Paths to Victory

The Basics

Feudums will provide its players a diversified gaming experience: you can play MMO ranked game sessions (hosted on unique maps and running with different settings), and after the main MMO version has been released, we’ll also deliver single- and traditional multiplayer experiences (customized worlds for battling AIs, running single-player or co-op scenarios, or simply holding a private, quick multiplayer game session for your own friends). So you’ll have some options.

Every Feudums game will have a set maximum length and will have at least one winner. That’s what we’re going to talk about today: the different paths that lead to the end of a game.

Goals for Diversified End-Game Strategies 

There are three main types of conditions:

  1. Those that trigger victory in a game are called Winning or Victory Conditions,

  2. Those that count towards persistent, unlockable perks in a certain category are Dynastic Goals, and

  3. Those that give you a game-lasting boost for achieving something unusual or important are (Personal) Challenges tied to your Avatar.



Winning/Victory Conditions

Dynastic Goals



Personal (Game Session)

Dynasty (All game sessions)

Personal (Game Session)


Triggers victory for you in the specific game. You’ll receive the prize that belongs to the winning condition.

Unlock benefits to all your in-game Avatars across all game sessions.

Unlock personal benefits to your Avatar in the specific game.

All three types have different goals. While the latter two won’t make you a winner, they could easily act as your personal or secondary goals for a game, or at least, may fit into your grand strategy. Fulfilled Dynastic Goals make your Dynasty more diversified and powerful with new, unlocked perks and persistent benefits that you can then use in all your games, so even if you can’t win all the games you’re playing - you can still support a certain Avatar from the rest of your games. On the other side, Challenges you’ve successfully dealt with will boost your chances and support your strategy in a specific game session.

For now, we’re going to speak about Winning Conditions.

And, as always, don’t forget to drop us a line in the forums if you’d like to hear about the other two before anything else.

A word on game balance 

MMO game sessions and private games work pretty much alike, but for game balancing purposes, you won’t be able to win persistent prizes in private games; likewise, as a private game creator, you can disable persistent benefits (which players have obtained by winning ranked MMO game sessions) in your private games to provide a clean slate for all your players. That way, one can’t “level up” on easy private games against others and you can decide whether players can use their special perks in your games (though those rules will be applied to you too!).

Winning Conditions

All but the Paragon of Virtue Winning Condition (which we’ll speak about shortly), activate after about a third of the game time has passed (ie. if you play a ranked MMO game that lasts 30000 ticks, Winning Conditions will be activated after the 10000th tick). This gives every player some time to prepare and sneakily start working towards their particular goals without being immediately exposed to counter-measuring activities.

You can’t stay sneaky for the whole game though: If a player gets close to any victory condition, the game automatically broadcasts a warning for all the players to know and respond accordingly. Rumors spread like plague even in the Middle Ages…

The available conditions are set for every game right at the start - so the available list may even vary across the MMO games – but you’ll know before you enter a game. As noted earlier, private game owners can also fully customize their available conditions.

FEUDUMS will have the following Winning Conditions:

  1. Empire Rising (Domination / Intrigue)

This happens when a player has built a realm that cannot be matched by anyone else’s. For that, a player must maintain a Dominion score that surpass a preset Goal (typically depends on game size) and it is also larger than the sum of the Dominion scores of the next three biggest independent players’ for a set period. Dominion is the total sum of the player’s size and number of vassals.  It’s a team victory: the player and his or her direct vassals (for a king or queen, that’s the peers) win the game and all receive prizes... though the player receives the best one.

  1. The Bard’s Tale (Quest)

This happens when a player subsequently accomplishes a set amount of Heroic Challenges before anyone else does (the amount of required Heroic Challenges may vary based on the size of the world). Heroic Challenges are typically “against the odds” missions similar to single-player story-based quests. It’s a solo victory - the player gets all the prizes.

  1. A Dance of Dragons (Economic)

This happens when a player has amassed such wealth that it cannot be matched or surpassed by other means. To achieve this, a player would surpass a preset amount (typically depends on game size) of coins banked in his or her treasury and it is also more than the total wealth of the richest three players together for a set period. It’s a team victory - a player and all his direct vassals win the game, though the player receives the best prize.

  1. Defender of the Crown (Warfare, Timed)

Any player who has been crowned as a King or Queen can announce themselves to be the new High King or Queen. There can be more than one self-proclaimed High King at the same time. As soon as it happens, the player’s diplomatic relationships will automatically revert to hostile to all the other kings and queens while every current ally may gain a Proper Reason to declare war on him in order to eliminate the pretender. If the High King can hold out against the onslaught for a set amount of time or he or she can eliminate a set amount of rival kings or queens (both amounts depend on game size), he or she will win the game. It’s a team victory: the player and all his direct vassals are considered winners, though the player receives the best prize.

Hint: there is no rule against a High King offering peer position for other kings or queens thus eliminating them as rivals… and making them simple vassals... if they’re up for such a degrading offer.

  1. Paragon of Virtue (Score)

The ladies and lords tried to battle it out but no political alliance nor any particular lineage became dominant. The land has bled white and the throne still sits empty; the Interregnum should end now, or there will be no-one left to rule. In such a difficult situation, only a person whose Virtue is second to none may gain support of the ever-warring parties and bring the tortured lands ... peace.

 Happens when no other Winning Condition has been met and the game time has passed. The player with the highest Virtue score wins the game. Virtue is the total sum of a player’s chivalrous decisions throughout the game. It’s a solo victory. This is the only Winning Condition that cannot be turned off.

  1. <Dedicated Space for Community Suggestions>

NEW CONTEST ANNOUNCEMENT!   Do you think you have a cool idea for a Feudums' Victory Condition? For any suggestion that sounds great which we can implement without game balance issues, we’ll give you credit and in-game rewards. Please visit the Victory Condition Contest topic in our forum and contribute! (Contest runs through March 2016.  Judges are the Feudums development team)

The Social Aspect: Diplomatic Victory  

Social Aspect of FeudumsFEUDUMS is a game that rewards cooperation and teamwork on every level. If a player has allies that he or she had for a very long time (default value depends on game speed and size), their achievements count towards team victories like Economic and Domination (but due to the special rules, it might not be available in the Time-based team victory) victories together. If they win the game this way, both the player and the allies, along with their direct vassals are considered victors. The prizes, however, get significantly lowered for each allied player.

Also, to prevent an exploit of this rule, the maximum number of allies that may count is also limited based on the map size.

Hint: dropping allies out here or there might be either part of a strategy (for getting higher prizes) or something that can crush the dreams of an alliance (if they fall out of the Winning Condition due to a perfectly sabotaged relationship but the remaining parties still win the game).

A Support Well Paid Off (?)

For all the Winning Conditions, whether it is a solo or team victory, the victors receive a small purse of Golden Forints that they can only distribute to their allied or vassalized players - the bigger the win, the larger the sum of gold. This is specifically offered to the victors to encourage and reward team play and loyalty… but it’s up to them how they are going to split the coins between those that are eligible for the reward.

Did you serve the lord right … and may I ask ... the right lord?