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BattleMaster => Development => Topic started by: Antonine on December 19, 2017, 12:55:35 PM

Title: Estate Improvements
Post by: Antonine on December 19, 2017, 12:55:35 PM
At the moment you can use your personal estate to build monuments and memorials and not much else. But it's quite clear that there was always an intention to allow knights to do other things with their estates.

So I've been having a think and I'd like some feedback on whether these would make sense as things which nobles should be able to build on their estates. The idea is that each one should have an affordable but significant cost (for a knight), but then give the holder of that estate access to certain bonuses whenever they're in the region.


So, as an example, a knight could decide to save up 100 gold to build a mill on their estate or 60 gold to build a training ground. They'd then get a long term perk from it, but equally it wouldn't be a perk significant enough that you couldn't live without it.

I'd envisage the improvements as being specific to the estate. When an estate is destroyed completely (e.g. given 0% land allocation) then the improvements are lost. And none of the perks from the improvements should be game balance altering.

This would also have the advantage of a) giving knights something to do, especially in peacetime, and b) giving nobles more of a reason to feel attached to their region. Changing your oath to another lord (or letting the region go rogue) would be something you'd have to care a lot more about if it meant leaving behind all the nice improvements you've spent time making to your estate. Also, it's likely to mean that players think more about their estate as an actual place rather than something under the politics tab which you forget about - once you know what improvements your estate has you're more likely to build up a mental image of it.

It'd also mean that knights would have to weigh up the pros and cons of making an improvement:

90 gold to build a guardhouse is quite extravagant in wartime if you're going to hardly ever visit your region, but it's probably a very wise investment if the realm's at peace and you're able to go sit in your region and save yourself some unit maintenance costs. Though if you're just going to be sitting in the region then maybe you should build a training ground too so you can practice your jousting. And oh, maybe you should suggest that the duke to host a tournament now that half the realm are hotshot jousters from spending so much time at their estates.

So that's the kind of thing I'm going for. Again, I don't think any of the perks should be game balance breaking and I think the cost of the improvements should have to be within reach for the average knight.

I'd be very interested to hear what people think. If people like the concept then I'll submit it as a feature request, but I'm sure there are other estate improvement ideas which people could come up with and I'm sure that the whole concept could use some tweaks before being submitted.
Title: Re: Estate Improvements
Post by: Bronnen on December 19, 2017, 03:43:37 PM
Pretty sure those things were already approved but shelved due to lack of volunteers to help with the coding.
Title: Re: Estate Improvements
Post by: Antonine on December 19, 2017, 04:23:23 PM
Well I'm happy to do the coding (am already helping as a dev). But I'd be interested in feedback on the specifics of what I'm proposing and in details of what has previously been proposed - no sense in re-inventing the wheel.
Title: Re: Estate Improvements
Post by: Chenier on December 19, 2017, 04:24:19 PM
Estates used to have a specific function, they could help control or production I think. I don't remember what led to this removal.
Title: Re: Estate Improvements
Post by: Bronnen on December 19, 2017, 04:40:07 PM
This was the thread I found .http://forum.battlemaster.org/index.php?topic=2653.0
Title: Re: Estate Improvements
Post by: Ketchum on December 20, 2017, 10:35:38 AM
Can we have a Duchess who was appointed as Duchess, to immediately take up estate in that region or city?

Rather than waste another 3 hours to pack up your things and move to estate.

I have to remind Duke or Region lord constantly to take up estate in their own lands when they find themselves bad income come tax day.

Maybe can have this included into this list of estate improvements as well.

Thank you developers and those who are listening.
Title: Re: Estate Improvements
Post by: Anaris on December 20, 2017, 02:40:22 PM
Can we have a Duchess who was appointed as Duchess, to immediately take up estate in that region or city?

Rather than waste another 3 hours to pack up your things and move to estate.

I have to remind Duke or Region lord constantly to take up estate in their own lands when they find themselves bad income come tax day.

Maybe can have this included into this list of estate improvements as well.

Thank you developers and those who are listening.

...If a character has an estate in Region A, it should be quite impossible to appoint them as Lord of Region B.

If a character has an estate in Region A that is part of Duchy B, appointing them as Duke or Duchess of Duchy B should not pose a problem; however, they will lose their estate come the next morning if they are not also Lord of Region A.

So...I'm not sure what specific problem you're having that isn't a bug.
Title: Re: Estate Improvements
Post by: Anderfhstim on December 20, 2017, 03:49:29 PM
Since you are looking for feedback here they are

Smithy - Get the blacksmith to repair 5% of equipment damage for free (can only be used once per week)

-Feels kinda unnecessary to be honest unless you are getting your own personal smithy in your estate. Wouldn't mind having one that is as good as ones in townsland. Would give you a reason to visit your region sometimes on your way back to a city or something. But maybe for free.

Chapel - Hold prayers at the chapel to restore unit morale to 100% for free (takes a large number of hours)

-Not sure you want this. I'd rather have priests get a new ability to do this to be honest. Or be able to get this from a temple building in the region you are in.

Training Ground - Train your sword/jousting skill for free (equivalent to free training sessions with an advanced academy trainer)

-Not all the way to advanced. At most they should only get a normal tutor (<40%). Also why just for sword/joust. Make it available for all.

Hunting Chase (rural/woodland/mountain regions only) - Allows you to recruit one of your huntsmen as a scout (can only be used once per week)
Craftsman (townsland/city/stronghold regions only) - Allows you to get them to make two free banners for your unit (can only be used once per week)

-Free paraphernalia isnt' a bad idea.

Mill/Workshop - Gives your estate a randomly generated extra income of 10 to 20 gold per week

-Wouldn't mind having production buildings like this. But instead of getting food directly, I'd like to see some variety. Like Mill maybe increase the food production of the region by 10%.

Guardhouse - Daily cost of your unit is halved while you're in the same region as your estate due to being able to quarter your unit in it

-Automatic policing would be nice while you are in the region to capture any suspicious character in your region.

**production buildings(maybe all of them) obviously need to become obsolete the moment estate becomes vacant

**need to think how long these buildings can stay up while the estate they are located in stays vacant. Maybe after being vacant for 3 months, all buildings should shut down.

**estate size should determine how many buildings you can have.

**building prices must become more expensive I feel. Especially for free academy. That thing needs to be expensive. At least 300 gold or more.
Title: Re: Estate Improvements
Post by: Antonine on December 20, 2017, 04:42:35 PM
...If a character has an estate in Region A, it should be quite impossible to appoint them as Lord of Region B.

If a character has an estate in Region A that is part of Duchy B, appointing them as Duke or Duchess of Duchy B should not pose a problem; however, they will lose their estate come the next morning if they are not also Lord of Region A.

So...I'm not sure what specific problem you're having that isn't a bug.

I think what's been referred to is that when you're elected as a lord you vacate your old estate but don't automatically take up one in the region you're now lord of - and you're forced to wait a day to choose a new estate after having left your old one.
Title: Re: Estate Improvements
Post by: Antonine on December 20, 2017, 05:33:02 PM
Since you are looking for feedback here they are

Smithy - Get the blacksmith to repair 5% of equipment damage for free (can only be used once per week)

-Feels kinda unnecessary to be honest unless you are getting your own personal smithy in your estate. Wouldn't mind having one that is as good as ones in townsland. Would give you a reason to visit your region sometimes on your way back to a city or something. But maybe for free.

Chapel - Hold prayers at the chapel to restore unit morale to 100% for free (takes a large number of hours)

-Not sure you want this. I'd rather have priests get a new ability to do this to be honest. Or be able to get this from a temple building in the region you are in.

Training Ground - Train your sword/jousting skill for free (equivalent to free training sessions with an advanced academy trainer)

-Not all the way to advanced. At most they should only get a normal tutor (<40%). Also why just for sword/joust. Make it available for all.

Hunting Chase (rural/woodland/mountain regions only) - Allows you to recruit one of your huntsmen as a scout (can only be used once per week)
Craftsman (townsland/city/stronghold regions only) - Allows you to get them to make two free banners for your unit (can only be used once per week)

-Free paraphernalia isnt' a bad idea.

Mill/Workshop - Gives your estate a randomly generated extra income of 10 to 20 gold per week

-Wouldn't mind having production buildings like this. But instead of getting food directly, I'd like to see some variety. Like Mill maybe increase the food production of the region by 10%.

Guardhouse - Daily cost of your unit is halved while you're in the same region as your estate due to being able to quarter your unit in it

-Automatic policing would be nice while you are in the region to capture any suspicious character in your region.

**production buildings(maybe all of them) obviously need to become obsolete the moment estate becomes vacant

**need to think how long these buildings can stay up while the estate they are located in stays vacant. Maybe after being vacant for 3 months, all buildings should shut down.

**estate size should determine how many buildings you can have.

**building prices must become more expensive I feel. Especially for free academy. That thing needs to be expensive. At least 300 gold or more.

The point is that all of these improvements should be AFFORDABLE on a knight's income and that the perks they give shouldn't be enough to make region infrastructure obsolete. They need to be specific to the estate, rather than to the region, so that the estate holder is the only one who receives a direct benefit. Otherwise there's literally no point in having them.

But based on the feedback, here's an updated list of suggestions:

Title: Re: Estate Improvements
Post by: Vita` on December 20, 2017, 05:50:48 PM
Are you thinking of limiting buildings per estate by percentage, number of peasants in estate, or some combination of the two?
Title: Re: Estate Improvements
Post by: Chenier on December 20, 2017, 05:52:13 PM
I think we should really try to dig up the reasons invoked for removing the production/authority aspect estates had, to make sure we aren't just going back to a problematic situation.
Title: Re: Estate Improvements
Post by: Anderfhstim on December 20, 2017, 06:01:30 PM

--Now this is a useless feature. 10% a week? That is pathetic. Why bother going back when you can just repair your equipment cheaply. I'd rather take 100% once a week over this.


--Honestly, I don't see the merit of this. It is so easy to keep your morale at 100% in this game this feature is pointless.


-This has to be expensive unless we are planning on making all characters start off at 40% which I do not mind actually so people can't just go around bullying others after spending weeks training.


-Pretty sure efficiency never got implemented. Unless you are going to finish it I don't see any merit of this feature.


-Kinda useless unless you have an estate in a city and has a huge unit.
Title: Re: Estate Improvements
Post by: Anderfhstim on December 20, 2017, 06:03:30 PM
Are you thinking of limiting buildings per estate by percentage, number of peasants in estate, or some combination of the two?

Basing it on # peasants is too silly. I honestly hate how BM handles population and I hope it will be completely overhauled one day.

I think this should be based on percentage. You start off with 1 free slot. For every 5%, you get 1 more slot. So there is actually some incentives on being a goddamn rural knight over a city knight for a change.
Title: Re: Estate Improvements
Post by: Anaris on December 20, 2017, 06:04:24 PM
I think what's been referred to is that when you're elected as a lord you vacate your old estate but don't automatically take up one in the region you're now lord of - and you're forced to wait a day to choose a new estate after having left your old one.

Ah, I see.

Well, automatically taking up an estate is pretty much a no-go. There's no guarantee there will even be an estate available, and if there is, the Lord might want to pick between the estates (or even change them!) rather than just being dumped into one.

I think we could probably remove the day-long block on taking up a new estate after you step down, though. That's there to prevent some kinds of abuse involving vacating and picking up estates many times in a turn, if I recall correctly.
Title: Re: Estate Improvements
Post by: Anderfhstim on December 20, 2017, 06:13:09 PM
Ah, I see.

Well, automatically taking up an estate is pretty much a no-go. There's no guarantee there will even be an estate available, and if there is, the Lord might want to pick between the estates (or even change them!) rather than just being dumped into one.

I think we could probably remove the day-long block on taking up a new estate after you step down, though. That's there to prevent some kinds of abuse involving vacating and picking up estates many times in a turn, if I recall correctly.

I agree with removing that restriction. If someone is abusing it make people report it so that person can be punished. That restriction is so annoying when you forget to leave your estate before picking up a new one.
Title: Re: Estate Improvements
Post by: Antonine on December 20, 2017, 06:22:21 PM
  • Smithy - Get your blacksmith to repair 10% of equipment damage for free (can only be used once per week) - using this shouldn't be the equivalent of having a full blown repair workshop, it should only give you a limited benefit

--Now this is a useless feature. 10% a week? That is pathetic. Why bother going back when you can just repair your equipment cheaply. I'd rather take 100% once a week over this.

  • Chapel - Hold prayers at the chapel to restore unit morale to 100% for free (takes a large number of hours) - you can already do something similar by visiting a temple of your faith but knights shouldn't be able to build temples

--Honestly, I don't see the merit of this. It is so easy to keep your morale at 100% in this game this feature is pointless.

  • Training Ground - Train your sword/jousting skill for free (equivalent to free training sessions with a Normal academy trainer) - this would only be for martial skills rather than anything else as it's not the same as a full blown academy with a wide range of tutors

-This has to be expensive unless we are planning on making all characters start off at 40% which I do not mind actually so people can't just go around bullying others after spending weeks training.

  • Hunting Chase (rural/woodland/mountain regions only) - Allows you to recruit one of your huntsmen as a scout (can only be used once per week)
  • Craftsman (townsland/city/stronghold regions only) - Allows you to get them to make two free banners for your unit (can only be used once per week)
  • Mill/Workshop - Gives your estate +15% efficiency, this means you get an extra income which your liege can tax, but it gets negated by the existing mechanics if the estate is vacated

-Pretty sure efficiency never got implemented. Unless you are going to finish it I don't see any merit of this feature.

  • Guardhouse - Daily cost of your unit is halved while you're in the same region as your estate due to being able to quarter your unit in it - if you then choose to spend your hours doing police work or whatever then that's up to you

-Kinda useless unless you have an estate in a city and has a huge unit.

Smithy: 10% per week means you can't use it as a substitute for going to a city but you can use it as a FREE way to repair some equipment damage. Though perhaps instead it could just be restricted to being 5% damage repaired and only able to be used once per day instead.

Chapel: Sure, keeping morale high is easy. But this is basically the equivalent of a free entertainment option and building a chapel should be quite cheap. So if players really want to build one (and a chapel is the kind of building you'd expect to have on an estate) then they'd be able to do so - equally, if they think it's a waste of money then they don't have to build one. That being said though, perhaps it might be better to have the Chapel give a smaller morale boost but also give a cohesion boost, that might be more useful.

Training Ground: Let's say it costs 120 gold to build a training ground on your estate. That's a lot compared to the cost of a few training sessions at the academy. So the only way you'd be able to both build this and get the benefit of it is if you've got plenty of time to sit around on your estate training. And, let's be honest, how often exactly do nobles have the free time to just go back to their estates and spend weeks there? Not very often at all and never in wartime. So it's nonsense to say this would basically mean that every char started off with 40% ability. Besides, how could chars bully others just because they've got a higher skill level? It's not like you're OBLIGED to accept duel challenges or anything...

Mill/Workshop: If efficiency never got implemented then I'd aim to implement it as part of this feature. The alternative is to go back to the idea of this improvement giving a tax income boost of X gold per week.

Guardhouse: How is it useless exactly? It'd mean a big saving in unit costs (even 25 gold per week is a significant difference for the average knight) and I'm not sure why you seem to think that people would only want to hang around in cities if they've got time to spare...
Title: Re: Estate Improvements
Post by: Anderfhstim on December 20, 2017, 07:04:23 PM

Smithy: 10% per week means you can't use it as a substitute for going to a city but you can use it as a FREE way to repair some equipment damage. Though perhaps instead it could just be restricted to being 5% damage repaired and only able to be used once per day instead.

--If you want it to be 5% daily, it has to be automatic. So as long as you have your unit in your region, they should automatically repair equipment. Otherwise it will be better to just pay gold to fix equipment. You are underestimating the value of time in this game. It is a turn based game and when your general orders you to refit, you can't really go back to your region and sit there to save few gold when you can just ask any council to send you gold to get your equipment fixed. This feels like a feature for peace time at most.

Chapel: Sure, keeping morale high is easy. But this is basically the equivalent of a free entertainment option and building a chapel should be quite cheap. So if players really want to build one (and a chapel is the kind of building you'd expect to have on an estate) then they'd be able to do so - equally, if they think it's a waste of money then they don't have to build one. That being said though, perhaps it might be better to have the Chapel give a smaller morale boost but also give a cohesion boost, that might be more useful.

--Wouldn't mind Chapel raising cohesion but the morale part is useless.

Training Ground: Let's say it costs 120 gold to build a training ground on your estate. That's a lot compared to the cost of a few training sessions at the academy. So the only way you'd be able to both build this and get the benefit of it is if you've got plenty of time to sit around on your estate training. And, let's be honest, how often exactly do nobles have the free time to just go back to their estates and spend weeks there? Not very often at all and never in wartime. So it's nonsense to say this would basically mean that every char started off with 40% ability. Besides, how could chars bully others just because they've got a higher skill level? It's not like you're OBLIGED to accept duel challenges or anything...

--Hope training ground also slowly trains your men and raise their training. As for 120 gold for 40%, no it is incredibly cheap compare to the amount of gold you need to spend to get both swordfighting and jousting up to 40%. It costs you 16 gold per day for more than 10 days. Hack you probably need to spend at least a month raising your skill to reach 40% for both skills. That is 960 gold if you spend a month training swordfighting + jousting with a normal tutor for a month straight.

Mill/Workshop: If efficiency never got implemented then I'd aim to implement it as part of this feature. The alternative is to go back to the idea of this improvement giving a tax income boost of X gold per week.

--Hopefully this will allow some poor knights to produce more gold by going over 100% efficiency. Maybe later on we can add something like 'manage estate' to increase the efficiency even further by being in your region working on your estate. I think efficiency has a lot of potential.

Guardhouse: How is it useless exactly? It'd mean a big saving in unit costs (even 25 gold per week is a significant difference for the average knight) and I'm not sure why you seem to think that people would only want to hang around in cities if they've got time to spare...
[/quote]

--Don't know about you but I never cared about gold to be honest. If you lack gold, you simply need to ask for more. This game doesn't give people enough gold to be self-sufficient. Gold is funneled to the top so you always need to ask for gold. Thought the current system was supposed to solve this problem we had with the old system but it failed miserably. Maybe because the system is incomplete but I also think it was just poorly thought out from the designing phase. Maybe the taxation system isn't the thing that is broken. Maybe it is region stats which were arbitrary decided by Tom.
Title: Re: Estate Improvements
Post by: Vita` on December 20, 2017, 08:01:51 PM
I agree with removing that restriction. If someone is abusing it make people report it so that person can be punished. That restriction is so annoying when you forget to leave your estate before picking up a new one.
Suggestion was only to remove restriction when you've been appointed to a lordship, not to completely remove it.
Title: Re: Estate Improvements
Post by: Vita` on December 20, 2017, 08:06:42 PM
One thing I've noticed is that some buildings result in active bonuses (you must do an action) while others are passive (must merely be present). I don't know how conscious/intentional you were about it originally, but it might be worth being more intentional what works best for each building. For instance, chapels could go either way, in my opinion, either spending large hours for a larger boost, or receiving a smaller boost for just being present.
Title: Re: Estate Improvements
Post by: Antonine on December 20, 2017, 08:09:56 PM
--If you want it to be 5% daily, it has to be automatic. So as long as you have your unit in your region, they should automatically repair equipment. Otherwise it will be better to just pay gold to fix equipment. You are underestimating the value of time in this game. It is a turn based game and when your general orders you to refit, you can't really go back to your region and sit there to save few gold when you can just ask any council to send you gold to get your equipment fixed. This feels like a feature for peace time at most.

You're completely missing the point. If you're at war then you should be heading back to the capital to refit anyway. If estate improvements meant you didn't need to do that then it would destroy game balance.

What should be the case is that, when a war's over, you can go back to your estate and save yourself some gold by repairing equipment gradually for free. Or it should be so that in wartime it's worth making a detour to your region while you're on the way to the capital so that you can get 10% of repairs for free before you have to spend gold on the rest at the capital.

--Wouldn't mind Chapel raising cohesion but the morale part is useless.

If morale is "useless" then so are all the current entertainment options and 'get priests to bless your men' options. But the fact is that a) morale isn't completely useless and b) it might get more useful in future. Either way though, none of these improvements should be essential. They should all, at best, be nice to haves. So if you don't give a flying monkey's about your men's morale then you don't build one, but if you care about your IG religion or if you plan on doing a lot of civil work you can spend the money to build one. Not all of these are meant to be equally useful but there should be a range of broadly realistic improvements and accompanying perks available.

--Hope training ground also slowly trains your men and raise their training. As for 120 gold for 40%, no it is incredibly cheap compare to the amount of gold you need to spend to get both swordfighting and jousting up to 40%. It costs you 16 gold per day for more than 10 days. Hack you probably need to spend at least a month raising your skill to reach 40% for both skills. That is 960 gold if you spend a month training swordfighting + jousting with a normal tutor for a month straight.

Training your unit could be another option then - perhaps this improvement could be used for unit cohesion boosting instead...

But this wouldn't mean you'd automatically improve your skill every time you trained at your estate so it'd still be a very time consuming process - and, unlike an academy, your estate generally won't be in a central location which means you're unlikely to be able to spend even a couple of weeks sitting there and training. I suppose the skill limit could be set to 30% or something though to make it more limited than an academy. And perhaps the build cost could be bumped up slightly - maybe 180 gold.

--Don't know about you but I never cared about gold to be honest. If you lack gold, you simply need to ask for more. This game doesn't give people enough gold to be self-sufficient. Gold is funneled to the top so you always need to ask for gold. Thought the current system was supposed to solve this problem we had with the old system but it failed miserably. Maybe because the system is incomplete but I also think it was just poorly thought out from the designing phase. Maybe the taxation system isn't the thing that is broken. Maybe it is region stats which were arbitrary decided by Tom.

If you've never cared about gold then don't build one on your estate. But not all realms are active in redistributing gold and if you're a knight of a poorer region you might well decide to build one as an investment in order to get paid back for the investment in the long run and to avoid having to constantly ask for gold. And those are the kind of knights who'd make use of this particular option.

You seem to be missing the point that not EVERY knight will want to build EVERY possible estate improvement. The whole point of the suggestions I've come up with is to offer a broad selection of options so that players have to pick and choose which ones to bother with and whether it's in-keeping with their character to build particular ones.

For instance, if you're a courtier then you won't have a big unit and won't really care about keeping unit costs low so a Guardhouse won't interest you. On the other hand you might be using your unit for civil work a lot and your character might be very religious so you'd decide to build a chapel - and you'd also probably build a mill to improve your estate efficiency. And if you were planning on entering a tournament then you'd probably want to build a training ground/yard for the sake of some free jousting training.

But mainly, the key point is that all of these together would give players some goals in the knight game. Okay, maybe there aren't any lordship vacancies and maybe the realm is at peace so there's not much to do - but at least you can set yourself the goal of saving up gold to improve your estate and, once you've made an improvement, maybe that'd make you decide to start a roleplay where you invite other nobles to come visit your estate.

As I keep saying, none of this should be about massively altering gameplay or balance. All it should be about is giving knights something more to do and giving them a reason to become emotionally invested in their estate.
Title: Re: Estate Improvements
Post by: Antonine on December 20, 2017, 08:11:07 PM
One thing I've noticed is that some buildings result in active bonuses (you must do an action) while others are passive (must merely be present). I don't know how conscious/intentional you were about it originally, but it might be worth being more intentional what works best for each building. For instance, chapels could go either way, in my opinion, either spending large hours for a larger boost, or receiving a smaller boost for just being present.

Good point, that's probably worth having a think about - when I came up with the list I was just basically jotting down ideas as they came into my head.
Title: Re: Estate Improvements
Post by: Anderfhstim on December 20, 2017, 09:11:14 PM
Well if you are aiming to give knights more things to spend gold on and help them with RP stuff, I think these are nice. That explains why bonuses are so weak. They will certainly provide more stuff to RP about.

Hopefully we will be able to see which estate has what.

As for training ground, lets bring the cost down to 100. I don't know why I was against having a cheap academy. I must be crazy. Let's not limit the option to just swordfighting and jousting.
Title: Re: Estate Improvements
Post by: Vita` on December 20, 2017, 09:14:26 PM
Let's not limit the option to just swordfighting and jousting.
I disagree. Let us limit.
Title: Re: Estate Improvements
Post by: Ketchum on December 22, 2017, 01:58:33 AM
Ah, I see.

Well, automatically taking up an estate is pretty much a no-go. There's no guarantee there will even be an estate available, and if there is, the Lord might want to pick between the estates (or even change them!) rather than just being dumped into one.

I think we could probably remove the day-long block on taking up a new estate after you step down, though. That's there to prevent some kinds of abuse involving vacating and picking up estates many times in a turn, if I recall correctly.
I agree with removing that restriction. If someone is abusing it make people report it so that person can be punished. That restriction is so annoying when you forget to leave your estate before picking up a new one.
Suggestion was only to remove restriction when you've been appointed to a lordship, not to completely remove it.
Yes, that's the thing, the pause duration between taking estate. Sorry for not making it clear.

About the potential abuse. If someone can take and leave estate many times in 1 turn, they have minimum 8 hours a turn or 12 hours if they save hours from previous turn. So if they want abuse this, if we remember correctly 3 hours to pack up your things from your estate and also the same 3 hours for move to new estate. It looks to me they can change estate 2 times at most given the hours gain limitation by the character.
Title: Re: Estate Improvements
Post by: Chenier on December 22, 2017, 02:19:35 AM
I'm a little confused. What's the gain in switching estates a bunch of times? Where's the abuse?