Open Pandaqi opened 5 years ago
Deny resource aid (-0.5)
Explore close to other player's territory (-0.5)
Deny trade route (-1)
Failed diplomacy (-1)
Take other player's territory (-2)
(TO DO) Take over another player's building (city/dock)
Attack other player's ship (-3)
(TO DO) Another player grows too strong (army+docks/cities+territory) (-5)
(TO DO) Deny aid in a battle
The events are made in such a way that war is inevitable. Even if you do lots of good things and make lots of friends, the sum of event rewards is negative (by a large margin), and will eventually lead to conflict.
This is a specific to-do list for the backstory simulator. (It's such a large, complex system that I really need this list.)
QUESTION: Do relationships strengthen every time a trade route is completed (once every two turns), or only once at the start of the route?
Implement fighting
War
Conquer event
Battling
How does a war end? Multiple options:
Implement backstory saving:
Implement pirates:
IDEA: Ships can carry (magical/special) items. There are clues that refer to this: "it is said that Queen Anne's Revenge had the trident of Poseidon, which allows you to move at a speed of 4!" Now the player knows what he can find if he finds this wreckage.
IDEA: If a dock is not friendly, you can't trade. If a city is not friendly, you can't ask around.