Conquerable

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===Conquerable===
Targets: AREAs
Parameters: (JOURNAL=""JOURNAL NAME"") (LAW=(TRUE/FALSE))

(OWNERSHIP=(TRUE/FALSE))

Examples: JOURNAL="The Conquest Times" LAW=FALSE OWNERSHIP=FALSE
Description: This behavior makes the area conquerable by clans using items put together using ClanCraft. See the general help on CONQUEST for more information on what this means and how it works. The JOURNAL entry, if given, will log conquest events to a journal of that name. The LAW entry is required in order to allow an area to be set up by conquering clans with a system of law. The OWNERSHIP entry is true if All private property is automatically signed over to the conquering clan, and false if it is left alone.


Area Considerations

Conquered areas can present unique complications to running a MUD, but also provides players an amazing level of control. Certain areas should be excluded from Conquerable behavior for the following reasons:

  • Starting Areas - Due to the introduction of new players into a MUD, starting areas should be tightly controlled by the game administrator. Having start areas conquerable creates a huge demand for controlling these areas (they would be great ClanExperience earners). Additionally, players controlling start areas could create an adverse introductory experience through inane laws, overpowered/overequiped mobs, or hiding access to specific mobs.
  • Capitol cities - at least one city on your MUD should not be conquerable, so that shopkeepers, questgivers, and trainers are available to the general public.
  • Highly scripted story areas - an area that a builder has a bunch of scripts on is not an ideal area for Conquerable. The owning clan may make these specialized areas unplayable for others.

Notes

  • An area with an ARREST behavior may not also have a CONQUERABLE behavior.
  • To assign it to a journal, make sure you have already created the item first and saved it to a room.
    • From the Command Line: CREATE GENJOURNAL, then modify the name to your desired name