Diplomacy Developments

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If a lot of these calculations are based on total strength, that may also be helping Khuzait because they tend to punch far above their weight on paper for a variety of reasons, and as such seem to take far less total losses than other factions over the course of the war. My feeling is it goes beyond simply their cavalry combat bonus for simulations and has a lot to do with their party speed.

Since they can almost always outrun other faction's armies, they have the initiative in every engagement. Compared to other factions, they're far less likely to end up in losing fights because they almost always have the speed to get away from a superior force, and almost always have the speed to catch an inferior one. Add that to the simulation bonus from cavalry and other advantages we've talked about, and they rarely get into fights they can't win, and usually win big in the fights they take. Pretty much the only time I see them lose is when they pick a fight with a weaker enemy, but reinforcements show up during the fight. Aside from that, they're almost always the attacker and almost always win.

The speed also gives them a big economic advantage when it comes to the village raiding game. Their villages tend to be safer because lone enemy parties venturing into their territory to raid usually get picked off pretty quickly for the reasons I mentioned already. On the reverse side, raiding enemy villages tends to be very safe for them because they generally have enough base speed to get away if an enemy party interrupts them while raiding, even with the Disorganized malus and are free to try again somewhere else. So every time they get into a war, you very quickly see a line of burned villages spreading all the way across the enemy kingdom, resulting in big penalties for enemy cities and castles, while they might lose a village or two here and there but their own lands generally stay pretty safe.

They also seem to be successful in sieges more frequently than other factions. I'm not sure if this is a result of the Cav combat bonus applying in siege battles also (don't know if it does, but I do know that it shouldn't if it does), or just because pretty much every enemy garrison is starving for weeks before they get there. Could even be both.
 
Is it possible to have the kingdoms sub-divided by regions (only in code), or maybe by Lord settlements, in order to measure each Lord contribution to the war, for better balancing?
 
First caravan out and to my surprise there is a map flag for it, I thought it was just armies. This makes me so happy.

OW1nx.jpg
 
If a lot of these calculations are based on total strength, that may also be helping Khuzait because they tend to punch far above their weight on paper for a variety of reasons, and as such seem to take far less total losses than other factions over the course of the war. My feeling is it goes beyond simply their cavalry combat bonus for simulations and has a lot to do with their party speed.

Since they can almost always outrun other faction's armies, they have the initiative in every engagement. Compared to other factions, they're far less likely to end up in losing fights because they almost always have the speed to get away from a superior force, and almost always have the speed to catch an inferior one. Add that to the simulation bonus from cavalry and other advantages we've talked about, and they rarely get into fights they can't win, and usually win big in the fights they take. Pretty much the only time I see them lose is when they pick a fight with a weaker enemy, but reinforcements show up during the fight. Aside from that, they're almost always the attacker and almost always win.

The speed also gives them a big economic advantage when it comes to the village raiding game. Their villages tend to be safer because lone enemy parties venturing into their territory to raid usually get picked off pretty quickly for the reasons I mentioned already. On the reverse side, raiding enemy villages tends to be very safe for them because they generally have enough base speed to get away if an enemy party interrupts them while raiding, even with the Disorganized malus and are free to try again somewhere else. So every time they get into a war, you very quickly see a line of burned villages spreading all the way across the enemy kingdom, resulting in big penalties for enemy cities and castles, while they might lose a village or two here and there but their own lands generally stay pretty safe.

They also seem to be successful in sieges more frequently than other factions. I'm not sure if this is a result of the Cav combat bonus applying in siege battles also (don't know if it does, but I do know that it shouldn't if it does), or just because pretty much every enemy garrison is starving for weeks before they get there. Could even be both.

I heard:
When attacking a city, the cavalry will also increase their combat effectiveness in the calculation of the battle between AI, which is 1.2 as usual.
 
That could be pretty bad if it's the case, especially with besiegers being more aggressive and likely to assault in the new patch.

Thought of a few other follow-on consequences of the stuff I'd previously mentioned: Khuzaits always seem to have more elite troops than anybody, I almost never see them rolling with 200+ recruits in an army and I'd imagine that's because they can run from unfavorable fights and rarely get party-wiped. So eventually they're bringing high-tier armies against peasant stacks, which massively builds on the advantages they already have.

The other thing I thought of goes back to tactics: Even if their starting party Lords don't have a massive tactics advantage over other factions, their Lords rarely get captured. I'm sure we've all experienced a long war where a significant number of enemy Lords get captured so they start sending out their B-team to lead armies, including lots of women with zero tactics skill.

So as time goes on the Khuzaits not only have their 20% cavalry combat bonus and speed advantage, they're also leading veteran armies against peasant mobs led by inferior commanders.
 
Love that factions aren't getting into 5-year-long Forever Wars with 4 opponents anymore, but it may have gone a bit too far in the other direction, lol. Lot of 1-2 day wars happening and ending before any real fighting for example, and it makes Mercenary work really unpredictable and annoying.

So far by Winter of 1084, Vlandia and Sturgia have been at war and made peace three times already. Southern Empire made peace with Aserai, then declared war on Western Empire. Aserai declared war on Battania, who immediately made peace with Western Empire... then Aserai also made peace with Battania, all in less than a day.

Khuzait took Amprela from Northern Empire who quickly took it back, then Khuzait made peace with Northern Empire while sieging Amprela back again.

Southern Empire made peace with Western Empire a few days after declaring war, immediately declared war on Northern Empire and besieged then assaulted Myzea. They then made peace with Northern Empire while actively assaulting Myzea and looking like they were winning.

A lot of these wars aren't lasting long enough for the factions to really even start attacking each other and I'm imagining their troops just constantly running back and forth from one side of their territory to the other. So maybe there should be a minimum length of time before seeking peace so there's time for some actual combat.

I also think a faction that's currently besieging another faction's settlement should be unwilling to make peace until the siege is over unless there's some *very* heavy tribute involved, and that goes double for an active assault. I've got the image of a guy waving his arms and shouting "Wait, guys! Come back! The war's over!!!" from the bottom of a siege ladder, lol.

Still, definitely a step in the right direction. Keep up the good work!
 
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.

Hard to put this without it sounding like a personal attack, but how is it that modders are better able to balance this game then the combined patches released so far?
Anyway I have control over these codes now and will follow your feedbacks.

What is the actual intent here? Most of the 'fixes' being implemented are aimed at very minor issues instead of the glaring ones in how AI are coded/balanced. The problem: AI have stupid, repetitive and predictable code which means every fight fits a standard pattern. As such this game is tedious and only gets extensive play time with the addition of mods, or a combination of player creativity and masochism (how outnumbered can I still win).
Could you PLEASE ask your supervisor to go start hiring people submitting popular mods online? All the devs on these forums seem to have no intended direction with this game. You need people who play this game, and modders have proven to be better adept at balancing this game then devs have accomplished with patches.
This issue was largely resolved by adding a single mod, 'revolutions', to ensure the most militant AI factions (khuzait, vlandia and aserai) do not dominate every.single.game.
As I am not a fan of previous titles I have to ask, were these problems not encountered and overcome then? Arent there a dozen different predecessors with mods and community backing?

The Bannerlord development strategy is baffling. Please copy early World of Warcraft developement. Players add mods to make the game better, universally used mods get added to the game.
 
I also think a faction that's currently besieging another faction's settlement should be unwilling to make peace until the siege is over unless there's some *very* heavy tribute involved, and that goes double for an active assault. I've got the image of a guy waving his arms and shouting "Wait, guys! Come back! The war's over!!!" from the bottom of a siege ladder, lol.

Yes good point. This should be included.

About short wars, I know they should be less. I will try to reduce them by time with adjustments.
 
Okay so I finished checking the encyclopedia and this is what I found. Tables made using Pivot Table in Excel so excuse the way it looks.

Conclusions
Sturgia
is surrounded by factions stronger than themselves when it comes to tactic skills. Sturgia has more party leaders, but 11% of them are useless in 1v1 battles with their tactic skill of 0. Two of their most common enemies field a lot more horses which adds to the problem.

Northern Empire is among the weakest factions tactic wise and also has the fewest amount of party leaders which limits their army severely.



Sum of tactic skill per faction based on current amount of party leaders
Party Leadery
FactionSum of Tactics
Aserai
2300​
Battania
2280​
Khuzait
2500​
Northern Empire
2200​
Southern Empire
2120​
Sturgia
2380​
Vlandia
2680​
Western Empire
2920​
Grand Total
19380​

Count of how many party leaders per faction and what tactic skill they have
Party Leadery
Count of NobleColumn Labels
Tactic SkillAseraiBattaniaKhuzaitNorthern EmpireSouthern EmpireSturgiaVlandiaWestern EmpireGrand Total
60
1​
2​
1​
2​
2​
3​
3​
14​
80
3​
4​
5​
3​
5​
3​
6​
3​
32​
100
4​
3​
9​
2​
6​
11​
5​
1​
41​
120
7​
2​
5​
3​
6​
3​
3​
7​
36​
140
2​
7​
3​
6​
2​
4​
6​
6​
36​
160
3​
2​
2​
2​
2​
11​
180
1​
1​
2​
200
2​
2​
0
1​
1​
1​
3​
3​
9​
Grand Total
21​
21​
23​
19​
24​
26​
25​
24​
183​

Sum of tactic skill per faction based on reserve party leaders (nobles with tactic skill but not currently leading a party)
Party Leadern
Row LabelsSum of Tactics
Aserai
140​
Battania
180​
Khuzait
100​
Northern Empire
Southern Empire
140​
Sturgia
100​
Vlandia
380​
Western Empire
Grand Total
1040​
 
NobleTypeCultureParty LeaderTacticsSteward
AbagaiNobleKhuzaity
100​
AchakuNobleKhuzaity
100​
60​
AdalindisNobleVlandian
60​
AdaltrudNobleVlandian
50​
AkrumNobleKhuzaity
100​
60​
AlaryNobleVlandiay
100​
122​
AldricNobleVlandiay
60​
AlijinNobleKhuzaitn
102​
AlvarNobleSturgiaY
100​
60​
AlwithNobleVlandian
101​
AmalgunNobleVlandiay
100​
100​
AmorconNobleVlandiay
60​
102​
AnatNobleKhuzaitn
141​
AndrutaNobleSturgiaN
62​
AnstrudaNobleVlandian
62​
ApolaneaNobleSturgiay
60​
ArthamundNobleVlandiay
60​
AselaNobleVlandian
121​
AstaNobleSturgian
140​
BagaiNobleKhuzaity
120​
120​
BelgirNobleVlandiay
100​
BertlianaNobleVlandian
81​
BolatNobleKhuzaitn
60​
BortuNobleKhuzaity
120​
100​
BovanNobleSturgiay
0​
81​
CalatildNobleVlandian
120​
141​
ChaghanNobleKhuzaity
120​
102​
ChagunNobleKhuzaitn
ChambuiNobleKhuzaitn
62​
DerthertFaction leaderVlandiay
120​
181​
DrachaNobleSturgian
82​
EcarandNobleVlandiay
140​
81​
ElbetNobleVlandian
141​
EledurisNobleVlandian
61​
ElthildNobleVlandian
80​
ElysNobleVlandian
121​
ErdurandNobleVlandiay
140​
100​
ErgeneNobleKhuzaitn
61​
ErtaNobleSturgian
142​
EsacheiNobleKhuzaitn
82​
EselenNobleKhuzaitn
80​
EsurNobleKhuzaity
140​
100​
FafenNobleSturgiay
100​
62​
FurnhardNobleVlandiay
80​
82​
GaldenNobleSturgiay
100​
60​
GodunNobleSturgiay
140​
162​
GudonheldaNobleVlandian
62​
HecardNobleVlandiay
140​
101​
HurunagNobleKhuzaity
100​
62​
IdrunNobleSturgian
101​
IlatarNobleKhuzaity
100​
62​
IngaltherNobleVlandiay
160​
142​
IngeltrudNobleVlandian
81​
IngundeNobleVlandian
isvanNobleSturgiay
80​
61​
IzdenkaNobleSturgian
100​
JigurNobleKhuzaitn
KanujanNobleKhuzaity
180​
120​
KhadaNobleKhuzaity
80​
KhorijinNobleKhuzaitn
82​
KintegNobleKhuzaity
100​
60​
KishaNobleSturgian
62​
KorteNobleKhuzaitn
122​
LasandNobleVlandiay
80​
LashonekNobleSturgiay
100​
62​
LekNobleSturgiay
140​
162​
LienaNobleVlandiay
160​
140​
LietgardisNobleVlandian
60​
LilzhaNobleSturgian
LucandNobleVlandiay
140​
80​
MaurianaNobleVlandian
61​
MegenheldaNobleVlandian
60​
101​
MehirNobleKhuzaity
100​
61​
MesuiNobleKhuzaity
120​
141​
MilankaNobleSturgian
80​
MimirNobleSturgiay
0​
MitelaNobleVlandian
60​
MonchugFaction leaderKhuzaity
140​
121​
MorconNobleVlandiay
140​
102​
NayantaiNobleKhuzaity
80​
OdofledNobleVlandian
80​
61​
OlekNobleSturgiay
120​
62​
OragurNobleKhuzaity
120​
81​
OspirNobleVlandiay
100​
81​
OsvenNobleSturgiay
60​
PericNobleVlandiay
80​
82​
PhilenoraNobleVlandian
121​
RaganvadFaction leaderSturgiay
140​
120​
RatagostNobleSturgiay
100​
141​
RicheldaNobleVlandian
62​
RomundNobleVlandiay
120​
102​
RozhivolNobleSturgiay
0​
SechenNobleKhuzaitn
80​
ServicNobleVlandiay
120​
100​
SigaNobleSturgiay
120​
62​
SilvindNobleVlandiay
100​
102​
SimirNobleSturgiay
100​
161​
SokhataiNobleKhuzaitn
122​
SuranNobleKhuzaity
80​
100​
SvanaNobleSturgiay
100​
100​
SvedornNobleSturgiay
120​
101​
TaslurNobleKhuzaity
100​
60​
TemunNobleKhuzaity
80​
ThomundNobleVlandiay
80​
81​
TilunNobleKhuzaitn
101​
TovirNobleSturgiay
100​
60​
TulagNobleKhuzaity
80​
100​
TyaskaNobleSturgian
UlmanNobleKhuzaity
100​
60​
UnagenNobleKhuzaitn
100​
UntheryNobleVlandiay
80​
60​
UrikNobleSturgiay
140​
100​
ValkavaNobleSturgian
101​
VarmundNobleVlandiay
140​
81​
VartinNobleVlandiay
80​
80​
VashorkiNobleSturgiay
80​
101​
VidarNobleSturgiay
80​
100​
VitomiraNobleSturgian
62​
VyldurNobleSturgiay
100​
80​
YachanaNobleSturgian
81​
YanaNobleKhuzaity
140​
142​
YorigNobleSturgiay
100​
ZavarenaNobleSturgian
ZhenevaNobleSturgiay
100​
82​
ZlatkaNobleSturgian
100​
ZorikaNobleSturgian
60​
ZorinaNobleSturgian
82​
GariosFaction leaderWestern Empirey
200​
141​
LuconFaction leaderNorthern Empirey
160​
141​
RhagaeaFaction leaderSouthern Empirey
100​
142​
AbalytosNobleSouthern Empirey
120​
121​
AchiosNobleWestern Empirey
160​
122​
AdricheaNobleNorthern Empiren
101​
AgnalaNobleWestern Empiren
82​
AlcaeaNobleBattanian
162​
AltenosNobleWestern Empirey
140​
122​
AlympiaNobleSouthern Empiren
AmalianaNobleNorthern Empiren
60​
AmenonNobleWestern Empirey
100​
60​
AndrosNobleNorthern Empirey
80​
82​
ApolyteaNobleNorthern Empiren
81​
ApysNobleWestern Empirey
80​
80​
ArcorNobleNorthern Empirey
140​
122​
ArelianaNobleSouthern Empiren
ArionNobleNorthern Empirey
140​
120​
ArythaNobleWestern Empiren
61​
AscyronNobleNorthern Empirey
120​
81​
BaranorNobleSouthern Empirey
100​
181​
BelithorNobleNorthern Empirey
120​
120​
CasinonNobleWestern Empirey
60​
CatellaNobleWestern Empiren
122​
ChaliaNobleNorthern Empiren
120​
ChasonNobleNorthern Empirey
120​
122​
ConstaliaNobleSouthern Empiren
100​
CrotorNobleWestern Empirey
200​
81​
DebanaNobleSouthern Empiren
102​
DecantiaNobleNorthern Empiren
82​
DesporionNobleWestern Empirey
120​
100​
EncurionNobleNorthern Empirey
80​
81​
EodisiaNobleNorthern Empiren
140​
EpipheriaNobleNorthern Empirey
0​
EronyxNobleWestern Empirey
120​
EutropiosNobleSouthern Empirey
80​
GermanaNobleSouthern Empiren
60​
81​
GyphorNobleNorthern Empirey
140​
100​
HonoratusNobleSouthern Empirey
60​
HylasianaNobleNorthern Empiren
140​
IraNobleSouthern Empirey
100​
JastionNobleNorthern Empirey
60​
80​
JatheaNobleSouthern Empiren
62​
JoronNobleSouthern Empirey
80​
100​
JustinaNobleSouthern Empiren
62​
JustinaNobleNorthern Empiren
60​
LantanorNobleNorthern Empirey
160​
100​
LeontiaNobleNorthern Empiren
101​
LysicaNobleWestern Empirey
140​
122​
ManteosNobleNorthern Empirey
140​
122​
MartiraNobleSouthern Empiren
MegethiaNobleSouthern Empiren
102​
MelkeaNobleWestern Empiren
122​
MeritorNobleWestern Empirey
160​
101​
MilosNobleWestern Empirey
120​
80​
MinaNobleSouthern Empiren
MinarvinaNobleWestern Empiren
100​
MironNobleNorthern Empirey
100​
101​
NadeaNobleWestern Empirey
120​
82​
NemosNobleWestern Empirey
140​
120​
NereidaNobleWestern Empiren
NicasorNobleNorthern Empirey
180​
121​
NiphonNobleSouthern Empirey
120​
120​
ObronNobleSouthern Empirey
60​
82​
OlyposNobleNorthern Empirey
140​
142​
OrosNobleSouthern Empirey
80​
101​
OvagosNobleWestern Empirey
120​
122​
PanaleaNobleNorthern Empiren
141​
PatyrNobleSouthern Empirey
80​
61​
PentonNobleNorthern Empirey
100​
60​
PhadonNobleNorthern Empirey
80​
PhaeaNobleWestern Empirey
120​
101​
PhalarisaNobleNorthern Empiren
62​
PharonNobleSouthern Empirey
120​
122​
PhenoriaNobleNorthern Empiren
161​
PhostorNobleWestern Empirey
60​
81​
PopiliaNobleWestern Empiren
82​
PrescianaNobleNorthern Empiren
RhodaNobleNorthern Empiren
SanionNobleSouthern Empirey
80​
101​
SaratisNobleWestern Empirey
140​
181​
SejaronNobleWestern Empirey
140​
122​
SeorgysNobleWestern Empirey
80​
SerandonNobleSouthern Empirey
100​
81​
SeranorNobleSouthern Empirey
100​
81​
ShichanisNobleSouthern Empirey
120​
81​
SilvinaNobleSouthern Empiren
60​
SophaliaNobleWestern Empiren
61​
SoraNobleNorthern Empiren
161​
SusadaNobleNorthern Empiren
120​
TadeosNobleWestern Empirey
80​
80​
TasynorNobleNorthern Empirey
140​
101​
TemionNobleSouthern Empirey
140​
121​
TharosNobleSouthern Empirey
120​
60​
ThephilosNobleWestern Empirey
60​
TristaniaNobleSouthern Empiren
80​
102​
TuriadosNobleSouthern Empirey
100​
60​
TylianaNobleNorthern Empiren
101​
TynopsNobleWestern Empirey
120​
80​
UlbosNobleSouthern Empirey
140​
80​
ValariaNobleSouthern Empirey
0​
61​
VasiliaNobleNorthern Empiren
80​
VasiliaNobleSouthern Empirey
0​
VendeliaNobleWestern Empiren
82​
VenerandaNobleNorthern Empiren
60​
VerinaNobleSouthern Empiren
62​
ViponNobleWestern Empirey
140​
101​
VivianaNobleSouthern Empiren
61​
ZachanisNobleSouthern Empirey
120​
122​
ZenaNobleSouthern Empiren
ZenoNobleSouthern Empirey
0​
ZerosicaNobleNorthern Empiren
161​
ZoanaNobleNorthern Empiren
120​
CaladogFaction leaderBattaniay
160​
80​
AeronNobleBattaniay
160​
81​
AlynnethNobleBattanian
60​
AradwyrNobleBattaniay
120​
102​
BeathagNobleBattaniay
60​
81​
BeitrinNobleBattaniay
0​
80​
BranocNobleBattaniay
140​
141​
BrighanNobleBattanian
101​
CarfydNobleBattaniay
140​
81​
CoreinNobleBattaniay
140​
CulharnNobleBattaniay
100​
101​
EabyrNobleBattanian
102​
EilidhNobleBattanian
82​
ErgeonNobleBattaniay
100​
160​
FeneganNobleBattaniay
140​
81​
FiaradNobleBattaniay
140​
81​
FloraidhNobleBattanian
60​
LiasinNobleBattanian
LuichanNobleBattaniay
120​
102​
MelidirNobleBattaniay
80​
102​
MengusNobleBattaniay
100​
101​
MuinserNobleBattaniay
80​
80​
NywinNobleBattanian
120​
102​
PryndorNobleBattaniay
140​
81​
RanaonNobleBattanian
62​
RathNobleBattaniay
80​
62​
SeinNobleBattaniay
80​
60​
SeonagNobleBattanian
61​
SiaramusNobleBattaniay
140​
140​
TaorseNobleBattanian
80​
TeganNobleBattaniay
60​
WythuinNobleBattanian
142​
UnqidFaction leaderAseraiy
140​
140​
AddasNobleAseraiy
80​
AdramNobleAseraiy
160​
141​
AnidhaNobleAserain
102​
ArwaNobleAseraiy
120​
61​
AshisaNobleAserain
61​
AwdhanNobleAseraiy
160​
122​
DhiyulNobleAseraiy
0​
80​
FarinaNobleAserain
62​
FarzanaNobleAserain
61​
GhuzidNobleAseraiy
80​
101​
HafisaNobleAserain
102​
HaqanNobleAseraiy
100​
61​
HashanNobleAseraiy
120​
100​
IyalasNobleAseraiy
100​
140​
JindaNobleAserain
142​
JudiraNobleAserain
81​
KarithNobleAseraiy
160​
121​
MananNobleAserain
60​
MaraaNobleAserain
122​
NuqarNobleAseraiy
120​
80​
QahinNobleAseraiy
120​
100​
RumaNobleAserain
102​
SalmaNobleAserain
60​
SasaithaNobleAserain
62​
ShaimaNobleAserain
60​
ShimraNobleAserain
100​
SiraNobleAserain
102​
SukaynaNobleAserain
60​
61​
SulhanaNobleAserain
100​
SunaNobleAserain
60​
SuruqNobleAseraiy
120​
101​
TaisNobleAseraiy
80​
122​
TalasNobleAseraiy
100​
102​
TariqNobleAseraiy
100​
61​
ThamzaNobleAseraiy
140​
102​
UkhaiNobleAseraiy
120​
100​
UsairNobleAseraiy
120​
121​
YaminaNobleAserain
80​
62​
ZuadNobleAseraiy
60​
ZulaikaNobleAserain
 
...


Two thoughts on that:
  1. The number/percentage of troops you sacrifice is partially based on the tactics skill. The higher the skill level the fewer troops that are sacrificed. If the number of troops that are sacrificed is acceptable even without high tactics, then that reduces the incentive for developing your tactics skill because the reward is less meaningful.
  2. You are gaining a large advantage by breaking into a besieged settlement. The fortifications/walls are a force multiplier. The question you should be asking yourself in this situation is, "will I lose fewer troops by breaking into the settlement and defending from the inside than if I just attack the besiegers from the outside without the advantage of the walls?" If you find that the benefit of breaking into a settlement always outweighs the benefit of attacking outright without sacrificing troops, then there is no choice to be made, and the correct thing to do is always breaking in. That makes the mechanic less meaningful, which is why balance is important. Sacrificing 20-30% of your troops is really not that steep of a penalty if the fortification advantage you gain over the attackers is 2-3x.
...

What you said about Tactics is reasonable, but I found the losses still relatively high for the early stage, small troop number (~90, if you lose 30 of them, that's bad) and for my taste, relatively high Tactics. It was 80 Tactics or so, but on a companion and I'm not sure wether that counted, the player was about 40 or so. Perhaps it also was before the reduction of the loss rate to which Blood Gryphon hinted.

To the benefit of sneaking in, I would concur if being the defender would be advantageous. My experiences hint to the contrary, the AI rushes the defences with concentrated power while the defenders are spread to a lot of useless areas and get easily overpowered. Maybe also that got better in 1.5.0 before which I stopped playing.

I think 1.5.1 should be the point to get in again for me, sounds good enough. :smile:
 
Year 1089, NE gone, Sturgia has 1 town 2 castles, battana and khuzait dominates, SE and vlandia expanded few settlements , aserai and WE reduced few settlements. So far its way more better, nice tweaks. Now game need revolts, alliences, civil wars. In realism this much expanded nomad nation probably shared between brothers peacefully or with civil wars.
 
Year 1089, NE gone, Sturgia has 1 town 2 castles, battana and khuzait dominates, SE and vlandia expanded few settlements , aserai and WE reduced few settlements. So far its way more better, nice tweaks. Now game need revolts, alliences, civil wars. In realism this much expanded nomad nation probably shared between brothers peacefully or with civil wars.

Thanks for feedback. Yes this was only a small initial step. We need more features & tweaks to balance world. Also it is clear Khuzait are way more OP compared to others. We should find reasons and make them balanced.
 
Thanks for feedback. Yes this was only a small initial step. We need more features & tweaks to balance world. Also it is clear Khuzait are way more OP compared to others. We should find reasons and make them balanced.
Id start with cities, in terms of khuzait.... they seam to be a wee bit too prosperous. and also their army compositions: mostly mounted archers to go with cavalery. waaaay too good
 
Thanks for feedback. Yes this was only a small initial step. We need more features & tweaks to balance world. Also it is clear Khuzait are way more OP compared to others. We should find reasons and make them balanced.

More feedback: (strict observation) End of Autumn 1090
The NE has been wiped out due to a series of bad wars, the SE grew by one town Sturgia has the same net number of towns, Vlandia has the same starting towns, the WE has been reduced to one town, the Khuzaits gained five towns, the Battanians gained six towns. Savegame available if you want to examine world state.
tl;dr pic:
UReH6OR.jpg
 
Concerning Khuzaits being OP, this is what I have seen so far since the release:

- Khuzaits villages get rarely raided, they have a great map position and are able to defend their lands pretty well.
- Khuzaits have faster armies which help them to pick favorable battles more effectively.
- The simulated battles bonus for cav is totally in Khuzaits favor.
- Khuzaits are pretty “pacifist” and just fight one battle at the same time most of the time, while their main enemies (NE and Sturgia) are usually involved in other wars continuosly (this probably has changed a bit in 1.5.1).
- NE is a weaker faction than Khuzaits since day 1, so Khuzaits start with an advantage over them at the beginning.

Khuzaits have tons of advantages over Sturgia and NE and the result is not surprising for me, Khuzaits are pretty OP because they have everything in their favor.
 
It seems right now (patch 26/:cool: there is a difference of peace support in diplomacy view and actual voting. The first picture shows voting was suggested (without paying tribute) and the support was 75% against making peace. When I checked the same time in diplomacy view it showed support for peace 69%. So it should have succeeded...



It looks pretty good for my campaign.

Previously on Bannerlord season 1.5.0:
In my earlier post (Vassal of Sturgia) I was complaining about Ragavand refusing to make peace with Battania (mistake). I joined as Vassal when Sturgia was in war with Battania and NE. I focused on the border of Sturgia - Battania so we expanded our territory where I received my first fief (Kranirog Castle). We expanded more into Battania territory. When we got stronger in power Vlandia declared war.
With Vlandia declaring war as the 3rd faction it started to go wrong. After few days when Vlandia declared war, we had peace decision to make for Battania ( which was rejected by Ragavand and few more). Note - this should have been accepted even though Battania was weaker as Sturgia at that moment. We were over powered so armies were destroyed and 1 castles taken by Vlandia and 1 castle and Varcheg taken by Battania.
Ragavand lost too much influence and was captured when the peace decesion was approved for Battania but of course few days after (when Vlandia started to loose) the Khuzaits declared war. All was lost because I could not help the AI on the other end of the map (Tyal). So Khuzaits were taking castles / towns.
Since I could not protect my castles and help on the other end with Khuzaits I decided to compensate the lost fiefs by taking Vlandian fiefs. With Sturgia and Battania hitting on Vlandia they lost many fiefs and decreased in power. Luckily after Khuzaits took Tyal, Sibir and few more castles the peace was made. That is where Battania declared war again and the 1.5.1 patch was released.

Recently on Bannerlord season 1.5.1:
With wars on Battania and Vlandia (NE, they were busy with Khuzaits) I was able to protect our fiefs (without me the Sturgian AI would be eaten). Battania accepted peace with tribute. After Vlandia lost many battles (and few Lords died in the battles) they made peace too. (NE made peace sometime during war with Battania and Vlandia, but they did not attack us too much).
So now there is peace :smile: I wonder how long it will last...




Maybe I will try to reload the save and examine in details after 1.5.1 release...
 
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