Moebius Territory

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Land in medieval times is very important to rulers for a number of reasons. War strategy, economic development, and politicking are the most prevalent. In MC, the vast majority of what's possible factors around territory and how its used.

Contents

Geographical Features

Land falls under the following geographical types:

  • Grassland
  • Steppe
  • Desert
  • Hill country
  • Mountainous
  • Riverbank
  • Jungle
  • Taiga
  • Tundra

Mystical Emanations

Every plot of land has a natural level of magic permeating through it, and the perceived level of magic is dependent on the culture observing it. This is a numerical value that changes pseudo-continuously as one travels the landscape. The classification breaks down as follows.

  • Banal (-100 - 0)
    • In banal locations, most kinds of magic becomes more difficult. Of course, depending upon one's cultural perspective, one man's banality is another man's manna, and thus one or two cultural types may be significantly enhanced by the local emanations (typically receive bonuses equivalent to the Serene/Spooky level).
  • Mundane (0 - 100)
    • Mundane localities form the baseline of the world. No particular type of magic in enhanced or inhibited, but if emanations are present, they grossly aid all magic.
  • Serene/Spooky (100 - 300)
    • At this level, locations begin to favor one cultural perspective over all others. Others are still enhanced, but the favored viewpoint is undeniably stronger here than any other. (Non-favored cultures receive flat 100-level bonus.)
  • Mystical (300 - 600)
    • Truly powerful magic can be practiced here with little worry of dangerous results. Again, however, a single culture is favored, but practitioners of these schools of magic can cast their spells without much worry of dangerous effects. A region this naturally powerful is best used for research and study rather than tactical or strategic warfare. (Non-favored cultures receive flat 200-level bonus.)
  • Awe-Inspiring (600 - 1000)
    • Extremely rare locations, if a man doesn't not share the favored viewpoint, even setting foot here may dampen the natural magic that flows from these places of power. (Non-favored cultures receive flat 300-level bonus, though if occupied for too long, the magical level will reduce down to 500, placing it in the Mystical category.)
  • Legendary (1000 - 1500)
    • Legends say there are only one or two such locations per continent, and some may even be in the middle of the oceans. Legendary locations again favor a single viewpoint, but being occupied by people with an opposing culture does not diminish its power. Legendary locales are just too powerful to be phased by local belief. (Non-favored cultures receive flat 500-level bonus.)

Acquisition

There are two main ways to acquire new territory. One involves conquering the nearby wilderness, and the other involves conquering it from neighboring nations.

Conquest From Wilderness

At any time, a nation's ruler (and only the ruler) may requisition a battalion (or more) of soldiers from a nearby political region to conquest in the nearby wilderness. Such conquest takes 2 hours of real time, and the number and training of those sent determine how much land is acquired (and potentially in what state).

Land type is randomized, weighted by the nearby land. For example, if soldiers are conquering near mountains, grassland is unlikely, and hill-country or more mountains or favorable. Thus it is likely for kingdoms to have large amounts of few geographical types.

Additionally, mystical emanations are randomized again depending upon the nearby civilized lands. If a nation has few regions of high magical ratings, it is more likely that its conquest will result in highly magical land. Ratings of conquered land rank anywhere from Mundane to Awe-Inspiring. Banal and Legendary rankings can only be unlocked by completing (or failing) certain rare quests.

If a plot of land is of the Mystical level or higher, additional to its geographic type it has a magical feature. The preferred cultural viewpoint determines what kind of magical feature can reside there, but this again is randomized.

Examples:

  • Great Library Ruins
  • Glade

Conquest From Neighbor

Conquering land from a neighboring kingdom captures it exactly as it is (potentially with its human-produced structures partially destroyed). There is no randomization process, so with proper reconnaissance, the ruler knows exactly what he is getting.

However, land does not "magically" move from one kingdom to another. It stays exactly where it is, abutting its former ruling nation, with no buffer wilderness between, and potentially wilderness between it and its recent conquerors. (For ways to connect it with its new ruler's homeland, see below.)

Neighboring Land

When a new kingdom forms in the game, it forms from the wilderness between existing kingdoms, or at the edge of the known world. Thus the kingdom is surrounding entirely by "uncivilized wilderness," which forms a buffer between it and other kingdoms. No matter how much land is conquered in the usual way from this wilderness, it will never forcibly connect two kingdoms.

If kingdoms wish to bridge the wilderness and form a safe route between each other, they must enter into a specific kind of economic treaty (see below). Under this treaty, each side requisitions a number of troops to conquer "remaining" wilderness and guard road builders until

Land Use

After acquisition, there are many things that one can do with land. The overarching categories are cross-cultural, however the specific implementation (and gains and losses) are culture-specific.

Categories:

  • Resource Acquisition
  • Habitation
  • Cultural Sanctification

Additional to their uses, plots of land have some attributes that may be controlled directly by the ruler.

Controllable Attributes:

  • Road
  • Accessible Water
    • Clean Water
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