the Gaming Staff
Gaming Director for the Play-by-Post Subforum and the RPG Shed
Character Rules have been updated. Main changes are to factions, and an additional doctrine has been added. You may need to recalculate your incomes due to this. An additional doctrine has also been added in the form of Police State, which adds a Counterspy point and makes revolts less likely.
Traits have also received a small tweak. The most notable is that trait selection during character creation no longer factors in faction and doctrine bonuses. As an example, you can now put 4 points into Admiral as a Marcher, then gain an additional point due to the faction bonus, leaving you with 5 points.
Another short clarification as well: Gas Giants no longer produce Fuel as a secondary resource. A reference to this was accidentally preserved in the rules when it should have been removed. The income bonus simulates the planet producing a small quantity of useful gases for internal consumption, but not enough for actual export.
Finally, a prospective set of pirate/smuggler rules have been suggested here. Please let us know what you think and provide any suggestions of aspects or mechanics you'd like to see represented.
Last edited by General Retreat; January 29, 2015 at 07:37 AM.
Swords of the Sea: 1066 has come and gone, the Danelaw torn down and a new kingdom built in the image of its Norman rulers. But with time, wounds heal and what is broken can be reforged. The Danes have returned with steel, and seek to reclaim what is theirs.
The Great Expedition: Pax Anglia, one of Earth's great empires, sprawling across the stars. On their newly colonised planet of Nova Sydney, adventure awaits on the savage frontier - Henry Boyce steps forward to lead an expedition to pierce the Bushlands' wild heart.
Winter War: Finland, 1939. The Soviet war machine has begun its indomitable advance from the east. Of all its neighbours, only Finland stands alone in defiance. Conscript Anton Bezrukov prepares for a quick victory, but the reality is far bloodier...
I have updated the lore with the domains each Tetrarch had during the eras of the Divided Empire and the following Tetrarchy era. I will also be shortly updating the Lord's Rebellions to show which systems participated in each war. A few dates have been added in and adjusted as well as spacing.
Please read below for the updates:
The territorial results of the Four Tetrarchs Treaty were:
The Tetrarch of Nu Scorpii was assured the territories of Dorsum and Sirius including his home system.
The Tetrarch of Regulus, along with his homeland of Regulus, was given reconfirmation of its hold over the Terra and Mizar systems.
The Delpha Tetrarch made sure his claims over Terra Nova and Durdane with Delpha as the capital.
The smallest of the four, the Tetrarch of Castor, was granted the system of Metropolis in addition to this home territory of CastorThe participants of the late Three Lord's Rebellions are:
The First Lord's Rebellion: Castor, Sirius, Regulus and Mizar
The Second Lord's Rebellion: Nu Scorpii and Dorsum
The Third Lord's Rebellion: Delpha, Metropolis, Terra Nova and Durdane
Last edited by Lucius Malfoy; January 29, 2015 at 11:49 AM.
Gaming Director for the Gaming Staff
Gaming Director for the Play-by-Post Subforum and the RPG Shed
Updates to the rules:
Added LM's historical lore to I. Map and Setting.
Added Landsraad section to I. Map and Setting that details how votes (and eventually Policies) work.
Added persuasion section to II. Character Rules.
Added section on Overlords, Vassals and Taxation to the Civil Rules.
Added updated Pirate rules to II. Character Rules.
The above sections also cover how Merchant Republics are different from other system type. In short, Republicans are not feudal subjects and therefore weren't affected in the same way by the Vox Domini charter that was forced through after the Third Lords Rebellion. They are not considered to be Vassals of their Domain's Overlord, and consequently can't be legally forced to provide taxation and military support.
They do have Imperial immediacy, which means they answer directly to the Emperor/ess. This is either a blessing or a curse, depending on how active that particular ruler is at setting and enforcing your taxes. Republicans may enter and speak at the Landsraad, making suggestions and such, but they are there as guests and hold no vote.
Swords of the Sea: 1066 has come and gone, the Danelaw torn down and a new kingdom built in the image of its Norman rulers. But with time, wounds heal and what is broken can be reforged. The Danes have returned with steel, and seek to reclaim what is theirs.
The Great Expedition: Pax Anglia, one of Earth's great empires, sprawling across the stars. On their newly colonised planet of Nova Sydney, adventure awaits on the savage frontier - Henry Boyce steps forward to lead an expedition to pierce the Bushlands' wild heart.
Winter War: Finland, 1939. The Soviet war machine has begun its indomitable advance from the east. Of all its neighbours, only Finland stands alone in defiance. Conscript Anton Bezrukov prepares for a quick victory, but the reality is far bloodier...
And so it begins.
New update to lore:
The Third Lord's Rebellion (981 IC - 986 IC) - Rebel Participants were Delpha, Metropolis, Terra Nova and Durdane with Nu Scorpii and Dorsum as silent supporters of the rebels. Castor remained neutral throughout the war. The loyalists of the Empire, following Usul VI and Devendra I, were Regulus, Sirius and Mizar at the start. Sirius would go neutral after the death of Usul VI. Mizar and Regulus would abandon Devendra, in 985 IC, shortly before the war's conclusion.
Gaming Director for the Gaming Staff
Gaming Director for the Play-by-Post Subforum and the RPG Shed
A Few New Updates:
New Unit Type - Mech Suits: A new tech tree, building line, and two new units (think Gundams as the closest line of thought have been added into the RP.
Building Slot Increase: In a response tot he new building tree as well as a future tree that is being planned out, the cap has been increased to 15 and 18 respectively. We have also increased building costs slightly due to the potential for large incomes.
Updated Excel Calculator: V 2.20 is now being uploaded and you can download it from the dropbox link. A Mediafile link will come eventually.
It adds in the mech suit unit and I have made some other minor tweaks.
Since there is no player Custodian Lord with a slave trade route, I am changing the Izar System to have 2 slave resoruce trade rotues available. They will not be as easy to get as the other NPC trade routes due to their rarity (it's just a -2 to the base chance).
GR was going to add a new building tree to the list in the for of escorts to your trade fleet.
Since he hasn't been able to get online, I have decided to step in and create the new buildign tree myself. It goes as follows:
Trade Escorts:
Light Escort (Tier 1): 3 escort frigates and 1 marine battalion are assigned to protect each of your trade fleets. All NPC planets are assumed to have this building built for them.
Medium Escort (Tier 2): Your escort fleets are upgraded to 1 Destroyer Escort, 2 Escort Frigates, 1 AA Frigate, and 1 marine battalion.
Heavy Escort (Tier 3): Your escort fleets are upgraded to 1 Escort Cruiser, 3 Destroyer Escorts, 1 Flak Destroyer, and 2 marine battalions.
Since I have announced this a tad late and I know that several players have already made their purchases for this week, I will allow you to replace 1 of your building purchases with a Light Escort (Tier 1), but only if you are replacing one of your purchases for a trade escort building.
In addition, I will be modifying the merchant escorts to ensure that they are at least on the same level if not a higher level then the trade fleets here.