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  1. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    Thanks!  I'll probably change this to 2; I've run the numbers and, currently, if you've only got 1 village as a fief, if you take a castle, you've still got a significantly lower chance of being awarded the castle you've taken than someone without a fief (average score of 56450 for 500 renown compared to fiefless AI average score of 75000 for 500 renown).  Change this to 2, and your average turns into 37.7k against the fiefless AI average of 37.5k, giving you ever so slightly a better chance of getting the castle you just took.

    Change other aspects, and it makes an even bigger difference.

    By way of a very detailed explanation for those who are interested and haven't yet noticed how everything works:

    Changing the blue 500 for renown changes how important renown is to the equation.  If you increase this number, individual renown becomes less important.  If you reduce this number, individual renown becomes more important.  Increasing this number to something like 10,000 would make renown have almost no impact to the equation (relative to other things such as the random roll and fief status).  Decreasing it to 0 would make renown become extremely important (at least at lower levels.  A difference between a renown of 500 and 600 would not be that big, but the difference between a renown of 50 and one of 300 would be massive).  This essentially would strip those of very low renown any chance of getting castles.  The default value of 500 provides a good average assuming a renown spread of 0-1,000.

    Changing the red 4, 2, or 1 changes the value of individual holdings.  Raising these values means that you will be penalized more for each of those you hold.  Reducing them means you will penalized less.  Setting any of these values to 0 means that that particular kind of settlement won't count towards having settlements (in case you wanted to make villages not matter, but only castles and cities).

    Changing the green 1 changes the degree to which fief holdings penalize a lord.  As Berpol points out, changing this to 0 could cause the program to divide by 0 (and throw an error, maybe crash), so don't do that.  Raising this value, however, makes it so that fiefs are less important to the equation.  If you were to raise this number to 100, your fief holdings would have almost no impact on the equation.  As it is, fief holdings are currently one of the most important elements to the equation.

    Changing the blue 50 and 100 changes how much randomness is thrown into the equation, and can be seen as a percentage:  (100-50)/100 = your score will be varied 50%.  If you want more randomness, increase the second number or decrease the first.  If you change the first number to 10, you get 90% score randomness (100-90)/100.  Increase the second number to 1000, and you get 950% score randomness (1000-50)/100.  Decrease the second number to 55, and you get about 9% score randomness (55-50)/55.  These numbers won't change the relative average scores of various lords, but they will create variation at any given moment.  If you want to eliminate this randomness entirely, set them to the same number.  Note also that because this random number is multiplied by your base score, it will only move you so far relative to the other lords.  The range of random scores you can get should fall in a bell curve within the percentage of variation you can get (so, if 50% variation), your score can vary from -25% of its average to +25% of its average.  Since other lords' scores are varying, as well, the maximum effect this can have is switching your scores position to those within the range of the variation percentage.  So if you've got 50% variation, you can (theoretically, though it's not likely to happen often) get a higher score than someone who otherwise is just less than 50% higher than you on average, or get a lower score than someone who is just more than 50% lower than you on average.

    The blue *3 and /2 variables affect how much taking a castle affects whether or not you get it.  Change these two the same number (giving a total multiplier of 1), and taking a castle doesn't affect whether you get it at all.  Change the first one to be lower than the 2nd, and taking a castle will count against you.  If you change these to something like 100 and 1, then whoever takes a castle should almost certainly be awarded it every time.

    Finally, the yellow 2 is the multiplier for your relationship bonus.  Unlike all of the other numbers dealt with so far, this one (after being multiplied by your relationship) is added to your score.  Because your score will currently usually already be in the tens of thousands, it currently has virtually no impact.  If you want your relationship with the King to have a modest impact, I recommend changing this to somewhere between 10 and 50.  If you want your relationship with the king to have a huge impact, I recommend changing this to 100 or more.  Note, however, that (because of the fief divisor) small differences in this number will have a much bigger impact when comparing those who have many fiefs than it will when comparing someone who has 1 or no fiefs to those who have many.  Also, where you will really want this multiplier will also depend on what you did with the other numbers; if any of them are much larger or smaller than the original values, this number will need to be proportionally larger or smaller to have the same effect.  Finally:  Note that this value (unlike the rest) is added only for the player; the higher this multiplier, the more of an unfair advantage the player has.

    Anyway, hope someone finds this helpful.  Thanks to MageLord and Berpol for providing the numbers and explanation to begin with.
  2. Cattle

    Berpol said:
    Jade Knight said:
    Is it possible to change cattle loss so it reflects the way cattle gain works (i.e., a reduction in percentage in addition to a base loss?)
    It is possible but doing it by changing the text files is difficult because you have to add new lines.
    You would need to make the change in the module system, create the new text files, note the changes and then add these to the original files (or just use the new files).

    Ah, thanks.  I guess I need to learn more about modding!
  3. Compilation of 82 little tweaks to the text files to change your gameplay(links)

    TheMageLord said:
    LONG POST WARNING:  :twisted:
    This post details how handing out of land by the King is done.
    The way it handles giving a piece of land to someone is to calculate a “score” for all lords in the faction (including you). This score is based on their renown, number of holdings, whether or not they captured it (the one who starts the siege gets credit), a lot of luck, and if it's you: a tiny addition of the King’s relationship (too small of an addition in my opinion). It then takes the one with the highest score and awards them the land.

    The part that actually handles the scoring is in calculate_troop_score_for_center in scripts.txt:
    calculate_troop_score_for_center -1
    41 23 2 1224979098644774912 1 23 2 1224979098644774913 2 2133 2 1224979098644774914 1 6 3 1224979098644774915 648518346341351443 648518346341351591 2133 2 1224979098644774916 0 4 0 31 2 1224979098644774912 360287970189639680 541 3 1224979098644774915 7 -2 2133 2 1224979098644774916 1 3 0 1073742365 3 1224979098644774915 7 1224979098644774912 31 2 1224979098644774916 1 4 0 541 3 1224979098644774915 0 3 2105 2 1224979098644774914 4 5 0 541 3 1224979098644774915 0 2 2105 2 1224979098644774914 2 5 0 2105 2 1224979098644774914 1 3 0 3 0 520 3 1224979098644774917 1224979098644774912 7 2120 3 1224979098644774918 500 1224979098644774917 2108 2 1224979098644774918 1224979098644774914 2136 3 1224979098644774919 50 100 2107 2 1224979098644774918 1224979098644774919 4 0 541 3 1224979098644774913 28 1224979098644774912 2107 2 1224979098644774918 3 2108 2 1224979098644774918 2 3 0 4 0 31 2 1224979098644774912 360287970189639680 522 2 1224979098644774920 144115188075856122 1 2 936748722493063317 1224979098644774920 2133 2 1224979098644774921 72057594037927936 2107 2 1224979098644774921 2 2105 2 1224979098644774918 1224979098644774921 3 0 2133 2 72057594037927936 1224979098644774918
    The first section deals with finding what centers a lord owns and adding up his holdings based on point values. The 4 there is the value of towns in this equation. The 2 is the value of castles. The 1 is the value of villages. I believe castles would count as 3, since you get the castle and the village. All this is added to a base of 1.

    The next part adds in renown. The 500 there is the base number that morale gets added to, so even with 0 renown you have a chance of getting stuff. The next line takes that number and divides it by the score holdings score calculated above. Even just 1 castle with fief is going to cut your renown value down to ¼. Then the next line gets a random number from 50-100 and then multiplies that into the score (this is the big random part of it that frustrates many people). It then checks whether or not they captured the place personally – if they did it multiplies it by 3 and then divides it by 2. That effectively gives you a 50% higher score for capturing it. You could change these numbers to give the one capturing it an even bigger chance if you like.

    The last part first checks if you’re the player, and if you are it calls the script that checks your relationship with the king. It then multiplies that relationship score by 2 and adds it to your score. Considering that maximum relationship is 100 and that by this point your score is going to be way up in the thousands, even if you have 0 renown, that multiply by 2 is pretty crappy – which means by default relationship to the king is a tiny factor, with the random roll of 50-100 playing the major part in whether or not you get land. That's all for the tweak, now a bit of discussion on it (also long! :razz:)

    For example, lets run a guy with 500 renown (a fairly decent renown) who owns 1 castle with village and has been working his ass off for the king (100 relationship) who conquered another castle and requested it.
    500+500 = 1,000
    /4 = 250
    *(50-100) = 12,500 – 25,000
    *1.5 = 18,750 – 37500
    +200 = 18,950 – 37700
    Your current castle weights pretty heavily against you getting another one, but the real killer would be a roll of 50 on the random – that means you have ½ the number that other lords might get. Capturing it yourself helped your roll quite a bit, but all that time you spent sucking up to the king nets you a whopping 0.53%-1.06% increase in score.

    Now, if it was 20 times it would be 2000 points, a 5.33-10.66% score increase for the absolute maximum relationship possible in this case. That’s a bit better. Then you might change the 50-100 range to 50-60 to narrow the random gap (and make your relationship boost more on the 10% side). And maybe a change of the multiply/divide bit to make it 2x for capturing yourself. Now suddenly your chances of losing it solely on a random roll are way lower, capturing it yourself plays a much bigger part, and getting on the king’s good side actually has benefits. Adjusting the 500 to base renown to make renown more important might be a good idea too, just remember that it lowers the numbers and thus makes the relationship bonus even higher. It also might be good to set the castle number to 1, since owning a city is at least twice as good as owning a castle + fief – unless your plan is to stick all the castles off on the lords and keep the cities for yourself.

    Let’s run it through again with these adjustments: 250 base renown, castle set to 1, capturing it yourself set to x2 instead of 1.5, 20x relationship bonus:
    500+250
    /3 = 250
    *(50-60) = 12,500 – 15,000
    *2 = 25,000 – 30,000
    +2,000 = 27,000 – 32,000
    The number is about the same, but the variability is way less – and the numbers that the other lords are going to get (the ones who didn’t capture it) are going to be significantly less. In this case having the 100 favor and capturing all of the stuff yourself would let you control a big chunk of lands without the king denying you at every turn to give it to that no-name with 0 land who hasn’t won a battle in a year. These are the settings I personally am going to use, you can use whatever ones you want.

    Even if you don't make any changes, it's at least a good guide on how the system actually works.

    -edit- I updated the 144115188075856122 to 144115188075856123 for 1.010 (due to global variable being added). This doesn't actually affect you if you're just changing the numbers, but if you pasted the whole thing in from the old version it would screw up the script.
    -edit2- I changed the 144115188075856123 back to 144115188075856122 since in 1.011 the variable was moved to the bottom of the list and no longer offsets the other variables.

    So, is there any way to change the base value added to your holdings (currently 1), or is it hard-coded?  I was thinking that increasing this number would make how much you currently have less important.
  4. Cattle

    Sorry to resurrect an old thread, but I've got a related question:

    Is it possible to change cattle loss so it reflects the way cattle gain works (i.e., a reduction in percentage in addition to a base loss?)
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