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On Delopment Index and Settlements

Decius
Having reviewed the four related blog posts I found, along with the Paizo discussion threads for them, and recognizing the number of years that have passed in general and with specific feedback;

Having considered the need for every size of social group to engage in meaningful gameplay with other sizes of group; and

Recognizing that reasonable people will probably disagree with many of the points;

I suggest the following major details for influence, DI, and the major mechanical elements of conflict. Some categories are merely descriptive of current implementation:

Influence: Companies have an Influence cap determined by how many characters they have. Companies gain Influence when any of their members completes an achievement-tracked action. Companies Bank Influence as part of the cost of maintaining holdings and outposts. Companies lose Influence as a cost of declaring a Feud or when a holding or outpost is downgraded (the total of the loss and damage not more than the amount of banked influence released). If Influence drops below the minimum required to maintain all the Companies' stuff, some stuff is downgraded or abandoned.

Development Index: Settlements have three Development Indices (Security, Morale, Civilization). The maximum value of each of them is determined by the current upgrade level of the Settlement's Keep, Tavern, and Bank. A Holding held by a Company Chartered to a Settlement adds an amount to one or more of the Settlement's DI based on the type of Holding and the amount of Influence Banked to maintain it. Optionally, Companies might choose actions which reduce the amount of DI they provide in order to provide some other benefit not yet contemplated in detail, or some holdings might have benefits which offset the DI provided. DI is also provided by Infrastructure buildings, based on their level and type.
Settlements Bank DI as part of the maintenance of Structures (including the Bank, Tavern, and Keep), which provide training, Crafting, and other benefits including defense. Settlements suffer DI Damage as part of the cost of declaring and maintaining a War targeting another Settlement, and as a consequence of various hostile actions directed against them. Damaged DI returns at a fixed rate over time, and can reduce available DI to the point that structures become temporarily downgraded or unavailable. When a Settlement would suffers damage to a DI that would bring the total damage to that Index over the total, in addition to being pushed further into the red on the targeted Index, both other Indices suffer a like amount of damage. While damage to any two Indices equals or exceeds the total DI, the Settlement is vulnerable to being Seized by a Company or Settlement that has declared the appropriate status of hostility.

Holdings and Structures also require Bulk Resources. BR are generated by outposts based on the Resource Ratings of their hexes, type and upgrade level of the Outpost, and total Effort of the characters who choose to work that outpost.

Hostile Actions:
Each Settlement has a PvP Window, with length that corresponds to their highest DI maximum and start time set by a Leader. Most hostile actions targeting a Settlement or a Company Chartered to it can occur only during that Window. The Non-Pharasma-Cursed (NPC) settlements have a window 1 hour long every 15 hours, during which holdings of Companies Chartered to them are vulnerable.

A Company may Feud another Company at a cost of Influence based on the relative and absolute sizes of the two Companies. A Feud cannot begin until at least one hour after it is declared. During a Feud, all characters in Feuding Companies are mutually flagged.

A Settlement, or Company that is Chartered to an NPC settlement and has DI-generating Holdings, may Declare War against another Settlement at a cost of DI damage based on the Maximum DI of the two Settlements. A war cannot begin until 24 hours after it is announced. During a War, all members of both Settlements are mutually Flagged. The Primary Companies of Settlements in a state of War are considered to be Feuding, but other companies are not automatically so.

Without notice of any kind, during a Window, a player or party of players may Raid an Outpost. Completing a raid requires killing all of the guards of the outpost and then a simple interaction with the structure. Upon starting a Raid, the Raiding Party becomes flagged to all members of the targeted Company, a status that lasts for the longer of one hour from the last Raiding action or the end of the PvP window. Upon successful completion of the Raid, members of the Raiding Party that are near the Outpost gain Bulk Resources Equal to 50% of the daily production of that Outpost. 25% of the normal production is delivered to the Holding at end of the Window if the Outpost is not Overrun.

During a Feud, a Company may assault Outposts and Holdings. After killing the guards of an Outpost and holding the immediate area for a time, the Outpost is Overrun, and if it had not already been Raided, it may be Raided with a quick interaction. Outposts which are Overrun produce no BR; if at the end of a Window no additional outposts became overrun and the Holding was not captured, Outposts lose the Overrun condition. If at the start of a Window all Outposts were Overrun, the Holding may be Captured by killing the Guards and occupying the location. Upon capturing the Holding, all buildings in the Hex have their Maximum level reduced by one and, if any remain, the capturing company gains control of them. Any DI formerly provided to a Settlement by the lost Holding is immediately lost if the capturing Company is not also Chartered by the same Settlement.

If a War exists, then during the Window, a hostile party may attack the Infrastructure buildings and Core Buildings of the Settlement. Upon defeating any defenders and dealing enough damage to an Infrastructure building, the building's upgrade level is reduced by one. Damage dealt to the Bank, Tavern, and Keep is applied as damage to the DI of the Settlement. If, at the start of the PvP window, two DIs of the settlement have damage exceeding their total, all three Core structures are instead vulnerable to seizure. An attacking organization must defeat any remaining guards, occupy the area around the Structure for a time, and then complete a long interaction to seize a structure. If two structures are seized by the same organization at the end of the Window, that organization gains control of the Settlement and all structures have their maximum upgrade levels reduced by one (minimum +0 for the core structures). If all three Core Structures are held by the same organization, each structure has a 50% chance of its maximum upgrade level being reduced by one. If no hostile organization occupies more than one Core Structure, for each Core structure occupied by one, each building has a 50% chance of its MUL being reduced by one, and that organization starts the next Window occupying that Structure, provided they are still at War at that time. If no Structure is Occupied at the end of the Window, then the damage of each DI is floored at one less than their total.

Managers/Assassinations: A character may be designated as Manager of a building, granting a bonus based on their ability score and/or skills. Assassination of a Manager, in addition to the effects of killing the character, temporarily eliminates those bonuses and/or applies the same penalty as having no manager.
Other thoughts: Siege camp Holdings and Outposts- what might they do? When should buildings be partially disabled, and when should they be permanently downgraded? Companies might be convinced to turn to the side of the eventual winner before their stuff gets taken from them; simply a matter of renouncing their charter, immediately severing all of the benefit they provide and making them unlikely to be targeted by the conquerors, but making others less likely to trust them in the future. What other things might it be interesting for DI and Influence to be used for?
Harad Navar
Non-Pharasma-Cursed
+1
Knowledge can explain the darkness, but it is not a light.
casvelyn
I like the idea of raids as you've outlined it. Would make things interesting.
Udo
Are we assuming that a Raid within the PvP window will not affect Reputation when a fued is not declared, or would their be a rep hit?
“Those who surrender Freedom for Security will not have, nor do they deserve, either one”
-B Franklin
Decius
Udo
Are we assuming that a Raid within the PvP window will not affect Reputation when a fued is not declared, or would their be a rep hit?
Since Parties can't declare Feuds, the act of declaring the raid would be the substitute. The low stakes of raiding are partially to balance with the short notice to defenders and lack of barriers to entry.
Duffy Swiftshadow
Is there any limit on how many raids can occur within a window at a particular target location?
Decius
Duffy Swiftshadow
Is there any limit on how many raids can occur within a window at a particular target location?
In this suggestion, one per window per outpost. Each thing can only be stolen once.
Edam
I always liked the idea of escalations spreading and attacking the holdings during a PvP window as well.

It will get kinda interesting when you have the neighbours raiding your outposts/holdings at the same time as the Mordant Spire are also attacking them (and your neighbours).

You would end up with attackers, defenders, defending guards and escalation mobs all at it at once smile
Bringslite
lol I do not want to have to maintain my yard RW and in game (as well) or suffer the displeasure of neighbors!

@ Decius
I have noticed that you included vehicular license to NPC affiliated companies (for aggression) as well, and no one has commented on it. I do like the idea. Have to wonder how that can be balanced politically without the NPCs having any say in what those companies do.
Virtute et Armis
-Unknown
Decius
Bringslite
lol I do not want to have to maintain my yard RW and in game (as well) or suffer the displeasure of neighbors!

@ Decius
I have noticed that you included vehicular license to NPC affiliated companies (for aggression) as well, and no one has commented on it. I do like the idea. Have to wonder how that can be balanced politically without the NPCs having any say in what those companies do.

In my mind everything a NPC-chartered company can do required them to do either targeted another company or required them to have DI. Any DI that they have can be taken from them if the rest of the world wants to, by the simple expedient of taking their holdings away.

A specific goal was to prevent any subset of players from owning enough to make them literally unassailable by anyone outside of that group, and a required condition of that is that companies in NPC settlements not be completely unable to siege a settlement.
 
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