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political correctness and captured prisoners in rpg


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#21 wodinoneeye   Members   -  Reputation: 879

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Posted 16 March 2013 - 04:51 PM

Factors have to be made overt and solutions not too subtle

 

Wasnt it Tropico that had  objects you built that coersed control of 'slaves'

 

With cavemen it would have to be fairly simple. many of the things discussed sound more like things that would be there in a villager level of social organization

 

 

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A historical factor is that nearby peoples from the local group (Cave #217)  often had relatives in them and  the blood ties would have a whole lot more impact on how people behaved


Edited by wodinoneeye, 16 March 2013 - 04:54 PM.

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#22 Norman Barrows   Crossbones+   -  Reputation: 2358

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Posted 24 March 2013 - 02:39 PM

A historical factor is that nearby peoples from the local group (Cave #217)  often had relatives in them and  the blood ties would have a whole lot more impact on how people behaved

 

yes, the whole inter-band rivalry modeling thing has yet to be settled. it, raiding, resource depletion, mating, blood ties, captured prisoners, etc, are all tied up together.

 

at the low level, modeling mating and blood ties is required. as well as taking captives. raiding based on nearby hostile bands and resource depletion based on nearby bands (hostile or friendly) are already modeled. however, modeling mating is not required to implement capturing prisoners. so a basic implementation of captives that doesn't model the blood ties thing could be done. right now things in the game are very all or nothing, badguys shoot on sight. it would be more realistic to have rival bands that could become enemies or friends. like relations for bands, in addition to relations between individual PC's and NPC's. sounds like a job for a politics engine to me. each band would be a faction.


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