THE MINISTRY OF SECURITY - Aetolia Online Help

10.4.3 THE MINISTRY OF SECURITY

The Ministry of Security is responsible for the internal security of the
city. Its primary function is the protection of its citizens and the    
dispensation of justice to those who have violated the laws of the city.
To achieve these goals, the Ministry of Security employs a force of city
guards sworn to defend the city from those who would harm it.           

The funds for the city defences come out of the budget of the Ministry  
of Security, so it is important that it stay funded. The Ministry of    
Security may:                                                           

CITY CONSCRIPT TYPES

View the type of conscript that the city can train. The G? column       
indicates guards, which can be deployed exclusively by the Ministry of  
Security.                                                               

CITY CONSCRIPT PURCHASE <conscript type>

Recruits a guard conscript, who will report to you for duty at the city 
barracks. Guards must be ordered to GUARD (stay in one location unless a
call for help is heard nearby) or PATROL (walk randomly about the city, 
responding to calls for help). City guards ordered to GUARD will return 
to the spot they were guarding after any trouble has passed. Guards     
ordered to SENTINEL will remain at their post unless in pursuit of an 
enemy and will not respond to nearby problems.                          
                   
CITY CONSCRIPT RETRAIN <guard> AS <conscript type>

After bringing a guard back to the barracks, it can be retrained as a
new conscript type. This will use the same commodities as though the 
guard were being trained anew, but will replace the old guard with 
the new directly without needing to dismiss him.

CITY CONSCRIPT LIST

Shows you all conscripts employed by the city.    
                               

FUNDS SECURITY

See how much money your Ministry has. This must be done from the Council
Room.                                                                   

BRAND <player> <enemy/ally> FOR <reason>

Brand a player an enemy or an ally of your city. This will not take     
effect until the beginning of the next Aetolian month.                  

SETBOUNTY <player> <amount> <reason>

Sets a bounty on a player's head. Set the bounty to 0 to cancel a       
bounty. Bounties serve two purposes. First, they may put some extra     
pressure on the criminal. Second, they provide another way for citizens 
to feel that they are a part of things, and that they are contributing  
to a city. The second reason is the real reason to put bounties on city 
enemies. This must be done from either the Constabulary or the Council  
Room. HELP BOUNTIES will tell you more about bounties.                  

ENEMYSTATUS <person> [SET LENGTH|FINE|OFFENSE <value>]

Views the status of an enemy. Security Aides, Ministers and members of  
the Ruling Council also possess the ability to update this infomation. 


GUARD TYPES
+--------------+--------------------------------+----------------------+
|     Type     |         Attack chances         |       Guards         |
+--------------+--------------------------------+----------------------+
| High Guard   | 40% chance to:                 | Enforcer, Centaur,   |
|              |   - damage x2 (blunt)          | Vampire, Templar     |
|              | 40% chance to:                 |                      |
|              |   - damage x2 (cutting)        |                      |
|              | 20% chance to:                 |                      |
|              |   - stun                       |                      |
|              |                                |                      |
| High Mage    | 80% chance to:                 | Cabalist, Undine     |
|              |   - damage x2 (magic)          | Savant,  Luminary    |
|              | 20% chance to:                 |                      |
|              |   - give weariness             |                      |
|              |   - drain mana                 |                      |
|              |   - strip a defence            |                      |
|              | chance to stop foes from       |                      |
|              | becoming incorporeal           |                      |
|              |                                |                      |
| Medium Guard | 50% chance to:                 | Atabahi, Warden      |
|              |   - damage (blunt)             | Knight, Daru         |
|              |   - upset balance              |                      |
|              |   - upset equilibrium          |                      |
|              |   - prone                      |                      |
|              | 50% chance to:                 |                      |
|              |   - damage (blunt)             |                      |
|              |   - give dizziness             |                      |
|              |   - give shyness               |                      |
|              |                                |                      |
| Low Mage     | 40% chance to:                 | Mage, Satyr          |
|              |   - entangle                   | Scion, Ascendril     |
|              | 40% chance to:                 |                      |
|              |   - damage enemies (lightning) |                      |
|              |   - give stupidity             |                      |
|              | 20% chance to:                 |                      |
|              |   - damage (psychic)           |                      |
|              |   - give impatience            |                      |
|              |                                |                      |
| Low Guard    | 100% chance to:                | Farmer, Bahkatu      |
|              |   - damage (cutting)           | Acolyte, Kingbound   |
|              |   - give paralysis             |                      |
+--------------+--------------------------------+----------------------+

SIGILS

The Ministry of Security also has the power to manipulate sigils within the
confines of their city. Sigils manipulated this way are drawn from the 
quartermaster and can be added to or subtracted from by the Ministry of Trade
like any other commodity. Applicable sigils are monolith, cube, key, and flame.

CITY SIGILS VIEW
View the sigil layout for current room.

CITY SIGILS SET <MONOLITH/CUBE/KEY> [room]
Sets the supplied sigil as being needed in the room. If no room number is
supplied, your current room is assumed.

CITY SIGILS UNSET <MONOLITH/CUBE/KEY> [room]
Does the opposite of set.

CITY SIGILS LIST
List which rooms have a sigil layout.

CITY SIGILS LIST MISSING
List which rooms have a sigil layout, but are missing sigils according to that layout.

CITY SIGILS LIST UNASSIGNED
List which rooms have no sigil layout.

CITY SIGILS REPLACE
Instantly replace all missing sigils if your quartermaster has the stock. Requires 1 flame sigil for each missing sigil.

CITY SIGILS SUMMARY
View a summary of your city's sigil status.

See also: HELP GUARD LAYOUTS.