Character relations
Posted: Wed Sep 10, 2025 8:18 am
The characters in SE are very fleshed out and yet they do not really have any relation dynamic between each other afaik (apart of the advisor friction). There is basically only player vs rest of the world relation vector.
It could be great to expand this so that they could have relation attributes towards each other (at least for the cabinet members). That would add additional level of considerations for the council nominations and make the simulation more lively.
Such relations could affect work performance/loyalty/faction membership/rebellion chance. They could be based mostly on the profile and personality traits which are a bit underused now (maybe also on the current faction membership, religious sect membership).
Convention/retreat stratagems could help improve interpersonal relations. Maybe Supreme Council budget could have additional slider for organizing cabinet work to combat negative relation impact (that could also maybe impact BP penalties for large bureaucracies in some slight manner?).
It doesn't have to be a full relation table of character X against all others valued from -100 to 100. Maybe some positive/negative attitude thresholds towards selected others based on the personality/profile differentials?
As always - it is easy to propose something and hard to actually implement it. I'm very aware of this. This proposal could be to Sims-like for some, but the character screen is sooo detailed that it just begs for some more interpersonal dynamic.
It could be great to expand this so that they could have relation attributes towards each other (at least for the cabinet members). That would add additional level of considerations for the council nominations and make the simulation more lively.
Such relations could affect work performance/loyalty/faction membership/rebellion chance. They could be based mostly on the profile and personality traits which are a bit underused now (maybe also on the current faction membership, religious sect membership).
Convention/retreat stratagems could help improve interpersonal relations. Maybe Supreme Council budget could have additional slider for organizing cabinet work to combat negative relation impact (that could also maybe impact BP penalties for large bureaucracies in some slight manner?).
It doesn't have to be a full relation table of character X against all others valued from -100 to 100. Maybe some positive/negative attitude thresholds towards selected others based on the personality/profile differentials?
As always - it is easy to propose something and hard to actually implement it. I'm very aware of this. This proposal could be to Sims-like for some, but the character screen is sooo detailed that it just begs for some more interpersonal dynamic.