True. A dynamic forever evolving world. It's what a sandbox needsAnd it should also hit hard army leader. If You lead an army to defeat You should lose a lot of renown.
True. A dynamic forever evolving world. It's what a sandbox needsAnd it should also hit hard army leader. If You lead an army to defeat You should lose a lot of renown.
So this is a rebellion against your lord because the noble family doesn't take care of common people. I don't see how this act produces a new noble family. The villigers should just join back the faction (lord or noble family) with which they have the best relations (usually the original owner).
This could slow down the ocupying forces because to keep the settlment would require develop good relationship with the common villagers.
Turning the rebbeling common people into noble clans should not be the part of this mechanic. The noble clans should appear independendently from this mechanic and if this clan would build good relation with people,, after rebelion they can get their first fief. But that should be a completely different story.
Rebbels always ended to be governed by some existing noble families. Not noble families born from rebells. Just my opinion...
Interesting take. I'd rather go with the "when a character dies, 50 or 75 % of his renown value is substracted to his clan". Basically, the clan gets to keep half or a quarter of the character's renown. It would make losing a lot of high-renown characters a serious blow, which is something that actually happened in real life, while keeping a bit the "famous ancestor" prestige thing.I've been thinking more about fluid renown. Another way to reduce clans renown would be to do it when a member dies. Essentially clans could rank members and assign each of them an importance % where if they die the clans renown is reduced by that %.
Lmao I went with "or" but you are right, why not both.Interesting take. I'd rather go with the "when a character dies, 50 or 75 % of his renown value is substracted to his clan". Basically, the clan gets to keep half or a quarter of the character's renown. It would make losing a lot of high-renown characters a serious blow, which is something that actually happened in real life, while keeping a bit the "famous ancestor" prestige thing.
Even then, the lifespan for the player's character in terms of game hours is so long that having to rebuild on change of culture with an heir is hardly a significant setback.Heirs in BL can be of a different culture.
I've been thinking more about fluid renown. Another way to reduce clans renown would be to do it when a member dies. Essentially clans could rank members and assign each of them an importance % where if they die the clans renown is reduced by that %. This % would scale with the number of adult members in a clan. The leader of a clan should be weighted the most (maybe like a bottom limit of 33%). Or track each characters renown for a clan and once they die the clan loses it.
This would actually add some longevity to the renown game and bring some importance to clan members other than the clan leader. For the player at worst this would mean they could have less parties and companions if their clan rank drops, if that is the case prompt the player with a screen to chose which companion or party to let go/disband.
And it should also hit hard army leader. If You lead an army to defeat You should lose a lot of renown.
Thinking more about the renown decay, what do you think about player clan members losing battles and the player losing renown? (I could perfectly deal with this but probably not some other players). Or maybe the renown decay should be applied just for clan leaders?
Thinking more about this, I'd agree losing renown from battles would be exploitable. What do you think about renown loss at death?A player would be able to cripple certain clans simply by repeatedly beating the hell out of their parties until they fell under renown cap, losing an active party slot and shrinking their existing party size. It would also harm weak factions that naturally lose a lot of battles, sieges, etc.
Thinking more about this, I'd agree losing renown from battles would be exploitable. What do you think about renown loss at death?
Yeah honestly my worry for it is based on a long term game, which we can't even get to at this point to test (and wont be if rebellions aren't fixed). I don't think it will be a problem till like 40+ yrs in your second/third generation.I don't have a general opinion on it, honestly. It is all up to the implementation and economy around renown. Losing something like 90% is too much, obviously. But while only losing 5-10% is too little currently, in a hypothetical future version where renown is perishable, consumable or destructible (or any combination of the three) it might be perfectly fine.
edit: I'm not even completely convinced renown should be made into a non-durable resource.
A player would be able to cripple certain clans simply by repeatedly beating the hell out of their parties until they fell under renown cap, losing an active party slot and shrinking their existing party size. It would also harm weak factions that naturally lose a lot of battles, sieges, etc.
A player would be able to cripple certain clans simply by repeatedly beating the hell out of their parties until they fell under renown cap, losing an active party slot and shrinking their existing party size. It would also harm weak factions that naturally lose a lot of battles, sieges, etc.
Na I dont think it will be that easyI have a concern that nerfing snowballing too much will end up with an incredibly boring late game. It's already to easy to conquer the map once you have a decent footing in my opinion, and with no powerful kingdom it'd be even easier. And then on top of that once rebellion is added it will make the late game even easier. Are there any plans to make the late game more difficult? Like the smaller kingdoms making alliances against you once you/your kingdom get powerful?
You dont always get thrown from your horse if they do something crazy, but when you do its a hard hit. Grab the mane I was always told. saved me a few times. I want horses to move their ears. back when running. they eat now I noticed. love that. ok Bye..@mexxico thanks for providing such detailed insight on the ongoing development.