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BattleMaster => Development => Topic started by: Tom on February 22, 2012, 12:37:30 PM

Title: More Estate Features
Post by: Tom on February 22, 2012, 12:37:30 PM
The current estate page already says that it is a placeholder and more options will be added.

I've a couple ideas swimming around in my mind, but I'd like to bounce a few off you guys. Please provide constructive feedback. I am seriously getting tired of the whining, and it does nothing for the motivation of the volunteers in the dev team. So any and all "this sucks / I hate it" comments will be sent to the forum moderators to delete and/or reprimand/lock their posters. If you fear it has a negative impact, say so in neutral terms and list the reasons why.

So, the two various ideas:
Title: Re: More Estate Features
Post by: Duvaille on February 22, 2012, 01:37:31 PM
1) Sounds good. The size could matter in other ways as well, but they could be added later on. One thing that comes to mind is that size could act as a simple bonus modifier for various tasks that the estate performs. Another thought is that a larger estate should have a cost in upkeep as well. Maybe not much, but the extra prestige should come with a cost.

2) In order to an estate to have a feeling of "home", it should have reasons for the character to visit it, and those reasons should mainly be fun things that you can do with it. Banking with a vault sounds good, and you could add a possibility of storing some unique items as well, thus halting or slowing the speed of their decay. Though the vault should probably have some sort of a risk built into it - if losing the region would not be enough of a risk (which I think it would).

I like the possibility of recruiting at your own estate, though it might be wise to limit it only to those recruitment centers that are present in the region. If you want to be able to have your knights defend the contested border better, you (or they) need to invest in their estates more, and to the RC:s at the border, which in turn creates a larger cost in losing them. It's all good.

Additionally, when you stay at your own estate, you should perhaps have better options for housing your men. Perhaps they would gain morale boosts and reduced or negated equipment damage. Perhaps that would be tied to the size of the estate as well. Not that the grunts would actually stay at your mansion, but a larger estate would have larger spaces for housing a greater number of men.

3) More meaningful options for family gold is always good in my book.

All in all, more features with estates could actually generate more incentive to compete over good estate locations. There could be special features tied to region types (and capital).

But what I would most like to see are features that would increase interaction between players. It would be very nice if you could somehow show off your nice estate to the other players. Maybe you could host parties and hunts and secret meetings at your place? They could help in bringing something fun to do during the inevitable times of peace. The parties could be something as simple as a temporary message group that is open for as long as the party lasts. It could be handled a little like tournaments, ie. leaving your unit behind. You could be listed as "socializing" when attending a party. This way you could conveniently bring together people who you want to meet one another. And if you invite an infiltrator, there is a possibility for mischief, and you have a detective story right there... And the parties and such would of course be financed with family gold. Perhaps large (and somehow succesful?) parties would possibly yield prestige and perhaps fame too.

But that's really off the tangent. I guess I am just excited about all the possibilities that the estates could have.
Title: Re: More Estate Features
Post by: Chaotrance13 on February 22, 2012, 01:52:38 PM
I very much like the first two ideas. The third I'm not sure on mainly as I don't have much family gold right now to actually spend. But, here's my reasoning at least.

The first idea I like for the simple reason that it can help give characters a boost in terms of prestige, and in turn the options of classes available to them. For example, unless the BT invasion transfers to EC in the near future, then unless something major happens in the inter-realm political situation, there's not going to be much fighting bar the odd monster or undead spawn. Yes, yes, I know people will say it's Battlemaster and you should do it through fighting, but it gives another avenue which as Tom has said, can also mean it is lost through fighting (by way of a takeover). Plus, if you've invested gold into your estate, and I'm assuming it would cost a lot to get up to the "vast" level, you're less likely to leave it. Of course, your Lord could be a complete ass and kick you, meaning that money is wasted. So it's a gamble - risk and reward.

As for the idea of buildings, I've always thought that my various estates would have a few places  which lend themselves to what they've accomplished. For example - Ravier and Malos are military leaders, so having a training or sparring ground for them on their estates makes sense. Viktor is an aspiring Priest - maybe he would have a small shrine to his faith which confers some kind of small religious bonus to the region. Alaron of course is a Lord - so having things like a vault again would make sense in an IC context of sorts. Yes, it would mean that things are decentralised but that could add a sense of extra strategy to fighting. If you know that one of the nobles in a region was funding the war effort by sending messengers from his vault away from a city, would you walk by and ignore it, or would you stop this line of funding by sacking the region? That in fact, is another point - if you have these buildings on your estates, it could be made that sacking a region also has an effect on any estate with a vault, or something similar in the case of other buildings or add-ons.

Title: Re: More Estate Features
Post by: Velax on February 22, 2012, 02:14:16 PM
Yeah, I like all these ideas. Always thought we could do more with estates. There was a thread on this last year, actually:

http://forum.battlemaster.org/index.php/topic,299.html
Title: Re: More Estate Features
Post by: Anaris on February 22, 2012, 03:41:02 PM
Quote from: Tom on February 22, 2012, 12:37:30 PM
So, the two various ideas:

Two?  ;D

Quote

       
  • Estates can simply be enlarged among a simple axis - tiny, small, medium, large, vast - with a prestige bonus to its owner, much like a unique item (i.e. lost if estate is lost, etc.)

Eh, it's an improvement over the current system, but kind of feels "meh" to me.

Quote
   
  • Estates can be improved with various buildings to allow its owners features that are otherwise limited. A training ground could allow for recruitment, a vault could give banking options, etc. - all of these would then be available whenever the knight is in the region. While this would decentralize the game a little, it would still limit options to specific regions, so it wouldn't break gameplay. The only big change it would bring is that it gives realms with a capital under siege a recruitment option. That is in fact a change I like.

I liked this one when we talked about it back on the dev mailing list before the forum was even opened ;D

I think that as long as we provide sensible defaults, and don't set it up so that obsessive optimizers have an unstoppable edge over casual players, this should definitely at least be part of estates going forward.

Quote
   
  • Make estates the actual locations of a family, creating more options to do nice things with family gold, etc. - but only at your estate. I would like to give the people who are hoarding family gold more options to spend it.

I like this one, too, and think it would be excellent combined with the second option.

(In general, I think we need more options for people with way too much gold, family and otherwise. Do you know how much gold some Darkan Dukes have on hand on a regular basis??)
Title: Re: More Estate Features
Post by: Indirik on February 22, 2012, 04:46:11 PM
Stop giving away our secrets! >:(

I do like having more options for estates. The idea of estates giving bit of prestige isn't very attractive to me, though. Sinking a lot of gold into an estate that can be taken from you at the drop of a hat, for no reason, and with no recourse, is a bit of a downer. I don't think it will generate the good kind of conflict, either.

Other options, like limited banking, recruiting, repairs, perhaps even some religious options, all sound good. But I would really like to see this tied to the estate building options that keep getting batted around.
Title: Re: More Estate Features
Post by: Tom on February 22, 2012, 05:04:31 PM
Quote from: Indirik on February 22, 2012, 04:46:11 PM
I do like having more options for estates. The idea of estates giving bit of prestige isn't very attractive to me, though. Sinking a lot of gold into an estate that can be taken from you at the drop of a hat, for no reason, and with no recourse, is a bit of a downer. I don't think it will generate the good kind of conflict, either.

Oh, you and Tim are forgetting something...

What we discussed very long ago was different - it was regional production aids. I've since dumped that idea.

But the most important point you forget is that you think what you invested in the estate will vanish when the lord of the region kicks you out. It won't. It will stay with the estate until you demolish it (definitely need that option) or the lord removes the estate entirely.

Yes, that means an evil lord can kick you out of your great estate and take it for himself, or his friend.

Now if THAT doesn't generate some personal conflict, I don't know what will.
Title: Re: More Estate Features
Post by: Alpha on February 22, 2012, 05:46:26 PM
Quote from: Tom on February 22, 2012, 12:37:30 PM
The current estate page already says that it is a placeholder and more options will be added.

I've a couple ideas swimming around in my mind, but I'd like to bounce a few off you guys. Please provide constructive feedback. I am seriously getting tired of the whining, and it does nothing for the motivation of the volunteers in the dev team. So any and all "this sucks / I hate it" comments will be sent to the forum moderators to delete and/or reprimand/lock their posters. If you fear it has a negative impact, say so in neutral terms and list the reasons why.

So, the two various ideas:

       
  • Estates can simply be enlarged among a simple axis - tiny, small, medium, large, vast - with a prestige bonus to its owner, much like a unique item (i.e. lost if estate is lost, etc.)
  • Estates can be improved with various buildings to allow its owners features that are otherwise limited. A training ground could allow for recruitment, a vault could give banking options, etc. - all of these would then be available whenever the knight is in the region. While this would decentralize the game a little, it would still limit options to specific regions, so it wouldn't break gameplay. The only big change it would bring is that it gives realms with a capital under siege a recruitment option. That is in fact a change I like.
  • Make estates the actual locations of a family, creating more options to do nice things with family gold, etc. - but only at your estate. I would like to give the people who are hoarding family gold more options to spend it.

This could really add to the game by making estates more than a money tree.

1. A prestige bonus from a more opulent estate would be natural.
2. The vault idea is great, I've always wanted to see something like that. I like estate recruitment, so long as recruitment was limited to some fraction of the total number of recruits in the capital or something similar to that. Since the majority of trained recruits are going to be sent to the capital barracks.
3. Speaking as a hoarder of family gold, I'd welcome the opportunity.
Title: Re: More Estate Features
Post by: Zakilevo on February 22, 2012, 05:48:14 PM
1) it reminds too much of the old estates system. The old one made people re-enlarge their estates every time they moved. I see that this one will stay in the region unless the lord demolishes it but doesn't that make people stay in one region for long when they spent too much on the estates?

2) as for being able to recruit, do you mean you get to recruit like the capital or units from your home region? just by reading 2) I think we will most likely be recruiting our home region units.

3) I think this will also provide knights to be able to spend their gold on their regions like region lords. Having some self-customization will be pretty awesome. Having a training ground will probably make knights stay in their home regions instead of camping in the capital.
Title: Re: More Estate Features
Post by: egamma on February 22, 2012, 07:26:58 PM
Quote from: Indirik on February 22, 2012, 04:46:11 PM
Sinking a lot of gold into an estate that can be taken from you at the drop of a hat, for no reason, and with no recourse, is a bit of a downer. I don't think it will generate the good kind of conflict, either.

This is my biggest objection. Why should anyone but the lord invest in an estate, when they can get booted at will, or perhaps gain their own region? We've probably had half the realm gain lordships in D'Hara in the past year. Now, I know that larger realms don't have that problem, but most knights would probably avoid investing in their estate, gambling that they will get their own region soon enough, or perhaps suspecting that their lord will 'steal' their estate from them.

One possible solution would be to have a prestige or honor penalty for lords that kick out knights.
Title: Re: More Estate Features
Post by: Zakilevo on February 22, 2012, 07:58:38 PM
That is horrible. What if your knight is an ass and refuse to follow your orders? Maybe we should get that good mark and bad mark back.
Title: Re: More Estate Features
Post by: Indirik on February 22, 2012, 09:00:00 PM
I guess the flip side to getting a good estate taken away from you is that you can be given a good estate, too.

As a regular knight, I wouldn't really want to bother upgrading an estate unless it grants me some solid bonuses. An extra 4 or 5 prestige isn't worth it, because prestige doesn't do anything for you, and estates for non-lords are just too temporary.

I think this feature can be good, but it really needs some killer functionality and attraction for the average knight to want to bother.
Title: Re: More Estate Features
Post by: Draco Tanos on February 22, 2012, 09:32:46 PM
Like the general concept.

Tom, for IC religious purposes, I'd also like to recommend that nobles be able to build Personal Chapels, something that will function between shrine and level one temples.  Give it some options, but not as many as a real temple.
Title: Re: More Estate Features
Post by: Tom on February 22, 2012, 10:19:49 PM
Actually, the whole risk thing is part of the plan. It means before you invest, you try to form a real bond with the region lord. And it gives you a great incentive to stay with the region when it, for example, switches realm (other than through a rebellion, which kicks you out).

Title: Re: More Estate Features
Post by: Perth on February 22, 2012, 10:36:32 PM
If the end goal/result is to give people more of a sense of belonging and attachment to their estates/regions then I'm for it.
Title: Re: More Estate Features
Post by: De-Legro on February 22, 2012, 10:44:57 PM
I see little reason all 3 can't be combined in some way. The "size" of your estate could, as well as giving the prestige bonus or whatever, could limit how many buildings the estate could support. It would be great if the system gave an incentive to Lords to increase estates past the optimal tax return point in someway, but short of giving things like regional production bonuses I'm not sure how this would work.

Love the idea of being able to build specific buildings on the estate. The two so far suggested, bank and access to RC's also provide a small bonus to defending realms. Handy if the knights of a region you are defending can recruit between battles, or get a quick gold boost to ensure their men are paid or what have you. It would be a small bonus but I think welcome none the less and great for RP.

Finally I completely support the idea of persistent estates and the ability to remove knights from them. Firstly perhaps OTHER characters will finally care about a Lord the expels a knight when the knight complains of the lost investments and secondly it provides some region flavour. What I would really like to see is the ability for a Lord to also name the estates. I would love to get a message from a Lord offering me the estate of "Twin Rivers" or some such thing, then looking up the estate I find it belonged the realms pre-eminent Hero before he was granted a Dukeship. History like that is something I think could really advance the RP aspect of the game.

Quote from: Indirik on February 22, 2012, 04:46:11 PM
Stop giving away our secrets! >:(

I do like having more options for estates. The idea of estates giving bit of prestige isn't very attractive to me, though. Sinking a lot of gold into an estate that can be taken from you at the drop of a hat, for no reason, and with no recourse, is a bit of a downer. I don't think it will generate the good kind of conflict, either.

Other options, like limited banking, recruiting, repairs, perhaps even some religious options, all sound good. But I would really like to see this tied to the estate building options that keep getting batted around.
Quote from: egamma on February 22, 2012, 07:26:58 PM
This is my biggest objection. Why should anyone but the lord invest in an estate, when they can get booted at will, or perhaps gain their own region? We've probably had half the realm gain lordships in D'Hara in the past year. Now, I know that larger realms don't have that problem, but most knights would probably avoid investing in their estate, gambling that they will get their own region soon enough, or perhaps suspecting that their lord will 'steal' their estate from them.

One possible solution would be to have a prestige or honor penalty for lords that kick out knights.

If a realm lets a Lord get away with antics like that, and doesn't defend the Knight against this BREACH of the oath between Knight and Liege, then honestly they deserve to start losing knights to realms that look after them and ensure all levels of the Hierarchy respect oaths.

Recently in Solaria we got a new noble. As General I usually message new arrivals to see what assistance they need getting set up and to try and sort out an estate for them as soon as possible so they are able to be added to the army. This knight replied he was in no rush to establish an estate as he wanted to ensure that before he bound himself to an oath he had the measure of his liege. This is the first time in the 4 years I've been playing the game that I've seen someone react this way and I loved it. I think the suggested estate system may see this become more common place. I know previously I and some other council members in another realm tried to foster this sort of thing, even establishing a fund to provide incomes to new nobles until they were ready to give an oath, but with the pressures of the old estate system it never quite worked.
Title: Re: More Estate Features
Post by: Indirik on February 23, 2012, 02:56:27 AM
It's a good sentiment, but I don't think it will be common among new players. They don't know the ins and outs of the system. This will also be a minor part of what they will learn. At least I think it should be. New players need to get involved and get participating quickly. Exploring the intricacies and implications of the liege/vassal relationship is not that. It's slow, complex, and subtle. This may be something that more experienced players may be willing to explore.
Title: Re: More Estate Features
Post by: De-Legro on February 23, 2012, 03:05:33 AM
Quote from: Indirik on February 23, 2012, 02:56:27 AM
It's a good sentiment, but I don't think it will be common among new players. They don't know the ins and outs of the system. This will also be a minor part of what they will learn. At least I think it should be. New players need to get involved and get participating quickly. Exploring the intricacies and implications of the liege/vassal relationship is not that. It's slow, complex, and subtle. This may be something that more experienced players may be willing to explore.

From the way the character was acting, it was a returning player. But I wasn't really aiming my comment at brand new players, more new characters to a realm. Even with characters from player that have years of experience, how often do you see them really pay attention to who they give an oath to? At most I see people weigh up which oath provides the most gold.
Title: Re: More Estate Features
Post by: Indirik on February 23, 2012, 03:16:44 AM
For the most part, I don't really see that changing. Unless there is some very immediate and compelling reason, people probably won't bother doing much to improve their estates. For the most part, gold is king. Do you want an extra 30+ gold a week, or a "better" liege? 30+ gold goes a long way. And if they kick you out, you can just go elsewhere.

I think this system can be a good thing. But I haven't yet seen that killer feature that makes me say "Wow, this is really cool. This adds something good to the game." I don't know what that feature would be, though.
Title: Re: More Estate Features
Post by: De-Legro on February 23, 2012, 03:22:37 AM
Quote from: Indirik on February 23, 2012, 03:16:44 AM
For the most part, I don't really see that changing. Unless there is some very immediate and compelling reason, people probably won't bother doing much to improve their estates. For the most part, gold is king. Do you want an extra 30+ gold a week, or a "better" liege? 30+ gold goes a long way. And if they kick you out, you can just go elsewhere.

I think this system can be a good thing. But I haven't yet seen that killer feature that makes me say "Wow, this is really cool. This adds something good to the game." I don't know what that feature would be, though.

Yes, unfortunately it appears we have to offer significant carrots in most cases before the bulk of players will invest in the RP atmosphere of the game.
Title: Re: More Estate Features
Post by: Marlboro on February 23, 2012, 04:32:34 AM
I like all three ideas unconditionally, though I think estates once built up still exist in some form or another after the knight who owned it leaves/dies/pauses, and the lord can pay a fee for upkeep instead of getting any bonus from it. Particular strongholds and keeps were legendary and passed from hand to hand, though the names did change. And on the flip side a majority were razed or simply fell into ruin because there weren't enough men to bother occupying it.
Title: Re: More Estate Features
Post by: De-Legro on February 23, 2012, 05:00:46 AM
Quote from: Marlboro on February 23, 2012, 04:32:34 AM
I like all three ideas unconditionally, though I think estates once built up still exist in some form or another after the knight who owned it leaves/dies/pauses, and the lord can pay a fee for upkeep instead of getting any bonus from it. Particular strongholds and keeps were legendary and passed from hand to hand, though the names did change. And on the flip side a majority were razed or simply fell into ruin because there weren't enough men to bother occupying it.

only estates aren't Strongholds or Keeps, we have those, they are a region type. Other then that Tom already floated the idea that they remain and can be granted as is to another knight.
Title: What estates could do to the others
Post by: Duvaille on February 23, 2012, 07:05:51 AM
The idea about naming the estates is quite charming. I believe it would give so much more personality to the places, like naming the duchies does currently. You cannot really talk about something unless it has a name. If estates actually were meaningful and you could somehow accomplish something important with them and interact with the other players through the estate interface AND they had a name that the other characters needed to know (since they too interacted with your estate) THEN it would be quite grand.

I am imagining a button that says "Visit Kepler's Grove (Sir Keplerian)" that would potentially give something to your character and/or Sir Keplerian. It could be anything from some bits of possibly relevant information, leaving a message (like you now can message foreign region lords whilst in their region) and for adventurers it would be a way for contacting you. And it would give the adventurers more sense of place and broadened interaction options, while still being more difficult than instant access to all the nobles of the realm.

A noble visiting an estate would receive hospitality of the FAMILY of the character, so there would be a way to drain the family gold of another character, although it would not be much at a time. Popular estates would be a burden to the family, so the hosts would need to become a little more selective about who to let visit. This could create nice tension and a need to subtly hint that someone is not a welcome visitor. Still it would be an offend to reject a visitor, since hospitality is expected of every noble. There would need to be a way for not letting a noble visit.

Earlier I suggested a way for arranging a "party" that is similar to tournaments.  Scrap that. You enter that estate by clicking "Visit Kepler's Grove", and you are in that state until you leave or are kicked out. While at that state you continue enjoying some of the benefits of that particular estate, and every turn you spend there drains the family gold. While visiting, you can message with the other visitors. And there's your message group for banquet roleplays and secret meetings with foreign nobles and what have you - all with a cost in entertainment, and if you have an infiltrator amongst you, it could get dangerous as well (improved chances for infiltrators if they are permitted to enter the estate as a guest).

All in all, I would like the estates shift focus from what they will do to you and perhaps the region of your lord to what they could do for the OTHER characters. You could choose to be lavish and let the others drain your family gold with frequent visiting and usage of your excellent services, or you could have a hollow secluded manor that nobody really visits. On the plus side, since estates are tied to a location, this would be a great way for those new nobles destined to be placed to distant border regions to offer something good to the established prestigious characters far away from their homes.

And for the odd visiting noble from distant lands, you could do a great service by letting him stay at your place for awhile. Perhaps you could even HIDE a character in an estate of yours, but you could never hide in your own. The possibilities are many.
Title: Re: More Estate Features
Post by: fodder on February 23, 2012, 07:13:55 AM
the enlarge thingy...

how does that tally with the % system?

or are we talking about % being a lump of land the lord can adjust whenever and the enlarge bit being your mansion/keep/whatsitcalled that you can adjust whenever?
Title: Re: More Estate Features
Post by: De-Legro on February 23, 2012, 07:14:24 AM
Quote from: fodder on February 23, 2012, 07:13:55 AM
the enlarge thingy...

how does that tally with the % system?

or are we talking about % being a lump of land the lord can adjust whenever and the enlarge bit being your mansion/keep/whatsitcalled that you can adjust whenever?

Yes
Title: Re: More Estate Features
Post by: vonGenf on February 23, 2012, 11:34:22 AM
Quote from: Tom on February 22, 2012, 12:37:30 PM
Estates can be improved with various buildings to allow its owners features that are otherwise limited. A training ground could allow for recruitment, a vault could give banking options, etc. - all of these would then be available whenever the knight is in the region. While this would decentralize the game a little, it would still limit options to specific regions, so it wouldn't break gameplay. The only big change it would bring is that it gives realms with a capital under siege a recruitment option. That is in fact a change I like.

I like all three ideas. Here's an an elaboration on the second one (feel free to burn it down if it's too complicated):

What if all recruitment centers were tied to estates instead of regions? They would work similarly to the way they do now: they cost gold to build and to enlarge, the builder names them, you can recruit in the capital (or also in the home region if this gets changed). Lords can still build them as most of them do have an estate, and the gold to build them. Ordinary knights who want the prestige can build their own on top of it.

The main advantage that I see is that if you manage to build an excellent RC, then it is yours. You can't take it away with you, of course, but if your realm insults you then you could thrash it.

I imagine a knight who gets the range-5 special forces in the realm would be pretty much protected from being banned. Also if he would have true leverage when negotiating pay.

There would indeed be a need for a new mechanic: when a knight leaves his estate, he can decide to leave it in good condition for someone else to pick it up or to dismantle it and have it revert to wild lands.
Title: Re: More Estate Features
Post by: Tom on February 23, 2012, 01:40:24 PM
Quote from: vonGenf on February 23, 2012, 11:34:22 AM
There would indeed be a need for a new mechanic:

And that's where this idea dies. Sorry. Not that I didn't like it, but there's the wall at the end of the dead end.
Title: Re: More Estate Features
Post by: vonGenf on February 23, 2012, 02:07:09 PM
Quote from: Tom on February 23, 2012, 01:40:24 PM
And that's where this idea dies. Sorry. Not that I didn't like it, but there's the wall at the end of the dead end.

Well, I tried.  :-\
Title: Re: More Estate Features
Post by: Charles on February 25, 2012, 09:15:59 PM
Some other ideas:

To assist in the Moral and Cohesion of the unit lead by the owner of the estate might be a Brewery or Winery.  This could also increase the Moral of RCs of the region. 

Training grounds colud increase the Training of the RCs of the region and also make the training of the unit when ever they train in the region.

I would like some way of increasing the weapons/armour of a unit/RC, perhaps with a small blacksmith.

Having a barracks in the estate could provide a double use; providing troops to defend the estate  (against looting not to fight like militia) and housing a group of soldiers to be recruited.  I would not want to have recruiting be as easy in your region as it is in the capital.  So we require a barracks to house the troops in the region.  As the estate owner you could choose which RC from the estate/region/duchy would supply the troops.  Each barracks holds ~10 men and each aditional barracks gets more expensive.
I am not certain what the best option would be for determining how the new trainees would be divided between going to the barracks and the capital.

These would be especially useful if the RCs are connected to an estate rather than just the region.

I am not certain if we will eventually see other produce than just grain, but being able to choose what is grown in your estate would be interesting...probably a bit to complicated.
Title: Re: More Estate Features
Post by: Eithad on February 25, 2012, 10:36:53 PM
I like the barrack idea, I suggest it not be a recruitment from the region but more like assignable militia.

If an estate has a barrack its owner can assign part of their unit into the barrack to serve as a garrison and in times of need they can recall those troops from the barrack into active duty.
Title: Re: More Estate Features
Post by: T Strike on February 27, 2012, 02:51:59 AM
I think the new estates are a great idea... I had an idea that maybe your estate could become like your personal treasury like a religious one. For example I have 150 gold in hand, and I want to save my gold up, well I could store 45 gold. Later on, I have 200 gold in hand, and I store 100 gold well now I have 145 gold in my personal estate treasury. So, after a while I am completely out of gold and I have no way of getting some well I am in my region, I can just go to my estate and pull out 50 gold.

Also, with the estate sizes topic, would the lord of the region be able to get an even larger estate than vast. Something like, an awe inspiring estate (yes like the temples)

On the topic of being able to recruit in your estate's region. Well, you can't have 2 regions left a city and a rural region then have your city sacked by Astrum and then be left with 1 rural region and 18 nobles, unless you put 18 nobles to one rural region.  ::) lol
Title: Re: More Estate Features
Post by: fodder on February 27, 2012, 07:17:19 AM
hm? isn't size.. in numbers (at least atm)?
Title: Re: More Estate Features
Post by: Charles on March 02, 2012, 05:52:49 PM
I do not know how to make this work with in the estates, but it would be nice if there was some way to have your estate assist in the maintenance/repair of roads.  Not that I want to be able to pay x amount of gold and have the road between two regions change from very poor to good, but to be able to have your estate focus in some way on road repair would be nice.  Having a "civil engineer house" (not necessarily the best name) could take a certain amount of gold per tax period and allocate it to the repair/maintenance of a variety of things; roads, fortifications, buildings, etc.  This way, depending on how much you set aside for fortifications, for example, the civil engineers might be able to maintain the walls at 0% damage so long as there are no battles.  The larger the "civil engineer house" the more gold that can be divided up among the different jobs (ie the more engineers present).

Title: Re: More Estate Features
Post by: egamma on March 02, 2012, 07:33:01 PM
Quote from: Charles on March 02, 2012, 05:52:49 PM
I do not know how to make this work with in the estates, but it would be nice if there was some way to have your estate assist in the maintenance/repair of roads.  Not that I want to be able to pay x amount of gold and have the road between two regions change from very poor to good, but to be able to have your estate focus in some way on road repair would be nice.  Having a "civil engineer house" (not necessarily the best name) could take a certain amount of gold per tax period and allocate it to the repair/maintenance of a variety of things; roads, fortifications, buildings, etc.  This way, depending on how much you set aside for fortifications, for example, the civil engineers might be able to maintain the walls at 0% damage so long as there are no battles.  The larger the "civil engineer house" the more gold that can be divided up among the different jobs (ie the more engineers present).

Yes, I like this. In exchange for an up-front gold cost to build a building, and an ongoing cost, the player gets a specified benefit, be it a 'wall repair crew' or 'road building crew' or whatever.
Title: Re: More Estate Features
Post by: Charles on March 14, 2012, 02:15:20 AM
A discussion over creating new options for adventurers to rest made me think that perhaps the current resting options could be built in estates rather than just appearing in regions based on type. 
A knight/lord could build an inn, rooming house, hostel, spa, etc.  And then earn part of the income from these buildings, I am not actually certain income should be included (thoughts?).
As for the price for rental, I am not certain whether it would be best to allow the knight/lord to establish the cost or whether it should be set and decrease slightly as more of the same type of building is available (supply and demand, only makes a difference if you get income).  The buildings should still be restricted on region type. 
Title: Re: More Estate Features
Post by: Duvaille on March 14, 2012, 12:38:09 PM
Charles,

It would definitely be nice if you could choose to make your region more attractive to adventurers. Right now of course you can post bounties, which is quite effective, but the resting options would be quite nice. To balance this you should have a good number of different kinds of building that you could have in your estate, but you could only have a few of them at the same time. This would give further incentive to lords for having more knights, as empty estates would not have their buildings in operation.

Again you should maybe be able to choose between "selfish buildings", "regional assistance buildings" and "support the realm buildings". You could have much, but to have that you would need the willing cooperation of your knights.
Title: Re: More Estate Features
Post by: Cren on April 03, 2012, 10:18:08 AM
The idea is very good. There should be a relation between the buildings one can erect and his/her estate size. Building types can range from supportive (to both personal and public problems) to decorative. They have their individual creation, upgrading and upkeep costs, from the purse of the knight (or family, whatever deems correct). There can be millions of options of decorative buildings. As for the supportive types, they can be- training ground, vaults, smith, barracks, shrine, meeting room, etc.

All of us have to abandon our units when we want a new type. My idea was if one was in his region, he can keep his unit in the barracks (albeit to a certain size) and then go on to recruit another in the capital. When the new unit is wiped out, he can always return back to estate to take control his stalled unit.

Regarding smiths, they can be ordered to serve the public and the level of upgrade and unit size affects smiths performance. Supposedly a noble in dire needs of repairs, is in a region (any type of friendly region) where there is no smithy but there is a smith in one of the estates, he can repair equipment there, a (large?) part of gold going to the pocket of knight whose estate the smith belongs to.

Likewise all buildings would have an effect, and would require gold to maintain the effect. When gold supplies are low, the knight can pause the buildings production, and can keep it in that state for long (or whatever).
Title: Re: More Estate Features
Post by: pcw27 on April 17, 2012, 11:20:14 PM
Hosting balls/banquets/parties/shindigs/hodowns has been a popular idea. Essentially a roleplay opportunity which can gain you prestige if a large number of nobles attend.

It could also be an opportunity to have oratory contests. Arthurian stories typically feature guests giving performances of courtly speech at social gatherings.

Did the dev team like this idea? I don't recall it ever being accepted or rejected.
Title: Re: More Estate Features
Post by: Cren on April 20, 2012, 09:49:06 AM
Quote from: pcw27 on April 17, 2012, 11:20:14 PM
Did the dev team like this idea? I don't recall it ever being accepted or rejected.


Probably the devs abandoned this project.
Title: Re: More Estate Features
Post by: Indirik on April 20, 2012, 05:30:50 PM
This is such a minor thing, it's waaaaaaaaaaay down the list.
Title: Re: More Estate Features
Post by: pcw27 on August 05, 2012, 09:20:22 PM
But still under consideration?

There should be a sticky called "back burner" that has all the ideas which people like but are low priority.

Title: Re: More Estate Features
Post by: Alasteir on August 07, 2012, 05:32:22 AM
It could be a minor thing, but a very good one. See, as the game goes today, an estate is nothing more the way you get gold. Perhaps having options like those sugested, like building a winery, a mill, or any things like this instead of just "investing" the money could generate more and more spend of the families gold.

Something that should be implemented, with this, is the option to enlarge your own mansion/house, like building your personal shrine, etc, and more, perhaps a place where you could storage your unique items,protecting them from deterioration, but turning them a target to thieves.
Title: Re: More Estate Features
Post by: De-Legro on August 07, 2012, 05:42:14 AM
This thread finished back in April, please don't go resurrecting threads. Estates are planned to have more features, no doubt when the team finds the time to revisit them they will make some proposals and ask for feedback.
Title: Re: More Estate Features
Post by: Lanyon on August 07, 2012, 05:51:12 AM
I think we should also somehow be able to leave our mark on an estate. such as an inscription or something. @ de-legro- Even if he's necroing a thread isn't keeping discussion alive a good thing? I mean people are always able to offer up new ideas on a subject that they might not have been able to 6 months ago.
Title: Re: More Estate Features
Post by: De-Legro on August 07, 2012, 06:01:21 AM
Quote from: Lanyon on August 07, 2012, 05:51:12 AM
I think we should also somehow be able to leave our mark on an estate. such as an inscription or something. @ de-legro- Even if he's necroing a thread isn't keeping discussion alive a good thing? I mean people are always able to offer up new ideas on a subject that they might not have been able to 6 months ago.

Considering that this thread is likely to be long dead before implementation is practical, no.
Title: Re: More Estate Features
Post by: de Aquitane on August 07, 2012, 09:39:41 AM
I think that if an option to bank gold at your personal estate treasury is introduced, an option to loot estates must also be included, specificly. This could be possible by region lord or nobles of other realms, and the household guard could act like temple guards in protecting them. This change will be the final nail in the coffin for wealth taxation, unless property tax targets the estates.
Title: Re: More Estate Features
Post by: Psyche on June 11, 2014, 06:38:48 PM
Any chance of this all happening one day? 
Title: Re: More Estate Features
Post by: Indirik on June 11, 2014, 06:39:54 PM
Maybe. Maybe not. It's not high on the list.