Sat, Sep 29th '18 at 17h 35m 36s #8279
Welcome to the newest game creation that will soon become an open for all game.
Here all kinds of suggestions and ideas that may get implemented shall be posted.
For those that are active on the Discord Statecraft Channel.
Please re-post ideas from there to here so that they do not get lost down the line.
So let me start with something.
Global Event: The old pope died and thereby all his degrees have become nil.
You (player) get set to 40 Church% by the new pope since he does not enforce old grudges nor positive trusts.
Also all other global church events cease like a holy crusade or a holy war against you or another kingdom.Wed, Nov 21st '18 at 1h 40m 43s #8463
This looks like a sweet game full of bitter decisions. >:D
I recently bought Reigns for my Android phone, a game that has a similar base playing method and has gained a certain accolade.
Anyway, from the gameplay video I’ve seen, I have come up with a few ideas.
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I would suggest altering the labels (and possibly the icons) on the Yes/No buttons in the cases when the text is not prompting a decision, but is rather relating some consummated fact, in which case the buttons would be to express approval / disapproval of the fact, or sometimes merely proceed with the dialogue.
* * *
I think that the time inbetween solicitors leaving and entering could be shortened.
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Every minor cycle (let’s say, a week), your advisor could start the day by prompting if you will hold open court today to hear the general populace:
– NO = Increases your authority score and favor with the elite, at the cost of your popularity; on the throne room, there are only the guards, servants and your seneschal; courtesans have an opportunity to approach you for a private word regarding matters too delicate for a public hearing.
– YES = Increases popularity score and helps to smooth out rebelious sentiments, at the cost of decreasing your conceit with the elite; the throne room is filled mostly with people of the working and merchant classes, who have the opportunity to bring smaller matters and gossip to your attention; it is also an opportunity for notables, such as clergymen, knights and masters who wish to pledge their service to you (and be publicly honored or shamed) or wish to forward their cause to you (gaining your public support or indifference) to do so.
Whatever the case, messengers or people currently in your service may appear with an urgent matter. If one does, after you answer it, your seneschal will prompt if you’ll want to call an emergency council:
– NO = Keep with your current program for the day.
– YES = Everybody is summarily dismissed and your counselors are called for, wherever they may be (provided they are not on a distant errand), which will have the immediate effect of generating a certain resentment with everyone, while also increasing your central authority. However, this move has the benefit of allowing you to immediately make necessary adjustments to your realm across the board (see council mechanic below).
Towards the end of every major cycle (say, a month), your advisor prompts if you’ll call a general council:
– NO = Signals trust and leeway to your counselors, but diminishes your central authority; your underlings spend the day productively conducting their activities.
– YES = Increases your central authority and allows you access to the council mechanic; however, this impacts productivity as any activity or errand your counselors were performing gets delayed and, if they have no great friendship for you, they are likely to also feel as if you are pulling their leashes. The council then proceeds as follows:
— Every single advisor speaks in turn to inform you on his/her specific activities and general status of the sector he/she oversees, giving you opportunity to signal approval or disapproval of every pertinent matter; depending on the case, you may even be given a renewed choice of actions or brought to decide upon new suggestions.
— If the counselors notice you give disproportionate approvals or disapprovals to one individual or to a group of individuals united by the same sphere of interest (e.g. military, religious, romantic), this may become a source of resentment; thus, you may either see yourself pressured to give someone an undue scolding or praise in an effort to not display any favoritism, or you may make use of this to purposefully heighten someone before their peers.
— After the council has ended, a counselor or two may use the oppotunity to approach you for a quiet word after everyone else is gone.
* * *
At times, someone might suggest that you travel someplace: to honor an orphanage / guild / noble’s household with your visit, or to make a public procession through the streets of the capital for the citizens to see their king, an act that has to be judged wisely: if your popularity is good, the population will cheer you up and be inspired to make spontaneous offerings and pledges of eternal devotion; but if you are too popular, this might sour and ostracize the elite; if your popularity is low, this might help you regain their hearts; too low, and there is the danger of an orchestrated revolt and assassination attempt. You also have the choice to throw away money at the crowd as a magnanimous (and costly) gesture.Mon, Dec 10th '18 at 20h 48m 31s #8675
Good suggestions all around! I especially think the council mechanic will be of interest to urb for his game as it has just the right amount of complexity with good meshing with existing mechanics.Sun, Nov 17th '19 at 19h 58m 38s #9175
. . . conservation post taken from the Discord . . .
I’ll indulge in an exercise here to try and visualize the entire flow for the management of individuals.
1) Your deeds and play style is like to attract certain individuals to come and offer their service to the crown (with some randomness thrown in). They come to court, make their offer and you choose to accept or not. If you reject them at this point, they never come back and your relations with the sector of society they belong to (e.g. peasantry, merchantile) suffer a bit. Conversely, accepting them improves relations slighly. When hired, information on them and their contract will be available in the management panel.
2) If the individual was simply offering their service for a number of seasons, they will not have any task assigned yet. If they came offering to do a specific deed, skip to the next step. A servant with no task will, upon hiring and – repeatedly – at every court session, propose a plan of action that is aligned with their own thinking (individual motivation/goal, occupation, caste, sectoral ties or other influences that weight on them). If you accept their plan of action, they and their sector receive a morale/relationship increase and are now on assigment (they are doing what they want and, hopefully, that aligns with your own interests). Should you reject it, they and their sector take a morale hit, then your own advisor offers a second plan of action for your servant that is aligned with the realm’s interests (it is a suggestion based on the realm’s statistics, diplomatic relations, etc.). Should you accept this, there is no morale or relationship gain and the servant will be off on assignment (you get them to do something more aligned with your own interests, at the cost that they aren’t particularly happy about it). Should you reject your advisor’s proposal, the servant is dismissed with no further morale effects and they remain with no task, to return at the next court.
3) Once on assignment, full information will be available in the management screen. After the necessary time passes, the servant returns to present the results; or perhaps not, in which case you are informed by a messenger that they’ve died or fled. Assignment success is given by a roll with the servant’s base skill level + applicable bonuses (e.g. the assassins guild has good relations with the crown and has vowed to aid you) versus the difficulty level of the task (drawn from several factors, depending on the task involved; e.g. a mission to a foreign country will have diplomatic stats enter the calculation). Any task performed grants a small skill increase, as they become experienced, independently of success. When the servant presents the results to you, whatever they are, you can approve (give morale) or disapprove of it (deduce morale). If you disapprove, your advisor asks if you wish to dismiss them at this point. After these evaluations, if you haven’t dismissed them, they will be once more free of any task and you are back at step 2) to assign them another one.
Note that choosing to disapprove of a servant, yet still keep them in service ought to be a mechanic that serves some useful game purpose. Reprieving a servant will keep them from making extraordinary demands, curb suggestions along the same lines of their previous ones and will afford a temporary bonus to the success of their next assignment, as they will be wary of being met with disapproval again (you are essentially pushing them for results, but this comes, of course, at the cost of their morale). The reverse situation, where you approve of their actions, bolsters their morale and ego and tends to drive them toward taking more actions along the same vein that worked for them before. So, in this way, you have a way to influence the course of future dealings with this individual.
4) As shown in the step above, at every task conclusion you have the opportunity to plainly dismiss a servant, for whatever reason (even when the task was successful). Another way in which a servant can leave your service is through morale loss. If they lose too much, they resign peacefully or they might, depending on temperament, defect and become an opponent to your reign. Individual relations are somewhat tied to the sector of society they are a part of (e.g. nobility, church). On the individual level, honoring the service of a servant serves to slowly bolster overall relations with that sector, while degrading them helps to create hostility. On the aggregate level, a sector that enjoys good relations with the crown affords you a good buffer where you might then easily negate or reprove individuals on specific occasions without it having any great consequences, thus giving you room for governability, whereas dealing with a sector where relations are frayed and tense leaves you with the noose around your neck, where any new negative episode can potentially be the tipping point for a catastrophe, thus forcing your hand into appeasing and agreeing with situations you don’t like in order to keep the realm together.Wed, Dec 11th '19 at 0h 06m 25s #9187Sat, Jan 25th '20 at 11h 28m 23s #9207
Here an interesting take on Castle costs, upkeep and general info on such.
May be interesting to get some inspiration or ideas from.
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