I am designing a Factional Politics mod. The goals are to model factional politics in the Roman Senate, make office appointments more fun, and expand the role of character wealth.
Key ideas:
A faction is an aligned group of characters and is probably represented in-game as a family. A faction's goal is to increase the wealth and popularity of its members and it does this by getting them elected and appointed to offices.
An office grants its holder wealth, popularity, and loyalty. Wealth gain represents real money won through corruption and the acquisition of connections and favors. Popularity gain represents improvement in the character's social standing. The loyalty boost represents the character's expectation that he will continue to succeed through the normal election/appointment process.
Characters will also gain when members of their faction are appointed to an office. Loyalty will fall over time to make these boosts necessary to keep characters loyal.
An office has a term. When the term expires the office-holder is removed from office without loss of loyalty. The player then gets the opportunity of appointing a new office holder. The mod will be successful if players are *excited* when an office-holder dies and he has to pick a new candidate.
Character wealth should be convertible into popularity, stability, instability, the loyalty of other characters, money in the state treasury, etc. Starting character wealth will be reduced to make income from offices and the spoils of barbarian victories relevant.
Potential events:
1. Character sponsors games to increase popularity and potentially increase stability.
2. Character donates money to the state to increase popularity.
3. Character prosecutes another character. A successful prosecution would kill, fine, or disgrace the accused. Failure would have similar outcomes for the prosecutor and Consul.
4. Remove legates from office without loss of loyalty when war ends.
5. Character spends wealth to recruit another character to his faction.
6. Add something like a rebel or loyalist trait to low-loyalty characters through an event. Loyalist characters get events that boost loyalty above the minimum for, e.g., refusing to give up command. Rebels do not.
Implementation Questions:
1. Can characters switch families?
2. Can characters be removed from office?
3. Are there triggers for consular election? end of war?
4. Can new traits be added, e.g. Prior office-holder, prior consul, rebel, loyalist?
5. Is there a mod guide, or do I need to read existing events to understand what is possible?
Open Issues:
1. What should character loyalty represent? Loyalty to the state? Satisfaction with the status quo? How should loyalty be affected when a new consul is elected?
Thoughts?
Key ideas:
A faction is an aligned group of characters and is probably represented in-game as a family. A faction's goal is to increase the wealth and popularity of its members and it does this by getting them elected and appointed to offices.
An office grants its holder wealth, popularity, and loyalty. Wealth gain represents real money won through corruption and the acquisition of connections and favors. Popularity gain represents improvement in the character's social standing. The loyalty boost represents the character's expectation that he will continue to succeed through the normal election/appointment process.
Characters will also gain when members of their faction are appointed to an office. Loyalty will fall over time to make these boosts necessary to keep characters loyal.
An office has a term. When the term expires the office-holder is removed from office without loss of loyalty. The player then gets the opportunity of appointing a new office holder. The mod will be successful if players are *excited* when an office-holder dies and he has to pick a new candidate.
Character wealth should be convertible into popularity, stability, instability, the loyalty of other characters, money in the state treasury, etc. Starting character wealth will be reduced to make income from offices and the spoils of barbarian victories relevant.
Potential events:
1. Character sponsors games to increase popularity and potentially increase stability.
2. Character donates money to the state to increase popularity.
3. Character prosecutes another character. A successful prosecution would kill, fine, or disgrace the accused. Failure would have similar outcomes for the prosecutor and Consul.
4. Remove legates from office without loss of loyalty when war ends.
5. Character spends wealth to recruit another character to his faction.
6. Add something like a rebel or loyalist trait to low-loyalty characters through an event. Loyalist characters get events that boost loyalty above the minimum for, e.g., refusing to give up command. Rebels do not.
Implementation Questions:
1. Can characters switch families?
2. Can characters be removed from office?
3. Are there triggers for consular election? end of war?
4. Can new traits be added, e.g. Prior office-holder, prior consul, rebel, loyalist?
5. Is there a mod guide, or do I need to read existing events to understand what is possible?
Open Issues:
1. What should character loyalty represent? Loyalty to the state? Satisfaction with the status quo? How should loyalty be affected when a new consul is elected?
Thoughts?