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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Here's something that's not been touched on to any great degree, but most definately something that warrants more discussion.
Before we can discuss it well, however, a distinction needs to be made between where we are now (ie - free release) and my own ideas thus far about where I want the concepts above to go (commercial release and beyond). For the free release, the concepts above will be just barely fleshed out...present enough to provide a taste, but almost nothing discussed in depth here should be regarded as a serious candidate for inclusion in the free release.
I do have some solid ideas about where I wanna take those concepts, but am *extremely* interested in hearing other thoughts and opinions on the subject....in my mind, this represents a potentially HUGE part of gameplay in both the SP and MP environments.
First, a bit of background about these components
Honor and Influence are "alternate forms of currency" in the game. They have their specific uses (Honor can protect you from the machinations of Espionage, Influence can be used to buy "intercessions" from the Church), and are stored in a "treasury" for each player, but they are fundamentally different from gold in a number of ways.
Honor - a "finite" resource in Candle'Bre. That is to say that there is a set maximum of 250 "points" of honor in the kingdom. No player may ever have more than 200 points of honor (game ends, victory for that player), but all players may run honor deficits freely.
Honor deficits (Infamy) reduce the total amount of honor available in the kingdom. At game start, there are 250 points of honor available, and each faction begins with 20 points (the rest are held in a "common pool" where initial honor gains are drawn from). If you behave dishonorably, and lose your initial 20 points, they do not transfer into the common pool, but are removed from the game entirely (shrinking the total honor available in-game). Thus, it is within the realm of possibility that dishonorable behavior (resulting in the total loss of 51 points of honor) will render an honor victory impossible.
It is possible for players to temporarily run an honor deficit, and then, through "reformed" behavior, get back into a positive honor situation.
It is also possible that Fate will increase the total honor supply in the kingdom (some fate cards grant an increase in Honor to the drawing player...this honor does not "come from" anywhere...it is generated by the card itself, and is the one way that the total honor pool of Candle'Bre may be increased.
When Honor is gained by a player, a check is made. If there is honor available in the "common pool" then the honor is deducted from that account, and deposited in the honorable player's account. If there is no honor available in the common pool, then the honorable deed is presented to the reciever in the form of a popup. Accepting it (say, money or troops) from the donating player must be paid for if that player has a positive honor rating. If the player has a negative honor rating, then the gifting player will be informed that there is no honor in the transaction, but may still make it freely.
*Addition - The following marks a slight rules change, and as such, will be posted in the appropriate thread shortly, but there IS NO LOSS OF HONOR when calling on a Church Intercession if the player calling for the Intercession is being attacked by an Infamous player (negative honor). If two honorable players are involved, then the normal honor loss applies.
Influence: Will likely serve as the basis of our magic system in the commercial release of the game. For the time being, however, the only purpose Influence with the Church serves is the act of Intercession.
Where we are now:
For the free release, here's the scaled back version of what the three (Honor, Infamy, Influence) will do:
Honor: Represents an alternate win condition. Collect 200 Honor, and that's the game. You win, by being the most beloved and honorable leader in the Kingdom.
Infamy: Negative honor = Infamy. In the free release, the penalties of infamy are as follows:
a) Research costs are 10% higher
* - Addition b) Any of your troops listed as captured BY AN OPPONENT WITH A POSITIVE HONOR RATING (cos if you're fighting an infamous opponent, there won't BE any captures) may be converted into mercenaries by the capturing player after the current battle resolves (such captured units may be placed in any province the capturing owns).
* - Addition c) You gain no further influence with the Church. If you have stockpiled Influence, you may spend it freely, but once it's gone...it's gone.
The benefits of infamy are:
a) No captures. If your troops make an attack that would result in a capture, count it as a kill (higher kill rate)
* - Addition b) Looting/Pillaging/Grave Robbing - Any time you kill enemy troops, you gain 1/10th of their value (rounding in force) in gold, added directly to your military coffers (stripping the valuables off of the dead). Also, when an infamous player captures a new territory, if there are any provincial improvements IN that territory, any ONE of them may be ripped down in exchange for 40% of the build cost. This is effective immediately, and is only an option on the turn the province changes hands.
Influence:
Any player posessing 20 points of Influence can call upon the church to interceed on their (or another player's) behalf and halt any attack in the game, outright. No noble in Candle'Bre would ever dare question the might of the Church (since approval OF the Church is essential to being recognized as King), so even the most infamous of Lords will abide by the Church's decisions to intercede.
*Addition - Slight rules change: It would be heinously cool if we could see our way clear to also allow "intercession of intercessions" in the early releases...that is to say, I spend 20 Influence to block FP's attack on Chowlett, and RPM spends 20 Influence to block my intercession, meaning the attack can go forward as planned (unless somebody else blocked RPM's interference).
****
NOTE: Things marked with "* Addition" are not presently in the change thread nor the core rules, and represent my own further thinking on the basic concepts. As such, they are open for debate and discussion....those are things not set in stone....just ideas I thought I'd toss out there. 
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Rich...absolutely correct. It *would be* possible to use such tactics. Some would argue that this adds a somewhat "artificial" feel to the game, but I would take the opposite postion.
The fact that there is some limited supply of an intangible in-game resource, split among 2-5 players in the game puts a certain pressure on those who hold that resource to have some importance. Thus, one who is seen as opportunistically draining the resource away will be an in-game pariah, and likely hunted down, while those who care little for the acquisition of honor will rally behind the one being so hunted, in such a way that the game polarizes between the knights and vagabonds.
The interesting thing about honor is that it is absolutely nonessential to winning the game. True, control of 200 points worth will net you the win, and so from a spoiler perspective, it may be worth something to see to it that one particular path to victory is shut down, but it's very interesting how the mere presence of honor as an in-game resource influences behavior. It really does make infamous players "play up to their role," (at least in the test games I've had so far), and I'm QUITE curious to see how that translates into the computer version of the game.
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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OH! I *like* the notion of a "history of behavior" report you could call up....that rocks! (answer to the first question....hadn't thought of that, but it's VERY cool!). And, we could simply do that sort of thing by graphically charting one's honor....that would give at least some indication on behavior....sweet!
As to the second question, initially, it wasn't a finite system, but IIRC gasdd (one of our code team members!) came up with the notion of restricting it, and it really, really improves the system, IMO. First, because it makes it QUITE difficult to snag a win via honor, and second, because if the upper end limit of honor was open-ended, there would not be quite the incentive for some players to behave infamously, and the tensions that creates (having some people who could care less about honor, behaving infamously in the context of the game), vs. those who do hold honor in high regard. (specifically, I'm thinking that if there was no upper limit on honor, then it would not be considered quite so scarce and valuable. Also, by making it a one-sided sum-zero game, there's more thought put behind making gifts of units and gold....and accepting them. Can you take the honor hit? Will accepting the honorable gift put the person making it 'over the top'? Of course, that kind of thinking could also apply in a fully open ended system, but even moreso this way....
-=Vel=-
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BigRich@home
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Wales
Apr 2002 time: 05:19
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quote: Originally posted by Velociryx
Rich...absolutely correct. It *would be* possible to use such tactics. Some would argue that this adds a somewhat "artificial" feel to the game, but I would take the opposite postion.
The fact that there is some limited supply of an intangible in-game resource, split among 2-5 players in the game puts a certain pressure on those who hold that resource to have some importance. Thus, one who is seen as opportunistically draining the resource away will be an in-game pariah, and likely hunted down, while those who care little for the acquisition of honor will rally behind the one being so hunted, in such a way that the game polarizes between the knights and vagabonds.
The interesting thing about honor is that it is absolutely nonessential to winning the game. True, control of 200 points worth will net you the win, and so from a spoiler perspective, it may be worth something to see to it that one particular path to victory is shut down, but it's very interesting how the mere presence of honor as an in-game resource influences behavior. It really does make infamous players "play up to their role," (at least in the test games I've had so far), and I'm QUITE curious to see how that translates into the computer version of the game.
-=Vel=- |
Yep it's a cool idea and if its causing role-playing in a game then all the better - kudos on getting that purely by introducing certain game features and dynamics! And I agree that fixed resources add an interesting pressure to the game.
But..... it would be nice to get an honour victory occasionally ya know Which looks to be well nigh impossible, or at least very difficult - at least from a first reading. Which set me to thinking...
How about including a cooperative victory? Two factions come together for the common good - surely this would accrue them both some honour, and add to the total Honour Pool (possibly on a per turn basis), as the Kingdom as a whole is becoming a better place to live because of this? Of course the corrolary(sp?) is also true - this is not a mere alliance of convenience, and the Honour penalty for breaking or dissolving such an alliance should be truly draconian. Also maintaining the alliance should not be easy - the path of righteousness and virtue is ever hard to tread! I'm thinking some form of up upkeep cost, or increased cost on some actions, or gold stealing becomes impossible or something.
Just an idea to provide the good guys with a concrete way to counter spoiler tactics by the bad guys. Whether this would muck about too severely with the game balance or not......I dunno.
Rich
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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The maturing of the idea - an Honor/Infamy spectrum
I've been giving this a lot of thought since reading Rich's and RPM's posts on it, and the more I think about it, the more I like it!!!
See...in the commercial release, when we introduce the other dominant religions into the game (and, I've been *tinkering* with the notion of allowing players to start their own religion as well...sort of a God-King thing...but more on that another time), each of the Religions have a variable "buy off rate" - some religions aren't as influential as others, and so intercessions cost more, in terms of raw influence.
Now...add to that equation the notion of the more honorable you are, the cheaper the price in influence for the Church to come to bat for you...yeah...that sets up some really groovy in-game dynamics that happen totally behind the scenes, but set up a VERY intriguing in-game environment.
So....just to put some numbers behind it, let's say that we've got the following 'Ranks' according to your honor:
81 to 160: Lord protector of the Realm (Church Intercessions cost you 70% normal rates and you gain a 20% boost to research rates)
41 to 80: Knight protector of the Realm (Church Intercessions cost you 80% normal rates and you gain a 15% boost to research rates)
21 to 40: Honorable Lord (Church Intercessions cost you 90% normal rates & you gain a 10% boost to research rates)
20 to -20: Peer of the realm. Church Intercessions cost you 100% (baseline cost).
-21 to -40 Brigand (No influence gained, normal intercession costs, -10% research rates, 10% Pillage rate, may raze 1 provincial build in a captured territory)
-41 to -80 Vagabond (No influence gained, 120% intercession costs, -15% research rates, 20% Pillage rate, may raze 2 provincial builds in a captured territory)
-81 and beyond Evil Ba$tard )No influence gained, 150% intercession costs, -20% research rates, 25% pillage rate, may raze 3 provincial builds in a captured territory)
* - Research rate bonuses and penalties were added based on the safety and security that "honorable" lands provide to their researchers...contrast this to the notion that ruffians tend to kill their sages and scholars if they make unpopular pronouncements)...or something like that.

-=Vel=-
(More! More! I'm loving it!)
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