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Feudalistic Diplomacy Game Experiment!: 7/9/2016 09:26:53

FlameRiders FlameHawK
Level 41
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The game is here https://www.warlight.net/MultiPlayer?GameID=11547365

I was inventing new kind and more complex diplomacy games for a long time now. And I've just thought of a new idea. The Feudalistic Diplomacy game!

The game, on my first thought, is divided into 4 ''Unions'' And there are not just ordinary players. There is two kinds of players! Feudal Lord Players and Normal Players.

People of the same union should start close to each other. And those NPs have to obey the FLP up to their obeying level status.
These are all of the rules I wrote in the template; slightly edited.
1.Countries have to surrender themselves to one of the treaty players or FLP; they have to obey to those treaty players. So the game is divided into 4 unions. A union can have maximum of 5 players, players can choose the level of obeying 1.Treaty level 2. Political level 3. Decision level 4. Absolute level
2.TPs are the one who said will be first in the chat.
3.Before thing starts up, you can give your TP positions to other people if you changed your mind ( before turn 3-5)
4.Note that this feudalistic diplomacy game is evolving, you all can decide your own rules and offer it to me too! So tell me your view about the rule
5.TP and NP’s positions’ relation is very important in this kind of rule to decide which union is the superpower. So we should divide the game into 4 regions and pick the TP for that region.
1. Basic rules for expansion: (can be changed later)
1.1 TP’s can expand to neutrals and their dominions only 1 territory per turn. TP who break this rule will have to stop expansion or be punished by their minions. TP can expand unlimited per turn to their dominions, not other unions’ dominion
1.2 NP’s can expand as many as possible as they wanted and as their TP say. They can expand into AIs of their union as well
2. Power
2.1 TP has to force their minions to do anything but appropriately.
2.2 NP has to obey their TP no matter what the TP says (up to the current NP status).
3. Warring
3.1After the war with changing union of the NP. Treatical system can be used to deal with the NPs and TPs can get as many territory as they want as agreed in the treaty in a single turn
3.2TP cannot declare war on any players. As well as their minions. But instead it will be called forcing the dominions to cede territories. TP can declare war on other unions.
3.3When TP declared war on other unions the NP have to always follow suit.
4.Booting and surrendering
4.1 Both TP and NP have to tell earlier turns before surrendering.
4.2 If B/S of NP come in sudden. TP and NP have to do anything to annex all of territories as fast as possible. This is called the civil war. Unions can ask for help from other unions as well, but the annexed territories will be adjusted as agreed in the treaty
4.3 If B/S of TP come in sudden. NPs have to take over TP and decide to engage in the alliance or join other union.
4.4 NPs, nor any TPs can’t use the advantage of this rule to boot other NP or will decided as permanent enemy with no forgiving by considering through the treaties. The rules are explained in 4.5 and 4.6
4.5 TP, if break rule 4.4. The whole Union and their members instantly becomes permanent enemy. TP is forever PE. The NPs have the choice whether to be steamrolled by other players or leave the Union and join other unions.
4.6 NP, if break rule 4.4. NP has to be suspended from the Union and anyone who supports them will become PE as well. All other players have to fight the PE if they can no matter what. The PE NP’s union has to take over their lands, they can ask for help from other unions as well. The territorial adjustment will be considered and agreed through treatical system
4.7 TP has to be very active. If they wanted to surrender, they must tell so their dominions can take over them. If the surrender or booting comes in sudden, only their dominions can take over the lands.
3.Treatical system and recommended methods, etc.
3.1 If in a war against two unions, a union can capture TP’s capital city which the TP cannot change it after the first declaration of the capital. Union is the loser and the treatical system will decide the fate of the whole union. Which both unions can negotiate the treaties after the war. But the winner’s treaties are superior but they also have to respect the loser as well.
3.2 Dealing with PE’s: The methods are up to the seriousness of rule breaking. If the PE attacked others without declaring, they can be forgiven and be punished appropriately through treatical system. But if they broke rule of Booting and surrendering, there’s no way to forgive and everyone must fight PE. If the PPs (pure players) stay neutral when they border a PE, anyone can attack them as well
3.3 Anyone who breaks general rules will be considered as PBE (Public Enemy). But who break the booting and surrendering rules will be considered as PRE (Permanent Enemy). And they will be dealt appropriately.
3.4 After general wars. Treaties are put in place by both loser and winner TP or winner NP and loser NP (up to the level of obeying of an NP) Winner’s rules are superior but must respect the loser’s offer as well.
4. Levels of player’s level and their advantages/disadvantages.
4.1 Treaty level NPs
Role: Treaty players are independent from other players but the treaty will be considered by their chosen TP. They can act independently and no one can enforce them. Their TP can’t force them to join a war.
Advantages:
4.1.1 TNPs can act independently.
4.1.2 TNPs can change their NPs whenever they want without external intervention.
Disadvantages:
4.1.4 TNPs, when go to the war with TNPs or be declared a war by other players. Can’t ask for help from their TPs. Their TPs must decide to help them by their own decision.
4.2 Political level NPs
Role: PNPs can declare war on any TNPs and other unions. TPs can ask PNPs to join any wars. However, the PNPs can either refuse or accept the request. The TP can’t enforce them. But the TPs can decide to help or not help NPs when they go into their own wars. TPs can’t enforce PNPs to back off when declare war on their dominions
Advantages:
4.2.1 PNPs have some chances to be supported from their TPs.
4.2.2 PNPs can decide to help their TP or not
4.2.3 PNPs can declare war on TNPs and PNPs and other unions
Disadvantages:
4.2.4 They have limited defense from their TPs.
4.3Decision level NPs
Role: DNPs can declare war only on any TNPs, PNPs, DNPs and other unions. TP have absolute power to force DNPs to fight against other union’s players or back off. But they can’t enforce DNPs to fight or back off from their dominions. TP have to help DNPs when they ask for help to fight other unions
Advantages:
4.3.1 DNPs have increased chance of being supported by their TPs and their unions.
4.3.2 DNPs can force the TP to help them in wars against other unions.
4.3.3 DNPs can declare war on TNPs, PNPs, DNPs and other unions.
Disadvantages:
4.3.4 DNPs have to follow on TPs’ war against other unions
4.4 Absolute level NPs
Role: ANPs can enforce any lower obeying level players to cede any amount of territories to them without starting the war under TP’s approval. ANPs can declare war on everyone in the game except their own TPs. The TP have absolute power to force ANPs to do anything. And ANPs can’t disobey or they will be turned into PBEs which anyone has to attack unless they regret that they are wronged. TPs have to defend ANPs at all cost. If ANPs is about to be eliminated (only few territories left and can be eliminated in a single turn with no armies to defend). The war ends and the winner union can enforce the treaty to the losers.
Advantages:
4.4.1 ANPs can force lower obeying levels to cede territories to them under their TPs’ approval.
4.4.2 ANPs have maximum defense from their TPs and their unions.
4.4.3 ANPs can declare war on anyone except their TPs
Disadvantages:
1.ANPs have no freedom to decide what they will do if their TPs force them to do anything.
4.5 Feudal Lord level players (also known as Treaty players)
Role: FLPs or TPs have power to enforce their dominions as described in the rules.
Advantages:
1.Under the rules, FLPs or TPs have supreme rule to enforce other players
2.FLPs or TPs are the most important players in the game.
Disadvantages:
1.FLPs or TPs are the strongest in the term of enforcing powers. But is the weakest in the game in the term of military.
2.FLPs or TPs have high risk of being betrayed by their own stronger dominions which will become just PBEs.
3.FLPs or TPs have no actual power to force NPs to stay in their unions.
Rules of changing player obeying status:
1.NPs have absolute power to upgrade their obeying level: no one can enforce them.
2.NPs cannot downgrade their obeying level without their TPs’ approval unless they can afford to declare war on their TPs and/or threaten TPs to change their TPs.
Note:
1.Not obeying their TPs on their obeying level rules make NPs become PBEs. But threatening to leave a union in any case is not considered PEs.
2.Unions can’t cooperate with other unions to fight against one union unless it is 2v2.

Rules in the template I wrote in personal message from the host box.
https://www.warlight.net/MultiPlayer?TemplateID=894814

https://www.warlight.net/MultiPlayer?TemplateID=894816

https://www.warlight.net/MultiPlayer?TemplateID=894817

https://www.warlight.net/MultiPlayer?TemplateID=894818

https://www.warlight.net/MultiPlayer?TemplateID=894822
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Do you want to give this new game a chance to be played? If you can remember the basic rules.
I promise you'll like it!

Thank you for your time
FlameRiderS FlameHawK
Feudalistic Diplomacy Game Experiment!: 7/9/2016 09:29:23

FlameRiders FlameHawK
Level 41
Report
By the way, I want to ask you guys if it is a good idea to make this a team diplomacy game. So after the wars a team can claim victory.

The 4 FLPs will be chosen by the first players who said '' I want to be a Feudal Lord Player'' or similar.
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