Search the Community

Showing results for tags 'diplomacy'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Game News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 3 results

  1. Going back quite a few years there was a period when kingdoms could ally. Restore the ability for kings to forge alliances with other kings. Allying(or vasaling) with a Default kingdom should give you access to use their home server. In the event of a breaking of alliance, the deed holder can convert immediately or disband for a full refund. (I recommend 1-2 week cool down between creation and breaking of alliances). (Fleeting thought) Land held by a kingdom should have some effect on alliance to "limit" big kingdoms allying everyone. Instead they can vassalise. Why it was removed It was originally a BL and MR alliance, I know this because I negotiated the alliance. It was the found to be to strong due to 2 factors. 1. Bl and Wl priests working together. This is no longer an issue as all spells are spread out via player made god's. 2. There was only 3 kingdoms, even though at the time JK where beyond on top with their set up. The alliance immediately turned the fight around due to sheer volume of player and as such they had no one else to ally. PMK changed this by allowing potentially near limitless number of kingdoms. Other good reasons why: -Reinventing diplomacy in wurm, add in a mechanic to allow players to straight up band together against stronger or weaker foes. We have all had and heard of kingdoms working together or calling in a back door etc. This can offer a diverse and shifting landscape of alliances. -insentive to make a pmk as you are not alone, you can forge alliances (added bonus of the money sink/gold purchase increases). The biggest weaknesses to a pmk is you have no home server, you are alone and can be destroy. This offers more opportunities to survive. -wider use of the PvP maps via creation of new PMKs. -A better community. With alliance in place strong friends can form, diplomatic relations become something to consider. The effect of action may be more than words but the end of your kingdom. Discuss and scrutinize.
  2. Extend the diplomatic system of Wurm unlimited pvp. Add Alliances and vassalizations. Simply think it would be a cool mod. pls b0ss thx
  3. It may be my memory playing tricks on me; however, I do recall the various politics during Wurm's beta to be a bit more mercurial, more backstabbing. The variety nowadays feels like its lacking... something. Do you feel this as well, and if so, what do you believe is needed? On the other hand, I may have simply grown accustomed to the point where it seems to be lacking.