The following is an excerpt from the Designer Notes for Old World. The game, a historical 4X set in classical antiquity, released on July 1, 2021, and is available for purchase here.
One of the defining features of 4X games with an Eternal China Syndrome is that the conflict primarily comes from external sources, from barbarians and rival nations. With certain random maps or diplomatic situations, players can often be in a position where they are largely unchallenged, and without any other pressure, the game slowly slides into auto-pilot. Old World addresses this problem by adding internal pressure from families and religions, each of which have their own opinion of you, just like a foreign power.
Making internal opinions matter requires a pair of mechanics – how the opinion is determined and how it affects the game. Designing the latter was the easier task as family opinions could simply affect cities and units if they each had a specific family type. Thus, each new city would be assigned a family, and units produced by that city would also be attached to that family. Then, each city and unit could get various bonuses and penalties depending on the opinion of the family itself. Cites belonging to a friendly family have reduced Maintenance, units of an angry family have a combat penalty, and so on. Perhaps most importantly for family opinions thematically, an unhappy family has a chance of producing rebel units which are capable of capturing cities if not defeated.
Attaching units to a family was a much debated topic as doing so made it even more difficult to differentiate units of each nation and tribe. There are only so many team colors available, and using a secondary color for families was only partially effective. Thus, we added a distinctive banner shape for each of the ten family classes and also did not show the family of opposing nations to simplify the mix of colors. Communicating family type is still difficult, but without assigning units to families, it would be impossible for family opinion to affect units, which risked dulling the entire system.
The trickier question is what should determine family opinion. Some modifiers were easy to add – families prefer having more cities, like having their cities closer together, like having members in the royal succession, and dislike having cities with high discontent. However, to keep things understandable, we didn’t want to add too many modifiers, so we split them up between the different family classes, which also added to their flavor: Champions prefer having the largest army, Clerics dislike cities without a religion, Patrons like having cities with Wonders, etc. A diversity of family opinion modifiers also makes it more likely that each family will have a different opinion of you, which makes for more interesting gameplay as angry families could become jealous of pleased ones, fertile ground for the game’s dynamic events.
However, although families now had opinions with inputs and outputs, the system felt very abstract; it’s harder to relate to a family than to a specific character. Further, we had a separate problem that although characters had opinions of you, the opinions didn’t seem to matter all that much unless they were in the court. We addressed both problems by creating family heads whose opinions were directly applied to their family’s opinion – if the head had a +100 opinion of you, then his or her family’s opinion would be modified by +100. Now, if a player wanted to change relations with a family, all game systems that involved a character’s opinion could now apply; for example, the player could improve relations with a family by conducting an Influence mission with the family’s head. Conversely, the event system could give an option that might offend the family’s head which would then reduce the family’s opinion.
Another important vector for family opinion would be religion. Characters adopt religions local to their family’s cities, and once enough family members follow the same one, a family officially adopts that religion. After that happens, the religion’s opinion is applied directly to the family’s opinion, so now all missions and events affecting a religion could also potentially affect a family. I added religion to Civ 4 primarily to create a reason why one rival nation would like you and another one wouldn’t. Religion serves a similar purpose in Old World, except that it now applies to tribes and families as well. Religions also have heads that work similarly to the heads of families; the opinion of the head would be applied directly to the opinion of the religion, which would then be applied directly to the opinion of nations, tribes, and families that follow that religion. Thus, religion heads are very important characters that touch multiple levels of the world, a new way that a character’s opinion could matter.
I began to use a river network as a metaphor to describe how opinion flowed throughout the game. More specifically, opinion only ever flows in one direction, a fact I discovered when the game crashed after a character’s opinion boosted their religion’s opinion which then boosted their family’s opinion which then affected the original character and continued in an infinite loop. Thus, character opinion flows into nations, tribes, families, and religions, and religion opinion flows into nations, tribes, and families, but the opinions never flow in the opposite direction. Understanding this flow is key to learning who to favor and who to ignore, which is important for keeping families happy. Further, putting characters at the origin of the river keeps the opinion system inherently fluid and dynamic as fortune’s wheel has its way with the people of Old World.
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