Nationsim Workshop

An online clearinghouse for information regarding nationsims, multiplayer forum-based role playing/strategy games based on the interactions between countries.

Thursday, October 05, 2006

Pax Italia: Attributes -- Retainer Attributes

Before I move on to the subject of the post, a couple of terminology things to get out of the way.

CoS - Chance of Success of a particular player-initiated action.
Condottieri - I've used this term for two different things recently: the captains of mercenary units of the period, and the units themselves. From here on, Condottieri will be referring to the captains.
Leader - "Leader" will be used interchangable with "you" and "player character" throughout this initial, informal conceptualization phase. When the rules are written, it will likely be replaced with "player"

Now, on to attributes. The first attributes discussed will be the attributes of retainers. Retainers will play a critical role in the game and their management will be a core aspect of the gameplay. Please feel free to chime in with any questions, comments, or suggestions.

ATTRIBUTES
Resolutions of actions taken by players will be resolved by formulas as much as possible. To that end, clear definitions of each variable in formulas should be explained, even if the formulas themselves are not explained. Below is a listing of each attribute which may be used in an in-game formula. Unless otherwise noted, all attributes will have the following values:
10.00-8.00 -- Best
7.99-6.00 -- Good
5.99-4.00 -- Average
3.99-2.00 -- Bad
1.99-0.00 -- Worst

Players will never actually see the number of the values themselves. Instead, each 2-point range will have a text equivilent. This is both to have a degree of uncertainty in the player's mind as well as to make the game more immersive and prevent it from being overwhelmed by numbers.

All of these attributes, and their effects, are of course subject to change.

RETAINERS

1. Skill - Skill is the measure of the retainer's ability to master the technical aspects of their job. It affects all tasks which the player may ask the retainer to perform, and it may affect many passive tasks the retainer performs automatically, such as the collection of taxes in a Lord's province or the prevention of attrition deaths in a condottieri's unit. Also, skill can affect random event rolls and revolt/mutiny checks.

2. Charisma - Charisma is the retainer's ability to inspire and lead others. This will affect both active and passive actions of any retainer which deals with subordinates, foriegners, or the people. Good specific examples are: troop morale, nation diplomatic stances, Chance of Success (CoS) for diplomatic and intrigue actions, and provincal stability. Also, charisma can affect random event rolls and revolt/mutiny checks.

3. Reputation - How well the retainer is thought of by others. Reputation will affect morale and stability and CoS on a number of actions. Reputation is especially important for Generals and Condottieri as opposing forces may refuse to take the field against an esepecially beloved or feared foe.

4. Loyalty - The retainer's personal loyalty to you and general happiness in their position. Loyalty will affect the extent to which a retainer will try to follow your orders as well as the CoS of efforts by other players or NPCs to bribe your retainer. A retainer with a loyalty in the 8-10 range will skip to the gallows with a smile on his face while a retainer with a loyalty in the 0-2 range will put a knife in your back for a few coins or perhaps the personal satisfaction of doing it.

5. Politics - The retainer's thoughts on the other nations in the game. This attribute works much like loyalty, only it has a situational application. For instance, a Chancellor with a hatred for the Milanese may be unable or unwilling to broker a trade deal with Milan, although the same Chancellor may work very well with Venetians. This may also make a retainer unwilling to do something negative to a nation for which he thinks well of.

6. Traits - There are two different types of traits. The first are qualifications, which are the types of jobs a retainer can perform. The qualifications are:
Lord - This retainer can rule a province
Captain - This retainer can command a unit of troops
Chancellor - Court position. This retainer can act as your nation's Chancellor, who is your Chief Emmissary to other nations. His skills will apply to many of your diplomatic actions and some of your intrigue actions.
General - Court position. This retainer is the overall commander of your nation's armed forces. He is responsible for training and leading your troops in the field. His skills affect troop morale and loyalty, condottieri loyalty, CoS for improving troop or condottieri skill, CoS for recruiting and retaining condottieri, and the leader's personal security.
Spymaster - Court position. This retainer is responsible for gathering information on and subverting your rivals. His skills affect some diplomatic actions and most of your intrigue actions, as well as the leader's personal security.
Engineer - Court position. This retainer is versed in the sciences, and his skills affect a broad range of things. Of note are: construction costs and build times, technical research, and CoS for sieges.
Artist - Court position. The artist may be a painter, a playwright, a sculptor, or a practictioner of any other sort of artistic discipline. Their skills affect your leader's reputation, national stability and prestige, and social research categories.
Treasurer - Court position. Your treasurer is the Chief manager of your nation's finances. His skills affect national inflation, territorial production, province value, CoS for collecting taxes, CoS for economic research, and in short, most anything to do with money.
Bishop - Court position. Your Bishop is the vatican's representative to your nation, and your nation's representative in the Vatican. His skills affect national and territorial stability, CoS for altering tolerance, territorial loyalty, and CoS for influencing the Church.

7. Relation - The retainer's relation (if any) to the leader. A retainer with blood or marital ties to the leader will recieve a loyalty bonus, plus the retainer is available to be placed into an arranged marriage.

8. Rank - The recognized rank of the retainer among his peers. Is your General a lowly condottieri or a Knight of an old and respected order? Is your Bishop a lay priest or a Cardinal? As retainers move up in rank, they recieve bonuses to many of their skills, however they may become more demanding as they become more aware of their increased stature.

9. Integrity - Similar to loyalty in the areas it affects, however unlike loyalty, integrity is unchangeable. A retainer with high integrity and low loyalty may see you as a pox upon the land and lead an uprising against you, while a low integrity retainer in the same situation may accept a bribe to try to assassinate you.

10. Motivation - Whatever the retainer's reason for working for you. It may be money, self-fulfillment, religious zeal, family ties, or other motivations. Motivations will largely affect loyalty and can be affected by integrity. Each different category of motivation will have a different modifier.

1 Comments:

Blogger Olivia said...

Adore it, yes I do!

See my post at WPV that is cautionary. But really, I am MOST impressed - in a good way!

Toodles and PBUY. :)

1:33 PM  

Post a Comment

<< Home