CrazyElf
Sergeant
Imagine an x and a y axis. On one axis, we have Loyalty and on another, we have Prosperity.
We should have towns that are dynamic that reflect the loyalty and description of the town. Currently, we see that in the description of the town. People are poor, animals are sick and dying, and cropland is also being lost.
Prosperity
So far the only thing implemented is that higher prosperity towns seem to have more money to spend to buy goods from the player.
Towns and villages with low prosperity should have:
Towns with high prosperity should have:
Medium towns and villages of course would be somewhere in between these 2 extremes.
Loyalty
Note the conversations around the towns and villages.
In towns with high loyalty, there should be a lot of praise for the ruler. Currently the only praise is based on the traits of the clan ruler and the town governor.
Towns and villages with very poor loyalty should be constantly speaking ill of the leading faction that controls the town and villages.
Towns with high relations should have people speaking endless praises of the leadership every time.
The conversations could combine the two:
This would be accessible throughout the conversations and it would also affect the relationships that notables had with the player.
Immersion
The whole point of this is to have a dynamic town and village that reflects the conditions. It feels like what a real world town might feel like.
Think of it like the seasons (we have winter seasons to spring to summer to fall and it starts again) - the town is reflecting the economic climate the town is in and the political attitudes towards the current town leadership.
Right now this has only been partially implemented - for higher prosperity towns have more denars. It could be expanded though to be so much more.
High Loyalty Low Prosperity | High Loyalty High Prosperity | |||||
Medium Loyalty Medium Prosperity | ||||||
Low Loyalty Low Prosperity | Low Loyalty High Prosperity |
We should have towns that are dynamic that reflect the loyalty and description of the town. Currently, we see that in the description of the town. People are poor, animals are sick and dying, and cropland is also being lost.
Prosperity
So far the only thing implemented is that higher prosperity towns seem to have more money to spend to buy goods from the player.
Towns and villages with low prosperity should have:
- Lots of beggars
- People looking like they are suffering from malnutrition and wearing poor quality clothing
- Limited supplies of food for sale (the town needs to keep what it can for its own people)
- Buildings that look like they are falling apart
- Less crops and looking like the yields are poor
- Animals that look underfed and a few carcasses
Towns with high prosperity should have:
- Absence of beggars
- People looking well fed and with expensive clothing
- Ample supplies of food for sale
- Buildings in tip top shape
- Lots of crops and high yields (ex: large crops)
- Livestock animals in great health and lots of them (both in game when you go to the town/village and for sale).
Medium towns and villages of course would be somewhere in between these 2 extremes.
Loyalty
Note the conversations around the towns and villages.
In towns with high loyalty, there should be a lot of praise for the ruler. Currently the only praise is based on the traits of the clan ruler and the town governor.
Towns and villages with very poor loyalty should be constantly speaking ill of the leading faction that controls the town and villages.
Towns with high relations should have people speaking endless praises of the leadership every time.
The conversations could combine the two:
- A town or village with poor prosperity and poor loyalty would have citizens talking very poorly about the leadership saying they cannot do anything right, and that they are ready to rebel. (This might open up a new mechanic).
- A town or village with good prosperity and poor loyalty would have citizens saying although the town is reasonably wealthy, none of the credit belongs with the current management (the person assigned to govern the town or the clan leader). Such a town might have cultural tensions (ex: leader faction is not the same culture as the town) along with other challenges that cause this divide.
- A town or village with poor prosperity and high loyalty would say that although things are looking grim right now, they are sticking with the current clan and governor for patriotic reasons. Citizens are cautiously optimistic that better times will come.
- Finally a town or village with both high prosperity and loyalty should be speaking super high praises of the governor and clan leader. They should also say they are hopeful that the good times will stay.
This would be accessible throughout the conversations and it would also affect the relationships that notables had with the player.
Immersion
The whole point of this is to have a dynamic town and village that reflects the conditions. It feels like what a real world town might feel like.
Think of it like the seasons (we have winter seasons to spring to summer to fall and it starts again) - the town is reflecting the economic climate the town is in and the political attitudes towards the current town leadership.
Right now this has only been partially implemented - for higher prosperity towns have more denars. It could be expanded though to be so much more.
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