I fired up a game of I:R and hit more of a snowballing negative cascade of Stability loss than I'd ever seen in a prior play-through. While somewhat RNG, the fact that this can happen due to game design plus game starting metrics is the problem, and if there is ever a revisit to current I:R game and/or a future follow-on game, we really need to see better combinations of starting conditions mixed with game parameters/rules. Here's my example:
- Start as Settled Tribe, all senior tribe leaders are populated in the game world as nearly the same age range.
- Around 65-80 years old, all of these senior tribal leaders start to die one after the other, while replacing the chief.
- To put in perspective how high the Stability loss was (the most I've ever seen), I was in the 65 Stability range before the first/original Chief died off.
- By the time all the successive die-offs of chief after chief occurred, my stability was reduced to just below 20. I had to elevate Divine Sacrifices x2 to even attempt to keep up. There was one game year in which 3 different chiefs died.
- I was in a major war and had two different chiefs die during the course of the war, from "old age" and not combat (and the war only lasted about 2 years). And with the tribe in the middle of an "existential" war for survival, guess who the tribe made chief? A character with ZERO military skill, no kidding.
- What was even worse, I ended up a few dead chiefs later with yet another Zero Military skill chief for another war. These zero military skill chiefs also had very little statistical prowess elsewhere as well, they were in the bottom 10% statistically of the entire tribe, so how does that individual rate highly to become a chief??
- The first/original chief was the only one at Military skill 8 (or higher) among all who came after during this cascading event once they aged. After about 10 game years, my tribe finally appointed a new chief with Military skill of 9 who was 65 years old (not exactly in his prime), but at least I finally had a decent military skill chief again, after an untold number of duds, retreads, and cast-away chiefs. I see "8" as a threshold number for a skill, because that is usually my "at minimum" for the experts in their field for Government positions, in a typical tribal game.
This may seem a minor issue but it points towards a lack of Quality Control in the design and build, plus it reveals a lack of play-testing of systems (not just the auto-play testing of maps and to see how the map gets painted -- that isn't play testing, it's only End Game results estimating).
I've mentioned a similar point on this previously, but this particular event shows just how extreme the game's starting conditions mixed with game rules/dynamics can really be at odds with reality. Just like we can alter our society to have "mixed gender" - there should be other game set-up selectors for Tribes that allow the player to tailor tribal preferences for "Young and Strong" vs "Old and Wise" type metrics for determining who makes a better chief. That, or have Tribal Laws/policy that can be shifted towards for what the Tribe considers the "best stats/qualities/traits" that rate more highly for candidacy as a chief.
In the real world, it was rarely about who was more popular and connected in Tribes. Sure, Greek Democracy and more modern Western political bureaucracies leaned towards "Who You Know" -- but that's not how it worked in tribes of old. Some actually held death matches to determine a chief (winner takes all). It was all about who the best man was for leading the tribe to survive, leading in war, and often was the strongest/best-leader in his prime, not on his deathbed. Tribes didn't operate as if a teenage clique-based club.
So for any I:R of the future, we really need to see a huge Dichotomy between government types that lean toward bureaucracies, sedentary lifestyles, with city walls protecting the government leaders, in contrast to the tough/war-proven tribal governments that raged on the plains and in the forests of old.
Paradox leaders/designers/Dev's, if you're reading this -- you're portraying way too "soft" of a going model for many of your tribal systems in recent games. You really gotta "toughen up a bit" - at least, toughen up the virtual characters and tribal systems you are portraying.