#1
13th Apr 2013 at 5:00 PM
Last edited by Phaenoh : 11th Feb 2014 at
7:59 PM.
The Arbitrary Royalism Legacy Challenge
I will never play a legacy, which is kind of the opposite of my playstyle, so what am I doing thinking up variations for it? To be fair, to make this a meaningful "royal" family you'd want to play a neighborhood around it.
For what it's worth:
Your founder will have one arbitrary trait, possession of which will limit eligibility for heirship, which has a reasonable but not guaranteed chance of expressing in each generation. The simplest is gender - if your founder is male, all heirs must be male; if your founder is female, all heirs must be female. Obviously you're not allowed to quit without saving until you get the desired gender. If you choose something else, you'd have to take steps to ensure the possibility of the trait expressing without guaranteeing it. If you choose blondness, for instance, you'd either limit spouse selection, or fiddle with the chosen spouse's genes. If you chose aspiration, you'd have to roll dice every time. And so on.
There are no heir polls. The line of succession is as follows: oldest legitimate child (keep track of which twin is born first, it matters!) who expresses the desired trait at the time of the "King's" death. If no legitimate children expressing the trait exist at that time, the heir is the oldest illegitimate child expressing that trait. In the absence of illegitimate children, look for the younger siblings (again preferring legitimate ones to illegitimate ones; half-siblings are fine as long as the shared parent is on the main line of succession) of the "King"
If the heir is not yet a full adult at the "King's" death, a regent must be assigned. This regent will be the person, related or not, who has the highest relationship with the "King" at the time of death (so pay attention to those relationship panels!). The regent will move into the household and act as head of family until the heir comes of age by growing to full adult (yes, YAs will have to drop out if they want to assume control immediately). If the relationship between the regent and the heir is friendly, the regent will be honest and step down when the heir comes of age. If it's negative, the regent will attempt to usurp the throne. If neutral, assign a percent chance of usurpation based on the Lifetime score of the regent toward the heir - i.e., if the regent has a 40 in the lower panel, there is a 60% chance of an attempt at usurpation. This is checked at time of move-in, but if between the time of move-in and the date the heir comes of age either friendship or enmity develops, these states will change the regent's intentions.
Usurpation is attempted by undermining the heir with the rest of the household. If, on coming of age, the heir's relationships with a simple majority of the household are not at least 20 points better each than the usurper's relationships with them, the heir is booted out. Pets, babies, and toddlers do not count for this total.
Yes, the regent can salt the household with his own friends and relations, but he can't tell anybody already in the household to move out. And yes, if a teen runs away, he's pretty much abdicated his throne. The regent can also create conditions which place the heir at risk, such as influencing him to fix things when his mechanical points are low, withholding comfort soup during an epidemic, blocking access to motive-boosting items and interactions, etc.
A regent who is also a potential heir (such as the next younger sibling of a "king" with only one eligible offspring) automatically becomes "king" after a successful usurpation; but a regent with no legal claim to the throne will either have to clear out all the potential heirs in the family one by one, or stage a coup by marrying the "king's" surviving spouse, defeating each adult legitimate potential heir in single combat at or before the time of the original heir's coming of age, or by some other ingenious method of your devising.
You could probably devise rules for rebellions and wars of succession, too, but let's keep this simple for now.
The challenge ends when someone inherits who is not a direct descendent of the original founder or who lacks the required trait. Give yourself ten points for every generation, subtract a point for every regency, subtract five points for every successful usurpation, subtract another point for every casualty of an usurpation attempt, add two points for every peaceful transfer of power after a regency, and that's your score. For whatever scores are worth to you.
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