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Original post by Way Walker Quote:
This depends on the personality, competence of the NPC and the venture. There'll be a strategy to match NPC with environment: Put mavericks in new territory to deal with threats and change, politician personalities in established empires, bezerkers next to pirates, etc., etc.
Sounds almost like "Rock-Paper-Scissors". I suppose that'll be prevented somewhat by not always having the right NPC for the job, and perhaps by what your goal with the territory is? Or am I at too low a level and the question is less about choices of who'll manage your territory and more about why you chose the territory in the first place? (e.g. You have no bezerkers under you and you knew there were pirate about, so why in the world did you try to keep that territory?)
Man, these are insightful questions, thank you! I think it'll be more detailed than rock / paper / sissors.
Part of the strategy should come from finding and spending resources to train and retain a particular NPC. You'll have to interact with them enough to make them extremely loyal, and this will send you off on missions and get you into what I hope will be many interesting situations.
Another part of the strategy will involve growth and the map itself. You may level up an NPC to be a great administrator for a territory earlier in the game. But then the regions around the territory, which you want to expand into, might be pirate plagued on all sides. Since you have a pool of NPCs limited by your own character's stats, you'll have to be thinking of future strategic growth when you place someone in a territory: Can you acquire the surrounding territory? Will it be a future threat? Can your NPC manage the surrounding territory if you can acquire it?
The last piece of this, which I've mentioned here before, is that the game will be playing against itself in a thread in the background, using Risk-style rules to change the political landscape with war, expansion and negotiation. So if your territory is on the border of a hostile empire, that could be a future threat.
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I wasn't thinking quite so grand with that statement. I was more curious about what is the minimum dependence on NPC's (which is why I paired it with a question about auto-pilot. I.e. what is the maximum dependence on NPC's). So, it sounds like if I'd rather blow stuff up, there'll be safe and stable choices with "enough" pay off to support my purchase of toys. If I prefer the tycoon aspect, I assume there'll be choices that take a bit more management to be successful, but have higher payoffs?
Yes, for the more tycoon aspect there will be inbuilt "Policies" that you switch to which you'll already be familiar with once you get even one crew to join you. These function as stat modifiers with possible events being generated as a result. A combat policy might be "Meatgrinder" which gives you a higher combat advantage in conflict, but increases the likelihood of rebellion; another might be "On Account" which reduces prices caused by labor (because they're charged for everything, even air) but requires bigger bonus payouts at the end of a mission / venture.
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Yeah... should probably ignore that bit. I shouldn't post when half asleep.
Hah, you should see the game ideas I come up with at 3 am. :>