Following a thread about fog of war, and how information did (or did not) spread in ye days of yore (random useless fact, the y in ye is pronounced th, unless ye is replacing 'you') I thought it would be nice to see more historical events pop up. I'm looking for any random thoughts on what to do about it, and technical advice, but so far I have some definite ideas, and a start of code thanks to TNZ.
Rumour types I would like to see so far:
Various thoughts on rumour-hearing:
- Armies of [Nation] are laying siege to their enemies.(I_FactionBesieging)
- A settlement of [Nation] has come under siege. Their allies are called for aid! (I_FactionBesieged)
- Blood money has been offered by a prominent member of [Nation]. (LeaderOrderedAssassination)
- A prominent member of [Nation] has survived a vicious attack on their life. (SufferAssassinationAttempt)
- A prominent member of [Nation] has been slain by assassins. (AssassinationMission, 100% chance for own family members)
- Lands have suffered devastation by armies of [Nation]. (GeneralDevastatesTile)
- [City] has fallen to troops besieging it. (OccupySettlement, SackSettlement, ExterminatePopulation, CityRazed)
- Tales are spun in taverns about ferocious acts of battle by a great warrior of [Nation](GeneralNumKillsInBattle)
- A general of legendary proportions, [Name], has taken an army and is in enemy lands. (InEnemyLands)
Any ideas are welcome.
- Percent chances implemented on every rumour, never a 0 or 100% chance to hear things. (RandomPercent)
- Use factors like being within defined zones, faction relationships and distances named characters are from cities to further determine chances of hearing. (FactionStanding, I_CharacterTypeNearTile, I_FactionNearTile)
- Check for taverns and inns to modify some of these chances. (SettlementBuildingExists, NumBuildingsCompletedFaction)
- Occasional false rumours, reduced by number of spies. (Hmm... no condition for this?)
- Miscellaneous effects for some of this, such as wizards and palantiri.




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