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Warlords V Design Proposal5- Attributes and Morals
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TOPIC: Warlords V Design Proposal5- Attributes and Morals
Warlords V Design Proposal5- Attributes and Morals 13 years ago #213
Having finally completed the rather lengthy cities section I now get to write what I have been looking forward to adding for some time. About attributes and how they connect to morality.
According to the design diary there are 20 attributes forming 10 pairs of opposites. Each side has 1 major attribute and 2 minor attributes. This is quite a brilliant idea and I propose that the morality of each faction or side be determined by the exact set of attributes they have chosen. One side of the polarity is the good attiribute and the other the bad. I propose that in addition to the original 20 attributes there also be 10 neutral attributes which are between the two and opposed to both. This would bring the total number of attributes to 30 and would thus require 30 default factions/sides for the game. Morality Sides and Factions have aa moral alignment that is either Neutral, Evil or Good. All Militia, Foreign and Regular units recruited from a particular city belong to that factions moral alignment and are affected by particular abilities accordingly. [u]All Praetorian, Mercenary, Campaign, and Allied units recruited by a side belong to that side's moral alignment as do Heroes and Warlords. The underlying meaning of Good, Neutral and Evil are defined below. Society is a word meaning both sides and factions. Good Good societies are principally orientated towards increasing the available resources available rather than towards ruthlessly asserting their rights at the expense of others. They aim primarily at the expansion of the size of the proverbial pie rather than at siezing from themselves the biggest possible slice at whatever expense. Evil Evil societies are principally orientated to denying resources to others, whether for their own benefit or for no-one's benefit at all. To do this they ruthlessly assert their rights at others expense- even to the expense of reducing the overall amount of resources available to everyone. Neutral Neutral societies are primerily motivated by the increase of the wellbeing of the members of the society, they relentlessly assert their rights against the claims of others in pursuit of more resources, yet they do so so that they can bring those resources under their control and expand them. How morality is determined Morality is determined rather simply, by the exact combination of attributes a society has. The major attribute represents the principle end to which the society is orientated, while the minor attributes represent the means by which the society attempts to achieve it's ends. Major attributes are given a weight of 2. Minor attributes are given a weight of 1. If either good or evil is strongest, it aligns the society to Evil or Good are equal then you get a neutral society. If the neutral score if greater than either non-neutral score then the society is a neutral society. If the neutral score is equal to the non-neutral score, then the situation is resolved in favour of the non-neutral score. This means that is is quite possible for instance that a good society can have an evil minor attribute, this is quite deliberate and intentional as none of the attributes are supposed to impart a moral value in isolation- that society is no less good than one with all good traits. This is supposed to represent the ambiguities of assigning definate moral values to traits in isolation from the context in which they operate. Attributes Color Coding Each attribute is a pair with a middle third element, the edge of each pair is marked with a _. The color coding is as follows- good, neutral, evil. The abilities below are divived into faction and city, the former is the major attribute, the latter are abilities added to units recruited from a city inhabited by a faction with that attribute. All faction bonuses are also enjoyed by sides, but the reverse is not the case. ____________________________________________________________________________ Bravery Brave societies greatly value confronting dangers, suffering and enemies calmly and with discipline rather than panicking or running away. Side: +40%/+20% Hero join chance Faction: Inspiration +2/+1 (increases group morale similar to morale skill in Heroes III) Security Security societies are primarily motivated by the desire to avoid risks to their survival or ends, but are willing to take 'calculated risks' if it improves their overall security in the long-term. Side: Warding +1/+2 (defends against towers). Faction: +4/+2 hitpoints Cowardice Cowardly societies are motivated by fear and terror of everything that might possibly cause them harm. They are prepared to sacrifice anything or anyone if it makes them think that they are safer. Side: +40%/+20% to Hiding, +4/+2 Combat in ambushes Faction: Sapping +2/+1 (causes extra damage to towers) ____________________________________________________________________________ Exploration Exploration societies are interested in exploring and studying the world around them, finding out about people's and places. Side: +4/+2 Movement for all troops Faction: Scouting +2/+1 Independance Independant societies are principally interested in defending themselves against the claims and obligations of others. They wish to exist seperately to any larger unit or block. Side: 50%/25 discount upgrading walls and towers Faction: +4/+2 morale when defending cities Isolation Isolationist societies for most part would be all too happy if everything outside of their borders would just dissapear, they really don't care about what goes in the rest of the world at all. Side: Hiding +2/+1 (new skill – allows units to hide) Faction: +2/+1 Tower Damage, +6/+3 Tower Life ____________________________________________________________________________ Trade Trading societies aim to increase their quality of life by exchanging surplus goods and services for those of other societies and between their cities. Side: +20%/+10% Gold Income per city Faction: Seafaring +2/+1 (new skill – bonuses for ships) Exploitation Exploitative societies aim to enrich themselves by reducing those others weaker than themselves to the bare minimum needed to survive, while they grow rich at their expense. Side: Repression +1/+2 (new skill- counts as 'free' garrison units for suppressing rebellions) Faction: X4/X2 income recovery time in cities. Plunder Plundering societies aim to extract the maximum amount of wealth from their 'enviroment' which includes those unfortunate enough to fall under their control: in the minimum amount of time. Side: +40%/+20% Gold when pillaging/sacking Faction:Stealth +2/+1 (new skill – chance to steal from ruins) ____________________________________________________________________________ Nature Nature societies aim to preserve the natural world around them in it's pristine state and limit their destructive impact upon it. Side: +2/+1 to all Healing & Regeneration results Faction: Forestwalk +2/+1 (new skill – movement/combat bonus) Cultivation Cultivation societies aim to transform the natural world to be more useful in order to facilitate their expansion and prosperity. Side: 100/50% additional income from farms Faction: Plainswalk +2/+1 (new skill – movement/combat bonus) Corruption Corruption societies aim to 'modify' the natural world- simply because it's there and the naturalness of it all disturbs them. Side: +40%/20% to disease chance, +4/2 turns for effect Faction: Swampwalk +2/+1 (new skill – movement/combat bonus) ____________________________________________________________________________ Loyalty Loyal societies value obediance to and devotion to their obligations and laws. They frown upon betrayal, disobediance and law-breaking. Side:+10/+5 gold production in cities with loyalty flags of said side. Faction: -40%/-20% to all fealty costs Revolution Revolutionary societies believe that the established order of Etheria is fundermentally wrong and should be overthrown- by any means neccesary. Side: 100/50% higher chance of rebellion in all cities belonging to enemy players. Faction: +4/+2 higher morale for militia. Treachery Treacherous societies consider rules not to be worth the paper their written on and obligations or duties to be folly. Side: -2/-1 to all enemy Morale in battles Faction: Treachery +2/+1 (new skill – ignores diplomatic effects) ____________________________________________________________________________ Civilization Civilized societies aim to achieve the maximum amount of co-operation and integration between their componants, with each specialising in a particular field to achieve the greatest net benefit to the whole society. Side:-40%/-20% cost of improving cities Faction:Construction+2/+1 Self-Sufficiancy Self-sufficiant societies aim to reduce the amount that each componant is dependant upon every other componant. They aim for every componant to be able to survive independantly. Side: 50%/25% less morale penalty for unpaid units. Faction: Sieges can last 100/50% longer. Savagery Savage societies tear apart and destroy whatever is 'unneccesary' for survival at a subsistance level believing it will make them weak and decadant. Side:+2/+1 damage on a successful combat hit Faction:Mountainwalk +1 (new skill – movement/combat bonus) ____________________________________________________________________________ Magic Magical societies are devoted to the study of the mysteries of the universe of Etheria. Side: +2/+1 Mana per turn Faction: Arcane +2/+1 (new skill – mana cost decrease on spells cast on group) Art Artistic societies are devoted to the creation and cultivation of the arts, seeking to create and possess things of eternal beauty. Side: Bribes have 50/100% more effect on happiness. Faction: +4/+2 morale when defending cities Artiface Artiface societies are obsessed with amassing industrial capacity, they value their own ability to create the maximum number of artificial things very highly whether they are of any actual use or not. Side: Unit installment time reduced by 1/2 turns. Faction: Mechanical unit morale +4/+2 ____________________________________________________________________________ Feast Feasting societies aim to indulge themselves as much as possible in the bodily pleasures, especially eating! Side: +2/+1 Scavenging Faction: +2/+1 morale. Temperance Temperant societies try to moderate their consumption of material pleasures like food, avoiding over-consumption of these things but not going to extremes of self-denial. Side: 50/25% less unit upkeep for all units Faction: 50/25% less pillage/sack/raze income. Famine Famine societies try to stamp out all enjoyment of bodily things. They believe in eating the worst food and as little of it as is neccesary to continue to live. In some cases not even that. Side: +40%/20% to Poison chance, +4/2 turns for effect Faction: Desertwalk +2/+1 (new skill – movement/combat bonus) ____________________________________________________________________________ Virtue Virtuous societies are commited to high moral ideals which underline their conduct. Side: Smite Evil +2/+1 Faction: +4/+2 morale when fighting evil units. Hypocrisy Hypocritical societies are commited to high moral ideals, which they take great pride in: but that's about it. Side: Smite Neutral +2/+1 Faction: +4/+2 morale when fighting neutral units. Depravity Depraved societies care nothing for good and evil. As far as they are concerned whatever they want to to is more important than such things. Side: Smite Good +2/+1 Faction: +4/+2 morale when fighting good units. ____________________________________________________________________________ Wisdom Wise societies are commited to the constant study of the world around them in order to gain greater understanding of it's workings and the correct course of action to take. Side: Magic Immunity +2/+1 Faction:+6/+3 XP for all produced units Faith Faithful societies are fanatically commited to serving their god or gods. They are however not know for being open-minded about other points of view. Side: +2/+1 to all Fear effects (undermines morale) Faction: Units are always blessed. Madness Insane societies really hate the rational order of the world they see around them. They wish to be able to do what is completely well mad and through sheer power or strength of will avoid the consequences. Side: +2/+1 to all Chaos effects (undermines leadership) Faction: Firewalk +2/+1 (new skill – movement/combat bonus for both ice and lava-rock) |
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Last Edit: 12 years, 9 months ago by Slayer of Cliffracers.
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