Having temporarily put aside further work on the bonds with renascents, I'm going to do what I do best and make the game crueler by allowing enemy lobbies to threaten players with feuds if they don't vote as they're told.
Lobbies belonging to the same faction as the player will continue to behave as they do now, but enemy lobbies will have a chance of threatening the player to vote for or against something rather than giving a favour in exchange. If the player refuses to be swayed by these threats, the threatening lobbies will become increasingly fixated on indirectly attacking the player, sometimes even to the detriment of their own agenda.
When an enemy lobby is feuding with a player in this manner, they will sometimes propose a voting that directly affects the player or, depending on the lobby, even engage in vandalism, defamation or terrorism. 2 new types of effects have been added to accommodate these new proposals, including those that affect your safety and increase local tension, and those that affect your health, increasing weariness. It is very unlikely, though not impossible, that allied lobbies will vote in favour of any of these proposals, but only if it greatly benefits them. For example, the Birdwatchers' Association could propose to have you clean up all bird droppings from public buildings as punishment for real or alleged offences, which could tempt some allied lobbies with invested interests in traditions to sacrifice your health for a greater good, for them at any rate.
You will be able to refuse to submit to any kind of punishment or forced work, just like you will now be able to refuse to pay when any kind of vote affects your wealth, but this will cost Merits in the case of refusing to pay and local tension when refusing to accept a punishment.
To stop feuding with a lobby, you'll have to spend 2 favours with said lobby in the correspondence menu per threat ignored and unpaid.
Since lobbies are more active in colonies with high social development values, this should make these kinds of colonies more interesting rather than simply more boring, given that unaligned units are also less active in them. It also makes the lives of governors and high standing characters more complicated while leaving outcasts and most adventurers unbothered, since they already have enough problems on their own.
No comments:
Post a Comment