*This page only includes rules changes published by Peter the GM in Tribe News or via email.
NOTE: A new version of the Mandate was released on 1 February 2024. Any rules update listed here with a date earlier than 1 February 2024 may no longrer be relevant as they may either be codified in the new Mandate or superceded by the new Mandate.
Once one of your Tribes gains Arch1, that Tribe may be designated as the Archaeology Tribe (notify the GM). Only one Archaeology Tribe per Clan is allowed.
The Tribe continues to function as a normal Tribe in every way except that it and sub units of that Tribe may excavate artefacts at an archaeological site. The Tribe also needs Exc1 skill to be able to dig for artefacts.
An archaeological site will be guaranteed within 15 – 25 or so hexes of the parent Tribe (likely to be placed in fairly inhospitable places like Mountains and Swamps, the player needs to ask for this placement but not the position). The initial Ruins site shown to a Clan belongs to that Clan exclusively. These sites cannot be transferred to other Clans.
The Excavation unit can be an Element or Garrison. (The element or garrison is not free, and must be an acquired through Adm or Garr skill as usual). Couriers and Fleets may not be Excavation units. The Excavation unit can gather artefacts (weight 10lbs) from the site at the guaranteed rate of 1 (only) artefact per turn, using 10 people excavating with shovels or picks. Exc1 skill is required.
An Excavation may gather at one excavation site per turn and can lose that site if the unit is attacked and defeated in battle. The victor may use this site (with an Arch unit) as long as it is the only site excavated in the turn.
(there are no restrictions on attacking and you may build fortification in the Excavation site)
(Tribe News 901-01)
Last turn we had an instance where a player put a (failed) Eng Order in the first row/line. Activities for this Clan failed to upload. A test revealed that when the Eng Activity was removed from the first line the Activities uploaded. While it is like that a “good” Eng Activity (such as Meeting House) would not be an issue, I recommend that you don’t start Activities with an Eng Order.
And.
Note: your Engineering and Shipbuilding orders will work auto for many items however they will not work for some. It is not easy to be specific here as sometimes this is to do with flaky code and sometimes to do with how players enter Orders (which can be resolved over time). There are two responses possible when Engineering and Shipbuilding Orders do not work. First, short term fix, let the GM know what you intended to build and which materials were or were not deducted. Second, if a particular Order does not work consistently then use GM Actions to show what you are building (specify unit) and then use Transfer to 1263 in Transfer Orders.
(Tribe News 900-09)
Please enter your skills clean each turn rather than copy/paste.
(Tribe News 901-01)
Require crew of 6.
(Tribe News 900-06)
9.2 Combat and Movement
Combat can be initiated in two ways.
Whether an attack is initiated will depend on resolution of any Suppression Orders the target might have.
In these cases, you use the defenders assigned in Orders and the equipment you have on hand. You are given some information, you submit combat Orders, and the combat is run in the week after Reports are sent.
Before Movement attacks are deemed to happen after Activities in the turn. Suppression is not relevant.
The player lets me know of any intention to attack (GM Actions). The units involved may do Activities (including assigning defenders) before the combat. The units involved may both move. The units involved MAY NOT transfer goods AM.
The players then receive their Report. In the following week the combat is resolved and any retrospective changes made. For example, B is not on that Gold mine after all, they are in fact dead.
A unit may fight any other single unit only once per turn. A Clan may only engage in a maximum of two combats in a turn.
Combat is resolved in the “non-processing” week and requires a couple of days lead time for the GM to prepare and distribute materials to players.
(Tribe News 900-04)
These have been tweaked so that players have one minable and one tradeable desired commodity.
(Tribe News 900-03)
Some players inadvertently bought Dogs at the last Fair and now have them in their holdings. Might as well open up Dogs for all at the next Fair.
(Tribe News 900-12)
A more sophisticated analysis of what goes on in Engineering is provided by 0177. The list is based on Distinction. It does not include Bakeries and Mills, they can be added later.
Some options need to be checked, especially Stonework (probably does not deduct stones as with other Stonework items).
If you find anything that adds to this pls let me (or 0177) know
Refinery with Brass.
Report 11/900:
58 effective people worked on Refinery using (100 logs, 150 coal, 155 brass, )
Expected:
100 logs, 150 coal, 75 brass
Actual deduction of goods:
100 logs, 150 coal, 75 brass. (Only Brass checked at this stage)
The code deducts the correct amount of goods but the Report will show a larger amount of Brass being used.
Result: Ref1 and another Ref under construction
Suggestion: assign 55 to building a Ref1 and another 15 to building smelters in bld1.
ENGINEERING Charhouse NONE 55
ENGINEERING Iron Burner NONE 25 Bld 1
(Tribe News 900-08)
Farming is done via the Farming spreadsheet and you need to keep your records each month for audit purposes. And then use 1263 to transfer crops in. A number of players entered Plowing and Planting via Orders entry. I have kept these as I am interested in seeing the results that Access gives but your numbers need to come from the Spreadsheet.
From next turn please include your Farming spreadsheet with Orders as a separate attachment but not a separate email.
(Tribe News 901-01)
Interim Farming rules and spreadsheet posted into Discord “Recent Sends”
(Tribe News 900-12)
Fixing Farming is a coding priority after weights/movement. There is no point running Farming while it is broken so no Farming for 900. The aim is to have it going by 01 901. If the code is not ready by then we will use the farming calculator on the wiki and Transfers from 1263.
(Tribe News 900-01)
Winter figures are still good. However, fish generated by a unit do not seem to shared with other units in its GT. Take this into account.
Salting Fish. Use to and from 1263. Prompt in GM Actions.
(Tribe News 900-11)
If using this, the units must start in the same hex.
(Tribe News 900-03)
Fur Jackets can be sold at any trading Town or International City for 2 Coin each (limit 10 per Clan per turn).
Fur Coats can be sold at any trading Town or International City for 3 Coin each (limit 10 per Clan per turn).
(Tribe News 900-09)
GM Actions comprise of 2 parts. First, those that require manual action, eg placing truces, creating new units etc. Second, those that require inspection of Orders, eg transfers to and from 3263 etc. If you are using a Special Hex or trading at an NPC city (using 3263) can you note this in GM Actions so I can inspect and audit the transfers quantity. Please place these in rows below GM Actions that require manual intervention.
(Tribe News 900-06)
Home City Trade at Fair bonus removed
Was - if you have no other modifiers, with a HC all Trade limits on goods are multiplied by 2.
(Tribe News 900-11)
Where there is more than one target Located in a hex, and those targets are Truced, the target with the largest numbers assigned to defense will be attacked first. Where target units are not Truces the successful Locate may choose which to attack. Any units with zero (or few) defenders in the same hex (and not behind fortifications) will be overrun according to GM discretion. In the case of Truces units this assumes units with defenders have been defeated and that a Clan will not stand by while an ally is attacked.
(Tribe News 900-12)
New players may distribute a further 31 skill points, either when you start or in 6 turns from start time, but no skill may be advanced beyond lvl8. You may not add to Cour, Dip or Gar skill, though Adm is fine.
(Tribe News 900-11)
The code supports 10 Tribes per Clan (0 main and 9 sub-Tribes). At this stage I want to hold back 2 Tribe slots - International Tribes will be in, and potentially Religion. So, at the moment with Dip8 you can have 8 Tribes.
(Tribe News 900-08)
Please included your Clan number as part of the file name. For example, 0250-06-900.
(Tribe News 900-06)
Pass, Low Mountain - 7 MP to enter hex via pass, no entry restrictions
Pass, High Mountain - 8 MP to enter hex, no restrictions
MV bonuses not coded, however, Wagons are coded to enter via Pass
So for MV point purposes treat terrains with Passes as if their standard MV points.
(Tribe News 900-05)
If the Target has NO Security or Suppression, then for every 2 mounted Warriors one Slave is available, for every 4 Infantry one Slave is available. Shackles do not count for reducing the effective count of captured slaves when Raiding. If Suppression and/or Security is present a Locate vs Suppressors type melee will ensue and available Raiders are any that survive after this encounter. If Slaves taken exceeds people in the unit then the unit will be lost and goods abandoned.
(Tribe News 900-06)
There is a distinction between the building and the items installed in it.
Note: when you initially construct a Refinery using the automated orders, the code assumes that you will also build at least one smelter within it. So a Refinery plus 1 smelter is your first build. You should therefore assign enough workers to build do this, that is, assign 55 workers when you build a Ref1 (none to the installation of the smelter, smelters can then be subsequently installed once the Ref1 is in place).
(Tribe News 900-06)
Has officially begun.
At least four Clans are required to form a Religious Movement. There can be a maximum of six Clans in any one Religion (at present). No more than ten Religions can exist in the game. However, if this number is reached then membership restrictions may be revised.
If a Religion is reduced to less than three Clans there will be penalties to bonuses and quests. If Religion membership falls below three the Religion falls dormant until another member is found. If another member is not found within 12 months then the Religion lapses and opens up a new spot (in the 10). It is worth ensuring that at least three of your original membership are long term and/or committed players.
(Tribe News 901-01)
If sending in a revision to Orders pls keep the file name the same so at my end I am prompted to overwrite. Else if I forget to delete the original file it is possible that Orders may be run twice.
(Tribe News 900-05)
Fleets/ships cannot be used to travel unknown rivers. But once you have two (or more) known points on a river you can use GOTO Orders to transit between them. These points must be shown in a graphic map sent to the GM. If the transit embraces a Ford, then Longships are the only vessels that can do this in one go (with enough MV points), else you have to set up an intermediary GOTO point on the ford and use this as the jumping off point the following turn.
Atolls
If you plan to build a Village on a River and use this as a base for Ocean Fleet travel then you do this. You pick a spot in the Ocean one normal Fleet move from the Village/Shipyard – this will be called Atoll x with a hex coord. Your Orders from Village to Atoll xx will be “GOTO insert coord”. On the following turn normal Ocean movement will apply. Reverse the process when returning home.
(Tribe News 900-05)
"Use to and from 1263. Prompt in GM Actions."
(Tribe News 900-10)
In the coming month 01 901
(Tribe News 900-12)
Rich Seeking occurs in addition to normal Seeking but results should be sent to the unit doing the Seeking (or Rich Seeking) from 4263.
(Tribe News 901-01)
Pls show receiving unit when building Ships.
(Tribe News 901-01)
"13.5 Using Ships for Defence (removed)"
(Tribe News 900-10)
"Shipyard construction: It requires 50 logs, 6 iron, 20 coal (or 9 brass/bronze 15 coal) and a Jetty per 10 people who will work in the shipyard each month."
The Jetty is not required.
(Tribe News 900-07)
Please use clean entries via pull down options.
(Tribe News 900-08)
Stonework is not showing the correct number of Stones used for Statues, Sculptures, Stone Spears (and most likely all Stonework items). Until coding can fix this, please use Transfer Stones to 1263 and flag that you are doing this in GM Actions.
(Tribe News 900-04)
Swamps are now back to 8 MP, Wagons may not enter. While waiting on MV code.
(Tribe News 900-04)
Code is not allowing Wagons into Swamps at the mo. If you intend to move Wagons into or through a Swamp you will need to give me destination hex coord in GM Actions so I can do a manual fix.
(Tribe News 900-03)
Players should play by the rules as described in the Mandate. While there are some coding glitches players will only be asked to test these upon invitation.
(Tribe News 901-01)
If you are using a Trade Town in the turn the Transfer code is 3263. But please note this in GM Actions so I can check your transfer.
(Tribe News 900-04)
People space can be converted to cargo space at the rate of 1 person = 500lb cargo space (for Traders, this extra space can only be used to carry animals).
The exclusion previously applying to Traders, has been removed.
(Tribe News 900-04)
Please do this in auto Orders, even when creating new units.
(Tribe News 900-03)
At the moment 32 Truces fit into the Truce Field. If you want more than this you will have to use a sub-Tribe field.
(Tribe News 900-11)