Basically, intrigues (plots by historical figures for the player to get involved in) are going to happen eventually. I think I speak for a lot of people when I say that this would be really, really interesting to mod. So, here's a thread to brainstorm tags you'd like for future intrigues, as well as what stock intrigues you'd like to see in DF.
Here are the tags I'd like to see;
Triggers
[SCHEME_CHANCE:number] <- The higher the number, the more likely this scheme is to be carried out when the requirements are met.
[INTRIGUE_TRIGGER:intrigue:success/failure] <- The intrigue can only start when another intrigue has succeeded/failed in way that affected the historical figure. Excludes intrigues done by the individual.
[SUCCESS_TRIGGER:intrigue] <- This intrigue is triggered when the schemer finishes another intrigue.
[AMBITION_TRIGGER:ambition] <- Restricts this intrigue to figures with a certain ambition (the hopes/dreams Toady's talked about implementing in future)
[TRAIT_TRIGGER:trait:value] <- Restricts this intrigue to this specific trait value, e.g. high greed.
[POSITION_TRIGGER:entity:position/noble] <- Restricts this intrigue to a holder of a specific title. This can also restrict certain intrigues to certain civs. Can also specify that an intrigue is open to anyone not currently a peasant.
[REVENGE_TRIGGER:intrigue] <- This intrigue can only be started by the success of an intrigue which targeted a friend/family member of the schemer that resulted in a negative outcome for that person. The original schemer is now specified as the target for this intrigue.
[NOTABLE_TRIGGER] <- This intrigue is restricted to significant historical figures.
[TARGET_POSITION:position/lower class/higher class] <- This intrigue targets a specific person, and is restricted to NPCs of this position. Can also restrict the target of an intrigue to a specific civ.
[TARGET_RELATION:relation] <- This intrigue targets a specific person, and is restricted to NPCs in specific relationships with the schemer.
[TARGET_CREATURE:creature:caste] <- This intrigue targets a specific person, and is restricted to NPCs of a certain race/caste.
[TARGET_SITE:site type] <- Used in intrigues that target entire sites; probably not compatible with a lot of intrigue outcomes. Uses I can think of involve economics/diplomacy/war.
[TARGET_ARTIFACT:item type] <- Targets legendary artifacts of a certain type.
Affects
[FREE_TARGET] <- If the intrigue is carried off effectively, the target is freed. Restricts the target to historical figures currently imprisoned.
[MARRY_TARGET:caste] <- The target marries the schemer. Restricts the target to the appropriate caste, if not already specified, and restricts target to unmarried dwarf.
[KILL_TARGET] <- The target is killed. Allows for assassination quests to be given to adventurers.
[IMPRISON_TARGET] <- The target is imprisoned in the current dwelling of the schemer. Allows for kidnapping quests to be given to adventurers.
[DEPOSE_TARGET] <- Removes the target from their position upon success, and automatically installs the schemer into that position.
[BUILD_SITE:site] <- The schemer constructs a site or a specific building. If religious in nature, their most fervently worshiped god will receive the site's dedication.
[CREATE_TITLE] <- Only works for civs with [VARIABLE_POSITIONS]. A title is created for the schemer.
[LEARN_SECRET] <- The schemer learns a [SECRET] interaction. Gives quests to adventurers to retrieve items that otherwise teach the interaction for the schemer; currently that's only necromancer slabs.
[AMASS_WEALTH] <- The schemer will give specific (if specified in triggers) or generic thieving missions to adventurers.
[START_WAR:entity] <- The schemer will give quests attacking a specific civ to the player in an attempt to start wars between civs.
[FABRICATE_CLAIM:site] <- The schemer and their civ receive a claim to a specific site upon success.
[OUTLAW_WORSHIP] <- Gods associated with a sphere that the schemer dislikes will get their temples desecrated by an appropriate underling, though the schemer will also get the blame.
[PREVENT_SCHEME] <- Will give quests to adventurers to find schemes against the schemer and report them, causing them to fail.
[IF_FAIL_PUNISH] <- If the scheme is discovered, either the civ ethics will assign the schemer an appropriate punishment.
[IF_FAIL_LYNCH] <- If the scheme is discovered, the schemer will be branded an enemy of their civ and (probably) mobbed to death by other civ members.
Here's an example of a simple intrigue;
[INTRIGUE:POWER_ABUSE]
[TRAIT_TRIGGER:GREED:100]
[TRAIT_TRIGGER:BRAVERY:80]
[TRIGGER_POSITION:MOUNTAIN:MAYOR]
[TARGET_RELATION:GRUDGE]
[TARGET_POSITION:LOWER_CLASS]
[IMPRISON_TARGET]
[AMASS_WEALTH]
[IF_FAIL_LYNCH]
This would allow corrupt but daring mayors to imprison their grudges of a lower rank and seize their property. If discovered, the mayor will be run out of town/face vigilante justice.
What do you guys think? Any ideas for tags/vanilla schemes?