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Topic: Curremt Character/Dynasty Model |  |
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Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted November 21, 1999 17:50
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Characters & Dynasties1.0 - Table of Contents 1.0 Table of Contents 1.1 Introuction Characters 2.0 Traits 2.1 Skills 2.2 Creation 2.3 Other Character Info Dynasties 3.0 Creation 3.1 Evolution 3.2 Death 3.3 Succession and Splintering 4.0 Offices & Proffessions 4.1 Offices 4.2 Proffessions 5.0 Credits 1.1 - Introduction There have been considerable discussions on characters and dynasty's on the Forum, with little clear consensus reached, although the general ideas and possibilities have been analized. So what you read here is not necceserily the exact system we´ll use. First off Characters and Dynasty's are two totally differnt things and are only placed together because they are so intertwined. CHARACTERS 2.0 - Traits Each character has personal traits, and when he is assigned or chooses a profession, his skills are determined (see next section on the profession thing). This will hopefully please the role-players out there as this has relations to many role-play games. All of these will be based on a number 1-20, 20 being the best. I think these should be hidden from the player, but instead have desciptions that rate the general levels. Character's from dynasty's I would like to add a "haze" effect for social viewing of characters, but that we'll have to wait and see. Physcial Traits: Social Traits: ---------------- -------------- Status Intuition Education Willpower Reputation Charisma Physical Traits - These usually evolve during play somewhat and have a lot do with the character's history and perhaps his dynasty's history. Status - Represents the social level a character is at. 1 is usually slave or serf or in modern times, a bum. 10 is a journeysman craftsperson or in modern times, a factory worker. 20 is the elite arostocracy or extremely influential people. In modern times these would be rulers of countries, superstars, CEOs of huge corperations like Microsoft. This also represents there relative wealth or potential wealth for the very near future. As the character is played, this may go up or down somewhat. Education - This is basically book knowledge and the use of it. Those of less than 5 are considered illiterate while those of 17+ are usually considered geniuses. This stat will prob not change, but if so, will prob only go up and not by more than 2. Reputation - First off, this is the most volitile of all the Traits. All characters who don't come from a dynasty start off with a reputation of 1. Those that come from dynasty's start off 2 lower than their parent(s) reputation. All Radicals (explained later) will have a minimum of 10. This trait measures how well a character is know, not liked. The higher the reputation, the more he's known and the more able u are to hire him if he's outside your civ. However, higher reputations also require more lucrative offers (explained below). Reputation is increased and decreased in many ways, namely as time passes (reputation tends toward shifting for the center (10) if no other modifiers are out there. Other things that can raise it; when the character is hired, were successful at a job, been promoted, very few in that proffesion. Some that could lower; fired from a office, overthrown, unsuccessful. This is by far incomplete and prob hightly inaccurate, but I hope you get the idea. Social Traits - These have more to do with predisposed areas a char is good/bad in. When rolling for random generation of these numbers, these stats are what make super/stupid characters. Intuition - This represents a character's insticts, common sence, percention and daily living knowledge. Those with high intuitions usally are able to think fast (although not ness correctly). Low inutition doesn't mean that someone's dumb, it means they might be inexperienced or somewhat mentally imbalanced. Inutition like education will prob not change that much, but if so will only go up and by not more than 2. Willpower - This is the drive for success of a person, there ability to resist charasimatic leaders (and resist being hired) and the ability to be efficent. Those with high willpower will be risk takers, adventurous or dominant in politcal field. Strong willpowered people are harder to hire, but are also good if you manage to get one. Charisma - This is a characters ability to sway a person, group or populace through his speaking and actions. This char is naturally gifted (or hadicapted) in this area and will usually nake good in politics or religion. Super charasmatic people are known to cause turmoil throughout history. 2.1 - Skills Next come the skills. The exact level of skill in any of the listings above depends on the traits related to it (f.e. Leadership would be mainly based on Charisma, but also a bit on Status and Intuition, maybe even Willpower) and also on the exact profession the character has (see next section). So an Army Commander would have somewhat higher Leadership value than a Banker even if they had the exact same traits. I´ll leave the exact connections between the traits and skills out for now. The general idea should be obvious: When a character is created he is rated in several characteristic traits, if the character is controlled by a player he can be assigned to numerous Professions so long as that character meets the minimum requirements. When this is done, the skills are determined, using the traits and the Profession as basis. In addition we´ll probably include Personality and History as suggested by Mark for flavor, although these are not skills per se. - Administration - Accounting - Mil.tactics - Leadership - Engineering - Theory - Diplomacy - Persuasion - Tinkering - Agriculture - Theatre - Music - Medicine - Sailing - Drawing/Painting - Philosophy - Electronics - Computers - Driving - Flying - Maybe something more 2.2 - Creation Next, lets look at character creation. This is done on class-bases, i.e. a newly created character is considered to belong to a specific class. How a character is created is determined randomly, although with some regulating so that players can´t go back to a saved game to get different kind of character. One idea we could use instead of the Point Bank is simply to average out characters over the game, so if a player gets a super character he will get a total airhead later on (or several that are below par). As for how frequent characters are, this is something that players choose at the beginning at the game. Perhaps players can also choose how influential they want the characters system to be, i.e. whether they want a lot of great characters or not. Finnaly there are 2 basic types of characters created. "Free" characters and "Mercenary" characters. "Mercenary characters are common and there are usually 5-20 per civ depending on size and population. These characters require payment of some kind to become employed. They are usually lower in stats than free characters, but not always. Free characters are, well, free. These characters start already in your pool in a position called "General Administration" which just means they help the government out. The exception to this is with hereditary dynasties (See that section for details). Free characters are usually rarer, or are created by dynasties. Finnaly there is a very rare 3rd type of character generated. These are "Radicals" and cannot be controled, only influced, by any civ. These characters have opposing views and are always anti-gov (see below). They also have atleast 1 very high physical stat. In determining the class the new character belongs to there are three steps. First, the cultural background of the character. For this we´d use the Social Model. Then the allignment of the character is checked, i.e. if he’s pro, neutral or anti governmental. For this the anti/pro status is used (see the gov. model), perhaps modified a bit by the cultural backgound (f.e. if the character belongs to a oppressed minority there is more chance it becomes anti-gov). If the character is pro-gov he becomes helps out the government in any way he can. He can easily hire this person with prob nothing more than asking if he wants a job. Note that one major differance in the anti/pro status is that this is for all governments. If a character is hired his status is kept (but frozen) and is replaced by loyalty which measures how much he likes your gov. Neutral characters can be hired, but it is usually harder to do so. Anti-gov characters its near impossible to hire without some kind of bribery and even so there loyalty will start out very low. When hired, the player is then free to assign the character to a specific post. Characters that fall into the Anti group can also do 2 additional things: they can act against the government(s) or they can become Radicals with even more far-reaching effects. Then the traits of the character are determined. As said above whether the character has high/low stats is pretty random (with some restraints). When distributing the trait ratings the class the character belongs to is very important. Thus characters from the UC tend to have higher Status and Wealth rating than those from the LC in social traits. 2.3 - Other Character Info About the longetivity of characters is on the average 30 turns, and the range maybe 20 to 40. DYNASTIES 3.0 - Creation I think the simplest way in handling Dynasties is to check, when a character dies (dissapears), whether he creates a Dynasty or not. This would be determined by: a) the characters status and reputation; b) type of government; c)possible we can influence this by the History of the character. As for a) only those of high reputation and status have dynasties that are remembered. The government (b) will determine whether or not it is more likely that a dynasty would be started. Another idea for creating Dynasties is to check this at the same time the founding character is created. This is simpler and probably makes it easier to keep the number of Dynasties under control. The downside is that we´ve no idea what kind of a Dynasty it will turn out to be, for all we know the character could be killed in the first battle he participated in. Of course it is more realistic. 3.1 - Evolution The offsprings of the first character automatically try to follow in their fathers (mothers) footstep, even expecting (demanding) the same position he/she held. If it was a heriditary position they´d probably get it automatically (spelling potential trouble for players when the Dynasty begins to ‘slacken’). The traits/skills of the offsprings (note that only one character for a Dynasty is active at a time) are calculated using the stats of the one before them. The tendancy that the Dynasty ‘slackens’ in time means that there would be some negative modifers to this. Here's the numbers i've come up with based on 20. This represents the first generation after the founding character and should change as follows: the "Stay's the same" should never change in actual amount. The positve modifier will slowly erode at 1 per generation till it is only a 1 or 2. On a roll of 1 or 20 a super character/dim-witted character is created. Each new character will start with a -1 modifier to their stats which will be rolled (unless specified otherwise) with a variation of 3 (-2 - +1). On super char it will be (-7 - +5). In the case of a 1, the slacken curve is reset and on 20 it is put to its end result. If there is a 1 and 20 rolled, it evens out if more than one of them than the other is rolled, law of majority wins. This is how the slackening curve should start out: 1-8 Stat raised 9-15 Stay's the same 16-20 Stat Lowered 3.2 - Death In addition a dynasty dies out either through player intervention (or computer civ intervention) or when its reputation of the character born is below 5. Finnaly if there are no offspring when the char dies, so does the dynasty. 3.3 - Succession and Splintering There will be 0-5 offspring. tending toward 2. Well have to determine when they have kids. Earlier periods had them quite young with daughters being married sometimes at the age of 8 and sons 10. This will have to be playtested i guess. Anyway the succession is usually 1st born unless (a) char dies (b) personality conflict with parent (c) politcal reasons such as char wants to be an artist and runs away, daughter is married off, etc. Anyway dynasty succession can't be micromanaged. Period. Civil wars will usually occur do to succession for the throne by two influental and powerful siblings (one being the "rightful" heir). This will usually have the other leave and form his own dynasty which will be at war with the other one. Others can happen from splitting of resources upon death, parent/child disowning there respective counterpart. How this should be implimented should have mych to do with the current politiocal situation and personalities of all involved, though beyond that i'm not sure. Note if its a new dynasty that's at war with the old, it will usually be in another civ, but not always if the player allows for competition in succession. Anyway this shouldn't happen too too often are the AI would be overrun with dynasty's. I'd say only if there were 4-5 children. Finnaly since this has to do with the former paragraph i'm posting it here. It's about rouge dynasty's. Those are dynasty's that don't support the way the current succession is or have disowned (been disowned) by their parnet and took some retainers and started their own dynasty. These will prob always start out at war with other dynasty and be in another country as i said before. The case where they might not is if u recognise them as being a legitimate dynasty, which will have reprocussions with the other side. 4.0 - Offices & Professions Dynasties can of course be of any type, it all depends on the Profession/Office of the originator. The only Office that must hold a Dynasty at all times is the ruler when the state is Monarchy or the like. In most cases a Dynasty should be associated with a certain Office, because the idea with the Dynasties is that once they decline players must pry them from their Office in order to put a better character in it. As this may be something that some players aren´t interested in doing we must include the option to turn Dynasties ‘off’, including having the ruler represented by a special character. Now that we´ve outlined the creation and stats of characters and dynasties the next step is to decide what to do with them. I think if we just let them wander around without a specific purpose or position we´re asking for a lot of trouble. So for a character to have any effects on the game he must occupy an Office or pursue a Profession. As mentioned in the Character section each character can have one of 3 occupations at any given time. These are: - Office. Characters that are working in the government (not merely for it) are considered in an Office. Basically, these are the governmental officials. Apart from heriditary Dynasty positions characters never get an Office without assignment from the player (players can of course let the AI handle this for them). - Profession. This occupation can be divided into two groups. The first is all characters that are under someone's control, but that are not part of the government. The second group are characters that are characters that are not under direct control by any player, either because no-one has offered them a job (yet), or of their own choosing. - Radical. Radicals are a rare breed, I envision that there´ll be no more than 10-12+1-2 per each player beyond the first (in multiplayer games) of these in a whole game . The radicals can never be controlled by a player, at most they can be influenced. I haven´t completely figured out how these guys should work, so any suggestions are welcome. I think each of them will embrace an obscure or unexisting idea (religious, philisophical or political) and take it to new heights, so to speak. This would be determined bythe social/tech standings. We could use these for the creation of new religions (see Social model). 4.1 Offices Here is a list of possible offices, not a complete one. Note that many positions only become availible when civs have reached a certain advancement level, and some may become obsolete in time: Also, that some positions where known under numerous names throughout history. Offices: - Governor - Minister (several types possible, Finance, Defence, Internal, Foreign, Judical, Prime; could also be termed Chancellor or Chamberlain, even Consul or Vizier) - General/Admiral - Tax-collector (tax-farmer) - Chief of police/intelliegence service - Diplomat/Ambassador - Inspector - Spy - Judge - Some independant organizations like "The Federal Reserve" or something These types should all be familiar, the Inspector is an official whose job it is to make sure that other officials are doing their job appropriately, thus decreasing corruption and increasing administration efficiency. Inspectors can be corrupted also though. Note that the effects of each position are yet to be decided. Also, if an Office isn´t occupied by an active character (as will happen often) it´s considered occupied by a ‘John Doe’ with average stats (maybe a bit low), which occupies the Office until the player assigns it to an active character )and occupies it again when that character dies or is sacked). 4.2 Proffessions Professions: - Landlord/Aristocrat - Class/Faction Leader - Banker - Scientist - Inventor - Philosopher - Religious Leader - Doctor/Healer - Artist - Bard/Performer - Muscian - Mercenary Leader - Pirate Captain - Merchant Leader - Guild Leader/CEO - Farmer - Engineer - Electrician - Computer Specialist - Master Craftsman (any kind) These types should also be more or less familiar. The Landlord/Aristocrat is in most cases a powerful and influential character, which is liable to act against you if kept out of government for too long The Class Leaders are characters that represent a class or a faction and can modify the relations of that class/faction towards the ruler, even act as a rebel leader in case of a revolt. As for the Artists and similar, some explanation is needed. Players get several benefits from employing Artists, Bards or Muscians. First, the court of a ruler with many prominent "talents" around attracts attention and gives the player a Diplomacy bonus. Secondly, each turn there is a chance that a "talent" produces a Masterpiece, which gives the player a VP bonus, and perhaps some monetary gain later on (Tourism). We could also award extra Diplomatic or Stability bonuses for Masterpieces. If it´s not too complicated to implement (and if we think it´s worth it) we could keep track of each Masterpiece, what type it is, where it is, who owns it, etc. thus allowed them to be stolen (looted) or exchanged through diplomacy (like the Statue of Liberty). Masterpieces can of course be destroyed (or lost). If we decide to implement this rule it could be a small consolation for those missing the Wonders of the World. 5.0 - Credits I'd like to thank Hrafnkell since most of this document was taken from his posting. I just modified it and cleared stuff up I though was vauge that could've been not quite so. I'd also like to thank Dominique for his help in the development of Characters. Much of what he wanted I've tried to incorperate as best I can into here. Mark - For Clash of Civilizations without which this doc prob wouldn't exist. Lord God Jinnai - I'm the one who rewrote this and cleared it up somewhat so it could be posted for all to see. -------------------- Anyway post what u like, dislike and how to make some areas more detailed. Editorial note: Previous discussion can be found in Characters II
[This message has been edited by Mark_Everson (edited November 22, 1999).]
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Toubabo_Koomi Clash of Civilizations Disease & Natural Disasters Models
Oct 1999
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posted November 22, 1999 05:22
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I have a few comments: 1.) I don't think the player should be able to influece how often characters come out. They are supposed to be special people right?, Well special people are rare. The player should just be able to turn them on or off and on auto pilot, if he chooses. 2.) On the marrying of daughters: Will it be possible to marry your leader's son to a neighboring civ's daughter, kill off your current leader, then by right of heir, If the other civ had no sons, rule both kingdoms as one civ? 3.) Another possibility with the succession thing is, split empires. I think it was Charlemange who died and left in his will each of his sons would get one third of his empire, thereby creating 2 new civs. We need to think about including this possibility into the game. 4.) Radicals could also start wars like the American Revolution. They could stir the people into a revolt for democracy and once one civ had acieved this, there would be a greater chance of Radicals poping up in other civs preaching democracy(kinda like what happened in the real world.) |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted November 22, 1999 23:17
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1.) I don't think the player should be able to influece how often characters come out. They are supposed to be special people right?, Well special people are rare. The player should just be able to turn them on or off and on auto pilot, if he chooses.Well first off i am in the liking of what dominique wanted, ie lots of character interaction, however, i know that many people are not. That's why i am allowing people to vary the amount so it will satify everyone involved. It shouldn't be too much harder to program either. 2.) On the marrying of daughters: Will it be possible to marry your leader's son to a neighboring civ's daughter, kill off your current leader, then by right of heir, If the other civ had no sons, rule both kingdoms as one civ? Perhaps, but perhaps not. It depends on the political situation. FE an uncle from the other side may claim the right to rule or a civil war for succession could happen or the daughter could rule. 3.) Another possibility with the succession thing is, split empires. I think it was Charlemange who died and left in his will each of his sons would get one third of his empire, thereby creating 2 new civs. We need to think about including this possibility into the game. Yea i know. I was hinting at that when i was explaining some ways of forming new dynasty's. 4.) Radicals could also start wars like the American Revolution. They could stir the people into a revolt for democracy and once one civ had acieved this, there would be a greater chance of Radicals poping up in other civs preaching democracy(kinda like what happened in the real world.) Yes to the first part and no to the second. Racicals can and will affect political and religious (perhaps other aspects) a lot, but, radicals are very rare and at most they might produce anti-gov people more in other civs. |
Kull Clash of Civilizations Diplomacy & Web Editor El Paso, TX USA Mar 99
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posted November 23, 1999 00:07
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LGJ: The "Characters" page has been added to the web site. Do me one favor.  I gave your opening post a fairly thorough spellcheck prior to posting, so please copy it over your original. It's not that I'm overly picky about spelling in the threads, but if you ever edit the original, I'd rather not repeat the edit process before updating the web site. Thanks!  |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted November 24, 1999 21:57
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LGJ:Thanks for putting the summary/proposal together! There's just one 'blast from the past' that I didn't See in the doc that I'd like to reiterate... IMO characters that do show up should be linked to the culture and main thrust of the society. The romans value statesmanship, law, and military, so their characters will usually show up in these areas. Other cultures value other things, and other types of characters would tend to show up. And as a corollary, characters in meritocratic systems should be somewhat stronger on average than those from stratified systems. Just because the former has a Much bigger talent pool to draw from than the latter. |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted November 24, 1999 22:19
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LGJ: I finally took the time to read through your proposal (been a little preoccupied with the graphics, etc). Great job! I'm not so interested in the characters (never been much into role playing) but I love the idea of the dynasties. That would get around the 6020 year old leader  |
Mikael Chieftain
b.02-15-99
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posted November 29, 1999 13:39
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LGJ: I see "flying" and "driving" in the different skills...Do you intend to model Formula 1 champions or what?  I'm curious to see what a character can do with those skills. Sorry if I missed something. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted November 29, 1999 14:30
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Actually i planned on using them for merchants mainly (i don't think its right to just use seafaring for merchants since many go across land and in modern times air),but it does sould kinda useless in modern era since they can hire people to ship cargo...but then again it could be useful for entrpenuers (hope i spelled it right ). Anyway Sports is a part of entertainment and char will be used for that purpose also. Also flying could be used as an ace pilot in military...i don't know yet though. |
Mikael Chieftain
b.02-15-99
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posted November 29, 1999 15:16
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LGJ, All right, now I understand "driving" . But really I don't see the use of "flying". Pilots are only soldiers in your army and surely can't have any effect on anything...Except if they rise in rank, but then you'd have to use the "military leadership" skill(like Goring).
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Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted November 29, 1999 16:22
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Yeah, I'm with Mikael. I hadn't looked at the skills list very carefully . How about just having a Commerce skill. Then you can subsume merchant-related driving, etc. into it. IMO the character should have skills in Only the things they will directly do which are something worthy of the player taking note of.Now we might want Explorer characters... so maybe sailing isn't all that irrelevant  |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted November 29, 1999 23:59
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ok commmerce might be acceptable for merchants.Mark: well if we have sailing we have to have something for explorers who aren't sea based such as survival or something |
Glak Warlord
Apr 99
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posted November 30, 1999 11:01
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why not just have some skill like adventuring or something? Or geography? |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted December 01, 1999 00:19
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adventuring, no cuz that's really put in will, well maybe. Geography wouldn't really cut it for a skill. |
roquijad Clash of Civilizations Government Model Santiago Nov 1999
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posted December 03, 1999 00:42
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I'm posting for the first time and I hope this ideas are new: 1) Characters could become "real" persons if they do really well and acordingly to the Era where you're playing. So, a good ancient philosofer chracater could become Socrates, a modern one could become Kant, a scientist could became Newton, Bernoulli or Einstein. An entertainer could became Shakespeare, Cervantes or Elvis. So, at the end of the game, your civ gets more points if it was able to gather important figures of world history through the game. It's like competing not only for wonders of the world but also for remarkable people.2) I believe the independence of characters from the players is a much more fun thing to play with. Characters could be rebel leaders, rich merchants looking for better economic oportunities from the govt, a religious leader like Christ or Budha. People you have to deal with rather than command them. Rodrigo
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Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted December 06, 1999 01:17
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Thanks for posting Rodrigo!!!Anyway as to ur questions: 1) Characters could become "real" persons if they do really well and acordingly to the Era where you're playing. So, a good ancient philosofer chracater could become Socrates, a modern one could become Kant, a scientist could became Newton, Bernoulli or Einstein. An entertainer could became Shakespeare, Cervantes or Elvis. So, at the end of the game, your civ gets more points if it was able to gather important figures of world history through the game. It's like competing not only for wonders of the world but also for remarkable people. ---- That's a good idea, i just don't know if there should be such a direct connection between our world and this one(s) we're creating. A close idea to this i've had was the ability to name ur dynasty's (or have random names given for urs and others) as well as names for important people, not ness from our world. U could also put an "alias" for anyone u deem worthy of keeping track of also. The latter would have no affect on gameplay but would be similar to what was done with the sim games. 2) I believe the independence of characters from the players is a much more fun thing to play with. Characters could be rebel leaders, rich merchants looking for better economic oportunities from the govt, a religious leader like Christ or Budha. People you have to deal with rather than command them. :- I thought i had made that clear...guess not. Yes, CHARACTERS CAN DO OTHER THINGS THAN JUST BE ORDERED AROUND! There, i hope everyone knows now Anyway as far as characters rebeling, those would be anti-govs or neutrals only. And yes characters do move around in search of better oppurtunities, however if u hire them for a position (as long as u treat them good) they don't move around in search of better opurtunities. There will be pirates and unowned merchants, religious leaders and more. U can attempt to hire anyone except a radical, however its not guaranteed and u could only try a char 1ce per 3-4 turns and only say 1-2 per turn so that someone doesn't try every turn to hire all the chars. I'll get more specific on what types of chars there are later on when more of the models are fleshed out and closer to there final stages. |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted December 06, 1999 07:34
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I like the idea of characters becoming "real" people. Since I usually don't have much of an interest in characters, this might be a unique feature to bring people like me into that part of the game. It could be made optional so that players aren't forced into having characters from "our" world - but could be used for people like me that like parallels to the real world (I often use the "real" maps in civ, FE European map. They don't hold as much mystery as a new map, but they have a lot more character IMHO since they DO parallel something that I'm personally familiar with). my $.02 |
roquijad Clash of Civilizations Government Model Santiago Nov 1999
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posted December 06, 1999 23:23
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Jinnai: First, I'm glad about char's independence. Second, about chars becaming "real people", you're right about the "how close should Clash be to real history" issue. I was blind to the fact that some players may not want their games to recreate history. I guess I'm more like Paul in game terms looking for similarity to world history.... It could be an option for the player, but I'm not sure about it... This is so similar to the wonders of the world topic that they could be treated together. I remember I read (I guess it was in the social model) that wonders shouldn't be as specific as "the pyramids" or "great wall", but abstract "great buildings" that give attractivness to the cities where they are built in. But, players like me would prefer to really build pyramids because much of the fun is playing a game where you can recreate history. One could think of an "historic option" in which wonders and chars are from world history and an "abstract option" where wonders and chars are, well, abstract. If we can find further elements to be included in the "historic option" then it'd be worth implementing.Anyway, back into the chars topic, I think chars should stand for themselves as an attractive feature in the game even for those who don't care much about individual persons. I believe the key for achieving this is exactly char's independence. Being the ruler, you must deal with internal and external problems. All of these problems come from a group of people making nasty things to you. These groups could be an entire enemy civ or an ethnic minority within your nation, for example. If one of your options is, for instance, getting their leader killed, you have an obvious value in playing with chars and all types of players would like the char model in clash. I understand you have these type of interactions included in the model, so my proposal here is to EXCLUDE from the game the option of HIRING chars. I feel some players don't like chars because you have one more variable to control and it's one of a specific and local nature. But, letting chars to be independent in their behavior and having them in the game only as group of peoples gather together, you put chars in their right and natural position: someone you have to bargain with and someone who is on behalf of a civ, group, guerrilla or whatever. Being on behalf of a wider community, chars become really important and the need to implement diplomatic actions or bribery or murder toward them becomes a key factor. The thing is, in a word, isolated local chars don't sell, leaders do. Rodrigo
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Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted December 07, 1999 07:39
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It would be relatively easy to set the game to have a "historical" option and an "abstract" one - it's just a matter of having 2 text files for the names. You'll have to pardon me on this one: I'm having trouble fathoming how it could be even remotely interesting to build a WW as an abstract "building". Picture this...Romans build large stone buildings with sloping sides and a pointy top...makes one unhappy citizen happy. I'm being a bit sarcastic, but it still seems pretty boring Or maybe I'm just lacking in imagination! All the more reason to have 2 options. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted December 07, 1999 14:55
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First off I'd like to know why char shouldn't be hired. I planned on using them for govenors and advisors, etc. The others such as merchants and stuff would be basically contracted with for certain period of time. But if there's no hiring how could i then appoint govs? or how could the dynasty system work since it is based on people who were hired by you?As for the char names well we'll see what happens. Its unimportant right now, but if we put it in it wouldn't be to hard to impliment and have and on/off switch. And paul, I believe u could give a name to ur wonder if u wanted to and in the case u porb did it would be a massive tomb or something and the effects wouldn't ness be like u said but would be more appropriate to the actual wonder. |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted December 07, 1999 16:05
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I realize that it's minor, but the point that I was trying to make is that I (along with at least a small contingent of players) actually enjoy seeing REAL world names for places, people and things in this genre of games. I know that I can give the building a name, but the point is that I'd like to see REAL names. That's probably why role playing games never turned me on much...I don't get all geeked out over finding the "Blue Sword of Jangar" in the "Temple of Ashur" (or whatever it is that you D&D fans search for)  |
roquijad Clash of Civilizations Government Model Santiago Nov 1999
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posted December 07, 1999 17:03
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About real and abstract wonders & chars, maybe we've reached a point where we need other opinions. For sure Paul and I like real names and LGJ just don't care much. What do others think? I think it's not difficult to implement and "historic option", but it's expensive on the research side, looking for world chars. More opinions needed! anything you can do about it?About not hiring chars, I meant you shouldn't spend time hiring chars and commanding them. I don't see why this would lead to the exclusion of dinasties. If you need a guy as gobvernor in a province, you don't need to have a specific char for that. The char only becomes interesting if he/she turns into a rebel warlord or some other form of anti-ruler. So, in game terms, you manage cities and provinces like if there were gobvernors, viceroys or whatever, but never seeing them. BUT, if for some reason, a group of people with an anti-ruler policy grows enough, then you can see a particular char, that could be an actual member of your office. Then you can take actions against him and/or his people. In other words, you can have chars all around the game but invisible to the player. Entire dinasties can be going on within your civ, but you only see them when they're strong enough. Their strenght can serve you (if you ally wiht them) or can threat you, if they're anti-ruler. Rodrigo |
Kanzid Stonebreath Chieftain Macclesfield, Cheshire, England. Apr 99
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posted December 07, 1999 18:37
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Picture this...Romans build large stone buildings with sloping sides and a pointy top...makes one unhappy citizen happy.No this is not what you will be told instead you will be told someting like. The Roman people have built a massive temple to honour the gods there is much rejoycing across the realm |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted December 07, 1999 20:59
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Personally, I'm for Both characters the player controls, and those they don't, and every shade in-between! On the historical/non question, I think we need to support both points of view. Needless to say, we'll probably do the latter first because it's easier  |
roquijad Clash of Civilizations Government Model Santiago Nov 1999
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posted December 07, 1999 23:09
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About abstract wonders, I'd like to add that I find interesting the option of customizing their effects. You can build an abstract wonder and decide what's the effect of it. Options could include: -Religion related happiness -National Pride (good for army morale, FE) -"General" happiness (as hanging gardens) -Diplomatic respect from other civs (like a wonderful palace)All wonders should also be attractive for people in the migration model and for trade, since the city where the wonder is built in is greatly visited. In another view of WW, some important events happening in a city could be recorded in such a way that the city holds an special attractivness for some people. Think in the holy land, where people have gone through centuries just because some events took place there like Christ's birth. Such cities could be marked as having a "wonder" since you earn something for having it in your civ. Anyway, who's in charge of the wonders issue? Because maybe the char model forum is not the place to put this ideas.  Rodrigo |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted December 07, 1999 23:59
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Rodrigo:There is a very short thread on wonders here. There have been little bits about wonders, and whether or not we should have them, in several places. If you are interested in writing up a proposal, Go For It. As LGJ suggests, you should probably do a search on wonders if you're interested in undertaking a wonder proposal. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted December 08, 1999 00:51
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Now back to the correct subject  About not hiring chars, I meant you shouldn't spend time hiring chars and commanding them. I don't see why this would lead to the exclusion of dinasties. If you need a guy as gobvernor in a province, you don't need to have a specific char for that. The char only becomes interesting if he/she turns into a rebel warlord or some other That's the point of hiring them. And the factor for the loyalty attib. Nameless chars/chars u don't place as govenors won't ever rebel themselves (population might), but they prob won't be as good of a province as they could be (the ruler wouldn't be very smart or anything (just a below average joe). When placing him as gov you take risk of him revolting and if a dynasty is formed, and position is inherited, that the successors won't do as good, sometimes worse than your nameless char). There will be more to it than just that. I'd like an optional option (hehe nice wording) to convey with them and order/suggest they do stuff and based on what type of char they are they'd react diff. As for advisors, it would be similar, only on a civ level, not province. The more loyal they were, the better they'd help/work for u and low loyalty ones could be bribed and/or give u false statements. The advisors would prob be completly optional but a general advisor (nameless) would always be there no matter what. Again u take chances with them and have to interact with them and they could even start revolts of their own against u. So when u say there's no real interaction well i really must say atleast the way i'd like it, you're wrong. In other words, you can have chars all around the game but invisible to the player. Entire dinasties can be going on within your civ, but you only see them when they're I kinda like that idea for dynasty's but if every char had the potential to make a dynasty, it would eat up a lot of computing time IMO, esp if u were like me and put characters on max. However any dynasty under ur control u'd always know about. While I'm on the subject of Dynasty's, theres a way i can think of of implimenting one for ruling family. I've played a game called Gheghas Khan II and u have to play the game cross-generational so to make it more realistic ur stating char everntually grows old and dies. Well if u have a son (only sons in thsi game) who's a general (ie 10 yrs of age and u've doned him the title) u can have a successor to the throne and ur empire continues. If u don't, its game over, but u can still see how the AI plays the game for ur country as a new ruler. I would make it easier to continue though since this is only a span of a couple hundred years, not thousands. Basically if u had another child (male and female could become rulers, depending on society), and the original inheriter died (ie first born) then it could go to a sibling and if the current inheriter is too young, a regency is put in place. For game sake we'll prob say all ruling family regency's will be playable as if it were actual ruler. When the time comes to ascend the throne, we could impliment a % chance that a rebellion starts from the regent who didn't want to give up the throne, but u'd still be in charge of ur civ (well most of it ). Anyway let me know how this sounds. |
Paul Crocker Warlord Slidell, LA, USA Jul 1999
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posted December 08, 1999 09:14
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Kanzid: You've made my point - having a faceless, nameless temple is boring to me - building the Parthenon is more exciting. I KNOW that it's just my opinion, but it should be pretty easy to allow for customized text files (or however we format it) to allow for this type of feature. There seems to be a fairly diverse opinion on this subject - that's why it would be smart to account for BOTH sides of the discussion (Real and Abstract). See my post in the "Script Editor" Thread to continue the discussion if need be. I'll step down from my soap box now and return the floor to LGJ (sorry for the distraction, LGJ!) |
roquijad Clash of Civilizations Government Model Santiago Nov 1999
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posted December 08, 1999 13:16
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LGJ: Alright, I guess we don't need to exclude the option of hiring chars from the game. Just two questions: 1) How many chars you think a player will have in his/her game at any given time? 2) What about chars death? If my governor dies I need to replace it. If the game advances at rates of, let's say, 50 years per turn, my chars will die every turn! How are you handling this?About your proposal for the ruling family, it sounds good to me. The prob of regent trying to keep power to himself should be treated within chars attrb. I mean the regent should be a char and depending on his attrb, you determine how he acts. I posted somewhere (I don't remeber at what forum) that in some cases when you want to make profound changes in govt and a rovolution is needed, the player could be able to change sides, leaving his control of the ruler (AI takes control) and becaming other char, a revolutionary in some province. I think this can be linked with regency or other forms of for-the-moment govts: The player could leave his ruling char and became the regent, terminating a dinasty. Or, the player may want to play another dinasty (at a province level, FE) that seeks ruling. In that way the player is still the "driving force" of the civ, but makes the game more consistent, since unlikely a fundamentalist ruler would change govt style into a democracy.... These actions may imply losing control of the civ for a while, which may be interesting.... or not? What do yo think? |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted December 08, 1999 14:28
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Rodrigo:You should go back and look over the previous character threads, your point about character lifespan is answered. We can't just go in circles on the same issues . Either go to the web page and look at the links, or follow the trail back from the top post of each thread BTW I Personally will probably use Very Few characters that are relatively extreme since I have the same issue as you about not wanting to spend a lot of time dragging characters around! LGJ and I just prefer a different style, but hopefuly we can accomodate both of us. |
roquijad Clash of Civilizations Government Model Santiago Nov 1999
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posted December 08, 1999 23:26
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ooooops! I don't mean to ask already discused topics... I guess you'll have to be patient with me on that. I've made an effort to read as much as possible but there's so much info around!...  Rodrigo |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted December 09, 1999 07:23
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Rodrigo:NP, I Know things aren't too organized and there's a Lot of material. Kull and Dominic have helped Immensely by organizing things in the web site! Mark |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted December 20, 1999 12:25
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Plz, before i can get much further i need the following gen ideas on how u'd expect char/dynasty to affect: Diplomacy, Government, Economic, Merchants, Social/Cultural. Basically give me some ideas as to type of positions, some info on them that might be useful that i don't curr have/hasn't been brought up, etc. As far as merchants gom I'm planning on incorperating them directly into chars somehow so i'd really like some feedback on how u'd like this done. Same goes for pirates which i thinks should IMO be done in military or merchants model for the most part.PLZ! PLZ! To the people in charge of the respective models give me some feedback cuz i can't really do anything without it. |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted December 20, 1999 21:53
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Well, I have been thinking about what I can add to the conversation that hasn't already been said. Character effects on diplomacy are hard for me to envision in terms of specific game mechanics. The only thing I can come up with is that a really successful diplomat essentially manufactures out of the air extra "stuff" to give the other side in the negotiation . I guess the simplest way to do this would be to have a Great diplomat automatically sweeten the pot in a negotiation by a certain percentage of what is at stake. So, for instance, we are trying to end the war with the hated Pig-Molesters and we offer them the province of no-big-dealia to quit attacking us. Suppose the province is worth $one million, a great diplomat offering it to them might convince them it is worth $1.1 million. The deal would then be accepted or rejected based on that inflated value. The government stuff with respect to characters has been beaten to death, and I don't see what I can add to that discussion in a few minutes. If you want to ask specific questions about areas that you are having difficulty with, I'd be happy to try and answer them with my take on it. On the economy, other than bankers and merchants, I really don't have any good ideas at the moment. We have already discussed both of those. Great bankers or other economic actors will probably just give arbitrary benefits to various sectors of the economy. I think I know what you mean when you say that you want to incorporate merchants directly into the characters model. I frankly don't like the idea. There will be merchants running around doing all sorts of things, and to basically Require that every one of them also be a character will IMO overburden the system without much being accomplished. I think the merchant characters should be limited to a Small sub-set of merchants. If I have misconstrued your plans for the merchants, just let me know. Well, that's the best I can dredge out of my feeble brain at the moment. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted December 21, 1999 00:26
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Well first off thanks for the info. It does help but i guess what i want more though and should have clariefied this before is positions/types of chars.As far as merchants go, this somewhat true. If u play with lots of chars it prob would be the case, but that's ur choice. On the other hand if its like u want to use char, just minimal to add "flavor" to the game then it wouldn't cuz only well known merchants such as Marco Polo would be chars. These could also be interacted with to get better deals through contracts. Similar thing goes with pirates. The thing is though that most of the chars would be unkown and unable to actually make contracts with prob because of their low rep. We'll haveta see. |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted December 21, 1999 08:28
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Oops, sorry. Thought you wanted All merchants to be Characters. Just something in your phrasing made me think that... I've got no problem with some merchants being characters. Great Merchants could work by providing 'immaginary' extra gains to those they trade with similar to what I said about diplomats above. That's the only idea I've got at the moment. |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted December 21, 1999 09:21
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It would depend on the level set for chars for what would be considered char merchants. The way i play it would prob be 30-60% of the best, depending on the era and number of merchants. |
roquijad Clash of Civilizations Government Model Santiago Nov 1999
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posted December 21, 1999 18:30
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About number of chars: In a multiplayer Clash there should be some kind of agreement between player concerning this number. The reason: if chars can actually give bonuses to players (like when selling that $1 mill province and making it look like $1.1 mill), then players will tend to choose a big number of chars each, so you then get a really messed-up situation concerning computational speed. In a single player game there should also be some control on the number of chars: If I'm playing and things aren't going good for me, I'd choose to increase the number of chars to get more bonuses in all game aspects. It'd be like cheating.Rodrigo |
Lord God Jinnai Prince Arnold, Mo 63010 Sep 1999
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posted December 21, 1999 19:00
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The reverse is true for inflating the worth of civ...a really bad diplomat (and the way i'm implimeting it sometimes u could get a bad one), will make that million $ civ look like 900,000. | |