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Author Topic: Growing Citys And waring factions  (Read 1311 times)

ScriptWolf

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Growing Citys And waring factions
« on: November 01, 2010, 02:45:32 pm »

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 :P ), 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 guild 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.

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 :)

Also i did try adding punctuation and grammar and paragraphs this time instead of a text wall haha ;)
« Last Edit: November 02, 2010, 04:01:33 am by ScriptWolf »
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Zrk2

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Re: City Population, OwnerShip, Managment And guilds
« Reply #1 on: November 01, 2010, 03:21:32 pm »

I like the idea of greater "realness" being implemented. However thsi sounds like it would be very rtime consumiong to introduce.

Also your idea of guilds is rather flawed. IRL there was a seperate guild in each city for each craft or profession. They existed to regulate the trade by setting prices, guaranteeing the quality of goods and protecting their members in case of a recession. They acted rather like unions only incorporated the employers too. However, these guilds often would not allow outsiders to join and were sometimes corrupt.

I think if they were instituted (Reinstituted? When I read Boatmurdered I remember hearing mentions of guild representatives arriving) they would have elections for their head each year like the mayor, but the only ones able to vote on the leader would be those of that profession. They would also be able to raise and lower prices of goods that they were responsible for and also for setting wages of their members. Finally they should be accessible by some screen and the player should be able to govern them in vague terms like having the manager screens outsourced to them and to tweak the above mentioned facets of what the guold does. Perhaps being able to change the prices by 25% of what it is set at per month or season or year.
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