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Karalis123

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Feb 26, 2021
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I think that to make the game both more realistic and fun it would be better to make offices assignments automatic in republics, so to simulate the cursus onorum of a character. The system to decree who will have an office should be similar to that for consul and co-consul, and so statesmanship, skills, prominence, age, etc... would determinate this. Each office should last only fora limited amount of time and aftermath another character should be elected (like for consuls).
In monarchies I think that the current system is fine. It is really weird to play as Rome and have the same office assignments until someone dies, it really breaks me immersion and it doesn’t represent the dynamism of the political scene of republics in that time period.
 
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I'm not against the suggestion, but I think it would need to be coupled with a rework of how families work in republics. Government offices are one of the primary ways to get the requisite offices to prevent scorned families, so taking that tool away from players would reduce options.
 
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I'm not against the suggestion, but I think it would need to be coupled with a rework of how families work in republics. Government offices are one of the primary ways to get the requisite offices to prevent scorned families, so taking that tool away from players would reduce options.
I always thought that scorned families are more a monarchy thing, because if you think about it in monarchies the king is who directly determine their partecipation in the government while in republics decisions are made by an assembly that is out of the control of the player. I also auspicate more mechanics and events related to relations and conflicts between important families both in republics and in monarchies.
I think is always a good thing to differentiate government types to make every gameplay unique.
 
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It would be nice to see republics focus on the player having to keep families from entrenching their political power to prevent dictatorships, whereas monarchies focus on keeping families in the sweet spot between too little and too much power.
 
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It would be nice to see republics focus on the player having to keep families from entrenching their political power to prevent dictatorships, whereas monarchies focus on keeping families in the sweet spot between too little and too much power.
Of course but you would do this trough events and character interactions, not by deciding every single office in your country like a dictator
 
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The player should be able to nominate candidates for positions, and with a bit of political guile, he/she might be able to convince the Senate to elect the nominee.
There should be like an interaction for supporting a character to an office in exchange for political power and tyranny
 
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There should be like an interaction for supporting a character to an office in exchange for political power and tyranny

I think I prefer a slightly more hands-on approach to senatorial politics. It should be possible for a highly popular ruler with the support of the Senate behind him to pretty freely nominate people to all sorts of positions, but I acknowledge that such a change would require a massive overhaul to the current political aspect of the game.
 
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He does what the consul in a republic has to do, so not deciding what offices everyone has to do
So there's an entire system in play that the player has no agency over? Why simulate it at all? Why would I care a jot about any characters if it is just something that passes by that doesnt matter to me?
 
So there's an entire system in play that the player has no agency over? Why simulate it at all? Why would I care a jot about any characters if it is just something that passes by that doesnt matter to me?
Because the political scene will be much more interesting and unpredictable and in this way you cannot always avoid civil wars by bribing someone and revoking his office.
 
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Because the political scene will be much more interesting and unpredictable and in this way you cannot always avoid civil wars by bribing someone and revoking his office.
Unpredictable - sure, it becomes controlled by chance.
Removing exploits - again sure (for Republics only) but there are other ways to do that (Characters refuse to be deposed for a time following a bribe/at all with Free Hands) that are global and don't remove part of the game.
Interesting - absolutely not, if the assignment of offices was totally out of my hands, I would basically ignore the character game and not remotely care who was in each office, because it simply wouldn't matter beyond edge cases like Civil War. If something is revelant only to me (and not other players), but also entirely outside of my control, it isn't relevant to the game.
 
Unpredictable - sure, it becomes controlled by chance.
Removing exploits - again sure (for Republics only) but there are other ways to do that (Characters refuse to be deposed for a time following a bribe/at all with Free Hands) that are global and don't remove part of the game.
Interesting - absolutely not, if the assignment of offices was totally out of my hands, I would basically ignore the character game and not remotely care who was in each office, because it simply wouldn't matter beyond edge cases like Civil War. If something is revelant only to me (and not other players), but also entirely outside of my control, it isn't relevant to the game.
In my opinion should be the player to adequate himself to the political events and so you have to care about character game to respond to those. I repeat currently it is like impossible to have a civil war if you know how to play the game
 
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