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Dev Corner | Reinventing Faction Dynamics (Part 1)
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Generals!

[p]Continuing from where we left off last week, we have another briefing from Command. Find a comfortable chair, settle in, and read on.[/p]


Briefing: Reinventing Faction Dynamics (Part I)

Written by: Wrongwraith

[p][/p][p]Hey all,[/p][p]Dev corners are back. What are they and how do they differ from the Dev Diaries we normally do? The key difference is probably the scope. Dev corners are usually shorter. Here we discuss things that are sometimes very early in development, whereas Dev Diaries are usually about describing and explaining the new features that come with an expansion. So less details, and also a lot less pretty screenshots. And above all, a lot more Work in Progress - the things we talk about here might not even make it into the game in the end - at least not in the shape they are presented.[/p][p][/p][p]But enough of that, on to what I was supposed to talk about. Today’s subject is Reinventing Faction Dynamics…[/p][p][/p][p]Not much has happened to factions since release, so we figured it was time to take a look at them. The main difference is that there are more of them as more countries can, and do, create factions now. But in general they are all very similar, and you don’t feel any difference playing as the Axis as opposed to the Allies, the Comintern, or the Chinese United Front - for example. The goal here is to change that. To make factions feel more unique, and immersive at the same time. [/p][p][/p][p]Before we continue I should reiterate that this is very early stages - so not much in terms of final UI is implemented, sometimes you can’t do things except by commands, and in general things are constantly changing - so don’t expect pretty pictures![/p][p][/p][p]But look at it from the bright side - you get to see very early UX mock ups - and some beautiful “coder art” :) [/p][p][/p]

Core Concepts

[p]Today I will try to run you through the core concepts of what we are doing with factions. Later on I will dive deeper into details, but for now, I’ll try to keep it relatively high level and give you the big picture of what we are working on for this feature.[/p][p][/p]

Faction Manifest

[p][img src="https://clan.akamai.steamstatic.com/images/9948323/6392b5022b85b05113a8d9ea8ef8ad28d0b834bb.png"][/img][/p][p]Early mockup of Faction Window Header - showing the Manifest, the Faction Icon, and the Faction Power Projection[/p][p][/p][p]Each faction has a manifest. The manifest is about what the faction wants to do. Conquer new land, Stop the spread of fascism - or similar longer term purposes. 
[/p][p]Each manifest will have a percentage of fulfillment - that can go up or down during gameplay. If the fulfillment is high enough, some bonuses will unlock - depending on the type of manifest.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/9948323/1904968a4829cf2fe7de96785666eac8cb13c89c.png"][/img][/p][p]In-game view of the Faction header with manifest for the Allies - this is as raw as a screenshot will get. Placeholder art, no tooltips, no graphics added, and no attention to placement or final elements. But it is there, and it is working, and as the Allies, we want to defend democracy[/p][p][/p]

Faction Goals

[p]In addition to the Manifest each faction will have shorter or longer term strategic goals. These can be things like conquest of specific territory or control, or instigation, of resources..

These goals, once completed, will give the faction members rewards that they can use to modify their faction in various ways - as well as more standard rewards like Army Experience. [/p][p][/p][p]Together with the Manifest, the Goals will give the faction a direction. A direction you need not follow if you don’t want to, but if you do you will be rewarded.[/p][p][img src="https://clan.akamai.steamstatic.com/images/9948323/9e0f62d1d0d7184108a40b2b69a2a95804950790.png"][/img][/p]

Faction Types/Templates

[p]All factions are based on a template. So when you create a faction you pick which type of faction it is from those available, and then you get a set of rules and goals etc to go with that. Factions created through a focus or event will have their type pre-defined. So setting up a faction shouldn’t require many more clicks than previously, but still give you a few options. And most importantly result in different experiences based on what you play as.[/p][p][/p]

Rules

[p]Each faction comes with a set of rules. These generally relate to a specific action type. Like for example who can join the faction or who in the faction can declare war.[/p][p][/p][p]Some examples: [/p][p]A rule for joining can be based on the ideology of the joining country. For example, the rule might state that only non-fascist countries can join. (It won’t prevent a country from turning fascist later though). Another Joining rule can be based on Geography, saying that only countries from a specific region can join.  [/p][p][/p][p]Other types or rules relate to things such as: [/p]
  • [p]Peace Conferences - Giving you bonuses to certain types of actions[/p][/*]
  • [p]War Declaration - Who can declare war and what are the requirements[/p][/*]
  • [p]Call to war - Who can call to war, just the faction Leader, anyone, or Just Majors etc[/p][/*]
  • [p]Dismissal - When can you kick someone from the faction[/p][/*]
  • [p]Contribution - What are the minimum requirements for contribution to the faction[/p][/*]
  • [p]Leadership Challenge - What are the requirements for taking over leadership  [/p][/*]
[p][/p][p]There will probably be a few more, and some of these might not make it, but you get the general idea. [/p][p][/p][p]These rules can be changed during gameplay, if the Faction leader, or any other member country, has Faction Initiatives available to do so.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/9948323/e682f0493ca16b74d47f39035738e82047f87ecf.png"][/img][/p][p]UX mockup for changing your Rules (in this case the Join Faction Rules) [/p][p][/p][p]Speaking of Faction Initiatives - lets move on to:[/p][p][/p]

Faction Initiatives and Goals Rewards

[p]Initiatives are what you use to change things in your faction. These Initiatives are gained from completing Goals. Most goals will give one Initiative to the faction leader when completed. Some might give to other members as well. And if you have an Initiative to spare, you can change a rule. Or you can remove one. Or add one - it is basically up to you to decide what to spend your Initiative on, and how to modify your faction. But choose carefully, for initiatives will be few. (Which also means you won’t be spammed with decisions to make - which is something we want to avoid.)[/p]

Other ways to spend Initiatives

[p]Apart from just changing the rule set for the faction, you can add specific upgrades to your faction to make it more unique. [/p][p][/p]
  • [p]Example of upgrades you will be able to do are: [/p][/*]
  • [p]Adding or improving Research Sharing [/p][/*]
  • [p]Adding or improving Military Doctrine Sharing [/p][/*]
  • [p]Adding a Faction Supreme Commander[/p][/*]
  • [p]Start up joint research sites[/p][/*]
[p][img src="https://clan.akamai.steamstatic.com/images/9948323/562d41aa996cda21dd57fc0e44ad2b5a7cabfa03.png"][/img][/p][p]UX mockup of the research part of the Factions screen.[/p][p][/p]

Influence and Contribution

[p]The last thing I want to talk about today is Influence and its close relative; Contribution. [/p][p][/p][p]Each member Country has an Influence rating in the faction. This is basically an internal power level - how important a member are you within the faction?[/p][p]Countries with high influence get more things from goal completions. Meaning they will also have a say in how the faction evolves - as some of these rewards can be Initiatives. [/p][p][/p][p]Additionally, in order to take over leadership of a faction you need to have a minimum level of influence. [/p][p][/p][p]You gain influence by War participation, Contributions, Industrial might, and from “Events”. Events can be various things depending on the faction and the content - but can include things such as executing daring Raids, or from focuses or decisions. [/p][p][/p][p]Of these, Contribution is probably the most interesting to talk about. Basically whenever a country delivers something to the faction, or to other faction members they gain “contribution score” - which is directly reflected in their influence rating. Whenever someone receives contributions, or “withdraws” from the faction pool, they lose contribution score - thus lowering their influence. [/p][p][/p][p]This means that Influence will build up and fluctuate over time. [/p][p][/p][p]Another use of influence is in peace conferences. When your faction is on the winning side, all member countries will pool some of their war score, and this will be given to the most influential countries in the faction. Similar to the game setting where the Faction Leader can get part of other members’ scores. But here it is not just the faction leader, so if you are an important part of your faction, you will get more say in the peace deal even if you are not the faction leader. [/p][p][/p][p]What are contributions then? [/p][p][/p][p]Generally they are things you can do to support your faction or your faction members - such as sending expeditionary forces, pooling manpower for use by the faction, producing industrial goods, Lend lease to faction members. Those kinds of things. Some of those we already have in the game, but the goal is to streamline them a bit. Others are new - but regardless of whether they are new or old, they will contribute to your contribution score - thus making you more (or less) important in the faction. [/p][p][/p]

Some Final Words

[p]Another thing we want to add when working with factions, is the ability to tell your fellow allies where you want them to focus their efforts. Similar to how you can create pings to multiplayer allies, you should be able to tell your AI allies that I want you to focus on this region. It shouldn’t mean that they abandon everything else, but rather just increase their attention here.  [/p][p][/p][p]That was all for this time. I am looking forward to hearing your thoughts, and I’ll do my best to answer questions, but do bear with me, I won’t be able to answer everything - party from a time perspective, but also based on the fact that there are quite a few things that are as yet undecided, or at least relatively untested - so I might not know what the end result will be. If it doesn’t play out fine, or smooth - things will change. But I will do my best. [/p][p][/p][p]Additionally, I hope to be able to give you a few more details in a few weeks time - because as you can see I if you look at the draft schedule presented earlier, I do have yet another slot for this. [/p][p][/p][p]And as I said, what you have seen here will most certainly differ from what will eventually make it into the game. It takes many iterations, and a lot of feedback to get a feature completed. But I hope you enjoyed this little peek into what I/we are doing at the moment. [/p][p][/p][p]/Wrongwraith[/p]
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