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Divan gorevleri ile ilgili bir kaynak(ingilizce) |
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ahmetseker
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Konu: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:05 pm |
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How to be Sergeant
Police_chief wrote: | As Sergeant your duty is to obtain armory items such as swords and sheilds, to give money to the constable so he/she can hire marshals and militia and send out grants with armory items.
To give money to the Constable:
Go to Duchy -> Barracks -> Recruitment:
then select the amount of money you want to give in the dropdown menu:
The Constable will be able to use the amout you give to him/her, what ever he/she doesnt use returns to you at the end of the week so make sure you check it during the weekend and give more money for the next week.
Your Office:
Go to Duchy -> Castle -> County Fair -> My Office:
The "My Office" link is found under the county fair market
Here you have 4 options:
Buy for the county
Inventory of the goods
Buying and selling orders
Gestion des mandats (Grant management)
Buy for the county brings you to a page were you can click the Change Button and you can buy items from the county fair (Such as Swords, and shields), the money you use is the money you currently have as a sergeant
Inventory of the goods, is the current armory, you can only see swords, shafts and sheilds, as they are the only coded weapons, Put on sale puts the item for sale on the county market, and "transfere vers the compte mandataire XXXXX (transfer to the grant number XXXXXX) this transfers an item to the grant, so if you have made a grant you will see this option
Buying and selling orders is the same as the one you have in your home, just that it is what you're buying and selling on the county fair:
Gestion des mandats (Grant management), this screen shows the grants that you have currently made,
as you can see in the image no grant has been made so to create one go to Cree un nouveau mandat (create a new grant) and imput the statement you want to write such as " grant to Police_chief containing 1 sword, to be sold for 240 pounds" or something like that, when you're finished writing it you can go back to the armory and add the items and then to the grant management and specify the person youre sending it to
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ahmetseker
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:06 pm |
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How to be Judge
Nordicnorn wrote: | You must check the court screen daily to see if there are any "pending" cases.
Click on the word pending and read all the statements and go to the links that are offered into evidence (if there are any).
You cannot render a judgement until all evidence and statements have been made or until the time limit for rebuttal is up.
You will see an area where you may write and pass sentence.
When you render a judgement of not guilty simply make your statement and do not pass a sentance. Click "save"
If you find the defendant guilty - give a fine, jail or whatever in the appropriate boxes and make your written statement. Then click save.
DO NOT CLICK SAVE BEFORE YOU FILL IN THE SENTANCE BOXES OR IT WILL RENDER A DISMISSED VERDICT.
Personal recomendations and notes.
ALWAYS give a statement of why you rendered a verdict. You are a servant of the people and they deserve to know what you wee thinking when you passed sentance or found not guilty.
Remember this is a game; do not pass sentences that are so severe that they remove the fun for a player.
Three days in jail can effectively be a death sentance. If someone has an animal farm, even a day in jail can bankrupt them or create a financial hardship. Think carefully before sentancing to jail time.
LJS has decreed that eradication is to be used ONLY in the case of witchcraft and you should probably check with him before handing down such a verdict.
Do not discuss a case on the forums before or after judgement
The judge is exactly that -- A judge. By very definition MUST be impartial and free of party pressures. That sounds simple, but can be difficult in the best of times. Check your personal motives and biases at the door to your chambers- or take another job.
You must rely on and trust your own moral compass. Once a desicion has been rendered - it is final. Let others debate it if they must, but you should remain unmoved -- if not silent.
If you have questions ask a former judge or LJS.
Just a note about the Jurisprudence.
May the next Judge don't forget the
Archives of England / Judicial department |
Nordicnorn wrote: | This is a translated document from the King on the judges responsibility. I have not cleaned up the translation, but it gets the point across.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote">A judge must always keep in mind this fundamental rule: it should act only according to the interest of the play the Reappearing Kingdoms, the interest of the play being rigorously defined by the interest of all the players (and not only of the majority of them), including condemned : it is necessary to find a judgement which satisfies not only the plaintiffs, but also the defendants who must yield there with sufficiently willingly, not to be deçu play and to ignore some.
general principles of justice
The judge has a very important capacity on thousands of players of the Reappearing Kingdoms; to be able which goes hand in hand with an increased responsibility against the other players, play in general and originators. In light, if the judge misuses or mésuse of his capacity, it can seriously put in danger balances of the play, to vitiate the atmosphere of it and quickly to put badly has the fragile building which the originators take such an amount of care to build. This is why the judge must respect a certain number of rules, hereafter stated, the purpose of which are to frame and harmonize, through duchés/comtés and time, the justice of the Kingdoms.
Each punishable or criminal act whose judge estimates that the defendant is guilty is sanctioned by a sorrow. This one is proportional to the act which caused it. the judge responsible for the good adequacy of the sorrow inflicted with is shown with the gravity of the proven offence.
a sorrow nonproportional to the reproached acts, "the doubt as for returned of a justice right and equitable", "the doubt as for the good application of the ducal right", the rape of this charter and the discrétionnaire filter of the prosecutor close the Court of Appeal opens a royal way with a revision of the lawsuits of first authority per the-known as Cour.
the judge who would not hold account of this charter in a repeated way, which would neglect the warnings on this subject of the Court of Appeal or which would profit in an abusive way of its function will be able to be opened up a judgement in high treason before the Parliament of bets (failing this Court of Appeal). the incurred maximum sorrow is the eradication in the event of manifest abuse and of royal approval (admins)
a person cannot be judged twice for same the facts in front of the same level of jurisdiction. Applicable in all the kingdom of France from the will of the Crown.
in connection with the sorrow
the judge can always pronounce a sorrow of fine (whose estimate of the amount is left with its discretion) and/or a prison sentence three day old to the maximun for all the infringements. for the most serious cases (if possible with the agreement of condemned for reasons of RP or if this one gave up the play) or in the event of crime of blood, the judge can pronounce the sentence of dead against a character. this one will perdera 10 then pts with all its characteristics!
truth-false offences
It are in fact all offences IRL, sanctionnables by true justice, and which entrainent a systematic eradication of the character, like, if revolves it etait jugee sufficient by the administrators, of the continuations in TRUE justice.
- verbal insults and other skids
- cheating and exploitation of the faults of the play
- hacking of account and the abuse the pass of others
particular offences
they are particular offences which by their gravity on the balance of the play and the general interest of the RR can be seen sanctioned by a prison sentence higher than three days:
Caution: any judge who would exceed these prison sentences would see has his continued turn!
- level of defendant 0/1: 3 days with the max
- level of defendant 2: 6 days with the max
- level of defendant 3 and +: 10 days with the max
the particular offences are
- sorcery and the multi-account
- the abusive speculation on a large scale
and the plundering of the finance public
- crimes of blood and armed robbery (armed robbery)
- the manifest repetition
sorcery: precision
I allow myself to intervene here to clarify the definition of the crime of sorcery.
1° you have the law edictée in the year of grace MCDLXIII by His Majesty Roy de France, which held them of God on sorcery:
"All maraud which will dare to use its gifts of ubiquity to create several accounts and to thus benefit from the pecuniary basket will have to answer of sorcery in front of the court of competent jurisdiction. Its clones will be sharp flarings in public place, and prevented will expose itself to a very heavy fine, to remain nailed in addition with the pilori several days. In the event of repetition or notorious abuse, the suspect will be hung by the neck until dead follows."(extracted the Table of the
Law present in the Court of Justice)
the unicity of the heart [ player ], the spirit and the body [ account ] could not know exception. any handling of these elements is a crime against the community. [ a player can have only one and one account ] and continuations for Sorcellerie will be started. At the time of an established fact and proven of sorcery (multicompte) and only in this case, the judge has the right to pronounce the capital sentence, which is, in the Kingdoms, the eradication (and not death). The judge must determine precisely, if possible with the co-operation of the defendant, which are all the clones and the éradiquer, while it grants the safe life to the principal character (whom it can however punish of a sorrow of fine or prison whose maximum sévérite is fixed above). the names of the clones residing out of its duchy of jurisdiction will be communicated to the inquisitor zippo (one of the admins) which will éradiquera them the cases falling due.
but I also benefit from the occasion given here for rappeller which it is strictly interdict of créer/gérer several accounts RR starting from same IP (PC) if they reside in the same city of the RR. a spiritual bond [ addresses IP ] should be used only for one connection per village. [ the users of the same connection Internet must have their characters in different villages ]. conclusion where necessary, you can manage your perso in a pal if and only if you do not reside in same village RR. in the contrary case, nothing prevents you from moving one of both persos temporarily to avoid the lightnings of the inquisitor zippo!
the silence of the law
in front of the specific absence of law, the judge must return justice while basing himself on his only good legal direction. only the champagne with its famous legal codex can allow a strict formalism and prohibit to the judge to decide out of the framework of the written law. in the majority of the other duchies, the law is much sparser. in light, the legal system of the RR is rather that of a common law, not mainly written. but the job of the actors of the legal system is to make respect a minimun order.
if a judge is in this situation to have to return justice in spite of the silence or the absence of the law, I advise to him to throw an eye on the ad hoc memo summarizing the usual practices of the court of Berry on this subject. The judge will find tracks of reflexions there not to be subjected to his only subjectivity. the judge can also decide to light via a prejudicial question at the Court of Appeal (see low)
the prejudicial question
a judge hesitating when with the interpretation of this charter, the state of the right, the adequate sorrow... can put a precise question at the Court of Appeal of the Kingdom by the intermediary of a mail by providing the state of the file and bond RR of the lawsuit to the prosecutor of call which filters the questions with its discretion. If the Court is seized by its prosecutor, it then has 7 days to give an opinion. the opinion of the Court indirectly binds the judge of first authority bus if it does not follow the court in its verdict, it increases the risks of revision of its judgement in the event of call.</td> </tr></table> |
LongJohnSilver wrote: | A judge must always keep in mind this fundamental rule: he should act only within the interest of the Renaissance Kingdoms game, the interest of the game being firmly defined by the interest of all the players (and not only of the majority of them), including those condemned: a judgment has to be found which satisfies not only the plaintiffs, but also the defendants who must abide by the verdict with sufficient grace, so as not to be disappointed in the game and become disinterested in it.
A few general principles of justice:
The judge wields an astonishing power over the thousands of players within Renaissance Kingdoms; a power which goes together with a high level of responsibility towards the other players, the game in general and the creators. Hence, if the judge abuses or misuses this power, he/she can seriously endanger the balance of the game, taint the atmosphere of it and cause the fragile foundations, upon which the game has been lovingly built by its creators, to shake.
Hereafter stated are a certain number of rules which the judge is obliged to respect. The purpose of these rules is to organize and co-ordinate justice throughout all counties/duchies and within the time period of the Kingdoms.
Each punishable or criminal act, for which the judge estimates the defendant to be guilty, is sanctioned by a penalty. This penalty must be proportional to the act which brought about the charges. The judge is responsible for maintaining consistency in the punishment imposed on the accused in accordance with the severity of the proven offence.
In case of (i) disproportionate punishment, (ii) doubts as to the balance and equity of the judgment, (iii) doubts as to the compliance with Ducal law, (iv) violation of the present Charter, and after a discretionary review by the Prosecutor in the Court of Appeals, the aforementioned Court may revise the initial trial.
Any judge who (i) repeatedly violates the provisions of the present Charter, (ii) disregards the warning statements from the Court of Appeals or (iii) takes advantage of his/her position may be prosecuted for High Treason in front of the Parliament of [Paris], or, failing this, the Court of Appeals. The maximum sentence for said crimes is eradication, in severe cases of obvious abuse acknowledged by royal authorities (the admins).
A person can not be judged twice for same the act by the same jurisdiction level. This is enforceable in the entire Kingdoms of England and Scotland, by the will of the Crown.
About the penalty
A judge can always issue a fine (of which the estimate of the amount is left to his/her discretion) and/or a maximum 3 day prison sentence for all the offences.
In the most serious of cases (if possible with the agreement of the condemned for RP reasons, or if the player has stopped playing), or in the event of a crime where blood has been spilt, the judge can sentence a character to death. The character will subsequently lose 10 statistic points in each area (Charisma, Strength and Intelligence).
True-False offences
These are in fact all IRL offences, which can be sanctioned by real life justice, and which lead to a systematic eradication of the character, as well as, in the case of the situation being deemed serious enough by the administrators, REAL LIFE legal measures.
These comprise:
- Insults and other verbal offences
- Cheating and exploitation of the game’s faults
- Account hacking and the abuse of other players’ passwords
Particular offences
These are particular offences which by their severity in relation to the balance/harmony/stability of the game and in the general interests of RK can be sanctioned by a longer prison sentence than three days:
Be careful: Any judge who overrides the maximum prison sentences will see him/herself prosecuted!
-Defendant’s level - 0/1: 3 days maximum
-Defendant’s level - 2: 6 days maximum
-Defendant’s level - 3 and +: 10 days maximum
Particular offences are:
- Witchcraft and multi-accounting
- Large scale abusive profiteering and plundering of public finances.
- Crimes where blood is spilt and armed robbery
- Flagrant recidivism |
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ahmetseker
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:07 pm |
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How to be Constable
Gwendalyn wrote: | This is an important job for the security of the county. If you are assigned this position you will succeed with a commitment to log in to the game often. To be ready to act when the need arises.
As Constable you have the job of assigning the troops (police force) to the various towns in the county.
Go to
Duchy Barracks click the link "Deployment of Police Forces"
During the day as people accept jobs in the county militia some will be relagated by the Seargent to the castle and some to the towns. It is the job of the Constable to place them in each town.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote">(20 policemen have been recruited in the capital yet. Expected new forces: 0.)</td> </tr></table>
This is just for information. You'll not need to do anything.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote">28 policemen have been recruited in the towns yet.
Expected new forces: 0.</td> </tr></table>
This section will vary during various times of the day as the militia fills up. It could say 10 policemen have been recruited ... expected new forces: 18.
In red you will have information as to how many police need to be assigned to a town.
Once they have been assigned they will be at that town until reset. When it all starts again.
It has been recommended not to place them all at once. Save the last few to place before reset or when there is a need in a specific town. For example if a mayor says their town is under attack, you want to send the remaining forces to that town.
I start assigning as soon as there are troops to assign.
I believe it would be a good idea to have all assigned by the end of the day, even if there is no call of alarm. |
shawn_math wrote: | From HoP
The Constable and Marshal guide : (by Bellos, Constable of Somerset, and Sajanzv)
1 ) For Constables, to enter their office, they need to go “Deployment of the police forces”
2 ) Once there, the Constable can see the Treasury amount set at his disposal. He can then set the wages for the Chief Marshal and the Marshals. Wages are set in units of pence, so 20 pounds is represented by 2000 money
To create a new Marshal group, click on “Create a new armed group of Marshals”
3 ) Marshal group creation menu :
The Constable can choose to enter a message, which will be received by the person whom the Constable decides to choose as Chief Marshal
Once created, the selected person will receive a mail and an option to accept or decline the Chief Marshal position in his/her Travel menu in the Duchy
4 ) Once the selected person accepts the position, the Constable can see the accepted group in his office, while the new group appears on the Groups page of the town in which the chosen Chief Marshal is currently present.
5 ) Once the group is created, the Constable can then choose to hire out for marshals to join the group. He can set the combat factor for each marshal that has to be hired as well.
This hire offer will appear under Town Hall -> Job Announcements of the town in which the chosen Chief Marshal is currently present. The job can be chosen by people fitting the requirements of the job
Finally, once the Marshals have been chosen and they have performed the required actions, the Constable can assign the payment to them by clicking on the “Payer” link.
Options for the Chief Marshal:
Under the Actions menu, the Chief Marshal can choose to “Defend the power”. That is an action that will allow the group to defend the node where they are located.
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Methos wrote: | Heripy and I wrote this (Heripy the Constable part, I write teh Chief Marshal part)
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote"> Accessing the Constables Office.
Duchy > Barracks > Deployment of the Police Forces.
Creating a New Marshal Group
Simple. Though very important.
Click the "Create a new armed group of Marshals" button at the bottom of the Constable's Office.
From there you will be taken to a Window that asks for two things, though it doesn’t explain very well.
First, the large box on top is for the orders to be given to the Chief Marshal.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Constable wrote:</td> </tr> <tr> <td class="quote">Marshal, You are to complete the rigorous task of defending the power of the County, Towns, and Citizens of Cornwall. You are to keep the towns safe, and protect our great county. If you do fail to defend the power you will be placed on trial for Treason, and will have to appear in court to defend your position. You are the walls that defend our homes, and are important to protect our lives and way of life. May God watch over you. </td> </tr></table>
The other box, next to which says “Proposer”, is where you place the name of the new Chief Marshal you plan to install.
Paying the Marshals
Very easy. But must be done daily.
Simple scroll to the bottom of the Constables office, and click pay, though remember that if you click pay you cannot take it back, and if the marshals failed to defend the power then they are getting paid for doing nothing, also treasonous.
To set the pay of the marshals simply scroll to the top of the Constable's office and change the pay of the marshals.
If the constable fails to pay a day, then he/she may simply increase pay for the next few days. Until back pay is…paid back.
Failure to Defend the Power
Firstly, if you login and a player failed to defend the power send them a message to tell them that they must defend the power or they will be fired and sent to court on counts of treason.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Constable wrote:</td> </tr> <tr> <td class="quote"> Subject: Defending the Power
Message: You have not defended the power today, and so if you fail to do it within the next # hours, you will be fired, so I may pay the others, and you will be placed on trial for treason.
You have till 20 mins before reset to complete this action.
Constable. </td> </tr></table>
When a marshal fails to defend the power he is to be fired, but prior to firing take a screen shoot so you may place them on court for treason.
Then submit the case, screenshot and all information concerning this case, to the counties Public Prosecutor. The Prosecutor will take the ex-marshal to court, and have the court decide whether or not the person is guilty of treason or not.
Things that the case needs, is the message the constable sent and the screenshot of the person failing to click defend the power...
Chief Marshal
So, you think you can stop the invaders? You think you can keep the town safe? You would like a guaranteed job everyday? Well, Chief Marshal is the job for you!
1. First, the Constable sends you a mail that you have been selected:
Notice there is no reply button. If you want to talk to the Constable, you will have to mail him using "Compose a mail".
2. To accept or deny the position, you have top go to Duchy>>Travel>>Groups, where you will see this:
Once you click accept, you are the new Chief Marshal! But, notice that you do not yet have an activity:
Upper left says no activity. By agreeing to be Chief Marshal, you have agreed to defend the town. This is not automatic.
3. To defend, you have to click Actions (remember, we are on the travel screen already). You will see this:
Click defend the power, which brings you to this:
Click defend again, and finally your upper left says "Defense of the City":
You do not get paid at reset, but when the Constable is sure that everyone has defended their towns. If you do not defend, the Constable will know (he has a screen for that) and you will be prosecuted for treason.
On future days, you just have to defend the power (Step 3, Duchy>>Travel>>Actions)</td></tr></table> |
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ahmetseker
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:07 pm |
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How to be Mines Superintendant
Vàna Rúndóttir wrote: | Mine Management
Based in most part on a document in French by Gweltas of Clermont
________________
Management of the county mines currently mainly falls under the jurisdiction of the Sheriff, though it will later move more to the Superintendent of Mines.
Knowing how best to manage the mines is not obvious, so here are some things which I hope will help. The mines often supply 80% of the direct income of a county so should not be neglected.
1. What is a mine?
2. State, production and maintenance
3. Increase in level
4. Occupancy rate and wages
5. Optimizations
6. Roles and responsibilities in a ducal council
7. Conclusion
_______________
1. What is a mine?
A mine is place providing work for citizens of any level, found on the Duchy/County screen. The mine manager (currently the Sheriff) sees mines as follows:
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Code:</td> </tr> <tr> <td class="code"> Mine 1: Iron mine - Node 359 - Status : Good
Output: 1.52 kg iron ounces/worker
Workers: 68/75
</td> </tr></table>
First line:
Number of the mine in the duchy
Possible type of mines: Iron/Stone/Gold
Number of the node: this is shown on the map in the university library and usually identifies a place on a road between two towns (where in future monasteries may also be situated)
State of the mines: Good/Average/Dangerous/Collapsed
Second line
Output of the mine based upon its 'mine upgrade level'
Third line
Workers: Current number of workers/maximum capacity for workers
State of maintenance
Each day (at any time) it can be necessary to maintain all the open mines, to prevent their degradation. This maintenance requires stone and iron from the inventory of the county. Without stone and iron for maintenance the mines will eventually collapse. Maintenance can be automated, but this does not completely eliminate the need to watch out for any degradation.
Each mine has an associated upgrade level, which determines its output per worker, capacity for workers, and maintenance requirements.
2. State, production and maintenance
The output of a mine depends upon its type, its upgrade level and the number of miners working in the mine.
The maintenance requirement of a mine depends upon its type, its upgrade level and the number of miners having worked in the mine the day before.
The upgrade level is an implicit parameter of the mine which must be deduced directly starting from its production. The production and the maintenance costs of each mine increase proportionally on the level. It is a number between 3 and 17. New mines in colonies start at level 9.
The tables below show the data according to the type of each mine and must be included/understood for mines of a theoretical maximum capacity of 100. Thus, if a mine has a maximum capacity of 50, the maintenance costs shown will be divided by 2. The production is expressed for 100 active miners (in order to avoid decimal points). ('Or' is French for gold, 'pierre' means stone, 'fer' means iron, and 'niveau' means level)
To obtain the actual production of a mine, you have to divide this figure by 100 and multiply it by the number of actual miners.
To obtain the maintenance costs of a mine, you have to divide this figure by 100 and multiply it by the number of actual miners from the day before.
A new mine manager can work out what level his/her mines are at by looking at the output per worker number in the daily mine management report and finding this number in the above tables.
Thus, an iron mine of level 9 with a capacity of 38/50 minors, having had 46 miners work there the day before will give:
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Code:</td> </tr> <tr> <td class="code"> Maintenance costs: Stone = 40 × 46/100 = 18.4 and Iron = 30 × 46/100 = 13.8
Output Production: Iron = 144 × 38/100 = 54.72
Net contibution: Iron = 54.72 -13.8 = a gain of 40.92 iron and a loss of 18.4 stone.
</td> </tr></table>
As in all calculations, there is a system of rounding which to the nearest whole number, that is to say, in the above example 41 units of iron and 18 of stone.
Moreover, the state of a mine can be “Good”, “Average”, “Dangerous” or “Collapsed”. The state “Collapsed” is a particular level.
A mine not maintained for a day will degrade and pass from a Good state towards Average, or from Average towards Dangerous. Beyond “Dangerous”, the state “Collapsed” is not automatic.
If a mine loses a state, it is possible to perform emergency maintenance which will bring it back up to the higher state. For that, it is necessary to use triple (×3) the amount of stone and iron necessary for normal maintenance. This maintenance is based on the number of miners having worked in the mine the day before. Thus, if the mine were closed the day before, emergency maintenance would be free! It should be noted that following an emergency repair, a mine in state “Collapsed” becomes an “Average” status.
3. Improvements and reductions in the mines
The status of a mine has a direct influence on the risk of a reduction in level. It is possible during maintenance to raise the level of a mine. The improvement is effective two days later. An upgrade is four times (×4) more expensive than a simple maintenance of the level concerned (i.e. 4 times the maintenance of level 10 if the mine is level 9) but it will not require maintenance the following day. This means that the overall cost of an improvement is the equivalent of 2 days of maintenance.
The improvement of a mine has two impacts: (i) an increase in the production and (ii) an increase in the maintenance costs. One second basic rule of the work of a mine manager is therefore to find the optimal setting of the levels of the mines for maximum benefit.
Any reduction in level is natural and unforeseeable. It is the greatest potential source of losses that a duchy must face. The reduction in a level for a given mine is based on its status. Thus, a mine in “Good” state has 1% of chance to have its level decrease without its status changing. For a mine in “Average” state, the risk goes up to 25% and passes to 33% in “Dangerous” state!
It is also necessary to consider the risk of collapse of a mine.
Collapse means the immediate loss of 1 level, the passage to the state “Collapsed” and the impossibility for any miners to work (as the collapsed mine there is regarded as if it were "closed". To be brought back up to a “Good” status, two emergency upgrades will thus have to be made (first to status “Average” and then to “Good” state). The collapse of a mine thus entails a very heavy financial loss. The risk of a collapse also depends on the status of the mine. They are 0% for a mine in good condition, 3% for a mine in average state and 10% for a mine in a dangerous state.
It is always better to have well maintained mines. Nevertheless, there are times when a mine manager may wish to think about allowing a mine to be in an “Average” state or even “Dangerous” as will be explained below in §5.
4. Occupancy rate and wages
The wages of the miners are paid in two parts by the Duchy. The first half payment is made the day following the work, and the second half on the following Sunday morning. This has a notable influence on the treasury of the Duchy which must always be prepared for a strong reduction in cash every Sunday morning. The maximum mine wage that can currently be set is 17 pounds.
In addition, the occupancy rate of the mines must be under constant surveillance by the mine manager.
It is necessary to differentiate between the maximum capacity of the mine, the total capacity set by the mine manager and the number of miners working on a given day.
- Maximum Capacity: this is a structural capacity specific to each mine. It cannot be modified. It determines the maximum number of miners that can be accommodated in theory.
- Total Capacity: the actual capacity of the mine may be set by the mine manager (currently the Sheriff). This cannot be higher than the maximum capacity, but may well be a lower number. It determines the maximum number of miners that a mine can accomodate in practice.
- The number of working miners: the actual number of workers who worked for a given day, which cannot exceed the total capacity, is usually lower than the total capacity, and ideally would be close to the total capacity.
The maintenance costs of a mine depend on the number of miners having worked in the mine the day before, and not of the total or maximum capacity. However the production depends on the actual number of minors who will work in the mine the very same day.
With a view to optimisation, the modification of the total capacity to an amount less than the maximum capacity must be used when your mines are overdrawn.
Example: mine iron level 15 of maximum capacity 50. Occupancy rate at 100% (day before and this day) with wages of 17 pounds per miner and a value for stone of 16 pounds and of iron of 19 pounds (we will return on these figures later).
Total capacity (50 people):
Net Iron produced or required = 50/100*189 - 68*50/100 = 61
Stone required = - 90*50/100 = 45
Wages to be paid = 50*17= 850 pounds
that is to say a net income of 61*19 - 45*16 - 850 = -411 pounds/day
Total capacity (25 people):
maintenance and the production are both divided by 2
that is to say an net income of 61/2*19-45/2*16-850/2 = -206 pounds/day
As one sees it in the example, the reduction in the total capacity, artificially decreases the output of a mine. If total capacity is lowered the Duchy will not gain as much money as it might have and will support fewer mining jobs for its citizens, so it advisable never not to modify the total capacity and to keep it on the level of the maximum capacity. If you wish to modify the total capacity, check all the consequences carefully.
However, if your Duchy faces difficulties of running out of its surplus reserves of iron or stone, you can use this tool to reduce your production costs (but it is a risky choice).
5. Optimisations
The optimisation of the mines consists of finding the level of operation ensuring the largest profit per miner. That depends on the price of the raw materials (relatively stable within a range of 10 or 20% compared to the medium price of 19 pounds for iron and 16 pounds for stone).
As explained in the preceding parts, when a mine gains a level, the production increases but so also does the maintenance cost. Up to a certain level, the increase in production is larger than the additional maintenance costs. Above this level, one gains certainly in production but the increase in maintenance expenditure can outweigh that.
To consider the technical optimal setting for each type of mine the following French graphs assume that wages are 15 pounds, price of iron = 19 pounds and price of stone = 16 pounds):
From these one can see where the optimal settings are:
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Code:</td> </tr> <tr> <td class="code"> Iron Mine = level 10
Stone Mine = level 11 or 17
Gold Mine = level 10
</td> </tr></table>
It is thus advisable to make sure that all the mines of a duchy are neither too far below nor too far above these levels.
It should be noted that the stone mines are a particular case: the absolute optimum is on level 17. However, the cost of improvement to reach this level remains prohibitory compared to the discounted profits.
If your Duchy already has its stone mines on level 17, it is advisable to keep them there, otherwise optimise on level 11.
If the mines of your Duchy are not at these levels, it is advisable as fast as possible to get them there. If your mines are less productive, it is enough to improve them, and if their level is too high, it is possible to voluntarily accelerate the process of degradation by placing the mine in an “Average” state. But don't forget to revert to full maintenance as soon as the desired level reached.
A riskier method of getting down to the optimal level from a higher one consists in placing the mines in “Dangerous” state. That especially increases the risks of collapse (with a 10% chance per day) but as it is impossible to go below the “Dangerous” state, it is then unnecessary to maintain these mines throughout the period during which they degrade to the required optimal level (unless they collapse!).
6. Roles and responsibilities in the Duchy Council
The management of the mines is is divided amongst 4 different councillors.
- The Mine Superintendent decides on the opening or closing of mines, maintains them every day (possibly automatically) and improves them.
- The Sheriff manages all the financial components, namely the wage rates of the miners (which can be different from one mine to another) and fixes the total capacity ranging between the maximum capacity and half of that. The Sheriff may also close any mine (but this would usually only be by mistake!)
- The Trade Minister manages the stone and iron stocks which the mines produce. He/She must make sure that there is always sufficient for the maintenance.
- The Duke/Duchess has the possibility of normally maintaining all the mines in the case of an emergency (for example during an absence). He/She cannot make any emergency repairs or improvements.
It should be noted that currently, the Sheriff controls functions of maintenance which will later belong to the Mine Superintendent.
7. Conclusion
Main considerations:
* Optimize your mines: Iron and gold level 10 and stone level 11 or 17
* Maintain your mines each day and consult the Trade Minister to track the inventory changes and to anticipate shortages.
* The wage bill is important, high wages will reduce county profits.
* With iron with 19 pounds and stone with 15 or 16 pounds, one may find it beneficial to import whatever is needed in order to open the mines to the maximum possible capacity.
* If your mining network is well optimised, you will provide jobs for many citizens and create new wealth for the county.
* Mines often provide 80% of the direct income for a county, and should not be neglected. |
A very good thread in HoP: New councils and mines - VERY IMPORTANT |
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ahmetseker
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:08 pm |
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How to be Public Prosecutor
Ecthelion wrote: | You have two areas of controls.
My home --> Your duties and responsibilities
There you will see:
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote"> Vous êtes membre du conseil du Stafford
Resign from the council (irreversible act)</td> </tr></table>
Don't click it unless you want to resign, they mean it.
Duchy --> Law Courts --> Your Office
There are three options here:
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote">Arrest a suspect
Send a mail
Start a lawsuit</td> </tr></table>
"Arrest a suspect" and "Send a mail" aren't put into the game yet, don't waste your time looking at them.
The only relavent control is start a lawsuit.
When you click lawsuit, the screen is self-explanatory.
Input the defendant's name.
Choose the offense from the pulldown menu
there are six options which do not correspond exactly to the names of Laws
Write down your bill of indictment
This is one of your two indictments, do not waste it. |
Ecthelion wrote: | Nordic asked me what six options I have, so here they are:
public disorder
witchcraft (which you never will use, probably)
slavery
fraud
traitorousness
betrayal
here's the way I breakdown the crimes:
Witchery --> witchcraft
Confidence Racket/Swindling
Profiteering
Slavery --> slavery
Treason --> traitorousness
Robbery --> public disorder
Perjury
Contempt of Court
Obstruction of Justice
So, betrayal and fraud don't exactly translate. I think that if I had one of those other crimes I would clump confidence racket/swindling and profiteering under betrayal, and put perjury and contempt of court and obstruction of justice under fraud. The label on the case doesn't matter too much. |
buttercup13 wrote: | I came up with this from what I used as PP .. hope it helps.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote">Public Prosecutor
In the PP thread in the Inn, check reports and decide if it is something worthy of bringing before the judge or not.
Contact witnesses, defendants, and/or victims to get all necessary information prior to bringing the case before the judge. It is ok to try to settle cases out of court if all parties agree.
Duchy > Law Courts > Your Office > Start a Lawsuit
1. Input the defendants name
2. Choose an offense from the pull-down menu with 6 choices
3. Write down your bill of indictment * this is 1 of your 2.. don't waste it *
Your Indictment: (To the Defendant)
1. Sum up every possible law broken
2. State the punishment based on the law/s broken
3. Provide all evidence of the alleged crime
4. Offer the defendant the option of retaining a lawyer through LSoE
5. Call any witnesses
Your Final Statement: (To the Judge)
1. Counter any pleas or statements of defense
2. Remark on any witness reports
3. Provide any additional evidence
4. Ask for the punishment needed according to the law</td></tr></table> |
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ahmetseker
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:10 pm |
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How to be Sheriff
Gwendalyn wrote: | The Sheriff's responsibilities currently covers three facets: overseeing the mines (setting wages for mineworkers and employment levels in each mine), breeding animals for the ranchers, and setting up grants. To fulfill this duty, the Sheriff should log in more than once a day.
If you can only log in once per day you must breed animals for the ranchers. The maximum you can breed per day is 30 each, but at this point, that is way too many animals. If you start the day with 10-15 each, you will have many animals left at the end of the day. Some days have no sales, so try not to go overboard when you are setting up the breeding for the day.
All of the Sheriff controls are accessible from the Duchy screen. There are two top level categories:
Management of the mines -- see bottom of post
Sheriff office -- This will bring up a further menu with options for four more screens:
Financial datas
- This tells you the financial state of the county. Not all of the fields are working, but the totals are correct in the top figure. The expenses are the daily half wages of the mine workers, the militia wages, purchases and money grants. (and on Sunday the remainder of the miner wages) The income comes from gold generated from the gold mines, profit from sales at the fair and/or grants, the sale of animals, and county fair tax.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote">Tax revenue: +0,00 pounds {county fair tax}
Sales revenue: +0,00 pounds {nothing now}--(animals sold and items from county inventory sold)
Royal Mint: +0,00 pounds {nothing now}--(output of gold mines}
Purchases: -0,00 pounds {items purchased by the TM from the county fair}
Expenses for recruitment of miners: {currently this is the amount of the miners payday on Sunday...or half the mine wages}
Salary to the Police Forces: {an accumulated number, currently it is the accumulated spent since January}</td> </tr></table>
Financial management of the mines and quarries
- Here you will find the wage controls and employment controls for all the mines. The most important thing here to note is that Lewes has access to mines #1-3. The wages are a good tool to direct the Lewes citizens to whichever mine is top priority. Each mine has a range limit. Mine #2 can not hire more than 50 workers.
This area is the most critical to mining, and to do this job well, requires logging in at least twice a day. First login right at reset to copy the mining page (mining link from the castle) to gather the maintenance numbers. This is not required if you have a good Mine Superintendent who copies those numbers and posts them to the council before the maintenance is done. Another option is to use the mining chart and do the math based on the previous days number of workers. Which leads me to the second time you need to login and that is about 30 minutes prior to reset to get the number of workers for the mines. If you are unable to log in, you can only guess, because some mines will have the same maintenance needs for 2 different numbers of workers.
The reason for doing this is to be accountable to both your fellow council members and citizens of the county. If you don't know what the wages are, and what the gold output is, you can not decipher if the mining day was profitable or not.
If you want to maximize mine profitability, you may need to log in more often to add workers to the stone mine, and the gold mine, if the ironmine has recruited enough workers to support the added maintenance required for increasing employment in those two mines.
I have had maximum workers in mines #2,#3 and #5, but this can only be done during the middle of the week, and only if enough people work in mine #1 to give enough iron to cover the maintenance the following day.
To do a mining report, take the output of the previous day (minus the wages) and the maintenance needs of the current day. That will allow you to show the profitablity of the mines.
When all are optimized the county should generate enough income that we could import extra stone and iron, when necessary, from Wiltshire.
The numbers I have the mines set to now, are for the mines to be self sufficient. I hope the next council can get the county out of debt enough that the mines can be a major employment option in all the towns in Sussex.
Management of animals
- Here you can breed the animals for the ranchers in the county.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Management of animals screen wrote:</td> </tr> <tr> <td class="quote">Currently the county can provide 5 cows, 5 sheep and 5 pigs.
Breed cows by feeding them wheat (rate: 3 wheat bages per cow) -
Breed sheep by feeding them wheat (rate: 2,33 wheat bags per sheep) -
Breed pigs by feeding them wheat (rate: 1.67 wheat bags per pig) -
Breed cows by feeding them corn (rate: 11.25 corn bags per cow) -
Breed sheep by feeding them corn (rate: 8.75 corn bags per sheep) -
Breed pigs by feeding them corn (rate: 6.25 corn bags per pig) - </td> </tr></table>
The numbers at the top change instantly once an animal is purchased.
At the current rate the county spends on fodder for the animal breeding there are optimum methods for breeding.
Sheep should be bred with Wheat and and in groups of 3. That will keep sheep breeding profitable. (Based on Wheat purchased for 14 pounds) Other numbers will cause the breeding to be done at a financial loss to the county.
Buying corn at 3.70 or lower, makes cows more profitable when bred using corn. When using Corn you MUST breed animals in groups of 4's. Now this takes quite a bit of corn (45 cornbags for 4 cows) If the supply of corn is low you can also breed with wheat, although it is at a slightly lower profit. (corn yeilds profit of 3.375/cow. Wheat yields profit of 3 per cow)
Pigs are only profitable when breeding with cornbags. Again, only breed in groups of 4's.
For reference on the Animal Management, see item 3 of this link from the King.
Grant management
- This screen has 4 areas. The first shows the pending grants. That is the grants that are still in progress. The second is "grants closed" and shows completed grants. The Third section will either say "No grant to give." or will list a grant that needs to be assigned. And the final link is to create a grant.
To make a grant, click on "create grant" and enter the amount of money you wish the granter to spend (such as when they need to buy goods) and in the next box is where you put the contract for the grant, outlining what is do be done with the county's money or supplies, and click "create".
The screen refreshes to a blank grant, so you need to return to the front of the grant page to complete the grant.
If you need inventory to be added to the grant you need the trade minister to transfer the inventory to the grant. At this state the TM does not have access to see what the contract is, so you also need to tell them which grant number needs inventory. This can only be done BEFORE the grant is assigned.
Once this is done, you can now enter the name of the merchant or buyer you are assigning the grant to.
Management of the Mines
- This is the same (or similar) screen the Mine superintendent has. If at the end of the day the MS has not done the daily maintenance the Sheriff can do it. Be mindful that you select daily maintenance and not maintain and upgrade, unless your intention is to upgrade the mine. Before any upgrades are done, make sure all the other mines have their daily maintenance done first.
Unless there is a crisis, do not do any upgrades unless you have more than 400 iron and more than 400 stone.
ALWAYS do any emergency repairs that may pop up from time to time. You do not want the consequences of ignoring this.
The ideal level of each of the mines is lvl 10 for iron, level 11 for stone and level 8 or 9 for gold.
To maintain the mines at optimum level will most likely require importing, but if they are all at optimum the county will more than be able to afford it. That is something for the future, but for now just keep the mines well maintained and open. Another factor that can effect mining number is when the fishing towns sell a large quantity of fish/wood/fruit. When the local market is cleared of it's resource good, a lot of miners will work the towns resource until they need to get paid again, then they will head back to the mine.
Last note on mines, if you find you are running low on resources, lower the employment numbers until you can import the resources needed. DO NOT manage the mines by allowing them to drop levels. The mining system was set up so the counties would need each other, so don't see it as a failure if you need to import. That is why we have 2 gold mines so we can afford to import when we need to.
MINE LOCATIONS:
Stone: Shrewsbury/Ludlow (node 628)
Stone: Stafford/Lichfield (node 632)
Iron: Lichfield/Birmingham (node 639)
Iron: Lichfield/Coventry (node 634)
Gold: Lichfield/Derby (node 649) |
Algernon wrote: | I am certain that Sheriff guides have been created, but I have never been able to find them. Here's a modification of a guide I created for my Council when I served as Sheriff. Please do feel free to post any suggested advices or changes:
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Algernon wrote:</td> </tr> <tr> <td class="quote">The Sheriff's Office is located in the Castle:
When you click "Management of the mines", you see this:
When you click "Sheriff office", you will see the largest menu for the job:
1) The Finance Report
Don't be alarmed by the Salary to Police Forces figure. This actually tallies the total cost of all policing since the County began, and so doesn't really tell us much useful information. What is important in this section is the Treasury, which lets you know what you have available in cash to grant.
2) Financial Management of Mines and Quarries
This menu sets the wage and working capacity for the mines, and the wage for the Intercounty Minimum Wage.
3) Management of Animals
This will be the menu that you use the most, on a daily basis if not twice or more times per day. We have generally strived to keep our levels of livestock at 12, to help ensure that cowherds, shepherds and swineherds can keep in business. We try to not exceed that amount, and it is really most important to have levels at 12 after reset as it is perfectly fine for levels to decline during the day as long as at least four remain available at nearly all times later in the day. The greatest barrier you will have to the breeding of livestock will be the county's wheat and corn supply.
We generally try to breed cattle and sheep with wheat, as the county profits most from use of wheat as fodder. We breed swine with corn primarily because the wheat required otherwise for swine is such that it inevitably wastes wheat as you will see from the number needed. Counties break even in wheat at fifteen, and counties break even in corn at four.
We can breed wheat fed cows one by one if needed without waste. We breed wheat fed sheep in groups of three to prevent waste. Pigs we breed from corn in groups of four. The Sheriff will not infrequently find that he has not enough corn or wheat to keep County livestock in supply. When this happens, the County both makes requests to the Mayors and also commissions agents to send us town market reports. The Sheriff can make cash grants and award them to people who will acquire wheat and corn.
Mayors will normally post needed corn or wheat to the County Fair. When this happens, only the Trade Minister can buy them. The Sheriff and the Trade Minister will therefore be in frequent communication with each other to provide for the County's fodder needs, and both during my tenure as Duke each had access to the Mayors' Chambers for commerce.
</td></tr></table> |
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ahmetseker
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:11 pm |
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How to be sheriff-devam
4) Grant Management
Here you will find a list of all the grants still out, grants that have already been used and are now canceled, and grants that have yet to be assigned.
If you click on a grant listed, you will find a window similar to this one:
You will find a "Create a Grant" link by scrolling to the very bottom.
Click it, you see this:
Here, you can post explicit instructions for the grant, a legal document.
Please note you can only create cash grants, and that the Trade Minister can only create grants for goods in the County's Inventory. As Sheriff, you will often be working in cooperation with the Trade Minister to meet town requests and also to help the County acquire imported goods such as wheat, fish, iron, and other needs should other needs arise in the County.
Before Sunday reset, it is always a good practice to put as much of the County's Treasury as you can into sizable grants so that you will still have cash available to meet needs after the mines payout. Mine payouts can put cash strapped counties in a negative balance, especially after the County has made large acquisitions.
There will occasionally be need for the cash grants that you create to be filled after creation with goods. You will have to let the Trade Minister know which the grant number for whatever cash grants require goods, and then the Trade Minister can fill them and one of you can then award the grant.
5) Management of Military Expenses
Algernon wrote: | I would be remiss if I did not include this for future Councils:
Sajan's breeding guide -
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote"> Livestock breeding process:
Considering corn price of 3.5p and wheat price of 13.1p as fodder costs :
Cows:
1 cow can be bred with 3 wheat bags. Thus profit per cow using wheat is 45 - (13.1*3) = 5.7p
1 cow can be bred with 11.25 corn bags. Since numbers round up, it is always best to breed cows in batches of 4 when using corn (using 45 bags). Thus profit per cow using corn is (45*4 - 45*3.5)/4 = 5.625p
Sheep:
1 sheep can be bred with 2.33 wheat bags. Since numbers round up, it is always best to breed sheep in batches of 3 with 7 bags of wheat when using wheat. Thus profit per sheep using wheat is (35*3 - (7*13.1))/3 = 4.43p
1 sheep can be bred with 8.75 corn bags. Since numbers round up, it is always best to breed sheep in batches of 4 when using 35 bags of corn. Thus profit per sheep using corn is (35*4 - (35*3.5)/4 = 4.375p
Pigs :
1 pig can be bred with 1.67 wheat bags. Since numbers round up, pigs are more difficult to breed with wheat, but not it can be done. The most profitable options are to breed a single batch of 7 pigs or 10 pigs or 13 pigs with wheat.
For 7 pigs, this would take 11.69 bags rounded to 12 bags of wheat.
Thus profit per pig (batch of 7) using wheat is (25*7 - (12*13.1))/7 = 2.54p
For 10 pigs, this would take 16.7 bags rounded to 17 bags of wheat.
Thus profit per pig (batch of 10) using wheat is (25*10 - (17*13.1))/10 = 2.73p
For 13 pigs, this would take 21.71 bags rounded to 22 bags of wheat.
Thus profit per pig (batch of 13) using wheat is (25*13 - (22*13.1))/13 = 2.83p
1 pig can be bred with 6.25 corn bags. Since numbers round up, it is always best to breed pigs in batches of 4 when using corn (25 bags)
Thus profit per pig using corn is (25*4 - (25*3.5))/4 = 3.125p
Thus best batch options to breed :
Cows using wheat : 1 each
Cows using corn : 4 each
Better option : Cows using wheat
Sheep using wheat : 3 each
Sheep using corn : 4 each
Better option : Sheep using wheat
Pigs using wheat : 7 each/10 each/13 each
Pigs using corn : 4 each
Better option : Pigs using corn
We have been averaging roughly 8 cows, 6 sheep and 13 pigs so far. That would give us a rough profit of (8*5.7 + 6*4.43 + 13*3.125) = (45.6p + 26.58p + 40.625p) = 112.80p per day from the livestock breeding program.</td> </tr></table> |
And, of course, a most important document on the mines:
http://www.renaissancekingdoms.com/ext/en/mines.htm
baselthe2nd wrote: | AS a former 2-time Sheriff, some of it is bad
When breeding, it best to breed in groups so that there is no rounding
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote">Thus best batch options to breed :
Cows using wheat : 1 each
Cows using corn : 4 each
Better option : Cows using wheat
Sheep using wheat : 3 each
Sheep using corn : 4 each
Better option : Sheep using wheat
Pigs using wheat : 7 each/10 each/13 each
Pigs using corn : 4 each
Better option : Pigs using corn </td> </tr></table>
So Pigs using wheat should be multiples of three, rather than multiples of 3 +1 |
Beaker wrote: | Easy Guide to Being the Sheriff
The long guide is great but I wished when I started as Sheriff that there was a quick and easy guide to help me get started. This guide is pretty much what I wish that I’d had. This excludes Forum based Council RP activities.
Title: Sheriff
Job Type: Administrative 90%, Role Play/Interaction 10%
Time Needs: Approximately 20 minutes/day
Special: Need to be able to log in at least 2 or 3 times per day.
Essential Daily Duties (current Nov. 1455):
Maintain the mines: Under Management of Mines click Maintain, Click Maintain and Upgrade if the output drops (current output: stone = 2.1, iron = 1.52, gold = 50.4)
Breed Animals: Use wheat for cows, corn for pigs, whatever you have more of for sheep. Keep approximately 18 cows, 12 sheep, and 12 pigs in stock at all times. Check several times per day, sudden runs on animals are common, especially on Sundays (no idea why). Note: you will need to work closely with the TM to ensure a steady supply of fodder.
Other Periodic Duties
Grant Creation: The TM or Duke may ask you to make a grant and will give you instructions on what is needed.
Hold Grant Creation: Keep the treasury at less than 5000p, when it gets above this point, restock the Hold Grants. Maintain a selection ranging from 200p to 4000p. These can be used by the TM as needed. Standard Hold Grant Instructions: “This is a hold grant. Do not use without consulting the Count, Trade Minister, or Sheriff first.”
Once each Week
Create Sheriff’s Report: I’ve included mine as below as an example. The numbers below the line are for reference. Numbers should be from Saturday to Saturday (after major reset/payout maintenance period). Post this in Forum Council Reports section.
<table align="center" border="0" cellpadding="3" cellspacing="1" width="90%"><tr> <td>Quote:</td> </tr> <tr> <td class="quote"> Report for Week November 4– November 10, 1455
Mines: No Downgrades for six weeks now!
Stone: Employment remains at about 80%
Iron: Employment remains at 100%.
Gold: Employment remains at about 50%.
Animals: Fairly steady this week.
Cows: bred: 70 profit: 315p Change: +25%
Sheep: bred: 34 profit: 119p Change: -35%
Pigs: bred: 32 profit: 80p Change: +33%
Profit from Animals: 514p Change: +4%
Fodder used for week: wheat: 193, corn: 562
Comment(s): We have sufficient fodder reserves.
Treasury ending week: +28,998p (+23.352p)
Treasury at start of week: +21,481p (+22,869)
Comment(s): Throughout the week the treasury grew.
This week
Tax revenue: +0,00 pounds
Sales revenue: +0,00 pounds
Royal Mint: +0,00 pounds
Purchases: 4,525 pounds
Expenses for recruitment of miners: 7,780 pounds
Salary to the Police Forces: 9216,00 pounds
_____________________________________________________________
Cows: Wheat: 3/cow (preferred) Corn: 11.25/cow
Sheep: Wheat: 2.33/sheep (preferred) Corn: 8.75/sheep
Pigs: Wheat: 1.67/pig Corn: 6.25/pig (preferred)
Price basis: Wheat: 13.5p Corn: 3.6p
Cost per cow = 40.5
Cost per sheep = 31.455
Cost per pig = 22.5
Selling prices:
Cows = 45
Sheep = 35
Pigs = 25
Profit per (same for corn or wheat)
Cows = 4.5
Sheep = 3.5
Pigs = 2.5</td> </tr></table>
Duties not mentioned
Military and Mine financials: rarely done, and usually only at the request of the Duke. |
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ahmetseker
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:12 pm |
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How to be Count(ess)
Algernon wrote: | Duchy Castle
And this is what you see:
Here, the two pertinent links are the bottom two.
This first post pertains to 'Your Office (Count)':
Click on that, and this is what you see -
1.) Appoint
You can appoint people only to positions that are open.
So, to switch someone from one position to another when all positions are filled, you first need to:
2.) Dismiss
As you can see, you cannot dismiss the Count, and you cannot dismiss people without portfolio.
3. ) Change the County options
Here you can A) set mines to automatic maintenance -
and you can B) set what funds per week the Sergeant can allot to the Constable
A. I have as Duke allowed manual maintenance of mines, as I have had every faith and confidence in Beaker to never miss a day maintaining, but when Beaker has been away I have set mines to auto maintenance. It's a judgment call, but the general rule of thumb is that auto maintenance is safer. There seems to be some dispute over whether manual maintenance is more profitable for the County or not, and whether one setting or the other invites more downgrades. I do not know whether there may have been any studies conducted or not to settle these questions.
B. I have as Duke lately granted the Sergeant maximum allotment of funds over the week for the Constable, which is 1000 pounds per week. The Constable distributes these funds between Chief Marshalls and Marshalls in the Chief Marshalls' groups in each town as able, depending on circumstance. Because of recent army tensions, I have encouraged ample hiring of Marshalls. In more peaceful times, we can allow for less funds.
Once you change settings, you click - of course - the Change button.
4. ) Appoint a Rector
The present Rector for the University at the time of this post is Knikxer. Invisible007 was Rector when I began as Duke. When he moved, I had at his advice appointed Lubin. When she went into retreat, I had appointed at her advice, Ratio. When Ratio left the game, I appointed Knikxer. Students at the University should let you know if everything is ok with class scheduling, which is the Rector's primary ingame responsibility.
5. ) Manage the appointment of the civil servants
When you click this link, this is what you will usually see:
However, when people attain Level 3, you may see new names here. I have as Duke granted every request, turning away no one. I still know little as of yet about what happens if someone is actually denied
I usually check this link about once every week, sometimes longer. |
Algernon wrote: | Clicking on 'Laws and Decrees' bring the Count to this menu screen:
'Legal Corpus' is self-explanatory. There, the Books of Law may be found.
Clicking on 'Decrees' will bring you here:
Here, you can read the various decrees that have been published, and...
Here, you can as Count 'Publish a decree' to bring up this new menu screen:
The bottom two options are not yet coded, at least not in England.
Of the top two, you can
A.) Publish a common decree
I have used this option to publish the Concordat, and the Charter with KoP
I also used this to publish our emergency decree regarding armed groups.
B.) Publish a law application decree
With no laws passed in IG Castle pending, you will see this:
However, once you get an ingame message that a law has been passed, this is the link a Count must click to actually 'sign' the thing into published law in the Legal Corpus. You will get an error message once you click on the links then displayed, but backspacing will show that it has in fact been published which you can then verify by reviewing the Legal Corpus. |
Algernon wrote: | Getting back to this screen:
When you click on 'Law Projects', you will see something like this:
Here, you can 'Write a bill', and in fact any Councilor can do this.
When you click 'Write a bill', you see this screen:
I have never used the 'Numbering Sign', and do not know its purpose.
You can use the drop down menu at the top to bind your law proposal to another law, just as - for instance - the Council Procedures law (Section 1.I. a) is bound to the First Book of Law. I generally no longer do this, as it seems a bit buggy and some sections seem to fly away from what they are supposedly bound to. So, I have taken to rewriting and replacing whole entire Books of Law to contain whatever amendments we approve.
You replace a law using the drop down menu at the bottom.
When replacing, I use the title of the relevant Book of Law for 'Title' -
and then enter the appropriately revised text.
When you click 'Validate', you will probably get an error message.
Clicking 'Home' again, you will however see a red text telling you that you wrote your bill. Then you can go back to the Law Projects screen, and you will then see for yourself the bill that you want the Council to vote on:
Clicking on the new bill, 'Example', got me this screen:
I had asked Hypno what the difference was between the top two options, and he told me that there really wasn't any. My guess is that one might allow for multiple laws to be considered at the same time, but I have always done one at a time and just clicked 'Register to the Order of the Day'. In the case of 'Example', of course, I simply deleted the bill after taking the screenshot. No matter what button you click at this point, you will or should get an error message. However, the action IS taken - and if Registered to the Order of the day, the bill is then up for voting. |
leanasidhe wrote: | Once the vote passes, go to Decrees Publish a decree Publish a law application decree. Then choose the law that was just approved, add the text, and submit it. |
Algernon wrote: | One of the Count of Council's most important functions is forum moderation
Here's a graphic guide to the forum moderator functions:
Moderating groups of one or more threads
1) To the lower right hand corner, you see this:
2) Clicking on the blue phrase, you see this at the top of the screen:
As you see, you can select on the right hand side one or more threads
3) Scrolling to the bottom, you see what you can do with them:
These functions are pretty self-explanatory, but...
4) Here's what you see when you click the "Move" button:
The 'Leave a Shadow' function is checked by default. I always uncheck it.
5) Clicking on the down arrow by 'Announcements', you get a dropdown menu:
I move old polls and threads to the Worcester Archives forum.
Moderating a single thread
1) When you're reading a single thread, you see these at the bottom left:
From left to right, they are 'Delete', 'Move', 'Lock (Unlock)' and 'Split'
2) When you click 'Split', you see the following:
You can check on the right hand side the posts you want split to a new topic, or you can check on the right hand side posts you want to keep in that topic, and split everything else to a new topic.
Moderating Posts in a Thread
1) At the top of most posts, you see the following:
2) The 'Edit' function is what allows you to create polls, stickies and announces
Per present procedures, most polls are two days, three days over any part of a weekend.
Usergroup Moderation
Sometimes a councilor resigns, and sometimes the resigning councilor gets replaced:
1) Click Usergroups and Scroll down to bottom:
2) Here you go, add or delete members:
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ahmetseker
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:15 pm |
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How to Be Trade Minister
Quote: | Lady Zeathea’s Guide to
The Office of Trade Minister
Sussex Edition (post County trade point version)
Welcome new Trade Minister. This job can arguably be called the toughest on the Council and almost unarguably the most time consuming. Since you have this job you either did not know what you were getting into, or were tricked. This guide has been written for Sussex and some things may not apply to your county but the basics will be here. This guide is in two parts. Part 1 to explain the buttons, Part 2 to explain the job.
Part 1: Buttons
Finding your Office:
Unlike most of the Council who have their offices in the nice and cozy Castle you have to walk all the way into the County Fair to find yours. Click on County fair and you will see…
Once in your office you will see the amount of money currently in the Treasury, the amount of Trade state points available and the 4 options: Buy for County, Inventory of the Goods, Buying and Selling Orders, Management of the Grants.
First, note your Trade points. 1 point is worth 10,000 pounds worth of trade. Buying, selling, making and canceling grants. You also are charged weekly for grants. If you have no trade points you will be unable to buy or sell on the County Fair or issue or receive back a grant.
Buy for County: This option allows you buy from the County Fair using the County Treasury funds instead of your own. Also this is the only way you will not be charged the 50 pound tax for buying from the County Fair. This only works on the County Fair.
Inventory of the goods: Here you can see everything the County has in inventory minus Swords, shields and Shafts which are transferred to the Sergeant. By inventory listing of each item in stock you should see the ability to either: Put on sale or Transfer to Grant account XXXXXX. X’s standing for a 6 digit string of numbers. Each item will have every grant that is unassigned listed next to it, depending on how many unassigned grants you have this can be slightly unwieldy. There are things in inventory you will need to keep a close eye on, but more on that later.
Buying and Selling Orders: This only shows you the items you have up for sale on County Fair, or are in the process of buying. It is useless.
Management of the grants: Depending on how you run your office, this may be where you spend most of your time.
First you see the County grants that are currently assigned to players. You can look in each grant to see the amount of money and goods each currently holds. Following that is a list of completed grants. These are not in any sort of order.
After that you will see a list of any grants that have been created that have not yet been assigned to players.
Créer un nouveau mandate -Using this you may make a new grant. (Note: Unlike mayors, TM’s cannot put money in a grant. Only the Sherrif can do that. However you may add goods to any existing money grant and assign any existing grant) After clicking the button you will see this screen
Here you can leave detailed instructions about what the grant contains, what to do with it and any deadline there is. Then hit create. Red text will scroll across the bottom of your screen containing the grants 6 digit number.
Part 2: Your job
The role of Trade Minster is that of Provider. In short, you have to make sure you have enough Fodder for the Sheriff, mine supplies for the Mines Superintendant, Meals for Levan, and Wood and goods for all of your mayors. While making money for the county is good it falls second to each of these other tasks. This is for Sussex, each county may be different.
Daily duties – Located at this link is our counties spreadsheet. Here we keep Inventory which must be updated daily. Also the current goods inventory, treasury, and Book value is recorded nightly so that the average can be reported weekly in the TM’s report. I prefer to do the sheet shortly after reset every night.
Fodder – Fodder must be gotten from your mayors. You must set the prices of corn and wheat at a price that will ensure you make some profit, and yet is high enough that mayors will in fact collect for you. It is nearly impossible to get fodder via trade. Mayors will sell you fodder via the County Fair. Anything up on County Fair should be picked up quickly, as a 50 pound tax will not stop a trader from buying large amounts. Fodder will be something you will be scrambling for most of the time.
Mine supplies- Whatever you have to import you will have to trade with other TMs. The easiest way to do this is with MSN messenger (now Windows Live). You can usually find the current TMs by looking at the Positions list in the House of Parliament. Handing them your messenger name with ingame mail is usually the best way to make first contact. You will want to be in contact with your Mines superintendent to find out how quick you are using your supplies and how much you will need to import.
Mayors – Mayors mostly need wood and iron. Some wood can be gotten from Sevenoaks (our wood town) but it usually is not enough to meet every need. Wood should be imported on occasion to keep up a good supply. Wood is not a profit item and should be sold to towns at cost. Iron should be given out carefully, mayors asking for huge amounts should be reminded that there are laws against it being sold to people who are not blacksmiths and they should check to see who is buying it. Goods are currently sold to mayors via Grant to keep them from having to pay the 50 pound county fair tax. Mayors may request other items, if you do not have it to sell, make sure the mayors post in the mayors chambers to trade with their local counterparts.
Meals – 20 meals a day for Levan. Currently each town is responsible for 26 of these meals per week. 13 at full County buy price, 13 at half that. Hastings, being a capital, is only responsible for 13 meals total, 6 at half price. This can and most likely will be adjusted as the rules change and depending on the ability of each town to meet these obligations. The Trade Minister should also council the Count on what meals to set each day depending on inventory. Corn should never be used as a meal.
Buy Prices – The Trade Minister determines the County buy prices for each item the county will buy from mayors, from fodder to wool. These prices should be carefully considered, as some items will be used as a trade good.
Grants – Grants should be monitored daily. I keep my own spreadsheet for this. While you should only give grants to those you trust, sometimes you have to give out grants anyways. Keep a sharp eye.
County buyers – I tend to maintain a few county buyers that can buy things from town markets to help shore up the gaps on Fodder and get a few extra trade goods. This should never be to excess, towns should not be bought out of any item.
Writing grants – This can be one of the most painful parts of the job, Writing a grant so that it is easy enough to understand without it being so long that people look at it and close it out in disgust. A big help with this is the list of minimums and maximums found http://forum.renaissancekingdoms.com/viewtopic.php?t=53487
Just remember, not everyone reads the forums, not everyone speaks perfect English and not everyone will know how to use the grant (or where to find it) when they get one. Be patient, its not exactly easy to figure out how to put 20 pounds in a grant with a stick of wood. |
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Yetisbey
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 2:26 pm |
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teşekkürler |
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muhittinq
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 3:24 pm |
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Teşekkürler |
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Impulse_emre
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Konu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) C.tesi Tem. 19, 2008 3:27 pm |
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Teşekkürler çevirilmesi lazım ingilizce bilmeyenler için |
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Divan gorevleri ile ilgili bir kaynak(ingilizce) |
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1 sayfadaki 1 sayfası |
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Bu forumun müsaadesi var: |
Bu forumdaki mesajlara cevap veremezsiniz
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