I had an idea about testing an Alliance game here. The twist will be that instead of factions will be houses, and yes, even sub-houses.
Spoiler for Provinces map:
Rules
Factions
The factions will be in form of TWC citizen houses. Any player from a house or sub-house can participate. If there are multiple citizens from a single house participating (example, 2 from Hader), then they must simply differentiate themselves enough, something along the lines of Ostro-Haders and Visi-Haders, or somthing like that for playing reasons.
Turns
Each turn is 24 or 48 hours (according to convenience of players) once the game starts. In each turn, a player will have options to engage in diplomacy, intrigue, and military actions.
On completion of every turn, players will accrue points either in form of wealth points or action points which they can spend after receiving them. Player have to state this before the completion of that turn. On getting the points, players can state how they want to use the points for the next turn. If a player doesn't post a move in time, he/she will lose the turn.
Factions and Creative License
Players can use creativity in terms of their factions in any way possible. Just ensure that it follows the ToS, and is not based on:
- Crime syndicates
- Terrorists groups
- Any group advocating any illegal activites
Expansion
Each turn, players can expand into other regions. If the region is not controlled by another player, you use points to take over that region. You can also use all your points types to take over different non-controlled regions.
For regions controlled by players, you will have to declare war and take their settlements piecemeal. This will make use of armies (which players need to track) which will fight battles and sieges as resolved by rolls.
Diplomacy
Players can engage in diplomacy with each other only and not inactive regions. Diplomacy can be done openly by posting a proposal to any player in your turn post, or by PMs by looping the GM (game moderator) in it.
The types of deals:
One way deal - a deal made for any specific task like an elimination a over powerful faction and similar stuff.
Alliance proper - an agreement between two players to support each other in the game. The time limit for the alliance can be or need not be specified in the alliance.
Coalition - large alliances which are more commonly called leagues or confederations. These alliances are of three or more players, who work together to achieve a common goal. There are no limits on how many large alliances there can be in the game, or how many players are in them, just that not everyone can be in the same coalitions. Players in such coalitions are suggested to coordinate plans via group PMs so others cannot read them.
Truce - peace offering between players to end a war.
Patronage - same as the client state where a player (faction will be henceforth call client state) can enter the protection of another player (faction called patron state). The patron state will get 25% of the points accrued each turn by the client state(s).
Satrpy - the most extreme form of client state, and usually advisable for players to use this only in extreme situation or the last ditch survival plan. Here a player's faction will enter into the protection of another by surrendering its regions (nominally, displayed in map) and 50% of its accrued points (the other 50% will keep going into player's reserve). The satrap faction will have no autonomy and will have to take all orders from the patron factions. Satraps can break for independence using their reserve points.
About declaring war, players can declare war on another players for any reason they want. But declaring war on an ally will cost action points for the player, and they would need to first annul the treaty and wait 2 turns before declaring war if they want to avoid it.
Points
Players can choose any of the available points type to accrue in a turn. These points, the player will have the liberty to use in the next turn. At the start of the game, players will have 3 points. Any new players that join after the start will get 2 points but are also protected from war or any actions by other players for 3 turns. The new players also cannot do the same to old players, but are advised to use the time to expand and get a sufficient base.
Points types in the game:
Weath points - used for recruiting troops, building fleets, and settling rebellions. Also can be used to buy off inactive regions and player factions alike.
Warrior points - can be spent in battle to tip the scales, or for giving extra movement to troops and fleets. Also use on inactive region expansion.
Diplomacy points - can be used for acquiring inactive regions, as well as against other players.
Intrigue points - useful for acquiring inactive regions as well as causing mischief for other players.
Points accrued per turn:
Please note that players can only choose any one pack per turn. Points are also influenced by the number of provinces a player controls not counting the capital province. The exact formula for this - Points + (Points * (Number of provices/25 * Points).
Champions of Curia - 1 wealth + 3 warrior + 1 diplomacy + 1 intrigue.
Consilium Magna - 1 wealth + 1 warrior + 3 diplomacy + 1 intrigue.
Den of Spies - 1 wealth + 1 warrior + 1 diplomacy + 3 intrigue.
Actions available with Points
As mentioned above, players can use their points for putting them in actions, to further their factions or to hinder others with much mischief.
Actions against inactive regions:
The points required are same for the regions. 2 points for region and 3 for the province capital. Also, players can use all the actions in one turn, but only on one region per action.
Local Corruption - take over a region by buying off the local governance.
Military Domination - take over a region by bullying them with armed might.
Suo Moto - take over a region by propounding concern and with the propoganda of their best interests.
Infiltration - take over a region by having your spies infiltrate and pave the way for a better government (yours).
Investing Points for your faction
Benign Wealth - spend wealth to bring down a rebelling region with the coin. The point requirement is same as above - 6 for province capital and 4 for other regions.
Mighty Force - spend wealth points to build forces. Explained in separate section.
Strongarm Tactics - spend military points to crush a rebellion with might of arms. The point requirement is same as above - 6 for province capital and 4 for other regions.
Glorius Arms - spend military points to instill the confidence of Alexandros in your armies. Invest in battles against other players to tip the scales. Maximum points that can be invested at any battle is 6.
Benign Neglect - spend dimplomatic points to appease a rebelling region for allowing local autonomy (for now). The point requirement is same as above - 6 for province capital and 4 for other regions.
Righteous Shield - spend diplomatic points to immune your faction against any negative diplomatic and wealth actions by other factions. The points that can be invested are - 5 points for 1 turn, 10 points for 3 turns.
Silent Blow - spend intrigue points to quell a rebellion by eliminating rebel leaders. The point requirement is same as above - 6 for province capital and 4 for other regions.
Nefarius Designs - spend intrigue points to immmune your faction against any negative military and intrigue actions by other factions. The points that can be invested are - 5 points for 1 turn, 10 points for 3 turns.
Investing Points for mischief
High Treason - incite another faction's region to rise in rebellion by spending wealth points - 6 for province capital and 4 for other regions.
Make Traitors - disband another faction's army or fleet with the coin. Although this is only possible if the army or fleet is near your borders. Wealth points required - 8 points for 50% desertion and 16 points for complete desertion.
Censure - spend 5 diplomatic points to hinder another faction to prevent them from taking any inactive regions for a turn.
Ostrakon - spend 10 diplomatic points to call a consensus of all player factions to take a collective action against a player. This is not final in any case but gives the ostrakoned player's allies an excuse to attack. The demand that can be put on ostrakon can be anything the player using it wants to.
Consilium Tactics - spend 5 intrigue points against another player to hinder them from accruing any points for a turn.
The Ban - spend 10 intrigue points to deprive another player of any points or action for a turn.
Banhammer - spend 15 points to deprive another player of any points or actions for 3 turns. This action breaks the shield action any player has enablled.
I quite like the idea, would there be a bonus if you had a sub-house which was linked to the main one, as apposed to going and creating your own unique one. Maybe extra income but a high risk of civil war or something
so you were saying here, "Any player from a house or sub-house can participate. If there are multiple citizens from a single house participating (example, 2 from Hader), then they must simply differentiate themselves enough, something along the lines of Ostro-Haders and Visi-Haders, or somthing like that for playing reasons."
would you get a bonus by becoming a house in the game that was linked to your house in twc , as apposed to just going off and creating your own unique house in game. Because the way I've read the rules is that you have the option to create your own house or make one that is linked your TWC house
Ah.. understood. It is the TWC houses. The example simply meant that if you were from house A and another person from your same house participated, then there must be sufficient (even superficial) distinction so both of you can play.