- Location
- The Middle of the Howling Wilderness
So what I am thinking of doing is developing invested actions and repeated actions. Repeated actions will occur every turn and essentially become standard expenses and incomes for stat tracking, and will be at double action efficiency (secondary to main, main to double main if you are crazy enough to invest like that) to represent that because they are well expected more resources can be organized over a given period. Invested actions allow you to take 'king' actions and put them in the province action track, but at double efficiency. However, the province action track will now be divided into two: half the actions will be decided by the policies set by the 'king/zeitgeist', half will be decided by the factions, in descending order of faction power, unless being suppressed. Factions can also spend faction power to hijack player actions as before, but now they have more of an incentive to hoard power, and the patricians power is even more powerful (working as intended) as it lets them either boost themselves into always getting their way or push factions they don't like out of power.
Additionally, I am likely going to reduce turn lengths by half, but also reduce the number of available actions by half. There will probably be a 'Stat values are cut in half, but so are costs' change soon-ish as well.
The degree and speed of the adoption of these changes will depend on in-game actions, and I am amenable to tweaking specifics (hence why I am mentioning it early), but I want to both tone down action bloat and make the factions more prominent. Honestly, part of the relative 'easiness' of the game and why you basically haven't had a major civil war is that you've kind of had unlimited loyalty to agenda for the most part. While I don't want to sacrifice fun for 'realism', moving a bit away from carefully managed action efficiency is probably a better idea.
For the most part, these changes seem awesome, and giving the factions a little more ability to affect policy and more ability to jockey for influence sounds like a fun mechanic, but I'm a little concerned about how these changes will work combined with a reduction in number of actions.
Right now we get the equivalent of 6 King Secondaries (1M + 4S), 5 Guild Secondaries (2M + 1S), and 7 Province Secondaries (2M + 3S).
Cutting that in half gives us 3 King (so, 3S or 1M + 1S), 2.5 Guild (1M, or maybe 1M + 1S), and 3.5 Province (1M + 1-2S)
At that point, it seems like invested and repeated actions become prohibitively limiting, as we'd have to give up 1/3 of our actions, and all our flexibility, to use them. Moreover, the factions would have at most 2 Province actions to hijack, which feels a little limited.