Need a couple more weakness...?

Hi all,

I need a couple of more weakness for the factions in the next D&W version.

I want to have an "Isolationist" faction weakness.  The idea was to give it a A_Diplomacy negative modifier but as far as I can tell A_Diplomacy doesn't work on a faction trait.

Anyone got any ideas for effects of an Isolationist trait ?

 

The other one I'm thinking of is a "Tyrannical" or "Oppressive Leadership" type faction weakness.... not sure what the effect should be though, find it hard to come up with weaknesses.

 

Anyways if anyone has ideas for these (or others) let me know.

 

Cheers.

7,309 views 12 replies
Reply #1 Top


+1

Yes please to more weaknesses.

 

Reply #2 Top

Maybe prevent the construction of consulate and similar buildings?

 

The Tyrannical one could be +5% unrest and -0.2 fame per turn or something? or maybe a growth penalty?

Reply #3 Top

there is a mod out that adds a few new weaknesses, and several that are double the old weaknesses, with double the return (2pts instead of one).

I've been using it for a while now; seems to work out well.   just check Nexus mods for "more weaknesses"

Reply #4 Top

The other one I'm thinking of is a "Tyrannical" or "Oppressive Leadership" type faction weakness.... not sure what the effect should be though, find it hard to come up with weaknesses.
End of quote

Increases unrest and reduces research? Maybe increases production a little, to make it less of a completely terrible choice? Tyrannical really sounds more like a sovereign trait than a faction trait, though, so I'd tend to call it 'oppressive leadership' or 'oppressive bureaucracy' or something like that.

Reply #5 Top

Isolationist negatives:

Increase settler cost to 60 pop.

Can you increase costs of trades in AI diplomacy screen?

Can you keep the shops from other factions being accessible or can you inflate the costs even worse than they are now?

Isolationist positives:

Slow other factions movement in their territory by 33%, increase to 50% when they research Caltrops in military tech tree?  

 

Love the nature spell Grow forest for an isolationist tarth with master scouting trait...

 

Reply #6 Top

Anyone got any ideas for effects of an Isolationist trait ?

How about being unable to interact with computer factions except for issuing declarations of war and negotiating peace, at least if we're shooting for things the developers could add?

As far as things you could mod in, perhaps a fame or growth penalty, or loss of the consulate improvement? An income penalty because you're not trading with other factions as much as a less isolationist nation might?

Quoting NaytchSG, reply 5
Can you increase costs of trades in AI diplomacy screen?
End of NaytchSG's quote

I would think so, since the Diplomat class claims it reduces the cost, though I don't know if the modifier would work for a faction trait rather than a sovereign trait.

Reply #7 Top

Quoting joeball123, reply 6
I would think so, since the Diplomat class claims it reduces the cost, though I don't know if the modifier would work for a faction trait rather than a sovereign trait.
End of joeball123's quote

Yeah it doesn't unfortunately (as far as I can tell).

Quoting joeball123, reply 6
How about being unable to interact with computer factions except for issuing declarations of war and negotiating peace
End of joeball123's quote

Yeah I tried to mod that in (blocking economic and trade treaties) but couldn't get it to work.  I might have another look at it though because it would be the best options for Isolationist.

The consulate thing is a good idea thanks joeball/NM and yeah possibly some other improvements will go through them.  Maybe reduced income from Merchants and similar improvements, that would make sense.

 

"Oppressive Bureaucracy" - something like reduced growth and research sounds about the right fit for what i'm after.

 

OK thats pretty good, some ideas there should get me out of the rut... thanks guys.

:thumbsup:

 

Reply #8 Top

Question guys, for a "Slow Growth" faction weakness, that just reduces growth (in all cities)... what would be a balanced percentage?  I'm not playing the game enough later to have a feel for it.

-10% growth?

-20% growth?

more ?

 

Thanks.

 

 

 

Reply #10 Top

I was thinking of a similar weakness for a custom faction; is there a way to mod reaction modifiers for other factions? For example I had the idea of an "Outcast" weakness where the Faction gets a -2 reaction penalty from other factions of the same alignment.

Reply #11 Top

Quoting highwayhoss, reply 10
is there a way to mod reaction modifiers for other factions? For example I had the idea of an "Outcast" weakness where the Faction gets a -2 reaction penalty from other factions of the same alignment.
End of highwayhoss's quote

Unfortunately, as far as I know it's not possible to create new diplomatic modifiers.  Because yep that would be a great weakness.

Reply #12 Top

Quoting abob101, reply 11

Unfortunately, as far as I know it's not possible to create new diplomatic modifiers.  Because yep that would be a great weakness.
End of abob101's quote
We need tags for modifying relations with other factions. Basically, have two tags; one for modifying reactions from factions of your alignment and another for reactions from factions with opposing alignments. This would open up a number of traits/ weaknesses.