Flexible Loyality

Talk about on-going development of Supreme Ruler 2020 here. What would you like to see in updates or in a future Supreme Ruler title?

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Hullu Hevonen
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Flexible Loyality

Post by Hullu Hevonen »

Hi,

I have a idea about how the loyalty could be advanced and I think it is out in the open that something new is in development. Assuming it is a development from sr2020 engine.

What if loyalty areas could "move" or be swallowed as a hole? Please listen to the idea first before jumping to conclusions. Peoples loyalties in regions have switched before over time. Also sometimes regions have shared the same loyalty. West and East Germany both hopes for a unified Germany and both Koreas was once one Korea(both current Koreas have expressed reunification). Loyalties for fallen nations have also faded/weakened away during time, such as there where many separate Indian states, while now there exists only one(if you don't account Pakistan & Bangladesh). Also when countries are formed they often create new loyalties that take from old loyalties.

This Idea would be logical if a country is in a civil war. Either the faction A has a different loyalty that eventually takes over the looser loyality(eventually takes over or merges Faction B's loyalty, with A's), if eg. player takes measures to improve the situation threw economic reforms/tax reductions and also builds facils in Faction B's loyalty zone. Also one other version could also be that a civil war thorn nations has all it's factions have the same loyalty, eg. West Germany and East Germany using German loyalty and if East Germany win then it becomes Germany. Also rebel factions that don't have any own regions could use other countries loyalties to spawn from, eg. the Taliban could use the Afghan loyalty to spawn from and maybe eventually create their own loyality(continuing to a civil war).

As of how this would be implemented in C++ code I don't know, but the regions loyality value could be definied in the .CVP file

Code: Select all

masterdata     False
nonplayable    False
loyality   1499
influence      47, 3, 11, 9
influenceval   0.45, -0.25, 0.25, 0.6
every region would have it's own loyality, but this could be changed (eg. West & East Germany could have the assigned loyality of the Region 1499, who is not independent but includes West & East in it's grouping.
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tkobo
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Re: Flexible Loyality

Post by tkobo »

A more dynamic loyalty system would be great.
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BigWolf
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Re: Flexible Loyality

Post by BigWolf »

Problem is, Bath has already said, that due to the short time-frame of the game, they don't feel loyalty changes fast enough IRL for it too be considered

For gameplay reasons though, I would love to see loyalty change over time
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tkobo
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Re: Flexible Loyality

Post by tkobo »

BUT as we keep showing them, the players tend to play long games.This was the case in sr2010 (and they saw this and made changes), and its the case in sr2020.
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Hundane
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Re: Flexible Loyality

Post by Hundane »

I would like to see internal struggles and politics added to this game. Keeping control of ones region while trying to conquer the world would be a more realistic challenge. Keeping people loyal and/or trying persuade them to be loyal to you and your policies is what becoming a Supreme Ruler is about.
Col_Travis
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Re: Flexible Loyality

Post by Col_Travis »

NoWa Studios modded something similar for Superpower 2 using C++.

http://www.nowastudios.be/downloads.html
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