Succession
Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.
Your boss is mortal. He can fall in a fight, be killed, or die of old age. When he dies the game pauses and asks you to pick who takes the chair. You keep playing as long as there is somebody to pick. If nobody is left, the run is over.
How you use it
- When your boss dies, the clock stops and the succession window opens with everyone who can take over.
- Pick one. He becomes the new boss and the clock is yours to start again.
- Expect a rough start: your capos take the change badly for a while, and the new man starts from his own record, not the old boss's.
- Use the quiet. Rival outfits hold off for a short spell after the change.
How it works
Who can take the chair
| Who | When he counts |
|---|---|
| Family | Any living member of the bloodline who hasn't been disinherited and is active, in hospital or in hiding |
| Your capos and town men | Any member of your outfit, 18 or older, active, in hospital or in hiding, who is a capo, manages a town, or leads a following with soldiers in it |
If that list is empty when the boss dies, the run ends: "The bloodline is extinct."
What the new boss gets
| Thing | What happens |
|---|---|
| The chair | He becomes the boss. His level cap is now the boss's |
| Experience | He keeps his own. The old boss's Experience and his record go into the ground with him |
| The outfit's Respect | Stays in the outfit's wallet |
| The old boss's skill tree | Wiped. The new boss starts with his own points |
| Gear | He inherits the old boss's gear, except one piece that goes missing |
| Your capos | Each thinks less of the new boss: "a new hand on the wheel" |
| Rivals | Hold off for a grace period before moving on you |
Opinion is about the person. A new boss doesn't inherit what people thought of the old one: memories and grudges against the old boss don't carry over, and neither do kind ones.
Other outfits
Rival outfits never end this way. When their boss dies, their number two or their oldest man takes over on his own. A roaming crew keeps a second-in-command for the same reason.
Numbers (all TEMP)
| Number | Value | Where |
|---|---|---|
| Capo reaction to a new boss | −15 opinion, −25 if he's ambitious, for 90 days | succession system |
| Rivals' grace period | 45 days | succession_grace_days |
| Gear lost on the handover | 1 random piece | succession system |
| Youngest who can take over (non-family) | 18 | succession system |
See also
- Characters: places, levels and the bloodline
- Opinion: how the capos' reaction is shown
- Respect & leveling: Experience and the outfit's wallet
- Time & speed: old age and the pause
- Outfit & seats: capos and town managers
- Mechanics
Locked vs leftover
| Locked (document this) | Leftover / do not claim |
|---|---|
| Capos and town men can inherit, not just family | Bloodline-only succession |
| The outfit's Respect stays; the old boss's record dies with him | Respect lost with the boss |
| Family life is paused in the sandbox, so no new children are born | Raising an heir as a live sandbox plan |
| Rival outfits pick their own successor | A succession window for rival outfits |
Sources
src/systems/succession.gd, src/systems/opinion.gd, src/systems/characters.gd, src/autoload/game.gd, data/config.json (succession_grace_days), data/campaigns/sandbox.json