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Personality traits could come into play during active service, essentially being something Rs "acquire". However, it would be harder to engineer a way that they would acquire positive traits rather than negative ones. This idea would circumvent the problem of getting "bad egg" soldiers straight off the bat with overwhelmingly flawed personalities that you wouldn't choosen if you were able. I suppose the player could cherry-pick soldiers by training and retiring new recruits sucessively if they were so inclined as to root out the bad eggs, although this seems time consuming.

"Reproduction cycles for NPCs, new generation emergence cycle for infants, average litter sizes with minimum and maximum.

Land generation, terrain generation types, likelyhood of encountering a room, likelyhood of finding ore veins and what those veins are made of based on rarity, treasure chambers.

Take into account distance away from original spawn point, population size, average level of active heroes, etc. when generating anything to adjust the difficulty of what the player encounters. So, staying close to home only works for so long until the population booms.

The player is less like a manifested god with extraordinary abilities and more like the collective consciousness of the group with agency."-27/12/12.

Something strange like a neogi could make for fun travelling trader.

"Squire" unit that brings items/weapons to military units from base.