Lord God Jinnai:
thanks for your post and your questions, which are very important. I've some definite ideas about the things you mention and I think it's important to let people know where we stand on these issues.
Regarding the succession thing:
This is definately a thing I want to incorporate. How exactly depends on what conclusions we reach regarding characters, i.e. is the ruler represented as a character or not.
There are some potential pitfalls, any system we device must be appealing and interesting to players and not appear as either mundane or tedious aspect of the game. F.e. the more random we have it the less fun it will be, but it's not readily apparent how we can give players control over this unless we give them some 'godly' powers. Another thing is not to make this too frequent. If players must spend lot of time worrying about the next succession they'll get bored by the whole prospect.
Now, about your questions on the government types the answer is yes, the types you mention will be included. But they won't be included as something the player can simply choose from a pull-down menu. Oligarchy could come about when the Upper class and/or the Labor class is very powerful, the same more or less applies to constitutional monarchy. So the distribution of political power in the state is the biggest factor in deciding whose or who are in charge.
In the gov.model I mention two things briefly, Edicts and Add-ons. As I envision this these two areas will be used to further describe and detail the governmental type. Sometimes these things will be chosen by the player, sometimes they can be forced upon him by an unhappy and powerful class. Taking English history as an example the Magna Carta and the Glorious Revolution of 1688 are a good example of this.
Anyway, hope this clarifies something. If not, don't hesitate to ask some more...
thanks for your post and your questions, which are very important. I've some definite ideas about the things you mention and I think it's important to let people know where we stand on these issues.
Regarding the succession thing:
This is definately a thing I want to incorporate. How exactly depends on what conclusions we reach regarding characters, i.e. is the ruler represented as a character or not.
There are some potential pitfalls, any system we device must be appealing and interesting to players and not appear as either mundane or tedious aspect of the game. F.e. the more random we have it the less fun it will be, but it's not readily apparent how we can give players control over this unless we give them some 'godly' powers. Another thing is not to make this too frequent. If players must spend lot of time worrying about the next succession they'll get bored by the whole prospect.
Now, about your questions on the government types the answer is yes, the types you mention will be included. But they won't be included as something the player can simply choose from a pull-down menu. Oligarchy could come about when the Upper class and/or the Labor class is very powerful, the same more or less applies to constitutional monarchy. So the distribution of political power in the state is the biggest factor in deciding whose or who are in charge.
In the gov.model I mention two things briefly, Edicts and Add-ons. As I envision this these two areas will be used to further describe and detail the governmental type. Sometimes these things will be chosen by the player, sometimes they can be forced upon him by an unhappy and powerful class. Taking English history as an example the Magna Carta and the Glorious Revolution of 1688 are a good example of this.
Anyway, hope this clarifies something. If not, don't hesitate to ask some more...
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