Perec_Dojo
09-14-2002, 01:55
As there have been many outcries about the way respawning factions are implemented, I brainstormed some ideas on how to change it. From my perspective, I like this part of the game, but I find the way it happens a little unrealistic. When reading the following, keep in mind that I do not know how much of this is practicable from a programming standpoint, how much could possibly be modded, etc. so those of you in a position to know the answers to that stuff, please speak up. http://www.totalwar.org/ubb/smile.gif
Instead of the current system:
1. A respawning faction acts like a Jihad that attempts to take the original home province of the faction that respawns. It starts with a crack core of good troops (not too many, like a crusade) and a huge mass of peasants. It then begins to move toward it's target, sweeping up low loyalty troops that oppose it. So, sending in a low loyalty general to crush the rebellion can backfire. Also, a respawn automatically lowers the loyalty of surrounding generals, causing perhaps some of them to join the rebellion immediately. If a rebellion manages to turn the loyalty of the entire garrison of a province, and the governor is present, then they take the province immediately without the one turn "rebels are massing" delay! Essentially, respawning will be like a cross between a Jihad and a civil war, only you can't choose to switch sides (of course, a regular civil war may also erupt because of the lowering of loyalties in the region, so watch out!).
2. For a few turns prior to the respawn, the faction gets a number of spies for free proportional to it's former glory at its height (this will have to be balanced, but essentially, larger factions that are destroyed will have more intrigue power in absentia than smaller factions would). This is to simulate the seeds of rebellion. Now, the player, if he has a good spy network, can know that something is afoot if one of the respawning faction's spies talks. Then he can attempt to crush the rebellion before it starts. If not, then the rebellion has a better chance to succeed.
3. When a faction has been eliminated, your spies, if any, have a very small chance (modified by the usual factors) to find one of the underaged heirs each turn thereafter, which increases as the years go on. If found an heir can be executed or locked up. If executed, well, no more heir, but any other heirs that survive to respawn get more troops and loyalty (martyr factor). If locked up, no martyr factor, but if a rebellion by another heir is successful (lasts more than a turn) locked up heirs are freed and become generals with troops of their own (if they are old enough). If all heirs are captured/executed before they come of age, then you've put down that faction for good, but the player will never know precisely how many heirs are left in a faction.
Anyone have anything to add, subtract, are these ideas good/bad, etc.? I think that something like this system could make the mid to end game very enjoyable.
My next post will contain ideas (collated from around the org, since there are alot of good ideas floating around already, and from my own little brain) on how to improve the seige system.
http://www.totalwar.org/ubb/smile.gif
Instead of the current system:
1. A respawning faction acts like a Jihad that attempts to take the original home province of the faction that respawns. It starts with a crack core of good troops (not too many, like a crusade) and a huge mass of peasants. It then begins to move toward it's target, sweeping up low loyalty troops that oppose it. So, sending in a low loyalty general to crush the rebellion can backfire. Also, a respawn automatically lowers the loyalty of surrounding generals, causing perhaps some of them to join the rebellion immediately. If a rebellion manages to turn the loyalty of the entire garrison of a province, and the governor is present, then they take the province immediately without the one turn "rebels are massing" delay! Essentially, respawning will be like a cross between a Jihad and a civil war, only you can't choose to switch sides (of course, a regular civil war may also erupt because of the lowering of loyalties in the region, so watch out!).
2. For a few turns prior to the respawn, the faction gets a number of spies for free proportional to it's former glory at its height (this will have to be balanced, but essentially, larger factions that are destroyed will have more intrigue power in absentia than smaller factions would). This is to simulate the seeds of rebellion. Now, the player, if he has a good spy network, can know that something is afoot if one of the respawning faction's spies talks. Then he can attempt to crush the rebellion before it starts. If not, then the rebellion has a better chance to succeed.
3. When a faction has been eliminated, your spies, if any, have a very small chance (modified by the usual factors) to find one of the underaged heirs each turn thereafter, which increases as the years go on. If found an heir can be executed or locked up. If executed, well, no more heir, but any other heirs that survive to respawn get more troops and loyalty (martyr factor). If locked up, no martyr factor, but if a rebellion by another heir is successful (lasts more than a turn) locked up heirs are freed and become generals with troops of their own (if they are old enough). If all heirs are captured/executed before they come of age, then you've put down that faction for good, but the player will never know precisely how many heirs are left in a faction.
Anyone have anything to add, subtract, are these ideas good/bad, etc.? I think that something like this system could make the mid to end game very enjoyable.
My next post will contain ideas (collated from around the org, since there are alot of good ideas floating around already, and from my own little brain) on how to improve the seige system.
http://www.totalwar.org/ubb/smile.gif