flyingchicken
Deity
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- Feb 3, 2007
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- 3,783
I suggest a complete monopoly of important NPCs by the mod. If players want important NPCs for their stories, they come to the mod.
That really isn't enough. What about more distant relatives? Dynastic marriages and their implications? The succession law, and changes in it? Look at the so-called Feudal War in 15th century Moscow; how would you simulate it or a similar event (because those tended to happen in countries with Rurikid-style succession, which were reasonably numerous - Turkic and Mongol successor states come to mind, especially in the western half of the Genghisid empire, but technically almost all barbarian kingdoms went through that stage of succession within the clan instead of the immediate family) in a NES?
How to handle succession if acting from the paradigm of player=ruler, anyway?
Dynasticflow seems like a huge subset of information to manage especially across 20 or more players through hundreds of years of time. But there might be a way....
I'll use spreadsheet terminalogy but a spreadsheet should not be required. Each row in the sheet represents 1 turn and as you move down the sheet you move turn by turn throught he game. Across the columns you list the actual ruler, heirs and other potential rulers like so:
Henry VIII Mary Elizabeth Uncle Bob Cousin Steve etc.
Next to each you list the likelihood of them being the next ruler should the current one die.
Henry VIII (100) Mary (75) Elizabeth (35) Uncle Bob (10) Cousin Steve (5)
Then each turn as the action unfolds you add a new row, change the probabilities and add or subtract names depending upon events and intrigues. At any given time you have a list of potential heirs and the chances of their success in taking over. As the game progresses you build a family tree of the dynasty. If a marriage adds a new potential heir, then he/she is added to the right row and probabilities recalculated. Ages could be tracked with a second number.
If marriages link kingdoms, then a more complex table could include the potential land holdings of each potential heir. This is all very doable in Excel, but would be additional work to maintain. It could even be linked to nation stats so the heirs and potential heirs for any/all players were displayed.
A mod could then select the new ruler via die rolls if desired or some other method.
Anyway, this is a quick answer for you das.
How about a game where one mod maintained the stats, one maintained the family trees and holdings and the third wrote the update?
I think finding a mod who wants to do nothing but maintain stats might be difficult.
That's way too big a responsibility for most moderators, and far too significant a limitation on player creativity.
In general, that sort of thing (internal dynastic conflict) is rarely if ever INTENDED by the player, and at least from a non-Immersionist perspective.
So, with player as ruler, a lower leadership and/or stability stat could induce a greater chance of interrupting the smooth dynastic succession.
(Also, re-implementation of court factions a la the BirdNES model?)
For a revival of that NES I'm thinking of specifically forcing the players to become the 'eternal mystical power behind the throne' sort of thing, as opposed to role-playing leaders directly...
Next to each you list the likelihood of them being the next ruler should the current one die.
If marriages link kingdoms, then a more complex table could include the potential land holdings of each potential heir. This is all very doable in Excel, but would be additional work to maintain. It could even be linked to nation stats so the heirs and potential heirs for any/all players were displayed.
How about a game where one mod maintained the stats, one maintained the family trees and holdings and the third wrote the update?
Well, if an updating mod is very transparent and explicit, and the "automatic" processes are clear in the rules, then assigning the menial task of updating stats to someone else doesn't look like a bad idea.Honestly the first and the third are pretty strongly interconnected.
Sort of like how I maintained the evolutionary trees for NESLife?How about a game where one mod maintained the stats, one maintained the family trees and holdings and the third wrote the update?
I am unfamiliar with NESlife.Sort of like how I maintained the evolutionary trees for NESLife?
I remember in this talk of Heirs of the King Jol'yujar, who had 200 Children, and within two generations, 2300 Possible heirs in Amon's MRTOR.
Lord_Iggy said:In addition to participating, I maintained an evolutionary tree showing the interrelations between all species, springing from the last common ancestors.
Defining 'epic' in terms of scale, NESLife 3 is the most epic NES of all time.![]()