Since we’re all in brainstorming season, I’ve come up with this idea - inspired by Achernar’s suggestion for the RP XP Modifier - to perhaps liven up the faction warfare.
This idea is directed mostly over Tribunals and how they interact with each other, but Cabals could have a similar system or could be affected by this system (outlined below). So, to begin with this horridly long post:
Part I. Outposts, Forts and Castles.
SK has a rather expansive map. Without counting the unclaimed wilderness areas there are six fleshed out kingdoms, with lands, settlements and borders. Also, these kingdoms (barring Uxmaln) frequently go to war against each other, represented by their tribunals. What would make more sense, if not the ability to switch lands over to a conqueror? Before you flame, or troll, please read the rest of the suggestion.
First, we take the map for each kingdom and split it in “provinces”. Each province covers the area around each settlement (? on the map). And I mean Settlement. For our example, Exile, Everclear, Craetfillin, Chibunei, Elisair, Menegroth, Krychire are all examples of “Settlements”. Fecket’s and the Travelling Legion are not. In general a location that has some civilization and falls within the borders of a kingdom is a settlement of that kingdom.
Now, each province is centered around a settlement, and based on the size of that settlement the importance of the province is determined. The importances can be split into “Outpost”, “Fort” and “Castle”. Outposts are remote locations, usually far away from a Kingdom’s capitol where you would expect to find only a barracks, a watchtower and a handful of guards, with a Captain keeping the Law.
Forts are more important locations, usually for their natural resources or higher population count, where you’d expect to find some sort of defensive works (walls), barracks, armory, stables, numerous watchtowers, etc...
Castles are only found in national capitals, so Castles would be in Exile, Sith’A’Niel, Kol’s Moot, Nerina and Menegroth. I’m leaving Uxmaln out intentionally.
What can Outposts, Forts and Castles do?
First, any area with an Outpost, Fort of Castle, is a law-zone. Since there is presence of the military and/or guard, the laws are being upheld. Second, any area with an Outpost, Fort, or Castle, can generate a sort of taxation for their ruling body. Third, each area designated as an Outpost, Fort or Castle can swear fealty to a single Tribunal and a single Cabal, thus making it important for Cabals and Tribunals that share loyalty in a settlement to work together. Fourth, any area with an Outpost or Fort can be -claimed- by an enemy Tribunal or Cabal. Castles, being the capitals of each nation, would require a very large plot, as claiming one would essentially mean you’re taking over that kingdom.
Part II. Taxation
To explain this part of the idea, and this is where I was most heavily influenced by Achernar’s idea, a new “factional currency” should be introduced. Let’s call it Influence. Each faction - Cabals and Tribunals - will wish for Influence Points to bolster their ranks and power.
At the turn of each year, the ruling Tribunal of each settlement receives a number of Influence points based on the Settlement’s size and the time that it has been under its control. Eg:
Outposts: 2 point, 1 if it has been in their control for less than half a year. Forts: 4 points, 2 if it has been in their cotrol for less than half a year. Castles: 5 points. Castles generally don’t “change owners” easily.
These points can be tapped to:
- Better outfit their guards, with better armor and weapons (within reasonable limits. No adamantite guards running around wielding diamond great axes...) - Better train their guards, increasing their effective level (again, within reasonable limits) - Hire even stronger (GM) mercenary guards that will wait at the barracks and fight for them as guard NPCs for the duration of their contract
By “tapping” I mean a recurring cost. if I, as a Tribunal, have an income of 20 Influence points every year, then:
- 5 are instantly spent so that my guards have Tanso weapons - Another 5 are instantly spent so that my guards are also Mentor level - Finally, 10 are given as Payment to Bron the Mercenary that owns faces and as long as he gets paid, lives in my Castle and follows my commands.
Additionally, these points can be spent to build more facilities. For example, with the above income:
- 15 Influence points might be spent to add a room (custom room, desc, etc) in a Castle, Fort or Outpost. Limits on number of rooms should be based on the size of the place. E.g. Maximum 8 rooms for an outpost, 15 for a Fort, 30 for a Castle. Again, these are just examples. - 5 Influence points to have the heralds shout out a specific announcement throughout the year
etc.
Part III. Conflict!
And now the good part. Each settlement, with the exception of Castles, should be possible to be conquered by any Tribunal at war with the current, leading Tribunal!
For the sake of this, each Outpost, Fort or Castle is an (new) area -inside- the settlement. Essentially, an invading party enters the settlement, makes its way to the “government facility”, breaks it, then claims it as their own. This can be a mini-CRS type of thing, with the following:
- Every Outpost, Fort or Castle has a specific Room where the “capture” takes place. To own it, an attacker would have to be in that room and “set up his Standard” i.e. perform an action that takes a number of ticks to complete, during which he must not move away but may defend him/herself. - Additionally, in this same room, a Cabal representative can “spread their philosophy”, thus branding the settlement for his Cabal at the same time, following a similar process as for a Tribunal. - Each Outpost is a three room area (can be upgraded to 8 through influence), where a War Party of some strength safeguards the capture point (e.g. The war parties that spawn when outer guardians die) - Each Fort is a 5 room area (can be upgraded to 15 through influence), where War parties continuously spawn (like Cabal HQs) and its capture room is further protected by a Champion (equal to power to an outer guardian) - Each Castle is a 15 room area (can be upgraded to 30 through influence), where War Parties continuously spawn, checkpoints are protected by Champions and the nation’s High General resides at the capture point (equal in power to, I don’t know... Pick a Boss NPC. GGI. Something TOUGH to kill)
Warring forces fight to take over settlements and they’d best do the fight early in the year, because if they want the full taxation at the end of the year, they must hold it for at least half the year and a little more.
Finally, war parties fight to break into Castles and beat the General because if they do, they “plunder” a number of Influence from the defender’s coffers, adding them to their own.
Uxmaln, being lawless and without a Tribunal, is obviously a perfect spot for continuous and general conflict as its settlements will always be up for the taking.
Other "civilized" areas that do not belong to nations could be challenged by Tribunals alone. For example: Ch'Zzrym, D'Astae, Village of the Lost, etc. Remote areas, in the wilderness, where the "civilized people" do not really wander but the "mystical" Cabals certainly try to sway to their favor by setting up small outposts.
Finally, for the sake of avoiding twinking, only locations on the same plane of existence can be claimed. So... No Iron Citadel raiding to claim it in the name of the Emperor (and have an endless, practically infinite, supply of influence, because hey... Who can raid the Iron Citadel easily nowadays?)
Part IV. Diplomacy
- Cabals that share a settlement with an allied Tribunal receive the same number of Influence as the Tribunal. - Cabals that share a settlement with a Tribunal in Truce, split the Influence of the settlement between them and the Tribunal with the tie-breaker (Castles) going to the Tribunal. - Cabals that exist in a Settlement without any Tribunal controlling it, receive the full Influence of that settlement. - If a settlement is owned by a Tribunal and a Cabal at war, then nobody claims the Influence income until hostilities are somehow resolved. - Allied forces (of any kind, regardless of settlements owned) provide a 10% bonus to the Influence of each other as long as their alliance has lasted for more than half a year. For example, if the Peacekeepers have a total influence of 20 and the Talons a total influence of 10 and are allied then the Peacekeepers get a total influence of 21 (20 + 10% of the Talon’s 10) while the Talons get a total Influence of 12 (10 + the Peacekeeper’s 10% of 20).
Yes, it’s a huge undertaking. Yes, it will require lots and lots and lots of coding. Yes, it may never be implemented purely due to the size of the whole thing. But...
What do you people think?
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