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The logic is less complex than you'd think. It's generally something like "has flag paranoid, has flag child (patched to has flag alive child), then 1% yearly c
by boomboomsubban 4y ago
The logic is less complex than you'd think. It's generally something like "has flag paranoid, has flag child (patched to has flag alive child), then 1% yearly chance of fearing a plot." It feels complex, thinking of the actual logic killed a fair amount of the fun for me.
>And I wonder about dead children. I remember one game where there could be no dead children.
Probably Skyrim, though it's not rare. Crusader Kings somewhat encourages infanticide, as your brother's bastard could stop your character from inheriting a title.
- tetha 4y ago> The logic is less complex than you'd think. It's generally something like "has flag paranoid, has flag child (patched to has flag alive child), then 1% yearly chance of fearing a plot." It feels complex, thinking of the actual logic killed a fair amount of the fun for me. But doesn't this overlook the emergent complexity from many actors running these simple rules, plus interactions between them? A lot of the shenanigans in Dwarf Fortress arise from relatively simple actors following their relatively simple plan, until those plans clash or interact with each other and crazy things start happening - such as prioritizing drinking booze over pulling a lever to lock out a monster.
- boomboomsubban 4y ago>But doesn't this overlook the emergent complexity from many actors running these simple rules, plus interactions between them? Somewhat, but it more feels like "wait for good flag, try to activate good flag events. Wait for enemy to have bad flag, try to activate bad flag events." Other's find it has lasting fun despite that, but I found I lost interest.