Broader Alignments

WarKirby

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Another of the features that made me transition to FF, was the alignment system. I made a thread over here lamenting the lack of depth in FFH's alignment system. Kael took the time to respond with plenty of arguments that, though well written, I would disagree with, specifically on his notion of what things are not fun for the player.

But regardless, the general gist, is that he doesn't like the idea of improving the alignment system, and didn't plan to change it.

Then someone mentioned that FF has a system more like what I'm looking for, and so I came here to try.


FF's Broader Alignment system is pretty nice, but it feels incomplete. I like that buildings and civics change the alignment, but there are many things which don't, even though they seem like they should.

Most notably, is the random events. There are frequently events where you have to be good, or evil, to get a certain outcome. I think it would be good to allow the player to choose any option they wish in most (not all) of these situations, and instead have an alignment change as a result of certain choices.

One thing I really like though, is that little "broader alignments" tickbox in the game options. Because it instantly nullifies all arguments against improving the broader alignments system. "you can just turn it off if you don't like it", so I'm hopeful that adding some more depth to the system is a reasonable thing in FF.


A few other examples of things that would be nice to affect alignment:

1. Declaring war on anyone, would push you a little towards evil. Perhaps there could be a reduced alignment push if the person you're declaring war on is evil, and perhaps even a push towards good instead if the person you're attacking has AV as their religion.

2. Changing religions, rather than just setting your alignment to some value, could give a large positive or negative change. The idea being that you could theoritically be evil and still follow order. And also, that redemption shouldn't be so easy, and that someone like the Sheiam for example, shouldn't just be able to become good immediately upon changing to order, but require some good actions too.

3. Taking care of your people.
A positive alignment bonus would be nice whenever a city celebrates We Love the King day. And perhaps an alignment penalty if a city sits in a state of unhappiness or unhealthiness for too long.

4. Actions that normally raise the AC, could also penalize your alignment. Things like razing cities, building the pillar of chains/purge the unfaithful, etc. Maybe it would be a good idea to have it drop a little when AV spreads to one of your cities too. maybe not.

5. Abusing your people, for example by sacrificing population to hurry things, or drafting them into the army, should have a negative alignment modifier too. Maybe the Crusade civic could allow drafting without alignment penalty or unhappiness though.


Just some general thoughts. what does everyone think ?
 
I am also a fan of broader alignments, but it currently seems to corrupt save games (Any game I play with it enabled works fine but when i load any of the saves and end turn, instant ctd).

1. Declaring war on anyone, would push you a little towards evil. Perhaps there could be a reduced alignment push if the person you're declaring war on is evil, and perhaps even a push towards good instead if the person you're attacking has AV as their religion.

2. Changing religions, rather than just setting your alignment to some value, could give a large positive or negative change. The idea being that you could theoritically be evil and still follow order. And also, that redemption shouldn't be so easy, and that someone like the Sheiam for example, shouldn't just be able to become good immediately upon changing to order, but require some good actions too.

3. Taking care of your people.
A positive alignment bonus would be nice whenever a city celebrates We Love the King day. And perhaps an alignment penalty if a city sits in a state of unhappiness or unhealthiness for too long.

4. Actions that normally raise the AC, could also penalize your alignment. Things like razing cities, building the pillar of chains/purge the unfaithful, etc. Maybe it would be a good idea to have it drop a little when AV spreads to one of your cities too. maybe not.

5. Abusing your people, for example by sacrificing population to hurry things, or drafting them into the army, should have a negative alignment modifier too. Maybe the Crusade civic could allow drafting without alignment penalty or unhappiness though.

1. Not sure if this is in, could be a nice addition.
2. This is how it works already.
3. That could also be nice, though perhaps not worth the effort.
4. Currently razing cities and building certain buildings(and I think rituals) does affect alignment.
5. Pop rushing already lowers alignment, the more population you use, the greater the drop. Not sure about drafting though, or if that would even be thematic. Is it really evil to demand that your peasants take up arms and fight to prevent the demon hordes next door from razing their entire city?
 
nice post. broader alignments IS incomplete right now and should be treated as such. it does have lots of potential however :)
 
I'll copy this across from the team forum - it shows roughly what I have in mind, though the causes of alignment shift would be far more numerous than the examples given. Broader Alignments is basically still the same mod Grey Fox made and I imported around 020-ish. It has always been considered "to be finished", but is basically untouched to date.

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Team Forum Post
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The original plan - each change had a rate and a maximum shift. Public Healers for instance might be +2 rate and a maximum shift of +300, meaning that it continues to add +2 to your alignment every turn until it reached +300, then it is no longer counted. Likewise there could be negative modifiers and these are all summed to get an overall "per turn" modifier.

If the total shift for a value would take it beyond the limit, only enough to reach the limit is added.

Runes of Kilmorph - +5 per turn, max shift of 200
Fend for themselves - -1 per turn, max shift of -100

Turn 1
Alignment: 194
Valid shifts: Runes (+5), Fend -+1)
Net shift: +4

Turn 2
Alignment: 198
Valid shifts: Runes (+2), Fend (-1)
Net shift: +1

Turn 3
Alignment: 199
Valid Shifts: Runes (+1), Fend (-1)
Net shift: +0

(stabilized at 199)

===

With Order (+7, +450) and Healers (+2, +200)
Fend (-1, -100) and Slavery (-3, -200)

Turn 1
Alignment: 194
Valid shifts: Order (+7), Healers (+2), Fend (-1), Slavery (-3)
Net shift: +5

Turn 2
Alignment: 199
Valid shifts: Order (+7), Healers (+1), Fend (-1), Slavery (-3)
Net shift: +4

Turn 3
Alignment: 203
Valid shifts: Order (+7), Healers (+0), Fend (-1), Slavery (-3)
Net shift: +3

Turn 4
Alignment: 206
Valid shifts: Order (+7), Healers (+0), Fend (-1), Slavery (-3)
Net shift: +3

(increases until it gets close to 450)

====

The problem arises where two values reach the limit at the same time...
Runes and Healers (+5/+2, both max at +200)
Fend and Slavery (-1 and -3)

Turn 1
Alignment: 194
Valid shifts: Runes (+5), Healers (+2), Fend (-1), Slavery (-3)
Net shift: +3

Turn 2
Alignment: 199
Valid shifts: Runes (+1), Healers (+1), Fend (-1), Slavery (-3)
Net shift: -2

Turn 3
Alignment: 197
Valid shifts: Runes (+3), Healers (+2), Fend (-1), Slavery (-3)
Net shift: +1

Turn 4
Alignment: 198
Valid shifts: Runes (+2), Healers (+2), Fend (-1), Slavery (-3)
Net shift: +0

(stabilized at 198, but has the oscillation at 199/197 - which is confusing for players.

=====
 
well. I understood almost nothing, but it's great to know that you're working on improving it :D

I guess another thing that could cause alignment shifts would be spells. casting summon skeleton for example should be perceived as evil, etc. ;)
 
Hmm, I'd be happy with a little bit more differences in the way alignment works.
Though a few thoughts about what you offered, OP.
1. War is bad yes, but it's not something that should literally shift the balance between good and evil. If it has any change at all, it should be 1 or 2 points at max.
War by itself is neither Good or Evil. War is neutral. People are the extremes...

Sacrificing your own population is not very nice. I really can't argue. Although, Montezuma might stab you repeatedly for saying he's evil. :)
Drafting them isn't evil. Again, it's not like you're eating brains, or burning puppies, :), you're just telling people to go stab other people, who are trying to kill you.

That's not evil. Annoying, yes.

Also, since a literal Cursade is very bad, even if it's a crusade against evil, think the Children's Crusade, the Holy Crusades, etc. I would recommend not letting that civic ability be any more unbalanced then it currently is.
What's the down side to that?
 
I would disagree about war, it is an inherently evil act. In almost any major conflict, casualties of innocent civilians far outweigh those of enemy combatants. Villages are pillaged, raped and burned. women and children are slaughtered. Anyone intelligent enough to be on the throne of a major civilisation must realise this, and know these are the consequences if they take that action.

War is about achieving your objective by force. And no matter what that objective is, violence is still a dark path to take. Sometimes the ends justify the means, hence I mentioned reduced penalties for attakcing evil civs, and a bonus instead for attacking AV players.

Drafting, I would also suggest is an evil act. It presses people involunarily into mility service. Often, the brightedt, fittest young men are ripped from their daily lives/studies, given a weapon with no training, and sent off to die. Thousands of conscripts died in wold war I.

If people want to join the army, by all means let them. But I see something inherently wrong in forcing someone to do anything, especially something as abhorrent as murder
 
I would disagree about war, it is an inherently evil act. In almost any major conflict, casualties of innocent civilians far outweigh those of enemy combatants. Villages are pillaged, raped and burned. women and children are slaughtered. Anyone intelligent enough to be on the throne of a major civilisation must realise this, and know these are the consequences if they take that action.

Aye. Damn that Churchill and his warmongering...
 
You may alwys consider war an evil act in our world and our moral set. But in a world with demons trying to bring the end of the world, is war always evil? And good in FfH is different than our good. It is more based around the stopping of evil and adhering to the Compact than anything we might consider good. Sacrificing people to make angels would be an act of good according to Basium.
 
You may alwys consider war an evil act in our world and our moral set. But in a world with demons trying to bring the end of the world, is war always evil? And good in FfH is different than our good. It is more based around the stopping of evil and adhering to the Compact than anything we might consider good. Sacrificing people to make angels would be an act of good according to Basium.

I can imagine that, having the option to go for cultural, religion, altar or Tower victory, Declaring war is an act of aggression, that should tilt you alignment towards evil.
If you want to fight someone, and you are not evil, you can wait, or perhaps provoke ;), the other to declare war on you. Then, you are going to be on the good side.

I would say, though, that declaring war as a means to Honor your defensive pact, should tilt your alignment towards good.
 
You may alwys consider war an evil act in our world and our moral set. But in a world with demons trying to bring the end of the world, is war always evil? And good in FfH is different than our good. It is more based around the stopping of evil and adhering to the Compact than anything we might consider good. Sacrificing people to make angels would be an act of good according to Basium.

I'd like to point out this part again

War is about achieving your objective by force. And no matter what that objective is, violence is still a dark path to take. Sometimes the ends justify the means, hence I mentioned reduced penalties for attacking evil civs, and a bonus instead for attacking AV players.

As for basium, maybe he should be perma-locked to +500 and always good.
 
Basium won't just attack AV players though. I've seen him get uppity with everybody but the Civ that summoned him before... part of the issue is that we're using Bassy to set out what's good in Fall Further, and he's clearly the psychotic crusading side of good.

I think the alignment penalties should be sorted by your alignment versus your enemy's. If you're good, attacking evil civs is a good thing to do. Going to beat up the Elohim is still an evil thing to do. Attacking a neutral is bad, but not AS bad...

If it's universally not as bad to kill an evil civ, that gives a chance for empires trying to redeem themselves a chance to "prove" their worth by going to beat up the evil civ next door.
 
Basium won't just attack AV players though. I've seen him get uppity with everybody but the Civ that summoned him before... part of the issue is that we're using Bassy to set out what's good in Fall Further, and he's clearly the psychotic crusading side of good.

That really is the main point I guess and is an old discussion - Good in FfH isn't pure and bright - it's dirty and vicious, but it's trying to save the world as best it can from Armageddon. Arguably Basium doesn't even follow that rule - he just wants to fight demons, which indirectly works toward the same end.

A simple way to simulate an alignment hit for declaring war against a good/evil player is to simply apply a negative amount equal to 10% of their current alignment to your own alignment.

Declare on Perpentach (Alignment -350)
[-(-350/10)]
Change: +35 Alignment

Declare War on Falamar (Alignment -20)
[-(-20/10)]
Change: +2 Alignment

Declare War on Capria (Alignment +420)
[-(420/10)]
Change: -42 Alignment

=====

Is it "good" for the Bannor to attack and wipe out the Cualli simply so they can expand into their territory and burn down their jungles? Probably not, but in the big picture, the "evil side" has lost an ally whilst the "good side" grows stronger. They have caused a net-shift toward good.

Given that your AC contributions will probably be applied to your Alignment in someway however, razing cities remains "a bad idea"(tm) for good civs...
 
Is it "good" for the Bannor to attack and wipe out the Cualli simply so they can expand into their territory and burn down their jungles? Probably not, but in the big picture, the "evil side" has lost an ally whilst the "good side" grows stronger. They have caused a net-shift toward good.

And, what if the Cualli have adopted Order in the meantime? Wouldn't this make them Good? Or if they had chosed a series of actions shifting them to good? Even more, what if the Bannor themself have gone Evil by adopting AV? etc?

Shouldn't the formula consider current alignment instead of a Leader?
 
And, what if the Cualli have adopted Order in the meantime? Wouldn't this make them Good? Or if they had chosed a series of actions shifting them to good? Even more, what if the Bannor themself have gone Evil by adopting AV? etc?

Shouldn't the formula consider current alignment instead of a Leader?

According to the model he posted, it does. If the Cualli's alignment was changed by adopting a religion, or any other method, the effect on the Bannor's alignment would change as well.
 
According to the model he posted, it does. If the Cualli's alignment was changed by adopting a religion, or any other method, the effect on the Bannor's alignment would change as well.

Absolutely right! I had misunderstood the meaning of Vehems presentation. Sorry. :blush:
 
Absolutely right! I had misunderstood the meaning of Vehems presentation. Sorry. :blush:

Aye the numbers given were just arbitrary - the sort of alignment values that might exist in-game at a given time. It would be the current alignment in each case.
 
Good here is anti-evil and Basium really likes to choke demons and bash summoner. I like it.

But I don't agree war is evil. I say it a waste of resources. Besides, you'll have to literally make it a world war to have any real effect on statistics. People die every day of various causes. And people die anyway, it is only a matter of when and how.
 
Besides, you'll have to literally make it a world war to have any real effect on statistics.

"The death of one man is a tragedy. The death of millions is a statistic. "

-- Stalin (Alignment: -223)
 
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