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Warlords V Design Proposal 1- Sides and Factions
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TOPIC: Warlords V Design Proposal 1- Sides and Factions
Warlords V Design Proposal 1- Sides and Factions 13 years, 7 months ago #177
After by embarrassingly misnamed Introduction it is time to explain about Sides and Factions and the difference between them.
Sides Sides are players; whether they be human players or AI. Each side is completely customizable, it has a list of troops that it can produce and a major and two minor attributes which establish it's basic abilities. It also may have additional abilities determined by the creator of the scenario or acquired over the course of a campaign. Relations between sides is determined by normal diplomatic relationships which are prejudiced by the attributes and moral alignment of the side's in question. Factions Each side is aligned to a single faction and relates to all other factions according partly to how well their attributes match up and partly by how they have treated them in the past. Factions are completely separate from Sides however and they are completely customizable, having their own attributes and unit list. While Side's represent a political organization Factions represent a group of creatures which inhabit one or more cities and may belong to a single race or several. Cities are inhabited by Factions but may be controlled by a Side. The inhabiting faction determines what units are available and how the city will react towards players if the city is Neutral. Relationships between Sides and Factions are determined by a numerical variable that is based upon how well the attributes and moral alignment of the sides match up. This is then modified by an amount determined by the various 'good' and 'bad' deeds already committed by the side towards cities of that side. Sides start off at 100% popularity with their aligned faction. Acquiring Units During the course of a campaign depending upon the number of cities of a particular faction that are under the control of a particular side as a % of the total number of cities inhabited by that faction a side receives a total number of unit points with which to buy units from that faction and add them to the extra or empty slots of the side's unit list. Each unit bought imparts a % penalty on the number of new unit points acquired regardless of the faction. The further away each faction is from your attributes and alignment the more expensive it is to buy a new unit and the price is also modified by how powerful the unit is. Because Factions may also acquire new units. If a single unit is found throughout 50% or more of the total cities of a faction but is not present the faction's unit list it will eventually 'adopt' the unit as part of it's faction filling up an empty or extra unit slot. It is thus possible to end up with your colonists 'going native' and ending up fighting against the side that originally introduced them. Changing Attributes Over the course of a campaign a side or factions major or minor attributes can change by a number of means. Firstly if a side ends up having a revolution because the relationship between a side and it's faction is so poor or the faction is of an opposed major attribute then the side adopts all the attributes of the faction. If a side is allied with another side which has different attributes and that side is significantly more powerful than they are then there is a chance that one of their attributes will change to be the attribute of the other sides. The most likely change to happen is that one of their minor attributes will change to be the major attribute of their allies. Major attributes are unlikely to change unless the replacement is a minor attribute already. If a large percentage of a factions cities are controlled by a side and they have a good relationship with that side then the attributes of a faction can change in a similar fashion that a side can change when allied with a more powerful side. A faction however always shifts towards the side with the greatest number of cities under their control, so if you control the majority of side of your aligned faction then there is no major threat of an attribute shift. Finally there is a very small chance of a random change to a factions attributes for no reason at all. If a new warlord inherits a side there is also small chance they will change one of the attributes of the side. These random changes unlike the others have a pretty high chance of resulting in attribute flips, the adopting of radically opposed set of values. Null Units Each side or faction can have a set of null units. These are units they can never recruit even if they would otherwise be able to do so. |
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Last Edit: 13 years, 7 months ago by Slayer of Cliffracers.
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