[Mod idea] CKII inspired mod

Started by glevi, May 10, 2017, 10:09:45 AM

Previous topic - Next topic

glevi

Are there any other CKII fans in here? I think both games are really similar in one aspect - the ability to create unique stories in every single play through that also feel very personal for the player. Therefore, some game features/mechanics from CKII can fit really nicely in Rimworld.

These features can be devided in three major categories.

1)    Dynastic role playing.


    Main character. The ability to play as the leader of your dynasty. Control over the main life decisions of this character.
    Dynasties. The family tree of your character and other families.
    Aging. Pawns need to age a lot quicker (from 4x to 20x quicker).
    Marriage. Ability to select a spouse for yourself and your family members. Database of available characters from the known parts of the world.
    Children. Proper aging would allow this mechanic to be possible.
    Traits. Attributes that affect your stats. Can be gained through events (decisions), items, battles, work, etc.
    Education. Ability to improve your stats and traits through learning from teachers.
    Genetics. Children can inherit traits and stats from parents.


2)    Internal politics.

        Leadership. You might be the leader of your family, but that doesn't make you the leader of the colony. Earn public respect, use force or marriage to become the colony leader.
        Government. Appoint (or become) minister of war, medicine, economy. Appoint an heir.

3)    External politics.

        Multi-colony unions. Add colonies to your union by force or diplomacy. Impose taxes and levy requirements on conquered/joined colonies. Install loyal family members or colonists as colony leaders.
        War. Fight against other unions, fight for independence or to overthrow the leader of your union. Or to capture a particular pawn (or rare tamed thumbro) in another colony.

We don't want to leave this world. We want to conquer it!

If there are any other CKII fans here, perhaps we can raise a couple of thousand dollars in patreon, so some moders can make this happen? Ideas and crtitisism are welcome.

Slye_Fox



kuklean

Main problem there is aging. How can you build dynasty with Rimworld time flow? Extreme speeding up may be a solution, but then you will lose most of fun: everyday tiny tasks, hauling here and there, chopping that tree and then another, etc. But in Godfather style your wishes to rule might be happened. Or in Karl the Great style?

Barazen

I dunno i think this could work in te current soeed if you add in social fight events. Emmie fights with creature over who owns what chickens and you end up having to decide. Then your decision say,
-split even = no loyalty change, no relationship change.
-favor emmie/creature = loyalty gain from favoured colonist, loyalty lost from other. Unfavored colonist looses relationship points to the favoured colonist.
-keep for yourself, loyalty lost from both parties and they suffer no relation change. They no longer interact with the chickens unless specifically assigned.

Would give you something to do while the weight of political decisions wpuld be enhanced if say, communicating by couriers and it takes an ingame week to and from.
Sitting there wondering if you made the right call.
Anyone else felt their heart break when a pawns marriage falls apart?
Doc & Valarie, I shipped it, she flipped it.

glevi

Quote from: kuklean on May 13, 2017, 02:18:00 PM
Main problem there is aging. How can you build dynasty with Rimworld time flow? Extreme speeding up may be a solution, but then you will lose most of fun: everyday tiny tasks, hauling here and there, chopping that tree and then another, etc. But in Godfather style your wishes to rule might be happened. Or in Karl the Great style?

I mentioned this in my original post.

Quote from: glevi on May 10, 2017, 10:09:45 AM
    Aging. Pawns need to age a lot quicker (from 4x to 20x quicker).

Even 4x increase in speed would allow you to play through at least 3 generations of pawns. This can be done rather easily and can even be a standalone mode. I don't understand, why you would lose the everyday tasks though?

Fluffy (l2032)

QuoteEven 4x increase in speed would allow you to play through at least 3 generations of pawns. This can be done rather easily and can even be a standalone mode. I don't understand, why you would lose the everyday tasks though?
You couldn't be more wrong.

Changing the passage of time in RimWorld is nigh-impossible, and most certainly not easy. The amount of 'ticks' per day are hardcoded into the game, and referenced in numerous places. It's not feasible for mods to change this.

If you were to change the passage of time by, say 4x, that means that eating will now take 4 hours, instead of 1 hour. Taking a walk might take all day. Hunting trips even on the same map would become multiple day expeditions. Sure, you could change all of these to be shorter, but that would require changing all vanilla and modded content to abide by that new timeframe, changing all movement speeds, etc. etc.

tldr; any changes to the speed at which time progresses are completely infeasible for mods.

glevi

Quote from: Fluffy (l2032) on May 19, 2017, 06:58:57 AM
QuoteEven 4x increase in speed would allow you to play through at least 3 generations of pawns. This can be done rather easily and can even be a standalone mode. I don't understand, why you would lose the everyday tasks though?
You couldn't be more wrong.

Changing the passage of time in RimWorld is nigh-impossible, and most certainly not easy. The amount of 'ticks' per day are hardcoded into the game, and referenced in numerous places. It's not feasible for mods to change this.

If you were to change the passage of time by, say 4x, that means that eating will now take 4 hours, instead of 1 hour. Taking a walk might take all day. Hunting trips even on the same map would become multiple day expeditions. Sure, you could change all of these to be shorter, but that would require changing all vanilla and modded content to abide by that new timeframe, changing all movement speeds, etc. etc.

tldr; any changes to the speed at which time progresses are completely infeasible for mods.

I don't think I understand.
Why would you need to change the amount of ticks in a day or the amount of time it takes to hunt? The only thing that needs to change is the time "value" of each tick. In other words, the pawns would behave exactly the same way they do now and perform the same tasks at the same speed. However, their lives would become shorter.

think of it as a deadly disease (which aging really is) that affects all pawns, can't be cured and reaches 100% in 4-8 in game years

Fluffy (l2032)

So there's two options here.

Make pawns' lives shorter; reduce their livespan to say, 4 years, and you might have a reasonable chance of playing a dynasty game. Also, add all the children stuff, but there's mods for that. You'd have to change all the lifestages and lifespans, but thats doable. I wouldn't want to play that mod though, as those lifespans seem rather silly

Make time flow faster. The amount of ticks per day, or the amount of time per tick - they're exactly the same thing. If a second is 60 ticks, then a tick is 1/60th of a second. That's what I was describing, and htat's not really feasible.