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National and Clan edicts


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This far from being a concise suggestion, so I'm tossing this in for general discussion.

 

Should we have a mechanism for edicts in Clans and Nations?

 

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As an example, suppose a Batavian clan and a French clan want to duke it out in the Trinidad conflict zone at 4-6. But the National "edict" says Batavia and French are allied (as it was historically before Verenigde Provinciën got their independence ;) ), the clans would issue an edict declaring hostilities towards one-another and start duking it out.

 

At that point either the Nations approve and ignore the situation or one might issue an edict (remember the voting in Parliament) to evict a clan from their Nation. (Effectively creating the Verenigde Provinciën. :P )

 

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A Nation has identified a saboteur by observing his hideous acts. (I think there are numerous examples to be found on the forum. :) )

Since the saboteur is clanless, a Nation can issue an edict evicting him from the Nation (force him into Pirates).

(To deal with Clan members a Clan needs to be petitioned, either to kick the saboteur first or potentially face charges on the Clan level.)

 

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A Pirate Clan and a National Clan can issue edicts that make them allied.

Should Clan edits be public?

 

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An edict can be issued that allows for production buildings in ports by another Nation.

 

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Keep in mind that edicts should be able on both the Clan and Nation level.

 

What do you guys think? Bring examples, bring potential problems.

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Give the thread about Lordships and Diplomacy from a while ago, the possibility for "rebel lords" is there so in a nutshell this will be possible in a different form.

We cannot simply look to today's newest thread, we have to link it with the devs threads.

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Okay, I must admit I hate the mega thread. I'm more of the, lets pick it apart, analyze, look at the big picture and re-assemble. :)

http://forum.game-labs.net/index.php?/topic/13596-such-is-a-lord-simple-politics-and-alliances-part-1-heavily-moderated/

There is no single page that shows me the current standing, so I have to wade through all 13 pages of it.

Herein I'm perfectly fine to admit, I am the lazy bastard. :D

In that regard I'm much more inclined to look at how individual stories unfold and then bring it back in the whole. For example, you say, resolution by guns, not by votes. :)

http://forum.game-labs.net/index.php?/topic/13596-such-is-a-lord-simple-politics-and-alliances-part-1-heavily-moderated/?p=253348

To which I would counter that should be the way of the Pirates, but may not be the way of the Nationals.

Would resolution by guns be something a Nation could vote on? Or would it be something not allowed by the game?

In my opinion that should be a separate sub-topic of the bigger "Such is a lord". On "Such is a lord" we can then keep track of these resolutions.

WDYT?

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Who would initiate the edicts against individual players/clans that don't follow the nation? I think it would generate a lot of spam if anyone could propose such a vote to the parliament.

I would say only members of Parliament on that level. And only officers on the Clan level.

If a member of Parliament starts to spam the Parliament, you can guess what would happen. Same goes what happens in a Clan. :)

Edited by Skully
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AFAIK the voting mechanism isn't finalized yet.

http://forum.game-labs.net/index.php?/topic/15577-alliances-final-design/?p=291893

So to define the voting mechanism, we should first define what are the possibilities. What kind of power do we need/want to extend via votes?

Then we should define who gets to vote and how. Some things might be easy to specify, some might be hard.

http://forum.game-labs.net/index.php?/topic/15431-how-to-transfer-clan-leadership-to-a-teammate/?p=286775

http://forum.game-labs.net/index.php?/topic/15241-buy-a-port-bribe-a-lord/

So if at any point I put something forward that upset the end-goal, then please unveil. ;)

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