Faylar
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- May 1, 2018
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Hi. I recently shifted focus away from traditional RPGs to work on making a framework for a computer game. One aspect of the game will be medieval court politics. I plan on having named characters move their way through court politics towards offices like Governor of a settlement, General, etc... The idea being it is a 4x with many spaces for promoting competence and loyalty. So that brings me to the structure of the politics mini game. I need to have a tier system with ranks and privilege, a council, and a ruling class. Also, the nature of the game allows for people from any social class to become very powerful (Hero units) so there needs to be an upgrade path. Also... it needs to be malleable to fit into different cultures with some name changes.
Slave/Thrall - Lowest Rank possible (Often the recently conquered who eventually become citizens (Commoners)
Commoner - the vast majority of people
Gentry - Non noble aristocracy (Yeomen, Marshalls, Mayors, Sherriffs, Court Officers, Privateeers, etc...) Basically people who are awarded an office and rank but are not born to it.
Nobility - Barons, Knights, and lesser nobles.
Peerage - Landed Nobles such as Counts and Earls
Royalty - The Royal family, Dukes, Princes, etc... (Dukes are also former rulers of conquered lands of lesser members of alliances who are charged with maintaining rule as a proxy of the king/queen)
Monarchy - The King and Queen.
The Idea is that there are two courts, (Really just one with two classes in it) The Noble court consisting of the Nobility and is called the Council of Barons. This court is mostly a method for assigning tasks and awarding rewards. Playing favor in this court grants prestige and can allow a promotion of a character to a higher rank. Then there is the Council of Peers, or the Royal Court. This court is important because it is part of the game play and can lead to rebellion if mismanaged as the Dukes play this court for political favor too, and most dukes are only a few people away from rulership.
Im planning on using Courtiers as a talent pool from which to promote new characters as Envoys (Diplomacy), Commanders (Generals), Governors (Settlements), and Public offices (Exchequer, Senseschal, etc...).
Does this structure seem okay? It can be adapted to say...
Slave > Citizen > Merchant > Aristocracy > Equestrian > Senate > Imperial family for a Romanesque society.
Slave/Thrall - Lowest Rank possible (Often the recently conquered who eventually become citizens (Commoners)
Commoner - the vast majority of people
Gentry - Non noble aristocracy (Yeomen, Marshalls, Mayors, Sherriffs, Court Officers, Privateeers, etc...) Basically people who are awarded an office and rank but are not born to it.
Nobility - Barons, Knights, and lesser nobles.
Peerage - Landed Nobles such as Counts and Earls
Royalty - The Royal family, Dukes, Princes, etc... (Dukes are also former rulers of conquered lands of lesser members of alliances who are charged with maintaining rule as a proxy of the king/queen)
Monarchy - The King and Queen.
The Idea is that there are two courts, (Really just one with two classes in it) The Noble court consisting of the Nobility and is called the Council of Barons. This court is mostly a method for assigning tasks and awarding rewards. Playing favor in this court grants prestige and can allow a promotion of a character to a higher rank. Then there is the Council of Peers, or the Royal Court. This court is important because it is part of the game play and can lead to rebellion if mismanaged as the Dukes play this court for political favor too, and most dukes are only a few people away from rulership.
Im planning on using Courtiers as a talent pool from which to promote new characters as Envoys (Diplomacy), Commanders (Generals), Governors (Settlements), and Public offices (Exchequer, Senseschal, etc...).
Does this structure seem okay? It can be adapted to say...
Slave > Citizen > Merchant > Aristocracy > Equestrian > Senate > Imperial family for a Romanesque society.