Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Each House could have it's domain, that is affected by your relations in terms of positive / negative and by the Houses Authority in terms of how much it matters (how much control they have over that domain).
Also that could affect planets/fiefs controlled by that House more than others. That would put relevance to who's fief that is.
Your House has no such tradition (as you choose your traditions at the beginning of the game. So planets controlled by other Houses is not bad by default - on the other hand less fiefs = less private income. And Houses might become unruly through events.
---
I would like it, if there would be more than 6 traditions and each House gets a random one assigned on turn 1.
I can't imagine, how that would work in detail.
Planets ruled by renegade houses could be overtaken by your house, but have a very low loyalty and security rating. Also, I smell rebellion! When a house has like 33% of the fiefs, events will spawn, in which other houses want a piece of that.
To renegade Houses: When declared renegate, the Houses will stumble over each other to get the shares and authority from the renegade house. Expect many events?
o) Duels
I would definetly allow royal house members for duels. That would be a consequence of very bad relations to other houses. I would give nobles more character than the authority and monarchy attribute. Also some sort of maturing / leveling up nobles over time (besides showering them with medals, which feels a bit hollow). That way, you do not want to lose them...or just lose the 'idiots'.
Each actions creates a secret of your house this time. That can backfire with events, where other houses might ally if you do not let yourself be blackmailed? Thinking into the blue there.
The Espionage Agency (a new resource?) might be another way to interact empire-internal between audiences. And this system is not bound to focus points but to economy (and gambling)
That is not quite the topic you started, but it very tightly plays into it. And it would serve the antagonistic interactions I suspect the renegade idea is meant to be.
My idea in this area is, to modify game mechanics, that you notice a lot. Limitations and game rules. Just farming output or legislation seems unrecogizable. Such could be:
-) Communications Magnate: Opinion effects with other houses will be modified with relation level to this house. Hostile: x2/x0.5, Antagonistic x1,5/x0.5, Uncooperative x1.25/x0.75, Neutral x1/x1 and so on.
-) Supremacists: High Relations with aliens, esspecially minor aliens, will reduce their opinion. War with aliens will give you a boost with ship production (by relation level) and stability (depending on their authority). Losing core worlds reduces stability by 2.
-) ?: Certain events will occur more often with this house. Like border conflics or ownership over something conflicts.
-) Plotting: This house will generate secrets of your house if hostile and unveal secrets of other houses to you if friendly
I was thinking of permanent. It's more thematic I think and more dramatic and solves some possible problems/abuses (like: renegade a house and then bring them back but much weaker, repeat for each house, that sort of things).
Many people asked if a Minor House can be elevated and replace the Great house. I kept saying no, but after checking the code I got an idea how I could pull it off. So, that's an option. For example "during after rebellion trail you have an option for replacing the house with a minor house", it would not tell you with which one but the highest Authority minor house will be the one. It might be problematic with numbers (what if 6 great houses rebelled while there are only 5 minor houses?) but it could be solved (by "did not happen for house X due to lack of worth successors").
Anyway, how it would fit renegade houses? If one made a great house renegade, it means there is one less Great House slot... So a minor house can not replace renegade house?
Or make a renegade house automatically become a minor house... But it would make most of the renegade mechanics irrelevant (since minor houses have no fiefs, etc)... Dunno.
I was thinking, maybe add traditions to minor houses as well? Those would be active if the SENIOR activated their traditions (so under the control of the house they are a vassal of).
Could be displayed on the Great House traditions bar (and marked as Vassal traditions).
Note it would require 6+5 traditions if all to be unique (preferably more to assure not all are present during each game?) Which makes me wonder if there should not be "levels of tradition", like "If you have 2 or more cordial houses with the same tradition, then the tradition gets a better effect"? In such setup it might even make sense to make only 4 traditions total (with effect like +X per tradition) since like 3 houses would share the tradition?
Another thing, I wonder if the Royal House should have a tradition as well...