I have harboured ideas for a "nation.strength" attribute for some time but I always had other things to do. Now that Grimm has raised the Nations at war topic it might fit in.
The idea is to assign to each nation the atribute ".strength". All nations would start the game with the same strength (let's say 100) Everytime a ship is being sunk the strength of the winning nation would be increased and that of the looser decreased slightly. The conquest of a city would shift the nation.strength considerably.
At a later stage one could introduce random events, e.g. earthquakes, plagues or unrest would weaken nations, reinforcements from the mothercountry would add strength.(simple newsstyle texts would do, like in Pirates! )
The nation.strength would influence the gameplay. E.g. sailors of a strong, victoriuos nation would fight better (similar to the morale factor). A strong nation would have a booming economy, i.e. higher goods prices, bigger and richer cities, stronger fortgarrisons. A weak and desperate nation would pay more for the help of privateers.
Here the player joins in. You can influence the fate of nations just by letting battles happen, i.e. just by staying at the scene of a battle till some ships have been sunk. Or you join the service of a nation and actively influence the outcome of battles. (combines with Verruckt's military mod and Nathan's RM mod) Joining a strong nation would make things easier for you, joining a weak one should be more rewarding.
Once I have the thiefmod finished (probably sometime in 2010 ) I plan a missiongenerator for clandestine missions. Those could influence nation.strenght as well: assassinating a famous admiral, stealing battleplans, sowing unrest or sabotaging towns or forts could all weaken nations.
One day I'll surely tackle those things, but I have already so many half finished mods and concepts that I wouldn't mind at all if someone else adopts those ideas. Feel free to take anything of them that might be of use for you.
The good thing is that it can be done step by step, and even by several people independently. Once you have established the attribute nation.strength anyone who has found or made the code for a certain event can say "Hey, I want this to change the strength of a nation" and add one line of code.
The idea is to assign to each nation the atribute ".strength". All nations would start the game with the same strength (let's say 100) Everytime a ship is being sunk the strength of the winning nation would be increased and that of the looser decreased slightly. The conquest of a city would shift the nation.strength considerably.
At a later stage one could introduce random events, e.g. earthquakes, plagues or unrest would weaken nations, reinforcements from the mothercountry would add strength.(simple newsstyle texts would do, like in Pirates! )
The nation.strength would influence the gameplay. E.g. sailors of a strong, victoriuos nation would fight better (similar to the morale factor). A strong nation would have a booming economy, i.e. higher goods prices, bigger and richer cities, stronger fortgarrisons. A weak and desperate nation would pay more for the help of privateers.
Here the player joins in. You can influence the fate of nations just by letting battles happen, i.e. just by staying at the scene of a battle till some ships have been sunk. Or you join the service of a nation and actively influence the outcome of battles. (combines with Verruckt's military mod and Nathan's RM mod) Joining a strong nation would make things easier for you, joining a weak one should be more rewarding.
Once I have the thiefmod finished (probably sometime in 2010 ) I plan a missiongenerator for clandestine missions. Those could influence nation.strenght as well: assassinating a famous admiral, stealing battleplans, sowing unrest or sabotaging towns or forts could all weaken nations.
One day I'll surely tackle those things, but I have already so many half finished mods and concepts that I wouldn't mind at all if someone else adopts those ideas. Feel free to take anything of them that might be of use for you.
The good thing is that it can be done step by step, and even by several people independently. Once you have established the attribute nation.strength anyone who has found or made the code for a certain event can say "Hey, I want this to change the strength of a nation" and add one line of code.