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 Post subject: The Completely Too Complex Idea for a Political System
PostPosted: Thu Sep 23, 2004 2:21 am 
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I know this political system will never be implemented in DL in its current state...it would take a complete rewrite of many areas of the code...but if it was, itd be pretty cool.

THIS IS NOT THE IDEA WHICH I SUBMITTED, IT IS MORE IN DEPTH THAN THE ONE SHOWN IN THE OTHER THREAD!

Currently, the outline is unfinished, but it does show the basics of the system. If you have suggestions, post them here. Although I doubt the whole system would ever be put in, it may give Celeborn, the other immortals, or even just the general public some good ideas to implement. I will try to constantly edit this note and update it.

I. Crime Syndicates
- Player associations which renounce the law
- Secret guild
- No 'who syndicate', no 'syndicate members'
- Only syndicate leaders can see members - may set member command to certain rank
- Leader invites others - no applying
- Illegal to be in, and justice-crazed cities will put bounties if you're discovered to be in one
- Possible to join multiple syndicates (espionage -- see below)

II. Citizenship
- Avatars can choose to reside in a city/under the flag of a city
- Non-avatars can reside in/under Peaceful/semi-peaceful cities
- Peaceful - no warring
- Semi-Peaceful - can assist allies in war, but cannot attack/be attacked directly
- Citizens of all cities other than newbie cities (Tarsonis/Midian) pay taxes
- Taxes go to bounties against those who commit crimes on that city
- Bounty is paid to anyone who subdues (or otherwise makes unconcious), 'tie's, and 'turns in' criminal
- Taxes entitle citizens to rights of that city - places to shop, protection, etc.
- Citizenship causes citizens to be able to be drafted (depending on laws of the city)

III. Player Justice
- Cities can appoint their own JC for punishing those who are arrested by city
- Global maximum punishment for each crime
- Bribes can be taken to release criminals (not imm-jailed criminals)
- All released prisoners are to be escorted to the city gates (or just outside their home city's gates) by a justice guard if available
- After being released from jail, prisoners must wait at least 2 hours to violate that city again (unless in time of war)

IV. Strongholds
- Castles/citadels can be set as strongholds - Cities automatically strongholds
- Doors can be destroyed with expensive explosives during times of war for power
- Explosives make roll, must roll 5 base for castle doors, 15 base for citadel door - each explosive lowers strength by 1
- Doors can be reinforced for large sums of money (+5 to strength)
- Doors invulnerable outside of war
- Able to be used to house relics (and their guardians)

V. Ruling Cities
- Guild/crime syndicates/families/non-offical player groups can form and take over cities
- Leading group creates a constitution to rule by - posted at town square/city forum/town info
- Governments can be democratic, republic, monarchal, or whatever constitution sets forth, but must have some head
- Head required to abide by the city's constitution
- Not following constitution often leads to revolt -- see below
- Head of government has power to declare war (by rules in constitution)

VI. City Revolts
- If leader is not accepted/breaches constitution/angers citizens, a revolt can start
- Citizens are either loyalists or revolutionaries
- Loyalists must protect leader (or leader's chamber if he is not on)
- Revolutionaries must capture leader (or fortify his chamber and send him into exile)
- Election between revolutionaries happens if they're successful
- If not, leader can group-exile them (without breaching constitutional laws) and are attacked/jailed on sight (for 30 minutes or so)
- If a guild led this revolution and lost, their relics are surrendered to the ruling leader/family/guild

VII. Relics
- Relics can perform many causes, such as adding to your group's stat points, gold find, chest find, resistances, or even granting a skill
- Relics are occasionally cursed - costs 1000 glory to remove a curse from a relic (cursed relics are generally stronger than non-cursed relics
after being uncursed)
- Relics can be found in multiple ways
- NPC cities automatically start with at least one relic
- Forgotten cities (found from random encounters - Gideon's note) contain at least one relic guarded by a Relic Guardian supermob
- Upon killing Relic Guardian, the relic (along with its guardian) is transported to your stronghold
- Relics can also be rewards (or curses) from the gods or their immortals
- Upon capturing a stronghold, the Relic Guardians repop under your control

VIII. War Basics
- Peace terms set at start of war (sum of gold, glory, surrender of leader for jail, etc.)
- Victory terms optionally set (Capture of leader, capture of city/stronghold, etc.)
- Multiple types of war:
- Land - for the city(cities) itself(themselves)
- Power - relics of the of the city/ruling family/ruling guild housed in the city - stronghold required
- Wealth - places in town become pillageable if guardians are killed
- Domination - asserts dominance, and results in forced tribute - payment of peace terms
- Competition - war only for the sport of fighting - victory terms required - cities/relics don't change hands
- All war types (except competition) open the group up to wars from other groups of the same type
- Competition can be declared by any group onto any other group

A. City Wars
- Some NPC cities become conquerable - not newbie cities
- Player hamlets which war are conquerable
- Cities can declare war on other cities only
- Can be wars for power, land, wealth, or competition

B. Guild Wars
- War on unoccupied towns for land
- War on occupied towns for land, wealth, or power
- War on other guilds for dominance, land, or power

C. Family Wars
- Wars can be declared on familes for wealth or power
- Wars can be declared on cities for land, wealth, or power

IX. Special classes
- Rogues, Merchants, and Clerics recieve special rights in war:

A. Rogue - Espionage and Bounty Hunters
- Rogues, on killing guards of a warring city, have a certain chance to pop a disguise
- Disguise allows rogue to appear to be a citizen of that city to all but his own city
- Disguised rogues which witness crimes against non-citizens can 'witness crime' and send the testimony to the non-citizens' home towns (if
known), setting the criminal as an enemy of the home town, and placing a bounty on him/her
- Rogues can also plant 'explosives' to destroy doors into strongholds and cities
- On 'witnessing,' planting 'explosives,' and even simply by moving through enemy towns, the rogue has a chance to be discovered and lose
his/her diguise (setting guards against you, and setting you a criminal for espionage)
- The blackjack skill of rogues also gives them the ability to subdue a criminal, 'tie' him/her up, and recieve the bounty for capturing
him/her for extra money

B. Merchants - Mercantile Immunity
- Unless stated otherwise in a city's constitution, a merchant is allowed to enter any other town as long as he does not encroach on a local
salesman's business
- Merchants caught encroaching on local businesses' crafts by justice guards, can be fined and/or jailed
- Merchants who are not encroaching on local business must pay a percentage (set forth in the constitution) of their income to the local
government

C. Priests - Pilgrimages
- Unless the constitution sets the city forth as atheistic/monotheistic, a cleric of any deity can enter the city on a pilgrimage, along with
one armed head guard/leader (paladin or warrior), and as many unarmed guards (paladins) as wanted
- Visiting pilgrimages must pay a set amount of gold to the city's government when enterring the city (set in constitution)
- No one in the pilgrimage party, other than the one armed guard, may have a weapon visible on them or in their inventory, or a justice guard
can arrest the whole party (30 minutes per extra weapon)
- If monotheistic, only clerics of this one deity may enter the city with their party (30 minute jail time maximum)
- If atheistic, no priests from other cities may enter the city (and local clerics/paladins can be jailed for up to 30 minutes without warning)

_________________
Quintos Aelon, Progenitor of the Aelon line


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 Post subject:
PostPosted: Thu Sep 23, 2004 7:49 pm 
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All of this is rather interesting and pretty well thought out. And I like it. I hardly like anything. Being a jerk and all.

No, but it is way complex. I've got nothing against complexity, but coding complex stuff like this would probably be a nightmare. And thus loopholes and abuses could be easily overlooked in a complex system.


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 Post subject:
PostPosted: Thu Sep 23, 2004 8:07 pm 
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Joined: Mon Sep 20, 2004 10:03 pm
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That's my point...and why I'm keeping my dream away from the rest of the thread, which is still kind of complex.

_________________
Quintos Aelon, Progenitor of the Aelon line


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