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Diplomacy & Assassins
Nov 13 2017, 8:39 pm
By: MTiger156  

Nov 13 2017, 8:39 pm MTiger156 Post #1

Diplomacy & Assassins

-198 KB
Force 1 (2-4); Force 2 (1-3); Total (3-7)


Anyone remember the old "Kings & Knights"?
In simple terms, kings make the knights do stuff, such as killing other kings.
Consider this a modern, competitive version of it.

In Force 1, players command one of four distinct towns run by a mayor. First, you ought to start building a strong income stream (make SCVs and mine minerals around the town). SCVs can build basic barricades and bunkers for defense. You will only have access to infantry units.
You lose if your mayor gets assassinated.

As Force 2, players take control of an "Assassin Organization". Their income comes from making contracts with the various towns. They have access to all terran infantry, vehicles, and a few ships. At the start of the game, you choose your "lead Assassin", one of four powerful heroes. This assassin has 2 lives, and you lose if those are lost.

The "Contract" System:
The Towns have very weak offense. If they are to survive, they need the help of the Assassins. At top-right, Town players have a menu for payments. The Assassin players will likely want big bucks, so be ready for some high prices. Once you strike a deal, that Assassin player is ready to do you services.

Mercenary Armies & Deception:
Assassins don't have to play fair. They are not limited to just 1 contract at a time. They have the ability to play multiple sides by calling in Mercenaries. These units are not owned by any player, and will travel to a target destination, shooting anything in sight. This is a great method for double-crosses.
So when these guys destroy your town, remember that your own Assassin might have been the mastermind.

When only 1 Town remains, Assassins may decide to "truce" with the Town; such players receive a victory. However, if at least 1 Assassin does not call truce, then the fight continues until the Town falls. If no Towns survive, Assassins get a victory.
(You have my praise if you can kill off every Town during a full-house)



(Protect your mayor and build economy)

(Defend the town from Assassin attacks)

(Menu system for making contracts with Assassins)

(With contracts, Assassins can build an elite army)

(Watching from the shadows as some Mercenaries do the dirty work)

(and if you want these...)
Pro Strategies:
-Like I said before, strong income at the start gives you an edge later.
-Spy on other Towns; it might reveal hidden alliances
-If evidence suggests an Assassin likes to double-cross, do not contract with him, and monitor his behavior.
-Beware of low-cost contracts. They can easily be a trap.
-If there is a lack of anti-air, Assassins can attempt to take control of the sky.

Questions? Email me at
Do not hesitate to report any bugs.

Diplomacy and Assassins v1.2.scx
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Post has been edited 3 time(s), last time on Nov 17 2017, 2:34 am by MTiger156.

Nov 14 2017, 1:40 am Pr0nogo Post #2

This seems like a pretty fun map! I don't know if/when I'll get the chance to play it, but I'll let you know if I find any problems or have any suggestions.

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[11:39 pm]
TV3D -- any admins on
[11:25 pm]
Vrael -- bye Corbow
[11:24 pm]
Corbo -- bye
[11:20 pm]
Corbo -- ok
[11:19 pm]
Vrael -- I'm not above a few manly whiskey nose tears in order to get a drink down
[11:18 pm]
Corbo -- which is why Corbo
Corbo shouted: We have a local liquor called chaparro, it fucking smells like hell and tastes like the devil itself
[11:18 pm]
Vrael -- no smell remaining - I chug the chaparro
[11:18 pm]
Vrael -- so here's the plan - I bring my own whiskey, to cleanse my palate, then I shoot a lil whiskey up my nose
[11:18 pm]
Corbo -- its worse
[11:18 pm]
Corbo -- nasty smell really makes it rather undrinkable, then there is the taste
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