Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Project:Realpolitik: Difference between revisions

Information about Kenshi Wiki
No edit summary
No edit summary
Line 197: Line 197:
:*If the north is stable and ripe for proceeding with events... then it does. As like how the War in Bast is amplified to escalate until its conclusion so too are other regions and event chains activated based off reaching an unlocking (unlatching) event. This can occur through other concurrently available means (like the listed checks combining into their own "key"). However, the '''canon route''', if followed, enforces this chain of events to occur one after another. This journey takes the player across the whole of the map... concluding where you might expect.
:*If the north is stable and ripe for proceeding with events... then it does. As like how the War in Bast is amplified to escalate until its conclusion so too are other regions and event chains activated based off reaching an unlocking (unlatching) event. This can occur through other concurrently available means (like the listed checks combining into their own "key"). However, the '''canon route''', if followed, enforces this chain of events to occur one after another. This journey takes the player across the whole of the map... concluding where you might expect.
:*While there is an implied urgency to all this one of the driving factors is ensuring the "late game" (which is what the crisis chain is entirely a part of) does not unlatch and unleash ''too soon''. Which is the ultimate point of the keyring system. All content is available but is carefully locked behind necessary barriers to maintain early and middle game experiences until a player has signaled to the world they're fully prepared to partake. The dial moves slowly. When thousands of states are in play it can feel glacial. The best panacea for fears of runaway momentum is to ADD MORE CONTENT! It is that easy, really. The difference between 3 states to turn over Bast and 33 (conclusively, in one way) is a palpable increase in time to reach that end (even if the player abstains).
:*While there is an implied urgency to all this one of the driving factors is ensuring the "late game" (which is what the crisis chain is entirely a part of) does not unlatch and unleash ''too soon''. Which is the ultimate point of the keyring system. All content is available but is carefully locked behind necessary barriers to maintain early and middle game experiences until a player has signaled to the world they're fully prepared to partake. The dial moves slowly. When thousands of states are in play it can feel glacial. The best panacea for fears of runaway momentum is to ADD MORE CONTENT! It is that easy, really. The difference between 3 states to turn over Bast and 33 (conclusively, in one way) is a palpable increase in time to reach that end (even if the player abstains).
=====[https://www.youtube.com/watch?v=yY4uo9yC7v8 Deeper]
#The Cannibal Invasion (!)
#River-Valley Resolutions (1)
#Emergence of Sleeping Sickness (!)
#Internal Squabble Period (2)
#Coastal Semantics
#Shek War of Devolution (!)
#Greater Gang Politicking
#Settling Old Disputes (Protocols) (!)
#Scramble for the South
#The Fishmen Invasion(!)
#From the Ashes...
#The Alpha and Omega (!)
;The above embodies some of the broad strokes which follow the earliest events in the mod.
;The Cannibal Invasion can go numerous ways and may not succeed. Thus, the aftermath is handled by the proliferation of Sleeping Sickness throughout the Northern territories and a generalized contraction in response. The fate of the north is to be vacated by civilizing forces.