Sith Lords of Alpha
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Guild Policy

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Guild Policy Empty Guild Policy

Post  Admin Sun Dec 16, 2007 11:59 am

Guild Leaders:

Guild Master - Darth Z: Absolute leader of the Sith
Second-in-Command - Darth A: Handles day-to-day issues

Galaxy Commanders:

A19: Master of Light
A26: Darth A

Sith Guild Behavior:

If you break any of these rules, you will suffer the consequences yourself.
The guild must not and will not suffer if a guild member breaks the guild rules.

* Treat all Sith members with respect. There is honor among the Sith.
* Do not attack another guild without Sith Leader approval.
* Ask before taking debris that doesn't belong to you.
* Inform trading partners 24 hours in advance if you intend to cancel a trade route.
* Keep the language on our bulletin board clean. We don't want to lose guild members due to this. You never saw Darth Sidious or Darth Vader swear, right?
* Your actions reflect on the guild. Don't do anything that might damage the respect of the guild or cause problems for the guild or yourself.

Defense Requirements:

Guideline: Fleet size at base should be a multiple of hourly income + trade for that base. Fleets protect trade routes!

* Day 1: 1 x (hourly income + trade)
* Day 2: 2 x (hourly income + trade)
* Day 3: 3 x (hourly income + trade)
* Day 4: 4 x (hourly income + trade)
* Day 5: 5 x (hourly income + trade)
* Day 6: 6 x (hourly income + trade)
* Day 7: 7 x (hourly income + trade)
* Day 8: 9 x (hourly income + trade)
* Day 9: 12 x (hourly income + trade)
* Day 10: 16 x (hourly income + trade)
* Day 11: 21 x (hourly income + trade)
* Day 12: 27 x (hourly income + trade)
* Day 13: 34 x (hourly income + trade)
* Day 14: 42 x (hourly income + trade)
* Day 15+: 50 x (hourly income + trade), more if at war.

Guideline: Base defenses should be based on number of structures on base. Defenses protect base from occupation!

* 0-19 Structures: Minimum 2 Barracks
* 20-39 Structures: Minimum 2 Barracks, 2 Laser Turrets
* 40-59 Structures: Minimum 1 Barracks, 2 Laser Turrets, 2 Missile Turrets
* 60-79 Structures: Minimum 1 Laser Turrets, 2 Missile Turrets, 2 Ion Turrets
* 80-99 Structures: Minimum 1 Missile Turrets, 2 Ion Turrets, 2 Photon Turrets
* 100-119 Structures: Minimum 1 Ion Turrets, 2 Photon Turrets, 2 Disrupter Turrets
* Deflection Shields, Planetary Shields, and Planetary Ring should be built as soon as technology allows

Sith Growth Requirements:

* If we are not growing, we are dying.
* Quickly and steadily improve your economy, trade routes, defenses, technology, and fleets daily.
* Trade routes are key to growth. Try to get 3 at each base by the end of the first week, with at least one different trading partner for each base (if 9 bases, have 9 trading partners). First priority should be to trade with guild members and then Friends of Sith.
* Failure to grow steadily may get you removed from the guild. No slackers allowed.

Friends of Sith:

* We do not pillage, attack, or occupy bases of friends. No exceptions.
* We are nice to our friends. No exceptions.
* We will help them in a friendly manner with trade routes, defense, and with the approval of the Guild Master, WAR!

Admin
Admin

Posts : 3
Join date : 2007-12-09

https://sithlordsofalpha.board-directory.net

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