Rules update 2025
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We try to include a section after each update to explain the reasoning behind the change, as well as providing an in-character rationale for what has changed where appropriate. As ever, it is important to remember that the rationale is there purely to provide a way for characters to explain any changes, it's not an actual plot development. | We try to include a section after each update to explain the reasoning behind the change, as well as providing an in-character rationale for what has changed where appropriate. As ever, it is important to remember that the rationale is there purely to provide a way for characters to explain any changes, it's not an actual plot development. | ||
==Military Rituals== | |||
* '''We have updated the details of most rituals that affect armies, military units, and fleets in Empire''' | |||
* '''It is no longer possible to cast a ritual that gives an army a quality or a special order that it can take''' | |||
We have updated the details of most of the rituals in Empire that affect armies and navies. We've adjusted the game effects of enchantments, altering some of the durations, game effects and ritual magnitudes. The changes make the rituals more consistent with each other in terms of game effects and benefits and consistent with the individual capabilities of the realms. Crucally we have removed the ability of ritual magic to allow an army to take a unique order - those rituals now provide additional military strength in one form or another, but don't provide additional order options. | |||
We've added additional guidance to the wiki on what is possible with ritual magic to make it easier for players to create arcane projections that are likely to succeed. | |||
===Breakdown=== | |||
* '''Swords in the Noonday Sun has been changed to provide 1000 points for determining victory and casualties inflicted''' | |||
* '''Find the best Path has been changed to provide +1 speed and the magnitude reduced to 80''' | |||
* '''Bound by Common Cause has been changed to provide a reduction in the upkeep on an army by 20 thrones''' | |||
* '''Why Sulemaine Walked Away from the Baker now also provides a 10% reduction in all casualties suffered that season by the army''' | |||
* '''Footsteps of the Fallen has been removed''' | |||
* '''Host of Shadows, a ritual not in Imperial lore, now allows an army to benefit from the effects while using another order''' | |||
* '''Quickening Cold Meat provides 1000 points for determining victory and 3000 points for casualties inflicted, lasts one season and is magnitude 120''' | |||
* '''Loosen the Shackles provides 4000 points for casualties inflicted and is magnitude 120''' | |||
* '''Eyes of the Hills and Fire on the Water cannot currently be cast, we are still deciding how to address them''' | |||
===Reasoning=== | |||
Over a decade of play, the number of enchantments that can be cast on armies has grown considerably, with new rituals created by players alongside those introduced in plot lines. These rituals tended to vary significantly, with different magnitudes, durations and game effects. Having one or two rituals be noticeably better to the alternatives in terms of play balance and game effects means there are less meaningful choices for military magicians as they make their plans. | |||
Worse, there were a number of rituals introduced to the game during a period when the design team mistakenly decided that army enchantments that granted access to a quality or special order was a positive for the game. Having seen the effects of such rituals, it is clear that they were a mistake and should never have been introduced to the game, as their existence undermines the unique nature of each Imperial army. The fact that the [[the Brass Coast|Freeborn]] [[The_Brass_Coast_military_concerns#The_Fire_of_the_South|Fire of the South]] and the [[Navarr]] [[Navarr_military_concerns#The_Black_Thorns|Black Thorns]] can make a [[Army qualities#Fast|forced march]] from one side of the Empire to the other makes those armies distinctive and different, in a way that a ritual enchantment does not. | |||
Adjusting all the enchantments that target armies allows us to have a clean set of rituals that have all been constructed and designed at the same time and have a consistent approach to magnitude, game effect and play balance. Where possible, we've shifted existing rituals that used to allow a special order to be taken to provide a boost to the effectiveness of the army instead. Where that wasn't possible, we've removed two rituals from play. | |||
===IC Justification=== | |||
Imperial astronomers have attributed these changes to a rare conjunction of the [[Great Wyrm]] and the [[Mountain]]. The changes in these magics has been carefully checked and rechecked by the magicians of the Unfettered Mind as part of their ongoing research on rituals in Imperial lore that might have an eternal assurance underpinning them. | |||
==Must-avoid Policy== | ==Must-avoid Policy== |
Revision as of 17:05, 5 April 2025
Overview
Every year we carry out a review of some part of the game looking to see what we improve. This process of continuous review allows us to keep the game fresh and ensures we remain happy that we're running the very best game we can. We don't have many updates this year, but the ones we do have are important for the players who are affected. This page summarizes and explains the changes so that players can identify and understand the changes easily.
We try to include a section after each update to explain the reasoning behind the change, as well as providing an in-character rationale for what has changed where appropriate. As ever, it is important to remember that the rationale is there purely to provide a way for characters to explain any changes, it's not an actual plot development.
Military Rituals
- We have updated the details of most rituals that affect armies, military units, and fleets in Empire
- It is no longer possible to cast a ritual that gives an army a quality or a special order that it can take
We have updated the details of most of the rituals in Empire that affect armies and navies. We've adjusted the game effects of enchantments, altering some of the durations, game effects and ritual magnitudes. The changes make the rituals more consistent with each other in terms of game effects and benefits and consistent with the individual capabilities of the realms. Crucally we have removed the ability of ritual magic to allow an army to take a unique order - those rituals now provide additional military strength in one form or another, but don't provide additional order options.
We've added additional guidance to the wiki on what is possible with ritual magic to make it easier for players to create arcane projections that are likely to succeed.
Breakdown
- Swords in the Noonday Sun has been changed to provide 1000 points for determining victory and casualties inflicted
- Find the best Path has been changed to provide +1 speed and the magnitude reduced to 80
- Bound by Common Cause has been changed to provide a reduction in the upkeep on an army by 20 thrones
- Why Sulemaine Walked Away from the Baker now also provides a 10% reduction in all casualties suffered that season by the army
- Footsteps of the Fallen has been removed
- Host of Shadows, a ritual not in Imperial lore, now allows an army to benefit from the effects while using another order
- Quickening Cold Meat provides 1000 points for determining victory and 3000 points for casualties inflicted, lasts one season and is magnitude 120
- Loosen the Shackles provides 4000 points for casualties inflicted and is magnitude 120
- Eyes of the Hills and Fire on the Water cannot currently be cast, we are still deciding how to address them
Reasoning
Over a decade of play, the number of enchantments that can be cast on armies has grown considerably, with new rituals created by players alongside those introduced in plot lines. These rituals tended to vary significantly, with different magnitudes, durations and game effects. Having one or two rituals be noticeably better to the alternatives in terms of play balance and game effects means there are less meaningful choices for military magicians as they make their plans.
Worse, there were a number of rituals introduced to the game during a period when the design team mistakenly decided that army enchantments that granted access to a quality or special order was a positive for the game. Having seen the effects of such rituals, it is clear that they were a mistake and should never have been introduced to the game, as their existence undermines the unique nature of each Imperial army. The fact that the Freeborn Fire of the South and the Navarr Black Thorns can make a forced march from one side of the Empire to the other makes those armies distinctive and different, in a way that a ritual enchantment does not.
Adjusting all the enchantments that target armies allows us to have a clean set of rituals that have all been constructed and designed at the same time and have a consistent approach to magnitude, game effect and play balance. Where possible, we've shifted existing rituals that used to allow a special order to be taken to provide a boost to the effectiveness of the army instead. Where that wasn't possible, we've removed two rituals from play.
IC Justification
Imperial astronomers have attributed these changes to a rare conjunction of the Great Wyrm and the Mountain. The changes in these magics has been carefully checked and rechecked by the magicians of the Unfettered Mind as part of their ongoing research on rituals in Imperial lore that might have an eternal assurance underpinning them.
Must-avoid Policy
We have updated our must-avoid policy, to better define the in-character actions available to both parties. We have been having issues setting boundaries to limit contact in existing IC conflicts. The update makes it explicit that we will check if there are any ongoing IC conflicts, so that we can assess them and look at what additional restrictions are appropriate to limit physical contact in the future. Players under a must avoid can't initiate new conflicts with each other, but if characters have an ongoing competition for an in-character title, we want to know so that we can discuss how it must by managed by both parties for that to continue.
Military Units and Fleets
We have overhauled the way military units and fleets act in downtime. The focus has been on streamlining the actions that can be taken by a player with that resource, and how they interact with enchantment rituals. We've introduced several new actions that any military unit can take (such as mercenary work or seeking glory) as well as a small number of adventures available to specific nations or archetypes. These changes will take effect in the downtime following the Winter Solstice.
There are now six core types of action that can be undertaken - campaigning (primarily supporting an army or navy), guarding (usually defending a fortification), scouting (such as from a spy network), trading (with foreign ports), raiding (stealing loot from barbarians) and questing (going on adventures). Henceforth, any ritual that boosts a military unit or fleet will only benefit one type of action - but it will benefit every option for that action.
The main change to rituals has been to better define which action each ritual supports, and to remove rituals that supported multiple actions. Some magnitudes have shifted up or down as well. One of our goals has been to ensure that each ritual affects only one kind of action, and where possible to strengthen the themes of the individual realms as part of a wider update.
Military unit rituals affected include Merciless Wrath of the Reaver (supports raiding), Raise the Standard of War (supports campaigning), Clarion Call of Ivory and Dust (supports campaigning and has also gained an assurance), Shroud of Mist and Shadow (supports raiding, magnitude lowered), Clad in Golden Raiment (supports campaigning and the magnitude has increased to 6), Sharp Eyes of the Corsair (supports scouting), Lions of Phoenix Reach (supports campaigning), Carve the Crystal Guardian (supports campaigning), and Conclave of Trees and Shadow (supports scouting).
Fleet rituals affected include Blood and Salt (supports raiding), Winds of Fortune (supports trading), The Lure of Distant Shores (supports trading), Sular's Promise (supports trading), Golden Voyage (supports questing), Muffled Oar (supports scouting), and Piranhas Devour the Kraken (supports campaigning). The ritual Shroud of Rolling Fog, which is not in Imperial lore, has likewise been adjusted to support a single category of fleet action.
As well as rituals in Imperial Lore, there have also been changes to these Urizen lore rituals: Aspect of the Mountain, Peregrine and Ichimos, and Raise the Dragonsworn Cohort (all now explicitly support the guarding action), Unleash the Beasts Within (the magnitude has increased to 16, and the enchantment now supports the campaigning action).
These changes have also affected a few rituals that are not in either Imperial lore or Urizen lore. Specifically, Accoutrements of War (supports campaigning, no longer provides green iron), and Weaver at the Web (supports scouting actions).
We've also introduced a new ritual, Feast of Heroes, a Summer magic enchantment that supports military units taking a questing action.
As always, if your character has mastered a ritual that has changed you can email admin@profounddecisions.co.uk and we'll free up the mastered ritual slot for you.
Reasoning
The original options for military units and fleets have expanded considerably over time, with new options added to support fortifications, spy networks, navies and chances to take various different plot actions. There was a bewildering array of different types of action that military unit and fleets could take, and it was unclear how the different rituals interacted with the different options. Each time a plot presented a new option we had to list which rituals would benefit it.
The haphazard way the system had developed meant that there were also problems with some rituals providing benefits to a wider range of different types of action than others. There were also inconsistencies with the campaign metaphysics, with some rituals providing a benefit despite being from a realm that had little affiliation for those kind of effects.
By redesigning the system from the ground up, we can ensure better consistency between the various different rituals, and the realms. This improves the play balance of the various different rituals and makes it easier to communicate what options will be affected by what rituals.
IC Justification
The changes to the rituals are the result of an unusual conjunction of the Door and the Chalice.
Imperial Sodalities
We have completely rewritten the rules for Imperial Sodalities. Under the new rules, an Imperial sodality can be given the power to elect Imperial titles and to employ other legal powers if the Senate wishes. Because of the new political power that these sodalities can wield, to be a full member of the sodality will require an appropriate Autumn ritual - a Mark of Fellowship, which we have added to Imperial lore. In addition the sodality must have a clearly expressed legal purpose and a simple symbol or sigil that they can be recognised by. Each Imperial sodality will have an upkeep of four thrones a season.
Reasoning
Sodalities didn't exist when Empire was created - we created the idea to encapsulate things players were making in the game, but there was never any clearly designed framework to govern how they worked. The rules for how to make a sodality were crude and caused more problems than they solved because they hadn't been designed the ground up to work well with the other parts of the game.
One of the most significant problems was that the Imperial titles being created by the Senate that were associated with a sodality couldn't then be elected by the sodality. Part of this was because we had no way to tell who was a member of the sodality and the rest of the game had not been built to allow players to create new ways to elect new titles. So the Military Council were being asked to appoint titles they had no involvement with, simply because nobody could think of a better way to do it.
To resolve the situation we have gone back to the drawing board and written a set of completely new rules for Imperial sodalities that are designed from the ground up to make work in harmony with the rest of Empire. The Mark of Fellowship is essential to that rewrite - by constraining players to being members of a single sodality - we make the choice of which sodality to be part of a deeply significant one. That enables us to empower membership and allow it to be the basis for voting on Imperial titles and potentially utilising legal powers in the Imperial Senate wishes. Crucially the new rules represent a framework that players can use to create new structures in the game that can wield power in their own right in the game.
The new rules won't be a good fit for some existing sodalities. Those groups can continue to exist without anything changing for them. We've made the distinction of an "Imperial sodality" to underline that anyone can call their organisation a sodality if they wish - the new rules only apply to Imperial sodalities that have been approved by a successful Senate motion. If an existing sodality does want to be part of the new framework, then we'll do what we can to support the transition this year with appropriate administrative motions for the Imperial Senate.
The ability to limit who can join an Imperial sodality exists to allow our plot team to create a single specific sodality - it is very unlikely that any attempt to limit who can join an Imperial sodality would be approved under any other circumstance. This is part of the design of sodalities - the compromise of becoming an Imperial sodality is that you gain the potential for more political power and prominence, but you lose the ability to control the sodality and control who can join.
IC Justification
To assist and empower the Imperial Senate, the civil service have spent the winter period researching the historical records for the treatment of sodalities and similar groups in the years prior to the Emperor Nicovar. They have identified rules that were used extensively during this period but fell into disuse afterwards. They have dusted them off, and having checked with the Constitutional Court that such rules would still be compatible with the current understanding of the Constitution, they have presented them for use by the Senate should they wish to do so.