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ravagon is offline ravagon
King
Australia
Sep 1999
time: 13:36
Post  Old Post 02-07-2004 06:11
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quote:
Originally posted by Kucinich

The first two options of Plague #2 and #3 are exactly the same.


The second variant has a larger effect if you check the numbers listed.
I tend to think though that the Magical/Clerical options are around the wrong way. In most fantasy-based settings the priesthood is more associated with healing hence should have a greater effect in this case.


quote:

"Choosing Sides" should only occur to someone not the Council of Five or Castillar, obviously, but also it should only happen if the two are, in fact, at war.


I rather like this as it is - it gives the feeling of a buildup to a larger war - lines of battle forming, alliances being drawn up and so forth before the start.


quote:

I'd like to see a LOT more events like "A Regional Powder Keg" (and the other events in the chain) - sequences of events with somewhat complicated choices in them.


Ditto


Still haven't had much of a chance to go through everything yet but this one just sprang to mind.

Name: The Mad (?) Scientist

Category: Misc

Effect: A travelling scholar from parts unknown has offered us his services. He proposes a wondrous (technomagical?) innovation.

--> Send him to the church. The inquisition knows how to deal with this kind of abomination.

--> We will proceed with caution. At least to the point where we can tell whether this one is fact or fraud.
(-100g)

--> This is a wondrous invention indeed! We must devote all of our efforts to this innovation with all haste. (-250g)


Effect: Full funding enables invention x researchable in y weeks at 90% cost.
Partial funding enables invention x researchable in y+2 weeks at 100% cost with the chance of a botch with hazardous consequences for the province involved.
Also gives a chance to uncover a potential fraud before fully researching the invention.

Variants: Invention category (Military, civilian, etc), magnitude ("BFG shooty thingy. Targets go bye-bye"/ "We call it a pea-shooter sir - Not too many military applications but we think the royal kiddies will love it."), viability ("Eureka! It works!"/"What a waste of time. Hunt the fraud down and put his head on a pike!") and potential hazard ("Sir, we're cleaning up the mess on the floor in lab 13 now"/ "Volcanic eruption? You mean the Sage's didn't predict this one? It's just so hard to find good help these days...").

- The charlatan option triggers an optional "Statewide manhunt" event (funding + troops) to salvage reputation - influence loss otherwise.


Flavor Text: ¨This realm is full of many unknowns. The wilds beyond contain countless more. Who can guess in advance as to their 'benefit' [Need a better word here] or their peril.¨

Last edited by ravagon on 02-07-2004 at 08:27

Kuciwalker is offline Kuciwalker
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  Old Post 02-07-2004 23:54
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quote:
I rather like this as it is - it gives the feeling of a buildup to a larger war - lines of battle forming, alliances being drawn up and so forth before the start.


Well, then maybe it can happen if the diplomatic stance between them is low enough. But it wouldn't really make sense for it to happen if they were bosom buddies

Kuciwalker is offline Kuciwalker
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  Old Post 02-07-2004 23:57
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quote:
- The charlatan option triggers an optional "Statewide manhunt" event (funding + troops) to salvage reputation - influence loss otherwise.


And this sort of event should and up possibly triggering either a large backlash against the church or the wizards (in the eyes of the populace), and should have a chance of spreading to other, bordering Houses (the criminal could have escaped into their territory).

Velociryx is offline Velociryx
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Apr 1999
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  Old Post 04-07-2004 02:24 Visit Velociryx's homepage!
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Hey guys, and apologies for the delay…got some hospitalized friends I’ve been spending time with, but borrowed access for long enough to come here and answer a few questions and stuffs!

Re: “Loyalty cap” and any other thing I am using inconsistently: Good catch! And when you see examples of that, post the mismatched uses here (just give me the event name(s) so I’ll know where to look), and I’ll dig into the guts of the doc and streamline all that as we go!

Plague options: Addressed by Rav…not *quite* the same, but close….if there’s an event to cut down the line, these slightly different duplicates will be the first to go tho.

Regional Powder Keg: Effects are the same, but you don’t have to pay the 100g…I’ll make that clearer in the event text so it gets put into place that way!

Kudzu spell – Our forums are still down, so I can’t get to the precise description, but it’s among my favorite spells, and quite nasty….*G* Casting Kudzu on a target province puts the weed in that province, and it reduces provincial income by 10gpt. Each round it is not dealt with, it grows, and provincial income is reduced by an additional 10gpt. When provincial income reaches zero, it spreads to a random adjacent province. The only way to be rid of the stuff is to station troops there (I forget the particulars on how many) for 1 full turn per 10gpt of lost income (troops spend their time burning and hacking at the fast growing stuff, trying to contain it), and even after it’s gone, there’s a % chance that it will return (very hard to kill!). The spell was based on the plant bearing the same name that has infested all of the South, and as a plant, it has some amazing properties. In addition to being very hardy (the government, or at least the soldiers here in the military base not far from my home) has deemed it an unkillable weed, after having spent some six months doing their level best to eliminate it from the base, including some of their more potent weed killing agents and slash and burn strategies (an unsuccessful attempt, by the way)...anyway, in addition to that, it's such a fast growing plant that you can actually SEE it grow (if you're REALLY bored, that is).

Something Wicked This Way Comes: Quite right…the loyalty effect is designed to be cumulative for the provinces of the player who botched the handling of the crisis, but note that there’s only a 25% impact on loyalty for factions who did not have a hand in the handling of the initial problem (ie – all owners of provinces adjacent to the “Powder Keg” province will see “Something Wicked” if the appropriate choices are made to trigger the event….this will mean that mishandling the event gives the recipient of “Powder Keg” a 50% loyalty drop in affected provinces, and all other players with affected provinces will see a 25% loyalty drop – Primarily, this was done to prevent it from being a convenient way to “attack” neighboring factions by dropping a problem on their laps. You can still use it in this way, but you pay a hefty price yourself).

I need to clarify the event “Choosing Sides” as it was not meant to reference the factions of Castillar and the Wizards, but rather, the wizards and the Church generically, scattered all through the basin (although the comments by you and Rav make me wanna go back and create a new Castillar/Wizard event now! *G*)

Ollux is another god of the Candle’Bre Pantheon (J’honsa, Ollux, Kaylar, and Laernan). He’s the God of Madness, Chaos, the Moon, and Patron of the Nilroggi.

Under the current rules, favors from the Church cannot normally be bought (converting gold to influence), as the Church is seen as generally non-corrupted, however, I’d be open to the idea of changing this around if some compelling arguments in favor are made. As it stands, the ability to do so is a nice “rule-breaking” fate event, as it gives you an “in” not normally available to all.

Good point and good plan re: events similar to “Consolidation of Church Powers!” If you’ve got ideas along those lines, post ‘em here! Otherwise, as soon as I get the basic list of events fully fleshed out, I’ll go back thru and see what I can do in that arena! This is rather like HRE elections in EU2 for Austria. Under normal circumstances, Castillar should be a shoo-in, unless they’re trying to play a different sort of game, and ignoring their natural church-based focus. In most cases, I can’t see a halfway decent Castillari player losing the contest, but a concerted effort made by a good human player might be able to edge them out (especially if they control StroudHaven).

“Preaching the Work Ethic and CP’s” – Quite right, CP’s aren’t normally stock-pilable, however, when you’re building something, they do stockpile from turn to turn until the building completes. I’ll prolly change that event slightly tho, and give a 0.5 cp per level of upgrade of religious buildings in prov (shrine = 0.5, temple = 1, cathedral = 1.5), to put more teeth in it (may also make it regionally impacting).

“The Church Washes its Hands of the Great Nobles” – The initial thought was to put the influence hit in place so that the penalty of NOT signing didn’t seem quite so harsh, and to help bridge some of the distance in stored influence between the signers and non-signers. Also, it signifies a general “pulling back” of the Church, even from those who DO elect to sign.

Unholy Alliance – J’honsa is the HighFather of the Gods, and leader of the Pantheon, but he’s not CB’s only god, and this event was meant to give the smaller fry a bit of play.

As to nested events, I’m working on the triggered event categories right now, and many of these require one or more of the common events (already posted) before they’ll fire (example: “Betrayal” (pre-requisite—in this order—“Concubine for the King” and “Daring Theft”)

Rav, OUTSTANDING event! Me likey!

-=Vel=-

Last edited by Velociryx on 04-07-2004 at 09:17

Kuciwalker is offline Kuciwalker
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  Old Post 07-07-2004 21:36
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quote:
I need to clarify the event “Choosing Sides” as it was not meant to reference the factions of Castillar and the Wizards, but rather, the wizards and the Church generically, scattered all through the basin (although the comments by you and Rav make me wanna go back and create a new Castillar/Wizard event now! *G*)


I always thought of general (lower-case) wizard/Church conflicts as basically the same as Castillar/Wizard conflicts. I think that each of the Houses should not just lean towards one thing or another (like the Church), but really identify with it. This could create not just interesting different strategies, but fundamentally different gameplay for each House.

Kuciwalker is offline Kuciwalker
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  Old Post 07-07-2004 22:22
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For example: Castillar should not only have influence bonuses, but the player should actually be able to, no, be required to take part in Church politics in order to be competitive. The Furies could have more ways of dealing with their military hierarchy (internal politics) and expanded warfare options. The Council of Seven could have to use their substantial connection with the peasants (that gives me an idea for another resource, not sure what to call it, but it'd be popularity with the peasants or something like that). And so on.

In fact, that thing about a resource leads me to another idea - every house except the CoS has a resource that's sort of "theirs" - like Castillar and Influence or Furies and Honor - so the CoS needs one too.

Velociryx is offline Velociryx
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  Old Post 10-07-2004 09:30 Visit Velociryx's homepage!
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That's a very good point, re: the factions and their abilities, and on balance, I agree. However, I would say that there's a line we need to be mindful of, such that we do not box a player in by making any of the factions too dependent on their special traits and abilities. That is to say that it should be POSSIBLE (tho perhaps not altogether wise) for a Wizard player to play a largely religious game, or for Fury to be Infamous as all get-out, or for Castillar to flirt with heretical magic, though the system should support and extend the range of options each faction has if played to their natural strengths.

The factional starting abilities are a thing that have not had a second look since the board game rules were written, and in light of all the changes that have come down the pike between then and now, I think its prolly time to at least give them a looking at to see how they stack up with the new systems we've added.



-=Vel=-

Velociryx is offline Velociryx
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  Old Post 10-07-2004 09:37 Visit Velociryx's homepage!
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Posted another update to the Acts of Fate...now have a semi-finalized list of all the triggered events in-game....I say semi-finalized, because I'm still writing the events and slogging through them, and that list may yet change some, but I wanted to post what I had so far so you guys wouldn't think I'm slacking....

-=Vel=-

Kuciwalker is offline Kuciwalker
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  Old Post 10-07-2004 09:45
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quote:
Originally posted by Velociryx
That's a very good point, re: the factions and their abilities, and on balance, I agree. However, I would say that there's a line we need to be mindful of, such that we do not box a player in by making any of the factions too dependent on their special traits and abilities. That is to say that it should be POSSIBLE (tho perhaps not altogether wise) for a Wizard player to play a largely religious game, or for Fury to be Infamous as all get-out, or for Castillar to flirt with heretical magic, though the system should support and extend the range of options each faction has if played to their natural strengths.


Definately, but this would mean that playing as Castillar doesn't just mean you have some bonuses with the church, but rather you're almost playing as the Church - you have a whole new area of gameplay opened up. And I can see the Church dabbling in heretical magic

As another example, if you play as the (I forget what the money House is called), you actually get to play around with the financial markets.

ApolytonGuest is offline ApolytonGuest
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  Old Post 14-07-2004 15:41
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I'm a big proponent of "linked events" and "event sequences." I'd really like to see more Fate Cards that are part of a chain, where one causes others to open up as a result of choices made. The more chains -- paths down the 'choose your own adventure" story, the better, I feel. It helps the narrative flow and makes the events and choices seem causative and less haphazard.

Perhaps different chains will occur in different games, and when one event in a chain (like the demon rift chain) is opened, the more likely the other down-chain events are to occur and the less likely alternate chains are to be opened.

Kuciwalker is offline Kuciwalker
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  Old Post 15-07-2004 08:49
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I just thought of a long event chain for the story game:

First is an event where the Wizards player (the head of the Council of Five) has to choose between one of two factions, each of which has two members on the Council. This gives various bonuses, but one of the losing faction-members flees. This triggers the "Mad Scientist". If you send him to the inquisition, he doesn't die, but in fact the church (Castillar) uses him and his "heretical research" if the experiment is successful he goes to another player, if not the "statewide manhunt" happens - if he's caught he goes to the church, if not he escapes to give the same event to another player. Eventually he ends up in the church, no matter what, and this is how Castillar gets to use magic - in story mode you could make it so that Castillar can't research magic and/or build magical buildings on its own, for instance. Similar things would (in story mode) give each faction access to its "forbidden" things so that the player does have some flexibility.

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  Old Post 16-07-2004 02:20
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I think I'm going to have to take the opposite tack from Kucinich on the Wizard/Church vs. Order of Mystics(Council of Five)/Castillar. I think the distinction between the two conflicts needs to be increased rather than merged. The Wizards/Church conflict covers all of the factions, and making Mystics/Castillar the exact same conflict pushes these two factions into a position higher than the other factions. I think the Mystics needs to be delineated further from the Wizards, just as the Castillar are not identical to the Church, althought the two factions can have proclivities and links to the two uber organizations. Castillar should be able to play an anti-church pro-magic game, and vice versa for the Council of Five. (Just as Deirder/Cha Dawn can go anti-native in SMAC if they choose.)

And if I'm not mistaken, Kucinich, Castillar ALREADY has access to magic from the very start. Every faction chooses a magical school, with the Order of Mystics choosing two.

Also, I think Council of Five/Council of Seven sound too a like and can be confusing. Yet, you would want them to sound similar to represent the fact that they are the upper/lower bodies of parliament. Order of Mystics makes it sound too much like just Wizards and blurrs that distinction, while not perserving the similarity in naming from the Council of Seven. Perhaps keep the "Council" part but change "Five/Seven" to something more descriptive and distinguishing for the player's memory? "Council of Mystics"/"Council of Elders"?

Velociryx is offline Velociryx
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  Old Post 16-07-2004 02:56 Visit Velociryx's homepage!
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I think that an excellent compromise position between the two extremes is to have historic events for both sides (Mystics and Castillar) and allow an in-game choice. Do the factions bind themselves fully with their native strength, or embrace a more open agenda? The former would, from that point on, inform event choices that would intimately tie the factions to the larger struggle, while the latter would pull them safely away from it.

-=Vel=-

Kuciwalker is offline Kuciwalker
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  Old Post 16-07-2004 04:01
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quote:
I think I'm going to have to take the opposite tack from Kucinich on the Wizard/Church vs. Order of Mystics(Council of Five)/Castillar. I think the distinction between the two conflicts needs to be increased rather than merged. The Wizards/Church conflict covers all of the factions, and making Mystics/Castillar the exact same conflict pushes these two factions into a position higher than the other factions.


I support similar things for the other three. It's just easiest to give examples using the Mystics and the Church. Another example would be some degree of merging between the financial and trading markets and Mourngrym.

(Oh, and I think choosing story mode should almost automatically have the former - story mode giving less freedom to choose the direction of the game, but providing a firm background within which you have new freedoms you didn't before).

Kuciwalker is offline Kuciwalker
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  Old Post 16-07-2004 04:02
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Another bonus to a predominance of linked events is that they really reduce the feeling that it's either a) inconsequential or b) a random punishment.

 
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