In Strongholds the player, sooner or later, will be needed to join a house, and later a faction. From then on, he and his faction will fight to conquer and control as much of the country as possible, in a contest with other houses and factions. From that point, the real game starts. The game was DESIGNED to be played by the factions, by communities. Also, by using the vote system for control of the parish, even new players will feel like they can contribute and will commit to the game.
Sounds interesting, can you write something more about this setup (the relation of houses to factions and those parishes)?
Also, can you drop a link (there are several Strongholds, I'm not sure to which one you refer to)?
Certainly. First the link:
If I'm not mistaked this is the main site: http://www.strongholdkingdoms.com/
However, to be certain it is worth noteing that the game is available through steam:http://store.steampowered.com/video/248160?snr=1_5_9__400 (the game is free, this is a link to a starter pack aka: premium buy)
Now for the Houses and Parishes system:
http://help.strongholdkingdoms.com/index.php/Parishes_%26_Capitals (official wiki)
Basically the world( on the first world made playable the whole of UK) is split into Countries( England, Ireland, Scotland, Wales)
Each Country is split into Provinces
Each Province is split into Countys
Each County is split into Parishes
Each Parish has about 6-8 player controlled cities.
Now for the House System:
Each Faction(basic guild/alliance) can and should belong to a House. Mostly anyone with a high enough rank can make a faction.
A House is made up from an alliance of Factions. There is a set number of Houses in the game, who fight to win a round.
BONUS: Due to the low population at the start of the game, the players developed a higher faction rank, which was not expected or designed into the game by the devs: Basically an Alliance of Houses, and firstly an "exploit", or better yet said, a PLAYER-MADE-MUTATION of the basic SYSTEM of the game, it's a spoken agreement between houses to "team up" and go for the win togeter, picking turns for each member to win.( Each round a different House in the alliance gets the win), DOUBLE BONUS: As you can imagine, this turned the game into a fun, toned down "Game of Thrones"-like battle, full of betrayals and deceit and stuff.
Now, for the politticall system: Each Faction earns a number of points, generally from having control over parishes and provinces, coutnries, etc... the bigger the piece of land, the more points they get. A House's points is gatehred by the total of each of it's faction's points.
Now: Each Player gets to vote for the Steward of his Parish->
Each Steward of a parish can vote for the Sherrif of a County->
Each Sherrif of a County can vote for the Governor of a Province->
Each Governor of a Province can vote for... yes, you guessed it, the King.
And that's pretty much"the gists of it" however, the game is filled with little design gems that merit exploring and analizing. If you really want to make such a game(masssive player base-dependent), I'd suggest exploring it, playing it for a couple of days. It's fun, trust me. However, if there was a design flaw, it'd be that it's really complex. It takes a while to fammiliarise yourself with the whole system, which can take a lot of wiki-reading.
Edited by traghera, 23 February 2014 - 10:39 AM.