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Re: Genesis: the world, to the players

oops, yeah, the "political system".

Every npc/follower is part of the leader's group

when you kill a NPC, any of its "friends" who witness the killing/attack can go back to the others and spread the word - you loose reputation with that group. (player).

whe you give gifts/rescue etc - the NPC are thankful and you gain reputation.

you also have reputation for your own NPCs, when you feed them, give them new homes/goods etc, they like the leader more - When things get tough, you are getting attacked etc, you start to loose reputation with them.

If you have a very low reputation the NPCs will start to hate you and either leave, or defect to another nearby player they like more.

You can also "trade" npcs, so long as you are above a certain reputation (slavery at low levels, and immigration at very high levels)

This also acts as a block to RMT - you can only trade to NPCs that are not unfriendly.

this opens up different types of play... some players will be focussed on "building things" and infrastucture, other on fighting and military, and yet others could concentrate on "morale" and build up reputatation with NPCs and keep cohesion, or even sending in spies to try to get very friendly with enemy NPC and turn them to your side :)

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