Llewen
Warlord
- Joined
- Jun 5, 2004
- Messages
- 276
I just finished playing a very enjoyable game of FfH2, where I played Alexis. I discovered the order religion, got Valin Phanuel, and proceded to turn him into a vampire. It got me thinking. Alignment ought to be a +/- rating, similar to diplomatic attitude.
Every leader ought to start with a certain alignment rating, and actions ought to add or subtract points from alignment, and if you don't meet alignment requirements for a religion, you shouldn't be able to choose that religion, or if your alignment changes to one not allowed by your religion, you ought to lose your state religion and endure the appropriate period of chaos.
My proposal is that alignment be a rating from -100 to +100, and here the alignment ranges I would suggest and examples of what ratings I would give to certain actions.
Good 100 to 21
Neutral 20 to -20
Evil -21 to -100
War is never a good thing:
Declaring war on a good aligned leader -10
Declaring war on a neutral aligned leader -5
Declaring war on an evil aligned leader 0
But defending the righteous and destroying evil is:
Entering into a defensive pact with a good aligned leader +10
Entering into a defensive pact with an evil aligned leader -10
Destroying a good civilization -10
Destroying a neutral civilization -5
Destroying an evil civilization +5
Razing cities is bad:
Razing a city -5 + -1 point per population point.
Using the feed, slavery or other abilities which destroy the population of cities -1 per population point.
Nobody expects the Spanish Inquisition!:
Ridding a city of a good aligned religion -2
Ridding a city of a neutral aligned religion -1
Ridding a city of an evil religion +1
Werewolves and Vampires are bad:
Creating a good aligned hero +5
Creating an evil aligned hero -5
Creating a good aligned national unit +2
Creating an evil aligned national unit -2
Creating a good aligned unit +1
Creating an evil aligned unit -1
Fire burn and caldron bubble!:
Per point of good aligned mana +5
Per point of evil aligned mana -5
Casting a good aligned world spell +10
Casting an evil aligned world spell -10
Casting a good aligned unit spell +1
Casting an evil aligned unit spell -1
Notice it is somewhat easier to become evil, than it is to become good. The real purpose of this is to prevent ridiculous situations (even though it was fun) where Alexis became the champion of order while her vampires were feeding on her population and destroying the population of captured cities in the same way.
Every leader ought to start with a certain alignment rating, and actions ought to add or subtract points from alignment, and if you don't meet alignment requirements for a religion, you shouldn't be able to choose that religion, or if your alignment changes to one not allowed by your religion, you ought to lose your state religion and endure the appropriate period of chaos.
My proposal is that alignment be a rating from -100 to +100, and here the alignment ranges I would suggest and examples of what ratings I would give to certain actions.
Good 100 to 21
Neutral 20 to -20
Evil -21 to -100
War is never a good thing:
Declaring war on a good aligned leader -10
Declaring war on a neutral aligned leader -5
Declaring war on an evil aligned leader 0
But defending the righteous and destroying evil is:
Entering into a defensive pact with a good aligned leader +10
Entering into a defensive pact with an evil aligned leader -10
Destroying a good civilization -10
Destroying a neutral civilization -5
Destroying an evil civilization +5
Razing cities is bad:
Razing a city -5 + -1 point per population point.
Using the feed, slavery or other abilities which destroy the population of cities -1 per population point.
Nobody expects the Spanish Inquisition!:
Ridding a city of a good aligned religion -2
Ridding a city of a neutral aligned religion -1
Ridding a city of an evil religion +1
Werewolves and Vampires are bad:
Creating a good aligned hero +5
Creating an evil aligned hero -5
Creating a good aligned national unit +2
Creating an evil aligned national unit -2
Creating a good aligned unit +1
Creating an evil aligned unit -1
Fire burn and caldron bubble!:
Per point of good aligned mana +5
Per point of evil aligned mana -5
Casting a good aligned world spell +10
Casting an evil aligned world spell -10
Casting a good aligned unit spell +1
Casting an evil aligned unit spell -1
Notice it is somewhat easier to become evil, than it is to become good. The real purpose of this is to prevent ridiculous situations (even though it was fun) where Alexis became the champion of order while her vampires were feeding on her population and destroying the population of captured cities in the same way.