What if the pawns would sit down each year or two, to elect a colony mayor. Maybe there is a short period of election campaigning, and the candidate with the most social skill and candidates who were politicians in their former life would get bonusses.
I don't really know how it would influence the game if you had a colony mayor, other than more stories for art, but I think this would be a cool idea.
Maybe the hapiness could rise if the mayor tends to the promises he made before elections. Or he could get a negotiaton bonus as official representative of the colony.
I like the idea of a leader figure pawn, whether it's a mayor or something else. A group of people in your colonists' shoes would probably want an official leader, if for no other reason so they have someone to blame when the freezer is empty and raiders are kncoking down the walls.
A general mood bonus for leaders with a good warden skill. I dont think specific promises would be good just a more abstract, how happy have people been with this person in charge.
An elected leader could be fun. Would also open up for a mental break where someone decides getting rid of the mayor is best for the colony :)
Quote from: Sartain on February 27, 2015, 01:57:42 PM
Would also open up for a mental break where someone decides getting rid of the mayor is best for the colony :)
That's a great idea.
Maybe all the colonists also could get a bonus for the best skill the mayor has.
If they elected a doctor, everybody get's a health bonus, if they elected a constructor, buildings are cheaper to build, faster to build or have slightly more hitpoints.
This would be really great also in that there could be like a struggle of power in the colony and there could be like less productive people because they are quarreling and stuff
Politics don't feel viable or necessary at this stage of the game. A population of two dozen is generally hard to get and the RNG will try it's best to kill you if you get that high anyway.
Small populations don't need government. The member of the population that knows the most on the topic at hand generally takes charge, with maybe a little bit of extra privilege given to the best fighter, who takes over defense issues.
Quote from: Gennadios on February 27, 2015, 08:49:02 PM
Small populations don't need government. The member of the population that knows the most on the topic at hand generally takes charge, with maybe a little bit of extra privilege given to the best fighter, who takes over defense issues.
I disagree, although calling it a government is also maybe setting the bar a bit high. Human beings in dire straits (and with a minimum of social skills) tend to defer to the strongest or most charismatic person in the group, or just the person who seems to have at least some control over the situation. We're not solitary animals, and part of being in a group of people is accepting a hierarchy, whether it is a soft or a hard one.
Quote from: Gennadios on February 27, 2015, 08:49:02 PM
Politics don't feel viable or necessary at this stage of the game. A population of two dozen is generally hard to get and the RNG will try it's best to kill you if you get that high anyway.
It's not so much about what's necessary, but about what makes the better story. A whole bunch of election based and mayor based events would be possible too. Political art. Maybe even a political storyteller. I think I would enjoy something like that.
Instead of a formal political process, you could have some colonists become "leader candidates", essentially alpha males (due to high fighting or social skills, or due to being former politicians or nobles). If there's only one character who tries to fill the role as leader, he assumes it without any protestations. This could yield benefits for the colony. If more than one character tries to be the head honcho, the colonists might form into factions and get penalties (like faction members getting negative social interaction). Mental breakdowns could lead members of one faction to attack the leader, or even other members, of another faction.
Then you'd also have a bunch of undecided colonists who justifiably think the power struggle is stupid.
Gameplay wise, this would all have the effect of making the player want colonists with high leadership potential, so they'll have at least one that wants to lead, but avoid too many "alpha males" lest conflict is brewed. And if a conflict does occur, the player may choose to keep two factions separated, with separate dormitories and work areas.
This whole suggestion reminds me of the first season of the Walking Dead, with the main character informally assuming a leadership role due to his former profession (sheriff). He eventually leaves his former friend to get eaten during an escape, and another guy is left handcuffed to a roof. Both men had caused the protagonist serious headaches and leadership crises.
In Rimworld terms, I imagine arresting a competing faction leader, or delaying his medical care after a fight, to prevent soldiers and workers who like that faction leader to revert to supporting the colony leader... Lest they lose their heads one day and stage a coup.
That's some great ideas there. Thanks!
Quote from: Sorenzo on March 03, 2015, 07:07:20 AM
Instead of a formal political process, you could have some colonists become "leader candidates", essentially alpha males (due to high fighting or social skills, or due to being former politicians or nobles). If there's only one character who tries to fill the role as leader, he assumes it without any protestations. This could yield benefits for the colony. If more than one character tries to be the head honcho, the colonists might form into factions and get penalties (like faction members getting negative social interaction). Mental breakdowns could lead members of one faction to attack the leader, or even other members, of another faction.
Then you'd also have a bunch of undecided colonists who justifiably think the power struggle is stupid.
Gameplay wise, this would all have the effect of making the player want colonists with high leadership potential, so they'll have at least one that wants to lead, but avoid too many "alpha males" lest conflict is brewed. And if a conflict does occur, the player may choose to keep two factions separated, with separate dormitories and work areas.
This whole suggestion reminds me of the first season of the Walking Dead, with the main character informally assuming a leadership role due to his former profession (sheriff). He eventually leaves his former friend to get eaten during an escape, and another guy is left handcuffed to a roof. Both men had caused the protagonist serious headaches and leadership crises.
In Rimworld terms, I imagine arresting a competing faction leader, or delaying his medical care after a fight, to prevent soldiers and workers who like that faction leader to revert to supporting the colony leader... Lest they lose their heads one day and stage a coup.
+1. Gold.
Cheers,
Michael
Great Idea,
Even if not a proper government, but it would be nice to give people unique positions in the colony, like chief doctor, head of colonial defense, architectural supervisor, mining foreman, and so on... These would give a 2-3 point mood bonus for the holder of the title and some very small % faster learning rate of that specific skill to everyone else in a say 10 tile radius.
Yeah... We assign these kinds of roles anyway, so they might as well take some pride in their work. ;)
One could argue that this already is how the learning process works, though. But there's no real "leader" or "organizer" or "administrator" job. Just your nobles who refuse to do anything but hunt, which, I suppose, is pretty realistic. :)
This is a great idea although if you have one main leader of a colony they will also need their enforcer/police force to keep the peace. Maby have A new work option called sheriff or deputy that when a person has it as there highest priority if lets say two colonists start a social fight those designated Sheriffs will go and auto arrest those that started the fight to keep them from killing each other. Although instead of needing to rerecruit the colonist your sheriff would just place them in their rooms till they cool down. Or possibly instead of a work option for it have the leader of the colony appoint someone as sheriff.
Also "Chief" for tribes.
And possibly "Lord" for the rich 1 guy start, who becomes lord of the colony.
In dwarf fortress those guys force all kinds of edicts on you (export of backpacks is now forbidden!)
Anyway, should be fun and interesting.
I wonder at the scale the devs see for the game though. This makes a lot of fun/sense with 20+ colonists, but if the game stays optimal around 7-9, dunno.
I was thinking that this should be a thing too, but I was thinking that it could be used to break up fights or cheer up colonists who are sad wandering or hiding in room. That way you have more of a response to colonists who are going on mental breakdowns besides just watching them go nuts or arresting them. Also a colony leader should get a bonus to the chances of making safe arrests without colonists going berserk.
also, it would help streamline the trade process so that it doesn't interrupt colonists so much.
instead of "call ship" or "trade with ---" there could be a second option "open negotiations with ---" which would allow the leader of the colony(regardless of their social skills, the leader should be the only one making deals...) to get to the trade on their terms and not immediately
I often just find my top warden, and without looking at what they are doing, get them to trade. this would allow them to finish their task and make the negations the next one.
the More Traits mod has a "Born Leader" trait, it adds +2 to social so it could work well
LOL... I thought that said something more erotic for a moment.