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.

Thursday, January 7, 2016

Societal Development

In the next version of Anamnesis, we'll have a Societal Development variable which will hopefully add a new dimension to the gameplay and allow new strategies to be developed.

In a way, it'll be similar to Local Belligerence, and you'll be able to find it in the same information screen. It's a really simple value starting at 0 for colonies under 5.000 inhabitants, and in this way going up by 1 point for each 5.000 inhabitants.

This value replaces the fixed weariness recovery we had until now so that a colony with under 5.000 inhabitants is actually dying off, with territories and units failing to recover weariness on their own without the use of furniture, for example, to reflect neglect and lack of basic services. Likewise, at 20.000 inhabitants or more, weariness will be recovered noticeably faster than now.

This value also influences the frequency of voting, thus again making a colony with under 5.000 inhabitants devoid of any political activity of importance. However, this lack of interest and witnesses will also mean that violent actions will cause a much lower increase of Local Tension in these sparsely inhabited colonies, which would hopefully help create more of a frontier kind of environment. It'd also make a lot more sense of those situations in which some heartless jerk repeatedly nukes the colony for no reason. Then again, this would become a viable strategy if a lobby has gotten too powerful and is working against your interests.

This will also make reclaiming land and building housing a lot more useful for bumping up dying colonies and probably open up new possibilities I'm still considering at the moment.
 

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