Son of Triam
I will first preface this by saying that I acknowledge and recognize that site staff is not currently interested in playing around with the mandates due to their relatively recent complete overhaul, however, I had an idea that I thought was worth entertaining anyway. So here it is:
Imagine a faction that is all about the destabilization of other governments, or a faction with a specific enemy that they need to weaken from within first before they can reasonable invade. This is the general theme of the mandate, causing an enemy to lose sight of a part of its identity through funded insurrection. My inspiration for this stems directly from the Mandate Relentless Horde:
I will add the disclaimer that I have no personal grievances or stakes in The Brotherhood of the Maw, their choice in Mandates, GA, TSE, or anyone involved therein and adjacent. I will, however, be using them as an example due to their unique status of being the first to create the situation I find disagreeable under the new rule set.
To me, there isn't an answer to the Mandate at all, and not because of its strengths but because of its "weakness". Personally, I can't think of any reason why moving capitals could be prevented IC, and have come to begrudgingly accept that its just going to be a part of the game. As an outside observer, the power of the mandate is already readily apparent of how powerful it is before the Brotherhood of the Maw has even gotten a chance to invade anyone. Simply by adopting it they have completely changed the game across the map in an unprecedented manner, preventing TSE from moving their capital and putting them in serious threat of losing a majority of their territory due to their capitals current placement.
Red = Currently being Judged invaded territory
Yellow = At risk territory in the event of TSE loss/GA victory
Perhaps without even really intending to.
Yellow= Indicates distance between factions affected
The only thing that can be done about this Mandate, is to either 1) not need to move your capital, like my own faction and several others, or 2) kindly ask them to not use it, and if they say no, tough cookies.
This seems like a grave imbalance, and while I don't think it should have been introduced, now that it has been I don't think it aught to be "nerfed". Instead, I think there needs to be a reasonable introduction of a game mechanic that addresses this perceived issue, that still requires work to accomplish. Ergo, the ability to unilaterally void Mandates via successful invasions presents the perfect opportunity to add a significant layer of strategy to the map game and bringing the Mandates back down to relatively equal-par, or at least ensure that no Mandate isn't without a complementary answer.
Thank you for the time reading this, I hope this sparks a useful discussion. Further suggestions welcomed.
Insurrection Campaign
"Insurrection is an art, and like all arts has its own laws." -Leon Trotsky
Strength: When this faction invades, in lieu of taking hexes it can choose to remove the defending factions mandate, and prevent it from choosing a new one for 60 days upon victory.
Imagine a faction that is all about the destabilization of other governments, or a faction with a specific enemy that they need to weaken from within first before they can reasonable invade. This is the general theme of the mandate, causing an enemy to lose sight of a part of its identity through funded insurrection. My inspiration for this stems directly from the Mandate Relentless Horde:
Relentless Horde
"If you had not committed such great sins, God would not have set a punishment like me upon you." -Genghis Khan
Strength: This Major Faction may invade two different Major Factions simultaneously.
Strength: This Major Faction may submit a completed Invasion thread as a Dominion to the Map Update thread to claim an unrelated hex.
Weakness: At any point while this Mandate is active, Major Factions on the map may not move or change their Capital Planets.
I will add the disclaimer that I have no personal grievances or stakes in The Brotherhood of the Maw, their choice in Mandates, GA, TSE, or anyone involved therein and adjacent. I will, however, be using them as an example due to their unique status of being the first to create the situation I find disagreeable under the new rule set.
To me, there isn't an answer to the Mandate at all, and not because of its strengths but because of its "weakness". Personally, I can't think of any reason why moving capitals could be prevented IC, and have come to begrudgingly accept that its just going to be a part of the game. As an outside observer, the power of the mandate is already readily apparent of how powerful it is before the Brotherhood of the Maw has even gotten a chance to invade anyone. Simply by adopting it they have completely changed the game across the map in an unprecedented manner, preventing TSE from moving their capital and putting them in serious threat of losing a majority of their territory due to their capitals current placement.
Red = Currently being Judged invaded territory
Yellow = At risk territory in the event of TSE loss/GA victory
Perhaps without even really intending to.
Yellow= Indicates distance between factions affected
The only thing that can be done about this Mandate, is to either 1) not need to move your capital, like my own faction and several others, or 2) kindly ask them to not use it, and if they say no, tough cookies.
This seems like a grave imbalance, and while I don't think it should have been introduced, now that it has been I don't think it aught to be "nerfed". Instead, I think there needs to be a reasonable introduction of a game mechanic that addresses this perceived issue, that still requires work to accomplish. Ergo, the ability to unilaterally void Mandates via successful invasions presents the perfect opportunity to add a significant layer of strategy to the map game and bringing the Mandates back down to relatively equal-par, or at least ensure that no Mandate isn't without a complementary answer.
Thank you for the time reading this, I hope this sparks a useful discussion. Further suggestions welcomed.