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.

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.
 

Wednesday, September 3, 2014

Affiliation Events and Choices

Events forcing you to make choices will now pop up between turns after joining a lobby. These events will depend on your avatar's position inside and outside the lobby at the time, so let me illustrate with some examples.

Suppose there is strife among members of the Birdwatcher's Association because of the encroachment of stray cats into the local woodlands and not every member agrees on what to do about it. Suppose you previously rose to the top of the lobby, in such a case you are given three choices. The choices in this particular event would range from organizing awareness campaigns to a hunts of stray cats, one would cost you money, the other local tension. There will be lesser evil events like this one, but there will also be plenty of chances to get rich exploiting a position of power in this and other lobbies.

In case you are not the lobby's leader, the leadership will make a choice among the same 3 options depending on said leadership's sub-character, which will be chosen at random during the lobby's creation. A philanthropist leadership for example will pick the philanthropist choice about 7 out of 10 times. If you are not the leader your actual choice is reduced to either cooperate with whatever choice they make, refuse at the cost of 0.25 Favours or refuse and terminate your affiliation altogether. The events will be generally milder for non-leaders that comply but, following our previous example, you'll still make enemies if you go out and start killing stray cats. You might get educational posters to hang in your base about the dangers of abandoning cats in the woods if you join an awareness campaign though.

Another kind of events will be triggered by outcast players. If you are affiliated to a lobby, your comrades will often come to your aid, usually with the best of intentions, but not necessarily the best results. The birdwatchers for example might stumble upon you and give you some supplies or they might even arrange for relatively large payments to be left for you in false bottoms of birdhouses for you to collect.


Other lobbies will provide a very different vibe of course. If birdwatching is not your thing you will still be able to join one of those fanatical cults or a criminally militant organization and have more fun.
 

Sunday, August 24, 2014

Joining Lobbies

In the next version of Anamnesis, friendly lobbies might occasionally approach you to offer membership in their ranks.

This will take the form of events popping up between turns with proper flavour lines. Once you've become affiliated to a lobby, the lobby will use your Merits to vote to its own interests in each voting without you having to worry for anything. In exchange, for each voting, they'll give you 0.2 favours.

You will be able to exchange these favours in all the usual ways, plus now your own character will be able to take over whichever lobby you are affiliated to by accumulating more owed favours than their actual power.

I'm now working on other fun things that can happen after you become affiliated to a lobby. I'll give you more information on that once it takes something closer to a final shape.