Songs of Syx

Songs of Syx

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Eidric Jan 4, 2024 @ 10:48pm
Castle \ Throne building improvement
With the growing relevancy of the world regions and the tribute they bring to the player's capital, I believe that the throne 'building' needs to be expanded somewhat.

Solving the current (0.65) issues

The tribute that the capital can amass can be truly massive (and necessary if the capital has to grow further) but there is no current way to limit the influx of tribute apart from manually juggling the farm and mine levels in your regions and selling the excess en masse.

While trading the excess works for now, it has the unfortunate consequence of ballooning your finances to tens of millions, thus making everyone around you fear your financial might. and subsequently cancelling trade agreements. The loss of trade is not just an inconvenience here -- without anywhere to go the current tribute will slowly accumulate near your throne room until it starts to turn the screen black and possibly crash the game entirely (I haven't gotten that far myself but I've reached the black screen levels).

In the current game I am wealthy not because my capital is manufacturing rare materials but by dumping wheat/stone/ore/clay to a nearby vassal+bribed+kinship+flattered+trade partner at 2 denaris a piece... and still raking in millions.

While I can see the need for massive amounts resources in general (i.e. growing the capital to 15k+ populations) The current tribute need a cap, The player needs to have the ability to adjust and modify the tribute amount based on the needs of the capital and its ability to receive that tribute.

The throne room would be the perfect room for such adjustments. It might have multiple levels \ upgrades that slowly increase its functionality from a mere drop-off point of all tribute to a management workshop that further administers your empire alongside your other administrative buildings.

Visualising the growth of your capital

While it is possible to build a fancy castle around your throne room, some of that lustre is broken by tribute caravans dropping off meat right at the footsteps. A progression similar to that of an Altar -> Temple would allow players to still utilise their creativity in creating their personal "palace" while giving it a little bit more flexibility when it comes to advanced functions.

Instead of a "ruler" character that would be quite a chore to make, the palace could have the staff of nobles/aristocrats/administrators and their workload might be the deciding factor in how many additional functions your "palace" could possess.

(If you ask me, the "ruler" could just be a part of the building. Either indefinitely sitting on a throne or having a static day "routine" of spending days on the throne and nights in "personal chambers")

It will also provide players with a yet another "end-game" building with likely significant costs (paper+jewellry?) but also with visual grandeur to the capital.

Synergism with the current WIP systems

The nobility system comes to mind quite easily, with the easiest and simplest approach (from my understanding) of only allowing your nobles to "work" at the "palace workshop"

And advanced system might give different bonuses based of which nobles are actually working there and those could be either the current bonuses provided by nobles or more advanced bonuses from them doing their noble "work" more efficiently.

The regions are likely to improve further and they could be tied to the "palace" workshop too. They could be as simple as global bonuses (+loyalty to all regions due to the "legitimacy" of your rule as shown by your glorious palace) to something more involved (population manipulation, non-destructive re-settlements, further specialisation of the regions, etc, etc.)