Idea: Realm Happiness
Posted: Sat May 05, 2012 11:05 pm
This is a throwback to an earlier era of quantum, but this notion of happiness is rather different in calculation and consequences (being an alternate reality).
An interesting twist on a future era of the game might be 'realm happiness,' as an unranked stat. When player A attacks player B, B's realm happiness is higher, some of their attack units will defect (likewise, spies may defect in covert operations). The defending player's units do not defect, not being in the realm.
For an example:
defectors = sqrt(defender's happiness/attacker's happiness) * random number on (0,0.1) * attackers
So, if the defender has twice the happiness of the attacker, attacks with 1,000,000 attackers and the random number is .05, 70,710 attack units defect. The number of defectors who successfully join the other side is a function of the defense and attack stats (if the defense creams the attackers, all of the units might make it - in the reverse, maybe they are all killed).
So, what determines happiness?
Workload - you now have a statistic similar to paying your officers which sets what percentage of time your population works. If this is set to 70%, your income will be 70% that of normal, your maximum number of available attack units will be 70% of normal, as will your covert and anti-covert. Only defense will remain the same. The lower this is, the happier your populous, but the weaker your realm. It is possible to go anywhere (in intervals of 10) from 10% to 110%, with 110% seriously crashing your happiness and making any aggressive action foolish, but helping you raise money quickly and enhancing your defense. This setting is a 24 hour commitment.
Entertainment - You have your entertainment tech (circuses for example) which automatically increase your happiness. Basically like in era 14.
Unskilled workers - the happiness of any population depends on the number of unskilled people available to cook fries and burgers. If your untrained population goes too low as a percentage of your population, happiness drops.
Success - Attacks themselves do not upset people in this militaristic world. Losing does. What percentage of your encounters have been victories lately? (this is a balancing feature - units will not defect to an inactive account which is farmed regularly and has no success to speak of).
Bailouts - Donations to the public in this era will either help you or hurt you, depending on the perceived financial status of your realm. If you are rich (in proportion to the size of the bailout), payoffs make the people happy. If you are poor, it hurts your happiness.
An interesting twist on a future era of the game might be 'realm happiness,' as an unranked stat. When player A attacks player B, B's realm happiness is higher, some of their attack units will defect (likewise, spies may defect in covert operations). The defending player's units do not defect, not being in the realm.
For an example:
defectors = sqrt(defender's happiness/attacker's happiness) * random number on (0,0.1) * attackers
So, if the defender has twice the happiness of the attacker, attacks with 1,000,000 attackers and the random number is .05, 70,710 attack units defect. The number of defectors who successfully join the other side is a function of the defense and attack stats (if the defense creams the attackers, all of the units might make it - in the reverse, maybe they are all killed).
So, what determines happiness?
Workload - you now have a statistic similar to paying your officers which sets what percentage of time your population works. If this is set to 70%, your income will be 70% that of normal, your maximum number of available attack units will be 70% of normal, as will your covert and anti-covert. Only defense will remain the same. The lower this is, the happier your populous, but the weaker your realm. It is possible to go anywhere (in intervals of 10) from 10% to 110%, with 110% seriously crashing your happiness and making any aggressive action foolish, but helping you raise money quickly and enhancing your defense. This setting is a 24 hour commitment.
Entertainment - You have your entertainment tech (circuses for example) which automatically increase your happiness. Basically like in era 14.
Unskilled workers - the happiness of any population depends on the number of unskilled people available to cook fries and burgers. If your untrained population goes too low as a percentage of your population, happiness drops.
Success - Attacks themselves do not upset people in this militaristic world. Losing does. What percentage of your encounters have been victories lately? (this is a balancing feature - units will not defect to an inactive account which is farmed regularly and has no success to speak of).
Bailouts - Donations to the public in this era will either help you or hurt you, depending on the perceived financial status of your realm. If you are rich (in proportion to the size of the bailout), payoffs make the people happy. If you are poor, it hurts your happiness.
