Diplomacy Developments

Users who are viewing this thread

As some of you know after your requests I have been working on war & peace votings for last one and half week. First 2-3 days I examined codes to understand what is going on then changed several parts and then tested new codes and changed again according to results of these tests. There will be several developments at these issues. I will give you some information about these. In several posts I already gave some information however it is better to collect all here now and give more details. All these developments will be ready at 1.5.1.

As you know we have several problems effecting gameplay negatively currently. These are :
1-Snowballing of some factions (especially Khuzait) and some factions being destroyed in first 1-2 years.
2-There is no comeback, if a faction is losing their settlements they cannot stop this generally and you do not see surprising results. If a faction did well in first years they 90% continue being better and better by time.
3-After some time world (which shared between 3-4 big kingdoms) can go into stable peace time for long years. If player do not make any interaction even 1 settlement do not change hands and even 1 settlement is not raided for years. (This do not happen 100%, only some games)

When I examine reasons of these problems it was obvious that general problem lays down on war / peace votings. Sometimes a weak faction face with 3 strong enemies and even in this scenario clans of this faction do not support making peace with any of these 3 kingdoms. Here is an example.

World situation :
uXZMD.png


In this situation if Western Empire does not make peace with at least 1 of enemies it is nearly certain they will lose some of their settlements. Lets look how support ratios at peace votings with 3 recent enemies (Note that 11% come from player) :
frP28.png


When player is member of these "usually" losing factions (Sturgia / Western Empire / Northern Empire) they become disturbed because of this situation. Player try to help his faction but it is nearly impossible. They need to go and help different fortifications in all borders facing with different enemies. Even some players made a video related to this :



Now after developments clans in our kingdom act more logical. If his faction have different enemies in diffewrent borders they now try to reduce number of enemies even by paying tributes. Paying tribute is not so big deal for a time until things get better. Now here are new supports in same situation after developments :

OX3cO.png


This is not only development. Also while peace or war votings clans now care what is the situation of garrisons / food stocks of fiefs (especially their own fiefs). Also they care how much % of party men limit are used in lord parties. For example if lots of villages are raided or lord parties are using less percentage of their party limits (if they need more men) they support peace more. They also care now how war is going. You see stats in diplomacy window. If enemy raided lots of villages and has lots of successful sieges in war clans tend to support peace by paying tribute. So all game elements are now connected better to each other and every action have a result even on these votings. Clans also now care location of their fiefs. For example if you are in war with Khuzait and clan X has settlements in border with Khuzait so "clan X" supports peace more than other clans.

Here is an example of border effect on votings, Uqba and Adram have settlements close to Western Empire so they want peace more than others also Qahin's clan has no settlements they want war. Of course this is only a side effect. Aserai generally want peace because they have more settlements but in terms of lord and garrison powers Western Empire is better :
guDCk.png


I want to give you some numbers for comparing 1.5.0 situation (before developments) and 1.5.1 situation (after developments)

This table shows number of fortifications (each fortification counted as 2 for town, 1 for castle) per faction before developments (1.5.0 run), as you see Western Empire is gone at 1086, Sturgia is gone at 1087, S.Empire and N.Empire is gone at 1092, after that time only 4 kingdoms are remained. And their owned settlements did not changed after 1092. Because they did not declare war aganist themselves. :

kt5m5.png


When I examine its (big kingdoms not declearing war aganist others) reason I see that some things were effecting war scores more than they need to do. For example if your kingdom have one settlement with less loyality (with lets say loyality is 0 and it has 5000 prosperity) declaring war score was getting -5000 x 65 x 0.1 = -32500 from only this factor. If kingdom gets bigger it was having more settlements which effects declearing war score negatively. For example if kingdom has 3 settlements with low loyality war score gets about -100K. This is only an example. There were more of them. Now all these effects are more balanced. If a kingdom has more settlements effects of these things are reduced now.

Now this is the same table for a run after developments. Here only Northern Empire is gone at 1092 and Western Empire is gone at 1091. However Western Empire make a comeback at 1093. Because even it is rare now kingdoms can make come backs, because weak kingdoms (which lost more than 75% of their starting settlements) were not forming armies this bug is also fixed during these developments. This area still needs work by the way. Even they make a comeback they cannot stay long. They again wiped out at 1096. Anyway even they are again wiped out it is a step forward for now also world did not be stable and snowballing is less after developments :

36IVD.png


Another 9 year test results with developments. All war / peace declerations and map screenshots of this run is shared below this post :

O-Rya.png


Now what are new problems :
There are lots of different code changes in these areas so we can have another problems when 1.5.1 is out. For example now there happen 1-5 day small wars. I explained why they can happen yesterday in another post. I am making copy-paste it :

By the way you will see some short wars (1-5 days) because sometimes after a war is declared tribute is accepted by other faction. Or there are some cases “faction X” is paying too much to “faction Y“ because of a previous deal then “faction X“ does not want to pay that tribute at some point (because they get stronger or enemy get weaker or one of wars they are involved is ended) and to stop paying tribute “faction X” declare war. Then faction Y accepts getting less tribute then they make peace again. Or for another example “faction X” declare war aganist “faction Y“ then “faction Z“ declare war to “faction X”. Then X is facing two enemies then it accepts one peace offer. These are some scenarios creating short wars. Will try to make these short wars to happen less by time. Anyway I have control over these codes now and will follow your feedbacks. At first days when these new codes pass we can have some minor problems but they will be easy to fix.

Lets continue with more before / after tables; these are settlement variables :

Before developments, here as I mentioned above world goes into stable peace at some point so you see no raided villages after some time :

5YL3H.png


After developments :

RNkoc.png


Again another short 9 year run after developments :

U8ZfA.png


Irrevelant : @Flesson19 you can compare food amounts in settlements before & after, there are developments at these too. Now settlements have 20% more food in average. Please do not compare before development table's food data after 1092, this game run went into world peace so foods were high after 1090s (because no raids no hostile actions safe world)

So still there can be problems of course. But these war & peace votings will be more logical with 1.5.1. This will slow down snowballing and will effect gameplay positively. I will continue giving information here time to time and will collect your feedbacks after 1.5.1 is out. Sorry for my English. Probably I did several mistakes.

Also bonus irrevelant information : By 1.5.1 AI armies which make siege will calculate player strength with less importance (they will take more risks) so you will be able to experience defender side sieges more frequently. As you know after you sneak in besieged settlement they mostly give up siege.

I want to thank also @Blood Gryphon he prepaired a table from data I shared yesterday. However in data there were some mistakes so he found some war counts as negative. I am giving a new data set (all peace war declerations) after developments. This time I collected them more carefully andbody interested can examine what is going on world after developments (w = war, p = peace, ne = northern empire, we = western empire, se = southern empire, kh = khuzait, st = sturgia, vl = vlandia, last value is tribute payed from faction1 to faction2) :

init, w, bt x we
init, w, kh x ne
init, w, as x se
init, w, vl x st

1084 :
sum09, w, st x ne
sum12, p, st x ne, -3290
aut08, p, bt x we, 250
aut17, w, bt x ne
aut17, p, kh, ne, -3850
aut17, w, we x ne
win01, w, kh x se
win01, p, as x se, 2050
win06, p, ne x bt, 1180
win08, w, bt x we
win16, w, as x vl
win16, p, st x vl, -3550
win18, p, as x vl, -540
win19, w, st x we
win20, p, ne x we, -3110
win20, p, st x we, -1940

1085 :
spr02, w, ne x st
spr10, w, as x se
spr12, p, kh x se, -4710
spr20, w, vl x as
spr20, p, vl x as, -1220
spr21, p, we x bt, 0
sum01, p, ne x st, 2660
sum06, w, we x as
sum08, w, vl x st
sum08, w, we x ne
sum09, w, kh x we
sum11, p, as x we
sum12, p, kh x we, -2260
sum14, w, bt x as
sum14, p, as x bt, 730
sum17, w, bt x se
sum17, w, bt x ne
sum18, p, as x se, -830
sum20, w, kh x se
sum20, w, as x vl
sum20, p, vl x as, 730
sum20, w, kh x ne
aut01, w, ne x we, 1360
aut03, w, kh x as
aut07, p, se x kh, 980
aut08, w, we x st
aut09, p, vl x st, -580
aut10, p, bt x se, 980
aut14, p, bt x ne, -340
win01, w, se x we
win03, p, st x we, -3070
win03, p, as x kh, 140
win04, w, as x we
win09, p, as x we, -370
win12, w, kh x se
win13, w, vl x as
win15, p, we x se, -2370
win16, w, bt x vl
win16, p, as x vl, -260
win19, w, we x bt

suh9I.png

1086 :
spr01, p, vl x bt, -930
spr09, p, kh x se, -130
spr10, w, st x kh
spr11, p, kh x ne, -190
spr13, w, ne x bt
spr15, w, as x bt
spr16, p, bt x ne, 2230
spr20, w, ne x we
spr21, p, bt x we, 1160
sum02, w, se x we
sum03, w, ne x st
sum03, p, st x ne, -600
sum08, p, as x bt, -550
sum10, p, ne x we, 130
sum16, w, kh x se
sum18, w, bt x se
sum18, w, ne x se
sum19, w, vl x st
sum19, p, bt x se, -1820
sum19, p, we x se, -4720
aut01, p, st x kh, 1860
aut02, w, we x bt
aut02, w, as x se
aut15, w, kh x ne
aut17, p, ne x se, -2150
aut17, p, se x kh, 700

zMGOX.png

1087 :
spr11, w, se x we
spr11, p, we x se, -950
spr14, p, as x se, -1360
spr16, w, kh x se
spr20, w, as x bt
spr21, p, vl x st, -2150
sum01, p, bt x as, 1990
sum03, p, se x kh, 120
sum07, w, st x bt
sum09, p, bt x we, 560
sum11, w, se x ne
sum13, p, se, ne, -910
sum13, w, as x se
sum15, p, ne x kh, 740
sum16, w, we x st
sum16, p, bt x st, -1440
aut01, w, ne x we
aut04, w, kh x se
aut07, p, we x st, -3330
aut09, p, as x se, -720
aut12, w, bt x we
aut15, w, ne x se
aut17, p, se x ne, 1500
aut18, w, vl x as
win01, p, kh x st, -310
win02, w, st x bt
win04, p, as x vl, 520
win08, p, st, bt, -570
win08, w, st x vl
win09, p, we x ne, 980
win10, w, kh x ne
win11, w, st x we
win12, w, bt x ne
win12, p, ne x bt, -110
win16, p, we x st, -1400
win17, w, as x se

6mnSB.png

1088 :
spr04, w, kh x st
spr07, p, we x bt, 410
spr10, w, bt x as
spr10, p, as x se, -4060
sum01, p, vl x st, -820
sum02, p, se x kh, 590
sum04, p, as x bt, 0
sum15, w, bt x vl
sum18, p, ne x kh, 760
sum21, w, we x vl
aut02, p, kh x st, -1280
aut07, w, st x vl
aut07, w, ne x bt
aut08, p, vl x bt, -1090
aut10, w, as x bt
aut13, p, ne x bt, -2220
aut14, p, we x vl, -2420
aut16, w, kh x se
aut21, p, as x bt, -760
win01, w, ne x st
win05, p, st x ne, 1120
win05, w, as x vl
win07, w, ne x se
win09, w, bt x st
win13, w, bt x ne
win13, w, kh x st
win14, p, vl x st, -3940
win14, p, ne x se, -2100
win18, w, we x as
win19, p, vl x as, 2160
win21, p, ne x bt, -340

2kh4P.png

1089 :
spr07, w, ne x st
spr07, p, se x kh, 750
spr08, w, se x as
spr08, p, we x as, -870
spr09, p, bt x st, -2880
spr16, w, we x bt
spr19, p, st x ne, 1130
sum03, w, vl x we
sum06, w, kh x ne
sum06, p, vl x we, -2180
sum10, w, as x we
sum12, p, st x kh, 1860
sum14, p, as x we, -3470
aut03, w, st x ne
aut10, p, ne x st, 1050
aut13, w, kh x se
aut18, p, se x as, 4360
aut20, w, vl x we
aut20, w, st x vl
win06, p, bt x we, -7910
win09, w, as x ne
win11, p, we x vl, 2500
win12, w, as x we
win13, w, bt x ne
win13, w, kh x we
win17, p, as x ne, -1930
win21, p, ne x bt, 1900

FHoqV.png

1090 :
spr03, w, bt x we
spr10, w, kh x st
spr10, w, bt x kh
spr12, p, vl x st, -2870
spr12, p, kh x we, -3770
spr12, p, ne x kh, 850
spr16, w, st x we
spr16, p, st x we, -3360
spr16, p, st x kh, 570
spr21, w, ne x we
spr21, p, we x ne, 2880
sum10, w, st x vl
sum13, w, as x se
sum20, p, se x kh, 680
aut08, w, ne x st
aut10, p, we x as, 1920
aut14, p, bt x we, -3560
aut16, p, ne x st, -2540
aut18, w, kh x st
aut19, p, vl x st, -4210
win02, w, kh x se
win03, w, vl x as
win05, p, se x as, 2330
win17, p, vl x as, -390

5TAMl.png

1091 :
spr03, p, kh x bt, 2960
spr07, w, bt x vl
spr07, w, as x st
spr16, w, bt x st
spr17, w, as x se
sum07, p, st x kh, 2890
sum07, w, we x st
sum07, p, we x st, -2600
sum11, p, se x kh, 1960
sum13, w, we x vl
sum13, p, vl x we, -880
sum18, w, we x kh
aut01, p, vl x bt, 1820
aut01, w, kh x bt
aut02, p, bt x st, -2230
aut03, w, st x vl
aut05, p, as x st, -1160
aut06, p, vl x st, -1920
aut11, w, se x bt
aut13, w, se x ne
aut13, p, bt, se, -180
aut14, w, st x we
aut14, p, as x se, -410
aut17, w, bt x we
aut17, p, kh x we, -3750
aut17, p, st x we, -1360
win01, w, as x vl
win04, w, se x kh
win07, p, ne x se, -510
win11, w, ne x bt
win11, p, bt x ne, 380

czyu_.png

As you see we still have snowballing. Problem is not completely solved but it will be better with 1.5.1.

Patch1.5.01.5.1 beta1.5.1 upcoming hotfix
Ending Year109310911093
War/Peace Declarations139234 (~292 estimate for 1093)213
Avg. Declaration per year142921
Total Wars75119 (~150 estimate for 1093)109
Avg Wars per year71510.9
Avg Active Wars7.44.04.4
Avg. War Length (days)862334
Min War Length (days)000
Max War Length (days)34177189
War Negotiations (0-1 days)1139
Wars Shorter Than a Month (2-7 days)22510
Wars Shorter Than a Season (8-21 days)73735
Wars between a Season and a Year (22 - 84 days)394448
Wars longer than a Year (84+ days)2607
% Wars Negotiations1%11%8%
% Wars shorter than a Month3%21%9%
% Wars shorter than a Season9%31%32%
% Wars between a Season and a Year52%37%44%
% Wars longer than a Year35%0%6%
Avg. Daily Tribute$ 251$ 1,755$ 1,228
Min Daily$ -$ -$ -
Max Daily$ 565$ 7,910$ 4,720
 
Last edited:
This sounds really promising mexxico.

Thanks for this as it's one of the most annoying problems of the game right now.

I would still like to see diplomacy expanded as a concept, but at very least having what we have behaving in a logic and realistic way is already a big step forward.
 
yeah the system actaully working i think is better than trying to add things like alliances and the sorts as if war and peace are not declared or are declared to often what is the point
 
This is an amazing explanation, thanks for all the details it really shows the impact you made on a grand level that is often hard to realize as the player. (y)
Also bonus irrevelant information : By 1.5.1 AI armies which make siege will calculate player strength with less importance (they will take more risks) so you will be able to experience defender side sieges more frequently. As you know after you sneak in besieged settlement they mostly give up siege.

I am so excited for 1.5.1, can't wait to defend castles! Thanks for listening to the feedback from the community on this!

I want to thank also @Blood Gryphon he prepaired a table from data I shared yesterday. However in data there were some mistakes so he found some war counts as negative. I am giving a new data set (all peace war declerations) after developments. This time I collected them more carefully andbody interested can examine what is going on world after developments (w = war, p = peace, ne = northern empire, we = western empire, se = southern empire, kh = khuzait, st = sturgia, vl = vlandia, last value is tribute payed from faction1 to faction2) :
For now here is base data mexxico posted (i have not checked for errors like i found in the last dataset yet).
I'll be making a post with my analysis of this data. In that post I'll include a much more detailed table that will make the data a bit more clear.

The first thing ive noticed right off the bat, no more instant AS and SE peace (we dont see it until winter)!
OccurrenceYearDaystatusWarfaction1faction2Tribute
1​
initwbt x webtwe
2​
initwkh x nekhne
3​
initwas x seasse
4​
initwvl x stvlst
5​
1084​
sum09wst x nestne
6​
1084​
sum12pst x nestne
-3290​
7​
1084​
aut08pbt x webtwe
250​
8​
1084​
aut17wbt x nebtne
9​
1084​
aut17pkh x nekhne
-3850​
10​
1084​
aut17wwe x newene
11​
1084​
win01wkh x sekhse
12​
1084​
win01pas x seasse
2050​
13​
1084​
win06pne x btnebt
1180​
14​
1084​
win08wbt x webtwe
15​
1084​
win16was x vlasvl
16​
1084​
win16pst x vlstvl
-3550​
17​
1084​
win18pas x vlasvl
-540​
18​
1084​
win19wst x westwe
19​
1084​
win20pne x wenewe
-3110​
20​
1084​
win20pst x westwe
-1940​
21​
1085​
spr02wne x stnest
22​
1085​
spr10was x seasse
23​
1085​
spr12pkh x sekhse
-4710​
24​
1085​
spr20wvl x asvlas
25​
1085​
spr20pvl x asvlas
-1220​
26​
1085​
spr21pwe x btwebt
0​
27​
1085​
sum01pne x stnest
2660​
28​
1085​
sum06wwe x asweas
29​
1085​
sum08wvl x stvlst
30​
1085​
sum08wwe x newene
31​
1085​
sum09wkh x wekhwe
32​
1085​
sum11pas x weaswe
33​
1085​
sum12pkh x wekhwe
-2260​
34​
1085​
sum14wbt x asbtas
35​
1085​
sum14pas x btasbt
730​
36​
1085​
sum17wbt x sebtse
37​
1085​
sum17wbt x nebtne
38​
1085​
sum18pas x seasse
-830​
39​
1085​
sum20wkh x sekhse
40​
1085​
sum20was x vlasvl
41​
1085​
sum20pvl x asvlas
730​
42​
1085​
sum20wkh x nekhne
43​
1085​
aut01wne x wenewe
1360​
44​
1085​
aut03wkh x askhas
45​
1085​
aut07pse x khsekh
980​
46​
1085​
aut08wwe x stwest
47​
1085​
aut09pvl x stvlst
-580​
48​
1085​
aut10pbt x sebtse
980​
49​
1085​
aut14pbt x nebtne
-340​
50​
1085​
win01wse x wesewe
51​
1085​
win03pst x westwe
-3070​
52​
1085​
win03pas x khaskh
140​
53​
1085​
win04was x weaswe
54​
1085​
win09pas x weaswe
-370​
55​
1085​
win12wkh x sekhse
56​
1085​
win13wvl x asvlas
57​
1085​
win15pwe x sewese
-2370​
58​
1085​
win16wbt x vlbtvl
59​
1085​
win16pas x vlasvl
-260​
60​
1085​
win19wwe x btwebt
61​
1086​
spr01pvl x btvlbt
-930​
62​
1086​
spr09pkh x sekhse
-130​
63​
1086​
spr10wst x khstkh
64​
1086​
spr11pkh x nekhne
-190​
65​
1086​
spr13wne x btnebt
66​
1086​
spr15was x btasbt
67​
1086​
spr16pbt x nebtne
2230​
68​
1086​
spr20wne x wenewe
69​
1086​
spr21pbt x webtwe
1160​
70​
1086​
sum02wse x wesewe
71​
1086​
sum03wne x stnest
72​
1086​
sum03pst x nestne
-600​
73​
1086​
sum08pas x btasbt
-550​
74​
1086​
sum10pne x wenewe
130​
75​
1086​
sum16wkh x sekhse
76​
1086​
sum18wbt x sebtse
77​
1086​
sum18wne x senese
78​
1086​
sum19wvl x stvlst
79​
1086​
sum19pbt x sebtse
-1820​
80​
1086​
sum19pwe x sewese
-4720​
81​
1086​
aut01pst x khstkh
1860​
82​
1086​
aut02wwe x btwebt
83​
1086​
aut02was x seasse
84​
1086​
aut15wkh x nekhne
85​
1086​
aut17pne x senese
-2150​
86​
1086​
aut17pse x khsekh
700​
87​
1087​
spr11wse x wesewe
88​
1087​
spr11pwe x sewese
-950​
89​
1087​
spr14pas x seasse
-1360​
90​
1087​
spr16wkh x sekhse
91​
1087​
spr20was x btasbt
92​
1087​
spr21pvl x stvlst
-2150​
93​
1087​
sum01pbt x asbtas
1990​
94​
1087​
sum03pse x khsekh
120​
95​
1087​
sum07wst x btstbt
96​
1087​
sum09pbt x webtwe
560​
97​
1087​
sum11wse x nesene
98​
1087​
sum13pse x nesene
-910​
99​
1087​
sum13was x seasse
100​
1087​
sum15pne x khnekh
740​
101​
1087​
sum16wwe x stwest
102​
1087​
sum16pbt x stbtst
-1440​
103​
1087​
aut01wne x wenewe
104​
1087​
aut04wkh x sekhse
105​
1087​
aut07pwe x stwest
-3330​
106​
1087​
aut09pas x seasse
-720​
107​
1087​
aut12wbt x webtwe
108​
1087​
aut15wne x senese
109​
1087​
aut17pse x nesene
1500​
110​
1087​
aut18wvl x asvlas
111​
1087​
win01pkh x stkhst
-310​
112​
1087​
win02wst x btstbt
113​
1087​
win04pas x vlasvl
520​
114​
1087​
win08pst x btstbt
-570​
115​
1087​
win08wst x vlstvl
116​
1087​
win09pwe x newene
980​
117​
1087​
win10wkh x nekhne
118​
1087​
win11wst x westwe
119​
1087​
win12wbt x nebtne
120​
1087​
win12pne x btnebt
-110​
121​
1087​
win16pwe x stwest
-1400​
122​
1087​
win17was x seasse
123​
1088​
spr04wkh x stkhst
124​
1088​
spr07pwe x btwebt
410​
125​
1088​
spr10wbt x asbtas
126​
1088​
spr10pas x seasse
-4060​
127​
1088​
sum01pvl x stvlst
-820​
128​
1088​
sum02pse x khsekh
590​
129​
1088​
sum04pas x btasbt
0​
130​
1088​
sum15wbt x vlbtvl
131​
1088​
sum18pne x khnekh
760​
132​
1088​
sum21wwe x vlwevl
133​
1088​
aut02pkh x stkhst
-1280​
134​
1088​
aut07wst x vlstvl
135​
1088​
aut07wne x btnebt
136​
1088​
aut08pvl x btvlbt
-1090​
137​
1088​
aut10was x btasbt
138​
1088​
aut13pne x btnebt
-2220​
139​
1088​
aut14pwe x vlwevl
-2420​
140​
1088​
aut16wkh x sekhse
141​
1088​
aut21pas x btasbt
-760​
142​
1088​
win01wne x stnest
143​
1088​
win05pst x nestne
1120​
144​
1088​
win05was x vlasvl
145​
1088​
win07wne x senese
146​
1088​
win09wbt x stbtst
147​
1088​
win13wbt x nebtne
148​
1088​
win13wkh x stkhst
149​
1088​
win14pvl x stvlst
-3940​
150​
1088​
win14pne x senese
-2100​
151​
1088​
win18wwe x asweas
152​
1088​
win19pvl x asvlas
2160​
153​
1088​
win21pne x btnebt
-340​
154​
1089​
spr07wne x stnest
155​
1089​
spr07pse x khsekh
750​
156​
1089​
spr08wse x asseas
157​
1089​
spr08pwe x asweas
-870​
158​
1089​
spr09pbt x stbtst
-2880​
159​
1089​
spr16wwe x btwebt
160​
1089​
spr19pst x nestne
1130​
161​
1089​
sum03wvl x wevlwe
162​
1089​
sum06wkh x nekhne
163​
1089​
sum06pvl x wevlwe
-2180​
164​
1089​
sum10was x weaswe
165​
1089​
sum12pst x khstkh
1860​
166​
1089​
sum14pas x weaswe
-3470​
167​
1089​
aut03wst x nestne
168​
1089​
aut10pne x stnest
1050​
169​
1089​
aut13wkh x sekhse
170​
1089​
aut18pse x asseas
4360​
171​
1089​
aut20wvl x wevlwe
172​
1089​
aut20wst x vlstvl
173​
1089​
win06pbt x webtwe
-7910​
174​
1089​
win09was x neasne
175​
1089​
win11pwe x vlwevl
2500​
176​
1089​
win12was x weaswe
177​
1089​
win13wbt x nebtne
178​
1089​
win13wkh x wekhwe
179​
1089​
win17pas x neasne
-1930​
180​
1089​
win21pne x btnebt
1900​
181​
1090​
spr03wbt x webtwe
182​
1090​
spr10wkh x stkhst
183​
1090​
spr10wbt x khbtkh
184​
1090​
spr12pvl x stvlst
-2870​
185​
1090​
spr12pkh x wekhwe
-3770​
186​
1090​
spr12pne x khnekh
850​
187​
1090​
spr16wst x westwe
188​
1090​
spr16pst x westwe
-3360​
189​
1090​
spr16pst x khstkh
570​
190​
1090​
spr21wne x wenewe
191​
1090​
spr21pwe x newene
2880​
192​
1090​
sum10wst x vlstvl
193​
1090​
sum13was x seasse
194​
1090​
sum20pse x khsekh
680​
195​
1090​
aut08wne x stnest
196​
1090​
aut10pwe x asweas
1920​
197​
1090​
aut14pbt x webtwe
-3560​
198​
1090​
aut16pne x stnest
-2540​
199​
1090​
aut18wkh x stkhst
200​
1090​
aut19pvl x stvlst
-4210​
201​
1090​
win02wkh x sekhse
202​
1090​
win03wvl x asvlas
203​
1090​
win05pse x asseas
2330​
204​
1090​
win17pvl x asvlas
-390​
205​
1091​
spr03pkh x btkhbt
2960​
206​
1091​
spr07wbt x vlbtvl
207​
1091​
spr07was x stasst
208​
1091​
spr16wbt x stbtst
209​
1091​
spr17was x seasse
210​
1091​
sum07pst x khstkh
2890​
211​
1091​
sum07wwe x stwest
212​
1091​
sum07pwe x stwest
-2600​
213​
1091​
sum11pse x khsekh
1960​
214​
1091​
sum13wwe x vlwevl
215​
1091​
sum13pvl x wevlwe
-880​
216​
1091​
sum18wwe x khwekh
217​
1091​
aut01pvl x btvlbt
1820​
218​
1091​
aut01wkh x btkhbt
219​
1091​
aut02pbt x stbtst
-2230​
220​
1091​
aut03wst x vlstvl
221​
1091​
aut05pas x stasst
-1160​
222​
1091​
aut06pvl x stvlst
-1920​
223​
1091​
aut11wse x btsebt
224​
1091​
aut13wse x nesene
225​
1091​
aut13pbt x sebtse
-180​
226​
1091​
aut14wst x westwe
227​
1091​
aut14pas x seasse
-410​
228​
1091​
aut17wbt x webtwe
229​
1091​
aut17pkh x wekhwe
-3750​
230​
1091​
aut17pst x westwe
-1360​
231​
1091​
win01was x vlasvl
232​
1091​
win04wse x khsekh
233​
1091​
win07pne x senese
-510​
234​
1091​
win11wne x btnebt
235​
1091​
win11pbt x nebtne
380​
 
Last edited:
When I examine reasons of these problems it was obvious that general problem lays down on war / peace votings. Sometimes a weak faction face with 3 strong enemies and even in this scenario clans of this faction do not support making peace with any of these 3 kingdoms.
This!
The attacked faction should seek peace immediately when there are are too many enemies ( make peace with at least one faction).

1. The problem is the 3rd faction who declares the war. There is no compensation in the game for ganging up against the weak faction (weak not necesarily in power but beeing in war by too many factions).
I do not see how could be this compensated without introducing some value of "warmongerness". The 3rd faction would receive a huge warmonger value which would affect clan influence numbers (would be hard to create armies for the faction with big warmonger value, this would weaken the attacker). This value would increase also with passing time (during the war). This would motivate the factions which are in war very long time to seek peace. After peace the value would slowly decrease.

2. Factions which are in war for a long time and loosing battles/fiefs should also receive warmonger penalties (because of lost battles). This could be even directly applied to the army general clan (would help to keep them permanently in dungeon until peace made). This would motivate them to seek peace.

Just an idea..
 
Last edited:
Thank you mexxico! Thank you for communicating with us and accepting our feedback. I have not exactly been happy with progress thus far youve earned my gratitude and showed us your commitment. Keep up the good work!
 
This is going to make a lot of people happy! I hope you know how much we appreciate you @mexxico!

I do not see how could be this compensated without introducing some value of "warmongerness". The 3rd faction would receive a huge warmonger value which would affect clan influence numbers (would be hard to create armies for the faction with big warmonger value, this would weaken the attacker). This value would increase also with passing time (during the war). This would motivate the factions which are in war very long time to seek peace. After peace the value would slowly decrease.
I don't know how it will work in 1.5.1, but there's already a system like this in place in 1.5.0 (and 1.4.3) called "Aggressiveness." Basically, each faction has an aggressiveness attribute that rises based how many wars they declare, and on who. If a faction declares war on a peaceful faction, their aggressiveness will shoot up by a lot. If a faction declares war on another aggressive faction, their aggressiveness will not rise by much. Aggressive factions get war declared on them more often. The aggressiveness value slowly decreases each day for all factions, and will only rise when declaring war. Hope that makes sense.
 
This is going to make a lot of people happy!@mexxico!

Thanks. I hope we won’t see new problems related to changes much. I tried to test them deeply but real test will happen when patch is out. If there are problems I could not catch yet we will fix them with adjustmens at hotfixes.

That name is clearly visible, the black smudge doesn't hide it at all so if you were trying to cover it you should probably do some more editing.

Not so important actually. Thanks for info.
 
Thanks. I hope we won’t see new problems related to changes much. I tried to test them deeply but real test will happen when patch is out. If there are problems I could not catch yet we will fix them with adjustmens at hotfixes.



Not so important actually. Thanks for info.
Much appreciated! You've made my day mexxico, i'm really looking forward to test 1.5.1
 
Raiding villages effect is severe: no food production, loss of prosperity, recruitment. The attacking side raids villages in huge parties which makes it difficult to defend against, but they have almost nothing to gain from it (realistically, in terms of loot it's miniscule comparing to the army size), apart from a shortcut to win a war. AI Lord's should be focusing on taking on big armies, sieges and defences, instead of riding across the map to raid a village in a middle of nowhere. Leave the village defence to patrols.
Plus if the governing town is taken over, that village that AI has just raided produces nothing.
On a side note, apart from troop difference, there is no difference between cultures right now. There is no punishment for slaughtering a nation and no reward for being nice. You can still trade and recruit effortlessly - but it shouldn't be like that.
 
Raiding villages effect is severe: no food production, loss of prosperity, recruitment. The attacking side raids villages in huge parties which makes it difficult to defend against, but they have almost nothing to gain from it (realistically, in terms of loot it's miniscule comparing to the army size), apart from a shortcut to win a war. AI Lord's should be focusing on taking on big armies, sieges and defences, instead of riding across the map to raid a village in a middle of nowhere. Leave the village defence to patrols.
Plus if the governing town is taken over, that village that AI has just raided produces nothing.
On a side note, apart from troop difference, there is no difference between cultures right now. There is no punishment for slaughtering a nation and no reward for being nice. You can still trade and recruit effortlessly - but it shouldn't be like that.
Raiding the villages make it easier to siege the castle as the food levels drop faster. This is working as intended.
 
Back
Top Bottom