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  1. Grumpy181155

    Goodbye Mexxico, Thanks For Everything! (Mexxico Leaves TW. Tribute Post)

    Thanks Mexxico and best of luck for the future.
  2. Grumpy181155

    Another definitive poll?:Do you like bannerlord?

    It is so hard to answer this question with just yes or no. I enjoy it while playing battles and even sieges(using RBM btw). Graphics is not relevant to me but I think they are okay. The hard part is being a vassal or a king. There is almost nothing to do in the game other than fighting when you become one of those. It is so hard to set aside expectations, I was hoping there would be improvements of roleplaying on being a vassal and a king. I am more inclined to say no since my only enjoyments in game battles and trade and battles get so repetitive that it starts to bore you. Right now, I spend 400 hours in the game and I am sure I will spend more. Then, why I am sayin no? Because M&B is unique and there is no other game that makes feel in the way of a M&B game while playing it. If there was game like this, If it would offer more diplomacy more roleplaying, I would not spend any other second on Bannerlord.
    My sentiments exactly. The mechanics are good but if you are not actually fighting then it feels empty with no diplomacy or other role playing elements.
  3. Grumpy181155

    One Year Anniversary Recap

    Hey Callum is the near future here yet? "As such, we decided that we would discuss some of the future plans for the game in a follow-up post in the near future."
  4. Grumpy181155

    Are they any active and updated mods that change War frequency??

    I'm watching this thread closely because if there is I want to know also.
  5. Grumpy181155

    War, Wars and More Wars - I thought this was fixed???

    I am a vassal and my kingdom is constantly at war with 4 other factions. As soon as peace breaks out with one faction the kingdom decides to go to war with a 4th faction immediately and there is zero support for peace. The only time there is any support for peace is when a 5th faction declares war on us. Our kingdom is the largest with about 1/3rd of the map under our control.
  6. Grumpy181155

    Do troops loose its upgrade if i don't do it before i put it in a town?

    I don't think so. I have taken troops from a garrison to my party and they have been ready to immediately be promoted.
  7. Grumpy181155

    Can't build anything in Lageta

    There are two pinned topics above called 'On Rebellions' and Security and Loyalty Improvements' and there is a wealth of information in there. The first problem you have just looking at the screenshot you provided is you have no food. There are a number of factors that affect Loyalty and these include food, security, nearby bandit hideouts, your villages getting raided, the town being beseiged, some Kingdom Laws also affect Loyalty, the race of your Governor. All of the factors currently affecting Loyalty should be shown on the tooltip by hovering your mouse over Loyalty on the town Management screen.
  8. Grumpy181155

    On Rebellions

    I just took a new town in my current game and moved a culturally similar, good governor to manage it plus installed a garrison of 200+ and despite having the three villages raided, plus starvation, plus twice being besieged, the town is still mine and does not look like rebelling. I did a lot of work though stopping as much raiding as possible and kept a close eye on the loyalty and only once after I initially took the town did I need to use the Festivals and Games choice to boost Loyalty. Rebellions have changed my building priority though and now I prioritise Workshops, Fairgrounds, Orchards and Granaries over Militia buildings. Rebellions also mean I need to garrison at least 200 troops in every town.
  9. Grumpy181155

    On Rebellions

    I like the feature, but the only problem is I think rebellions happen too often within the same town. For instance, some players have talked about their towns rebelling numerous times to different factions. Personally this happened at Iyakis in my Empire playthrough. It rebelled, I reconquered it, and then it rebelled again within a matter of days. This makes no sense to me. The people of any given town would lose their resolve rather quickly after getting slaughtered time and again. I only think their should be a hidden cooldown timer for each town in between rebellions.
    ...... and to give the player / NPC time to put some counter measures in place.
  10. Grumpy181155

    On Rebellions

    @AnandaShanti actually last week @SadShogun and @lottendill told me capturing rebel towns is started to be common player tactic and it can be good to add a new rule there. We made some discussion and cannot decide what is best for game. So I adviced to ask players and collect information. We have 3 choice :

    1- Leave like current state, not asking player anything and no penalty with old owner
    2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
    3- Asking player to keep or give fief back, if player keeps start war with previous owner of settlement

    It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?
    I would support 2 as well but I also like the idea of paying reparations either from the previous owner if the player decides to return the town or from the player to the NPC if the player decides to keep the town. If payment is made and accepted then there should be no relation loss.
  11. Grumpy181155

    On Rebellions

    Of course, loyalty drift and security drift are both passive effects on loyalty and security. I will refrain from giving numbers (since they're subject to change at all times) but the main way of working is the following.
    For example for loyalty

    (if LoyaltyDrift is negative, then the loyalty will decrease)

    Currently, TargetLoyalty is always 50 and DriftCoefficient is a constant as well. Basically what "drifts" do is that if you have some loyalty change, it balances around different numbers based on how large this loyalty changes.
    A more concrete example would be, if you have 100 loyalty you will have the maximum negative loyalty drift and if you have 0 loyalty, you will have the maximum positive loyalty drift.
    That answered my question as well. I was concerned that my Loyalty before the update was 100 and then it started to fall and I was concerned about how far it was going to fall but if the Target Loyalty is 50 then anything over 50 is good. I assume then at 50 loyalty there are no positive or negative factors applied to the settlement output and taxes.
  12. Grumpy181155

    Critical Fail - Every time...

    I don't understand what the issue is.
  13. Grumpy181155

    On Rebellions

    We noticed that some players are using rebelled settlements as an exploit. Capturing the rebelled settlement, allows player to have the settlement without war consequences to previous owner, do you think this exploit is something we should try and fix or it is good as it is?
    My opinion is there should be some dialogue between the previous owner and the new owner. For example the previous owner could offer money or horses to have it back and if the new owner refuses then the options would be either a large hit to the relations between the two or possibly war.
  14. Grumpy181155

    On Rebellions

    Nah...I see rebellions as a proper countermeasure to snowballing so an army cannot cut through a realm like a hot knife through butter. Rebellions enforce consolidation and people not happy with new owners forced upon them - I can live with that. I just would like to understand, how this works and if there are situations you get deadlocked because of it like recently conquered low tier castle with few upgrades of foreign culture..logic-wise it always will rebel. Working as intended?
    It does make it difficult to make a plan on how to keep a settlement when you don't know what are the factors being taken into account. Different culture, we can all understand, different culture of the Governor is straight forward but what drives Loyalty drift? For me that is a problem as I don't understand what is driving Loyalty drift. We don't actually know what factors affect it. Yesterday I watched Loyalty drift fall to zero in my two towns and now 1 town it is back up to 1.5 and the other to 0.9 for no obvious reasons. Is it just a variable number that changes over time or is there some way where I can influence it?
  15. Grumpy181155

    Two Wives Haven't Gotten Pregnant - 1.5.6

    Awesome, thanks everybody! I'll try leaving her at my crib and then learn to actually win some of those games lol
    Have you thought that maybe the problem is you? :fruity:
  16. Grumpy181155

    On Rebellions

    Greetings Warriors of Calradia.

    In this post, we explain our new feature and provide a follow-up to our previous post about Loyalty and Security.
    Rebellions are instantaneous map events that occur after a build-up of resentment to the current owner of the settlement.
    The purpose is to punish poor management and challenge over-expansive conquest and simulate the realities of governing settlements.

    The rebellion based on the following assumptions.
    • Garrisons are always loyal to the settlement owner.
    • The militia on the other hand can defect as they represent the will of the people. The militia is the main force of the rebellion

    Conditions
    Currently, the rebellions only occur in towns and checks for the following conditions:
    • Loyalty of the town is very low.
    • Strength of the militia is a lot higher than the strength of the garrison.
    As the loyalty of the town drops below a threshold, the populace gets angry and starts to take up arms. When this happens the number of militia in the town starts to increase rapidly and as they see the owner as their tyrant they will not join to defend against sieges. (Thus, a player cannot exploit this to create a very large number of militias)
    If the conditions are met, a rebellion is started with some chance. This has quite a lot of effects which we explain below.

    Effects
    When conditions hold and a rebellion starts few things happen in the town.

    • The owner of the settlement loses all control of the settlement.
    • The garrison is destroyed. Some of them end up in prisons and others are killed.
    • A portion of the militia is lost in the uprising and the rest is converted to the garrison.
    • A new rebel clan is created. This clan has newly generated members representing charismatic or influential people who lead the rebellion.
    • The new clan is immediately at war with the original settlement owner's faction.
    • The loyalty of the city will get a temporary boost.

    Rebel Clan
    The rebel clan is the new clan formed by the prominent figures of the rebellion. While they take over the settlement's control, they have not established their legitimacy at this point.
    A rebel clan is very similar to a normal kingdom clan with few key differences.
    • They cannot join factions.
    • They cannot marry other clans.
    • If they lose their original settlement, they cease to spawn and eventually destroyed.
    • If they manage to hold onto their settlement for some time, they will become a legitimate clan and can join, leave, marry, and perform other actions that a normal clan can do.

    When rebel clans are created they start with a very low relationship with the faction they rebelled against and a very high relationship with their settlement culture and will probably defect to their original faction when they become normal clans after some time. Of course, it is not hardcoded and these clans (as any other) can be persuaded to join other factions. If the clan has rebelled against its own culture's faction then they will hate their own culture's faction(s)

    Countering Rebellions
    Rebellions is a future that would make large empires be wary of their over-expansive policies. Expanding very fast without keeping necessary garrisons until the land is healed can lead to rapid rebellions when conquering foreign lands. However, there are ways to counter rebellions. A town can be kept in check in many ways which we list a few below.
    • Appointing a culturally appropriate governor to reduce cultural penalties.
    • Resolving issues that have negative loyalty effects.
    • Improving permanent projects that increase loyalty gain.
    • Doing daily projects which would give loyalty boosts.
    • Defending villages and allowing them to heal would curb loyalty penalties from starvation.
    • Going after bandits and hideouts to increase security and loyalty.
    • Passing faction-wide policies that improve loyalty.
    We believe rebellions introduce a new layer of depth to the simulation and make many other systems in the game matter more as policies, town projects gain new importance and also balance the steam-rolling factions quite a bit. As always we are awaiting your feedback, to further improve and balance rebellions.
    Keep your subjects or happy or expect a rebellion soon!
    I am loving the new features but I was wondering what factors affect Loyalty Drift and is it possible that over time the culture of a captured town / castle will change or the penalty for being a different culture diminish?
  17. Grumpy181155

    Rebellion

    don't remember if it was in warband or a MOD, but i remember to have the option of being able to change a Lord culture when being the king.

    And could you explain what is "Loyalty drift" coming out of nowhere and always decreasing loyalty until we reach 0 ??? and as mentioned in my previous, daily "fair and games" is not taken into account for loyalty calculation of my town. I have :

    -3 culture
    +1 governor's culture
    +1 security
    +1 fair (level 2, level 3 will be +1.5)
    -1.42 loyalty drift
    =====
    -1.42 total

    Nothing about the daily. So even with governor of the right culture, fair lvl 3, i will reach 0 and have a rebellion. Thank you for this usefull feature that tuin the game and bring nothing than frustration.
    I am not sure yet about how Loyalty Drift actually works but in my current game after I updated to the current build I noticed I was losing loyalty in my two towns, both of which had previously been 100. But after a while I did notice Loyalty Drift decreasing and now both towns have Loyalty Drift at 0 and both towns are gaining loyalty. There are a couple of Kingdom rules that directly affect loyalty and I am going to be pushing for them as soon as possible.

    Additionally the daily Fair and Games is only taken into account so long as you are not building anything else. From my own play through I have three suggestions to assist you.
    1. Immediately stop building anything and apply the Fair and Games until your Loyalty drift is under control;
    2. Ensure you have good security; and
    3. Ensure your Governor is the same culture as the town.
  18. Grumpy181155

    Level 300 Trade

    8 ......... wow.
    Thanks AnandaShanti
  19. Grumpy181155

    Level 300 Trade

    How many points in Social do I need to get to Level 300 Trade, assuming I have 5 focus points in Trade already?
  20. Grumpy181155

    Army running out of food

    sorry to bother you but one thing keeps going in my mind and I was not sure if you knew this, when you call someone to your army, they will travel non stop to your army and wont get food, so if you are far away they will most likely be out of food and I have seen more than once a 0 party come to me because they were out of food, so there needs to be something to tell the AI to make sure and grab food as they come to your army when you summon them, just wanted you to know in case it wasn't made clear
    thanxs bud
    I have witnessed this myself. I have formed an army and started a siege before the entire army assembled and some arrived with absolutely no food. Keeping adequate food stocks should be the highest priority for any armed party.
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