Replies: 3 comments
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This is a pretty cool idea actually. Do you think that just decreasing population would be enough (trivial to implement) or do they need to reduce population specifically from nearby houses? |
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Actually thinking about it, if the community wants it, it wouldn't be that hard to set up. All needed would be that once the figure dies it instantly teleports backs to its home base then goes on a "ghostly path" towards the nearest house and kills one of its working age inhabitants. Not exactly a big mechanic but kinda cool in concept. My only issue is that I don't know if players would so much as notice? Outside of sending a horde of prefects to kill enemies it won't matter all that much. Even criminals don't spawn that much, and a reduced population gets instantly replaced by migrants... |
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I don't necessarily like the idea. I don't think many player will care because the game is about managing strata and not individuals. Most players don't care who Aulus Quintus Fortis is or what he currently does whether he dies or still lives. Also one walker can represent completly different amounts of people. So sometimes there would be too many or too few people removed from the city population. |
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When a soldier, gladiator or a lion tamer heroically gives their life to protect the governor from Caesar punitive measures, there is no consequence. A population of 1000 can support infinite lion tamer losses.
When the market lady gets devoured by the wolf, she just shows up to work again.
As the city grows and the player shifts to a tax based economy, prefects murder petty criminals. Again the city may support infinite walker losses.
Is there a way to implement consequences on the population count when some of these events occur?
For example would it be possible to allocate that death to a house that is nearest to the walkers building of origin?
What do you think?
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