As the topic says, my empire needs a lot of cotton and since we aren't near a desert, we'll need to rely on buying/trading to get cotton.
Any cotton put for sale in the trading post will be bought up by me (Charles Lapallanch) as quickly as I can as long as the price is reasonable. Trading is also a decent option (I have tomatoes and apple farms!)
The flag of the United Electorate of Ouestasia. The green represents the land the nation is on, with blue representing the seafaring that is integral to the country. One star in the middle represents unity, while the three surrounding stars represent the three families: The Khominids, the Tarquinians, and the Quidomites.
To the reader who has done this writer a large compliment with his attention,
I am Malle "Khominid" Yeno, the Most Splendid Burgher of the United Electorate of Ouestasia.
Our nation is a Noble Republic where citizens elect a member of three aristocratic families to lead the United Electorate for the duration of his life.
The purpose of this post that I attach to yonder board is to give any interested readers information about this nation. This will include history, how politics work in the nation, and any recent actions that take place.
I will try to keep the next few spaces on this board reserved to talk about this.
I hope that you enjoy reading about our humble people,
Malle Yeno HISTORY OF OUESTASIA
In discussing the history of Ouestasia, one must realize that the way that Ouestasians live right now is rather recent.
We have been settled for an estimated century, but our people have existed, if you believe our scribes and seers, for many centuries longer.
My Mystikos, Regent Wienis, recently completed a grand work titled "A Secret History of Ouestasia and Its Inhabitants".
A copy of such a book is available at the grand library of Ouestasia, or onboard any Ouestasian trade ship for no charge.
The book goes into a large amount of detail, especially about the early days, but I will discuss the main points.
Our civilization was once tribal, inhabiting a different area than we are now, and led by three brothers. The descendants of these brothers form the three aristocratic families that rule over Ouestasia today. They are the Khominids, the Tarquinians, and the Quidomites. The families take pride in their respective traits: the Khominids for their diplomatic skill, the Tarquinians for their status as warriors, and the Quidomites for their curiosities and adventures.
After a forced migration of the tribal peoples, the tribe was resettled into where Pont du Ouestasia is now. These tribes were hunter-gatherers, and had little idea of what was possible to survive on in this new land. A wandering trader named Malle Yeno helped the tribe learn about their surroundings, taught them agriculture, and returned to them their pride.
A few years after Malle's restoration of the tribes, he was murdered by an unknown assailant, for unknown reasons, for an unknown organization. This death marks the beginning of the civil war between the three families, as each blamed the other failing to protect Malle. It wasn't until a strong Khominid leader ended the civil war and declared herself the second leader.
She set the precident for all future Ouestasian leaders: They must change their name to Malle Yeno, must use their dynasty as their middle name, must be from one of the three families, and must rule for life or until abdication. She also set the settled Ouestasians to be ruled by an Electorate, the embodiment of the Executive, Legislative, and Judicial branches of government.
These are the major events that have influenced the United Electorate. The tribes gave us our culture, Malle gave us our spirit, and The Second Malle gave us our Electorate.
If you are at all interested in our history, I suggest reading "A Secret History of Ouestasia and Its Inhabitants" by Regent Wienis. I would also suggest talking with the man himself, for he is at the forefront of our literary pursuits.
We govern through the use of the Electorate, which bases its power from the people, who have expressed their wishes through the Charter of the Electorate. The Charter is another such book that you may retrieve at our library or on board a trade ship. This one, I will admit, is less fun to read than Wienis' history, but what else is to be expected from a document that is legal in nature?
Overview of Ouestasian Politics
The United Electorate is governed by the Electorate of Ouestasia, which is a body of legislators from the Khominid family, the Tarquinian family, and the Quidomite family, as well as associated figures of Ouestasia, including allies and trading partners.
The Electorate may propose new institutions in the form of Acts, institute changes to former acts through Reforms, or get rid of old acts via a Revoke motion. Members of the Electorate may vote on all three of these measures, as well as minor decisions that come before the Electorate. The required number of votes for a motion to pass is given on the motion itself. For most motions, at least 50% of the Electorate must vote in some way. Of this voting population, 50% must want the vote to go through (although since nobles usually make up a large amount of the vote, and are not allowed to abstain, this requirement is usually fulfilled anyway). Through this, the Electorate has the powers of the legislative branch of government.
The Most Splendid Burgher, who when elected must change their name to Malle Yeno, the powers of the executive branch. The leader may propose Acts, Reforms, and Revokes as any member of the Electorate, and votes on behalf of his noble family. The leader may issue Ordinances without the approval of the Electorate if a proper reason is given. The Electorate may vote to revoke the Ordinance with 30% of votes in the Electorate to revoke such an Ordinance.
The Electorate and the Burgher both play a role in the judiciary. The Electorate may censor members of the Electorate that are acting unruly or against the interests of the Electorate. The Burgher may issue Imperial Investigations if a passed Act or Reform either violates the Charter of Ouestasia or is not adequately debated. Rules for Imperial Investigations are detailed further in the Charter of Ouestasia.
Voting on Decisions in the Electorate
The Electorate is split into four sections that act as a whole. There are the three sections that represent the noble families and the last section representing Non-Ouestasian figures that are associated with the Electorate.
All parties must spend all their votes on one option. For instance, the Khominid family may not split their votes evenly between passing and refusing an act. This applies to all noble families and to all involved figures (ex. Empire A cannot vote split either).
Noble families are expected to vote in the way that their families interest are represented. External figures may vote however they please, although since Electorate votes are granted for assisting the United Electorate, it may benefit them to spend votes passing motions that are good for the United Electorate, and stopping bad motions.
External figures may give their vote in person, or by pigeon. There is also a /electorate channel that anyone may use.
Allocating Votes NOBLE FAMILIES
Base number of votes: 10
Most Splendid Burgher is part of noble family: +5
Base number of votes: 0
Non-Aggression Pact: +1
-> The Burgher may name any number of Associated Party loyal if the parties have been allied for a long time
-> The Burgher may name only one Associated Party notable if that party has made a remarkable contribution to the U.E.o.E
Trade pact: +2
Exclusionary conditions for Associated Party:
Distrustful: Cannot vote
War: Cannot vote
Disinterested: Automatically abstain unless otherwise stated
-> An Associated Party may declare themselves Disinterested if they wish to hold diplomatic relations with the U.E.o.E without voting in the Electorate
First motion drafted May 28, 2016 - set to vote on June 4, 2016.
Ordinance (Extension of Voting Period Ordinance): Voting may continue for 2 days after voting starts.
June 13/2016 - ACT PASS: New Ouestasia devolved to colony.
Week of June 20 - Crisis declared: Spreading wildfire in Pont du Ouestasia
Week of August 15 - Crisis over: Wildfire contained, rebuilding is taking place.
August 28: ACT ___:
We should be able to do something with military, ya know. Feel free to post your suggestions here.
My suggestion is simple, but anyway...
When war is declared, we can deploy our military to enemy cities which will raze the enemy structures and possibly destroy the entire city unless challenged by other forces. Maybe a sort of DEPLOY <AMOUNT OF TROOPS> <CITY> sort of command. :-)
Additional features could include the ability to create legions with different specialisations, like some raze buildings faster, some are better at engaging enemy militaries etc. And we can give the legions tags as well, for example "Hogwarts1" So when we want to deploy, we would be typing DEPLOY HOGWARTS1 <CITY> to send the soldiers in Hogwarts1 to the specified city.
This would probably require a lot of work but I'm sure its possible.
Is it possible to sell items for gold? If not then what should we do with items we don't want, other than storing it in our empire inventory? Because it's always nice to benefit from items you gained which you don't want, instead of throwing it away
Main features: Aliases, timers, triggers, plugins, Lua scripting, keypad hotkeys (can be configured to use specific commands), multiple worlds (can connect to more than one MUD at once)
MXP/Pueblo support: Yes (allows extended colors)
MSDP support: No, but plugins can implement it
Website: http://www.gammon.com.au/ (download page)
This is not the most recent version of MUSHclient; there's also version 5.02b2 (the latest I can find) downloadable here but I haven't updated to it yet myself.
This is the only client I've ever used, aside from a brief period with Mudlet. I'm happy to answer questions about it, but I'm not exactly an expert myself either.
Most of the settings can be found under the various sub-menus of Game->Configure or File->Global Preferences.
I'd strongly recommend changing these:
Game->Configure->Output: Check the "Negotiate About Window Size" box; this is required for 'mapsize auto' to work. I have no idea why it's disabled by default.
Game->Configure->Output: After resizing your world window to your desired size (and changing your font if desired), click "Resize width to size" - this automatically sets the line length (columns) so that it fits properly inside your client window, rather than having a fixed 80-character width.
Other things you might want to change (in Game->Configure->...):
Auto-connect: In Connecting: Set Connect to Diku-style.
Font: You can set the output font in Output (I use 11 pt Lucida Console, but my taste is pretty bad). If you want your command window font to match the output font, you can change it in Commands. Remember, the ASCII map will look weird if it's not fixed-width.
Command stacking (w;n;sit etc.): In Commands: Enable command stacking. You may wish to change the command stacking character away from ; to avoid conflicts with the MUD's alias system and wiznet shorthand.
Auto-repeat (leaves commands in the command window, highlighted): Enable Auto-repeat Command in Commands.
Edit: I'm working on an EmpireMUD graphical interface for MUSHclient (in between my other projects). It's somewhat visually unpolished and still missing a few features I'd like to have (it only displays information; it doesn't have buttons for easy mouse-controlled gameplay; it also doesn't do anything with the chat), but if you want to look at the code, you can find it here.
Posted by: Khufu - 09-09-2015, 02:05 AM - Forum: Features
- No Replies
Is anybody reading this forum who has experience with MSDP and MXP? I am testing applying KaVir's protocol snippet in b2.8 but I don't have any experience using the client side of these protocols, so it's not very easy for me to test.
Right now I have EmpireMUD running with the protocol snippet on the staging server -- empiremud.net 4002.