Bases
What I'm going to suggest is the feature of bandit bases. Like our own outposts at some levels. Workers on mines and stuff. For this time of game it's just mines and some farms with workers on them. So instead of making an outpost for ourselves from dust we would just raid these bases and sit on their hardworked bases. This would be a good variety to faction development since founding a base and researching in it is almost very similar to farmville. I just build Stone Mine and Stone processor. Work on them for a day or two (ingame) and i have enough materials to sustain my faction's growth (Still having workers on the mines and processor though)
And there should be faction mines. Just for fancying it up. The UC and the Holy Nation is geared up from head to toe. Where does all that iron come from?
Jobs
There is only 2 routes on the start for getting money. Trading or luring bandits to towns. To trade at first, you have to lure bandits again(When didn't choose trader). Which is very mainstream. But to have jobs in the towns like weapon smithing or armor crafting. Or just hammering raw iron into metal plates. Which gives us skill and money for making them. And building giant architecture for factions while we just started the game.(Explained on "new cities") And maybe if we get mines in the game owned by factions, we could be miners.
New Starts
(If the "Jobs" are added to the game) There should be more starting paths. Like starting as an armorsmith or weaponsmith. Or an engineer perhaps? I do like the starts at the moment but variety is always a welcome thing in a sandbox game. By adding new "craftsman" starts with the "jobs", we could have a new start except a weapon in the hand and a shirt on our back.
New Cities
I don't suggest this for an early improvement. This really requires some time to make and some improvements on game to be made. New Cities should be builded by factions. It works like Caravan system but it doesn't wander off. The faction sends a dozen troops with a dozen engineers with backpacks on their backs full of building material. And there they should start building a new city. I Don't suggest it to be building by building. There should be a folder with random city formations in it on the game folder and the faction just randomly selects a city from the folder and starts building it. Since the game has an indoors movement engine that shouldn't be a problem if the game thinks of the new city as a whole building or not (I guess). And there shouldn't be cities everywhere. That should be stupid. There should be places marked on the map (invisibly) and engineers of factions should just head there. If they encounter an enemy faction sending engineers to a nearby settlement area or they say hi to each other on the same settlement area, they should fight and see who wins the fight. So they gain the settling right by force. And meanwhile a lucky person can loot the precious building materials left behind by the victors of the encounter.
Faction Relations
(Right me if I'm wrong in my understanding of faction relations. I didn't put much time to understand it's mechanics.)
There is a relation between factions and I love it. But it lacks some stuff. If you have -1 relations with a faction they just attack you on sight. But if you have 0 they don't do anything. The same goes for 100. (As far as i have seen. But I guess they protect you if you have good relations with them. I guess I just started a war between United Cities and Holy nation.) So there should be a limit for factions for when to attack and when to not. And good relations should lead to more instead of just not attacking you or protecting you. The numbers I suggest are;
-76 -100 : Kill on sight, or carry back to base and imprison. Set free by ransom or by time (Since relationships go back to 0 if you dont do anything hostile for a while)
-75 to - 51: Attack on sight and leave
-50 to -26: Don't help if attacked in their sight.
-25 to -1: Merchants doesn't trade. No caravans from that faction will talk to you or trade with you.
0: Just a stranger. No good or bad side effects.
Bad relations effects add up. If you have -34 relations with a faction then you can't trade with them and they won't help you if you're attacked.
Good relations should be different. For every good relation points you have you should have a discount on buying and a better price when selling stuff. Like if you have +10 relations with them you get a
10 x 0,25 better prices. Which leads to having %2.5 better prices when selling and buying which effects the trade value when selling and base price when buying.
And there should be more effects. For every +25; your chance to be sent a caravan increases a factor. So if there are 10 cities they would travel and you have +75 relations with them the game will calculate the cities as 13 and there is 4/13 chance that they will decide to trade with you IF The game decides where to travel by randomness.
And if you have +50 or more relations their patrols and guards will use "medic" on you. If you have +100 relations then you can ask a guard in a town or someone in a patrol to follow you around (Max. 3) which he mentions to a superior and if superior apprives, they follow you for a while and bodyguard you (Until you get inside another town or 5 game days pass)
Good relations should decay if you don't do anything to increase it in 5 gamedays. It shouldn't decay if you already have +100 unless there has been 3 months and you didn't do anything for them.
5 Points a day should be the decay rate. You have so many options to stop it from decaying. Do them. Don't get mad at me for making this hard.
Bad relations should start to heal up after 10 days. And 1 point for a day. You guys may think that's a really long time but if you attack and wound one of my dudes I wouldn't forgive you until I saw you hanging on my city gate. But for a king and his guard this should heal up. But slowly.
How to increase relations? Work for them("Jobs"), fight with them, heal them, carry a wounded guard, trade with them (Only trade goods and when you come to their city).
Relation points
+1 points for every 5k c. you made working for them.
+1 for every 500 damage you dealt while fighting with them.
+1 for every 500 damage you heal them.
+1 for every 250 items you trade with them.
+5 for a wounded guard delivered to a nursery or simply, another guard.
And -1 for every damage you deal to their dudes.
"By the adding of the weather system" the citizens, guards, caravans, even enemy factions' dudes should knock on your door and ask refuge under a storm or stuff like that. Welcoming them in or not should increase or lower your standing too. Then why not welcome them? What if they are just bandits in disguise trying to sneak in your camp?
Bases, Jobs, New starts, New cities(Late), Faction Relations
- TheHappyPyro
- Posts: 68
- Joined: Tue Oct 09, 2012 2:53 am
not sure about new city system. id say theyd only do that if theres some sort of valuable resource there, such as trees, a quarry, cave, oil, ect

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