» Sun May 27, 2012 8:44 am
Hmm, this thread has moved since I last ventured away to play around with ME3 (if you've heard something about it, it's true, by the way).
I do intend to try and make a 'Moot' scene, but your election is guaranteed. Every Jarl who would sit at the Moot owes their personal allegiance to you. Technically, they are (until you are elected) your 'equals', but you're a bit more 'first among equals'. You have conquered their cities, and if they still sit on their thrones, it is because you allowed it. Their 'local guards' are gone. Their cities are guarded by troops loyal to you, and they would turn on the Jarl if they even had the thought of betraying you. They are practically puppets.
You don't pose as an avatar of Talos. Instead, you claim 'divine right'. The Divines made you Dragonborn, and the Septims, the last Dragonborns, ruled over all Tamriel. The root of your cause is that (besides being a Hero who killed Alduin and saved Tamriel) you have more legitimacy than the Medes, and that Skyrim, as part of the old Septim Empire, is your birthright. Sort of. It's a little hard to word it properly.
As far as taking over other provinces, if I do do that (and it is a good idea), I want it to be a bit more interactive than that. That's all post-1.0 though. 1.0 will focus solely on Skyrim. Additional provinces can come later. Off the top of my head, if I do do it, you'll be able to see how the invasion is proceeding, and random events will occasionally occur that will alter the 'momentum'- if the momentum is positive, you slowly capture, but if an 'event'- natural disaster, enemy counterattack, rebellion in conquered lands, etc- occurs that offsets your momentum into the 'negative', your army is on the retreat.
And, oh yes, you can begin the Rebellion at any time after you defeat Alduin. Even if the Civil War is completed. One thing I am really, really enjoying about the way Bethesda has the Civil War set up is that it's trivial to assign troops depending on which 'faction' controls which area.
Anyways, progress report- Minor Holdings (Sarethi Farm, Riverwood, Karthwasten, etc.- anything that has a garrison but isn't a Fort or Hold Capital) are completely conquerable, and I added one additional quest to add some variety (local garrison driven off by bandit/mage/monster raid, local resident kidnapped, go rescue them to gain the loyalty of the town). Fort sieges also functional. City sieges almost totally functional- I still have to get the Jarl fight working, but you can fight your way past the defenses and through the city.
The modularity of the Radiant Story system (which is everything I dreamed it would be and more) means that once I get it functional for one area, all I have to do is add one or two things to each other holding and it will automatically be functional. Script Events are how this works- when you tell your Housecarl where to attack, it sends that location to the Story Manager, which will start a quest for the holding.