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Author Topic: Wars of Succession  (Read 646 times)

Granite26

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Wars of Succession
« on: July 17, 2008, 04:38:08 pm »

There's a note in the Req's about successions taking a little longer to resolve in Adventure mode.  This is somewhat related to that.

I'm curious how the succession is chosen?  Specifically, it should be searching through the list of people to decide who best qualifies to succeed using some algorythm

Whatever algorythm it uses is unimportant here.  What would be interesting is, if there are two possible successors who are very close in appropriateness, they shouldcould (potentially, determined by race, civ, government and personality) actually split into two civs to fight it out.  If you roll randomly for each town (percentage by difference in aptitude, so if one guy is 60 inherit pts and the other is 40, the first guy would get 60% of the towns.) the towns would be interspersed, tearing up the territorial contiguousity (sp?) and ensuring ugly wars to sort things out.

Granite26

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Re: Wars of Succession
« Reply #1 on: July 17, 2008, 04:48:22 pm »

Details past the initial thought:

Succession isn't the only time you do this.  If someone else is vastly more appropriate to rule, they could start a rebellion at half (or so) strength, So a 75(rebel) to 25(ruler) split would yield a 37% rebellion rate.

Would be a good way to divide up those huge kingdoms that seem to be forming late in worldgen.

I also think it would be a good reason to start a war in world gen (or even adventure mode... Imagine, you kill the ruler, and a big 'war' starts creating two hostile civs...

Obviously this could tie into the slaver/babynapper problem.  Sure the civ is goblin, but eventually the elves will outnumber the gobbo's, and a revolution starts by race, kicking the goblins out and reforming the sites as an elvish civ.  The gobbo's become migrants who start their own civ/site and start the process all over again.

korora

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Re: Wars of Succession
« Reply #2 on: July 17, 2008, 05:17:02 pm »

I like this. 

Weighting during a rebellion should scale based on how happy the citizens are. A simple stab at this would be to multiply the percentage the algorithm gives by the percentage of happy citizens and give that much support to the rebel (essentially citizens only rebel if they like the other guy and they're currently unhappy).  Maybe the rebel leader would need a high Persuader skill level as well?

I'd also like to see hilariously failed attempts to rebel.  Some guy gets delusions of grandeur and tries to start a rebellion.  His town rises with him, but shortly they're all slaughtered by the Imperial Guard.

If worldgen is detailed enough, ideally rebellion and succession would be on an individual level, not a town level, and individuals would choose sides based on specific characteristics or actions of the competitors.  This would be a good time to use the social skills; you could be swayed different amounts by different social skills, or even be negatively influenced by some (Liar, maybe).
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penguinofhonor

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Re: Wars of Succession
« Reply #3 on: July 17, 2008, 08:57:31 pm »

Yeah, this would be nice. I'm always in favor of making world gen and all the NPCs' lives more detailed.

Rebellions would be great additions. You could start a new fortress, and then be sieged by dwarves a few years in. You look at the legends and discover that the dwarven kingdom split into two many years ago and you just got attacked by the rebel country.

This would be best if different civilizations held slightly different morals, based on the morals of the race. You could have a bunch of elves rebel and split off from their country, and be helped out by the Dwarves and Humans because they were the elves who didn't eat their fallen foes so much.
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