Agrik wrote:SnuggleSnail wrote:ok so, consider that the point of the citizen class is that they're randoms the realm otherwise wouldn't give a shit about. So they're people the realm doesn't know or trust.
So you get to know them before you sign a contract. The citizenship isn't supposed to be given to everyone at random (it's a white list, after all), but to chosen people.
SnuggleSnail wrote:PRESUMABLY, if this is the case it would be easy as frick to get one
You've got a point here. There is a need for a way to find the source of the drain, hierarchically (who is a vassal to whom) or territorially (in the region of which cairn it happened) or probably both. Then hierarchy may help to "switch off" a whole group of citizens temporarily for a check without destroying all the connections.
Summarizing these two aspects... you aren't likely to know and invite each hermit personally, yep, because that's not how kingdoms work. But I suppose you know some people you can relatively trust, so you can appoint them as "regional governors" to
count as citizens the people they appointed, as long as the governor keeps his position. Then governors are likely would get to know and negotiate with villages, passing the right to appoint further to the lawspeakers they find reasonable. Or the king/queen may choose to contact villages directly, depending on the size of the ream. The lawspeakers then choose a subgroup from the village and any hermits they feel being more useful than harmful.
SnuggleSnail wrote:If them KOing these characters all day every day, or whenever the cooldown ends
A limit would be reasonable. I can think of diminishing returns or a plain limit somehow based on the authority the character already gave the realm. At the very least, nobody would take more than they gave, but as most of it would likely be spent already, it may be better to set only a fraction.
SnuggleSnail wrote:there would be a pretty big incentive to go fuck up random hermits in each other's realm, which is a great side effect.
At least there would be a way for them. On the other side, the realm would be interested in granting citizenships too, to raise authority income, as long as hermit aren't going to fall every now and then.
SnuggleSnail wrote:If you have cancer and a doctor tells you that you've to take some medicine, but your aunt who dropped out of high school tells you to ignore the doctor and you need to buy healing stones... It's a waste of the doctor's time for him to have to fully explain the results of using healing stones, and how you'll die.
It depends on what is the doctor's purpose, to sit proud of his knowledge or to achieve results. If the doctor has other patients to save by
actions, it's perfectly fine to spend time so. If not, I'm not sure what's the reason to deny explanations.
Though the example compares quite an arguable matter of a game design to an exaggerated case of established truth and untruth.
SnuggleSnail wrote:Me saying your ideas are garbage, and you're not helping if you've never been involved in a realm at all is not elitist gatekeeping.
I may be wrong about H&H realms because of no experience, so I do value your opinion on that matter, but please take no offence, I don't see you being experienced in
designing the H&H to judge who is to have a say about it. There are loftar and jorb for that. Even if they're inexperienced in the matter of realms, it's their game project and their decision how it should look like.
Your idea is very good, but there are moments, that need to be corrected.
1. Citizens are good, but should be splited in different groups of trust (8 levels: King, Prince, Noble, Citizen, Lawspeaker, Villager, Hearthlander, Outlaw) and, depending on the level of trust, they give different effects on realm and gain different levels of belssings
2. There should be people able to grant citizenship, yes. But King should only able to appoint Princes and not be able to grant any status lower than citizen, and won't be able to revoke titles of Lawspeaker, Villager and Hearthlander.
3. Lawspeaker should be able to stop their village to stop giving authority to realm and stop getting it's blessing (the village will become outlawed). Also, if anyone of Noble title and higher KO's the Lawspeaker, the village will pay authority again and won't be able to refuse for at least 7 days.
4. Outlaws are people, who refused to pay taxes for Kingdom. They can't use Realm chat and don't get blessings. King can make a person an outlaw at the cost, that depends on it's status and taxed authority (the cost can't be lower than 25000 authority or 75% of authority given to realm by the subject). The person can became outlawed on it's own by KO'ing member of King's court.
5. The Realm authority should drop, if one of the Noble's or higher is KO'd by a player. The higher title is - the higher is authority drop.
6. At the same time, authority generated by king is higher by five times than the others. Princes generate authority three times more than citizen, noble by two times, and current taxation is applied to citizen. Lawspeaker is not a citizen of a realm, but he pays taxes equal to noble. Villages pay taxes depending on their village authority (Twice the amount of authority drain).
7. Hearthlanders doesn't pay taxes, but grant all the blessings of the realm they live in. They can be appointed to any title by King's court.
8. King can apppoint Princes, Nobles and Citizens, while Princes can appoint Nobles and Citizens, and Nobles can appoint Citizens.
9. Kingdoms shouldn't declare challanges over Cairns before War Declaration. If War was declared, it will make possible to challange cairns as usual. If King's are tired of war, they can stop it by Offering Peace action. When one of Kings offers this to the other, the second one can confirm this offer. Everyone who lives on the territory of one of the Kingdoms will lose ability to attack opposive faction for one hour, and cost of war declaration between these two Kingdoms will increase notably (by the number of cairns destroyed and people killed/KO'd). This will make a truce between two Kingdoms for a days/weeks.
10. Cost of declaring war should increase if you are in a war with another Kingdom. Base cost of declaring is 75000 authority, and increases on that amount for each active war. Ongoing wars drain authority, and everyone in a Kingdom knows about war.
11. If you are a King and you are afraid of war, you cn try to offer non-agression pact to another King. If he will agree, you will lose a lot of authority, but this King and you won't be able to declare war on each other, as if you have just ended war.