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Messages - BardicNerd

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301
Helpline / Re: Woo me to your realm
« on: June 20, 2011, 09:06:33 PM »
C'thonia on FEI is close to being a theocracy.  They're technically a monarchy, but their ruler is a religious nut with delusions of grandeur and a habit of getting in fights he can't win, including invading my duchy more than once -- with my duke having built the largest temple of his religion.  Go figure.


That said, I'd be remiss if I didn't try to lure you to Principality of Zonasa.  Activity varies, generally it runs in spurts, but if you start something, people will generally respond.  It's getting someone to start something that's usually the problem.   We are definitely not a theocracy, but there is a lot of opportunity for religious involvement, as I think at least four religions have presences in the realm -- Order of the Elders probably the most (I think Thain doesn't like us because he's jealous of this), but there is a new and fairly active religion, the Church of Echad that might suit you.

We're I think the third largest realm on the FEI, though that's not saying lots, currently involved in a war (at least, probably -- there were some negotiations, but they look like they're falling through).


But for theocracy like realms on FEI, either Arcachon or C'thonia.  Currently the most powerful realm on the FEI is trying to destroy Arcachon, and that may be a fun fight, and is slightly an open question still -- they'll probably lose, but if enough other people attack Arcaea, they could pull through.  C'thonia is just kinda doomed, they have few nobles and most everyone around them would love an excuse to pound them.

302
Development / Re: Treaty friction is boring
« on: June 05, 2011, 08:56:57 PM »
You can't kill half the population one shot as a priest, that's just not how it works.

Oh, in the right situation, you can.  I've killed about 90% of the population of a region in one go -- get your followers to rise up when they can't possibly succeed, and most get killed.  If you have 99% followers and good oratory, then. . . .

303
Feature Requests / Re: Free and instant realm scout reports?
« on: June 05, 2011, 08:12:32 AM »
However, it's pretty important when you're fighting a war . . . so realms are going to want to keep all their regions scouted.  But they don't normally have nobles everywhere, so they have to assign people specifically to do it.  They're not going to pull experienced, reliable nobles commanding big units off the front lines, though, so who gets to do it?  The newbies.  And that's not a good way to keep players.

Anyways, that's one possible argument.  You could also just say it's 'home field advantage,' and that all realms have a network of scouts inside their borders -- which makes complete sense.

304
Feature Requests / Re: Fishing unaffected by season.
« on: June 02, 2011, 12:45:25 AM »
Foraging, perhaps?

I'd also support this idea. How would fishing be affect by investing in a region? With crops, you can just buy more seed and plant it. But with fishing, it's difficult to say "we'll just catch more fish".
"We'll buy more fishing boats."

305
He also has a character in PoZ I believe.

For now.


Hmm, manufacturing trumped up charges to get a member of a disliked family banned could become a favorite thing to accomplish.

306
Or:

Did the cavalry unit land a hit yet?

Yes: No charge bonus.
No: Charge bonus.

Simpler?
Cavalry can charge multiple times per battle -- basically, they are supposed to charge any time they have moved and engage in combat on the same turn.

307
Could a change be implemented that makes cavalry move last, so the game can determine if enemy units will be in charge range this battle turn and so allow cavalry to charge, rather than walking into the enemy and doing a normal attack.

That would sadly create another problem, if the cavalry is one line away, then the enemy will move onto them, and the cavalry will then not move and therefore not charge.


This is a problem, though, I've seen it before, and recently had to tell my marshal that we really didn't want those line settings, because it meant our cavalry would not get a charge bonus (and since about a quarter of our CS was cavalry, this is pretty important).  If this could somehow be fixed, I would love the devs forever.

308
Helpline / Re: Advanced Mentoring and History: How to Be a Lord
« on: May 22, 2011, 04:10:21 PM »
Well, I figure that's what this topic is for, then. . . .

309
Helpline / Re: Advanced Mentoring and History: How to Be a Lord
« on: May 22, 2011, 04:25:17 AM »
First of all, unless you know what you're doing, don't use any courts apart from just courts, as most regions only need just courts.

I am curious what has led you to this conclusion -- my experience is that a region with just above average taxes and with good estate support almost never needs any courts at all, and if they are not well managed, then they need just and mercy courts about equally (perhaps slightly more mercy), and harsh courts to varying degrees.

My advice would be to learn how to best use each of the three courts, because it's likely you will need to use them all at some point -- especially if you find yourself short on knights and don't have enough estates, like to run your tax rate high, have your region starve, have your region invaded, have a priest stir things up, or become lord of a recently TO'd region.  In other words, you will certainly need to use all the courts at some point, so best know how to use them.   Luckily it says mostly what they do in the game.  But for a more in-depth lesson:

Mercy Courts raise morale, and lower realm control.  I haven't kept track of exact numbers, but I'd say . . . a gain of about 9% +/- 4% morale, and every three or so mercy courts, control goes down by one level.

Harsh Courts lower morale and raise control.  Usually one court will raise the control level one step, but sometimes it takes two.  You lose probably about as much morale as you gain with a mercy court.

Just Courts raise loyalty and have a random effect on morale.  About the same effect on loyalty as a mercy court on morale, you randomly lose or gain morale, up to about 4%.

Now, all this means that generally you should not hold mercy or just courts unless morale or loyalty respectively is below 90% (and really, you can wait until it gets down to like 85%), and harsh courts unless control is at Main or lower (and don't feel the need to rush until it gets down to Provence).

Now, a note -- if you try to hold a mercy or just court in a region with very low (below about 30%) morale or loyalty (I don't know if it's both or either), you risk starting a riot that will lower region stats.  This chance is extremely high below about 20%, above that but below about 30%, it's chancy but possibly worth the risk.  Harsh courts do not have this risk.


Note that all numbers in the post are approximate, and based on memory and experience rather than any sort of study -- I've simply spent quite a lot of time with Lord characters, and at least twice was given regions that were in horrible shape and told to rebuild them, plus having mentored other people through that process.


310
Feature Requests / Re: Improving Roleplaying: Realm-wide RP
« on: May 03, 2011, 12:14:29 AM »
Wait, what?  You can already send messages to everyone in your realm . . . do you mean send a message to everyone in the realm of someone else?

311
General Talk / Re: BattleMaster Thong Challenge
« on: May 02, 2011, 10:22:25 PM »
Huh.  I actually have friends that run a burlesque troupe.  I'm tempted to talk to them about this.

312
Far East Island / Re: Down with the peace keepers!
« on: April 30, 2011, 06:03:04 AM »
Interesting.  The things one misses without the full picture. . . .

313
Far East Island / Re: Down with the peace keepers!
« on: April 29, 2011, 03:23:08 PM »
Ziode was getting involved in the current conflict, though, which gave me hope . . . Cathay just makes me sad, though.  I'm not on the ruler channel, but the impression I've gotten is that they've done a bunch to stop a number of possible conflicts.

Though Kindara stopping us from killing C'thonia was annoying, but I can't blame them, because that's a balance of power issue and simple self-interest rather than killing conflict out of hand.  Not that we had enough nobles to control C'thonia's lands, anyways.

314
Far East Island / Re: Reviving the South
« on: April 29, 2011, 03:15:29 PM »
Ha, true enough.

315
Far East Island / Re: Reviving the South
« on: April 29, 2011, 06:49:31 AM »
Well, sometime soon Kindara will have to pick a side...Or effectively pick the winning side by not choosing.
I'm fairly certain they had picked a side . . . then the rebellion happened, which as far as I know, puts things back to square one as far as diplomacy.

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