NPC Ally version version 2?

Started by llunauk, October 07, 2014, 03:13:23 AM

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llunauk

The NPC play potentially a huge part in our game and yet there is no real interaction with them.  At best we can send them a ton of silver and they'll come send some reinforcements 'if' we don't have the capabilities to deal with an enemy attack.

Would like to see ...

Trade Options
Social Interaction (Invite to eat our food / to dinner)
Medical Aid (Heal their wounded if they get injured instead of trying to help and get made their enemy as it currently stands)
Medical Treatment (Requests to send over some of their people and we offer medical help from Flu to complex operations (Limb/kidney replacements) etc etc)
Help them with their enemies (Obviously we can't visit them (yet?) but we could set up ambushes on our map and fight their enemies with them there)
Swap colonists / Immigration

All of this would be based upon your current relationship and performing any / some of the above would of course increase your score with them.

Anyway if you can get this done by the end of week that will be fine.  Thanks!  ;)

EarthyTurtle

100% all in favour, Social interaction would be fantastic. We definitely need more fleshing out on the social interaction side of Rimworld. I'm sure Tynan would have plans.
Would love to see the ability to give them items for favour instead of just silver. Like if their low on food or low on metal, supplying them with those specific items would give a massive opinion boost. Alternatively if your trying to give them more resources of something they have abundance of it would only give a small opinion boost.

Also more types of towns, with different interaction protocols would be awesome! I'd like to feel the socio-cultural drift between myself and the tribal towns. Here are some initial thoughts I had hope you don't mind me adding on ;).

Advanced Towns
-Outlanders: Basic needs and interaction requirements. Survivors of a crash long before you arrived.
-Crash towns: Survivors from your ship who have also chosen to set-up shop nearby. Their generally lacking in any resources but that makes them quick to ally and they will generally be more open to negotiations.
-Glitter: Not nearly as advanced as their ancestors, their survivors from a crashed glitter world ship. Their generally very well off, but are much harder to impress/please.
-Tech: Perhaps survivors of a crashed glitterworld ship centuries ago or perhaps they just advance through the ages. Whatever the case these guys are Tech savy and will value metals/bionics more than anything else.
-Survivor: Their on the path to technological regression. They have modern technology but still prefer to use primitive technologies as their easier to craft and a bit more reliable in these harsh conditions.

Primitive Towns
-Tribal: Do not value precious metals or silver. Social interaction could be limited, in order to contact them you'd need to interact with passing groups or visitors rather than contacting them on an advance piece of equipment like a comm console.
-Medieval: Value silver and crafted items. Social interaction could be limited, in order to contact them you'd need to interact with passing groups or visitors.
-Primeval: Generally hard to negotiate with, they are emotionally driven and their mood can vary. Overall however their very much like tribal towns only they are usually seen riding large animals everywhere. Their society is very much integrated with the natural world and as such animals are a huge part of their culture. Social interaction could be limited, in order to contact them you'd need to interact with passing groups or visitors.
-Meso-cultural: These are advance tribalistic cultures that have learned to cultivate the land and build a grand city (similar to mesoamerican cultures). Their however, ritualistic and hostile at the best of time. Their hard to interact with as they are bloodthirsty. They do however value stone to help improve their great city. Social interaction could be limited, in order to contact them you'd need to interact with passing groups or visitors.
-Renaissance: Early gunpowder era towns. Their pretty well off, they seem to be more reasonable than most primitive civilizations. However you still have the pain of not being able to call them via comms console.

-Nomads: Trade is not possible with them as they don't have any set settlement and prefer to wander the planet in a vast group and occasionally they wander into your territory when migrating.

Dangerous Towns
-Outlaws: Pirates, generally closed minded to all negotiation, but value silver highly and will sometimes accept 'bribes' to maintain the peace... for a while.
-Cannibals: Prefer to skip negotiations and go straight to killing off your people. Generally will accept foods as tribute, but they only really like 1 kind of meat.
-Headhunters: Psychopaths who hunt other humans for sport. They cannot be negotiated with as you really can't offer them anything. Their culture is primitive, but occasionally 1 or 2 may show up baring fire-arms of some description.

llunauk

Those are some really good additions.   :D