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Take Over The World

Disclaimer. I am aware that we have been told that the current system of armies can not be adjusted, that will not keep me from sharing this Idea. I believe that time provides solutions and we live in a world of infinite improbabilities.

I suggest a change to the army system which allows individual characters to purchase personal troops. But first, we have to talk about something else, CP. I have heard people refer to these as cabal points, cabal power, ext. However, I propose we call them conquest points. Why? Because that is what we get them for and use them for. As characters we can already earn these CP without belonging to a cabal through certain quests. Mental note.

In the real world people are not always devoted to a religious cause, often people prove to only truly be vested in themselves. In the real world we often see rebellion, revolutionary thinking, and uprising of the impoverished. In Aabahran we may see the occasional hostile overthrow, and we certainly visit regularly death and destruction. But the individual seems to become lost to the greater numbers, characters created with the sole intent of joining this group or that for greater power. Individuality becomes blurred.

Where is the revolutionary? Where are the free thinkers and visionaries? Players why have you not purchased a private army and enslaved Aabahran? Because we have not yet given you the opportunity. If we develop more ways to earn CP as characters unaffiliated with any clan or cabal, we could then create the proper uses for these conquest points. What kind of uses? Where and how would you use them? Why would you use them? Just imagine.

Your a dark knight atheist bent on world domination. You have heard of the incredible powers available to those willing to sell themselves into despairs slavery. Your wonder if you need the aid of any group to acquire such power, they have acquired it so it must be out there. You decide instead you will find it or take it. You begin to hunt those flying the flags and with each victory your conquest coffers grow.

You visit the mercenary block deciding its time to make your mark on Aabahran. When you arrive you say troops and find that your conquest points are drained completely. The mercenary vendors will proclaim your order was received and payment is due. You will be granted one skill (leadership) and access to private troops. Armies of Aabahran despise private troops, mercenary troops must control the area to pass through it. When private troops conquer an entire piece of the map, the word is sent out that "Character" has taken this from them.

To the victor goes the spoils, with the control of Aabahrans soil, your conqueror also gains control of some of Aabahrans power. For every area held by an individual, you would gain power. With only one area owned, one power is selected, with five areas owned the character acquires a second power, a third at ten. These powers are nullified and lost if your character loses his lands. Your character is the living standard for his followers, they will fight with far less vigor if the conqueror is dead.

The powers would be selectable secrets stolen from other cabals in Aabahran, and while troops move directly out of town the Tribunal charges a fee of conquest points for troops passing through. The fee can be avoided by sending a raid against the city instead, the cost would be the same, time and roleplay being the diference maker. Eventually, you will conquer the world or be remembered for trying, and I look forward to seeing you try, one day, maybe, in this reality or another.

I love this. A lot. 

There's been plenty of times that I wanted to roll a character and do exactly as you're describing, but I did not have the avenue to do it. I HAD to join a cabal and attempt to push my own agenda and somehow make it "fit" into the mold of that cabal's RP. IE: The typical Nexus slaver or the war-crazed Warmaster set on conquering.

Edited

Great Idea!!! Fool_Hardy was overdue for one ;)

How would this work for caballed characters? Can their personal troops move freely through cabal territory? Do their private territories contribute to the cabal gain?

I think this suggestion is just for non caballed characters.

Hometowns, private clans and Royals.

You can do part of that with the Royal and the private clans. Look at what that elf Corimak did. They even made a statue for him. There are several uncabaled groups. I recall once belonging to some zealots of the One as a DK. There should be stuff around, just cause we don't see...

You can't have an army without a base, and no better base than one of the three main cities. Unless you are undead and then you want the Tomb of Ancients or Demon and the Pentagram, or a goblin and the Tower of Goblins.

Don't limit yourself to armies. Armies are one of the most boring aspects of FL. Raids on the other hand a better system. And from the tests I have seen from Morl a couple years back it's looks quite versatile, having watched raids with amazing things like orcs, or Elder Vampires.

This is a fantastic idea and yes, I think this should be more focused on the uncaballed player. You can create your own ideals, motivations and who knows, you might even begin to bring forth a following if people wanted to join your cause. I don't think they should be able to move freely through other areas unless each area allocates some space for these bandits or whatever you want to call them to maneuver. Then you might have these small bandits fighting for that low hanging fruit, unless one of these new potential fractions/revolutionary groups starts to make a larger wave and thinks they can actually take on an actual cabal fraction. Which, essentially would be the equivalent of small time group of bandits trying to raid an entire city with thousands of soldiers.

Am I supposed to just LET you lesser creatures take over MY world?

The nerve...

27 minutes ago, Lloth said:

Am I supposed to just LET you lesser creatures take over MY world?

The nerve...

 

On ‎2‎/‎13‎/‎2017 at 0:51 PM, Manual Labour said:

Great Idea!!! Fool_Hardy was overdue for one ;)

Even a broken clock is right twice a day.

I want to develop this idea for possible submission as a change.

To summarize:

Uncaballed characters may recruit armies and capture areas. Capturing areas gives cabal skills. Movement through cities costs resources (purchase or raid). CPs become available for uncaballed characters.

What are the initial requirements and costs to become an independent conqueror?

I recommend that you must be uncaballed, rank 50, and have 30 completed quests. The initial fee is 1,000,000 * 1-((completed quests - 30)*.0125) gold. At 30 quests, 1,000,000 gold. At 60 quests = 625,000 gold.

What happens after becoming a conqueror?

The conqueror receives the leadership skill at 2% and may select a room as a base. This is the area in which armies will spawn for army command (instead of a cabal). This room must not have any fort or garrison. After selecting a room, the conqueror will receive a passive 0.25/cp tick gain. These cps may be used to buy the initial armies.

What is the resource cost to recruit an army?

The same as for a caballed character, using the same commands.

What kinds of armies are available to a conqueror?

The character can choose between armies that act like Knight crusaders (restrung as mercenaries) or Warmster warlords (restrung as mercenaries). These have the special benefits and costs of those cabals (auto fortify or +1 armies commanded).

What happens after the first area is conquered?

This area becomes the conqueror's home base. It functions like a cabal in terms of logistic routes for resupplying armies. Passive cp gain is increased by 0.25 cps/tick. The conqueror may select a cabal in which to model. The conqueror's faction gains the army characteristics of that cabal's armies (flying, etc., restrung), forts, army costs, and passive controlled area gain (increased mana regen, etc.) If the chosen cabal has no armies, the armies are the same as chosen earlier. That conqueror must be the correct race/class/align to join the cabal which they are copying. The conqueror may select a cabal skill from the I or M ranks of that cabal (either subcabal, must be able to join subcabal of chosen skill). These cabal skills cost cps to use (or stop the gain of cps) just as if they were in the cabal. Tribunal may not be chosen as a model due to issues with wanted and other cabal skills being inappropriate.

What happens after each new area is conquered?

For each new linked area the conqueror gains:

0.25 passive cp/tick gain up to a max of 2/tick

New cabal skills are gained (one per area) as follows (allowed by the same subcabal):

    Areas 1 (base) and 2: Any skills up Member

    Areas 3 and 4: Any skills up Veteran

    Areas 5+: Any skills up to Trusted

    Area 8: All skills up to Trusted not yet received, if any

With the 5th linked area, the conqueror gains the appellation lord or lady on the who list. If the cabal is Warmaster, the conqueror receives the applicable cabal drawbacks at this time (no/limited magic use).

What happens if the conqueror loses the home base?

CP income immediately drops to 0.25 cp/tick and forts/armies may not be resupplied. The conqueror may select a room (as per the original rules) to be a new home base. This will probably be in a held area to allow for logistics.

What happens if the conqueror loses any other area?

Conquerors lose cabal skills in the reverse order that they selected them. Newer skills are lost first. If the areas are regained, different skills may be selected. Skills and other area gains are counted by the number of linked areas to the home base, not the total number of areas held.

What happens if the conqueror loses all areas?

The same as if it were the first time selecting a home base. They may even choose a different cabal model since they have no skills at this point.

Does the conqueror have a 'cabal item' that may be stolen to remove powers? Can the conqueror steal items?

No.

How does the conqueror move through towns?

The conqueror may spend 75 cps to launch a raid against an area. This raid is a crime if it is a lawful town. The raiders announce the conqueror's name. The raided area must be next to a linked area held by the conqueror. It does not generate cps for the conqueror. The raiders are restrung to match the chosen cabal model's style, but not affiliation. There is only one choice of raid type (fantastic magical raiders for Savant, etc). This raid automatically allows the movement of 75 cps worth of armies through the town. Otherwise, the conqueror may simply pay 75 cps to move 75 cps of armies through the town.

What happens if the conqueror joins a cabal?

Cps are halved and all armies/forts are disbanded, losing all skills and benefits.

Edited

3 hours ago, Celerity said:

What kinds of armies are available to a conqueror?

The character can choose between armies that act like Knight crusaders (restrung as mercenaries) or Warmster warlords (restrung as mercenaries). These have the special benefits and costs of those cabals (auto fortify or +1 armies commanded).

Last I checked, Knights get +bastion strength not auto-fortify, while Warmasters are +2 commanded armies.  Of course, the conquerors could get this auto-fortify or +1 commanded armies, which is what I think you're driving at.  I donno.  Little tired still and need to wake up a bit more.

This looks awesome, though.

They would get whatever the current Warmaster/Knight bonus is, so if I was wrong, they'd get the correct bonus.

Edited