Preface: in the thread Parties and Families, an essay about power, @Bovrick stated his desire of having factions beyond parties, also @Ketchup & friends asked about the nature of character allegiances in respect of family, friends, spouses, husbands and party. That got me thinking about many other jobs possible for characters that will create strong bonds. This suggestion continues the trend for characters jobs outside government of Commerce by Trade Merchants and Senate Voting, Tyranny rework, Parties & Pretenders Rebellions, Families, Holdings and Independence Wars.
Observation: characters can have a job in the government but most of them seem to be unemployed. There is an opportunity to incorporate many jobs to put those characters into play and make the world of I:R more alive.
Suggestion: introduce professional guilds like the Mercenary Guild, Military Officers Association, Builders Guild, Cultists, Spy Guild and their characters jobs.
How:
The professional guilds will actuate as interest group in the nation. When the guild members are not happy with the nation direction, they will pressure the nation to obtain their objectives. Each guild will have jobs for characters.
Guild jobs will have a job description, qualifications, income, skills, location, mechanics and objectives.
You will make the guild happy by hiring mercenaries and winning battles with them. If you use your mercenaries as meat grinders, you will lose loyalty from their leader and consequently from the guild.
If the mercenary guild goes below 50 average loyalty, all mercenaries will cost you more to hire. On the contrary, if you are with good standing with the guild, you will get a discount.
If one mercenary is very disloyal (below 33), he/she will try to convince their soldiers to move to another country. If their soldiers POPs are also below 33, the lot will emigrate to another country. POPs and leader will join the other nation in one territory with enough capacity for them.
If your nation enacts the anti-piracy law, your pirate leaders will become very disloyal and will try to convince their sailors to move to another country. If their sailors POPs are also below 33, the lot will emigrate to another country. POPs and leader will join the other nation in one territory with enough capacity for them.
*In this thread from @Decius the community is discussing the possible link between mercenaries and unhappy POPs, go and read it!
Mercenaries
They are the Legates for the mercenary armies that exist on the game. The character can be from a major, minor family or a minor character. But they will be preferable from a family, being a mercenary decreases family prestige, but it is very much profitable and provides with income and wealth to the family. The job is not inherited but when a mercenary leader dies or wants to end his mercenary career, other families can buy the job for a price. The skill that defines Mercenaries is Martial. The Character will be based in one territory. There will be one mercenary leader for each nation and region. If the region is lost, the job goes to the nation that has conquered that region if they do not have a mercenary or is lost if they have one already. The objectives of mercenaries are acquiring wealth and survival.
Pirates
They are the commanders for the pirate fleets that exist on the game. The character can be from a major, minor family or a minor character. But they will be preferable from a family, being a pirate decreases family prestige, but it is very much profitable and provides with income and wealth to the family. The job is not inherited but when a pirate commander dies or wants to end his pirate career, other families can buy the job if they want for a price. The skill that defines Pirates is Martial. The Character will be based in the territory where the Pirate Heaven and fleet is based. If the base is lost, the job is lost. The objectives of Pirates are acquiring wealth and survival.
Because military officers' allegiance is with the nation, when tyranny goes up, they will gain loyalty instead of losing it. On the contrary, when the nation shows weakness and allows for others to dictate its destiny, they will lose loyalty. (see my suggestion on tyranny rework).
If the average loyalty of members of the MOA is below 50, they will start a military coup.
The rebellion will design a capital territory and a timer of 24 months will start for both the loyal troops or the rebel armies to conquer the opposite capital.
The main commander of a Legion is the Legate, this is the person responsible for the Legion. The Legate earns a comparatively high salary, and will be the default commander for the main army belonging to the Legion.
Apart from the Legate each Legion can also have up to 3 Tribunes assigned. Tribunes are characters that do not command the Legion but are still considered to be employed, making them unable to hold other jobs.
Since commanding armies is a full-time job for the Legates and Tribunes, unlike the Governors that command your levies, these are positions very suitable for characters with good military skills.
It is worth remembering that since units can become loyal to your commanders, and convert to Loyal Veterans if disbanded, these are positions that can over time become dangerous. Especially since disbanding an army under a disloyal commander is impossible (though you may be able to convince them to leave their command in return for a Triumph in the capital).
The engineers and constructors have a temporary bonus on loyalty when the nation builds things, it is maxed at +10 and the player would want to keep constructing things to have this bonus on all the members of the Builders Guild. They have a negative impact on loyalty of –5 when one engineer unit is lost in combat, with a maximum of –10 for 60 months.
When the average loyalty of the Builders Guild goes below 50, the price for buildings and roads will increase. If the nation has a good standing with the Builders Guild, it may obtain better prices.
Engineers and Constructors
They are the leaders of the construction teams and engineering units. The character can be from a major, minor family or a minor character. But they will be preferable from a family, being an engineer or a constructor increases family prestige. It has an average income with a low contribution to the wealth of the family. The job is not inherited but when an engineer or a constructor dies, families can buy the business if they want for a price. The skill that defines engineers and constructors is Finesse. There will be an engineer or constructor job for each city or metropolis, and the character holding that job will be based there. If the city is lost, the character will continue in its job in the nation that has conquered the city. The objective of Engineers and Constructors is to build things!
The cultists have a bonus on loyalty if their god or cult is in the Pantheon of the nation. They have a permanent negative impact on loyalty of –10 if the nation destroys or desecrates its temples, or if the player removes their cult from the Pantheon of the nation.
When the average loyalty of the Cultists goes below 50, they will start a zealot type coup.
They are the characters in charge of performing religious ceremonies for each religion. The character can be from a major, minor family or a minor character. But they will be preferable from a family, being a priest increases a lot the family prestige. It has a low income with a low contribution to the wealth of the family. The job is inherited or can be assigned to a family with high prestige and to a character of the same religion. The skill that defines Priest is Zeal. There will be a priest for each city or metropolis with a temple and the religion of the priest shall be the majority of POPs in that territory. The character holding that job will be based there. If the temple is lost, the priest will lose the job. If the city is lost, the character will continue in its job in the nation that has conquered the city and the temple will keep converting to the religion of the Priest. To change that, the player will have to destroy the temple and build a new one. The objective of the Priest is to convert POPs!
The spies have a temporary bonus of +10 loyalty for 24 months when the nation sends them in a spying mission. If the player wants to keep the spy loyalty bonus has to change the destination of the next spying mission. It can be sent to the same nation but it won’t have the loyalty bonus because that will risk the spy being discovered. They have a negative impact on loyalty of –5 if the player kills or imprisons any spy from the Guild.
When the average loyalty of the Spy Guild goes below 50, the spies will feed less information to the player or bogus intel. If the nation has a good standing with the Spy Guild, it may obtain counter intel from other nations spies in your nation.
Spies
They are characters that spy information for the player from other nations: number of troops, money in the treasure, etc... (we expect this information to go dark in the next iterations of the game). The character can be from a major, minor family or a minor character. But they will be preferable from a family, being a spy does not increase the family prestige as it is a secret job. It has an above average income with a medium contribution to the wealth of the family. The job can be assigned to a family with high loyalty and to a character with high charisma. The skill that defines spies is charisma. There will be at least three spies for nation. The character holding that job will be based in the Capital or in the target nation capital during the mission. While in mission the spy can be caught by the other nation and escape, get imprisoned or killed. If the character is killed, another character will be automatically assigned from the most loyal family with highest charisma. The objectives of the spies are to gather information and not get caught.
Observation: characters can have a job in the government but most of them seem to be unemployed. There is an opportunity to incorporate many jobs to put those characters into play and make the world of I:R more alive.
Suggestion: introduce professional guilds like the Mercenary Guild, Military Officers Association, Builders Guild, Cultists, Spy Guild and their characters jobs.
How:
The professional guilds will actuate as interest group in the nation. When the guild members are not happy with the nation direction, they will pressure the nation to obtain their objectives. Each guild will have jobs for characters.
Guild jobs will have a job description, qualifications, income, skills, location, mechanics and objectives.
- Mercenary Guild
You will make the guild happy by hiring mercenaries and winning battles with them. If you use your mercenaries as meat grinders, you will lose loyalty from their leader and consequently from the guild.
If the mercenary guild goes below 50 average loyalty, all mercenaries will cost you more to hire. On the contrary, if you are with good standing with the guild, you will get a discount.
If one mercenary is very disloyal (below 33), he/she will try to convince their soldiers to move to another country. If their soldiers POPs are also below 33, the lot will emigrate to another country. POPs and leader will join the other nation in one territory with enough capacity for them.
If your nation enacts the anti-piracy law, your pirate leaders will become very disloyal and will try to convince their sailors to move to another country. If their sailors POPs are also below 33, the lot will emigrate to another country. POPs and leader will join the other nation in one territory with enough capacity for them.
*In this thread from @Decius the community is discussing the possible link between mercenaries and unhappy POPs, go and read it!
Mercenaries
They are the Legates for the mercenary armies that exist on the game. The character can be from a major, minor family or a minor character. But they will be preferable from a family, being a mercenary decreases family prestige, but it is very much profitable and provides with income and wealth to the family. The job is not inherited but when a mercenary leader dies or wants to end his mercenary career, other families can buy the job for a price. The skill that defines Mercenaries is Martial. The Character will be based in one territory. There will be one mercenary leader for each nation and region. If the region is lost, the job goes to the nation that has conquered that region if they do not have a mercenary or is lost if they have one already. The objectives of mercenaries are acquiring wealth and survival.
Pirates
They are the commanders for the pirate fleets that exist on the game. The character can be from a major, minor family or a minor character. But they will be preferable from a family, being a pirate decreases family prestige, but it is very much profitable and provides with income and wealth to the family. The job is not inherited but when a pirate commander dies or wants to end his pirate career, other families can buy the job if they want for a price. The skill that defines Pirates is Martial. The Character will be based in the territory where the Pirate Heaven and fleet is based. If the base is lost, the job is lost. The objectives of Pirates are acquiring wealth and survival.
- Military Officers Association
Because military officers' allegiance is with the nation, when tyranny goes up, they will gain loyalty instead of losing it. On the contrary, when the nation shows weakness and allows for others to dictate its destiny, they will lose loyalty. (see my suggestion on tyranny rework).
If the average loyalty of members of the MOA is below 50, they will start a military coup.
- Legions will be under the command of the Legate and rebel
The rebellion will design a capital territory and a timer of 24 months will start for both the loyal troops or the rebel armies to conquer the opposite capital.
- If before 24 months the rebels conquer the capital of the loyalists, it is game over for the player.
- If before 24 months the loyalists conquer the capital of the rebels, the country is reunited and the player can decide the fate of the rebel characters:
- Killing a rebel character will decrease loyalty of their family
- Pardoning a rebel character will give him a temporary loyalty bonus
- If none of the parties can conquer the other capital, then a new country is formed with a Military Dictatorship.
The main commander of a Legion is the Legate, this is the person responsible for the Legion. The Legate earns a comparatively high salary, and will be the default commander for the main army belonging to the Legion.
Apart from the Legate each Legion can also have up to 3 Tribunes assigned. Tribunes are characters that do not command the Legion but are still considered to be employed, making them unable to hold other jobs.
Since commanding armies is a full-time job for the Legates and Tribunes, unlike the Governors that command your levies, these are positions very suitable for characters with good military skills.
It is worth remembering that since units can become loyal to your commanders, and convert to Loyal Veterans if disbanded, these are positions that can over time become dangerous. Especially since disbanding an army under a disloyal commander is impossible (though you may be able to convince them to leave their command in return for a Triumph in the capital).
- Builders Guild
The engineers and constructors have a temporary bonus on loyalty when the nation builds things, it is maxed at +10 and the player would want to keep constructing things to have this bonus on all the members of the Builders Guild. They have a negative impact on loyalty of –5 when one engineer unit is lost in combat, with a maximum of –10 for 60 months.
When the average loyalty of the Builders Guild goes below 50, the price for buildings and roads will increase. If the nation has a good standing with the Builders Guild, it may obtain better prices.
Engineers and Constructors
They are the leaders of the construction teams and engineering units. The character can be from a major, minor family or a minor character. But they will be preferable from a family, being an engineer or a constructor increases family prestige. It has an average income with a low contribution to the wealth of the family. The job is not inherited but when an engineer or a constructor dies, families can buy the business if they want for a price. The skill that defines engineers and constructors is Finesse. There will be an engineer or constructor job for each city or metropolis, and the character holding that job will be based there. If the city is lost, the character will continue in its job in the nation that has conquered the city. The objective of Engineers and Constructors is to build things!
- Cultists
The cultists have a bonus on loyalty if their god or cult is in the Pantheon of the nation. They have a permanent negative impact on loyalty of –10 if the nation destroys or desecrates its temples, or if the player removes their cult from the Pantheon of the nation.
When the average loyalty of the Cultists goes below 50, they will start a zealot type coup.
- Armies will immediately raise following the new levies system in 2.0 in those regions where there are POPs from that religion.
- The territories will flip sides to the rebellion if the POPs from that religion are a majority.
- The player will be able to raise levies from integrated POPs that are not part of the zealot's religion.
- Legions will be under the command of the Legate, and will revolt if the Legate is from the rebelling religion.
- If before 24 months the rebels conquer the capital of the loyalists, it is game over for the player.
- If before 24 months the loyalists conquer the capital of the rebels, the country is reunited and the player can decide the fate of the rebel characters:
- Killing a rebel character will decrease loyalty of their family
- Pardoning a rebel character will give him a temporary loyalty bonus
- If none of the parties can conquer the other capital, then a new country is formed with a Theocratic Monarchy.
They are the characters in charge of performing religious ceremonies for each religion. The character can be from a major, minor family or a minor character. But they will be preferable from a family, being a priest increases a lot the family prestige. It has a low income with a low contribution to the wealth of the family. The job is inherited or can be assigned to a family with high prestige and to a character of the same religion. The skill that defines Priest is Zeal. There will be a priest for each city or metropolis with a temple and the religion of the priest shall be the majority of POPs in that territory. The character holding that job will be based there. If the temple is lost, the priest will lose the job. If the city is lost, the character will continue in its job in the nation that has conquered the city and the temple will keep converting to the religion of the Priest. To change that, the player will have to destroy the temple and build a new one. The objective of the Priest is to convert POPs!
- Spy guild
The spies have a temporary bonus of +10 loyalty for 24 months when the nation sends them in a spying mission. If the player wants to keep the spy loyalty bonus has to change the destination of the next spying mission. It can be sent to the same nation but it won’t have the loyalty bonus because that will risk the spy being discovered. They have a negative impact on loyalty of –5 if the player kills or imprisons any spy from the Guild.
When the average loyalty of the Spy Guild goes below 50, the spies will feed less information to the player or bogus intel. If the nation has a good standing with the Spy Guild, it may obtain counter intel from other nations spies in your nation.
Spies
They are characters that spy information for the player from other nations: number of troops, money in the treasure, etc... (we expect this information to go dark in the next iterations of the game). The character can be from a major, minor family or a minor character. But they will be preferable from a family, being a spy does not increase the family prestige as it is a secret job. It has an above average income with a medium contribution to the wealth of the family. The job can be assigned to a family with high loyalty and to a character with high charisma. The skill that defines spies is charisma. There will be at least three spies for nation. The character holding that job will be based in the Capital or in the target nation capital during the mission. While in mission the spy can be caught by the other nation and escape, get imprisoned or killed. If the character is killed, another character will be automatically assigned from the most loyal family with highest charisma. The objectives of the spies are to gather information and not get caught.
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