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Messages - Medron Pryde

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1
Feature Requests / Re: Allow Traders to Carry Food
« on: June 14, 2019, 08:14:23 AM »
It could help to get food to regions outside the banker's trading distance.

That alone seems like a good idea to allow it again.

2
BM General Discussion / Hinterlands?
« on: May 23, 2019, 08:15:29 AM »
You keep saying they are in the works, and yet you keep strangling us with further limitations on what we are allowed to do with the regions we have.

When are they going to become a real option to work with?

3
Development / Re: Angry Peasants - Remove, Keep, or Change?
« on: May 17, 2019, 09:42:33 AM »
I like the idea of not having peasants rise up and wipe out trained military units the moment they march into a region.

:)

4
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: May 17, 2019, 09:35:38 AM »
I have added a short description to Astrum for new players to read that I think fairly encapsulates the idea of Astrum.

"Theocratic, martial realm, dedicated to protecting Sanguis Astroism"

:)

5
Feature Requests / Re: Forage Battlefield Improvement
« on: April 08, 2019, 11:44:39 PM »
I like this idea.

Have more effects on small units than large units would mean large units would still lose readiness over time.

I like the random boosts of armor and weapons, especially if you have low stat units.

6
BM General Discussion / Re: Influence
« on: April 08, 2019, 11:41:00 PM »
Recruitment centers show that the noble leaders are concerned with the protection of the realm.  Also job prospects.

Scouts centers and healers would do the same when it comes to jobs.

Temples would show a concern for spiritual health.

Basically, every single building would show a dedication to bettering the lot of the commoners by giving them jobs or opportunities they otherwise would not have.

And that would make neighboring regions look more favorably upon those regions as someone they might want to get closer to.  And by extension, the realm that protects them.

7
BM General Discussion / Re: Influence
« on: April 05, 2019, 12:15:25 PM »
The basic idea as I had it wouldn't help large realms actually.

Well, it COULD depending on how some of the stuff was handled.  But I assume we wouldn't go that way.

And yes, I was assuming we would use the existing sympathy/loyalty stats for this that regions already have.

The most basic look at my idea would be to say that every region looks at the regions around it to see what they are like.

Region A borders two regions.  Region A is rogue.
Region B belongs to Realm 1.  It has recruitment centers, a granary, a scouts guild, a large temple, and numerous shrines.
Region C belongs to Realm 2.  It has a single recruitment center and one shrine.

Region B is pretty nice, so Region A's sympathy for Realm 1 goes up, increasing the chance of them automatically choosing to join Realm 1.

Now Realm 1 and Realm 2 have been at war for a while, and there have been several battles in Region A.  Realm 2 has won most of those battles, which increases their sympathy towards Realm 2.  But there's been a lot of devastation caused by these fights, reducing the sympathy held for BOTH nations.

Now add Region D to the mix, belonging to Realm 3.  It is a townsland with a marketplace, several recruitment centers, several granaries, a massive temple, and multiple shrines.  Realm 3 has not been fighting in Region A.  They are profoundly neutral and have done nothing at all to hurt the people of Region A.  They in fact look like a calm in the storm that is battering Region A from both sides.  They are scoring a perfect 10 on the sympathy rating.  Region A is desperate from some peace and quiet and nobody is giving it to them, the RNG rolls high at the turn change, and they join Realm 3 in hopes that the nice guys will protect them from both of the other nasty bad guys.

Which leaves Realm 3 in the position of having to decide if they want to get involved in the fight, or leave Realm 1 and 2 to plow each other over Region A.  Or force them to take a different route in their fighting.

8
BM General Discussion / Influence
« on: April 03, 2019, 09:20:39 AM »
In the games of Civilization, there is something called "influence."  The more really cool statues and temples and cultural things you build, the greater your culture looks to others and the further the reach of your culture extends.  To the point that you can surround a foreign city with your own cities until they decide to join you of their own accord.  No fighting necessary.

We will soon be entering a stage of BattleMaster's history when we will have "Hinterlands" or something like that, all part of a nation without having a lord.  And they won't count against the noble limit so recently imposed.  They will be easier to conquer and all that, but taking them will still be an act of war.

What if we had..."influence" poring out of every realm that would encourage non-aligned regions to join nearby realms as "hinterlands" on their own?  No massive takeover armies needed.  Oh...still useful and something that happens of course.  But in addition to that.  Every region keeps stats of what they think about nations.  Maybe they gravitate towards joining the nations they like the most?  Modified by distance and stuff like of course.  They'd be less likely to join a nation that recently looted them for instance.  And having courtiers do work in that area would stabilize their control so they wouldn't flip easily.  But what would you think of an idea like that?

Every single building we build in a region could increase the cultural influence of that region.  Granaries would show that we care about feeding people.  Training centers would should we care about physical security.  Temples and shrines would show we care about their spiritual security.  Imagine every single building in a region added together to give it a cultural influence rating that could increase or decrease a nearby region's willingness to join or be part of a nation.

It would give nobles another reason to invest in their region.

And it would provide an interesting new dynamic to the game.  Another way for players to compete with each other.  Imagine the competition for capitals over who has the most influence over nearby areas.  Another stat for empires to measure against others.  A crowing point that would factor in everything built up in a nation.

Imagine if winning battles increased your cultural influence.  Or losing battles reduced it.  Maybe even something as simple as having adventurers wandering around and hunting monsters and undead could give that influence score a boost.  People would talk about the rumors of battles in the distance, or the adventurer who walked out of the nearby capital to save little Suzie from that band of undead that used to be her family.  Of course they'd also remember that some rich noble came by and stole all their gold and killed off that entire village over by the river crossing.  They would remember the festival that took place a week ago.  And the jousting and swordsmanship competition that brought nobles from across the continent a month ago.  And EVERYBODY remembers the name of the noble who won that competition, and the realm he went home to.

Everything members of our realm did would increase or decrease the cultural influence of a nation.  Everything we built would influence it.  Distance would influence it.  Who cares about the capital a thousand miles away?  But everybody cares about the big city a hundred miles away full of market places, training centers, and home to the giant temple that little Suzie's mother and father got married in.

Now this may not be easy to code at all.  But I put this out for discussion here to see what other players thought of the idea.

Would something like this be fun for you all to play with in this game?

I know I personally LOVED playing that game in Civilization.  And I think it would make for a very cool competition between players that wouldn't include going out and trying to bash each other's virtual skulls in.

What do you think?

9
Beluaterra / Re: Sacred Obia'Syela
« on: April 03, 2019, 03:16:33 AM »
She does appear to have plans.  :)

10
Feature Requests / Re: Religious Map Mode
« on: March 23, 2019, 02:16:44 PM »
I fully agree that listing temples would be a bad idea.  It is why I no longer list temples on the Daishi page.  I did before certain individuals used that as a hit list to go and destroy every single temple on that list.  The only reason Daishi survived is that I managed to get to Old Grehk days ahead of the last temple burning and got the lord of their capital to convert for the explicit reason of building a new temple in secret.  That is how close the Daimons got to wiping out Daishi.  One temple.  In secret.

So...yeah.  No listing temples on the map.

Something I might be interested in adding though is an added layer to the dynamic map showing the dominant religion in each region.

It would still leave the elders able to create the detailed religion maps and statistics, for their own use, but none of those are easily shareable with the other players.  Having a simple overlay on the dynamic map would allow all members of a religion to see the spread of their faith and where other faiths are standing against it.

11
Feature Requests / Re: Training Center Militias
« on: March 21, 2019, 01:43:44 AM »
The idea is a fundamental transformation of how militias work in the game.

It may not work as well as I think it would.  Another idea may be better.

The main reason I proposed this is to get the mental gears moving.  Right now we've been mostly thinking about how to limit the militia game because it is too powerful.

If we were to CHANGE the militia game instead, it could result in a better militia game.  ;)

12
Feature Requests / Re: Training Center Militias
« on: March 20, 2019, 07:07:47 PM »
That would absolutely be one of the potential downsides.  ;)

I personally think it might be worth it, but I could definitely see region lords thinking that is a downside.  hehehe.

13
Feature Requests / Training Center Militias
« on: March 20, 2019, 11:41:54 AM »
Training Center Militias:

Summary:
Use the trained soldiers in the Training Centers as the militias for each region.

Details:
The militia defending each region would be those soldiers trained in the training centers of that region.  A region lord could not recruit militia as they do now.  The only way for a lord to add more militia would be to build another training center.  And then the militia would be those men currently trained at the center and waiting to be picked up by a noble.  A unit abandoned by a noble as militia would disappear each week by 10%, 25%, or 50% of it's size until it is less than 10 men when it would disband entirely.  Militia units killed in battle would be removed from the training center, thereby reducing the size of the militia.

Benefits:
The amounts of militia defending cities has long been a major issue that we've been trying to fix.  Rich cities are basically impossible to break for a single nation.  Even the current fix doesn't fully fix that.  This would reduce the size of militias to only the amount of trained men in each center, setting an upper limit to how many militia you could have in any region.

Possible Downsides/Exploits:
A successful raiding campaign that attacks rural regions could reduce the recruiting prospects of nobles in the cities.  Though that would force realms to defend their rural regions, so maybe not a downside/exploit?
Skilled infiltrators could blow up recruitment centers and reduce militia sizes.
Numerous raids could kill the trained militia in a city, making it difficult for defending nobles to recruit any new units.
Training centers in high demand and often drained would not of course be available to defend their home region, reducing the militia guarding their home region.
The in universe lore of men defending their distant frontier region and then suddenly arriving in the capital when they are recruited to follow a lord could be...complicated.  ;)

14
BM General Discussion / Re: 1 Ruler Per account
« on: March 19, 2019, 02:12:42 AM »
A funny thing.

I was just looking at the list of realms with double rulers.  Or people who rule realms on multiple continents.

In almost every case, I am a member of the government of a realm bitterly at war with them on one continent.  And then I'm a member of a government that is bosum allies with them on another continent.

That makes me chuckle.  ;)

I think it is a very good thing that this game emphasizes first names all the time, because it allows for some very interesting mixes across the continents that would otherwise be much harder to maintain.

15
BM General Discussion / Re: 1 Ruler Per account
« on: March 19, 2019, 02:06:16 AM »
Yao Ling did not form Nothoi.  She has been the banker there for most of its history, but she wasn't even a founding member of the realm.  And she only ruled it for a short time during a Daimon Invasion when the previous ruler disappeared.  Once the invasion was over, it was no longer the right time for a priest to lead a nation and she did not run in the next election.

Also, I was tired of being a ruler.

The thing that would stop people from having multiple rulers naturally is that running realms takes a lot of work.

I will note once again that I have ruled numerous realms over the years.  And each time it has been a great honor that the people elected me to do so.  I've never once taken power through a rebellion or a secession.  Every single time I was elected by my fellow realm mates to represent them.

In one case, the realm was destroyed not long after by the Daimons.  And that character was captured and deported to another island.  In the other cases, I got to a point where things were running well, I was getting tired of all the work, and there were other people who wanted to do it.  So I could hand the leadership over to someone else and I did.  Because running a realm takes a long time, and the more people there are in a realm the more time it takes.  I would prefer not to do that for a long time.  So after a time, election time comes, I announce that I'm not running this time, and someone else steps up to take over.  And I'm happy.

The point is that as we reduce the number of realms by getting smaller realms to join larger ones, we will concentrate the number of people willing to spend the time to rule in a smaller number of realms with more players that takes more time to run.   Assuming we hit that happy medium, I will probably not lead another realm again, and I will be very happy indeed.  ;)

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