Dale
Mohawk Games Developer
- Joined
- Mar 14, 2002
- Messages
- 7,602
There's a lot of discussion (mostly negative) surrounding how vanilla works out rebel sentiment and the REF. If you're interested in that go read those threads, as I won't talk about it here.
CRS == city rebel sentiment
GRS == global rebel sentiment
SIF == seperatist influence factor
Issues:
1. CRS is placed on population slots not the individual. Does the house become a rebel or the man living inside?
2. GRS reflects every colonist, including the docks and outside jobs with no way to influence colonists in those roles.
3. Politics did not always manifest itself in treason. Some politicians did great work for the King & Country. Not every bell is a treasonous act.
4. Not all discussion on soverienty ended in a revolutionary war. Canada is seperate but part of a larger Commonwealth.
5. REF growth based on one thing, and one thing alone.
6. REF increases increase (the next increase will be larger than this increase).
So to tackle the biggest area within the game, here is what I propose:
1. Each colonist has their own tory/seperatist setting. Either they support the King, or they support seperation.
2. CRS is a reflection of the percentage of colonists in that colony who are seperatists (the inverse percentage indicates torys).
3. Every colonist's sentiment is based on a swinging 'seperatist influence factor' (SIF). If the influence is towards the King they are a tory, and if away from the King a seperatist (ie: if > 0 then colonist is a seperatist).
4. A colonist's SIF is based on the following (settlement based factors influence fortified colonists on settlement plot [eg: soldiers, pioneers] as well as colonists in the settlement):
- Where born: Europe == 100% tory. New World == CRS percent chance of seperatist (so the higher the CRS the more chance of a seperatist being born).
- With no other factors, the SIF is -1 (tory, natural respect of men towards a King)
- +1: King taxes the good of the profession worked (eg: if you can have a tobacco goods party at a tax rise, all tobacco planters and tobacconists will receive the +1)
- +1: King drags you into a foreign war (more on that in later design doc)
- +1: King makes request (quest if comparing to Civ4 BTS - more on that in later design doc)
- +1: refuse to kiss King's ring
- -1: King assists in colonial war
- -1: King grants military aid (diplomacy request)
- -1: King defends colony against Pirates / privateers (more on that in later design doc)
- -1: REF unit being based in that settlement
- +1: for availability to church and school (freedom of religion and education)
- +2: for availability to cathedral and college/uni
- +1: for FF joining (greater / more respected united voice in New World)
- +-2: randomly allocated value on birth as all men are individual with their own stories
5. Bells translate into political points (and other points as revealed in later design doc).
6. GRS to reflect total seperatist percentage, including outside professions and docks.
7. REF to be influenced by different aspects:
- King's attitude to other European powers (external threat)
- GRS (internal threat)
- Linear time-based growth (represents overall increase in military due to increased manpower and defense spending)
- Possible for REF to decrease due to happy European relations and low GRS
8. Settlements with more tory sentiment than seperatist sentiment on DoI go to the King.
Here are some actual examples of what will happen under the above model for politics:
1. King hikes tax rate from 1% to 3%. You choose to take the tax hike rather than having a rum party. All sugar planters and distillers get a +1 to their SIF.
2. King deploys a MoW to the New World to deal with a Pirate who's been attacking you. All colonists receive -1 to their SIF as King defended the colonies.
3. GRS jumps up due to in one turn you receive a FF, the King passes a tax hike on a commodity a lot of colonists are working on, and drags you into a war with Spain (thus destroying King's attitude to Spain as well). King increases REF due to increased internal and external threats.
4. You comply with the King's requests, fulfill a quest for the King and help to maintain good relations between the European colonial powers (thus helping to keep high European relations). King reduces REF due to lower external threats.
I'll add more to this if I think of it, but this should give a good idea of how I want politics to work in AoD2.
CRS == city rebel sentiment
GRS == global rebel sentiment
SIF == seperatist influence factor
Issues:
1. CRS is placed on population slots not the individual. Does the house become a rebel or the man living inside?
2. GRS reflects every colonist, including the docks and outside jobs with no way to influence colonists in those roles.
3. Politics did not always manifest itself in treason. Some politicians did great work for the King & Country. Not every bell is a treasonous act.
4. Not all discussion on soverienty ended in a revolutionary war. Canada is seperate but part of a larger Commonwealth.
5. REF growth based on one thing, and one thing alone.
6. REF increases increase (the next increase will be larger than this increase).
So to tackle the biggest area within the game, here is what I propose:
1. Each colonist has their own tory/seperatist setting. Either they support the King, or they support seperation.
2. CRS is a reflection of the percentage of colonists in that colony who are seperatists (the inverse percentage indicates torys).
3. Every colonist's sentiment is based on a swinging 'seperatist influence factor' (SIF). If the influence is towards the King they are a tory, and if away from the King a seperatist (ie: if > 0 then colonist is a seperatist).
4. A colonist's SIF is based on the following (settlement based factors influence fortified colonists on settlement plot [eg: soldiers, pioneers] as well as colonists in the settlement):
- Where born: Europe == 100% tory. New World == CRS percent chance of seperatist (so the higher the CRS the more chance of a seperatist being born).
- With no other factors, the SIF is -1 (tory, natural respect of men towards a King)
- +1: King taxes the good of the profession worked (eg: if you can have a tobacco goods party at a tax rise, all tobacco planters and tobacconists will receive the +1)
- +1: King drags you into a foreign war (more on that in later design doc)
- +1: King makes request (quest if comparing to Civ4 BTS - more on that in later design doc)
- +1: refuse to kiss King's ring
- -1: King assists in colonial war
- -1: King grants military aid (diplomacy request)
- -1: King defends colony against Pirates / privateers (more on that in later design doc)
- -1: REF unit being based in that settlement
- +1: for availability to church and school (freedom of religion and education)
- +2: for availability to cathedral and college/uni
- +1: for FF joining (greater / more respected united voice in New World)
- +-2: randomly allocated value on birth as all men are individual with their own stories
5. Bells translate into political points (and other points as revealed in later design doc).
6. GRS to reflect total seperatist percentage, including outside professions and docks.
7. REF to be influenced by different aspects:
- King's attitude to other European powers (external threat)
- GRS (internal threat)
- Linear time-based growth (represents overall increase in military due to increased manpower and defense spending)
- Possible for REF to decrease due to happy European relations and low GRS
8. Settlements with more tory sentiment than seperatist sentiment on DoI go to the King.
Here are some actual examples of what will happen under the above model for politics:
1. King hikes tax rate from 1% to 3%. You choose to take the tax hike rather than having a rum party. All sugar planters and distillers get a +1 to their SIF.
2. King deploys a MoW to the New World to deal with a Pirate who's been attacking you. All colonists receive -1 to their SIF as King defended the colonies.
3. GRS jumps up due to in one turn you receive a FF, the King passes a tax hike on a commodity a lot of colonists are working on, and drags you into a war with Spain (thus destroying King's attitude to Spain as well). King increases REF due to increased internal and external threats.
4. You comply with the King's requests, fulfill a quest for the King and help to maintain good relations between the European colonial powers (thus helping to keep high European relations). King reduces REF due to lower external threats.
I'll add more to this if I think of it, but this should give a good idea of how I want politics to work in AoD2.