Star Wars Roleplay: Chaos

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Staff Mandate Update: Eternal Fleet

15. Eternal Fleet
"You can't go back and change the beginning, but you can start where you are and change the ending." -Unknown
  • Strength: Each time this Major Faction submits a Map Update, the Major Faction Owner may opt to move it's Major Faction Capital Hex up to two hexes away from its original starting position. If the target hex is owned by another Major Faction, unless it is the opposing Major Faction's Capital Hex, this Major Faction nullifies that hex then gains it.
  • Strength: Whenever this Major Faction moves its Major Faction Capital Hex, it gains all hexes not adjacent to it's Major Faction Capital Hex that do not belong to another Major Faction's influence cloud.
  • Strength: There is no limit on how many Invasions this Major Faction may simultaneously initiate.
  • Weakness: This Major Faction may not exceed more than 7 hexes, to include its Major Faction Capital Hex. If any event supercedes this due to another mandate, the Major Faction may not gain more hexes until it has fewer than 7.
  • Weakness: Whenever this Major Faction moves its Major Faction Capital Hex, it loses all hexes not adjacent to it's Major Faction Capital Hex.
  • Weakness: This Major Faction may only initiate Invasions on hexes adjacent to it's Major Faction Capital Hex.
Mandates
New Eternal Fleet:

15. Eternal Fleet

"You can't go back and change the beginning, but you can start where you are and change the ending." -Unknown
  • Strength: This Major Faction can submit any PVE thread to Map Updates. Rather than gain territory, the Major Faction Owner may instead move its Major Faction Capital Hex to a neutral hex up to two hexes away from its current Capital Hex.
  • Strength: Whenever this Major Faction moves its Major Faction Capital Hex, it gains all neutral hexes adjacent to its Major Faction Capital that do not belong to another Major Faction's influence cloud.
  • Strength: Once every 30 days, this Major Faction may move its Major Faction Capital Hex to any neutral hex on the map without requiring a Diplomacy Thread.
  • Strength: There is no limit to how many Invasions this Major Faction may simultaneously initiate.
  • Weakness: This Major Faction may not control more than 7 total hexes, including its Major Faction Capital Hex.
  • Weakness: Whenever this Major Faction moves its Major Faction Capital Hex, it loses all hexes not adjacent to its Major Faction Capital Hex.
  • Weakness: This Major Faction may only initiate Invasions against hexes adjacent to its Major Faction Capital Hex.

Reasoning:

It was wonky as hell and didn't fall in line with any of our current mandates, plus, it was incredibly broken. It's still a little wordy, but this is much more streamlined with added mobility. Per the Major Faction Rules, anyone with this mandate is still limited to submitting four PVE threads every calendar month. No, it can no longer slowly cleave through opposing major faction clouds unimpeded.

The loop is fairly simple:

Step One:
Submit PVE Thread to the Map
Step Two: Move Capital - This causes the faction to lose all hexes adjacent to the capital, which also cuts off any distant connected territory.
Step Three: Gain the neutral adjacent hexes surrounding the capital, up to seven total for the cloud.
Step Four: Once the capital is adjacent to another Major, the faction can launch invasions on those hexes. Even if it was adjacent to two separate factions...Or they can start over with Step One and just keep bouncing around by moving two hexes, or they can choose to pack up completely and drop off somewhere else once every thirty days.

As always - If any Major wants to switch to this mandate, they are welcome to do so now.
 

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