aliens

Author Topic: Politics: More interaction with the Council of Funding Nations  (Read 3313 times)

Offline shinr

  • Colonel
  • ****
  • Posts: 107
    • View Profile
Politics: More interaction with the Council of Funding Nations
« on: November 22, 2013, 11:28:55 am »
NOTE: I'm basing this on TFTD where X-COM's existence is publicly known from the start.

Each Nation has two parties: The Ruling Party and the Opposing Party. Through elections or violent take over the Ruling Party may change, along with the ones responsible for our paycheck.

Besides the invisible relationship meter already present in the vanilla game, called the Official Opinion from now on, the Parties have their own Personal Opinion of you. The parties will high opinions of you will try to raise as much funding as they can, and try to lower as little as possible when you screw up, and (in case Alien Infiltration are not instant-success) will not sign up with the aliens. Those will low opinions will try to lower the funding as much as possible, reluctantly raise as little as possible and sign up with the aliens without looking back.

The Parties also have two additional stats: Powerbase and Public Opinion; Both are essentially modifiers to the events and actions used by and against them.

So what if the one who doesn't like us is on top?:
1) You spend resources to improve their personal opinions;
2) You spend resources against the Opposing Party trying to get the Ruling Party's favor. If the Opposing Party becomes the Ruling Party, though, you are screwed.
3) You spend resources to dig up the blackmail material on Ruling Party. They become more generous with funding, but become even more likely to sign up the with the aliens.
4) You "replace" them by helping the Opposing Party (who hopefully likes you) to become the new Ruling Party.
4a) Covertly, so that the old Ruling party won't be angry with you in case they come back.
4b) Openly, so that the Opposing Party will be grateful to you. If the old Ruling Party comes back, you are screwed.
5) You completely annihilate the core that holds the party together. The Ruling Party disbands, the Opposing Party becomes the new Ruling Party by default, and the new Opposing Party is created. Bad aftermath rolls may sour relations with all of Council in general.

Optional Complexity: Both parties have Heirs-Apparent who try to become the number one in their respective parties. And Potential Heirs who try take the Heir-Apparent spots.
1) The Boss of the party doesn't like you, but the heir does? Get rid of the Boss.
2) The Boss of the party likes you, but his fall is inevitable and will be succeeded by the Heir who doesn't like you. Discredit the Heir-Apparent, thus ensuring the former Potential Heir (who likes you) will become the future boss.
« Last Edit: November 22, 2013, 11:31:09 am by shinr »

Offline Hobbit Lord

  • Captain
  • ***
  • Posts: 64
    • View Profile
Re: Politics: More interaction with the Council of Funding Nations
« Reply #1 on: November 28, 2013, 07:43:49 pm »
So who would be the pro-alien faction, Republicans or Democrats?  :)

Sounds very Hearts of Iron / Paradox grand strategy game, honestly I am not sure it fits. Or it should be made simpler... fixed % chance leadership changes any month, which may move the country one 'step' away from X-Com, toward an alien pact

Maybe add something like disallowing you to build bases on their territory if the 'state' becomes too negative, or doubling base maintenance cost

Offline Hobbit Lord

  • Captain
  • ***
  • Posts: 64
    • View Profile
Re: Politics: More interaction with the Council of Funding Nations
« Reply #2 on: November 28, 2013, 07:50:21 pm »
Actually if you want more flavor but keep it simple: a random 'event', message which pop-up (start of month?) revealing that the leader of country X has been spotted meeting in secret with aliens. Your choice: A make the information public (raise it at the CFN) and confront them, B: do nothing

The advantage of A would be a % chance the leader is removed, new people come in and the 'state'/relationship counter is reset to zero (full X-Com cooperation). The drawback would be the risk that people side with the leader and the country becomes fully committed to the aliens (alien pact immediately)

Doing nothing would... do nothing. You'd have an indication the country is slipping toward aliens, but that could either get better or worse next month, the same as usual

Simple but would add some strong changes to the gameplay narrative

The info would come within that country's intelligence services, I don't see X-Com having the capability to monitor and manipulate entire countries
« Last Edit: November 28, 2013, 07:53:19 pm by Hobbit Lord »

Offline kharille

  • Colonel
  • ****
  • Posts: 370
    • View Profile
Re: Politics: More interaction with the Council of Funding Nations
« Reply #3 on: November 29, 2013, 02:48:15 pm »
Theres a thought.  Special terror mission.  You go there to find burning vehicles, burning buildings. The aliens are attacking key locations or convoys, arms shipments and you have to clear these high priority locations.

Or some key power generation place, or a communications centre with fragile hardware everywhere.

Maybe its special missions that improve your relations.