Dynasty, Positions & Succession
High-level design for the dynasty: its structure, its members, the *positions* that gate all action, succession, and how the family grows.
Design — Dynasty, Positions & Succession
High-level design for the dynasty: its structure, its members, the positions that gate all action, succession, and how the family grows. Answers to
../GAME_DESIGN.md§2 (positions/control), §4 (generational layer), §6 (loss). Builds oncharacters.md(the member atom). Design doc — the model and its rules, not an implementation plan.
1. What a dynasty is
A dynasty is the player/AI-controlled house: a persistent entity that owns buildings, holds the treasury, and is staffed by characters. Per GDD §4 it is the immortal point of view — you never “die” and jump bodies — but it is mortal in substance: it exists only as long as it has living family members (§4, §6).
Assets are held centrally, at the dynasty level — gold lives in the dynasty’s own inventory, workshops are owned by the dynasty, not by individual members. This is the single most important structural fact for succession (§4): because nothing of value is owned personally, a member’s death transfers no estate. The dynasty keeps everything; death only empties the seats that member held. Succession is re-seating, not probate.
Already in code
-
DynastyComponent— the dynasty entity:name, central gold (in itsInventoryComponent), and ownership lists (members,familyMembers,workshops). (Carries amaxMemberscap — to be removed, see §5.) -
DynastyMemberComponent+WorkshopWorkerComponent— a hired worker: waged, bound to one workshop, fireable, claims only that workshop’s tasks. -
DynastyFamilyMemberComponent— a family member: floats across all dynasty workshops, never fired, unwaged, permanent. Carries lineage scaffolding already:FamilyRole {Founder, Spouse, Child, Adopted},generation,parentIds,spouseId.
So the two-class member model and the lineage data both exist. What’s missing is everything that acts on them (positions, aging, reproduction, succession).
2. Two classes of member
| Family members | Hired workers | |
|---|---|---|
| Source | born / married in (§5) | hired off the labour market |
| Wage | none (free) | waged |
| Mobility | float across all dynasty buildings | bound to one workshop |
| Permanence | permanent, never fired | fireable |
| Can hold positions? | Yes | No |
| Bloodline | yes | no |
The decisive line: only family members can hold positions (offices and building managers, §3). Hired workers are pure labour that fills work-slots. This makes the family the hard bottleneck on how much a dynasty can run (not how much it can staff) — and the only way to grow the family is to breed it (§5).
3. Positions — the vessel layer (GDD §2)
Every unit of control must be seated in a living family member. Two scales:
The authoritative position model now lives in
positions.md— the unified definition (seat = controller domain + modifier + posting rights), the three classes, and the finalised cabinet slate. This section’s table is the modifier view of that slate; read it alongsidepositions.md§3, which is the truth where they differ.
Dynasty offices — the cabinet slate
Mapping onto the things a dynasty does — lead, fund, trade, fight (grow/Matron
is parked, see positions.md §3.2). Each office is a **controller
- this modifier in one seat, not a passive modifier alone:
| Office | Domain modifier (dynasty-wide) |
|---|---|
| Elder | head; production bonus across all buildings + election odds (also the dynasty-advancement actuator, positions.md §3.1) |
| Treasurer | finance — loan terms, lower costs, treasury |
| Trademaster | trade — buy cheaper, sell dearer |
| Marshal | force — buffs guards/enforcers, defence (the crime/conflict front) |
An office’s magnitude scales with the holder’s relevant attribute(s) + traits
(per characters.md). So seating is a real decision — a high-charisma member is
a strong Trademaster; a weak member in the seat gives a weak bonus. The seat being
filled is necessary; who fills it sets the payoff.
Building managers
Before a dynasty can post any order to a building, it must seat a family member as that building’s manager. The manager’s traits modify that building’s performance, in both control modes (manual and delegated — GDD §2). No manager → the building accepts no orders.
The overload rule
One member may hold several seats, but spreading thins the good and concentrates the bad: a member’s positive traits/attributes apply at diminishing effect across their seats while negatives apply at full or amplified effect. This is the pressure that makes family size matter — you cannot run an empire off one brilliant Elder. (Exact curve: open question.)
Scope: overload is dynasty-internal — it pools only across these dynasty-assigned seats (cabinet offices + building managers). Council seats and guild positions are exempt and do not interact with it (see
positions.md§1).
4. Succession
Because assets are dynasty-level (§1), succession is re-seating vacated positions, scoped by tier so death is drama, not tedium:
-
Elder — on death, the seat auto-passes to the oldest living family member; the player/AI may then re-seat anyone at will. No designated-heir system (it adds nothing without special heir functionality). Because there is always an oldest member to take it, the Elder seat is never transiently empty — the only way to lack an Elder is to have no members at all, which is the hard loss (§6). The drama is in the change of holder: a new Elder has different traits, so the dynasty’s bonuses shift — the house “turns a page.”
-
Other offices (Treasurer/Trademaster/Marshal/Matron) — on the holder’s death the bonus simply lapses until re-seated. No paralysis. Re-seat freely.
-
Building managers — death idles that one building until re-seated. No dynasty-wide effect. For delegated buildings, support auto-reassign-to-a-spare so it isn’t a chore.
-
Guild licences (see GDD §5 / future
guilds.md) — expire on the holder’s death; rebuy + re-level.
So only the Elder seat ties to the whole dynasty, and even that only bites at extinction. Everything else degrades locally.
5. Growing the family
maxMembers is removed — no arbitrary population cap. The family grows by
exactly two means, and regulates itself:
-
Marriage (medium speed) — brings in an adult spouse, immediately seatable and able to breed. Marriage difficulty scales with the partner’s value: poor, low-skill characters are easy to marry; rich/skilled ones are harder; members of other dynasties are hardest of all. This produces the intended arc — early-game urgency (marry anyone, breed fast, you have too few hands) giving way to late-game restraint (a sprawling family is its own headache).
-
Children (slow) — married couples produce children who inherit attribute stock and traits per
characters.md, then must grow up before they can be seated. The quality play: good parents breed good members.
No adoption — it makes scaling too easy and cheapens the marriage game.
Marriage as a light alliance
Marrying a member of another house makes the two houses kin, yielding a soft
relationship modifier with that house (reduced hostility / trade perk /
non-aggression lean) — diplomatic residue, not a treaty system (keep it simple).
Per relationships.md §2, kin is precisely this: a
non-decaying modifier that warms the relationship baseline between the two houses;
its perks (votes, trade lean, AI non-aggression) all fall out of the one
relationship number, not a bespoke alliance system. The spouse joins
your household and is seatable. Marriage and breeding are also the only defence
against extinction (§6) — if the bloodline thins, this is how you survive — which
makes them strategically essential, not flavour.
The “big family is a headache” pressure — management overhead (open topic)
Difficulty-scaling regulates the front of growth; the back pressure — what makes a large family something you’d want to rein in — is, for now, deliberately soft and management-flavoured: surplus members are dead weight you must tend. A member who holds no seat still has to be married off, kept safe, and generally looked after — an attention cost that grows with the family, not an active rebellion. That is enough to make “breed endlessly” feel like a chore rather than a free win, without a heavy simulation.
Left deliberately open — a future “family member sink” system: productive outlets that consume surplus members rather than letting them merely bum around. Candidate sinks (none committed): marrying a member out into another house (they leave your household — the mirror of marrying-in, and an alliance lever); sending members on ventures / expeditions; guild or military service; deliberately founding a cadet branch. A heavier direction — idle members growing discontent and splintering or turning to crime (very CK3) — remains possible but is explicitly not committed: we lean soft (management cost) first and may layer consequences later, likely alongside politics/crime.
6. ⚠ Tensions with current code
-
No positions at all. Offices, the office→modifier wiring, building-manager assignment, and the overload curve are entirely greenfield. The modifier pipeline exists (
characters.md), so office/manager bonuses plug in; the seats do not. -
No aging / death / reproduction.
DynastyFamilyMemberComponenthas the lineage data (role, generation, parents, spouse) but nothing ages members, kills them, or produces children. The whole §4/§5 loop is unbuilt. -
maxMembersto be removed. It currently caps hired workers ("Workers: n/maxMembers"). The design wants no hard cap; the real limiter on workers is workshop work-slots, and on family is the marriage/birth rate plus the overload/headache pressure. -
Manager-as-controller missing. Building-manager seating is the concrete form of the GDD §2 “controller needs a vessel” gap —
WorkshopSystemdrives buildings today with no manager concept.
7. Open questions (next pass)
-
Office slate sign-off (§3) — confirm the five (Elder, Treasurer, Trademaster, Marshal, Matron) and each one’s exact modifier.
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Family member sink (§5) — the open “what to do with surplus members” system (marry-out, ventures, service, cadet branches), and whether to later layer active discontent/splinter consequences. Lean soft (management overhead) first.
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Overload curve (§3) — how fast positives dilute / negatives amplify per extra seat.
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Marriage difficulty formula (§5) — what “value” weighs (skill, wealth, dynasty membership) and how hard the hardest case is.
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Child-Elder edge — if the oldest member is a child, they become a (weak) Elder; is that acceptable, or is there a minimum age / regency? (Lean: acceptable, no regency system — weak but alive.)
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~~Alliance modifier specifics (§5)~~ — settled in
relationships.md§2: kin is a non-decaying modifier that warms the relationship baseline between the houses; perks (votes, trade lean, AI non-aggression) fall out of the relationship number. Bump magnitude is balancing.