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Incline How An Espionage/Political Nation Would Play

MoLAoS

Guest
Although I have a general idea for how the Character system would work, which allows for functioning espionage and politics, one issue is that of player response. Essentially, even if the system is very functional I must be concerned with player perception. If the players decide the system isn't fair, there's not much I can do.

Essentially the goal is to have espionage and diplomacy work in a similar manner to warfare. Well, better than most warfare since most warfare is all about doom stacks and what not. Basically you should need to engage in various different activities some long term like building up spy networks and some short term like helping out a neighbor in a time of crises or w/e. Spy networks will expose information about enemy characters including their desires and their actions. You can have general spying, put tails on specific characters, etc. Some spy actions will involve non-existent people. If you bought a chambermaid's loyalty there is no actual chambermaid character in the enemy noble's court or w/e. If a character is engaged in a plot you might figure this out. More effort might figure out what other characters are involved with them and give options to bribe or turn them. Spymaster characters are the hardest to spy on. Early spying might reveal that they are spymasters to give you the chance to purposefully invest more effort in discovering what they are up to. You can engage in defensive spying as well. Put watchers on your king or noble or wizard or w/e. Enemies can discover watchers and make a choice as to what to do.

The things you can uncover vary. As mentioned in previous threads you can discover explosive secrets that are brought into being by the game world. The example I believe was a dragon worshiping society where the ruler imprisoned a dragon and drew dragon characteristics and power from it into himself to become the ruler. You could find his secret, and interact with him in various ways as a result. Less interesting secrets are possible as well. Another previous example is the noble who dotes on his daughter and wants her to marry someone who will love and care for her. This secret merely allows you the chance to being the slow process of binding a noble house to yourself, or maybe not depending on the feelings of the male heir. W/e. But lower stakes in any case. Turning spies or exposing plots is another important but still lower key discovery.

Now of course we get to the hitch in the plan. How to handle this mechanically. What you discover will probably be random to some degree. How else to do it without real social interactions? You can focus on specific characters, plots, or w/e but still you'll have some randomness.

Were you just about to diffuse the plot but then it went off? Will the player blame that on a bad role? How will they feel about spending a lot of effort and failing? Well, not a LOT of effort, but some. How much complexity can go into a single espionage event chain?

How can I keep espionage powerful enough for people to play a nation like say, Mayene from the Wheel of Time, or play like Lord Baelish from GoT, or perhaps something like the Lords of Waterdeep? Though that last example also includes some strong economic game play I'd imagine.

The struggle is real my friends. What do?
 

Latro

Arcane
Joined
Jun 5, 2013
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it'd best be communicated through a grand strategy style map probably

take CKII but take out everything but the fun fluff options about espionage

or shogun II where you control nothing but spies with a better system built for it
 

MoLAoS

Guest
it'd best be communicated through a grand strategy style map probably

take CKII but take out everything but the fun fluff options about espionage

or shogun II where you control nothing but spies with a better system built for it

Sorry I wasn't clear. Its taking place in a map game. Imagine like Dominions 3-4 or a Paradox game but without focusing 100% on combat. So there'll be trade/economics, magic/industry, warfare, diplomacy/politics, espionage. But not like the shitty espionage where in a Paradox game its one shitty idea group that no one ever takes.

Here I'm concerned specifically about the actual mechanics of the system. How to make it so players don't just assume cheats or something but realize its an actual deterministic system tied into the other parts of the game.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Play Sengoku Rance and check out how the game trigger events.
Learn from it and innovate the trigger system for your own game.
 

MoLAoS

Guest
Play Sengoku Rance and check out how the game trigger events.
Learn from it and innovate the trigger system for your own game.
I'm not playing rape simulator japan edition. Also trigger systems are not complicated. And Sengoku Rance is a bad example because its not truly procedural.
 

Mustawd

Guest
The game you're describing seems very complex. It's almost 3 or 4 games within one. Why try to make it more complex by making procedural?
 

MoLAoS

Guest
The game you're describing seems very complex. It's almost 3 or 4 games within one. Why try to make it more complex by making procedural?
I wouldn't call it 3 or 4 games in one. Its a grand strategy/4x game with espionage and politics and some economic gameplay plus magic like dominions. So its like 1 + 1.5 so like 2.5 tops. But not really. Also procedural doesn't affect complexity of game play. Just replay potential. Same mechanics different information.
 
Joined
Jun 20, 2014
Messages
906
Location
Malaysia
Shadorwun: Hong Kong
Play Sengoku Rance and check out how the game trigger events.
Learn from it and innovate the trigger system for your own game.
I'm not playing rape simulator japan edition. Also trigger systems are not complicated. And Sengoku Rance is a bad example because its not truly procedural.

Your loss then. Ideas are a dime a dozen. Execution is everything. And Sengoku Rance event trigger system is the best any games have ever done, bar none.
 

MoLAoS

Guest
Play Sengoku Rance and check out how the game trigger events.
Learn from it and innovate the trigger system for your own game.
I'm not playing rape simulator japan edition. Also trigger systems are not complicated. And Sengoku Rance is a bad example because its not truly procedural.

Your loss then. Ideas are a dime a dozen. Execution is everything. And Sengoku Rance event trigger system is the best any games have ever done, bar none.
I can execute without playing a shitty porn game.
 

Castozor

Augur
Joined
Nov 12, 2014
Messages
199
So I read this as you asked and I can only say if you want espionage to be that impact-full you'd need a CK2 style game where the opinions off, and relations between characters is as important as their military strength. You'd need a game where the public standing and image of a (N)PC is very important otherwise extorting a high noble as a small fry will just mean a swift end by beheading once his armies stomped yours.
Not sure how you'd get around to making that feel realistic and fair.
 

MoLAoS

Guest
So I read this as you asked and I can only say if you want espionage to be that impact-full you'd need a CK2 style game where the opinions off, and relations between characters is as important as their military strength. You'd need a game where the public standing and image of a (N)PC is very important otherwise extorting a high noble as a small fry will just mean a swift end by beheading once his armies stomped yours.
Not sure how you'd get around to making that feel realistic and fair.
Well in the given example of the dragon nation the people would revolt at the affront to sacred dragons from the leader basically imprisoning and torturing one to gain his false divine favor. So what he did is a pretty high risk/high reward type situation. Such a secret is incredibly hard to suss out though.

For less significant knowledge you just have to ask for less in exchange for the information.

Note that this game is single player only. And its more of a simulator so balance isn't as important per say. Also its DF style losing is fun. And unlike EU4 the world is large enough you wouldn't expect to conquer it even if you play for 50000 years. Which is 600000 turns since turns are one month. EU4 is ~400 years long in comparison.

The player can make the same choices as the AI. From my perspective here would be the thought process on the player stealing the dragonpower like the example of the AI. So its high risk high reward. You can get a lot out of it but then the revolt would be almost instant and explosive from the people. You have a lot of options once the info comes out. You could use your time conquering land of non dragon worshippers. Thus the dragon revolts wouldn't consume the whole empire. Other parts of the empire may be totally ambivalent about what you did. You could store up various wealth and power and simply run to another nation in secret. You would already need decent magic to control the dragon and steal its power so you could always torture it for magical secrets and/or pay foreign mages for magical knowledge and when you are discovered travel across the world and found a mages guild in another nation or in primitive lands and then rebuild from there. Potentially you would gain such an advantage from the magical knowledge you bought and what you stole from the dragon and potentially artifacts you had made and w/e that even after losing power to the revolt and having to start over elsewhere you would be farther ahead than if you had pursued more ethical or less revenge inducing methods to gaining powers. Or you could have been role playing an evil mage like Ma'ar from the Valdemar series and simply try again over and over across the centuries and millennia in that DF losing is fun style I mentioned and just take joy in doing unique and crazy things and not worry about whether its the optimal way to conquer the world.

As far as CK2, my system works sort of like CK2 I guess. So you will have things like vassals and w/e who control much of the power of the kingdom and you need to keep happy or somehow replace with someone more loyal. And there are populations sort of like Victoria but not so abstract and samey and focused on pie charts that you need to keep control of. Characters and populations have different races and religions and other shit that create emergent behavior based on what you do or other characters and pops do.

Consider the situation of culture change and accepted culture in EU4. Instead of hitting a button to "change culture" you engage in essentially propaganda or religious missionary campaigns to slowly change the beliefs of the people over time. Other characters can assist or counter your propaganda efforts. Its sort of like espionage where you spend money and resources and engage with other characters to get results. Instead of needed x% of development of your nation being a given culture in EU4 to "accept" that culture you engage in integration efforts. So you have a bureaucracy and potentially an aristocracy and a position on religion and you can choose to appoint nobles from different populations and the same for bureaucrats. Combined with an over time bonus and propaganda you slowly bring them more and more into society. Or not if you prefer. You could control your nation with fear and oppression if you wanted. Or you could integrate some races but keep others as second class members of society. Integration policy affects not only how your character and nation relate to a group but how other characters and populations relate to each other. Consider Jews in Europe or the Witted in Robin Hobb's Farseer universe.

For more detail you'd need to read my other threads but I put a shorter version in this post to add some context to espionage.
 

MoLAoS

Guest
I hope you are a simulationist autist even beyond Dwarf Fortress.

Because your idea is firmly planted in procedural storytelling spectrum which is the hardest problem to solve.

But its not? I'm not telling YOU a story. YOU are telling you a story. There's no witty dialogue or flawless pacing and tension. That's what procedural stories fail at. I don't do that stuff. I'm not writing you a story I'm giving you a very mechanics rich sandbox to do what you want. I gave an EXAMPLE of something that COULD happen. I'm not saying everyone is gonna go on the run with magic scrolls to a far away land and become a legendary wizard.
 

MoLAoS

Guest
Definitions of procedural storytelling aside, its not hard to do with AI. Developers just refuse to provide the framework for the AI to do stuff.
 

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