Re: Expanding and Contracting Empire:

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Posted by Sumsadu on September 28, 1999 at 20:38:42:

In Reply to: Expanding and Contracting Empire posted by The Angel Gabriel on September 27, 1999 at 21:27:28:

I liked the idea very much. I have always thought of the Empire as the bedst Cabal when it came to the posibility of roleplay, and I am sure that things like those you mention would give a boots to just that side of the Cabal.

Sumsadu
Tired old Arial

> The Empire Cabal is unique in a number of ways, but one in particular strikes me to be in need of updating.

>
Unlike other cabals, Empire is in a limited way dynamic, rather than the static size and power of other cabals. The Empire started as a small outpost, and has grown in several stages. They have had powers added. And one of the main driving forces in their daily routine is to acquire wealth and donate it to the Empire, making the empire grow. There are demonstrable results from this as anyone can see by the growth of the imperial road, the palace, the powers, etc.

>
I think this is a good thing, but I think it is lopsided. Empire should also contract when times are bad. As it stands, there are no real consequences when the empire is being defeated in war, or when its citizenry fall behind in donations, or when membership is down, etc.

>
True, other cabals do not lose power, or size, or land, when they are in a valley, rather than a peak, but as I said, Empire is unique in this area. Only the empire grows via player donations, size, power, etc.

>
Therefore, empire should also contract due to player donations, size, power, etc.

>
Some suggestions. If the Empire falls below say 65% retention of the codex, all donations are at half value. So if empire blade donates 100k, it only counts as 50k.
> This suggestion is based on the idea that donations are actually tallied and there is some point to reach whereby the next stage of development would be implemented. If the retention of the Codex drops below 50%, the empire Palace reverts to the Citadel. Of course, the retention rate would need to be for a predetermined amount of real time. Two weeks? Three?

>
If the empire falls below a determined number of citizens, again there should be a penalty. For example, each sect should have at least seven members. If seven members of a sect do not log on in any given 48 hour period, that sect contracts in some way. I do not think it should lose its sect powers, that is too drastic, but perhaps the guardian of the sect hall is let go, no money to pay him. Or the mana costs for their powers are increased until new members are inducted.

>
The specific penalties I suggest are just that, suggestions, and are not as important to me as the theory behind it which started this post. The Empire grows, it literally gets bigger in area, the imperials lands, and in power/powers. Logically, they should also contract/get weaker when the opposite occurrs.

>
Another reason I think this is important is the impact it would have on roleplay. At the moment, Empire people have the roleplay incentive to donate, oath people, acquire wealth, etc, because that makes the empire more powerful. There are benefits to the citizen and the empire when they do well. Unfortunately there are no consequences when they do badly, or make bad decisions. With my suggestion, if an Emperor makes a bad decision and starts a war he ends up losing, or if a sectleader does not induct enough, or if the members of a sect do not donate enough, there are real consequences, and the power of the Empire, the sect, or the individual is contracted. This would increase the choices and outcomes of every decision made by a citizen, and is achieved without having to give even more special powers to anyone.

>
Perhaps if this were implemented there would be more attempts to roleplay than just go out and kill people without any real reason.

>
My thoughts for the day.


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