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NJB edited this page Jul 8, 2014 · 3 revisions

Emotions and Moods

Aims

The aim of the emotional model is to provide a background dynamic that influences players dependant on the whims of their chosen deity, allowing for deities to ally or feud over reasons as petty as a mutual dislike of another deity, food or animal, or as horrific as another's followers commiting acts of religious genocide. Further goals include the aim of having prolonged periods of admiration and respect turn into love, or disgust and distruct into hatred. Hatred may also be fuelled by unreciprocated love for one deity resulting in jealousy towards their partner.

Implementation

Simulation of moods and emotions fuelling interplay between deities is modelled by a blending of the Lövheim Cube/PAD models with a basic implementation of Tranactional Analysis game theory. The basic emotional model would have to allow for Overrides in the case of jealously, hatred, love etc, in order to prevent the basic loyalties from overriding the more complex emotions.


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