SS

.

I have got some headway concerning the SS issue. If some players have
an idea as to what they would like to see as an improved SS turn (ie one
which the turn is missed) then please send me some concrete ideas. :slight_smile:

The dreaded Special Service turn. Well firstly, I have to say that I am
still annoyed about it. I was off-line due to PC failure for a few
weeks earlier in the summer. When I came back there had been some sort
of consultation with e-mail players, and the issue of compulsory SS
turns had been decided. Apparently only a very few players declined the
SS option anyway. I was one of those very few.

If I miss my turn, I resent being charged for it.

But I digress... Assuming the assistance of a GM in doing the orders,
then a standard set of rules like these, would be a start. All of the
figures marked * would be set in advance by the player. There could be
other options on the list, and players could choose in advance which the
GM should apply:

Any character in capital uses second order to NatSell *% most valuable
product.

Any agent on own pop does GrdLoc RfsPers

Any agent on other pop does RfsPers and GrdLoc if under rank * or
StlGold if over rank *

Any emissary on own pop does InfYour. Any emissary on other pop does
InfOthr.

Any mage on own pop does PrenMgy and repeats any lore spell cast on
previous turn. Any mage on other pop does RfsPers and moves to own pop.

Any army commander does ArmyMan. Any commander with an army does
TrpsMan.

And commander in the capital does DnStNat to random enemy nation.

Regards, Laurence G. Tilley

http://www.lgtilley.freeserve.co.uk/ (New spinners & Jokes page)