Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Thursday, November 27, 2014

New Priorities

It's obvious now that the development of the game is hitting an all-time low, so I believe I owe you some more explanations.

Put simply, because of a series of events, I won't be able to afford to make the development of Anamnesis the priority it used to be for a relatively long period of time

You see, I'm from that one country without jobs. I'm an EMT but I've been working on that only sparingly these past few years, sometimes as a substitute but most of the time just doing volunteer work. Day-long stuff used to be the reason for those days without any work put in the game until a few months ago.

Unfortunately, now some people has decided that EMTs in this country will in the future require a new certificate proving they are knowledgeable in topics such as vehicle maintenance and water treatment. I can only guess this is some sort of zombie outbreak preparation on a national level? Be that as it may, the point is I have to study those things if I want to work anymore


You however have no reason to be alarmed. There is nothing that is going to make me stop working on Anamnesis in the foreseeable future and chances are you're probably going to grow sick and tired of it before I will.
  

Tuesday, November 4, 2014

Stalking and Investigating Aristocrats

Once you meet a local aristocrat, you will now get an additional option to either investigate or stalk said aristocrat, depending on whether you are stalwart or influenced.

Each aristocrat, upon creation, will be assigned a random stalking difficulty that you'll only be able to guess through trial and error. To overcome these defenses, your unit will need to pass a Mobility test, much like when looking for enemy emplacements. I feel like this is more of an Intelligence thing, but I went along with Mobility in both cases for balance's sake. A stalking failure will result in an increase of Local Tension, while a success will yield one of many different results depending on both the stalking unit and the aristocrat.

There will be two outcomes possible for each target aristocrat and two more for each unit, for a total of four for each one combination. These will have their unique flavour lines and yield different results.

In addition to the usual results you already know such as fluctuations in population, wealth and merits, there can be 4 new exclusive, more politically oriented outcomes, allowing you to impoverish, humiliate, control and harm target aristocrats.

Your own player character will get two of these actions, so it'll make for a good example without spoiling any fun. The actions of stalwart and influenced avatars are different to provide a more varied feel to the game of each faction.

When a stalwart aristocrat investigates another aristocrat, they might frequently find technicalities and suspicious behaviour in their target that will allow them to denounce them and reduce the target's Merit. Sometimes they might even find solid evidence that will allow them to put the other aristocrat on trial and remove it from the game. This will give stalwart games a greater witch-hunting feeling.

On the other hand, an influenced aristocrat player will be able to impoverish other aristocrats by sharing nuggets of information obtained while stalking them. If influenced aristocrats find a secret important enough, they will be able to blackmail the target and take over control. This will provide the influenced political game a greater behind-the-curtain feel.

Of course, the variety between different target aristocrats and other employed units will blend these game styles. The potential yields for spying on a shoe-obsessed aristocrat are not the same as those of an oil tycoon, for example.

This will also be a good chance to give useless units a more interesting role, which is something that has often been suggested in the past. For now, I'll leave to your imagination the possible outcomes of sending barber surgeons or muleteers to stalk and investigate enemy aristocrats.
 

Tuesday, October 21, 2014

Enhanced Local Aristocrats, Part 3

You will be able to turn controlled aristocrats into double agents in the next version of Anamnesis.

After you've given away a loan for free to an aristocrat requesting it, you'll get one of three new commands after inviting him or her over to your base. You'll be able to make unaffiliated aristocrats pledge their votes to you while affiliated ones, depending on their kind, will be able to either sabotage their lobby reducing its power by 0.1 each week or talk in your behalf, earning you 0.1 favours per week. The exact name of these actions will vary from one aristocrat to another for flavour's sake, with some aristocrats, for example, spying on the enemy while you will be able to make others embarrass themselves in order to hurt the lobby's reputation.

A hidden variable chosen at the time of the aristocrat's creation will determine how long said aristocrat will carry out these commands before requiring new input or simply giving up. You might be lucky and get a basically autonomous double agent, but you will more often become stuck with witless individuals requiring constant invitations and guidance, thus gobbling up your character's time.

The costs of invitations will now also vary depending on the aristocrat's current Merit. Instead of the current flat rate of 10 Arkhe per invitation, the cost will be five times the aristocrat's Merit. Really powerful ones will thus be costlier to keep close, but on the other hand those out of their luck will be virtually free to talk to.

Lastly, aristocrats can now ask under certain conditions for loans to pay for a medical procedure to extend their life, which will give you a greater direct power over who lives and who doesn't. You will be able to block almost all such attempts if you are rich and powerful enough, but shaping the colony in that way will be a very long game to play.


This whole double agent thing is admittedly rather basic for now. I've been trying several approaches these past weeks but this seemed the most convincing one. As always, there will be room for improvement and tweaking in the future.
 

Wednesday, October 8, 2014

Allied Expeditions and Envoys

Or; "Enhanced Local Aristocrats, Interlude".


Just like the proxy forces of enemy lobbies might attack you in the next version, those forces of allied lobbies might also go on the offensive if the Local Tension value is high enough. Thus we continue to pile up reasons to seek to replace enemy lobbies with allied ones.

These units' behaviours will depend on which lobby controls them. If the lobby's belligerence is 0 or lower, they will send their units into enemy territories as envoys and will seek to reach truces or even buy the enemy unit out if a truce previously existed. If on the other hand the lobby is belligerent, the unit will go on an expedition and fight the enemy at the chosen location.

A victory will result in conquering the land for your cause. To all effects, it will be as if the land was yours. If no unit is defeated, however, depending on the lobby's character, one of 3 actions could take place. Philanthropic lobbies will leave the territory alone, Hedonist ones will plunder the territory causing the enemy to lose Arkhe without you directly winning any, and Ruthless lobbies will punish the population.

During these battles, you won't get to choose the battle stance or whether to retreat in case of hardships en route, but you will be able to invest Arkhe in order to increase the chances of your allies.

Whether your allies win or lose, these conflicts will cause the same increment in Local Tension than your actions would, so things might spiral out of hand and a situation of high Local Tension might very possibly degenerate into an all out, self-perpetuating war inside the colony.

You'd be ill advised to start a war right from the beginning however, since the units occupying the territories will greatly tip the balance towards your enemy's side.
 

Tuesday, September 23, 2014

Enhanced Local Aristocrats, Part 2

The aristocrats you meet will now have their own Merits, which opens up a series of new exciting possibilities.

You will be shown how many Merits they have as soon as you meet them. These Merits will have an effect during the voting process depending on these aristocrats' affiliation (a lobby or the independent aristocracy) even before you get to met them. This is an important detail, and I have a feeling you are starting to see why it could be important to keep the people casting the votes located at all times. More on that in another post.

Until now, local aristocrats could spend the loans they asked for in expanding business or personal expenses, but now they also have a third option to spend it on a great meritorious venture that will increase their merit and thus their voting power, so that's another thing to keep in mind now.

Incidentally, in the effort to make the world livelier and less player-centric, lobbies and local aristocrats can now ask for loans to entities other than you if you can't satisfy their needs. You will be informed in-game when that happens.


The next post will probably conclude the Enhanced Local Aristocrats saga.
  

Thursday, September 11, 2014

Enhanced Local Aristocrats, Part 1

I kind of agreed somewhere else that this release would focus on politics, so now it's time to enhance political networking and local aristocrats.

First of all, local aristocrats (those you can meet before voting) can leave the colony or die over time, so you'll have to work harder in keeping an active contact network. This will be much more likely to happen to aristocrats in a bad economic situation for obvious reasons and no, you won't be able to exploit this to get out of loan payments.

Secondly, when you are asked for a loan by these aristocrats, you will be able to choose to give the money away for free. If you choose to do that, all the money will be lost, but you'll be in control of that aristocrat from that moment on.

For now this only means that you'll get more chances to haggle during negotiations, but I'm considering a few ways to make controlling local aristocrats more fun, probably making them double agents of some sort. I'd be glad to listen to ideas and suggestions if you have any though.


Incidentally, loans are now about a 30% more expensive, which means controlling aristocrats will be a little more expensive, but also that you'll make a greater profit with banking.