Political instability Can your populace revolt?
#1
Posted 19 July 2005 - 01:38 AM
So, the question: do we have political instability within TLA?
#2
Posted 19 July 2005 - 08:55 AM
as you correctly mentioned, Tolkien doesn't really include things like dissent and revolutions in his tales. he only mentions political upheavals like your examples of the Kin-strife in Gondor and Celegorm's and Curufin's grasp for power in Nargothrond (amidst other examples).
we are currently not planning on having something like a dissent-o-meter in the game - but we will portray such acts of political turbulence with in-game events - which will have a profound influence on the gameplay
for example take the Kin-strife in Gondor. when that event 'fires' the player will get (if playing Gondor) a popup where he can decide which side he supports. accordingly to that decision the Realm of Gondor will be influenced (e.g. some provinces will fall to one side while other provinces stay loyal to the 'rightful' line). if Gondor is controlled by the AI - then this will be a scripted event (as it will be with any other event that we will depict in TLA)
but i'm afraid we cannot include stuff like revolutions because - frankly there's no basis for them in the books ... and to us the books are the solid source on which we design and build TLA
The Last Alliance Project Co-Leader, Ardaquenta Admin
Contact me: enarwaen@wildfiregames.com
Visit Ardaquenta - our community driven Encyclopedia on all things Arda!
#3
Posted 20 July 2005 - 11:36 PM
Would those events 'play' in a random scenario? And can they be scripted in the game editor?
The Last Alliance Semi-active TLA forumer (philosophy student)
Quote
~ Priscilla and John Tolkien, The Tolkien Family Album, Houghton Mifflin Co., 1992, p. 58.
#4
Posted 20 July 2005 - 11:53 PM
"He who trades freedom for security deserves neither and will lose both."- Thomas Jefferson
Proud member of The Deacon Empire
#5
Posted 21 July 2005 - 12:01 AM
#6
Posted 21 July 2005 - 02:30 AM
"He who trades freedom for security deserves neither and will lose both."- Thomas Jefferson
Proud member of The Deacon Empire
#7
Posted 21 July 2005 - 04:05 AM
#8
Posted 21 July 2005 - 05:02 AM
"He who trades freedom for security deserves neither and will lose both."- Thomas Jefferson
Proud member of The Deacon Empire
#9
Posted 21 July 2005 - 06:07 AM
#10
Posted 21 July 2005 - 06:22 AM
Anco said:
if by 'random scenario' you mean an Age-spanning campaign - then yes
and yes - in the game editor you will be able to create specific events that 'fire' on user-defined conditions
Clodhopper said:
errm - yes!
and again ... those scripted events will have noticeable effects on more than one civilisation - not only the one that the player controls ...
The Last Alliance Project Co-Leader, Ardaquenta Admin
Contact me: enarwaen@wildfiregames.com
Visit Ardaquenta - our community driven Encyclopedia on all things Arda!
#11
Posted 21 July 2005 - 10:34 PM
Mwuahahah....ahum, I mean: good!
Which reminds me: Eomer 'rebelled' against his king, because he thought it to be in the best interest of his people. And the latter days of Numenor also know their share of political tensions. Perhaps such things could be depicted in the form of a general drop of morale?
The Last Alliance Semi-active TLA forumer (philosophy student)
Quote
~ Priscilla and John Tolkien, The Tolkien Family Album, Houghton Mifflin Co., 1992, p. 58.
#12
Posted 22 July 2005 - 08:33 PM
We still have to wait to see how the final game design will be before a really good choice can be made. For example if TLA ends up using a territory based map, then I could see political instablity being implimented like Medieval: Total War or Age of Wonders. (if you capture a province that was formerly owned by a faction you have poor relations with, that province will have a chance of revolting).
#13
Posted 22 July 2005 - 09:11 PM
I can see many problems that having a revolution could cause in terms of game mechanics. For example, suppose, for the sake of argument, that a revolution happens and creates another, revolting, faction. Realistically, this new faction should have all of the attributes and capabilities of a full player, including the ability to build an economy and train a military, and then use that military to launch subsequent offensives, just as an AI player would. How would the diplomatic relations of the new nation be concieved? Would it be at war with everyone? Would it retain the same diplomatic stance with other nations as its parent nation, but be at war with the parent nation? Might it even be of the same Civilization (e.g. could a Sindar player's colony revolt and turn into a Falathrim player)?
#14
Posted 23 July 2005 - 12:15 AM
Beren IV, on Jul 22 2005, 10:11 PM, said:

Personally, I liked that feature in the original 'Seven Kingdoms' game. As for the diplomatic relations, depending on the reason for rebelling, that new faction could have hostile relations which it's original ruler and it's relations with the other players being dependant on that ('the enemy of my enemy is my friend'-principle). It would seriously complicate the game though.
Maybe an idea for an expansion pack?
Or a rebelling faction could be made a 'minor' civ. Then the player could try to conquer them again through force, or taking them over diplomatically by solving the issues that made them rebel in the first place (such as attacking friends/allies and that being viewed inproper).
This post has been edited by Caedus: 23 July 2005 - 12:17 AM
The Last Alliance Semi-active TLA forumer (philosophy student)
Quote
~ Priscilla and John Tolkien, The Tolkien Family Album, Houghton Mifflin Co., 1992, p. 58.
#15
Posted 24 July 2005 - 09:09 PM
Quote
That was more-or-less what I suggested. Of course, this 'minor' civ could become not-so-minor over history. Eregion was founded by a bunch of Noldor that split off from other Noldorin civilizations back in the First Age.
#16
Posted 24 July 2005 - 11:47 PM
For example:
- how are leaders selected for new civs (random, pre-determined?)?
- how many resources and men do new civs take from the orginal one?
- how can players prevent defection?
- what is the goal of new civs (simply exist, or to wage war against the original, or maybe to cease war?)?
And likely more that I didn't think of now.
The Last Alliance Semi-active TLA forumer (philosophy student)
Quote
~ Priscilla and John Tolkien, The Tolkien Family Album, Houghton Mifflin Co., 1992, p. 58.
#17
Posted 25 July 2005 - 12:10 AM
I am at present not clear enough on how leaders operate to offer any suggestions regarding them.
#18
Posted 25 July 2005 - 04:14 PM
Quote
Woah! I really can't wait till Adam gets here!
#19
Posted 25 July 2005 - 08:18 PM
again - we will *not* include something like a resent-o-meter in the game. all political happenings will be scripted into the game and become active once the 'historically' correct moment arrives. if a civ is to be divided (i.e. Gondor's Kin-strife) we will introduce a separate (new) faction that will split off from the original civ and receive a part of it's provinces. with introducing a new faction (that is in it's origins still part of the original civ) we can have a totally different diplomatic stance towards it's former allies while maintaining the consistancy of the civilisation in itself.
@Aztec_Brave
heh
The Last Alliance Project Co-Leader, Ardaquenta Admin
Contact me: enarwaen@wildfiregames.com
Visit Ardaquenta - our community driven Encyclopedia on all things Arda!
#20
Posted 25 July 2005 - 08:51 PM

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