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The sort of Kingdoms I am thinking of are kind of like this:
1) A clan starts a town, town becomes a city-state, and grows into a kingdom
2) The town attracks peasants, who work the farms, are hired by the players to run their shops, etc. Land taxes are paid, mines are mined.
3) King lays off many of the peseants in the mines after a glut of mining, some pesants leave, some get other jobs, many contribute to rising crime rate.
4) King hires more town guards, lowers crime, decides to adopt a pecticular god as the nation's primary god. To do that, he has to adopt favor/tolerate/persecute the other religions. If God A hates God B, then for A to be favored, then B must be persecuted.
This leads to worshipers of god A gaining bonuses to spells within the town/kingdom area where god A is favored, and those of God B are forced to hide their temples below ground, where they cannot be detected.
Then God B's underground temple is discovered, (although the enterance is craftly hidden) and plundered and left in ruin.
It decays, attracts monsters, and a new Quest is born to rid the town of the new menacing monsters some weeks later.
That's a few dynamics I'd like to code, as a starter. The trouble is never how to code it, but can it be done within the software's tolerance levels for lag, CPU usage, memory etc.
What do you guys think of this sort of idea? |