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imker

Corporal
41 Badges
May 23, 2021
25
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Add the ability to ask or demand any action from an NPC.
Call this interaction “friendly advice”, “order”, “request”, “ offer”, etc.
The mechanism is follows:
In the right-click menu (NPC interactions), add a “ask” button.
After you click it, it pauses game, screenborders fill red (or other distinctive color) and opens the interface as if you were playing as a victim, but you can mark only one absolutely any action. Absolutely any action, grant a title to someone, start a war, give orders to advisors, start a scheme, go hunting, start tour, have a banquet, travel, change lifestyle, seduce someone, whatever. As if you were playing as an NPC yourself.
Then you click the “form request” button and then you can see whether the victim will fulfill the request or not.
This will depend on whether or not the request is in the victim's best interestis and consistent with his personality traits + an indicator of his opinion of you + fearfulness + hooks + your superior position + other such circumstances.
If the victim doesn't fulfill the request, his/her opinion of you will significantly worsen, if he/she does, it will also worsen a bit.
 
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Also add the ability for advisors, courtiers, spouses and children of the character to give advice to the player.
For example, a military advisor advises to attack a weak neighbor to expand the territory.
A treacherous advisor advises betraying a suzerain and taking his crown.
A wife is advised to hire a doctor when the children are sick and to hire a cook so that the wife doesn't have to cook.
Let the content of such advice be based on the personal traits of the advisors, for example, aggressive and brave advisors advise to wage offensive wars, and cowardly advisors advise to build fortifications.
Counselors with drinking traits and company spirits and courtiers are advised to have feasts.
Let the court drunks advise you to become like them.
Courtois vassals, too, let them advise feasts.
Counselors and courtiers with the hunter trait advise holding hunts and building hunting grounds.
Counselors who love tournaments advise to participate in tournaments.
Wily wife advises to kill the character who has claims on your territories.
Cunning counselors let them advise them to appoint their family and friends to court positions or to deprive their enemies of court positions.
Fanatic bishop advises to organize a pilgrimage to holy places.
Compassionate counselors let them advise on building hospitals.
Courtiers with the caravanner skill advise to give this courtier the position of caravanner.
Let such events do not occur often, but they will diversify the game, create immersiveness.
Let the counselors worsen their opinion of the player if you ignore their advice and improve their opinion of you if you grant their requests.
A high Diplomacy skill will allow you to politely refuse an advisor with minimal penalty to your opinion of the player.
The shy and trusting player character gets stressed for refusing to take advice.
A paranoid character, on the contrary, receives a penalty for agreeing to the advice.
Let the presence of a hook make following the advice a must.

The load on the processor such events will not create because they will occur only at the human player.
 
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That's exactly what we need. Not more events. Character interactions that happen organically.

For example, there is currently an event, about a courtier disliked by your spouse, with options to fire him/her at her demand. Instead of random chance-based, repetitive and predictable event, we could have it happen purely with game mechanics.

This could also flesh out Hooks more - characters askkng you for actions could spend their Hooks, or give Hooks on themselves if they don't have one.