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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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<blockquote data-quote="Silveras" data-source="post: 1293963" data-attributes="member: 6271"><p>Some parts would require more work than others. It would not be hard to create a specific character (PC or NPC) to be the head of one of these organizations. It would also be easy to say that different Guilds of the same type within a single Realm are all "local chapters" of one big organization. </p><p></p><p>The problems would be: </p><p>1) Giving the Guilds a share of the resources. The core system allows the ruler to collect a portion of the total Production as taxes, and the rest is left for the population center to pay its upkeep (ie, feed itself, keep improvements working, etc.). Taking resources out of the pool will make it much more likely that the settlement will have difficulty "paying the bills". </p><p></p><p>2) Defining new actions for Independent guilds to take. The existing structure makes the Guilds an object, a tool that provides services when the regional ruler needs them to (and pays for it). </p><p></p><p>3) Enhancing the diplomatic model to allow for more interactivity. </p><p></p><p>4) Enhancing competition. The existing setup allows only 1 of each type of Guild in a settlement. Competing organization domains was one of the most interesting aspects of Birthright, but would further complicate the resource issue (#1 on this list).</p></blockquote><p></p>
[QUOTE="Silveras, post: 1293963, member: 6271"] Some parts would require more work than others. It would not be hard to create a specific character (PC or NPC) to be the head of one of these organizations. It would also be easy to say that different Guilds of the same type within a single Realm are all "local chapters" of one big organization. The problems would be: 1) Giving the Guilds a share of the resources. The core system allows the ruler to collect a portion of the total Production as taxes, and the rest is left for the population center to pay its upkeep (ie, feed itself, keep improvements working, etc.). Taking resources out of the pool will make it much more likely that the settlement will have difficulty "paying the bills". 2) Defining new actions for Independent guilds to take. The existing structure makes the Guilds an object, a tool that provides services when the regional ruler needs them to (and pays for it). 3) Enhancing the diplomatic model to allow for more interactivity. 4) Enhancing competition. The existing setup allows only 1 of each type of Guild in a settlement. Competing organization domains was one of the most interesting aspects of Birthright, but would further complicate the resource issue (#1 on this list). [/QUOTE]
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Comparison: Strongholds & Dynasties - Empire - Magical Medieval Society - Birthright
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