As I made mention to in my first announcement post, I have been working on conceptualising an Alliance System in order to create a system for Alliances between organizations. This has been an ongoing and evolving project and has taken quite a bit of time to iron out and properly flesh out the idea. Below is the current and up to date idea of the alliance system, and we are looking for feedback.
As a preface, all syntax shown in this proposal can change at any time and is for example purpose only.
How it works
Alliances will be formed within the council chambers of cities and communes. An organization can only be a member of one alliance at a time, with a maximum of three organizations within each alliance. The commands required for forming an alliance will only be usable by the city/commune leader, however all council members and the Minister of Security will be able to see the status of the alliance. Each alliance will last a maximum of Lusternian 10 years before it will dissolve, however can be renewed at the 8/9 year mark if a new treaty is provided and signed (the below confirm step is not required in this case). The basic process of forming an alliance is as follows:
- An organization will initiate the alliance with ALLIANCE INITIATE <org>.
- The organization that has been offered the alliance must then ALLIANCE ACCEPT. This must be done within 12 IRL days or the alliance will dissolve.
- As the cap for each alliance is 3 organizations, the above two steps may be done again to add a third organization to the alliance forming process from the outset.
- Once the alliance has been accepted, a Treaty must be created and signed by all members of the Alliance. This is similar to the treaties that alliances have now, however with the alliance system it will be made into a new bookbinding replica (and accompanying skill) under AB BOOKBINDING TREATY. The treaty will be provided with ALLIANCE TREATY <item number>.
- Once the treaty has been provided, all organization members of the alliance must ALLIANCE SIGN TREATY. To sign a treaty, the signing member must be within the city/commune council chambers and possess a seal for their organization. The ‘signature’ on the treaty will be the seal’s stamp line.
- Once a treaty has been signed by all Alliance members, the leaders must then ALLIANCE CONFIRM. Once all members have confirmed the alliance, the alliance will be formed and active. Each city/commune leader will receive a copy of the treaty.
- An organization may leave the alliance after it has been formed
Alliance costs
The use of the alliance system will require two cost resources, power and gold. A breakdown of the cost is below:
- Forming an alliance (Taken at the CONFIRM step): 125,000 power and 1,000,000 gold per organization.
- A yearly upkeep cost of 2,000 power and 200,000 gold per organization.
- A level up cost of 1,000 power and 100,000 gold per party (This will be explained below).
- The total cost for an alliance will be 155,000 power and 4,000,000 gold for the life of the alliance.
- If an organization is added to the alliance after the initial forming, the joining organization will pay the upfront cost, and the cost of any levels the alliance has purchased. The joining organization will not be required to pay upkeep costs for years that have passed, but will have to pay all future yearly upkeep costs.
Alliance upgrades
Each alliance will receive 9 upgrade points to spend on any combination of skills from three different trees: Ideology, Military and Utility. These trees are vertical (leveling up from bottom to top). In order to unlock a higher tiered skill, the alliance must unlock the lower tiered skill first. A breakdown of these skills is below:
Military:
Level 1: Alliance members may now bombard on behalf of other orgs within the alliance (at 50% effectiveness).
Level 2: Alliance Herald - Announces conflict events and forwards org mob call of helps to the alliance.
Level 3: Alliance members gain 2% more exp per alliance member in the area, up to a maximum of 20%.
Level 4: Domoth blessings may now be targeted to the alliance instead of an organization.
Level 5: Increase Alliance Bombards to 75% effectiveness for other orgs. Bombarding for your own org will be 25% stronger.
Utility:
Level 1: Village comm quests now give double commodities (2 instead of 1) per turn in [restricted to alliance owned villages].
Level 2: Celerity boost when alliance members are in the same area (+1 for 2-5, +2 for 5+).
Level 3: Alliance skill to offer summon to all alliance members (same plane only).
Level 4: Squads alliance members will generate more power based on how many members are in the squad (+5% 2-5, +10% 5-10, +15% 11+).
Level 5: Upgrade level 3 alliance skill to cross plane (10p cost) [Plane + 2 adjacent].
Ideology:
Level 1: Influencing with weaken within a village revolt will lower the opposing sides total points towards the revolt.
Level 2: Alliance members gain a +10% offerings boost when offering to alliance divine.
Level 3: Gain the ability to influence for other orgs in the alliance during revolts [also adds alliance influence skills depending on city rank in your own org] (at 50% effectiveness).
Level 4: Increase amount of change in village feelings per influence/murder/quest (both positive and negative).
Level 5: Increase alliance influence to 75% effectiveness when influencing for other orgs in revolts. Influencing for your own org will be 25% stronger.
As an example:
I have 9 points for my alliance. My options for leveling up are Military, Utility and Ideology. I put a point into Military and unlock bombard, leaving me with 8 points. I put a point into Ideology and unlock Weakening and have 7 points left. I invest 4 points into Military and unlock Herald, Experience, Domoths and Improved Bombard, leaving me with 3 points. My options to level up are now Utility and Ideology.
When an alliance dissolves or is renewed, these 9 points reset and can be reallocated. This means that you can try new and different combinations each time the alliance is renewed, or new alliances are formed.
Other alliance benefits
Other additions for the alliances include:
- Alliance channels (not clans):
- A combat channel, specifically for combat calling and so on.
- A general alliance channel for alliance chatter.
- Alliance logs (READLOG ALLIANCE)
- Enemy/Ally lists
- The purpose of alliances with respect to ally and enemy lists is that all alliance members will inherently be marked as allies, and everyone else will inherently be marked as enemies.
- Ally/Enemy lists will not be removed from the game, as they will still be used for Arenas, and manse door permissions, etc.
- There is no decision on what will happen with enemy/ally list expansion runes at this point in time, as it is still something that is being discussed. A formal decision on this will be made prior to the release of the Alliance system.
Alliances and the future
Alliances are the first big step to balancing conflict and combat. By adding avenues to influence and bombard on behalf of other alliance members and with the ability to count all online members within an alliance much easier than we can now, the options for balancing based on alliance numbers becomes much easier to do and much more accessible. This includes revisions on raids (such as altering smob health/damage based on attackers v defenders, for example) and dynamically shifting difficulty of other things like aetherflares and revolts based on the number of players in each alliance. The things I have mentioned here now may or may not happen, and I am not promising that they will, however they are just some examples of what could be done with this system.
We look forward to reading your feedback.