| SUINEVERE Sega Saturn Hacks and Homebrew |
| SATURN LINK : MIDGAARD CONQUEST |
| CONQUEST | |
| One or more areas in the realm may be designated as conquerable by clans. To conquer an area, or even to discover if an area CAN be conquered, the clan must use the Clan Crafting skill to construct a clan Flag. The Flag must then be dropped into any room in the area. Doing so will tell you if the area is conquerable, who controls it if anyone, how many CONTROL POINTS are required to control the area, and how many control points any warring clans may presently have in the area. An area not currently controlled by any clan may freely be conquered. An area already controlled by a clan may only be conquered by a rival clan if that clan has properly declared War. The clan Flag is the most important item in Conquest. The Flag must be on the ground in order for any clan to score control points in an area, or to even maintain control once the area has been conquered. If there is not at least one Flag on the ground, a conquered area will revert to neutral status. Luckily, any resident citizens in the same room as a conquerer's flag will tend to guard the flag from thieves. Also, Flags can only be removed by a member of the clan whose flag it is, or by a rival clan after they have completely conquered and control the area. Once a flag has been laid down, the clan whose flag it is may LOOK at the flag at any time to see the status of their conquest; i.e. the number of control points they have scored, and how many they must score to complete the conquest. A control point is scored whenever a resident, intelligent, level-parity mob of that area killed, forced (via charm or other methods) to follow a member of the conquering clan, or (in the case of a Theocracy) converted to the faith. Control points awarded are equal to the level of the intelligent mob killed, charmed, or converted. Control points will also fade over time, to reflect a restoration of order in the area. If an area is already under the control of a clan, the resident mobs will resist invasion by rivals. Once an area is conquered, however, all resident mobs will instantly repudiate any previous controlling clan, drop any clan items they may be carrying, and swear allegiance to the conquering clan. At this point, any clan members who are designated as having conquerers privileges may ORDER any non-animal member of the area to do anything they like. Control points become irrelevant to the conquerers once conquest is complete. A number of days following the conquest of an area, the area will be in dispute as order is restored. During this period, no items left by vanquished clans can be retrieved. Once control is completely established, however, the controlling clan may clear out the previous clans items for experience. Clan members are unable to gain any experience points inside their own conquered areas. However, anyone else gaining experience in a clan controlled area automatically pays the clans tax on their experience gain. This makes controlling a large number of areas very lucrative for clans. A conquered area benefits greatly from items created using Clan Crafting. These items can be crafted by a designated Enchanter, given sufficient materials and clan experience. Aside from the direct benefit of putting the residents of a conquered area to work, clan crafted items in the hands of a conquered areas residents also makes those residents happy. Keeping such items in the hands of a sufficient number of especially higher level mobs will stave off spontaneous revolts, which become possible from time to time in a conquered area. During war, clan items can be captured for additional clan experience by rival clans who have properly declared war. The types and functions of clan items include: Book of the Laws - These must be constructed inside the area for which the book is intended. It will allow a properly privileged clan member to read and modify numerous aspects of law and order in the area, including the location of jails, the types of laws, and the duration of punishments. A Law Book must be read by clan member authorized to change law before the Guardbanner and Gavel below will begin working. Guardbanner - These can be given to mobs in a conquered area to designate them as deputys of the area, who are authorized to enforce laws and arrest lawbreakers. Judges Gavel - This can be given to a mob in a conquered area to designate him as the judge of the area, authorizing him to deal out punishments like parole, jail time, or death. Donation List - This item should be placed inside the official Donation Room for a clan. If this is done, the list will automatically grow to include every single addition and removal. Pamphlet - These can be given to mobs conquered by RIVAL clans to make them disloyal to the conquering clan. Pamphlets will have a tendency to spread over time. Pamphlet holders will also drop any rival clan items they have, which hurts control. Shop Apron - These can be given to mobs conquered by your clan, or to mobs permanently stationed at your clan home. They turn the mob into a shopkeeper, who will sell things in their shop inventory, and buy things as their coinage allows. They can be GIVEN things to sell by clan members in proper authority over them. They will not deal with clans with whom your clan is hostile or at war. Membership Card - These can be given to mobs conquered by your clan to make them utterly loyal to your clan. Mobs with membership cards will never accept Pamphlets, and will take them away if they are offered any. Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be given to mobs to make them work for the clan, performing the Common skill associated with the item. If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items. Firebuilders are especially good at this task, as they will carry wood they find to smiths and light the fires that the smiths need to shape the metals. Crafting items - Items such as the Tailors Needle and Potters Wheel can be given to mobs to make them craft items for the clan, performing the Common skill associated with the item. These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random. For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries. Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items. Executioners Scales - This item makes the mob a tenacious attacker of evil creatures and thieves. Assassins Eye - This item makes the mob a tenacious attacker of good creatures and paladins. Scavengers Sticker - This item makes the mob a scavenger, picking anything up they find on the ground. Tax Collectors Clipboard - This item makes the mob a collector of tax money from anyone who is not also a member of their clan. See also Clan Crafting. | |
| Also found as | CONQUER |
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