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[Discuss] Code Changes (rebellions)

Thomas Dalton thomas.dalton at gmail.com
Wed Mar 22 16:41:26 CET 2006


> Recruitment centers are what provide troops to recruit, and
> these are located in specific regions who might have specific feelings
> about the rebellion, perhaps heavily influenced by the region lords.

I was about to suggest the exact same thing - it's probably quite
difficult to code, but shouldn't be impossible.

I'm also not sure about banks.  A region lord should always have
access to his share of his region's gold - it shouldn't even go to a
central bank in the first place, it just has to because that's the
only way bonds can work, and getting gold directly would hurt
gameplay.  I think it's best just to let everyone use the banks - the
gold they have as bonds is theirs, they should be able to get at it.

I think getting land more involved in rebellions would be quite fun. 
Let battles between rebels and loyalists happen anywhere, not just the
capital.  Make the victory conditions harder so they take longer (make
sure one random person rebelling still fails pretty quickly, but
serious rebellions should be able to turn into full on civil wars if
conditions are right).  Give an option similar to TOs of replacing the
region lord in a region with someone loyal to you (exact details need
to be worked out).  The two sides can then try and get as many regions
on their side as possible, as well as people.  Each side would only
have access to recruitment centres they control, and would only get
taxes from regions they control (that's why it needs to take longer,
so you actually get a full tax cycle often enough to make it worth
coding).  I'm not sure about where each side would recruit from -
prehaps each side should have their own de-facto capital.  For the
loyalists, that's the real capital, for the rebels, it's a city of
their choice, prehaps a townsland would be allowed, but probably not -
if you can't get a duke on your side, or replace one with someone that
is, then you can't recruit and can't cash bonds, certainly sounds
realistic - without someone powerful on your side you're nothing.

Basically, I'm suggesting civil wars - a lot of coding, but I'm sure
it's worth it.  I've always found internal matters of a realm more
interesting that foriegn matters, and I don't think I'm alone in that.
 Why not have some internal wars?

BTW, yes, I know this is kind of similar to a seccession, but there is
a significant difference - this will end with one side owning the
whole realm, a seccession usually splits it. This is only split
temporarily.

Both sides should work together to fight any external enemies that
attack - ie. the battle code should check for regular wars before
civil wars.  A civil war would leave the realm vulnerable to attack,
though, which should increase the fun.
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