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Messages - Brennaborg

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Development / Re: Recruitment Center based on luck
« on: November 27, 2023, 12:27:02 PM »
I look forward to it. Especially how the resources will be used.

No need to rush: building RC's is luckily only a small part of being a lord.

Some luck is of course no problem: a lot of parts of the game have some luck involved. It is just that currently the RC's have a lot of luck involved.

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Development / Recruitment Center based on luck
« on: November 26, 2023, 10:36:30 PM »
As a rural lord, I was asked to build a not crappy recruitment center. Luckily you can dismiss a proposed RC and get free options next turn. However, it is even then still a game of luck - favoring the player who is willing to spend months at his region. This is not very fun - especially since rural provinces do not have the odds in their favor.

I would like to propose something not based on luck.
- Units get a new stat: terrain. This gives them bonusses when fighting on certain terrain, based on their region of origin. Thus, archers from a woodland region will be more effective in the woods. Mixing simply takes a weighed average of the stats: if you mix 10 woodland archers who are 30% more effective in the woods with 10 mountain archers who are 20% more effective in the mountains, then the result will be 15% more effective in the woods and 10% more effective in the mountains.
- Building more of the same type recruitment center, will cause the new center to be more elite, having higher training. So building 4 archer RC's, will cause the last one to have the most elite archers from your region.
- If troops from higher level RC's are recruited, they will be quicker replenished if your lower level RC's have units available.
- Building more smithies will allow better armor and weapons.
- If soldiers from one of your RC's are drafted, you get 'military experience', boosting starting cohesion of soldiers from you RC's.
- Your vassal knights give boosts to RC's with soldiers of their unit type.

In short: make the quality of the RC's depend on in game situations instead of luck.

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Development / terminology Hinterlands
« on: December 18, 2022, 12:26:36 PM »
There are two 'Hinterlands' usages in the new update: Region Control (Core, Hinterlands) and Administrative Power (None, Slight, Hinterlands, Heartland, Iron-clad). I would like to make the following two propositions.

Dry, but clear
None, Low, Medium, High, Absolute.

Less dry, but possible less clear
- None (the realm is not recognized in this region)
- Contested (parts of the region recognize the realm)
- Autonomous (Frisians simply killed Henry of Nordheim in 1101 and then started their totally legitimate 300 year ‘Fryske Frijheid’)
- Customary Law (‘Landrecht’ – the count is recognized, but still has to recognize local rights)
- Absolute (might makes right)

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