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.

Sunday, August 28, 2016

Trade Monopolies

Because being the world's banker is not enough, in the next version of Anamnesis you'll also be able to establish trading monopolies.

The trading system will now have another layer of depth, that of competing against other rival licensed traders. You'll be shown in the trade menu how many other traders are currently licensed to trade with any particular family of goods, with strong tendencies tending to be more crowded. These traders take away a tiny part of your profits, so a very crowded market will be less profitable than a relatively empty one, but that's as far as the bad news go.

As tendencies change, perhaps by your own hands pulling the right political strings, traders might either acquire new licenses or allow unprofitable ones to expire. If perchance you happen to find yourself the sole licensed trader of a particular type of good, you'll own a monopoly and make about twice as much profit from ferrying the goods.

At that moment you might want to pull some more strings to raise the tendency again and increase your profits, but those pesky traders will once again want a piece of the cake. Unfortunately for them, from your vantage point, you'll be able to bar new traders from entering your market by spending Merits to cancel the granting of each would-be new license, so as long as you have Merits to spare you'll be able to maintain your monopolies.

This should make trading more interesting and give merchant venturers and business-oriented governors a new background goal to strive for.

Monday, August 8, 2016

Terrain Anomalies and Destruction Tweaks

Just a quick note on the latest tweaks I felt like doing.

On the one hand, when a terrain is destroyed either because of an anomaly or weariness, a percentage of the population will die or be forced to relocate outside of the colony as a consequence. This will depend on the amount of territories still available, so that losing one or 2 or even half of them won't have a catastrophic event, but when you're down to 2 or 3 territories still standing within the colony you might end up losing half the population when one of them is destroyed.

On the other hand, on a more positive note, other lobbies and authorities will now try to take care of anomalies, so the burden won't solely rest upon the player's shoulders anymore. This means that an unattended anomaly will not just automatically trigger a disaster, but might instead be fixed about half the times.

Tuesday, July 26, 2016

Tendencies Event Effects

A small addition to the ongoing effort to make tendencies shape life within the colony further, tendencies will now increase or decrease the chances of certain events being available when you visit territories.

For example, if the Farming tendency is under 5, jobs such as those of farmhand will be less often available in any territory, you might not even get them at all in some areas if the value is low enough. Just the same, if the Aesthetic tendencies of the colony are high you can get creative jobs as painter and the like more often. A high Militarism will allow you to buy weapons more easily, Seafaring will affect how available boats are, Bushcraft will affect how often you meet beasts in the wilderness, Tourism will increase the number of street performers, etc.

As a side note, for the larger units to appear during rituals or contract offers, you will now require upgraded homebases. Tier 3 units such as detachments and most ships will require at least a Hideout/Outstation, while tier 4 units such as the Leviathan Class Dreadnought and The Terror from the Deep will require a Dungeon/Fortress. The rest, individuals and small groups, will still be readily available for all bases. It just makes sense for larger units to require a certain level of infrastructure after all.

Thursday, July 14, 2016

Training for Enemy Units

I've been doing some testing lately to see how those overseas lobbies behaved and thus noticed a couple of things.

First of all, the player's automatic ability to train units without weariness and the enemy's lack of such an ability created a progressive imbalance after a few cycles, making the game easier on the long run. To attempt to fix this, all remaining enemy units will get an experience boost at the end of each cycle. Units working for lobbies (both enemy and allied ones) will earn even more experience than those in territories, so there is another reason to clear territories and remove as many enemy lobbies as possible before ending a cycle. While at it, I also made occupying enemy units display the training text instead of the idling one when the territory is at 0 weariness.

The second thing I noticed while testing, which is the one that surprised me the most, is that the game is actually kind of fun to play and well worth some more work. This is something I actually keep forgetting every once in a while for some reason.

Of course, it is not just lack of motivation that is causing the current dry spell, and I won't be bothering you with the details, but actually getting some enjoyment from developing the game once again is certainly a step in the right direction.

Thursday, June 9, 2016

Overseas Roadmaps

I didn't like the idea of bogging myself with more flavour text of the boring kind, so I've made a few changes in the way in which overseas lobbies operate.

Rather than adding a number of events for each lobby to chose from, each lobby will have a roadmap or vision with certain priorities that they will try to achieve using their territories' resources.

Most sane lobbies, for example, will tempt to prioritize lowering their Instability and Tension up to a certain number, then probably attempt to develop their Strength and Economy. Once they find themselves in what they consider to be a comfortable position, most lobbies will start thinking about meddling in other territories, including yours. The priorities will vary depending on whether there are hostilities between the factions, and if so, if the lobby is on the weakest or strongest side.

In this manner, we might get benign lobbies just looking to, for example, lower other territories Tension. But we'll also be getting plenty of jerk lobbies trying to change the influenced population of other territories or sabotaging their economies.

The overseas projects will be the player's tool to prevent these lobbies from being too bothersome by for example raising their Instability until it goes over the lobby's priority threshold, thus keeping them busy with something else. In case of war lowering their Tension or increasing their Instability will also a viable strategy, as most lobbies would also need to increase their own Tension before being able to launch attacks on other territories.

It should be fun to watch the interactions among the different overseas territories, allowing the actions of some lobbies to create chain reactions over the rest of the territories.

Friday, May 20, 2016

Overseas Projects

You will now be able to undertake a few overseas projects from the Projects menu in order to manipulate the stats of the different overseas territories.

For now these projects will only be available if you have an outstation/hideout or higher as base, but I might change my mind in the future and make them available only for a fortress/dungeon. You'll get 4 basic types of projects allowing you to increase (using Terror) or decrease (using Intelligence) the Tension and Instability of each territory. When Global Belligerence is over 1 and the factions are at war, you'll also get an extra project allowing you to simply attack the territory, using Resistance and causing both the Strength and the Economy of the territory to decrease at once.

There will also be an extra project of variable cost to overthrow the controlling lobby of that territory, also using Resistance and causing the current lobby to be replaced by a new one. The cost will be high, but dependent on all the other values, so that attacking and sabotaging the city or protectorate will gradually lower the cost of overthrowing those in control.

There is a chance that these projects will be disrupted by native enemy units on the field, which will increase depending on Global Belligerence and the Tension and Instability of the territory. In case of an attack, you'll have to send units to deal with them in a slightly similar way to how you deal with threats to maritime commerce right now. This means that wise players will have proper units prepared to be shipped crossing a large body of water on notice in order to fight to prevent these projects from being halted. These combats will take place in new pseudo-locations taking the broad characteristics of each city or protectorate, again a little like some combat takes place in the High Seas now.

Other than that, I also mentioned in the last post getting another free mirror for the downloads, but I decided against it for now. After poking around a bit, it looks like all of them are either ad-ridden or would end up deleting the files due to inactivity, since over the last month and before all those "visitors" from the hacking incident, there was a total of 3 game downloads. I'm pretty confident that Dropbox can handle that much traffic, so I'm going to save myself the hassle.