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Category:Alliances

From Rise: The Vieneo Province

Revision as of 22:47, 26 March 2007 by reskin (talk | contribs) (New page: ===Alignment vs. Alliances=== Alignment is the association between your player and another player. This is "neutral" by default and can also be set to "enemy" and "ally". A "partne...)
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Alignment vs. Alliances

  Alignment is the association between your player and another player.  This
  is "neutral" by default and can also be set to "enemy" and "ally".  A "partner"
  is a special relationship that would be aligned closer than just an "ally".
  Alliances are a general term that is inclusive of corporations, nations, and
  labor unions.  Benefits vary depending on the alliance but all alliances share
  the following capabilities...
 
  1] There is always one head of the alliance.  This starts as the player who
     created the alliance.  If that player "gives up their chair" the control
     goes to the most senior member of the alliance based on the date they
     joined.  If there are no other players in the alliance, the alliance is
     dissolved.
  2] Alignment with other players is based on the associations established by
     head of the alliance.  This is with the exception that the alliance head
     can not override the ally/partner relationship.  (ie. If the alliance head
     chooses a alliance member to be a partner, that does not mean that you will
     treat that player as a partner or vice versa)
  3] Assesments (referred to as dues or taxes depending on the type of
     organization) ensure that the alliance has funding.  These assesments are
     deducted automatically from every income transaction (when you sell goods
     or services to another player).  Redistribution of the funds collected can
     also occur (as in profit-sharing groups) and is handled on a daily basis.
     The respective percentages for these are posted in your "profile" on the
     Client Application and are adjustable at any time by the alliance head.
  Alliances can use funding to help give new players a jumpstart for their
  allegiance.  These funds can also be used to organize offensive and defensive
  goals of the alliance.  Alliances can offer protection from powerful players.
  Alliances can be run as democracies or dictatorships, capitalist or communist
  societies... it all depends on the leader and the style of taxation and
  redistribution.  They can be economic or militarily driven so ask questions
  and help keep your leaders accountable.