This topic is about our possibly most innovative and important feature, the influence system.
I'd like to encourage you to read the Influence preview that was created earlier for some additional information.
Here's what it's about anyways:
One of our main aims is to design the mod in a way that makes the AI actually competitive. That is, the gameplay we want is not a challenge to survive (as usual when you increase the difficulty setting) but a challenge to win!
The main problem with this is that in vanilla or any mods you can see right now, the AI is simply not up to the task of expanding to anywhere near a level where it could win the game; in fact a lot of the time it doesn't even seem to be aware of its victory conditions.
Our solution to this problem was partly inspired by MTW's system of using so-called glorious achievements to determine the game winner. This in itself still won't make the AI try to win but I believe if we milk the system properly we'll be able to get to a state where it actually is strong enough to win (at least sometimes).
After the short motivational passage, let me describe what we have at the moment. I devised (and am in the process of devising) a point system called Influence; Influence points are gained and lost through certain game events.
Basically, anything I can trigger on is possible, but for the simplest system we want to award the player (or the AI) for owning certain key provinces for his faction. These points will flow in continuously and increase your realm's influence rating.
Other examples include having allies, getting royal marriages with other factions (which will also boost your faction standing), building certain structures, winning battles or simply buying them with gold (after all you can bribe a lot of people; I'm not yet sure about how to implement this though).
In addition to being responsible for who wins the game, influence points play another role as a kind of currency. Some of the more advanced buildings will cost Influence as well as recruiting a larger army through the levy script. In general, you will either sacrifice it for either a short-term or a long-term advantage and in both cases you should only do it if you think that it'll pay in the end by returning some revenue on your investment.
As of yet I'm not quite sure whether it makes more sense to have a set upper threshold for Influence (and if one faction reaches that it'll win) or if we should let players play through the whole campaign and count points in the end. The second option is probably more difficult to implement but either of these fosters a certain set of different strategies (with the first you'll just try to race to the line, the second will make long-term investments more calculable).
The second point why we chose to use this system instead of the traditional victory conditions is that we want to allow factions to win without even having to wage an aggressive campaign. You can win through diplomacy, trade and wit instead of just stupidly bashing your opponent over the head.
So how can you help with this? Easy: Suggest possible conditions for awarding Influence points (either faction-specific or general), or suggest possible things that you could spend influence on.
Help with the implementation is always welcome, too.
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Ok since I somehow can't properly work on traits (don't ask me, they just annoy me after looking at the traits file for some minutes, maybe I need a break :P) I decided to do a bit more work on Influence.
I'll write some detailed lists of how much influence certain things give, let's call it a documentation. It's mainly a list for reference to see what has already been implemented. I'll add ideas later
Generic Influence
These conditions are valid for all factions.
Name: Alliances
Description: This gives a few points for each ally you have
Conditions: Be allied to a faction at turn start
Points: 0.05 per ally
Frequency: once per turn
Implemented: all
Name: Sign alliance
Description: Gives you points for signing an alliance
Conditions: Sign an alliance with another faction
Points: 0.33
Frequency: once per alliance agreement
Implemented: all
Name: Marriages
Description: Similar to alliances, rewards the player for having marriages
Conditions: Have a marriage alliance with a faction
Points: 0.1 per marriage
Frequency: once per turn
Implemented: all (except muslim)
Name: Sign marriage agreement
Description: Gives you points for an inter-faction marriage
Conditions: Marry one member of your family to the ruling dynasty of another faction
Points: 1
Frequency: once per marriage
Implemented: all (except muslim)
Name: Settlement reward (low control)
Description: Gives a few points for controlling settlements
Conditions: Control a settlement with a low control level
Points: 0.02 per settlement
Frequency: once per turn
Implemented: all
Name: Settlement reward (high control)
Description: Gives a few points for controlling settlements
Conditions: Control a settlement with a high control level
Points: 0.06 per settlement
Frequency: once per turn
Implemented: all
Name: Battle victory
Description: Rewards you for winning battles
Conditions: Win a battle with at least 300 men on each side
Points: 0.3
Frequency: once per battle
Implemented: all
Name: Battle defeat
Description: Punishes the player for losing a battle
Conditions: Be local faction and lose a battle with at least 300 men on each side
Points: -0.15
Frequency: once per battle
Implemented: all
Name: Conquest
Description: Rewards you for taking a settlement (applies to being gifted or sold one)
Conditions: Take a settlement
Points: 1
Frequency: once per conquest
Implemented: all
Name: Settlement lost
Description: Punishes you for losing a settlement (applies to settlements being gifted)
Conditions: Lose a settlement
Points: -1
Frequency: once per loss
Implemented: all
Name: Core settlements
Description: Rewards you for controlling certain core settlements. This will probably change over time
Conditions: Control a certain settlement
Points: Varies (used for balancing smaller factions)
Frequency: once per turn
Implemented: Pisa (to some extent)
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