Hi all!
At first, all my congratulations to Kenshi developers and team, Im following this game since the very beggining and Im very happy to see how it evolved!
Finally I would like to give and suggestion to improve gameplay and sand box features to this game, the idea basically is to add new and unique features in all existed games so I will be happy just to help and see how game is growing.
SOCIAL SIMULATION
In the following lines, I will expose shortly a feature that actually any game in the market offer or simulate and I think Kenshi is the perfect game to do it.
We are talking about a MAD MAX sceneario where people try to organize to survive, so people will join togueter and experiment different social organization.
The idea basically is to add a CITY MANAGEMENT feature and implement a SOCIAL ORGANIZATION.
The CITY MANAGEMENT
Basically we have 4 legs in this table, a City or Town need 4 items:
- Buildings
- People
- Social Organization
- Resources
BUILDINGS
This point is an actual feature so I wont extend it.
PEOPLE
The actual problem, is people is fitted to players sqadrons, so If a player build a city it have no NPCs or Population, so is needed to implement a NATURAL GROW system and a MIGRATION system.
- Natural grow can be implemented (having childs?)
- Migration system can be implemented by a automatic balance between nearest cities, people displace to wealthy cities and left poors ones. So that can be managed in the CITY MANAGEMENT menu, a migration policy.
SOCIAL ORGANIZATION
The social organization, and here is the big point, can make a totally new gaming dimension that as far as I know, any game have added or simulated this feature, basically how to organize population to produce resources.
So we can give freedom choise to every player to chose how they want to organize the population.
We need add the following features to citicens:
- Social class (slave, servant, worker, public worker, noble, merchants, traders, artisans, king, burgoise, etc...)
Actually this aspect is featured in game but like a role of the character with no significative fuctionality just what enemies or allies you have.
So the idea is organize production of the city, you have people working, people managing, people ruling, etc...
And the second feature is:
- Wealthy distribution
So you can reflect the social class of a character in materials, a Noble will have more wealthy than a Police Officer, and this will be reflected in ruling influence/position and in game items (personal items like armor or weapons or house or HQ wealthy). The distribution should be controled in CITY MANAGEMENT but if you reduce wealthy to some NPC can revolt agains you and attack you under their personal guards, mercenaries or even controling city guards or police. So this feature can give you a lot of possibilities. So we need a Happines variable and Resting too (so character need go bed to rest)
- A character will work or fight better if is happy, eat well and rest properly-
Example:
A city with huge classes differences can have a King with plenty of wealth and slaves living in tents.
SOCIAL ORGANIZATIONS variables.
- Basically the player can organize his city in the following way.
1. Managing NPCs jobs
2. Managing production (If you have mines, crops, workshops, shops... will generate an ammount of wealthy for your city)
3. Providing needs to the citicens (food, clothes, etc...) through shops, storage, HQ (given for free or for money) It depends of city policy, so a city can work whiout currency (cats) if work is exchanged for free services.
4. Managing salaries for jobs (obviously a slave receive no salary) that will translate into how wealthy is distributed between citicens.
5. City Security and Army (Patrols, punishments, jails...)
6. City Ruling (who is the ruler, HQ, and personal guard)
and the last, the CITY MANAGEMENT
So the rest of the management basically world be:
- New buildings and expansion
- Army and expeditions
- Population Policy (migration, factions access, etc...)
- Social Organization
- Diplomacy
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So this is a basic idea, but you can expand game posibilities to infinite, so every player can freely chose how his city works, as well for multiplayer purpose can be quiet funny to fight between cities.
Implementing this feature, you dont put appart the previous gamelines like Adventure mode however you get richer the game experience, for single and multiplayer.
So I will be happy, if this idea is interesting to the team, to help to develop better and deeper organizing variables and algoritms. (Im engineer)
Thanks for reading.
Regards,
Social simulation and cities micromanagement
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