      PROPOSED RULES CHANGES FOR BEYOND THE STELLAR EMPIRE


INTRODUCTION & MISSION STATEMENT

Welcome to the new era of Beyond the Stellar Empire ("BSE")!
Rolling Thunder Games, Inc. ("RTG") is proud to add BSE, the
classic PBM space opera, to its proud and growing family of
PBM/PBEM games as of October 12th, 1994. If you are reading this
file, then you are either a current BSE player, a former BSE player
interested in re-joining the game, or a potential new BSE player.
The new era of BSE will have room for all of you and RTG will 
strive to provide you with a dynamic playing environment worthy of
your talents as players.

RTG's BSE will retain the flavor and ease of play of the BSE of the
past while instituting many reforms, from minor tweaks to major
structural overhauls. Our BSE will attempt to address all of the
accumulated dead weight of the old BSE without disrupting BSE's
major asset -- it's rich and living history. Many of you reading
this are the players who created the characters who made that very
history. It is our hope that all of you, old and new, will be
penning many new chapters to our game's history long into its
future. The future of the Greater Periphery is in your hands. 
RTG's role in the revival of BSE will be evident, but perhaps not
in the ways you might have become accustomed to with ABM.  RTG's
intent is to overhaul the game system in order to address all the
concerns that players have voiced, and that we have heard. We
intend to do that by reforming the political, economic and research
systems in such a way so as to give the players unlimited growth
potential and remove the role that GM decisions have played in the
past vis-a-vis player politics. RTG's philosophy is that the role
of the GM is to moderate the game, period. While we will remain
involved with all aspects of the game, from playing the NPCs to 
programming newly researched items to designing new playing areas,
we will NOT interfere with the game or its players or manipulate
it in any other way inconsistent with the rules of the game and the
house rules of RTG. This document comprises RTG's proposed changes
to the mechanics of BSE's game system. These changes are
comprehensive and institutional. RTG intends to listen to all
player comments and ideas on these changes and to modify them
accordingly. Be advised, however, that, as always, RTG must be the
final arbiter of rules changes and modifications. While we may not
be able to make all the changes players suggest, you can be assured
that RTG will not only consider all ideas but will likely implement
many of them. Lastly, before we get to the meat of the changes, be
aware that RTG intends to finalize and implement ALL of
the changes no later than November 15, 1994. Therefore, all player
submissions must be received by RTG no later than October 31, 1994
if you wish them to be considered for this historic overhaul. 

It should be noted that all of these proposals may not turn out to
be possible due to programming considerations.  We'll certainly try
to get everything into the game, but some of these ideas could turn
out to be impossible or extremely difficult to implement.  Some ideas
are easy to integrate into the programs, while others will be more
difficult--we'll see how things go over the next few weeks....


RULES SUPPLEMENT FOR BEYOND THE STELLAR EMPIRE
(Effective November 15, 1994)

<This document in written substantially in the form of a Rules
Supplement. The changes enumerated below are those that RTG will
implement on November 15, 1994, unless they are modified by player
suggestions or some other unforeseen problem <such as a natural
disaster <g>>. Where possible, designer's notes accompany the
modification which include the reasons we are making the rules
change, which are usually player concerns that have been voiced in
the past. They may also indicate that player comments are
especially welcome on some aspect of that particular change. RTG
has expended considerable effort in ensuring that all of these
changes are fair, necessary and workable. Basically, we feel that,
fundamentally, these concepts are the kind of long term changes that
have to be made. Where we are going to be very flexible is in the
details of a particular change. However, we want to try to keep the
basic systemic changes intact as they are integrated on one level
or another and heavy modifications to one or more of them will
throw the entire concept out of whack. When commenting PLEASE try
to look at the big picture of the game, rather than your own
individual positions. We realize that some changes will affect some
players more than others, there is not much we can do about this,
as it is the nature of the beast. Players have been demanding major
systemic changes, and some of these ideas are just that. We do not
want to make incremental changes and have to go though this process
every six months or so. We do not want BSE to become a work in
progress in terms of the rules of the game. We want to implement
changes that the current players feel are fair and give new players
a stable, sensible platform upon which to build. When these changes
have been finalized, they will be integrated into a new edition of
the rulebook.>

__________________________________________________________________

---REVISED COLONY RULES-------------------------------------------

A.   Colony types

There are two general types of colonies, the research colony and
the production colony. 

The research colony is specifically devoted to research of new
technology. The research colony devotes 70% of its available man
hours to manning Colony Research Labs ("CRLs"). CRLs
are 200 MU items that produce Research Points ("RPs") at the rate
of 1 point per week per CRL. <See Revised Research Rules for
detailed explanation of research and the operation of CRLs>. The
research colony always attempts to use 70% of its available man
hours to CRL operation. If sufficient CRLs do not exist at the
colony, the remaining man hours are devoted to private sector work
<See Revised Colony Management Rules>. 30% of its total available
man hours will be available for the operation of tooled factories.
Like CRLs, if sufficient tooled factories are not present to use
all the man hours, then the excess is applied to private sector
work. 

The production colony is specifically designed to maximize factory
production. The production colony devotes 70% of its available man
hours to the operation of tooled factories. Tooled factories are
400 MU items that produce 100 MUs of manufactured goods each week,
depending on the availability of the necessary resources. The
production colony always attempts to use 70% of its available man
hours on tooled factory operation. If sufficient tooled factories
do not exist to use all the man hours, the remainder are
applied to private sector work. 30% of its available man are
applied to the operation of CRLs. Again, if sufficient CRLs do not
exist to use all the available man hours, the remainder are applied
to private sector work. Also, production colonies may not undertake
research projects higher than Class 5.


B.   Specialized Production Colonies

Specialized Production Colonies ("SPCs") may designate up to
fifteen particular items to specialize in. Choosing to specialize
can be very important to a production colony, as the colony will
realize an increased amount of man hours available for factory
operation.

SPCs receive 2 man hours per colonist rather than 1. Obviously,
this doubles the number of man hours available to SPCs. SPCs devote
90% of available man hours to production. However, a SPC can
ONLY produce the fifteen items it specializes in. These fifteen
items are chosen at the time the colony is set up, if it is set up
as a SPC, or at the time it chooses to become an SPC. These fifteen
items are the ONLY items that may be produced by the colony. 

If a colony is set up as a SPC, there are no additional costs
related to setting up the colony. At the time the colony is set up,
it must submit its list of specialized items with the turn that
sets up the colony, together with a statement that the colony will
be a SPC. As stated earlier, if the colony is set up as a SPC,
there are no other special expenditures that must be made for
setting up the colony. As you will see, though, there are costs
associated with adding and changing the specialization list at a
later date. 

If a Production Colony chooses at a later date to become a SPC, it
must spend 100,000 stellars and 500 Industrial Modules for each
item added to its specialization list as well as 100 Basic Colony
Modules per colony class above 1. Thus for a class 8 colony to
convert to a SPC and add all fifteen specialization slots
immediately would cost the colony 1,500,000 stellars, 7,500
Industrial Modules and 700 Basic Colony Modules. Conversion
expenditures must be on hand at the colony at the time of the
conversion. To convert a colony to a SPC, the colony governor must
submit a written statement to the GM stating his/her desire to
become a SPC. This statement must contain the items in which the
colony wishes to specialize in producing. It is not necessary to
submit all 15 items immediately, so the colony governor may hold
some specialization slots in reserve, but they can never exceed 15.


If all 15 items are not initially provided, then the SPC has slots
in reserve and must expend 200,000 stellars and 500 Industrial
Modules to add a new item. If the SPC finds itself in a position
where it needs to change one or more of the items on its
specialization list, it may do so, but at a heavy cost in terms of
stellars and Industrial Modules.  

To remove an item from the specialization list, the governor issues
the Remove Item ("RI") order. At the time of the issuance of this
order, the colony must expend 200,000 stellars and 250 Industrial
Modules. The format of this order would be:

RI 27

This order would remove Mines as one of the items on the colony's
specialization list at the cost of 200,000 stellars and 250
Industrial Modules.

To add an item to the list, the governor issues the Add Item ("AI")
order. At the time of the order the colony must expend 200,000
stellars and 500 Industrial Modules. The format of this order would
be:

AI 109


This order would add Heavy Tanks to the colony's specialization
list at the cost of 200,000 stellars and 500 Industrial Modules.

The costs associated with adding and removing items from the list
are representations of the amount of effort associated with
retooling very roboticized and highly specialized factories. The
Industrial Modules represent structural changes to factories
themselves and stellars represent the massive amount of computer
programming, training of specialized workers, etc. that is
necessary to streamline the factories' production.

SPCs expend only 10% of their available man hours on manning CRLs.
SPCs cannot undertake research projects above Class 3. 

Designer's Notes:
While it may seem like it costs quite a bit to convert to a SPC,
the benefit of doubling your man hours will be worth it as the uses
for man hours are greatly expanded now, as you will see. Also, new
colonies setting up as SPCs get some freebie slots, which we hope
will lead to some dispersal of colony sites. Also, we hope that the
revised research rules will increase the desirability of having
SPCs working in tandem with research colonies. However, SPCs will
need to IMPORT some things by bare necessity since they cannot
produce EVERYTHING they need. We hope that this will stimulate
trade as well.


---REVISED COLONY MANAGEMENT RULES------------------------------
(Effective 11/15/94)

A. Man Hour Usage

The usage of man hours in a colony until now has been limited to
those needed to operate the colony's factories. Usage for man hours
will be broadened dramatically and they will be the single most
important aspect of colony management. Most aspects of colony
operation will require man hours in order to function.

I.   Maintenance

Colony Structures (Housing) in a colony need to be maintained or
else colonist morale will drop precipitously. The number of man
hours necessary to do maintenance is equal to the number of colony
structures the colony needs to support its population if it is an
open colony. If it is an enclosed colony then it requires 1.25 times
that number. If a colony does not have sufficient man hours for
this purpose, it incurs a morale penalty of 30 points.

II.  Complexes

Starport complexes, although somewhat automated, require man hours
to operate as well. Only complexes which either produces items or
increase morale need to have man hours allocated to them. Each non-
special complex requires 15 man hours to operate, or it is
considered non-functional. Special complexes require 30 hours.


III. MINES AND FARMS

Mines and farms are much more automated than factories but still
require man hours to operate. Farms cost 15 man hours and mines
cost 10 man hours. Note that colonies with outposts do not have to
pay man hour costs for their outpost mines as well. These mines are
considered to be operated remotely. However, mines at outposts are
MUCH less efficient than mines at colonies, since the mines at the
colonies are operated and the mines at the outpost are not.
Outposts may still be owned by GPs and ships, but they produce
significantly less that mines located at colonies. 

IV. CRLs

CRLs are manpower intensive. They cost 150 man hours per CRL to
operate.

V. THE PRIVATE SECTOR

Any man hours remaining after all other deductions have taken place
will be considered to be colonists working in the private sector.
The private sector produces stellars which are taxed by the colony.
For every 10 man hours working in the private sector, the colony
receives 1 stellar.

B. MAN HOUR AVAILABILITY CHECK

The BSE program will check man hour availability each week during
weekly adjustments. It will do so in the following order and then
perform the listed action:

--------------------
Pre-Production Phase 
(only those things affected by man hours are listed)

Beginning morale is carried over from the previous week.
Man hours are calculated based number of colonists*(morale/100).
 
1.   Maintenance Check:
     - Man hours deducted, if not enough man hours are available
     morale loss is deducted at the end of the Morale Phase

2.   Starport Complex Operation:
     - Determines how many and which type of complexes are
     operating. Complexes which affect morale get allocated
     first. The complexes that produce items are next. Morale
     bonuses are carried over to the morale phase. Production
     occurs from special complexes

3.   Mine check:
     - Man hours deducted, colony mines produce

4.   Farm check:
     - Man hours deducted, farms produce

Production Phase

1.   - Remaining man hours constitute the available man hours for
     research and factory production. They are divided based on the
     type of colony it is.

2.   Factories produce

3.   CRLs Produce

4.   Private Sector
     - Man hours not used up by factory production or research go
     into the private sector which produces the appropriate number
     of stellars in taxation.

Morale Phase

The colony calculates a new morale based on what the governor has
ordered to be disbursed to the colonists, how many and which type
of morale boosting complexes are being operating and so forth. The
morale loss for lack of maintenance is deducted last. The new
morale is carried over to the following week.

EXAMPLE:

FET Fewlo is an open production colony with 120,000 colonists,
13,000 colony structures, 400 Tooled Factories, 300 Farms, 600
Mines and 100 Manned CRLs. In its Starport, it has 300 morale
producing complexes and 50 Special Complexes producing Grassjuice. 

Pre-Production:

Fewlo's morale was determined to be 70 on the Morale Phase of the
previous week. So, Fewlo has 120,000*(70/100) which is 84,000 man
hours available.

1.   Maintenance
     Fewlo needs 10,000 colony structures for its population of
     100,000, so it pays 10,000 man hours for maintenance.
     Man hours remaining: 74,000

3.   Complexes:
     Fewlo has 300 morale producing complexes, so it pays 3,000 man
     hours to keep them running.
     Fewlo has 50 Special Complexes, so it should pay 1,500 man
     hours to  keep them operating. However, Fewlo is an FET colony
     so it only costs 75% of the normal cost, so Fewlo's actual man
     hour cost is 1,125.
     Man hours remaining: 69,875

4.   Mines
     Fewlo has 700 mines, so it pays 7,000 man hours to operate
     them:
     Man hours remaining: 62,875

5.   Farms
     Fewlo has 300 Farms, so it pays 4,500 man hours to operate
     them.
     Man hours remaining: 58,375

Production

     Fewlo is a production colony, so it gets 70% of its remaining
man hours for factory production and 30% for CRL operations. Thus,
Fewlo has 40,862 man hours available for tooled factories and
17,512 man hours for CRL operation.

1.   Fewlo has 400 factories tooled which cost 40,000 man hours.
Fewlo has 40,862 man hours left, so all of its factories produce.
The remaining 862 man hours are applied to the Private Sector.

2.   Fewlo has 100 Manned CRLs which would normally cost 15,000 man
hours. Fewlo has 17,512 left, so all of its CRLs produce. The
remaining 2,512 man hours are applied to the Private Sector.

3.   3,374 man hours are applied to the private sector. Fewlo
receives 337 stellars (3,374 man hours/10 = 337 stellars).

Morale phase

Fewlo's morale is calculated. Due to the fact that the governor has
directed additional Grassjuice to be distributed, Fewlo's morale
rises to 75. The morale is carried over to the next week.

--------------------

The above cycle is linear in nature. If you run out of man hours
along the way somewhere, then the rest of the sequence will be
useless.

Designer's Notes:
The idea behind the vast increases in man hour usage should be
obvious. That is, to stop, once and for all, the exponential
proliferation of factory production and to put in place a realistic
system going forward. While some of the man hour costs may seem
onerous at first glance, they only are when taken in context with
how completely out of balance things are at this point. I actually
had to reduce some of them from what the original recipe called
for. Obviously, under this system, you will want colonists, lots of
them. You will also want a very high morale, which we hope will
expand trade in morale building items. 


B. MORALE

1. Stellars may not be given out to colonists as means of
increasing morale.

2. Colonies receive a morale bonus for number of items being given
to colonists above 1. Colonists like variety. So, if you were
giving 5 different types of items to colonists, you will receive a
4 point morale boost on that basis alone.

C. MINING/FARMING

1. No more than 800 mines in a colony may be placed on a deposit
due to space limitations. The diminishing returns of mines over the
100th mine on a deposit is still in effect.

2. No more than 600 mines in an outpost may be placed on a deposit
due to space limitations and the remote nature of an outpost. The
diminishing returns of mines over the 100th mine on an outpost
deposit is double the normal rate.

3. Mines may be tooled or untooled as factories currently are. You
would use the "Tool Mine" order to tool them, or the "Untool Mine"
order to untool them. Farms are the same way, you may "Untool Farm"
or "Tool Farm". The format is the same as the current orders used
for factories.


THE RESTRICTED MARKET

Colonies may set up a portion of their market as a Restricted
Market. Only positions of that colony's AFF may buy items from the
Restricted Market.

To designate items for the Restricted Market, the colony governor
issues the Restricted Market order in the following format:

RM <item number>

Thus, to place Assault Tanks <Item # 120> on its Restricted Market,
GTT Viking would issue the following order:

RM 120

Colonies may authorize specific positions to buy from its
Restricted Market. To authorize a specific position to buy from
from its Restricted Market, a colony would issue the "Authorize
Restricted" order in the following format:

AR <position number>

This order gives general authorization to the position to buy
anything on the Restricted Market. To authorize a specific position
to buy specific items in specific quantities, the colony issues the
same order but with more parameters:

AR <position number> <item #> <quantity>

All ships may sell items to the Restricted Market. To buy they must
either be of the same AFF as the colony or have been authorized by
the colony.


---REVISIONS TO STARSHIP OPERATIONS--------------------------

A. Fleet turns

RTG will introduce a Fleet turnsheet to make simple movements
involving multiple ships. On the Fleet turnsheets, you will have
slots for one flagship and 3 other ships. You only fill out the
Fleet turnsheet for the Flagship, the ships in Fleet execute the
exact same movement orders as the Flagship. Ships in Fleet must
begin their turns at the same location as the Flagship. You will
pay full turn fees for the flagship and half turn fees for ships in
fleet (note--this is still under review...we may be able to work
out an even more favorable pricing structure depending on a bunch
of other factors...it may also be possible to expand the role of
fleet turns to include cargo capacity for all ships in the fleet,
but program limitations may make this difficult....we'll try.)
Ships in Fleet can only follow the flagship around, they
cannot conduct any transfers to or from their ships. The only
actions that are listed on the Fleet turnsheet are those of the
Flagship. The Flagship may execute transfers and such, but only the
Flag ship may do this. The ships in Fleet perform R&R with any non-
movement TUs they may have. The ships in Fleet follow the Flagship
wherever it goes, but that is all. No adjustments/transfers of any
kind may be made to/from ships traveling in Fleet.

Please take note that all ships in Fleet should be as fast or
faster than the Flagship. If ships in Fleet are slower then the
Flagship, they may not be able to to complete the route that the
Flagship follows.

B. TU costs

There are several revised TU costs for actions.

Scan a colony for a market report ... 5 TUs
Use a market receiver ............... 5 TUs
GPI a sector ....................... 10 TUs
Sector Mapping ...................... 5 TUs
Locating a deposit ................. 10 TUs
Planetary surface movement ......... Reduced by one half
Interacting with rec. complexes .... 10 TUs

C. BLOCK SCANNING

Sectors may be mapped in blocks. A ship may issue one order to scan
a number of sectors equal to the number of sensors it has operating
in its Command Section. Block scanning is not as accurate as
mapping each individual sector, so there is a possibility that a
Block Scan may overlook things that an individual Sector Scan might
turn up.

To Block Scan parts of a world, a captain issues the Block Scan
order. The captain designates the first sector he wishes to scan.
The scan then follows a straight left to right pattern which moves
up along the planet's sector grid.

For instance, a ship with 25 sensors is orbiting a 10x10 world. The
captain orders:

BLOCK SCAN 1-1

The sensors will begin scanning at sector 1-1. It will continue
scanning along the grid from left to right. When they reach sector
1-10, they will move up to sector 2-1 and continue the process. In
this example, since the ship has 25 sensors, the ship would scan
sectors 1-1 through 3-5 (1-1 through 1-10, 2-1 through 2-10 and 3-1
through 3-5).

Block Scanning costs 2 TUs per sensor, so the above action would
cost 50 TUs. By contrast, individually scanning each sector one by
one would cost 125 TUs. As we said, block scanning is not as
accurate as individually scanning each sector. However, any major
surface features or noticeable anomalies may turn up on a Block
Scan, which might then warrant further investigation.

D. OUTPOSTS

Outposts attached to ships, GPs and colonies do not require man
hours but still need to be provided with some minimum personnel
requirements. In addition to 10 colony structures outposts must be
provided with 100 colonists and 40 Basic Colony Modules when they
are set up.

E. RANK STRUCTURE

Warships of a certain hull size require a qualified captain. RTG
does not believe it is either realistic or in the best interest of
the game to have Ensigns commanding capital warships. This is
reflected through the rank structure of the affiliation. 

Rank is based on time-in-grade. Starcaptains may only be promoted
once every four months. It is the responsibility of the captain to
apply for promotion. The coordinator, assuming he wishes to
promote the starcaptain, performs the action on one of his
political turns. Promoting officers costs an affiliation
Affiliation Political Points <See Revised Advanced Political
Rules>.

Captains who have unresponsive coordinators may bring this to the
attention of the GM. If the GM feels that the coordinator is
shirking his duty, he may promote the captain himself. If it turns
out that there is a genuine issue in dispute < affiliations may not
be able for some reason to promote all its eligible officers, they
may have to defer some promotions, for instance > between the
captain and coordinator, the players in question will be left to
resolve the matter amongst themselves, or submit the dispute to the
Greater Periphery Arbitration Council <See Revised Advanced
Political Rules>. 

Independent Starcaptains apply directly to the GM for promotion.
When an IND captain becomes eligible for promotion, he includes
with his turn his request to be promoted. Assuming that the
starcaptain has sufficient promotion points, the promotion will be
approved by the GM.

The hull size and rank limitations do not apply to freighters that
cannot carry weaponry. They may be commanded by any rank of
officer. Freighter captains, however, cannot advance beyond the
rank of Commodore. To advance past that level, the captain must be
placed on a warship. For this purpose, freighters are defined as
those ships which cannot carry weaponry. Ships that can carry
weaponry are classified as warships, even though may be used as
freighters.

Hull size command limitations:

Ensign                   32 hulls or lower
Lieutenant               38 hulls or lower
Lt. Commander            50 hulls or lower
Commander                110 hulls or lower
Captain                  140 hulls or lower
Commodore                180 hulls or lower
Rear Admiral             Unlimited
Vice Admiral             Unlimited
Admiral                  Unlimited
Star Admiral             Unlimited

These limits apply to most all human affiliations. Certain alien
affiliations will be handled on a case by case basis <for instance,
ships with hull shifts will need to be provided for as well as some
very large ships like the FGZ baseships>, probably by adding
assigning ranks to specific ship classes for some aliens. If we do
not specifically give you a separate rank structure for our
affiliation's ship classes, then the above applies to you.

<Designer's notes:
This system is meant to address the "Monty Haul-ism" rampant in old
BSE in terms of brand new players getting huge warships. It is also
meant to attach some meaning to large warships other than the fact
that they are big ships <g>. Under this system, affiliations will
not want to lose a lot of capital ships as they will be difficult
to replace in terms of available officers, rather than available
hulls. It also rewards affiliations who succeed in keeping together
their players for a long time. Affiliations with large numbers of
senior officers will be quite powerful presuming that they can
acquire enough capital ships. Also, it makes smaller warships much
more needed while still allowing anyone to haul as much freight as
they want, since most large freighters are exempt from the rank
check. Your comments on this system are very welcome as the hull
size limitations are not written in stone. We could instead attach
ship types to the ranks rather than total hulls, if people think
that would be more fair. Also, keep in mind that there is nothing
to prevent ship building affiliations from researching new ship
types to better utilize their rank structure.>

F. AFFILIATION LOYALTY RATING

Each position in the game will have a new rating which is the
Affiliation Loyalty Rating ("ALR"). The ALR is used to measure the
loyalty of the NPCs at the position to the affiliation in question,
rather than to the captain, GP leader or governor. This rating is
used to determine whether NPCs will mutiny if their leader attempts
to engage in unsanctioned combat, or some other equally serious
action. If a mutiny occurs on a ship, the captain is placed under
arrest and the player loses control of the position. If a mutiny
occurs in a colony, then the mutineers will be placed in a ground
party in the starport, and will immediately fight a ground battle
for control of the colony. If a mutiny occurs in a GP, a separate
GP of mutineers will be created at the same location as the
original GP and the mutineers will immediately attack the
original GP. 

Players can reduce the ALR over time through whatever method they
deem to be most effective at doing it. These may be special actions
or simply pay bonuses. It is up to the players to discover how best
to accomplish reducing the ALR. <See ADVANCED POLITICAL RULES for
info on what could happen to you if you engage in rogue activity>.

Exceptions to the above:

1)   Government positions will almost always mutiny.

2)   IND, RIP & HDN positions have no need of an ALR.


---TRAINING, ABILITIES AND SHIP MODIFICATION--------------------

1. RTG will create a Military Training turn sheet for military
training at a Military Training Complex. This turn sheet allows
only one type of order, which is the type of training to perform.
Training turns can only be 140 TU turns. A GP leader may specify
two types of training but they must be in 70 TU blocks. No other
actions of any kind are allowed on a Military Training turn.
Military Training turns cost $x.xx (not yet determined, will
probably be around $4.00).

2. Certain affiliations will realize some new abilities related to
training. These abilities will be in the form of training other
positions to gain benefits similar to their special abilities.

This training consists of a colony setting up a training complex.
This complex is named for the affiliation. For instance, a GTT
colony would set up a "GTT Training Complex". The Affiliation PD
can determine which of its special abilities are available through
the training complex. Only one affiliation based ability may be
available at any one time. Affiliation PDs are hereby requested to
submit to RTG a list of the following:

-    Which one of its special abilities it wishes to offer through
training

-    The suggested TU costs to train ships and/or GPs to obtain the
ability

-    The suggested cost in stellars to obtain the training

RTG will review PD submissions and publicize the final version. The
PDs should carefully consider their options here, as we do not want
all the affiliations to become generic. What we have in mind here
is things like the SMS training other positions to mine more
efficiently. TU and Stellar costs should be high for this type of
training, as it is simulating all the training that SMS personnel,
for instance, get at the SMS Academy. If an affiliation PD does not
submit the above, the affiliation is considered to have no desire
to participate in affiliation training at this time. Affiliations
without PDs will be granted an extension of time to submit the
above until one month after the it gets a PD. Affiliations with PDs
have until the end of the year to submit the list.

Ships training at affiliation training facilities can obtain any
ship related ability. GPs conducting training there must consist of
at least 200 crew, and can obtain any of the abilities offered by
the facility, which can then board a ship, which can then transport
the GP to colonies as normal. Training cannot be transferred
between players. Further, training is specific to an individual
position. If an IMP ship that has been trained to be able to use an
AFT special ability, for instance, is destroyed, then the training
is lost along with it.

Affiliation training facilities consist of 200 Basic Colony
Modules, 20 Military Modules, 20 Industrial Modules and 20
Transport Modules. They can only be set up at colonies Class 5 or
higher.

Finally, an Affiliation must pay Affiliation Political Points for
making its special abilities available in this manner. When a PD
determines a special ability will be offered through training, the
Affiliation must pay 20 Affiliation Political Points to do so <See
Advanced Political Rules >

3. Modifications to ships discovered through research can be
supplied to ships through Starship Modification Facilities.
Research into new technology may sometimes provide a specific
colony with the ability to modify ships in a certain way <See
Revised Research Rules>. Once the colony has obtained this ability,
it must create a Starship Modification Facility ("SMF"). A SMF
costs 80 Basic Colony Modules, 200 Industrial Modules, 800
colonists and 100 crew. Ships can then interact with the SMF to
obtain the modification at a cost of 50 TUs. Colonies must have one
SMF for each type of modification it provides. Ships interacting
with a SMF must provide which modification it seeks to have done,
if the colony provides more than one. Available modifications will
be incorporated into the colony's market report. Again, ship
modifications are inherent to the ship which possesses it.
Modifications are lost if a ship having them is destroyed.

4. New training types discovered through research must be conducted
at a Training Facility specific to the type of training it is,
unless it is military training, in which case it may be offered
from a standard Military Training Complex. Colony governors must
submit exactly what sort of facility is needed in their Feasibility
Study for the research <See Revised Research rules>. 

4. Since colony production and research have been revamped, the
following special abilities will be given to certain affiliations
as follows:

-    GTT colonies require only 75% of the normal man hour costs for
factory production.

-    SMS colonies require only 75% of the normal man hour cost for
mine production.

-    USS colonies require only 75% of the normal man hour cost for
CRL operation.

-    SSL & FET colonies require only 75% of the normal man hour
costs for Special Complexes which produce drugs.


5. All sorts of new training types, abilities and so forth can be
discovered through Research, as well <See Revised Research rules>.

< Designer's Notes:
All ideas from the players on this topic is very welcomed. We will
review all suggestions from each affiliation and implement those we
feel to be historically correct>.

----REVISED RESEARCH RULES-------------------------------------

Research enjoys a greatly expanded role in RTG's BSE. Everything
from new types of training to brand new items can be researched.

Colonies perform research with their CRLs. Their CRLs produce
research points ("RPs"). Colonies may only perform a single
research project at a time and all the RPs at the colony are
considered to be part of that research project. RPs are non-
transferable items. When a colony starts a research project or
feasibility study, its RP total will be set to zero and its CRLs
will start accumulating RPs toward it. If a colony terminates a
research project/study half way through and starts a new one, its
previous research is wiped out and it begins accumulating new RPs
toward the new project/study.

A. FEASIBILITY STUDIES

When a colony governor has an idea for research, he submits a
feasibility study to the GM. The GM will assign a certain number of
weeks to the feasibility study and an RP cost. The feasibility
study is complete when the later of those two things is completed
<i.e. if 8 weeks and 3,000 RPs were slated for a feasibility study,
it would take 8 weeks even if you produced the RPs in 4 weeks>.
However, a feasibility study has a chance to be finished earlier
than stated, assuming the necessary RPs are there. In no case will
it be completed later than the allotted number of weeks.

The feasibility study must state EXACTLY what you hope to achieve
through the research project. If it is an item you hope to produce
or license to have produced, it must contain an EXACT description
of the item, including size, capabilities, and production
requirements. If it is a modification of a ship, an ability, or
training type, it must state so in exact terms of what the
modification or ability is, how it will function, what it will
cost, what sort of training facility it requires, etc. Feasibility
studies like "Investigate a new type of jump engine" will be
rejected. Any overly broad or general feasibility studies will be
rejected by the GM. The only exception to this is the Scientific
Feasibility Study. 

The Scientific Feasibility Study operates the same way as a normal
feasibility study except it is used to perform general scientific
functions, like trying to determine what use an alien artifact
might have, to obtain general information on plant or animal life,
to examine data on celestial phenomenon collected by ships and such
and so forth. Scientific Feasibility Studies can be used to form
the basis for standard feasibility studies.

The results of standard feasibility studies will be one of two.

     1. The study is found not to be feasible. In this case, the
governor may scrap the idea or revamp the study, perhaps based on
the findings of the first study.

     2. The study is found to be feasible and is assigned a project
class, RP cost and feasibilty study number by the GM. At this
point, the colony is ready to begin the research project.

B. PROJECT CLASSES

The Project Class reflects the overall complexity of the project.
The effect of a high Project Class is that your CRLs will produce
less RPs than normal. It is a straight percentage modifier on RP
production. On the other hand, a low Project Class will not affect
your RP output and the lowest classes actually produce a bonus.
Project Classes range from 1 to 12.

Project Classes:

Class 1:  +15% RP production  <Easy concepts>
Class 2:  +10% RP production  <Simple>
Class 3:  +5% RP production   <Fairly simple>
Class 4:  No modifier         <Standard>  
Class 5:  -5% RP production   <Complex>
Class 6:  -10% RP production  <Fairly Complex>
Class 7:  -15% RP production  <Very Complex>
Class 8:  -20% RP production  <Demanding>
Class 9:  -30% RP production  <Extremely Demanding>
Class 10: -50% RP production  <Almost Impossible>
Class 11: -80% RP production  <Virtually Impossible>
Class 12: -90% RP production  <Your scientists hate you>

C. STARTING RESEARCH PROJECTS

A successful feasibilty will result in the player receiving a sheet
from the GM that states exactly the results of the feasibility
study. It will also contain a Project Class, Research Point amount
and Feasibility Study Number. Only colonies that perform successful
Feasibility studies on a potential project can do the research
project <i.e. feasibility studies are non-transferable>. If the
player wishes to begin research on the basis of the feasibility
study results, he submits a colony that contains the "Begin
Research Project" in the following format:

BRP <Feasibility Study Number>

For FET Fewlo to begin a project based on its Feasibility Study
#27, it would issue the order:

BRP 27

D. RESULTS OF PROJECTS

When a colony reaches the number of research points necessary to
complete the project, the project is declared over. The results of
projects will vary widely, depending on what is that you are
researching. If it is a new item, you may get a prototype. The
prototype may not be exactly what you had in mind and you may need
or want to do additional research to refine it. In any case, no
matter what it is that you have produced, to make it production
ready, design the ship modification facilities, train personnel
with new abilities or whatever, you must expend stellars equal to
100,000 stellars * the project class. A class 5 project would cost
500,000 stellars to bring from the drawing table. 

Once these stellars are expended, your colony receives a single
copy of the tech tape. It can now either exploit the new tech
itself or, if the tech is for the ability to produce an item, it
may license the tech to another colony. In any case,
only one copy of the tech tape exists and it is located at the
colony that produced it. The colony can not make copies of the tech
tape, but it can erase them. The important thing to remember is
that only ONE copy of the tech tape will ever exist. The tech tape
for an item can be licensed, but only one colony can have it
at any one time.

If research that results in a tech tape for anything other than an
item <something that is definitely encouraged>, it must be used at
the colony where it was produced. Thus, if you produced a
modification that allowed ships to carry 3x their normal cargo
capacity, you would build a Ship Modification Facility in your
starport that ships would visit to perform the modification.

D. LICENSING TECH

The preferred method by which colonies will want to distribute item
tech is by licensing, since research colonies have limited
production. A colony which produces a tech tape for an item can
strike a deal with production colonies so they can produce the
item. Once accomplished, the colony providing the tech issues the
License order in the following format:

LIC <item number> <colony number> <number of weeks>

For instance, FET Fewlo wants to license the tech for the
Whatchamacallit (Item #222) to WCE Izac Neutin for 12 weeks. The
governor of Fewlo issues the following order:

LIC 222 3870 12

Izac Neutin can now produce the Whatchamacallit for a period of 12
weeks, beginning the week following the issuance of the License
order. When the times expires, Izac Neutin can no longer produce
the item. Tech can be licensed for a maximum of 24 weeks at a time.
Tech can only be licensed to one colony at a time.



E. COPYING TECH

Since all affiliations that produce special tech items have an
obvious interest in protecting them from being reproduced, all
items have built in safeguards that protect them from reverse
engineering. Thus, it is extremely difficult at best to reverse
engineer special items. That is not to say it is impossible, just
, well, extremely difficult. A sample of the item in question must
be available for the attempt to be made at all.

A colony that succeeds in reverse engineering will have to deal
with the the original owner. If a colony suspects that another
colony has reverse engineered one of its techs, it may arrange for
agents to be used to determine it that colony has the tech in
question. Since only a single copy of the tech exists, if another
colony has it, it has likely been reverse engineered. The original
owner will probably be quite upset and may decide take steps
adverse to the colony or affiliation that did the reverse
engineering.

F. CAPTURING TECH

If a colony holding special tech is captured, some of its tech may
be captured along with it. The restrictions to tech still apply and
it is still owned by that colony, but the capturing party now has
control of the tech.

A way to prevent this is for the colony governor to erase
the tech before the colony falls. He does this by issuing the
"Erase Tech" order in the following format:

ET <item number>

For instance if FET Fewlo is fears it is about to be captured, and
wants to get rid of the tech for the BFG 9000 <Item Number 666>,
which is a particularly nasty space weapon it has developed. It
issues the following order:

ET 666

The tech tape for the BFG 9000 is now erased and probably lost
forever. Researchers at Fewlo might be able to recover the tech,
but there is no guarantee ....

Similarly, if a colony is totally destroyed, all of its tech is
destroyed along with it.


---OTHER NOTES--------------------------------------------------

1. RTG intends to open new playing areas <systems> in the
reasonably near future. Our main goal in the short term is to
stabilize the game, make the necessary rules changes, do the
reprogramming and increase the player base. However, RTG
solemnly promises that all new playing areas designed and
introduced by RTG will be virgin territory, ripe for exploration
and colonization. RTG further submits that the systems will be
introduced in such a way so as to prevent them from being too
quickly overrun by exploitation.

2. RTG does not intend to overhaul the battle systems right away.
We would prefer to do this as new items are created through
research. However, RTG does believe that the ground battle routines
need to be tweaked, due to the overwhelming advantage of long range
firepower. We will be running a few mock battles to test some of
the equations. We may or may not make changes to it. However, we
believe that players are aware of the importance of long range
firepower and will take steps via research to address the problem.
Any changes we make would likely reduce long range effectiveness
somewhat, but players should still plan on addressing most of their
combat concerns via research of new items, training types or
whatever. We will entertain suggestions for new ship tactics and
the like as well, but as I said, our priority lies with the
economic issues for the time being.


-------------------------------------------------------------------

ADVANCED POLITICAL RULES

RTG has reached the conclusion that the current system of profiles,
GM arbitration and GM-approved Declarations of War, Postings and
Official Treaties should be scrapped forthwith. RTG believes that
a better system of political rules can be enacted that is
institutionalized and free of any appearance of GM involvement in
player politics. RTG's philosophy is to provide the players with
black and white rules which put the player on notice of what he/she
can and cannot do within the rules of the game system. RTG believes
that the player PDs generally know what is best for their
affiliation. RTG knows for certain that we don't have an unlimited
amount of time to keep tabs on what affiliations are doing, nor do
we have a particular desire to do so. Our job is to process your
turns, provide lively NPCs, provide interesting problems to solve
and an always dynamic area of space in which you can achieve your
goals. We are not players, we are GMs. If you promise to respect
our role as such, we solemnly swear to respect your right to play
the game as you see fit within the rules of the game.

Our solution to BSE's GM involvement problems follows in its
entirety.

THE PROFILES

The profiles for each affiliation ("AFF") will be retained.
However, their role in allowing or disallowing player actions will
be eliminated. They will still be sent to new players for them to
use as a guide on selecting an AFF to join. They will act as a
general descriptor of that's affiliations general character, but it
is not an iron clad prognosticator if each of its members behavior.

The following points relate to the profiles as they currently
exist:

1)   The AFF PD shall have until 12/31/94 to re-write/update their
profiles. The re-write shall not be a wholesale re-characterization
of the AFF. The re-write shall delete short and long range goals.
If an AFF does not submit a re-write, the GM will use the old
profile and simply delete the short and long terms goals. The
profiles shall no longer be used by the GM to allow or disallow
actions. It shall merely operate as a description of the AFF's
general character, appearance, political system and whatever else
the AFF wishes to include. It shall _not_ act as ironclad
prognosticator of how a particular AFF is going to behave.

2)   Each AFF shall, each year, submit a list of its goals for that
year. The GM shall review this list and assign AFF POLITICAL POINTS
<APPs> to each goal. <see below for description of APP system>. At
the end of the year, the GM shall review each list and determine
which goals the AFF has accomplished and which it has not. Of
course, the AFF may submit to the GM its synopsis of its activities
for the year to help the GM in doing this. If a goal has been
accomplished, the GM will award the AFF the APPs associated with
the goal <if something diametrically opposed to a stated yearly
goal happens, the AFF may actually lose APPs>. If the goal has been
partially completed, the AFF may receive partial APPs. In
conjunction with other factors <such as number and size of
colonies, numbers of ships, and other factors>, the GM will then
set the base number of APPs the AFF has for the coming year. APPs
will determine the number and type of political actions that can be
taken by an AFF in a particular year.

3)   Since the profiles will be eliminated as a means of allowing
and disallowing actions, individual positions will no longer be
prevented from attempting any actions that might seem contrary to
their AFF's profile. Therefore, actions not in accordance with the
policies of the AFF _will_ be processed. _However_, such actions
will have definite repercussions WITHIN THE GAME SYSTEM. For
instance, if an SMS DD suddenly decides to attack an FET MF that is
not posted by either the SMS or the government in whose space it is
currently located, the attack will be allowed <something that would
have not been allowed under the profile system>. _Now_, the SMS
ship will have a lot of problems. The SMS ship will automatically
be declared IND after the battle. Further, if it still has a ship
debt owing to the SMS, it will be immediately and automatically
placed on the SMS posted list. Further still, it will be
automatically placed on the FET's posted list, and, if piracy is
illegal in the space where the battle takes place, it will
automatically be placed on that government's posted list. Moreover,
the crew and troopers <if any>, aboard the SMS ship may not look
too kindly on all this and may attempt to mutiny, depending on the
AFF loyalty rating aboard the ship. The bottom line is that if you
send us a turn, it will be processed unless, for some mechanics-
related problem, we can't process it.

4)   AFF coordinators who consistently act in blatant dissonance
with their AFF's character as described in their profile may have
their position in their AFF reviewed by the GM, who may call an AFF
wide referendum on the coordinator. Rank and file players will
have the same right if they feel that the coordinator is not
acting in the best interests of the AFF or has gone beyond the
bounds of the AFF's character. If a coordinator is ousted because
of this type of action, he/she will have the option of either being
demoted or taking his/her positions IND. In the latter case, he/she
will have to deal with any repercussions his/her former AFF may
decide upon, including posting. He/she may also have to deal with
mutinies aboard his/her ships, ground parties and/or colonies as a
result of going IND. 


DECLARATIONS OF WAR AND OTHER POLITICAL ACTIONS

There are two new institutional systems that govern AFF political
actions, the Affiliation Political Structure <"APS"> and the
Affiliation Political Points <"APP"> system.

THE AFFILIATION POLITICAL STRUCTURE <"APS"> SYSTEM

The Affiliation Political Structure system is intended to give year
to year continuity to an AFF's political dealings. The APS is
determined each year by the AFF PD. Any AFF wishing to change its
APS must have the requisite APPs necessary to make the change, as
must its counterpart AFF. Both sides must agree to any changes to
their AFFs APS structure before they take effect. The APS consists
of levels of contact/dealings between two AFFs.  The levels consist
of the following:

1.   Historical Ally

An Historical Ally <"HAlly"> is an extremely close ally that is
historically tied to the AFF in question. To become a HAlly, an AFF
has to have been ALLed to another AFF for not less than two years.
An example of HAllies would be the EEM/IMP. AFFs that are HAllies
can not DW each other under any circumstances. Further, HAllies do
pay 1/4 the normal APP cost to DW an AFF that DWs one of its
HAllies. A HAlly can be downgraded to an Ally at the cost of 80
APPs. 

2.   Ally

An Ally is a close partner in most dealings, but is significantly
weaker than a HAlly. To become an Ally, an AFF has to have been a
Neutral for at least one year with another AFF. An example of
Allies would be the WCE/DTR. AFFs that are allies can not DW each
other, but must first downgrade the alliance to a Neutral status.
Allies pay 1/2 the normal APP cost to DW an AFF that DWs one of its
Allies. An Ally can be downgraded to a Neutral at the cost of 30
APPs. An Ally can be upgraded to a HAlly after two years of being
an Ally for a benefit of 20 APPs for that year.

3.   Neutral

A Neutral is an "acquaintance" AFF. Dealings are conducted in a
purely business like manner. This is the natural position for all
AFFs. Newly encountered AFFs will always start as a Neutral. An
example of Neutral AFFs would be the WCE/FGZ. AFFs can DW Neutral
AFFs at 1 1/2 the normal APP cost for DWs. A Neutral can be
downgraded to an Enemy at the cost of 20 APPs. After two years of
Neutral status, a Neutral can be upgraded to an Ally for a benefit
of 15 APPs for that year.

4.   Enemy

An Enemy is an AFF that is generally belligerent towards another
AFF. Dealings are done grudgingly at best. Any time two Neutral
AFFs conclude a war, they are will be classified as Enemies for at
least one year. An example of Enemy AFFs would be the SSL/FET.
Enemies can DW each other for 3/4 the normal APP costs. An enemy
can be downgraded to a HEnemy after two years at a cost of 30 APPs.
An Enemy can be upgraded to a Neutral for a benefit of 10 APPs for
that year.

5.   Historical Enemy

A Historical Enemy <"HEnemy"> is an AFF that is diametrically
opposed to another AFF or has a long history of enmity. An example
of HEnemy AFFs would be the WCE/SAM. HEnemies can DW each other for
1/2 the normal APP cost. Also, ongoing APP costs for wars between
HEnemies are 1/2 of normal. HEnemies can be upgraded to Enemies
after three years in which there have been no DWs issued against
each other. Such an extraordinary display of tolerance would net
each HEnemy 40 APP points for that year. AFFs pay double the normal
APP costs to DW an AFF that is at war with one of its HEnemies.


In the first year of APS operation, the GM will determine each
AFF's APS. After that it will be up to each AFF to maintain its
AFF's APS within the constraints placed by the APP system. When the
yearly changes take place to an AFF's APS, downgrades happen first,
then upgrades. Thus, you must pay APPs from that year's pool to
downgrade status before you receive the benefits from any upgrades.
You can only do one down per year for each AFF <i.e. you cannot
downgrade any Ally to a Neutral to an Enemy in the same year, even
if you have enough APPs to do so>.


THE AFFILIATION POLITICAL POINT <"APP"> SYSTEM


APPs are used by AFF leaders to perform specific political actions
that affect the health, well being and security of the entire AFF.
Generally, these actions relate to declaring and maintaining wars,
but also to less ominous political and administrative actions.

Each year, the GM uses a formula involving the overall strength of
the AFF to generate a base number of APPs for that AFF. The exact
formula will not be disclosed, but has to do with number and types
of ships, wealth in stellars of the AFF political positions, number
and size of colonies and other factors. The number will be between
0 and 100. 100 is the maximum number of APPs you can have at any
time. When the base number has been arrived at, the GM adds any
APPs gained from the AFF successfully completing its yearly goals
that were submitted to the GM the prior year. The GM then adds this
to the base number. That is the number of APPs available to the
AFF. The AFF's next step is to determine if it desires to
manipulate its APS structure. If it does, any APP penalties
resulting from the restructuring are deducted first. The AFF MUST
have enough have APPs to do all of the restructuring. If it does
not, only those downgrades that fit inside of the AFFs APP total
will go through and they will do so in the order in which they were
submitted. So, if you had 85 APP points and ordered an Ally to be
downgraded to a Neutral and then a HAlly to be downgraded to an
Ally, only the Ally to Neutral downgrade would go though, since you
would not have enough APPs to do both. An AFF can never willingly 
allow its APP total to go below zero, although adverse actions can
force it below zero. Also, please take note that APS restructuring
must be by mutual consent of each party. For instance, if two
HAllies have become sufficiently bitter towards each other, they
would both issue orders to downgrade their status to Allies.

After the APP penalties, if any, are applied, the APP benefits will
be added and that is the number of APPs that can be spent by the
AFF for the year. The only exception to this is that APPs can be
purchased by the AFF PD at the rate of 100,000 stellars per point
throughout the course of the year. APPs do not carry over from year
to year, they must be spent in the course of the year and a new
total is issued each year. 


APP costs are as follows:

1.   To DW a Company AFF:               20 APPs

2.   To DW a Government AFF:            35 APPs

3.   To maintain a war once declared:   2 APPs/Week <Attacker>

4.   To downgrade a HAlly to Ally:      80 APPs

5.   To downgrade an Ally to Neutral:   30 APPs

6.   To downgrade a Neutral to Enemy:   20 APPs

7.   To downgrade a Enemy to HEnemy:    30 APPs

8.   To declare a Free Fire Zone:       10 APPs

9.   To claim an unclaimed system:      5 APPs

10.  To promote to any non-flag rank:   1 APP <Captain and below>

11.  To promote to any flag rank:       2 APPs <Commodore and
                                        above>

12.  Open relations with new race:      5 APPs

13.  To offer a special ability
     through training:                  20 APPs

Costs are only paid by the AFF taking the action, unless otherwise
noted.

APP gains are as follows:

1.   Ending any war:                    + 10 APPs

2.   To Upgrade an Ally to HAlly:       + 20 APPs

3.   To Upgrade a Neutral to Ally:      + 15 APPs

4.   To Upgrade an Enemy to Neutral:    + 10 APPs

5.   To Upgrade a HEnemy to Enemy:      + 40 APPs

6.   Purchase of APPs:                  + 1 APP/100,000 Stellars

7.   Colony capture/destruction:        + 1*(colony class) <war
                                        time only>

8.   Ship capture/destruction:          + 1*(hullsize/500) <war
                                        time only>

9.   Gain control of an unclaimed system:+ 5 APPs

10.  To conquer system:                 + 10 APPs 


Gains are only realized by the AFF taking the action, unless
otherwise noted.

WAR RULES

Combat that is AFF sanctioned can only occur under three
circumstances. One, If a particular position is posted by an AFF,
it may be attacked on sight, subject to any pertinent laws of an
applicable governmental AFF. Two, war is declared. Three, ships,
GPs and colonies operating/existing in declared free fire zones are
unencumbered by any restrictions and may fire on any other
positions that they like, at the discretion of the player.
Unsanctioned combat will be subject to the type of repercussions
described earlier. AFFed ships pretty much HAVE to have the
sanction of their AFF prior to initiating combat or else they will
almost certainly be declared rogues.

A.   DECLARING WAR

1.   When an AFF determines to declare war, it submits this fact in
writing to the GM, including the reasons for the DW. The reasons
are included so that the GM may use this for news reporting
reasons. The declaring side must have the available APPs to make
the DW.

2.   Effective the week following the DW, the warring AFFs may
commence operations against the other. War maintenance APPs are
paid by both sides starting that week.

B.   ENDING WAR

1.   Wars can end in two ways. One, the aggressor can declare the
war over at any time. Two, the parties can come to a settlement by
negotiation. In the case of the aggressor ending the war, the
aggressor would simply notify the GM. In the case of settlement,
each side must notify the GMs and include the terms of the
settlement. In each case, the notification MUST be in writing.

2. Effective the week following the end of the war, each party
gains the APPs for ending the war and stop paying APP costs to
maintain it.

C.   FREE FIRE ZONES

Free Fire Zones can be declared by an AFF. A Free Fire Zone is a
system in which an AFF decides to allow carte blanche to its
personnel to attack any or all ships, colonies or GPs at their
discretion. Ships jumping into a Free Fire Zone receive a warning
that the system has been declared a Free Fire Zone. Only ships of
the AFF that have declared the system a Free Fire Zone have carte
blanche, although multiple AFFs can declare a system a Free Fire
Zone. The only systems that can be declared Free Fire Zones are
those that are not _controlled_ by a governmental AFF. Note that
there is nothing to stop any AFF from DWing another AFF for events
that occur in a Free Fire Zone. Free Fire Zones are simply
notifications by an AFF of the extreme danger of operating in that
system. Generally, though, AFFs should try to treat Free Fire Zones
as the "wild west" areas they are meant to be and not turn every
Free Fire Zone altercation into a general conflagration. Either
company or governmental AFFs may declare Free Fire Zones.

D.   CLAIMING AN UNCLAIMED SYSTEM

Governmental AFFs may lay claim to unclaimed systems. To do this,
the AFF must inform the GM in writing and pay the necessary APPs.
To make the claim stick, the claiming AFF must a) maintain the only
colonial presence in the system at the time of the claim and b)
maintain the only colonial presence in the system at the end of a
six month period from the time of the claim. Assuming that criteria
is met, the claiming AFF is deemed to be in control of the system,
and it has been  pacified. Ships jumping into the system will be
notified of the claim. Only governmental AFFs can claim systems.

E.   CONQUERING A CLAIMED SYSTEM

A governmental AFF may attempt to conquer a system controlled by
another governmental AFF. To do this, an AFF must inform the GM of
its intent to do so. This must be done as a part of a DW, since
claiming someone else's territory as your own is about as warlike
as you can get <g>. In order to conquer a system, all of the
original owner's colonies must be removed, by destruction or
capture. After this is done, the aggressor AFF must establish a
colonial presence. If after six months have passed the aggressor
still maintains the only colonial presence in the system, it is
deemed to have been conquered and is now controlled by that AFF.
Only governmental AFFs can conquer systems.


GM ARBITRATION

The system will be changed to allow for the creation of the Greater
Periphery Arbitration Council, outlined below.

THE GREATER PERIPHERY ARBITRATION COUNCIL


When players find themselves in an irreconcilable dispute and wish
to engage an impartial third party <the GM> to resolve it, they may
wish to engage the Greater Periphery Arbitration Council <"GPAC">.
GPAC operates under the following strict rules.

1.   Both parties must request the involvement of GPAC.

2.   Each party has one opportunity to submit its side of the
dispute in writing. GPAC does not accept telcom calls so all
arguments must be in writing.

3.   Each written argument must contain the argument, obviously,
and a separate, concise statement of what that side believes to be
a fair and equitable settlement < a proposed resolution to the
dispute>.

4.   GPAC will carefully review each argument and, if it feels it
necessary, will conduct whatever independent investigation it deems
necessary.

5.   GPAC will then either adopt one side or the other's proposed
resolution. If it finds both sides proposed resolution lacking, it
may impose its own resolution.

6.   By agreeing to GPAC arbitration, both sides agree to  abide by
GPAC's decision. GPAC has the power to levy stellar fines against
a party who refuses to abide by GPAC decisions. GPAC fines are
notoriously severe and are automatically debited by the STC, so
each party is advised to abide by GPAC rulings.

OFFICIAL TREATIES

The Official Treaty system as it currently operates is basically
replaced by the APS. Player may still make whatever treaties they
like, but they will be informal and not subject to GM enforcement,
although GPAC could be used to arbitrate disputes regarding
informal treaties.

GM ROLE PLAYING

It is understood by the players that NPCs exist in the game and
that one of the jobs of the GM is to role-play this NPCs in
accordance with their pre-determined characteristics. RTG wishes to
expressly state that all role playing done by the GMs shall be
conducted entirely within these pre-set parameters, and shall in no
way or in any case be affected any concerns other than those of the
particular NPC. Players' success or failure in dealing with NPCs
will be entirely an operation of the character of the NPC in
question and the actions taken by any given player in interacting
with the NPC. RTG offers its unconditional guarantee that all NPCs
will be played in this manner, with no exceptions. By playing the
game, the players therefore acknowledge and accept this fact.


EMAIL AND PHONE POLICIES

1.   RTG will be investigating ways to accept and return turns by
EMail. There are issues relating to the format of the turn results
that affect the return of turns by EMail that we must resolve
first. However, accepting turns by EMail should not present a
problem and we will be working on how we would like EMail turn
submissions to be formatted. Once that has been resolved, we will
issue a general release on the topic.

2.   RTG will accept phone calls relating to questions about game
mechanics, turn errors and the like. We cannot, however, engage in
long "bull sessions" about the game. Since we are removing the GM's
role in player politics, we foresee a greatly reduced need to
question the GM on these types of topics. Of course, you can EMail
us on any topic at all and we promise to respond in as timely a
manner as possible. It goes without saying that questions relating
to some of player's position, or any other information that must be
obtained through the game system, will not be given out over he
phone or by EMail. Likewise, turn results will not be given out
over the phone and only through the form of an actual turn result
when it is done by EMail <once we resolve the formatting issues>.

-------------------------------------------------------------------

Well, that's all there is for now. As we stated earlier, we welcome
your thoughts and criticisms!

Pete Dorman, Thad Catone & the rest of the RTG crew...

          Rolling Thunder Games, Inc.
                 PO Box 1240
          Broomfield, CO  80038-1240
           voice/fax: (303) 466-8600
               cis: 71370,2707



