Hi everyone,
Imagine a dynasty whose rulers rule far and wide in many different parts of the world. The rulers generally possess righteous lifestyle, do not commit acts of tyranny, don't do hostile schemes that often and are generally perceived as kind and just. After a few generations, the dynasty has enough Renown to unlock the first Legacy. The Dynast decides that their dynasty shall be known for their dread and tyranny and hence unlocks the first level of the Guile tree, Ominous Reputation, giving 20% increase to Dread - whereas the fact of the matter is that the dynasty certainly does not have an ominous reputation.
I would like to suggest an alternative method of unlocking legacies: Different actions (by all dynasty members) in the game provide points towards a certain legacy. Executing and murdering people (by your dynasty rulers) gives your dynasty Guile Legacy points, marrying people with good congenital traits gives you Blood Legacy points, warmongering gives you Warfare Legacy points and so on for the other trees. The Dynast can then spend the points collected for each legacy tree to unlock legacy bonuses for that tree.
In order to give the player more of a "weightage" in this process to make it more fun and controllable, actions of the player can provide a larger number of points as compared to AI dynasty members.
This method, in my opinion, is much more organic, immersive and also requires proper planning and execution on the player's part to achieve a certain legacy for their dynasty. Killing and executing people and then finally unlocking legacies in the Dread tree will feel like a true accomplishment which will be backed by real actions of the dynasty in-game. This will add another dimension to the gameplay and make the legacies truly representative of the dynasty's reputation.
Would like to hear your thoughts about this.
EDIT: Based on some discussion in the thread, here is a summary of my proposed system:
Imagine a dynasty whose rulers rule far and wide in many different parts of the world. The rulers generally possess righteous lifestyle, do not commit acts of tyranny, don't do hostile schemes that often and are generally perceived as kind and just. After a few generations, the dynasty has enough Renown to unlock the first Legacy. The Dynast decides that their dynasty shall be known for their dread and tyranny and hence unlocks the first level of the Guile tree, Ominous Reputation, giving 20% increase to Dread - whereas the fact of the matter is that the dynasty certainly does not have an ominous reputation.
I would like to suggest an alternative method of unlocking legacies: Different actions (by all dynasty members) in the game provide points towards a certain legacy. Executing and murdering people (by your dynasty rulers) gives your dynasty Guile Legacy points, marrying people with good congenital traits gives you Blood Legacy points, warmongering gives you Warfare Legacy points and so on for the other trees. The Dynast can then spend the points collected for each legacy tree to unlock legacy bonuses for that tree.
In order to give the player more of a "weightage" in this process to make it more fun and controllable, actions of the player can provide a larger number of points as compared to AI dynasty members.
This method, in my opinion, is much more organic, immersive and also requires proper planning and execution on the player's part to achieve a certain legacy for their dynasty. Killing and executing people and then finally unlocking legacies in the Dread tree will feel like a true accomplishment which will be backed by real actions of the dynasty in-game. This will add another dimension to the gameplay and make the legacies truly representative of the dynasty's reputation.
Would like to hear your thoughts about this.
EDIT: Based on some discussion in the thread, here is a summary of my proposed system:
- Keep the Renown system as it is.
- For Player Dynasts, for each legacy, add some extra conditions e.g. (your dynasty must win "x" wars to unlock "y" legacy). Actions by the player should provide a higher score than actions by AI dynasty members, so that the player has a stronger impact on molding the dynasty.
- Allow the Player Dynast to propose a "Dynasty Focus" which will encourage AI members of his dynasty to take actions for a certain legacy tree of his choice.
- For AI dynasts, only keep the Renown system and don't add these extra conditions.
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