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.

Wednesday, September 12, 2012

Population's Influence and Winning the Game

Anamnesis is officially winnable now, huzzah!

However, several things had to change first.

For one, Global Tension is no more, it has been supplanted by a more convenient Influenced Population value. The lower bar now shows the colony's total population and the percentage of influenced people inside it. The Stalwart and Influenced Aristocrat will each tug in their respective directions to either get it to zero or 100%, winning or losing the game respectively.

To reach this end, they will have a series of available means. The most direct one will be to retrieve the 16 pieces through the quests, gathering them all will allow the player the one time use of the device in question to change the affiliation of, say, 60% of the population or so if the conditions are right. Other smaller enterprises might move the people's hearts in one direction or another in lesser amounts.

The Local Tension now plays a direct role as well in the spread of the Influence. A value of zero will attract sympathetic colonists. It means that the colony appears calm and prosperous in the eyes of your allies. On the other hand, high levels of tension will make you look weak and, as a consequence, some colonists will deflect while others will leave altogether.

I'm also considering removing the whole ability to move the player character from one game to another. Among other reasons, because it could get messy once there are alternative ages after all.

Before I'm through with the quests, there will probably be other available ways to move the Influence at a more strategical level. I might even have the skeleton for the city-building side of the game in place, but it might not be interactive at all yet.

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