Guilds, Hansas, Orders, Cults and whatnot
Dear fellows,
I am quite aware it is terribly rude to offer a suggestion without a proper introduction, therefore I must humbly ask your forgiveness for my hastiness. Suffice to say for now I greatly appreciate Stardock diligence and competence in making games and as result I keep a close eye on its projects. This one, of course, caught my interest and for this reason I'm submitting one particular idea that was partially discussed (https://forums.elementalgame.com/362278) before (https://forums.elementalgame.com/362475) but it is quite deserving of a new and exquisite vesture:
(In)formal organizations. I believe it adds immense depth to any game to have random (or perchance not so random) organizations forming within certain kingdoms or between kingdoms. These organizations could be of any kind and have any affiliation. They could range from State sponsored religions to ancient Cults, to economic guilds between border towns to military orders. Their spread could suffer influence from game related events (a dragon rising in the sky could give birth to a Dragon Cult, for example) or be simply of stochastic nature (a merchant one day saw a fungal fruiting body growing outside his home and decided to create the Mushroom guild. Thanks to his innate persuasion skills, or sheer luck, his guild grew fabulously well). Players could also have a say on how some organizations are received inside his Kingdom: the Ruler could decide to add them to the power structure, basically turning them into official organizations - think of State religion or mercantilism. He could also oppose them and try to banish those Mushroom-loving merchants who are nothing but trouble. He could also ignore or even tolerate their presence by various degrees - for example, he could banish them from one town but tolerate in another.
Now, one would be asking, what would be the advantages of these organizations? Are they fluff or crunch? Both, my dears. What could an organization offer to gameplay?! Worlds! Infinite opportunities to tinker with internal and external politics! Imagine a military guild growing out of your State religion and spreading through two of your most populous cities. Well, imagine all the zealot swords you could add to your army if you just declared Holy War on your heathen neighbor? Besides, they could offer bonus (and also penalties) to the cities in which they are housed. Having a military order in a border town might improve its defenses but could be a drain from your food resources and make local lords and peasants not very happy. In another situation, a merchant guild could add economical bonus to the towns they operate but could also inflate the prices or reduce the availability of certain resources. Being organic organizations, the relations between the Ruler i.e. your Empire/Kingdom and them might change; events could turn a fairly benign Sun Cult into a parasitic and vicious sect of bloodsucking vampires. Military orders could turn their backs on you and start major banking operations, burying you in debt or sucking you into hopeless wars. Merchant guilds could be smuggling goods to your enemies during sieges or perhaps cheating on your taxes. Not to mention, of course, these organizations could grow in power and start chipping yours away. Rebels and revolutions could certainly follow, same with attempts of regicide. The possibilities are endless.
This could be seen as an advancement of the system GalCiv II had, a damn good one if implemented. The addition of a completely new level of complexity and uncertainty could certainly add immense and durable fun to a game that already promises to be quite fantastic. I'm eager to see the discussion that will follow.
Cheers,
Finneglot.