Kaios wrote:Nobility Buffs
Indeed the King should radiate some buffs as well as being able to have the ability to designate a Queen who does the same (though perhaps different buffs) and wearing the crown and other royal clothing could increase this amount. Eventually a realm could expand to the point where you may even want to designate Kings for certain lands while the old King becomes the "King of Kings" or "High King" creating some further political intrigue and another opportunity for interesting buffs.
Of course there would be a need for lower rank designations as well such as prince, princess, duke/baron/count, nobles, peasants and maybe some religious designations too like a Pope. Each of these should have their own benefit (and downside) and it's likely there would need to be some restrictions set in place for example the ability to only designate one queen, one prince and princess, a few dukes, etc.
Not sure of detail, but I think this suggesting has some nice property. Kingdom is encourage to spend authority on buff this person and this person must leave walls for buff to have effect. Given the current (poor) state of siege, I think any idea which can encourage player to actually risk something of value is useful. Flavor of it makes some sense too. Obvious needs to be fleshed out (what buff does, what different title does, etc.), but core idea is good I think.
Kaios wrote:Terrain Designation
What's the point in putting in the effort towards creating something like an Inn if there's no actual benefit to it other than the convenience of a bed you can reduce weariness in somewhere in the world should you need it. My suggestion in this regard would be to allow for terrain designation similar to how the realm influence already works but on a smaller scale.
The way this might work would be to allow for kingdom members to build field cairns exactly like you can with a village but rather than these being used to set permissions you would use them to designate the tiles that will have you receive the buff while you're on them. Depending on the type of buff this could be relatively cheap or very expensive in terms of authority cost.
So back to the Inn example, say you designate a 25x25 area as an "Inn" players on these tiles would receive the buff/bonus associated with the Inn which would be something like increased hp regen, passive weariness reduction, faster weariness reduction when sleeping, maybe some FEP and hunger reduction bonuses, stuff like that.
In general I like idea that incentive player to do things player player ''should'' be doing. Makes the world seems more realistic or thing like this one. Though I am not sure about tying these to authority since this is highly centralize/strategic resource. I think many player can like an idea of ''oh I am player who runs inn for the people in this game.'' Some player do this one already even with no incentive just for roleplay purpose. But I think many of the player, especially many of the more casual/roleplaying player, do not have access to spend authority. Maybe there is some better implement method?
Kaios wrote:King of My Castle
We don't have many structures in this game built specifically for the purpose of player interaction, I'd like to see that change. The castle should be huge, it should be costly and it should take many people coming together to complete its construction. Inside the castle would be rooms ready to be used for whatever tools you'd like to build in them. In essence, the castle should be a place where all members of the Kingdom can come to for safety and security, a place to work and maybe even a place to live.
I couldn't really think of many ways to relate this to authority but it is something I'd like to see, simply having the castle though could be an auth drain itself, maybe it could radiate some sort of buff too.
I would like to see very big construction possible in game. But I think if more freeform building is on list of developer goal (and this is the case, as I am knowing), adding more prefab building is not useful. Especially if this prefab building is very large and complex, it will benefit much from player able to customize it to his liking with freeform build.
Kaios wrote:Offerings
A Kingdom should only be as strong as its subjects. Buffs should start off significantly useless and through offerings from yourself and your subjects you buffs would increase in strength over time. If people stop giving offerings, they reduce again. This should be something that would be difficult to maintain for any players wishing to deny their buffs to their subjects so that people under the realm influence actually have some power to make an impact.
Offerings are thing like different item? If subject must offer items to get buff, how is this ''making it harder to deny buff?'' I think I misunderstand this one.
Kaios wrote:Political Warfare
Admittedly this idea came from the A Song of Ice and Fire roleplaying game and in particular the Intrigue aspect of it. Essentially I’d like to see a similar system implemented in to this game allowing for a form of warfare that is not strictly limited to physical confrontations. Example: Your subjects give you enough offerings strengthening the reputation and influence of the Kingdom, allowing for certain political actions such as reducing the buff effect of rival Kingdoms and increasing your own.
If idea is good, it should be include even if it is not strictly original I think. Though I think if some politics warfare is in the game, especially ASoIaF inspired, it should be for within a kingdom, not for rival kingdom. Some way for subjects to steal titles from the first suggesting maybe? I think rival kingdoms should fight with swords and economy if they fight directly. Maybe infiltrating the opponent and using some mechanics like this from within is ok though.
Kaios wrote:Power Struggles
Current methods of cairn removal/claim contesting are not only boring but rather useless. It's not all that difficult to destroy cairns in a larger kingdom even with the two hour wait period. In fact, I would argue this two hour wait time works in favour of the attacker. Two hours is too short to be of any use should they be challenged while majority of members are offline and it's too long allowing people to challenge multiple cairns in one session. In theory, I could challenge several cairns a great distance from each other and while someone is going around trying to check them all you could easily take out one or more without much or any interference.
So, why don't you just give different realm claims some allowance to overlap with each other and contest them in this manner? At least this way a Kingdom actually has to be nearby your own kingdom in order to effect it in some way rather than maintaining some small thing way across the map and attacking other people far off from you.
As far as how the actual process of contesting a claim in that manner would work, I don't know. You could combine both the cairn destruction aspect with the overlapping claim aspect. Example, I overlap rival kingdom claim and this causes some drain of authority on their part until they destroy my cairn or I destroy theirs in order to continue expanding or the passive drain just remains if they do nothing about it.
I think the original intent was for it to be easy to attack land. This will make it some more dynamic, since loss is not a great loss for the side. Defending can just attack to steal it back from attacker later on. Though I agree that it does not sense making for a kingdom to attack the territory of a kingdom that is not adjacent. Removing land from rival should happen only if you are taking land for yourself so it is real conflict and not just some annoyance.