Character relations

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GreyCryohall
Posts: 2
Joined: Wed Sep 10, 2025 7:25 am

Character relations

Post by GreyCryohall »

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.
Comcikda
Posts: 153
Joined: Fri Apr 30, 2021 10:14 am

Re: Character relations

Post by Comcikda »

This feature already exists in the game. There are also random events where factions attack each other. Overall, it's a system I absolutely despise.
Drooog
Posts: 15
Joined: Mon Oct 07, 2024 1:51 am

Re: Character relations

Post by Drooog »

Out of interest, Why do you despise this? if you have individuals with certain tendencies, it would make sense that they would either agree or disagree with the direction of the nation and act accordingly. it can be annoying to have rebellions and things when people aren't happy But I'd be genuinely interested to hear why you don't like it.
Comcikda
Posts: 153
Joined: Fri Apr 30, 2021 10:14 am

Re: Character relations

Post by Comcikda »

Drooog wrote: Sun Sep 14, 2025 12:10 am Out of interest, Why do you despise this? if you have individuals with certain tendencies, it would make sense that they would either agree or disagree with the direction of the nation and act accordingly. it can be annoying to have rebellions and things when people aren't happy But I'd be genuinely interested to hear why you don't like it.
Because it almost always a negative event and its just because RNG is unhappy. It reduces character loyalty and faction relations, yielding only an unpredictable shift in the nation's political regime. Beyond role-playing reasons, I can't think of any reason to like it.
The only solution is to ignore their conflicts (and debuffs!), because attempting to resolve these factional disputes—like permanently removing a faction—would require massive amounts of PP and RNG for these tedious internal squabbles.

Edit: This is the current state of the game, and it absolutely needs to change.
Drooog
Posts: 15
Joined: Mon Oct 07, 2024 1:51 am

Re: Character relations

Post by Drooog »

I don't think that the events are all negative, but that the only thing you see on screen is negative. The thing is, you are choosing between two leaders or factions and one of them gets a debuff through your choice, The upside is that the other leader or faction get a buff and the benefits are the increased multiplier for those leaders, which can be quite significant. But I agree is not immediately visible and can feel like repeated punches in the face. This is the burden of being in charge though :)
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