This page only includes rules changes published by Peter the GM in Tribe News or via email after the latest Mandate (published 20 August 2025). When a new version of the Mandate is released, this page is reset.
Standard Auctions (as they are) are 6 per year
They are not held on months 04 and 10 (Fair months)
In months 05 and 11 Auctions are held just for Clans that have started in the previous 18 months (as long as there are at least 3 Clans meeting this criterion)
In 02 and 08, a travelling hawker/tinker sells goods (a la Fair) but minor household items that will mainly be of interest to newer players. There will be set prices for 10 commodities paid for in Silver. If Steve has time these will be listed in a separate spreadsheet. But limits = roughly Fair/5, eg about 500 Iron Ore. Any unit with Silver may purchase these.
In short.
Auctions as you have known them) in months 1,3,6,7,9 and 12. Auctions for new starts only in months 5 and 11. Mini (limited) Fair in months 2 and 8.
(Tribe News 903-12)
A Barge (GOTO) route is “owned” by a particular Clan. However, other Clans may use this if permission is granted by the owner.
(Tribe News 903-12)
Cargo capacity now 900.
(Tribe News 904-02)
If building a Jetty in a hex with no Meeting House do not use Activities. Send the Logs to 1263 in Transfers tab and indication hex and unit building in GM Actions.
(Tribe News 903-12)
The creation of a new unit is a GM action. population of the unit is (or should be) player action via Transfers. If no other indication is given, a new unit is created at the start of the turn and is empty of people and can do not actions (not that it needs to as the people flagged for the new unit are working in the spawning unit). If a player wants to create the unit somewhere else in the cycle, eg after Movement, this needs to be flagged in GM Actions (along with any GT implications) - clearly and succinctly. 0331 create 0331e1 after movement and make 0331g1 the GT for this unit. Note that where in the cycle the unit is created will have implications for when the transfer of people (BM or AM) is done.
(Tribe News 903-12)
When using a GT relationship across a river via Ferry there is no need to assign crew. In a normal GT relationship goods are not actually moved from one unit to another, and thus weight of goods and carrying capacity is not relevant. When moving across a hex of Ocean/Lake you do need to have enough ferries and crew to carry the desired cargo.
(Tribe News 903-12)
There are some rounding issues with adding even numbers of Aux. I am thinking at the mo that the coding issues with the on shore/off shore, and the cargo limit on an item that disappears at the end of the turn if not eaten, and that fishing returns are pretty good as they are, will turn Fishers/Trawlers into another Wagon/Swamp/Elephant issue and I am not ready for that.
(Tribe News 903-12)
Returns are too high and will be reduced. From (and including) 05 904 there will be an across-the-board reduction in Fishing returns of 20%. Nets will be minus 20%. Crews on ships in Fleets will be able to Fish.
(Tribe News 903-12)
There has been a fix to Fleet Movement. I suspect some Fleets might get pinged for overweight and will not move. In the module there is a Weather option “becalmed”. I have never run this, however, should you not move this turn you can consider your Fleet becalmed and adjust cargo before next turn Movement. Its also possible that people in Fleets are added to cc – will check this out during the next week.
(Tribe News 903-12)
New Item placeholder (not yet coded)
Glass Pane
Skill: Glasswork 4
People: 2
Sand: 20
Lead: 4
Coal: 20
Notes: Used in some higher end buildings. Weigh 10 lbs,
(Tribe News 904-01)
Above and below the line
There are two types of GM Actions. Those for which I need to enter data in the data base (eg “please name 0250 Village at AA 0101, Salem”). Those where I do a visual check/audit (eg “0250e1 is delivering 50 Ivory to Ragusa at BB 0202, using 3263”).
Please keep the manual actions to the top of the tab. Then a couple of lines spacing. Then visual actions to the bottom of the tab.
(Tribe News 904-01)
Under development but 80% done
Heavy Weapons Troops
(Tribe News 903-12)
Joint project builds are hit and miss. Transferring materials to 1263 is a good idea when using JP If you go auto and you are out by 1AM it will either not build (if under) or start building a second structure if over.
(Tribe News 904-01)
Players should not use the move “to limit” option, if they are running Locate orders.
(Tribe News 903-12)
The development tree around these skills and research is not sitting consistently with other skill/research developments.
The Mining/Geology and Farming Agriculture progressions are better models of development.
Navigation/Astronomy would be better served with this sort of model.
That is, Astronomy is the new name for the subsidiary skill developed through research, taken out of the normal skill options and accessed via Nav11 (cf Mining 11 and Geology)
Astral Navigation would be dumped as a research project (anyone who has started it or pursued it, replaces it with Nav11 research).
This also enables richer research development (a la Geology).
(Tribe News 904-02)
Oars and Paddles required for the ship count as cargo.
(Tribe News 904-02)
Selling and Buying (examples using containers)
If you are selling 10 Barrels of Ale your transfer would be “1000 Ale, 10 Barrels”
If you are selling 500 Oil your transfer would be “500 Oil”. That is, you do not need to trade/transfer Jars. However, you do need 1 Jar in your inventory for every 50 Oil present.
(Tribe News 904-02)
In any one month your Clan may send one (only) unit from any one Port.
(Tribe News 903-12)
Note that provs are eaten right at the end of the turn. So at the point of Movement you unit would have added 10lbs x number of people to its weight. This should be factored in as the weight appearing on your Report does not include this.
(Tribe News 904-02)
If the target has NO security or suppression, then for every 4 mounted warriors, one Horse is available if a Rope is present for each Horse taken. Slaves OR Horses can be the target of Raiding. Where conflict ensues the numbers apply to unwounded raiders.
(Tribe News 903-12)
Marksmen, Close Order Infantry, Close Formation (Close Order Cavalry), Marines, Generalship, Junior Officer, Home Guard, Navy, Naval Tradition, Junior Naval Officer
(Tribe News 904-02)
While Rice can be planted and harvested it is not yet harvested as provs. Players will need to convert using to/from 1263. Provs = Rice/3
(Tribe News 904-01)
New reqs to enable easier code, testing shows it is working.
Capacity Requirements to Build (26 AM in code)
Capacity 10 people, 50 logs, plus:
10 iron, 20 coal, or 10 brass/bronze, 15 coal
(Tribe News 904-01)
Herding the one cohort of animals with two or more units will result in strays.
(Tribe News 903-12)
A Triball Guild allows Guild Members to gain the ability to assign Warriors to the Triball activity during Fair to generate Gold. This is independent of the normal Triball Activity. That is, an additional 800 Warriors may be assigned during the Fair – enabling the generation of both Gold and Silver from Triball but assigning up to 1600 Warriors.
(Tribe News 904-01)
I have been manually fixing transfers when the item in question is not a Valid Good. Eg Log/Logs, Sling/Slings, Horse/Horses, Club/Clubs. This usually adds about 30 mins to processing time and will not be done in future.
(Tribe News 903-12)
Stones are installed at 5 per person.
(Tribe News 904-02)
Removed as an item
(Tribe News 904-02)