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Author Topic: Growing Kingdoms and Another take on Guilds.  (Read 503 times)

ScriptWolf

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Growing Kingdoms and Another take on Guilds.
« on: November 23, 2010, 08:37:57 am »

Hey a few of my ideas were cause toady is doing a lot more stuff now to do with adventure mode and making the other races cities better I was thinking that what ever the player does can have an effect on the cities growth, for example in DF mode having long term trade agreements with a city can increase its wealth and then in turn increase the cities population and strength and also having being able to hold more guild and bigger pop and bigger item production and other stuff. when in kingdom mode (or what ever is coming out in that time) you can then have better dip relations with the civs city and also can guide that city more for example going to war with another civ and taking that city to war with you as well as many other opportunities or if you support a certain guild then giving that guild a bigger foothold within that city so like having the Guild HQ in there or something.
And while you’re in adventure mode you can also add to the size of the civs city by doing quests and help grow small towns into sprawling cities with an army and guild and many other things.

this can happen through several different ways and taking so me inspiration from fallout new Vegas each city and town you have a reputation with (more will be explained in a min). and to help the city grow you can donate money to the city which is the most obvious this could help a lot, and also for example if a night creature or some other big creature is hounding the city this can also stop pop growth, so taking on a quest to kill said night creature will attract more people to that city now that there is not a nasty killing people, and also when trading comes around the leader of the city could then ask you to buy stuff from over towns/cities to help grow their own, for example weapons for their military or food for the people or even finding workers so the mayor could ask for you to find a legendary blacksmith to help create weapons for their army. But in adventure you can also have a negative effect on civs but killing off their town and decreasing size by killing pillaging and burning everything is site, so everything you do has a knock on effect in the civs  city.

This then leads on to reputation which can be gained or lost by helping or decimating a city. and once you have gotten up your reputation to a good lever with that civ you can then take over the city and then it could become a sort of kingdom mode but for adventure mode, (think fable 3 where you can become king) and then once you do have control of the city you can then have more of a say what happens. for example where the money goes, like you could spend everything on your military and have a huge decked out army in the best armour , or you can have a huge sprawling infrastructure and become a hub for all trade in the world, and is your choice once you are the king.

and my final suggestion and this is guilds, im thinking guilds can be in both DF mode and Adventure mode, and im not talking guilds as in the miners guild and carpentry guild ( i meant to say factions but i got mixed up  ), and what i was thinking of for factions is something straight from Elder scrolls. Each guild has one HQ in the world and then other hubs of different rank (depending on how strong there presence is in that city). And these guilds will then fight for control but can also have alliances between each over. but will also fight to strengthen them self’s and have a stronger presence. and in DF mode i was thinking that you could be asked to hold a guild within our fortress, and then you would have to build rooms for them, and every so often guild members will migrate to your fortress kind of  like the migrants, but these guild members will be specialised (so for example if you we heavily invested in a fighting guild then you would have more fighters migrate to your fortress of different ranks ( each faction member is of a different rank depending on how good he is for example when you first invest in a faction Novices will migrate to your fortress and when your have bigger guild presence the rank of the guild migrants increases to Enforcer ( or something along those lines ). and there can be many different guild  (could depend on world) so you could have an assassins guild, or a fighters guild, or mages guild (when magic comes in) or thief’s guild, (yes taking a lot of inspiration from elder scrolls) and each guild could offer an advantage or give you some sort of bonus for having a guild presence for them in your fortress.

an example of the Missions which guilds could give would be like this. The master assassin gives you a task to kill the lord of the fortress (name here), without being seen, so then you go to the fortress kill the guy not seen then go back to the Assassin master and then report.

and a example for the fighters guild could be there a war between two civs and one city has paid a faction to support them, so then you are given the task to join in and then you have to go to the battle ground and kill as many people as you can and more money is given for more kills.

and Guild for adventure mode could be the very much like elder scrolls where you start as bottom rank and work you way up b doing quests, or killing of the higher ranks and leaving guild master with you as only option left , so with the bringing in of guild you could join as a adventure and then have lots to do, you could do quests or try to gain rank a lot quick or give your guild a bigger foothold and presence in a certain civ city, also the higher you get in the rank the more responsibilities you will be give, so once you get to a officer rank you then have to decide who ranks up and where the guild is going to go next or what quests are given out, and as you get higher up more responsibility is given.

i would lie to see the implementation of guild if anything it could add a new game play possibilities and good add on to the legends bit . also people feel free to add own ideas could be helpful.
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thijser

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Re: Growing Kingdoms and Another take on Guilds.
« Reply #1 on: November 23, 2010, 10:11:11 am »

I think that instead of dirrectly getting to the effect we should instead look at the underlying system.
Evil creatures shouldn't dirrectly drive people away. Instead the fact that a lot of people are dying somewhere (and not of old age!) should make shure less people move there.

Trade will probably increase city wealth very soon. Toady is probably working on making supplies work during world gen right now.

Fractions don't seem like something we should have. Instead guild of diffrend cities in one kingdom could work together.

And what I would like to see for growing kingdoms is a relationship meter between cities kingdoms ext. Which would be used to determine what cities become kingdoms and even allow 2 kingdoms to fuse together.
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