232 Historical Plot - Yellow Turban Uprising!(2/2)
"The system announcement of the entire China region on February 5, 184: The historical plot of the Yellow Turban Uprising was triggered, and the system was updated as follows.
1. Rising up.
Any force that is dissatisfied with the rule of the Eastern Han court can rise up - any village that rises up will automatically be an enemy of the Eastern Han court camp.
Restriction requirements: The following four forces must be the following - villages, wandering legions, rebel legions, and rebel army, and they have the power to rise up.
After the player's power rises, he can support Zhang Jiao, Yi tribe, bandits or other NPC rebel forces, or he can be completely independent and the administrative power is completely independent. The power that rises up has the following authority: seize control of the village (village, town, city) of other forces and obtain ownership of the villages of other forces.
(Detailed description: From now on, the destroyed villages will no longer be automatically abandoned, but will be annexed. If the buildings in the village are destroyed by 50% and the NPC loss is more than 50%, the village will automatically drop to one level. All the abandoned villages before will become the villages of the Yellow Turban heroes, and the Yellow Turban soldiers will be continuously blasted (this village can be occupied by players again).)
2. Declare war power
Any village, legion, or other player organization recognized by the system has the right to declare war.
[War State] - One side activates the declaration of war function, the other side will automatically respond to the battle, and both sides will automatically enter the war state. In the war state, the dead player will 70% of the equipment, lose 4% of the experience, and the surviving player will gain 1% of the experience of the killed player. The defeated leader reduces his prestige by 10%, and the winning leader will obtain 10% of the reputation of the opponent.
One party surrenders voluntarily and signs a surrender agreement with the other party. Or the two parties sign a peace agreement, the state of war can only be terminated.
3. Diplomacy.
Neutral - Friendliness +10~-10, normal communication. Players fight each other, the dead party will rush 10% of the equipment, lose 1% of the experience, and the surviving party will gain 0% of the experience.
Maliciousness - Friendship - 10~-49, restricting transactions. Restricting signing of various agreements, negotiations must be contacted by third parties. The dead party blew 20% of the equipment, lost 2% of the experience, and the surviving party gained 0% of the experience.
Friendship - Friendship degree +10~+49, frequent exchanges. All kinds of agreements are allowed. Players fight each other, the dead party will rush 10% of the equipment, lose 0% of the experience, and the surviving party will gain 0% of the experience.
Enemy camp - Friendship degree - 50~-99, severing communication, interruption of post stations, no communication, and most agreements cannot be signed. Contact must be carried out through a third party. The dead party rushes 40% of the equipment, loses 4% of the experience, and the surviving party obtains 1% of the experience of the other party.
Alliance - Friendship degree +50~+99, unlimited signing of an agreement, a joint defense agreement can be concluded - one side is attacked, the alliance automatically declares war on the enemy {careful signing}. The dead party does not violent equipment, does not lose experience, and the surviving party does not gain experience. (Alliance players fight, only consume blood value, consume equipment durability, and are weak for 12 hours after death, without other losses.)
4. Friendliness.
Increase friendship: send envoys to friendly exchanges with each other by 0.01 points/time, summit meeting + 0.1 points/time, signing various cooperation treaties to increase by 1 point/time, total amount of aid items n/m, increase or decrease by 1 point/time when winning or failing in joint battles.
Reduce friendship: Negotiation collapses - 0.2 points/time, tear up the agreement - 3 points/time, declare war - 2/time, kill the opponent's head 2 points/time, kill the opponent's official npc personnel np/character weight, kill the opponent's npc personnel np/character weight, kill the opponent's merchant group (not a single player) 0.1 points/time. Kill ordinary village players, ordinary legion members, etc.
The village chief’s subordinate NPC establishes villages, and directly is in an alliance agreement state, and automatically changes the camps as the village. Villages in hostile camps are directly in hostile state. For example, villages in court camps and villages in Zhangjiao camps are automatically 50 friendly and are enemy camps. Villages in neutral camps are automatically neutral. Friendship can be increased/decreased through various channels to improve/deteriorate relationships between the two sides.
Entering a state of war, all normal agreements will end immediately."
......
As soon as the system update announcement was released, the whole world was shocked.
The player is finally given the power to rise up, which is not just as simple as fighting against hostile villages. The power to rise up is almost the same as establishing itself as a "monarch" and allowing control of other players' villages.
In the past, after defeating the other party, he could only destroy the other party's village, destroy the village jade, and abandon the other party's village. Now there is one more choice, which is to seize the ownership of the other party's village.
Careful players may notice one thing - that is, from now on, all villages will no longer be abandoned, but will be annexed. The abandoned villages before will become the villages of the Yellow Turban heroes, and the Yellow Turban soldiers will be continuously blasted (this village can be occupied by players again).
The emergence of this rule has greatly affected the power structure in the game.
Chapter completed!