So the question lately since the IMP thread is deceptively simple: Outside of cabal warfare changes, what does the political landscape of Aabahran need?
My answer is simple - separation from cabals.
I don't mean to say eliminate cabal warfare, rather, have it so that cabal politics are different from Aabahran politics.
In this idea, cabals war with each other, and build bastions and garrisons on the land, but the do not own the land itself. The current model of cabal warfare should fit well into it, and I don't see many ways that an update would conflict with it. The idea of nations in Aabahran is largely left untouched, usually with cities and city-states filling as much of the void as they can. What is left is cabals - organizations (important distinction!) that have formed to advance themselves and the world at large through their set of ideals. It is an important distinction because we should remember that cabals are not nations. Logistically and logically speaking, they just couldn't function like that. Only the current notion that cabals own the land, rather than have a presence there, ties them into that void left by not having nations.
This is where players come in.
There was, for a short time, a plot between The Caomahorimainksliqgoiglksgnh and the drow, where two larger nations were forming outside the Empire, leaving us with 3 nations (I call the Empire a nation, because it is important to note that the Tribunal is not the Empire, rather only a part of it). A fourth had been forming in the east, but that plotline died down. The Caomalalgiori filled this role as a faction, and the drow filled it via RP and a series of logs and notes. But perhaps what caused that plot to slow down was the lack of anything concrete with which to represent their nations. As was mentioned in the poll, there isn't much incentive for players to get involved with politics that does not exist and/or is used more easily for short RP plots and what has now become a "point grind".
So how do we encourage players to delve into politics?
Give them a reason to do it. Professor brought up some really wonderful ideas, and some of this is built upon those. Using RP to purchase faction rewards is a solid idea, although I suggest a different approach to faction currency: faction points. Faction points can be awarded by Imms when they see characters RPing their faction sides, i.e. the Caomaharakiogoagpjghsoirhn holding a meeting of the League of Nations. Factions also gain a passive gain, similar to earning cps and a character, based on what land they control, receiving a bonus for each city. This gain should obviously only happen while a member of the faction is online, and again obviously should increase exponentially based on how many are present, as well the ranks of the members, granting more gain for having leadership on.
Once faction points are accumulated, they can be spent on a number of things.
First, land claiming should cost faction points. The more land a faction owns, the more faction points they receive. There should be a cap to this, however that cap should exclude the faction points gained by controlling cities.
Second, they should be able to purchase a faction mob in whatever city they declare their capital. If they do not yet own a city, they obviously cannot purchase this. The faction mob can be used as a shopkeeper for the faction, selling items and services to the faction members.
Third, they should be able to spend faction points to create faction items. Again to use the Caomagoioishgomi as an example, the teal banner. However unlike how its been done so far, these faction items should not just be renamed items, however, items of their own. The faction leader would choose one equipment slot, and 2 items would be made (one for casters, one for melees), with strength equivalent of a nonrare item, available for levels 40+
Fourth, they should be able to upgrade these items progressively, albeit for an extreme amount of faction points. As the item upgrades, each new upgrade will be available in the faction shop. At the end of the upgrade cycle, it should be slightly better than a decent rare (banner of ilisidar, for example).
Fifth, they should be able to purchase faction skills. Each faction should have five skill slots, and these skills should be largely RP tools rather than PK tools. The Faction leader would discuss, then, with the imms, what they have in mind, and a balanced version would be hammered out and added to the faction. Members should get 2 skills, Elders 2 skills, and Leaders 1 skill.
Sixth, they should be able to purchase what are, effectively, faction edges. These can be anything from bonus to claim speed, bonus to city FP gains, bonus to guard and raider strength. All things to improve the effectiveness of the Faction, but not grant a significant PK edge or step on the toes of cabals.
Finally, they should be able to spend FPs to draft contracts with cabals. These contracts allow cabals to carry out their business in Faction territory with the blessing of the Faction, granting a bonus to cabal army strength in that area. In addition, these contracts allow cabals to influence Faction activities by "providing aid" in a Faction conflict at the cost of CPs. To do this, the cabal member simply goes to the area, finds a room with the warring factions (like when the Tribunal Guards fought the Caomaoignori Guards at the gates of Val Miran) and sending their troops to that room. The troops would work like they do now for attacking bastions/garrisons/patrols, and be expended along with a penalty to CPs (50-100-150), increasing in such a manner for each additional troop sent to any battle in that area). The area control would be escalated towards the beneficiary Faction proportionate to both the number of armies sent and the strength of said armies.
Part 2 incoming, will use a reply to post it, as it will delve into how the mechanics of this all would play out.