- Dec 14, 1999
- 18.748
- 50.749
Hi everyone, lets continue talking about currencies and how to balance games, and Imperator in particular.
So the design we’ve been working on right now have been to remove the four types of monarch power from the game, and replace their costs with other impacts, and also introduce a new currency which we call Political Influence.
Political Influence is gained by how loyal your characters in your government is, so that if all 8 are 100% loyal, you gain a maximum amount, and if all are at 0% loyal, you gain nothing. Then of course there are other aspects that impact how much influence you get. If your Co-Ruler is disloyal, or you are in a deficit you will get far less.
This will make it not just an easy choice of who to pick for a government position, by just picking whoever had the highest ability in the relevant field, but you also have to consider how loyal there are, so you can do certain actions.
Now of course, not everything has been changed from using monarch power, but only a few actions will be changed to use political influence, but the rest will be using tyranny, stability, aggressive expansion, gold, manpower or war-exhaustion.
Some examples of price changes includes the following.
Now while we have talked about some aspects being moved to being a nudge over time like stability and legitimacy, some aspects like promotion, assimilation and conversion of pops will still be instant as of now. It simply is not feasible to rework that and still have a patch out in a reasonable timeframe.
Cheers everyone, and tomorrow I’ll go deep into more flavor and fun in a new development diary..
So the design we’ve been working on right now have been to remove the four types of monarch power from the game, and replace their costs with other impacts, and also introduce a new currency which we call Political Influence.
Political Influence is gained by how loyal your characters in your government is, so that if all 8 are 100% loyal, you gain a maximum amount, and if all are at 0% loyal, you gain nothing. Then of course there are other aspects that impact how much influence you get. If your Co-Ruler is disloyal, or you are in a deficit you will get far less.
This will make it not just an easy choice of who to pick for a government position, by just picking whoever had the highest ability in the relevant field, but you also have to consider how loyal there are, so you can do certain actions.
Now of course, not everything has been changed from using monarch power, but only a few actions will be changed to use political influence, but the rest will be using tyranny, stability, aggressive expansion, gold, manpower or war-exhaustion.
Some examples of price changes includes the following.
- Getting an Invention will cost 4 months of income.
- Enacting a Law costs some political influence, but also reduces stability by 25.
- Fabricating a Claim costs some upfront Aggressive Expansion
- Endorsing a Party is merely a small hit on stability and tyranny.
Now while we have talked about some aspects being moved to being a nudge over time like stability and legitimacy, some aspects like promotion, assimilation and conversion of pops will still be instant as of now. It simply is not feasible to rework that and still have a patch out in a reasonable timeframe.
Cheers everyone, and tomorrow I’ll go deep into more flavor and fun in a new development diary..
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