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Divan gorevleri ile ilgili bir kaynak(ingilizce)

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Divan gorevleri ile ilgili bir kaynak(ingilizce) Vide
MesajKonu: Divan gorevleri ile ilgili bir kaynak(ingilizce) Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_minipostedC.tesi Tem. 19, 2008 2:05 pm

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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Barracks



then select the amount of money you want to give in the dropdown menu:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Barracks2



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Castle-1





The "My Office" link is found under the county fair market



Divan gorevleri ile ilgili bir kaynak(ingilizce) Countyfair



Here you have 4 options:

Divan gorevleri ile ilgili bir kaynak(ingilizce) Office



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

Divan gorevleri ile ilgili bir kaynak(ingilizce) Buyforcounty



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



Divan gorevleri ile ilgili bir kaynak(ingilizce) Inventory



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Buysell



Gestion des mandats (Grant management), this screen shows the grants that you have currently made,

Divan gorevleri ile ilgili bir kaynak(ingilizce) Grantcontrol

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



[Divan gorevleri ile ilgili bir kaynak(ingilizce) Grantcontrol2
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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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Divan gorevleri ile ilgili bir kaynak(ingilizce) Vide
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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

Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow Duchy Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow Barracks Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow 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”



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal1



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”



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal2



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



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal3



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



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal3b

Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal3a



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.



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal4



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal4a



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.



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal5



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal6



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



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal6a



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.



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal7



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal8



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshal9



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.



Divan gorevleri ile ilgili bir kaynak(ingilizce) Redboxduchy



Divan gorevleri ile ilgili bir kaynak(ingilizce) Barracks



Divan gorevleri ile ilgili bir kaynak(ingilizce) Office



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.



Divan gorevleri ile ilgili bir kaynak(ingilizce) Paying



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>



Divan gorevleri ile ilgili bir kaynak(ingilizce) Orderstomarshals



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.



Divan gorevleri ile ilgili bir kaynak(ingilizce) Paying



To set the pay of the marshals simply scroll to the top of the Constable's office and change the pay of the marshals.



Divan gorevleri ile ilgili bir kaynak(ingilizce) Paymoney



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>



Divan gorevleri ile ilgili bir kaynak(ingilizce) Constableletter



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...



Divan gorevleri ile ilgili bir kaynak(ingilizce) Constablelettercaseexample



Divan gorevleri ile ilgili bir kaynak(ingilizce) Redboxrien



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:

Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshalmail



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshalafteraccept



Once you click accept, you are the new Chief Marshal! But, notice that you do not yet have an activity:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshalafteraccept



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshaldefend



Click defend the power, which brings you to this:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshaldefend2



Click defend again, and finally your upper left says "Defense of the City":



Divan gorevleri ile ilgili bir kaynak(ingilizce) Marshaldefend3



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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Divan gorevleri ile ilgili bir kaynak(ingilizce) Vide
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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)



Divan gorevleri ile ilgili bir kaynak(ingilizce) Screenshot002in4Divan gorevleri ile ilgili bir kaynak(ingilizce) Screenshot005wn3Divan gorevleri ile ilgili bir kaynak(ingilizce) Screenshot004kw0



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):



Divan gorevleri ile ilgili bir kaynak(ingilizce) Screenshot003ku4



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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Divan gorevleri ile ilgili bir kaynak(ingilizce) Vide
MesajKonu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_minipostedC.tesi Tem. 19, 2008 2:08 pm

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

Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow there are six options which do not correspond exactly to the names of Laws

Write down your bill of indictment

Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow 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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Divan gorevleri ile ilgili bir kaynak(ingilizce) Vide
MesajKonu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_minipostedC.tesi Tem. 19, 2008 2:10 pm

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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) SheriffatCastle



When you click "Management of the mines", you see this:



Divan gorevleri ile ilgili bir kaynak(ingilizce) SheriffMines





When you click "Sheriff office", you will see the largest menu for the job:



Divan gorevleri ile ilgili bir kaynak(ingilizce) SheriffOffice



1) The Finance Report



Divan gorevleri ile ilgili bir kaynak(ingilizce) FinanceReport



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



Divan gorevleri ile ilgili bir kaynak(ingilizce) FinancialMines



This menu sets the wage and working capacity for the mines, and the wage for the Intercounty Minimum Wage.



3) Management of Animals



Divan gorevleri ile ilgili bir kaynak(ingilizce) AnimalManage



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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Divan gorevleri ile ilgili bir kaynak(ingilizce) Vide
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How to be sheriff-devam


4) Grant Management



Divan gorevleri ile ilgili bir kaynak(ingilizce) GrantManageA



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) CheckDJ



You will find a "Create a Grant" link by scrolling to the very bottom.



Click it, you see this:



Divan gorevleri ile ilgili bir kaynak(ingilizce) GrantCreate



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



Divan gorevleri ile ilgili bir kaynak(ingilizce) ManageMilitary



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 Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_wink

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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Divan gorevleri ile ilgili bir kaynak(ingilizce) Vide
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How to be Count(ess)



Algernon wrote:
Duchy Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow Castle Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow



And this is what you see:



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountIGA



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 -



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountIGB



1.) Appoint



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountIGC



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



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountIGD



As you can see, you cannot dismiss the Count, and you cannot dismiss people without portfolio.



3. ) Change the County options



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountIGE



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



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountIGF



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountIGG



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 Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_wink



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) LawIGA



'Legal Corpus' is self-explanatory. There, the Books of Law may be found.



Clicking on 'Decrees' will bring you here:



Divan gorevleri ile ilgili bir kaynak(ingilizce) LawIGB



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) LawIGC



The bottom two options are not yet coded, at least not in England.



Of the top two, you can



A.) Publish a common decree



Divan gorevleri ile ilgili bir kaynak(ingilizce) LawIGE



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) LawIGD



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) LawIGA



When you click on 'Law Projects', you will see something like this:



Divan gorevleri ile ilgili bir kaynak(ingilizce) IGLawCountA



Here, you can 'Write a bill', and in fact any Councilor can do this.



When you click 'Write a bill', you see this screen:



Divan gorevleri ile ilgili bir kaynak(ingilizce) IGLawCountB



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) IGLawCountC



Clicking on the new bill, 'Example', got me this screen:



Divan gorevleri ile ilgili bir kaynak(ingilizce) IGLawCountD



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 Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow Publish a decree Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_arrow 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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count1



2) Clicking on the blue phrase, you see this at the top of the screen:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count2



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count3



These functions are pretty self-explanatory, but...



4) Here's what you see when you click the "Move" button:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count4



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count5



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count6



From left to right, they are 'Delete', 'Move', 'Lock (Unlock)' and 'Split'



2) When you click 'Split', you see the following:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count7



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:



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count8



2) The 'Edit' function is what allows you to create polls, stickies and announces



Divan gorevleri ile ilgili bir kaynak(ingilizce) Count9



Per present procedures, most polls are two days, three days over any part of a weekend.



Usergroup Moderation



Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_wink Sometimes a councilor resigns, and sometimes the resigning councilor gets replaced:



1) Click Usergroups and Scroll down to bottom:



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountA



2) Here you go, add or delete members:



Divan gorevleri ile ilgili bir kaynak(ingilizce) CountB
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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…

Divan gorevleri ile ilgili bir kaynak(ingilizce) TMSS1



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.

Divan gorevleri ile ilgili bir kaynak(ingilizce) TMSS2

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.

Divan gorevleri ile ilgili bir kaynak(ingilizce) TMSS3

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.



Divan gorevleri ile ilgili bir kaynak(ingilizce) TMSS5

Divan gorevleri ile ilgili bir kaynak(ingilizce) TMSS4



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

Divan gorevleri ile ilgili bir kaynak(ingilizce) TMSS6



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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MesajKonu: Geri: Divan gorevleri ile ilgili bir kaynak(ingilizce) Divan gorevleri ile ilgili bir kaynak(ingilizce) Icon_minipostedC.tesi Tem. 19, 2008 3:27 pm

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Divan gorevleri ile ilgili bir kaynak(ingilizce)

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