Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Religion: Move to separate package #7

Open
Flokey82 opened this issue Jan 22, 2023 · 2 comments
Open

Religion: Move to separate package #7

Flokey82 opened this issue Jan 22, 2023 · 2 comments

Comments

@Flokey82
Copy link
Owner

Move the religion generation to its own package and move the deity name generation from genlanguage to the same package.

@voidshard
Copy link
Collaborator

I'd like to propose a more generic package than religion (although, that can be part of it).

Something for factions in general;

  • factions can be religious, trade / industry based, criminal (thieves / spy rings), martial (mercenaries), government(s) or whatever mix (eg. criminal + religious might be a cult, religious + martial might be an order of knights etc)
  • leadership can be a single leader, set number of leaders (2, 7 whatever), ruling council (people whose sway in the faction exceeds some threshold), democratic
  • leadership has succession types
  • factions can be covert or overt
  • have some counter(s) for wealth & property own / have access to
  • people can have "affiliation" with faction(s), starting from low affiliation (someone has done some work for the faction) all the way up to high affiliation (probably they work for the faction near exclusively)
  • faction leadership convenes every so often to reevaluate the world state / their affairs & push actions (work for people to do). Actions are effectively job orders that people can opt to do. People gain affiliation doing work for a given faction, and re more likely to work for factions they already have high affiliation with
  • factions have a given set of 'actions' available to them, weighted by the ethos of the leader(s) and the faction goals. Actions range from pushing trade, funding expansion, increasing recruitment, slandering opponents, smuggling, attacking rivals (peaceful; eg winning mining rights to some valuable mine / logging rights to a forest of a rival .. or not so peaceful), organising festivals all the way up to blackmailing, assassination, calling a crusade or war or something
  • actions require funding & some number of people in order to occur, larger factions could theoretically perform many actions or some truly large ones (raiding, pillaging, warfare etc)
  • faction organisation can be loose or tight knit. Tight knit factions quickly drop affiliation with people that stop working for them
  • factions can have sub-factions eg. an Empire is effectively a super faction lead by the most powerful faction in it - ostensibly the emperors - but which includes many others, that aren't necessarily for or against
  • factions end when they have no members over some minimal affiliation (effectively disbanding)

I'd planned to kick off a library for this after finishing my own world building library, but your one is further along than mine, so I can start that & maybe we can work out a common interface / structs to dove tail them together 🤔

@Flokey82
Copy link
Owner Author

That are fantastic suggestions!
I'd propose to come up with one definition for the actual faction / company / government / splinter group / religion, and a definition which outlines the rules used to generate said type of organization with configurable naming schemes, religious or legal texts, etc.
I could totally see that, that'd be really cool :)

Also, I am working on a mockup of the idea of "specializations".

I calculate statistics for each entity type based on the regions that they control, and their basic type. So for example if a culture is settled in regions that are mountainous and have a lot of gold mines, they might be known for gold smithing, or mining. If there are a lot of quarries, they might be good at stone craft... Let's take a country. If the country is in the top 3 countries wrt emerald mines per total number of regions controlled, they might be well known for their emerald jewelrery. If they are a naval culture or have a lot of port cities, they might be known for their trade or skills as navigating the seas.

Things like that are really useful for generating flavor text and spin stories around famous members of the factions, as well as for the simulation part (which I am not very versed in yet), giving them some bonuses like diplomacy, trade, reputation, reach/influence (I'm pulling those terms out my rear, I am completely clueless on this, so if you have good ideas, I'd love to hear them!) :)

What do you think is further along? The worldbuilding or the religion one? :) My religion one is still pretty basic, and I am really humbled if you think my worldbuilding one is already far along :D I'm really floored that anyone is interested in my stuff at all (makes me happy!) :D

Right now I am working on refactoring city states and empires to align the way they're implemented etc... So I am trying my best to clean up the code so I can de-duplicate a lot of things :) I'd love to collaborate on things, especially since it can be overwhelming to have so many moving parts.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants