Ravenshroud
Chieftain
- Joined
- Sep 7, 2002
- Messages
- 12
While most certainly leaders affect your "alignment", when society grows it tends to effect the landscape as much as its leaders. If it differs greatly from its leaders, it overthrows them.
I personally like the shifting alignment complexity. What I don't like is the lack of influence alignment has on your decisions.
What if you got MORE complex. What if each city in your empire had an alignment rating and your civic and religious choices had an alignment rating?
Then your ability to manage cities, keep the people happy, improve culture, and even build buildings would be affected.
----- FOR EXAMPLE
I start the game with a leader that has a rating of 90. Meaning 90% good. My first city starts with a rating of 90 as well. As does my "society" rating.
I capture a city and decide to raze it. My society rating drops to 80, just an example. Now the first city is 10 points of of my current society rating. Because they are not pleased they decide to provie 1 less research per turn until they are back within 5 points.
Every turn they move x points toward 80.
Now later I discover The Veil. I make it my state religion. Dropping my society rating to 50. My initial city was at 85. They are pissed. Instead of moving toward 50, they wove slowly away until they defect.
This is truly a complex system. But would simulate how we react when our government/leaders do things we like vs things we don't like. I think it would take a full-time developer to implement and woud rework much of the current system.
I personally like the shifting alignment complexity. What I don't like is the lack of influence alignment has on your decisions.
What if you got MORE complex. What if each city in your empire had an alignment rating and your civic and religious choices had an alignment rating?
Then your ability to manage cities, keep the people happy, improve culture, and even build buildings would be affected.
----- FOR EXAMPLE
I start the game with a leader that has a rating of 90. Meaning 90% good. My first city starts with a rating of 90 as well. As does my "society" rating.
I capture a city and decide to raze it. My society rating drops to 80, just an example. Now the first city is 10 points of of my current society rating. Because they are not pleased they decide to provie 1 less research per turn until they are back within 5 points.
Every turn they move x points toward 80.
Now later I discover The Veil. I make it my state religion. Dropping my society rating to 50. My initial city was at 85. They are pissed. Instead of moving toward 50, they wove slowly away until they defect.
This is truly a complex system. But would simulate how we react when our government/leaders do things we like vs things we don't like. I think it would take a full-time developer to implement and woud rework much of the current system.