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[Suggestion] Re-Incorporating Dynasties - Keeping Them Fun - Preventing Abuse - Sound Off Please

[Suggestion] Re-Incorporating Dynasties - Keeping Them Fun - Preventing Abuse - Sound Off Please

Organized Community Input for the Devs


I thought I would start this thread so the Devs could see at a glance what the community would like to see from the re-incorporation of Dynasties into the game and the fears we have about preventing possible abuse and keeping the system a fun part of the game-play experience. Please help by providing your thoughts on what you'd like to see and any changes you think might make the system more fun and ways to prevent it from going down the wrong path and preventing it's abuses from WoM.

IMO I think the main thing is to keep the system from being used to pump out heroes like a factory. There are numerous ways this can be done but the key is also to keep it fun and not overly-complicated. The more complicated we want to make the system the less likely those ideas are to get used so keep that in mind as well.

One idea I saw suggested in another thread I thought had merit was to be given a choice on how to use the child/hero. Either they can be used as a normal hero/champion, or, they can be used as a political bargaining tool or type of diplomatic/governance unit that can station in cities but can't fight except in defense as militia.

Another option, which I think is the more likely of these two, would be to keep the system as is but simply tweak the values on either how often a child is produced or how fast/slow people age and hence how long it would take for the child to reach the age where they become useful.

As fun as the first option might be, it would take more work, time, and money from a Dev's perspective, and for now at least I think most of us just want to see the Dynasty system come back and in a way it won't be abused or hurt the current game design.

I understand there may be some people as well who don't want to see the Dynasty system return and if that's the case you can voice those opinions as well but from reading other people's posts I think most of us who have experience with the Dynasty system would like to see it's return. Either way though, please sound off so we can give the Devs an idea of the communities thoughts on this subject.

 

Thanks for reading ~ RavenX

 

16,683 views 50 replies
Reply #26 Top

I guess I liked the idea of dynasties, but they weren't implemented in a way that fit my idea.

If your kids could succeed you when you are killed or old and feeble, it works for me.

Otherwise, it seems kind of silly.

 

 

Reply #27 Top

Dynasties were like the most complete feature of E:WOM. They just needed to make a few tweaks and bam you have something cool.

Reply #28 Top

I'd just like to support this thread that that I too would like to see dynasties returned. Keep it simple, keep it balanced (doesn't have to be perfect), keep it fun, and don't worry about it.

Gosh, I still remember when someone managed to get a dragon baby...

Reply #29 Top

Dynasty was a game in the game, and as that it was fairly hard to really let it interconnect with the rest of the game. The only interest was for new heroes.

So, for an interesting dynasty system it needs to use a lot of the actual system : create connection with the stat system, with the magic, with the research, with cities, with armies, etc.

For instance : when a child is born you can choose a "path" for him (I mean what will you teach him/her):

Path of the hero : when it will reach adulthood, your kid will become a level 1 hero. If he/she don't die before due to poor conditions and training (for instance ona 50% the kid dies, 30% it starts with a wound, 10% it starts good, 10% it starts at level 2)

Path of the governor : you don't get one more hero, but you "attach" your kid to a city providing some bonuses. One governor per city, and you can level up the governor.

Path of the magi : You "attach" your kid to magical research : every 10 turns you have a 10% chance to get a new spell, or mana, or etc.

Path of the merchant : you "attach" your kid to a city : it generates more gold and you can have 1 more road

Path of the diplomat : you "attach" your kid to an oppponent and you can gain some intel on them, you get a better view of treaties, etc.

Path of the healer : you "attach it to an army, that army gets +X health per turn, and the army can revive land if they stay (so you can create good places for new cities)

etc.

Reply #30 Top

I like Vieuxchat's idea. I really want Dynasties back. At least they should be working so that mods can use them (or very moddable at very least).

Reply #31 Top

I agree.  I think that if partial code is in already for dynasties, and we have even been given a way to see dynasties by changing an option, I think it could work without too much trouble, with an idea like Vieuxchat's.

Reply #32 Top

I don't have much interest in dynasties, but I do think that the current implementation of hero acquisition is _very_ bad. There are balance problems all over the place with having randomly placed heroes that can be killed by the AI. The players (and the AI) need a way of 'generating' new heroes via payment/research/etc.

Reply #33 Top

I'm putting a vote in for dynasties - but toned down as many have suggested.  I liked the idea - it made me care more about my kingdom.  

I really liked how leaders worked in ROME - many of them had really strong weaknesses too that made it interesting - to the point where you were happy some died in battle.  I had submitted a quest that involved/affected children of your sovereign - there are some interesting things you can do with them.  Maybe in the next expansion.

Reply #34 Top

Quoting Mtrixis, reply 32
I don't have much interest in dynasties, but I do think that the current implementation of hero acquisition is _very_ bad. There are balance problems all over the place with having randomly placed heroes that can be killed by the AI. The players (and the AI) need a way of 'generating' new heroes via payment/research/etc.
End of Mtrixis's quote

Yup.

High population + high level buildings = greater chance to pop heroes.  Or one or the other.  Just sayin'.

Reply #35 Top

I would love to see dynasties returned as well so want to give my full throat-ed, unequivocal endorsement.  I remember the team saying early on that the Game of Thrones was one of their inspirations for the game and it was that feel and flavor of having a royal dynasty that you could see grow and evolve and come to care about they were trying to capture I think with the dynasty system.  If implemented properly, I think it could really add some intrigue and soul to the game.

There are some features of this franchise that I think are real standouts in the turn based strategy arena and I think the concept of dynasties was one (along with the ability to easily make a variety of user mods to maps, spells, building and units) that really had a lot of potential to turn a good game into a stupendous game.  

Reply #36 Top

The proposed dynastic system was what got me really excited about WoM.  Unfortunately, it was never implemented in a proper fashion.

I would love to see it come back, but for it to be done right sovs would need to lose their immortality so the throne could be inherited in a Total War / Game of Throne's fashion.  Right now SD isn't prepared to lose sov immortality, so....

Just as well.  The dynastic system I am envisioning would require enough work for a full expansion in its own right.  Better to just focus on improving the empire building and tactical battle mechanics for this expansion than open a whole other can of worms.

 

Reply #37 Top

Quoting RooksBailey, reply 36
The dynastic system I am envisioning would require enough work for a full expansion in its own right.
End of RooksBailey's quote

This.

Reply #38 Top

Quoting mqpiffle, reply 34
High population + high level buildings = greater chance to pop heroes. Or one or the other. Just sayin'.
End of mqpiffle's quote

We could use prestige to control that. Right now, if I'm correct, prestige doesnt do much more than giving a growth bonus ? It didn't appear to me to be a critically desirable stat in the game.

Reply #39 Top

I really liked the Dynasty Feature and would love to see it back.

Reply #40 Top

Quoting NoPJag, reply 38

Quoting mqpiffle, reply 34High population + high level buildings = greater chance to pop heroes. Or one or the other. Just sayin'.

We could use prestige to control that. Right now, if I'm correct, prestige doesnt do much more than giving a growth bonus ? It didn't appear to me to be a critically desirable stat in the game.
End of NoPJag's quote

 

It's actually the biggest contributor to growth for a small kingdom, by a very significant factor (poke around in the building trees and you'll see how few growth structures there are).

As for heroes, I like the idea thematically, but giving Prestige a chance of generating hero visits would benefit large and small kingdoms equally - not inherently a bad thing, but the prestige mechanic is designed to benefit small kingdoms.

Reply #41 Top

I see the lack of uniqueness as the major problem with the dynasty system. In Elemental you looked from anyone with decent abilities for you clone children and the AIs all started with blank spouses. I think the dynasty system should be redone as follows:

A number of "Dynasty Quests" should be added to the game, ether as random events or as random spawned locations on the world map.

Each quest should offer a preset spouse of the correct gender upon completion or a suitable reward if marriage is not chosen. If marriage is not chosen the quest should remain available to other leaders; if already married you can do the quest for the reward.

Marriage may offer special buildings, units, or items/equipment (build able or given one time) Example: marrying a tribal princess/prince and getting access to tribe units or a tribal barter hut.

AI players must do quest to get married. It should be possible to marry off children to unmarried leaders.

Reply #42 Top

I don't feel the need... the need for dynasties.

I feel the current gameplay systems are well enough for FE when done right.

Reply #43 Top

The Game needs more RPG/CRPG elements not less. FE is the only expansion that has less features than the original WOM! If the game engine can't handle new stuff, what's the point to continue to develop it?

- Dynasties with remarriage if spouse dies, expanded family tree.

- Hidden traits that allow hero/family members do unexpected things (revolt/ change sides, kill other characters,  spy, steal, run off, revolt, etc.)

- Kidnap, capture, ransom, sell, trade hero/family members.

- Ranks and special training for hero/family members.

- Each town/city needs a leader!

- Better recruiting of heroes, this find a hero in a lock box is total crap!

I find it odd that Distant Worlds with the last expansion now has more RPG elements!

 

 

 

 

 

 

 

Reply #44 Top

Someone mention Crusaders a few posts back and I love that game even though it was almost so complicated I couldn't get into it. I think a system like that should be implemented, but not as deep as that system. Just a system where you can create dynastic bonds with other empires, possibly something like a dowry system, and things like that. Add flavor to the game, because I have read a few posts that the game is slow and starts to lull. 

Reply #45 Top

Dynasties were a cool idea, but ultimately didn't really fit in well with the rest of the game. I'd rather see them cut and tuning/polishing/added content work put into other areas of the game.

Reply #46 Top

Quoting pad152, reply 43


I find it odd that Distant Worlds with the last expansion now has more RPG elements!

 
End of pad152's quote

 

Thank you for mentioning Distant worlds I will have to give it a shot

Reply #47 Top

I don't see how people can say that dynasties doesn't 'fit'? We are playing a high fantasy game and anyone who has read a high fantasy novel knows that there are a few important things: Heros, Villians, Dragons, Royal Families.

Reply #48 Top

Maybe there doesn't need to be grandchildren either?  I would be happy if I was able to marry and then have some kids.  Don't really need the grandkids, and that means don't have to figure out how to marry the kids at all, and it would limit how many champions are made.  

 

I don't think it has to be either a Giant game mechanic or be cut out of the game.  The problem in WoM was that the dynasty was trying to do to much, it continued to create generation after generation of immortals that needed to be married and only married to other royals.  But, if we just made it so that your Sov gets married, and then has a few kids AND that's it.  Done.  No diplomacy, no marrying the kids, no grandkids.  I still think that would be a neat and fun game mechanic.  

 

Now, if you wanted to add more to it, it could be done in events or quest about your children or wife.  

Reply #49 Top

Quoting Spitz, reply 45
Dynasties were a cool idea, but ultimately didn't really fit in well with the rest of the game. I'd rather see them cut and tuning/polishing/added content work put into other areas of the game.
End of Spitz's quote

Dynasties are still in the game, just disabled for now. (Some of the dynasty windows are blank at the moment) They will come back later on. Right now the dynasty feature is like icing on the cake and the cake hasn't even been baked yet. 

My guess is that dynasties will either be enabled in a content patch just before 1.0 goes live or in a content patch after the game has been released. it is also possible that they might wait until the first expansion for FE before bring it back.

When they do bring it back I hope they will implement alot of the ideas suggested in this thread. I especially like the idea of being able to kinap a neighboring kingdoms noble and holding him for ransom :-)   

Reply #50 Top


I wanted to give my 2 cents here as someone who disliked WoM so much that he never really played it.  I feel like there are a lot of folks here that liked WoM and the dynasty system...but in reality, they are probably in the minority.  Most people didn't like WoM enough to even give it a chance, and I fall ingto that group.

The dynasty system always sounded pretty cool to me.  That said, it's also an "extra" feature that I don't think should be added until the game is extremely solid in all its core aspects (strategic, tactical, tech, etc.).  I know there is a big clamoring for the dynasty system, but I would hate to see Stardock cave to the pressure and put in a dynasty system instead of fixing the real core issues that are wrong with the game.