ANNOUNCE NEWS #5172 (01/20/2020 at 20:29)
From : Ictinus, The Architect
To : Everyone
Subject: War and Guardian Changes!
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Good morning Sapience!
First up! The city guardians have been distinctly buffed, good luck!
Secondly we have a big overhaul to city vs city war! This is going to get a little verbose...
Most importantly of all, citizens and soldiers are not open PK during wartime.
Let me say that again for the people in the back.
Most importantly of all, citizens and soldiers are not open PK during wartime.
On to the new systems at hand!
There are two aspects to this update. First is a background hostility metric that tracks every city vs every other city. This is affected by hostile acts, and continual hostile actions can result in natively setting your city hostile to another!
Cities can declare their relations to each other city using the CITY SET RELATIONS command, and review the existing relations using ORG RELATIONS ALLIED and ORG RELATIONS HOSTILE <city>. Possible relations include Allied, Neutral, and Hostile.
Mutually hostile does not automatically mean you are at war. This allows cities to declare their political stance without creating perpetual war scenarios.
The following actions generate hostility:
- guard kills
- tank detonations
- sanctions gained
- killing citizens inside a city
- sinking org-owned ships
This hostility will slowly decay every Achaean month, and decay at an increased rate if there has been zero hostile actions by the city for three months.
When the hostility from one city (city A) towards another city (city
reaches a certain amount, city A will automatically declare itself hostile to city B, and the CITY SET RELATIONS command can no longer be used until the hostilities drop naturally.
When city A is declared hostile towards city B, be it through use of the CITY SET RELATIONS command
or by acts of hostility, the following happens:
- citizens of B get bonus xp on denizen kills in city A and its allied areas.
- citizens of B can't get quests in A's allied areas.
- citizens of B don't lose infamy when dying in A'a allied areas.
Conversely, if city A declares alliance with city B, then:
- citizens of A get higher xp loss if they die to a denizen loyal to city B.
- citizens of A can't gain sanction for raiding.
If cities A and B are mutually allied, then:
- non-enemied citizens can call for help in either city
- non-enemied citizens get bonus xp for quests in the allied city and its areas
- non-enemied citizens can defend city without XP loss during raids (but they also count for tank/sanction kills)
Onto WAR DECLARATIONS!
The city leader or War Minister of a city has the ability to issue a war challenge to another city using the CITY WAR DECLARE <city> command. Once issued, the other city has three months to either CITY WAR ACCEPT <city> or CITY WAR DECLINE <city>. You will need to CONFIRM either option before it takes effect.
If the other city accepts, the two cities are at war from that point onwards (see below for implications).
If the other city declines, it may need to pay a penalty depending on the current hostile status.
CITY WAR DECLARATIONS shows the unanswered declarations.
In particular, if city B declines a challenge issued by city A, the penalty is:
* None if B is not hostile to A
* 250k if B is hostile to A, but the overall hostilities have been low
* 500k if B has been highly hostile towards A, but A has not been highly hostile towards B
* 2M if both cities have been highly hostile to each other
The exact penalty is shown when attempting to decline a war challenge, and the declining leader is required to confirm it before it takes effect.
Practically, this means that if a city is actively hostile to another, but then turns down a war challenge, it will have to pay.
After a challenge is declined, city A cannot challenge city B again for 2 Achaean years.
If the city does not have enough money in its coffers or security/war funds, the debt will be remembered and any money received by the city will be automatically paid to the debtor until the debt is paid off in full. Outstanding debts are shown in CITY ECONSTATUS, if any.
WAR
Once declared a war lasts for 2 Achaean years. Participating cities may choose to CITY WAR EXTEND <other city> to extend the duration by another two years - this takes effect when both cities have done so.
An active war has the following implications:
- Room repairs (both automatic and manual) are disabled
- Retaliation raids do not work - only sanctioned ones do
- Kills for tanks and sanctions count from anywhere
- Citizens and allies of involved organisations count towards sanctions and tanks
- Soldiers are NOT OPEN PK
- An automatic bounty is placed on the city council and the war minister of each city
The winner is determined based on performing the following actions:
- destroying a room
- dismantling a tank
- killing a city soldier (anywhere) - high-ranked soldiers count for more
- slaying the city guardian
- fulfilling the automatic war bounties
- causing city morale losses
- sinking org-owned ships
A list of wars is shown on CITY WAR LIST, including the current status (duration and who is winning).
A global War newsboard is available to everyone enlisted in a city army, and all important war-related events are posted here, including a summary of war activies each Achaean month.
ENDING A WAR
A war ends when its timer runs out and the cities do not agree on an extension.Additionally, the leader or war minister of the losing city has the option to CITY WAR SURRENDER <city> to surrender and end the war.
After the war ends, the following happens:
- hostility metrics are wiped
- the loser pays 5 million gold to the winner (or ends up in debt, see above for how that works)
- the victor's banners are placed at key points in the losing city
- an accolade is gained by the winner
- morale loss for the loser
After the war, there is a two Achaean year period during which the two cities cannot declare war on each other.
A whole load of HELP files have been updated for this information including HELP PK, HELP CITY LEADERS, HELP ARMIES, HELP CITY DESTRUCTION, HELP WAR MINSTRY, and HELP WAR has been created!
Finally, in case you made it this far and missed this:Citizens and soldiers are not open PK during wartime.
Penned by My hand on the 13th of Valnuary, in the year 820 AF.
Comments
Let me say that again for the people in the back.
Most importantly of all, citizens and soldiers are not open PK during wartime.
Finally, in case you made it this far and missed this:Citizens and soldiers are not open PK during wartime.
@Ictinus I love you XDThat's a pretty big buzzkill for me. I'm interested in exploring the war thing and not at all against Cyrene engaging. We've got good reasons to be at war with a city or two. I also don't mind personally bearing some extra cost for that as a council member. But a bounty potentially every single day for a real life month will make playing incredibly not fun for me.
queue add eqbal CITY WAR DECLARE mhaldor
queue add eqbal CITY WAR DECLARE cyrene
queue add eqbal CITY WAR DECLARE hashan
queue add eqbal CITY WAR DECLARE targossas
queue add eqbal CITY WAR DECLARE eleusis
queue add eqbal CITY WAR DECLARE delos
Do it before you get fined for not wanting to play war.
* None if B is not hostile to A
* 250k if B is hostile to A, but the overall hostilities have been low
* 500k if B has been highly hostile towards A, but A has not been highly hostile towards B
* 2M if both cities have been highly hostile to each other
I can't even...this is too hypothetical to answer...
JK...that is the way I understood it from the post.
I don't disagree that one could argue that it's -fair-, but I'd rather see a system that -encourages- cities who may lag in military strength to build up a fighting group, rather than solely discourages fighting against stronger opponents. I don't feel like the game needs more reasons -not- to fight.
I've been to war in Achaea a few times, and find the tone of this system really kind of off. It's trivialising war into a points-scoring exercise, which will just encourage people to game the system in any way they can to tot up enough points to "win" the war.
Also, this will almost certainly discourage smaller cities from doing anything against bigger cities, since they can now be extorted for up to 2m gold for daring to attack a bigger city. Obviously I have no idea of the numbers, but the whole idea that you have to pay to not go to war with another city makes absolutely no sense. Unless you're trying to assert that the declining city is so craven that they actually opted to pay 2m gold rather than go to war (for a weirdly arbitrary two year period) with their enemies - in which case this system is even worse than it looks - then the payments make no sense from an in-character, non-game-mechanic sense.
Cus you know, everyone that participates in politics is expected to be a top tier combat-bot, which is really all any 1v1 system is about for winning anymore.
Essentially, if Ashtan were to go to war with someone, I now have a bounty on me every day for 24 days just because I wanted to help the City from a government standpoint rather than sitting back as a regular citizen going 'what in the HELL are our leaders doing???'
I get that it's a war system, but come on. It's seriously another one of those 'if you don't PK you can't be an important player' things added to the list.
I'm not scared of a bounty either, but the potential for 24 of them consecutively when I'm trying my best to hunt to Dragon just sounds annoying as shit to me, at a minimum.
I could nitpick at other stuff, but this was the main one that stood out to me like 'whoa...' Cus you can't lead unless you pk?
Only good outcome I can see from this new system >_>
Council members should have the most sway over whether or not war were declared too.
- destroying a room
- dismantling a tank
- killing a city soldier (anywhere) - high-ranked soldiers count for more
- slaying the city guardian
- fulfilling the automatic war bounties
- causing city morale losses
- sinking org-owned ships
I think one thing that seems a little lacking in this is that, everything seems geared towards some form of PK. Even ship combat is ultimately just another form of PK, albeit in big fat sumo suits.
There also doesn't seem to be a very concrete way of raising city morale beyond repelling raiders? I think there should be some ways in which people can get involved or feel like they're getting involved without being on the frontlines.
War sounds miserable to me, at the moment. I really hate sanction mechanics as they are for it. I've said before I think we should just be able to SANCTION RAID during war, and I still do. We have some raids where it is like pulling teeth for an hour just to get a sanction, even though we only have four people and are vastly outnumbered by the defenders, and I know from personal experience that when you're at war, and there's win-lose, and an accolade, etc. on the line, it's worse.
I don't care for the payouts, either, though I'm not sure they bother me. I'm mostly indifferent to them because I probably wouldn't base my decision whether to go to war on them.
Guard mechanics could use some tweaking so a city does not have to have a crazy advantage just to be able to sanction raid successfully. This is especially relevant to war, too, because you'd think the best time for two factions to go to war would be when they are roughly equal in strength, but if factions are equal, and they use guards, raiding is just basically impossible.
Under the present system, it feels like it'd only be a good idea to go to war if my faction was stronger than the other, because I need to be able to kill guards so I don't get tanks disarmed and to pressure a sanction in the first place. But if my faction is stronger than the other, they likely won't accept, and frankly, I don't really want to war a weaker faction and just bash guards anyway. I want to pk.
I've been having a lot more fun with shrine conflict and other randomly sparked out-of-city engagements than anything else lately, and I think having any sort of allied-village-related system would be more fun than relying on sanctions. I also think having an action or area based open pk (you are open pk in allied village areas, or you are open pk when you're doing X in those areas, which you need to do for Y reason) is better than bounties on city leadership, which will probably deter a lot of people from accepting wars.
I also do not like soldier deaths being worth points towards winning a war, because we all know that just means ganking and hiding wins the day, and that is the least fun way to play, to me. It should be more about who is winning actual group engagements, than who hides and ganks the most.
But I've said most of this before, and I'm sure plenty of people disagree. I just can't really imagine wanting to accept a war presently.
Soldiers not being open PK but winning a war now mechanically depending on sanctioned raids and soldier/citizen kills seems like the absolute silliest way to address the problems with the previous system.
Imagine going to war with a city, assaulting that city, and not being allowed to kill people who have enlisted as soldiers of that city. Completely backwards.
I didn't like the old system, either. I think the open pk at all times deters most war and the lack of anything else related to war made it not really appealing.
I just think that sanctions are really bad as a war mechanic. Once you're at war, you shouldn't have to opt in to lose. It should be setup so if you don't opt in, you lose by default, essentially.
So, for example, if I defile a shrine, you can choose whether you want to defend it, and if you defend it, we'll get to pk. But if you defend it, you might save the shrine, and you might not. If you don't defend it, you're going to lose the shrine (unless I don't have corpses and am banking on using yours, but let's ignore that aspect). So you are not gaining anything by not engaging. I think that kind of system creates the best conflicts because everyone can just go at it and see who wins, rather than the winner being whoever is the best at tactically avoiding engagement whenever it isn't in their favor. But it still doesn't involve ganking people who don't want to fight. They're engaging by choice. They just don't gain anything by not engaging.
Whereas open pk results in a lot of surprise ganking on anyone who dares to leave their city, which encourages people to just sit on guards at all times, or qq if they really don't want to fight. I don't like that, either. I prefer there be a clear "engagement" initiated, like when you defile a shrine, and you either go fight or you lose by refusing to do so.
God no. Why would Mhaldor want to team with current Ashtan.
The other issue I see is that is this system can get a bit grief. Raid a city a couple of times push hostile the raid a bit more and the declare war and lose gold because of it. It kinda pushes that not engaging equal slose, engage and be bad at it lose more. It kinda makes harder to pushes the cities with not a super strong army or not combat orientated into a lose position. Especially with off hours raiding, no one around lets wipe out all guards. It counts!
Dont get me wrong I like the positive change.
Also does this extend to vivifying and extermination runs? @Invictus @Makarios