Edit: Though, the text for tier 5 does not state an additional clan party, so maybe the limit is 4 not 6. I've never made it to tier 5 myself.
You do not get an extra party at clan tier 5.
Edit: Though, the text for tier 5 does not state an additional clan party, so maybe the limit is 4 not 6. I've never made it to tier 5 myself.
The problem with small garrisons of course they will eat less food but the town will be taken over as the garrison is too small too defend it
I've always though that garrisons need a large defensive bonus they are overcome too easily in most cases. Even a tier one wall should need 3-1 attacker ratio to win amd produce at least 1-1 casualties even with favourable conditions.
Taking down walls while still possible should take a much longer time giving time for relieving armies more time to intervene.
The underlying point, though, is reasonable. A short term solution to garrison starvation might be to simply shrink the size of garrisons, but long term, I think it's fair for the players to expect that there be some way - through fief management, through other food-specific preparations, etc. - to have a large garrison that does not starve quickly and only does starve under understandable exigent circumstances.
But i think it's more of a process to better relate garrison size to prosperity and not just a simple shrink for low prosperity settlement, even if it's just that for now. Sacrificing garrison size for increase prosperity growth and vice versa is a dilemma that make the game interesting aswell.About starving problem, I added a new code to lower garrison numbers in fortifications with low prosperity
So, breweries should now be more profitable, right?Also as a minor change added beer as a consumption giving food bonus to food stores.
So, breweries should now be more profitable, right?
So I added additional fixed demand for food items. So even prosperity is low food demand is between low-medium now. After this fix I see higher food prices in towns with less food and less prosperity. So high food prices get caravans attraction more. So these towns get needed food better compared to previous version. Also as a minor change added beer as a consumption giving food bonus to food stores.
This is really really nice aswell !And give initial 20 militias when a looted village return to normal state to save it a bit from repeatedly loots
To balance this I added a new code block for ai lords to garrison less troops to settlements with less food sources. For example if a castle has two villages with less than 200 hearths it's daily food income from villages are less (4 + 4 = 8 ). This castle cannot feed big garrisons.
However i'm a bit skeptical about this one, wasn't that already the case with the previous change you made about garrison size and prosperity ? Wont the 2 different code block interfere with each other ? Why keeping the one with prosperity, even if i'm not really fan of the garrizon size cap/limit, i think it's better to relate size to food income than to prosperity
Last note: Is the +20 militia the way you found to deal with too many raid, or is there still an issue about AI behavior in this case ?
I read his (wonderful!) post as it will, slightly, decrease repeated raids. As in, already raided villages will not be a prime target for yet another raid the second it becomes viable.Last note: Is the +20 militia the way you found to deal with too many raid, or is there still an issue about AI behavior in this case ?
Very well done! Many good changes here. Looking forward to checking it outThere will be an update soon which include new developments about this starvation issue. Let me explain what is changed.
By the way, how are you defining starvation in these tables? Is it defined as having a negative food modifier, 0 food stocks, actual garrison troops starving off, or something else?As you can see in average about 30% of towns and 40% of castles are starving without player interaction
Giving troops to village militia used to be possible, but the ability was removed.To help villages to improve, would it be possible on the future to give them troops as militia, or to give them recruits/peasants to increase the village population?
Giving troops to village militia used to be possible, but the ability was removed.
It was a bit of an exploit, especially since the size limits were not enforced so you could basically garrison your village with a "militia" that was bigger and better trained than a king's army and there was no cost to maintain it.
It would be nice to see a middle of the road option in the future where the player can do active things like adding limited units to help their villages. Currently all we can do to help a village we own is wait for quests to pop and hope we don't die of old age first.
If lords are reducing the size of their garrisons because of low foodstocks, isn't that just the same end result as the excess garrison starving? Whats the difference? You still wind up with smaller garrisons. I'm not sure why you would want smaller garrisons when they're already way too small to defend themselves on their own.To balance this I added a new code block for ai lords to garrison less troops to settlements with less food sources. For example if a castle has two villages with less than 200 hearths it's daily food income from villages are less (4 + 4 = 8 ). This castle cannot feed big garrisons. If AI garrison there high number of troops castle will have food problems.
If lords are reducing the size of their garrisons because of low foodstocks, isn't that just the same end result as the excess garrison starving? Whats the difference? You still wind up with smaller garrisons.
I'm not sure why you would want smaller garrisons when they're already way too small to defend themselves on their own.
The local castle should send a patrol from the garrison to see off the raiders before the village is in ruins unless its a large army then the garrison should retreat to the castle and let the village burn.
+1 good ideaThis could be a reason to have a governor at a castle. Ungoverned castles could be purely passive, while those governed send out a force to fend off raiders.