10.4.3 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 commands available to the Ministry of Security are:                                                           

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. You can ORDER a guard to respond to invaders using the commands 
   below. 
 - Note that under all circumstances except SENTINEL and DEFEND, a guard will 
   respond to calls for help nearby.

GUARD    - Responds to help calls, will chase. Returns to room.
SENTINEL - Does not respond to help calls, will chase. Returns to room.
DEFEND   - Defends the room. Will not move at all.
WANDER   - Will wander around the city. Responds to calls and chases.
                   
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 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.                  

BOUNTY SET <player> <amount> <reason>
 - Sets a bounty on a player's head. 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 the constabulary of the city. 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 information. 

GUARD TYPES
===========
+--------------+--------------------------------+----------------------+
|     Type     |         Attack chances         |       Guards         |
+--------------+--------------------------------+----------------------+
| High Guard   | 40% chance to:                 | Defender, Centaur,   |
|              |   - damage x2 (blunt)          | Teradrim, Templar    |
| Atk  3s      | 40% chance to:                 |                      |
| Move 4.5s    |   - damage x2 (cutting)        |                      |
|              | 20% chance to:                 |                      |
|              |   - stun                       |                      |
|              |                                |                      |
| High Mage    | 80% chance to:                 | Cabalist, Undine     |
|              |   - damage x2 (magic)          | Vampire,  Luminary   |
| Atk  3s      | 20% chance to:                 |                      |
| Move 4.5s    |   - give weariness             |                      |
|              |   - drain mana                 |                      |
|              |   - strip a defence            |                      |
|              | chance to stop foes from       |                      |
|              | becoming incorporeal           |                      |
|              |                                |                      |
| Medium Guard | 50% chance to:                 | Guard, Warden        |
|              |   - damage (blunt)             | Carnifex, Daru       |
| Atk  4s      |   - upset balance              |                      |
| Move 6s      |   - upset equilibrium          |                      |
|              |   - prone                      |                      |
|              | 50% chance to:                 |                      |
|              |   - damage (blunt)             |                      |
|              |   - give dizziness             |                      |
|              |   - give shyness               |                      |
|              |                                |                      |
| Low Mage     | 40% chance to:                 | Mage, Satyr          |
|              |   - entangle                   | Indorani, Ascendril  |
| Atk  4s      | 40% chance to:                 |                      |
| Move 7.5s    |   - damage enemies (lightning) |                      |
|              |   - give stupidity             |                      |
|              | 20% chance to:                 |                      |
|              |   - damage (psychic)           |                      |
|              |   - give impatience            |                      |
|              |                                |                      |
| Low Guard    | 100% chance to:                | Soldier, Monk        |
|              |   - damage (cutting)           | Acolyte, Kingbound   |
| Atk  5s      |   - give paralysis             |                      |
| Move 9s      |                                |                      |
|              |                                |                      |
+--------------+--------------------------------+----------------------+

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 up the supplied sigil in the room. If no room number is supplied, your 
   current room is assumed.

CITY SIGILS UNSET <MONOLITH/CUBE/KEY> [room]
 - Removes the supplied sigil from the room. If no room number is supplied, your 
   current room is assumed.

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.