dreadmime
11-12-2008, 06:11 AM
So... i'd been trying to consider things that would make the game a little more "interesting" as well as adding a bit of "fun" and "challenge" to the game. As usual, never sure how complicated these would be to implement.
Basic System:
Riot / Strike / Unrest
This would be, obviously after the introduction of Military units.
Unrest
In it's simplest form, the distance of any additional cities from your Home city would generate unrest on a sliding scale. Say a base chance of 1% + 4% per nome distance. This way, a nome that was 20 away, would have a base 81% chance for Unrest to occur. The penalty for Unrest would be an increased consumption rate (2/day, 3/day, etc.) This could be compensated for, with either a Military presence (reduces Unrest by 2% per unit in the city) or by increasing a "luxury good consumption*" which would be used to essentially placate the masses at 3% per good consumed per day.
Strike
Base Chance: 5% no scale. Unrest adds to Strike by 2% per 5% of Unrest. Is unaffected by luxury good consumption, but is reduced by military presence by 1% per unit. The penalty for Strike would -20% overall production.
Riot
Base Chance: 2% +1% for every military unit in your city. Riot would completely shut down production, and have a 5% chance per hour to destroy a random number of a random good and a .1% chance to destroy a building (excluding your palace) until resolved. Affected by luxury goods consumption and a reduction of military forces in the area.
*- Ideally, the luxury good consumption would be based on your nome's "God" and what lux goods can be produced in your nome so as to ensure that no particular combination can be simply compensated directly from the nome, and that it does not interfere with the local God's demands. Using Rames as an example, Ra likes Sculpture, my side of the nile produces Kohl, the other side Gold. Perhaps the Luxury Good would be Jewelry, that my people want Jewelry to be "happy". For other nomes perhaps it would be Sculptures, or Sandals. Fashionable footwear always makes me happy...
Most of these numbers, of course, are pulled out of thin air, but I think that once the Military is introduced into the game, there's certainly quite a bit of "interaction" you could have, even on a solitary level with your city, adding in a higher "luxury goods drain" making it a little more challenging to maintain a large vast empire of huge city numbers. It'd also help to keep market prices in line, as more cities would need differing luxury goods to maintain a military presence for monuments and raiders while not causing a Riot from the oppressive forces inhabiting the town. I'm sure it'd need a lot more refinement, but I think it's a workable concept.
Thoughts?
Basic System:
Riot / Strike / Unrest
This would be, obviously after the introduction of Military units.
Unrest
In it's simplest form, the distance of any additional cities from your Home city would generate unrest on a sliding scale. Say a base chance of 1% + 4% per nome distance. This way, a nome that was 20 away, would have a base 81% chance for Unrest to occur. The penalty for Unrest would be an increased consumption rate (2/day, 3/day, etc.) This could be compensated for, with either a Military presence (reduces Unrest by 2% per unit in the city) or by increasing a "luxury good consumption*" which would be used to essentially placate the masses at 3% per good consumed per day.
Strike
Base Chance: 5% no scale. Unrest adds to Strike by 2% per 5% of Unrest. Is unaffected by luxury good consumption, but is reduced by military presence by 1% per unit. The penalty for Strike would -20% overall production.
Riot
Base Chance: 2% +1% for every military unit in your city. Riot would completely shut down production, and have a 5% chance per hour to destroy a random number of a random good and a .1% chance to destroy a building (excluding your palace) until resolved. Affected by luxury goods consumption and a reduction of military forces in the area.
*- Ideally, the luxury good consumption would be based on your nome's "God" and what lux goods can be produced in your nome so as to ensure that no particular combination can be simply compensated directly from the nome, and that it does not interfere with the local God's demands. Using Rames as an example, Ra likes Sculpture, my side of the nile produces Kohl, the other side Gold. Perhaps the Luxury Good would be Jewelry, that my people want Jewelry to be "happy". For other nomes perhaps it would be Sculptures, or Sandals. Fashionable footwear always makes me happy...
Most of these numbers, of course, are pulled out of thin air, but I think that once the Military is introduced into the game, there's certainly quite a bit of "interaction" you could have, even on a solitary level with your city, adding in a higher "luxury goods drain" making it a little more challenging to maintain a large vast empire of huge city numbers. It'd also help to keep market prices in line, as more cities would need differing luxury goods to maintain a military presence for monuments and raiders while not causing a Riot from the oppressive forces inhabiting the town. I'm sure it'd need a lot more refinement, but I think it's a workable concept.
Thoughts?