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User:Urizen/Unions

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Summary

Unions or Guild Unions are associations of guilds. In someways relations between guild and the union is smilar to member and guild. Basic differences are...

  • Unions are not easy to form
  • Unions can't have any possession
  • Unions have both Member Guild and Member Citizen level membership
  • One person or guild can be member of just one Union

Goals

Sole purpose of the Unions is to improve cooperation within each region.

Limitations

We don't want to change game dynamics a lot. We don't want to form megaguilds.

How to Form a Union

Forming a union is trickier than forming guild. It's not just about building a hall. There is steps of bureaucracy to follow in process.

1. Draft Contract Phase

====Step One / Draft Contract:==== Anyone who is an Elder in at least one guild can get a Draft Contract from any University of Leadership. Than this persons (will be called Contractor) signs the contract, if he/she is elder in more than one guild appointed guild should be choosen at the time of sign. Every Union needs 5 founding guilds, and each 5 founding guild should have at least 5 members. Than Contractor finds 4 more elders from 4 different guilds, from the same region with him to sign draft contract. Darft contract can not be copied. One person can sign a draft contract just once. When 5 signs in place, contractor brings back the Draft to University of Leadership in the region Union will be formed. If the Draft is legimate contractor will be handed a Union Founding Contract.

====Step One / Union Contract:==== When contractor gets his contract now it can be copied but needs to be signed all over again. A final contract needs 25 signs from 5 founding guilds, 5 signs for each guild. No one can sign it twice. Everyone should be signing for one of the guilds, they needed this guild to be their primary guild. When all signs in place, contract will be delivered to ULead. For Union to be approved, 5 founding guilds need to meet following terms.

1- Guilds should have at least 50 unique members in total 2- All guilds need to be in same region 3-


Proposed Law Summary

1

The idea here is that mines way out in the desert are not restricted, since they are unlikely to be near somebody's camp. Also, nobody benefits from making fake camps near valuable ore veins.

2

The idea of a 6-day cycle is so that the day shifts across the week, allowing people with varied schedules reasonably equal chances. While teppy-time would gradually shift this on its own, this way it shifts significantly more quickly and even a once-a-week player gets a mining day once every six or so play sessions.

3.

The idea here is one day of mining which spews out pollution and then five days for the pollution to dissipate. Since even heavy pollution seems to dissipate in approximately two or three days of non-use, this means even in the worst areas pollution is at a safe level half of the time.

Proposed Law Text

Non-Binding Preamble: