So I'm going to replace religion with "social class" i.e. merchants, and heresy will be rebels/revolutionaries. I'm contemplating a Baron's alliance dynastic struggle with spawned "witches" becoming faction leaders/heirs, but I'm not sure on the specifics.
My main gripe is a rather hazy understanding of Germanicus* (?) script for "labeling" characters via a placeholder, non-existent faction, which would then hand everything over to another faction ("giver_everything_to_faction) which came up in reference to his character labeling script for TATW/Medieval II...?
anyway, "witches" (usurpers) would spawn in rebellious provinces, and (if ignored/left to their own devices) could sway generals to their cause. If/when a BA shadow faction emerges, the Usurper would, ideally, be the faction leader. I'm thinking about labeling all regions with "no_brigands" so that heretics/rebels spawn via the scripted placeholder faction; this would give control over traits/names etc and possibly have a counter to control which "faction leader" emerges.
So how would this work, if at all?
Also is it possible to have a "dynastic struggle" within a specific faction (I want to have a "proving/coronation" event where if the new leader doesn't win a battle/bribe his nobles/win over the people etc. a "worthy" successor would try to take his place) using a BA script? Is it possible to have a player side against the king, i.e. join the rebels? Maybe with a give everything to faction, i.e. the human becomes the "rebels", then a BA script spawning the "loyalists" faction and/or the original kingdom under the previous king.
*IIRC the script was Germanicus' Interactive Gameplay, but it might have been a post/discussion on a relevant thread...




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