Guild Mod Idea (early development)

I am the greatest man alive, and I approve of this mod.

rather than “guild” maybe a more general “faction”?

And to make it interesting, no need to group all practitioners of a craft into one “guild”.
i.e. may have rival guilds even in same craft (e.g. Ashtown Carpentry Guild vs Maplewoods Woodcrafters), or a craftsman may be independent (not in any guild. or “independents” could become a virtual faction as well.).

Some other possibilities (broadly categorized):

  • The Guilds (based on crafts and work)

  • The Gangs (based on “work”)

    • Thieves bands, bandits, gangs, outlaws, refugees
  • The Companies (based on economy)

    • individual merchant companies
    • mercenary companies
  • The State (based on kingdoms/ruler)

    • ruling courts
    • royalties and nobles
    • governmental bodies
  • The Army

    • soldiers from recognized military
  • The Faithful

    • religious bodies
  • The Foreign

    • goblins, orcs etc
    • elves, dwarves
  • The Supernatural

    • fairies, ghost, angels and demons and otherworldies
    • wild hunt

would be interesting if there is a faction framework that allows:

  • inter-faction relationship (friends, rivals, bitter enemies to the dead) as well as their relationship to your settlement.

  • special faction events, of which “visit” or “tech unlocks” as stated in opening post are just some.

  • faction-specific “quests”, e.g. rival factions may be aiming to dish it out in your town and you need to choose a side. After that, resultant events may occur and faction relationships will change accordingly.

    • e.g. (combat between a Gang and a Company) Big Bob’s Outlaws (bandit) vs Sunshine Trading (Merchant) - if supporting bandits, your settlement will have to attack a band of armed merchant moving through your settlement’s map at some point. If supporting Merchant, you will have to defend that merchant band from the attacking bandits.
    • e.g. (non combat betwen 2 Guild factions) Carpenter’s Guild had a quarrel with Mason Guild. If you support one, the one you supported will gift you with free resources of the appropriate type (possibly appropriate items). The one you did not support may cause merchants of that type not to visit you for some time (so you cannot buy their resources/goods for some time)
  • sub-factions (a kind of relation) and multi-factions (a char belonging to more than one faction): would be interesting if your Hearthlings could get in and out of some factions. May affects faction relation, becomes a trigger for faction-specific events/quests, or allow access to some faction interactions/abilities/goods.

  • groundwork for - CUSTOM factions/events by other modders (with the framework making them “interact”)

    • may be generalized into: a common framework for managing relations
    • custom events triggered if certain conditions are satisfied (usually involved relations).
    • modders may be able to add new factions, or add new events to the framework.

Actually, it may be good to have the faction framework into the base game eventually, though if some master modder can implement it as a “candidate for integration” would be interesting…

sorry for the long boring wall of text :wink: