I am creating a new post because I've just noticed, I forgot to mention one aspect of relations in the global scale that are very important in my recent post about Duels, Wars, Strife and Rivalries, and this could make the world very much more Dynamic while also giving a better growth curve to the main quest, so I wanted to give more focus to this aspect instead of just editing that post.
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There are two VERY interesting changes that could and would happen to the game by splitting the current relations system in 3 and not making war something instant against a whole kingdom when you attack a single clan of them, but adding the possibility of a more personal strife between the clans, and that would be the possibility of other individual mercenary clans rising up to a kingdom of their own, just as you do in the main quest campaign when you take your first territory, as well as the fall of a kingdom when they lose all their territory, splitting their clans back again into several individual clans.
And in the main quest, when you first attack someone in order to start a "war" with their kingdom so that you can take one of their castles and become a kingdom yourself, currently, as soon as you become a kingdom, that war ends, because they were at war with you as a clan, not with you as a kingdom, which is weird.
In this 3 relations system, or 3RS for short, by attacking someone while still only a clan, you would start a strife with their clan individually, instead of a war against the whole kingdom, and lose a small amount(from -3 to -5) of "Clan Affinity" to every clan that is neutral to them within their kingdom and a significant amount(10+) to any clan that has a positive relation to them even if they are not of their kingdom, relative to how much the two clans like each other, but 1.25 times more when they are of the same kingdom due to "duty", while at the same time gaining a certain amount(from +3 all the way up to +25) Clan affinity to all clans that hate them, again 1.25 times more if they are of a kingdom they are currently at war with or have an active strife against.
This means that, even after you become a kingdom in the main quest, you'd still have a strife with that clan and depending on how well liked they were, at more risk of immediately being at war with their kingdom.
International Relations among Kingdoms and Clan affinity within clans of the same kingdom and within clans that are not should be randomized at the start of the game, so that each game feels slightly different.
The same randomization should happen between Personal Affinities, but the randomizations should take into consideration the previous one in the sequence International, Clan, Personal.
So if two kingdoms, due to the randomized international relations, hate each other, the clans within those kingdoms should have a higher chance of also hating each other and a smaller chance of having positive Clan Affinities with one another.
And if two clans have a low affinity with one another due to that randomization, it would mean that members of these clans would have a higher chance of starting the game with a lower personal affinity with one another and a smaller chance of having a high personal affinity with one another.
This would make it more important for you to "know people" and give a reason for you not to just mindlessly attack someone or somewhere, as you'd have to consider how that attack would impact your relations to other clans and other kingdoms, both positively and negatively. Which is both more interesting and immersive than the current system.
Just as well, there would be the possibility of smaller clans becoming kingdoms of their own, by starting a strife with a clan that has a fief and taking that fief for their own. They would then pick a random name out of a list of possible kingdom names for their clan leaders "faction", so the Jawwal would be an Aserai or Khuzait name, Skolderbrotva would have a Battanian or Sturgian name and so on.
At the same time, a clan that leaves a kingdom and keep their fiefs would have the possibility of joining another kingdom OR starting a new kingdom of their own as well, which would also create the possibility of two clans from different kingdoms that hate the majority of clans or severly hate the ruler clan within their own kingdoms but have a very high affinity to one another to both quit their kingdoms and start a new kingdom of their own together.
Lastly, with high "Average Clan Affinity"(ACA) among two kingdoms and good "International Relations" value among them, there could be the possibility of forming a military alliance with a new dialogue option appearing when talking to their ruler, where both kingdoms will be at war with enemies of both kingdoms. This could also be employed on the clan level, where with a high "Average Personal Affinity"(APA) and also a high "Clan Affinity" among both clans, there would appear a new dialogue option when talking to that clan's leader, where both clans would be at strife with all strife enemies of both clans.
These changes would give more depth to the world, more complexity to international relations, make the player have to think more about diplomacy even on the path of war and also make smaller clans more alive and more important in the world.
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deGoucan Scrolls Index
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There are two VERY interesting changes that could and would happen to the game by splitting the current relations system in 3 and not making war something instant against a whole kingdom when you attack a single clan of them, but adding the possibility of a more personal strife between the clans, and that would be the possibility of other individual mercenary clans rising up to a kingdom of their own, just as you do in the main quest campaign when you take your first territory, as well as the fall of a kingdom when they lose all their territory, splitting their clans back again into several individual clans.
And in the main quest, when you first attack someone in order to start a "war" with their kingdom so that you can take one of their castles and become a kingdom yourself, currently, as soon as you become a kingdom, that war ends, because they were at war with you as a clan, not with you as a kingdom, which is weird.
In this 3 relations system, or 3RS for short, by attacking someone while still only a clan, you would start a strife with their clan individually, instead of a war against the whole kingdom, and lose a small amount(from -3 to -5) of "Clan Affinity" to every clan that is neutral to them within their kingdom and a significant amount(10+) to any clan that has a positive relation to them even if they are not of their kingdom, relative to how much the two clans like each other, but 1.25 times more when they are of the same kingdom due to "duty", while at the same time gaining a certain amount(from +3 all the way up to +25) Clan affinity to all clans that hate them, again 1.25 times more if they are of a kingdom they are currently at war with or have an active strife against.
This means that, even after you become a kingdom in the main quest, you'd still have a strife with that clan and depending on how well liked they were, at more risk of immediately being at war with their kingdom.
International Relations among Kingdoms and Clan affinity within clans of the same kingdom and within clans that are not should be randomized at the start of the game, so that each game feels slightly different.
The same randomization should happen between Personal Affinities, but the randomizations should take into consideration the previous one in the sequence International, Clan, Personal.
So if two kingdoms, due to the randomized international relations, hate each other, the clans within those kingdoms should have a higher chance of also hating each other and a smaller chance of having positive Clan Affinities with one another.
And if two clans have a low affinity with one another due to that randomization, it would mean that members of these clans would have a higher chance of starting the game with a lower personal affinity with one another and a smaller chance of having a high personal affinity with one another.
This would make it more important for you to "know people" and give a reason for you not to just mindlessly attack someone or somewhere, as you'd have to consider how that attack would impact your relations to other clans and other kingdoms, both positively and negatively. Which is both more interesting and immersive than the current system.
Just as well, there would be the possibility of smaller clans becoming kingdoms of their own, by starting a strife with a clan that has a fief and taking that fief for their own. They would then pick a random name out of a list of possible kingdom names for their clan leaders "faction", so the Jawwal would be an Aserai or Khuzait name, Skolderbrotva would have a Battanian or Sturgian name and so on.
At the same time, a clan that leaves a kingdom and keep their fiefs would have the possibility of joining another kingdom OR starting a new kingdom of their own as well, which would also create the possibility of two clans from different kingdoms that hate the majority of clans or severly hate the ruler clan within their own kingdoms but have a very high affinity to one another to both quit their kingdoms and start a new kingdom of their own together.
Lastly, with high "Average Clan Affinity"(ACA) among two kingdoms and good "International Relations" value among them, there could be the possibility of forming a military alliance with a new dialogue option appearing when talking to their ruler, where both kingdoms will be at war with enemies of both kingdoms. This could also be employed on the clan level, where with a high "Average Personal Affinity"(APA) and also a high "Clan Affinity" among both clans, there would appear a new dialogue option when talking to that clan's leader, where both clans would be at strife with all strife enemies of both clans.
These changes would give more depth to the world, more complexity to international relations, make the player have to think more about diplomacy even on the path of war and also make smaller clans more alive and more important in the world.
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deGoucan Scrolls Index
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