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BattleMaster => Development => Feature Requests => Topic started by: Maxim on March 18, 2011, 11:20:30 PM

Title: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Maxim on March 18, 2011, 11:20:30 PM
Basically, I think there should be a qualifier for the Too Much Peace mechanic.

Small Realms, like Summerdale and Averoth, can be utterly crippled by the Too Much Peace code, which basically forces combat. What you are essentially doing is making little realms find a War to throw themselves into in order to survive. If there are no Monsters then there's nothing to stave off Peace, and indeed monsters barely seem to do the trick at all. Regardless of the fight on Dwilight monsters are crazily strong (yes I know the justification) adventurers if efficient enough can literally then starve a small realm of >anything< to fight. It becomes a forced situation where they have to find war, even if it goes against what is sensible, practical, or indeed even fun or fair.

Big realms on the other hand should not have as much excuse. There are usually other large nations for them to fight, even if the results are massively destructive or one side or another as with any war. Big realms can afford to pay the price of Too Much Peace for a while since they have more gold, more regions, and more troops as standard, so even with stat and CS reductions, and region damage, they can hold out longer, and have less excuse for not fighting when it comes to the logistical capability of the realm.

Therefore, It seems to make sense to make a "Region limit" or "CS limit", (I'd think a mix of the two but thats complex) that adjusts when Too Much Peace becomes an issue. Just as with a Graded Tax System, but here you have different levels of severity depending on the size of the realm, with larger realms suffering the usual Too Much Peace but smaller realms being given less damage or indeed excluded from it altogether (what I think is most sensible) if they are under, say, 5 regions or such.

Because its fine having a code that throws big realms into war with other big realms. That gets the game moving. It seems silly, especially when you have to act IC and make the decision from an IC perspective, to make Small Realms find wars to jump into. Invariably they will end up against much bigger foes.

Auto-Realm-Destruction. Total-Character-Discrediation
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Indirik on March 19, 2011, 01:41:37 AM
Therefore, It seems to make sense to make a "Region limit"...

This already exists. I don't remember the exact number of regions.
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Anaris on March 19, 2011, 01:46:05 AM
We have also changed the region-damage mechanic of Too Much Peace to affect acceptable tax rate, rather than directly hurt the region stats.

And we have some ideas about making some other changes that would help.  Sooner or later.
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Zakilevo on March 19, 2011, 07:27:20 AM
So during peaceful times, you have to set your tax rate lower than during war times?
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Anaris on March 19, 2011, 02:40:41 PM
So during peaceful times, you have to set your tax rate lower than during war times?

That's correct.
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: GoldPanda on March 20, 2011, 01:55:00 AM
Lower tax rates are fine. I also liked the idea of decreasing the training of everyone's units during peace time.
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Foundation on March 20, 2011, 02:17:18 AM
So during peaceful times, you have to set your tax rate lower than during war times?

Think of it this way, rather than lower taxes during peace time, higher taxes are sustainable in war times.  The same is true in general as well. :)
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Geronus on March 22, 2011, 09:31:06 PM
We have also changed the region-damage mechanic of Too Much Peace to affect acceptable tax rate, rather than directly hurt the region stats.

Aha! This explains something that has been bothering me. After months of 14% taxes the peasants in my region on BT suddenly decided they hated it and dropped my stats through the floor for no reason I could explain... Until now. It's a good idea.
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Perth on March 22, 2011, 09:53:02 PM
We have also changed the region-damage mechanic of Too Much Peace to affect acceptable tax rate, rather than directly hurt the region stats.

Is this true across the board, or just on testing so far?
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Anaris on March 23, 2011, 01:07:39 AM
Is this true across the board, or just on testing so far?

I believe it's just testing at present.

However, we should check up on how it's going, and if it's working properly, we can move it to stable within the next week or two, I think.
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Anaris on March 23, 2011, 02:48:33 AM
Aha! This explains something that has been bothering me. After months of 14% taxes the peasants in my region on BT suddenly decided they hated it and dropped my stats through the floor for no reason I could explain... Until now. It's a good idea.

That only explains it if you've also been getting Too Much Peace messages...

There was, around the same time, a fix to a bug that's existed for as long as I've been in the game, that made certain large realms no longer be able to run such high tax rates.
Title: Re: 'Too Much Peace' Realm-exceptions, an edit to the current code.
Post by: Geronus on March 23, 2011, 03:16:18 AM
Well, I guess that could be it too. In fact that may be more likely. It started happening around the time Wudenkin switched over to us.