So is all interaction basically done at POIs, and movement between POIs is abstracted? I was just thinking about your "Haven" as a model for Rivendale, and while Sauron's minions couldn't enter, they'd lurk constantly just on its boarders waiting for the Fellowship to leave so they could gank them. Can you interact with heroes via Agents while between POIs, or cast spells at them? Because they'd be most vulnerable to ambush when they're between cities, where there's no one to report back what happened to them....
Absolutely all interaction occurs at the POI level - but the scale allows for exactly what you're describing. Some areas are densely populated with towns, villages, and cities so at best you'll be able to lure someone out to a village - but the more remote areas have plenty of vacant POIs consisting of hills, rough crossings, forests, and ruins where you can unleash your powers with little fear of discovery. This element of map construction is part of the reason I love hand-crafted maps over dynamic.
I'll upload the Backer videos to Youtube and pass the link over. (
https://www.youtube.com/watch?v=mQ6I_foR1WE&feature=youtu.be)
You can edit Hero portraits via the editor if you'd like, but I currently don't have an option to set them mid-game. I'll put it on the list for the Beta testers to consider, it wouldn't be difficult to add. Your Power (the Orbs) recharges slowly over time, but certain actions (such as sacrifices) will fill them up significantly faster.
In the most recent video the prophet overthrew the mason guild and had an option to make himself the new leader. If he had done that and then proceeded to spend all his time in a faraway land excavating a ruin (with no contact with guildmembers), would his influence and power over that guild slowly decay? I mean, any leader who just ups and disappears can't expect to show up years later and have everyone instantly obeying him like nothing had happened.
Some kind of influence decay mechanic would give players an interesting dilemma whenever they have the chance to have an agent take on a title or position; is taking this position worth having my agent being partly tied down to this area or is it better to keep my agent free to be sent to where he is most needed?
Or maybe there can be a usurper mechanic where your agent's influence does not change but if your agent has been out of contact with his cabal/guild/position for too long then a lower ranking member will attempt to take his position and influence in one go. The amount of time you could be away safely could depend on your agent's leadership stat (with higher leadership allowing you to remain away for a longer time).
Our ORIGINAL major design was using "corruption" as a currency for everything, and it decayed over time to represent exactly what you were saying. Many of the options you had to make were either a "burst" of corruption vs "corruption over time" - but we found that global corruption decay created a mechanic where you put an agent somewhere and NEVER moved him. We wanted to emphasize strategic response to actions around the map, so we altered corruption to be static influence, and other permanent effects will simply create quests to defeat themselves when you use them.
Thematically you can consider it that the Agent isn't simply taking control, he is putting in place the mechanisms for domination over the guild - fear or wealth used to secure his reign over the Guild. However, if you do leave for a long time it is much more likely that a Hero will come along and restore the guild to its proper place (or destroy it) - which is the much more compelling threat we replaced influence decay with. (I see in your last sentence you proposed a similar solution, this is what our testing determined to be the most interesting and strategic solution)
I think Donations picked up for two reasons - we got Staff Picked which is apparently a big deal for a kickstarter and we also cross-promoted with Star Traders 2, which we felt comfortable endorsing because their other games are pretty great.