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  #1  
Old June 23rd, 2008, 04:45 PM

Coldshard Coldshard is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

Whenever a good event happens to decrease unrest the population increases by 10 for every point of unrest the reduction would take that province below 0.

No extra tag would be needed, it wouldnt even have to be mentioned, but I've had so many good events of 'a few gold and unrest decreases by #' on provinces with 0 unrest

Each turn a 1% chance per luck/misfortune for every province under your dominion and under your control to gain/lose 1% population. People just like/dislike to live in a place that is a little lucky/unlucky. When triggered this would need a minimum of 10 to help with rounding problems. Maybe it could have some other effect with the growth/death scale as well.

Again, no extra tag needed, just a little boost behind the scenes!


Heroic Ability - Buff spell at the start of combat (no fatigue cost)
This would add a bunch of heroic abilities all at once for (hopefully) little effort. The biggest problem would be to make sure that the buff is actually relevant in some way and to make sure it isnt detrimental (area damage buffs would not be good in general). Spending more time in the hall of fame would increase the effective path of the buff spell and have a small chance of giving an additional buff spell.


New Affliction - Lone Wolf
Units command rating reduced to 0 (if not a commander it becomes one with a command rating of 0). Unit upkeep triples (or becomes 5, whichever is higher) and each turn it has a 1% chance for each other commander in the province +1% for each turn it has been in the current province of moving in a random direction (stealthy units will stealth move automatically).

Lost shadow
You have lost your shadow! Or it was stolen from you. In any event, while your shadow is missing you are at -2 for MR, attack, precision, defense, and protection. (A random unit in the same province when this affliction is gained gets an extra shadow, they gain +2 to each of the above, when that unit dies the 'lost shadow' affliction is removed. if the character with the lost shadow kills the unit with their shadow they gain an extra 100 exp)

Hunger/Thirst
(only on living beings who need to eat (hunger), and vampires (thirst))
When you were last injured something happened to you and now you have a constant voracious hunger/thirst. You require 5x the amount of food/drink as normal and are always last to be fed when food runs short. You take half as long to get diseased from a lack of food and gain disease penalties twice as fast. Whenever this unit is starving they will attack a random unit in the province which will act as an assassination attempt (even against normal units) with this unit having berserk +2 +# of rounds starving +# of afflictions
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Old June 23rd, 2008, 05:12 PM

MaxWilson MaxWilson is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

"People just like/dislike to live in a place that is a little lucky/unlucky." Don't they also like to live in places that are the right temperature, orderly, etc.?

In my current game I'm playing with Order-3, Sloth-3, Heat-3 (preference is 2), Growth-3, Misfortune-3, Magic-2 (on CBM scales), Dom6. I call the atmosphere "stoicism." An civil society with a strong belief in Murphy's Law and an intrinsic laziness that would make a programmer proud: work smarter, not harder, and we'd rather think about ways to improve the process than put in the backwork to solve the problem the obvious way. "Here, let me show you my crazy invention! Please ignore the mess. Sometimes it explodes, so watch your step." Apparently the citizens love it, though, or there wouldn't be Growth.

So anyway, I don't think Misfortune necessarily has to be tied to population shrinkage to be thematic. Did the Puritans believe in serendipity? I think not.

-Max
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Old June 23rd, 2008, 05:52 PM

Coldshard Coldshard is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

Quote:
MaxWilson said:
"People just like/dislike to live in a place that is a little lucky/unlucky." Don't they also like to live in places that are the right temperature, orderly, etc.?

In my current game I'm playing with Order-3, Sloth-3, Heat-3 (preference is 2), Growth-3, Misfortune-3, Magic-2 (on CBM scales), Dom6. I call the atmosphere "stoicism." An civil society with a strong belief in Murphy's Law and an intrinsic laziness that would make a programmer proud: work smarter, not harder, and we'd rather think about ways to improve the process than put in the backwork to solve the problem the obvious way. "Here, let me show you my crazy invention! Please ignore the mess. Sometimes it explodes, so watch your step." Apparently the citizens love it, though, or there wouldn't be Growth.

So anyway, I don't think Misfortune necessarily has to be tied to population shrinkage to be thematic. Did the Puritans believe in serendipity? I think not.

-Max
Some people like order, others disorder.. some like it cold, others hot.. but does anyone genuinely like living in a place where things just seem to go wrong? I had thought about influencing the unrest scale more directly, but that could lead to unintentional effects as it is tied to a number of things..
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Old June 23rd, 2008, 06:14 PM

MaxWilson MaxWilson is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

It depends in part whether you believe that it's different elsewhere, or if that's just how life is. I mean, how would the typical Son of Martha (i.e. engineer) react if someone told him that in Neverland, you don't have to reinforce bridges because they never collapse? Chuckle cynically, probably.

-Max
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Old June 23rd, 2008, 06:27 PM

Coldshard Coldshard is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

There is also the issue of something as simple as tripping over a root/step/etc. With a little luck no injury occurs, with a lot of luck something beneficial might even occur. With a little misfortune it might be a bad sprain, or it could cause an injury that leads to losing the leg or even death.

I'd prefer if luck boosted almost everything in a small way while misfortune gave the opposite. But that would require a great deal of coding I'd imagine..
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