Possibly stupid suggestion for executions?

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Totalgarbage

Knight at Arms
Executing all the people in a clan (or the unlikely event of a clan dying out naturally) should cause all of their owned towns to rebel. Would this be balanced? Probably not, but probably wouldn't really be too unbalanced either. Would it be realistic? I don't know. Would it be fun while also making executions more useful? Hell yes it would. But what happens when you execute all the rebel lords of a town you're asking? I guess the town goes back to its original kingdom or the closest bordering kingdom automatically.

Discuss.
 
I think, no matter what changes - executions will never work in a 'proper' way with how the game is set up. Wars & peace come and go willy-nilly, there's no inherent...animosity between AI to AI or AI to player. Nor an option to even manufacture that 'animosity'.
The only possibility is if they roll in a huge amount of variable scaling calculations between relationships to have it even make some sort of sense in a sandbox.

Ie. negative (and positive) relationship modifier for executing someone scales to how you/AI individuals relate to clan or individual members, and/or how they were associated relationship-wise with the executed member. Or also TBD their own criminal rating if AI had one.
If I execute Rhagea, I should get a negative with every single friend of theirs but scale with how 'much' relationship each had Rhagea - then roll the calculation over to her clan with similar factors. Then likewise also apply the favorable accordingly for her 'enemies' and on recent/current war factors. While also accounting for a 'neutral' option for the rest and also multiplying it TBD on the character traits.

That would be the ideal for a sandbox where any actions by either the player/AI that do anything as related to relationships (which is barebones in BL) scale the consequences/results related to executing someone else. But I completely understand the ridiculous amount of work that would involve. But I've given up hoping executing becomes more than what is is currently.
 
I mean yeah, I think your ideas are fine, and one massive change to executions would be the AI lords executing each other (as they already do with rebels) depending on their relations and traits. This itself along with tuning down the relation loss a bit would probably be good enough while hopefully not too tedious or difficult to implement and balance.
 
I think it's a very interesting idea for cities to go independent in the event they lose the clan that owns them. I'm not sure it's the best idea, but it'd definitely incentivize executions as a means of breaking down the power of enemy kingdoms. Alternatively, they could be transferred to the royal clan (do they already under these circumstances? I'd imagine, at least) and for there to be a certain amount of jealously (chance to betray/defect or, ideally, secede/revolt) among clans with few to no fiefdoms if kept. At the very least, put up for ownership election.
 
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