Staff Map Conquest Rules

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The Soothsayer

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MAP CONQUEST v3

Credit to Dak




The world of MEDIEVAL is divided into realms of varying sizes and splendour, referred to as FACTIONS. Factions may constitute many things, including nations, noble houses, holy orders, or any other organised group of people with common interests and goals. The rules of MAP CONQUEST offer the opportunity for MAJOR FACTIONS to opt for representation on the WORLD MAP, providing a framework to claim Territory, extend their influence, and engage in conflict and collaboration with other Factions across the realm of Gaia. While common Factions may be a wide range of entities, Factions taking part in Map Conquest must, at the very least, constitute some form of organization capable of effectively governing the Territory it controls.

Territory refers to the realm of influence and control a Faction has over the World Map. Provinces are the building blocks of Territories. Each Province represents a distinct cultural or geographical division of land. Factions expand by adding more Provinces to their Territory, whether through Annexation, Diplomacy, or Incursion. In this way, great powers may be birthed and eroded away by the actions of writers. Clusters of interconnected Provinces sharing cultural, historical, or geographical ties form Subregions, which in turn make up larger Regions across Gaia. These de jure divisions of the World Map often hold historical or cultural significance, and can become focal points of rivalry or cooperation between Factions, providing special titles, relics, or other boons when acquired.

Within the scope of Map Conquest, all Major Factions are organised into three broad Tiers:

  • DUCHY – Any Faction whose Territory spans fewer than five (5) adjacent Provinces. This Tier may represent entities such as, but not limited to: Duchies, Chiefdoms, City-States, Petty Kingdoms, and Principalities.

  • KINGDOM – Factions whose Territory spans five (5) or more adjacent Provinces. This Tier may represent entities such as, but not limited to: Kingdoms, Confederations, Grand Duchies, and Khanates.

  • EMPIRE – Factions whose Territory consists of two (2) or more adjacent Kingdoms or at least 10 adjacent Provinces. This highest Tier represents entities such as, but not limited to: Empires, Khaganates, Sultanates, and Tsardoms.

Participation in Map Conquest is not mandatory for Factions on MEDIEVAL. However, any Factions interested in taking part and staking their claim should create a Faction Page and submit it to the Map Updates thread for review, using the FACTION ADD template. When a Faction joins Map Conquest, it must select a single Province to act as its Capital. A Faction's Capital serves as its beating heart, acting as its seat of power and influence. If a Faction's Capital ever succumbs to conquest or loss, an additional adjacent Province is also rendered neutral, representing the profound impact of such a loss on the realm.

Outlined below are the various thread types that a Faction may partake in which contribute to the ever-evolving narratives of Map Conquest.






Table of Contents

  1. Annexations
  2. Concords
  3. Developments
    1. Provincial Defences
    2. Siege Weapons
    3. Move Capital
  4. Diplomacy
    1. Form Defensive Alliance
    2. Negotiate
    3. Vassalage
  5. Incursions






ANNEXATIONS

An Annexation thread allows a Faction to claim an unoccupied Province without interference from competing Factions. The following rules apply to Annexation threads:

  1. Initiation: Any Faction may declare an Annexation against an unoccupied Province that is adjacent to their Territory or within their coastal line of sight at any time. An Annexation thread must use the [ANNEX] tag, and the thread title must clearly indicate the targeted Province and Initiator Faction. Creative titles are encouraged, but clarity is required for approval.

  2. Participation: There is no minimum writer requirement. Annexations may be written solo or collaboratively. Members from other Factions may participate if it makes sense narratively and is approved by the Initiator Faction. The story should remain focused on the claiming Faction's presence and actions.

  3. Completion: Annexations are approved based on narrative completion, not post count. A thread should clearly show the Faction arriving, establishing control, and securing the Province in a believable way. Short, meaningful threads are preferred over long, padded ones. Abandoned or low-effort threads may be denied. Once complete, Faction Staff may submit it to Map Updates.

    NOTE: If two Factions complete an Annexation for the same Province within a short window, an Incursion may be triggered to resolve control. Staff will determine this based on timing and narrative overlap rather than strict timestamps.

  4. Frequency: A Faction can submit a maximum of three (3) Annexations per calendar month, but excessive or low-effort claims may be denied. Focus on quality over quantity.






CONCORDS

A Concord thread allows two (2) or more Major Factions to write in a single thread to each claim an unoccupied Province without interference from competing Factions. The following rules apply to Concord threads:

  1. Initiation: Major Factions may declare a Concord against unoccupied Provinces adjacent to their Territory or within coastal reach. The thread must use the [CONCORD] tag and clearly list involved Factions and targeted Provinces.

  2. Participation: At least two Factions are required. There is no writer minimum. Concords should feel like shared story arcs, not coordinated grinding. Other participants may join if invited and it enhances the narrative.

  3. Completion: Concords are judged on cohesive storytelling and meaningful interaction between Factions, not post totals. Each Province claimed should be represented through narrative presence and outcome. Once complete, each Major Faction may submit the thread to Map Updates.

  4. Frequency: A Faction can submit only one (1) Concord per calendar month.






DIPLOMACY

Diplomacy threads focus on relationships, agreements, and political maneuvering, with benefits tied to narrative weight.

  • MILITARY or DEFENSIVE ALLIANCE: Alliances provide narrative and mechanical advantages in Incursions when they are well-established in play. These pacts allow other Major Factions to join an incursion as an ally to attack or defend another Major Faction.
  • NEGOTIATION: Factions may exchange or cede Provinces through story-driven agreements. These should feel like actual negotiations, not transactional posts. Major Factions cannot transfer their capital provinces to another faction.

  • VASSALAGE: Vassal relationships between two Major Factions are formed through mutual agreement and roleplay. Vassals retain autonomy but may require Liege approval for major military actions or alliances. The strength of the relationship is determined through continued interaction, not a single thread. While Vassals can initiate Annexations of Provinces to expand their territory, they cannot launch Incursion threads without obtaining their Liege's approval. The advantage of Vassalage lies in the Liege's commitment to defending the Vassal, and the Liege's ability to count the Vassal's Territory as part of their own Territory when fulfilling the requirements for KINGDOM or EMPIRE claims.

    Vassalage threads are one of the few mechanical threads that can be utilized between Major and Minor factions if desired. Allowing Minor Factions to appear on the WORLD MAP where normally they would not.

The following rules apply to Diplomacy threads:

  1. Initiation: Any Faction may initiate a Diplomacy thread using the [DIPLOMACY] tag. The involved Factions and purpose (alliance, negotiation, vassalage, etc.) must be clearly stated in the title or opening post.

  2. Completion: Diplomacy threads require a complete and coherent interaction, not a fixed number of posts. Agreements must be clearly established in-character. Staff may review for clarity and effort before approval.

  3. Frequency: Unlimited, but should be meaningful and story-driven.



 
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DEVELOPMENT

Development threads represent building, acquiring, or establishing influence, with emphasis on narrative importance rather than inflated requirements.
  • ACQUISITION: Obtaining restricted materials, items, and technologies that require a Development thread. This category allows Individuals and Factions to acquire valuable resources and assets through various means.

  • CREATION: The construction of Provincial Defences and Siege Weapons, as well as for the submission of Annals creations that require a Development thread. This category allows Individuals and Factions to utilise their skills, resources, and creativity to build structures, weapons, tools, or other items that contribute to their strength and influence.

  • ESTABLISHMENT: The inauguration of new KINGDOM and EMPIRE titles, various Edicts and Decrees, and religious influence. This category involves actions related to the establishment of new political, social, or religious entities, allowing Individuals and Factions to assert their authority, move their capitals, and enact new policies.

The following rules apply to Development threads:
  1. Initiation: Any Individual or Faction may initiate a Development thread using appropriate tags. The purpose must be clearly stated.

  2. Completion: Development is approved based on scope and narrative depth, not stacked post requirements. Large-scale projects (fortifications, capitals, major assets) require more substantial storytelling, while smaller developments require less. Avoid combining systems purely to inflate requirements.

  3. Frequency: An Individual or Faction may submit any number of Development threads per calendar month.


Provincial Defences
Strong defences stand as a paramount aspect of safeguarding your realm. Factions may choose to take various approaches to improve the defensibility of their Provinces, from building defensive structures to establishing frequent patrols and safe supply routes. Provincial Defences offer enhanced protection against Incursions, providing advantages to defending Factions who have made an effort to fortify their lands from intrusion.

  • Defences are earned through dedicated narrative effort, not extreme post counts.
    • Tier 1–2: Small fortifications, patrols, early defenses (short to moderate threads)
    • Tier 3–4: Castles, strongholds (multi-thread or larger arcs)
    • Tier 5: Legendary defenses (major story investment)
  • Bonuses scale as before, but are granted based on credibility of construction and effort shown, not rigid numbers.





Siege Weapons

  • Tier 1 Siege Weapon
    • +1 to final Incursion Score for the Initiator Faction (short to moderate threads)
  • Tier 2 Siege Weapon
    • +2 to final Incursion Score for the Initiator Faction (multi-thread or larger arcs)
  • Tier 3 Siege Weapon
    • +3 to final Incursion Score for the Initiator Faction (major story investment)


Move Capital

Moving a Capital requires a significant narrative arc, showing relocation, political impact, and establishment.





INCURSIONS

Incursions represent major conflicts between Factions and are designed to be engaging story events, not endurance contests. These threads involve Player vs. Player (PvP) writing detailing the struggle between members of the attacking (Initiator) Faction and the defending (Target) Faction. The following rules apply to Incursion threads:

  • Initiation: Factions may declare an Incursion with notice using the required template. The thread must clearly identify both sides and the targeted Province(s).
    A Vassal must receive the approval of their Liege via an approved Diplomacy thread submitted to Map Updates in order to launch an Incursion against another Faction.

  • Participation: A minimum presence from both sides is expected, but flexibility is allowed. The goal is active engagement, not meeting strict quotas. Individual allies may join if it enhances the story, but multiple ally faction members cannot join unless a alliance has been formed in-character via Diplomacy.

  • Completion: Incursions are resolved through a combination of:
    • narrative contribution
    • engagement from both sides
    • and dice rolls (where applicable)

      Threads should reach a natural narrative conclusion, not drag to meet post counts. Staff may end Incursions that stall or lose momentum. Incursion daily dice rolls automatically conclude after two (2) weeks, or if both the Target & Initiator Factions agree that the narrative is complete. Once an Incursion has been completed and judged, the final result will be announced and, if successful, Major Faction Staff from the Initiator Faction may then submit the Incursion to the Map Updates thread.
  • Judging: The outcome of an Incursion thread is determined by narrative weight, consistency, effort, and dice rolls. Poor behavior (spamming, stalling, low-effort posting) will result in penalties. Mutual agreements between Factions are encouraged and can override dice systems if both parties agree.

    The outcome of an Incursion thread is determined by the total result of three (3) D10 rolls made by both the Initiator & Target Factions, DAILY, with the highest total Incursion Score resulting in victory for the day. Over the course of two (2) weeks, these dice rolls will be tallied up for a final score between attacker and defenders. The final verdict of an Incursion is always determined by an unbiased judge – members of the MEDIEVAL Staff Team appointed to oversee the Incursion before it is launched. Upon completion of the thread, the Incursion Judges consider the total of the Incursion Rolls made daily to finalize the Incursion Score and judges narrative weight, consistency, and effort. Inappropriate behaviour from any Faction participating in the Incursion, such as spamming, stalling, bullying, or other unsportsmanlike conduct, will result in immediate disqualification. Both Initiator and Target Factions are responsible for the conduct of their Allies.

    NOTE: If the Faction Staff of both Factions agree, Incursions can be resolved through mutual agreement. This bypasses the utilization of Incursion Scores and the necessity of Incursion Judges, allowing the Factions involved to determine the outcome of their narrative. Factions are required to inform Site Staff of their decision to forgo Incursion Scores and Incursion Judges when declaring their Incursion. Should disagreements arise during the course of the Incursion thread, Site Staff may intervene by appointing an Incursion Judge to determine the final result.


  • Result: Following the completion and judgement of an Incursion, the results are as follows:


    Initiator Faction Wins:

  • The Initiator Faction may choose to OCCUPY the targeted Province, adding it to their own Territory.
  • The Initiator Faction may choose to SACK the targeted Province, rendering it unoccupied. Additionally, the Initiator Faction may strip the targeted Province of up to two (2) tiers of its Provincial Defences. These removed tiers can then be added to any Province(s) within the Initiator Faction's Territory, up to a maximum of Tier 3, by submitting a ten (10) post Development thread to the Map Updates thread.
  • The Initiator Faction may choose to RAZE the targeted Province, rendering it unoccupied and ineligible to be targeted for an Annexation for a period of sixty (60) calendar days.


    Target Faction Wins:

  • The Target Faction retains ownership of the targeted Province, and the Province cannot be the target of another Incursion thread for thirty (30) calendar days.

  • Frequency: A Faction can launch only one (1) Incursion thread per calendar month. However, a Faction with EMPIRE status can launch a total of two (2) Incursions per calendar month.
 
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