Anomalies even change the flavour text when visiting territories, so it was a little bothersome that they didn't have any other side effect, but now they do.
So far there is no anomaly-exclusive event, but the chances of many events happening or not are modified by them. Some anomalies also modify the consequences of each action in different degrees. In these cases, a follow-up message will be displayed after the regular one of the event.
If, for example, the miners of The Free Mines are about to revolt, you'll be a lot likelier to find weapons offered to you and it'd be easier to incite them to violence, but being associated with them at such a moment will also increase Local Tension faster. Things like the shipborne outbreaks of The Docks of Arrakans will heavily affect the docks' activities, an imminent heist at The Late Court Building will provide the chance to join the thieves but cause suspicion, and so. Less mundane anomalies will of course have more interesting effects on the territories' events, but I'll leave those for you to find out.
To make the most of this new feature, anomalies will now be more common, but easier to fight. They'll also cause much less dramatic effects when allowed to reach their conclusion untouched.
This is probably the last change I'm going to make to the way in which territory events work in this release, so hopefully I'll stop going back and forth re-revising territories now.
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