[1.4.3 ]Village notables power decreasing steadily until it hits 100

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While there does seem to be a fair amount in my current playthrough there are plenty that are well over 150 and more than a couple over 200. I'll look to see if I can find any similarities.
 
While there does seem to be a fair amount in my current playthrough there are plenty that are well over 150 and more than a couple over 200. I'll look to see if I can find any similarities.
I've been seeing most of the ones that get over 200 decay back to 199. Let me know if you see otherwise.
 
Ok, so the reason why all of the notables' power levels are dropping so quickly is because of a "new" function that raises and lowers notables' power each day. This function has been in the code since at least 1.4.2 (and likely longer), but was either unused or bugged. With 1.4.3 this block of code is now active. The mechanic obviously needs balancing/extra effects to work properly.

Essentially there are a variety of effects that increase/decrease power based on: current power level, property owned (common areas), unsolved issues, and whether they are a supporter of the settlement owner clan.
  • If a notable has < 100 power, they gain +1 power per day (gang leaders are excluded from this gain).
  • If a notable has > 100 and < 200 power, they lose -1 power per day.
  • If a notable has > 200 and < 300 power, they lose -2 power per day. This trend continues for each step of 100.
  • Each settlement has notable owned properties called "common areas." In towns, these properties are the gangster controlled areas (Backstreet, Clearing, Waterfront). The gang leader that owns these areas gains +1 power per day for each one. Currently these are the only three common areas that are used. Villages also have Bogs, Pastures, and Thickets as common areas, but they aren't assigned owners as of yet, so they don't impact power.
  • A number of the notables' quests/issues have a passive power loss for each day they remain unsolved. I can provide a list of each of these with the amount lost if anyone wants.
  • Finally, if you read the tooltip of a notable it will tell you who they are a "supporter of." If the clan that they are a supporter of is the same clan that owns the settlement, the notable will gain +1 power per day.
  • There's also a reference to a "militia effect" that is currently unused.
As you can see, there are more negatives than positives, so most notables end up losing power until they reach 100. Gangsters own property that helps them balance out the losses and maintain a higher power level.

There are also some other mechanics that add/subtract power from notables each day that have been working since at least 1.4.2. If you complete an issue/quest, the notable will gain a flat boost to power depending on the quest. When a merchant notable spawns a caravan they lose -50 power. If a notable has > 30000 gold at the end of the day they will lose 5k gold and gain +1 power, and if a notable has < 5000 gold they will gain 2.5k gold and lose -1 power.
 
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Ok, so the reason why all of the notables' power levels are dropping so quickly is because of a "new" function that raises and lowers notables' power each day. This function has been in the code since at least 1.4.2 (and likely longer), but was either unused or bugged. With 1.4.3 this block of code is now active. The mechanic obviously needs balancing/extra effects to work properly.

Essentially there are a variety of effects that increase/decrease power based on: current power level, property owned (common areas), unsolved issues, and whether they are a supporter of the settlement owner clan.
  • If a notable has < 100 power, they gain +1 power per day.
  • If a notable has > 100 and < 200 power, they lose -1 power per day.
  • If a notable has > 200 and < 300 power, they lose -2 power per day. This trend continues for each step of 100.
  • Each settlement has notable owned properties called "common areas." In towns, these properties are the gangster controlled areas (Backstreet, Clearing, Waterfront). The gang leader that owns these areas gains +1 power per day for each one. Currently these are the only three common areas that are used. Villages also have Bogs, Pastures, and Thickets as common areas, but they aren't assigned owners as of yet, so they don't impact power.
  • A number of the notables' quests/issues have a passive power loss for each day they remain unsolved. I can provide a list of each of these with the amount lost if anyone wants.
  • Finally, if you read the tooltip of a notable it will tell you who they are a "supporter of." If the clan that they are a supporter of is the same clan that owns the settlement, the notable will gain +1 power per day.
  • There's also a reference to a "militia effect" that is currently unused.
As you can see, there are more negatives than positives, so most notables end up losing power until they reach 100. Gangsters own property that helps them balance out the loses and maintain a higher power level.

There are also some other mechanics that add/subtract power from notables each day that have been working since at least 1.4.2. If you complete an issue/quest, the notable will gain a flat boost to power depending on the quest. When a merchant notable spawns a caravan they lose -50 power. If a notable has > 30000 gold at the end of the day they will lose 5k gold and gain +1 power, and if a notable has < 5000 gold they will gain 2.5k gold and lose -1 power.

Wow! Thanks for taking the time to look into this. This is very interesting. Agreed that it needs to be rebalanced.
 
Wow! Thanks for taking the time to look into this. This is very interesting. Agreed that it needs to be rebalanced.
No problem!

I think the devs agree too. They have "telemetry" tools added into the code that collect data for them, so I think they've been trying to determine what an average notable gains/loses per day to help with balance.
 
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Ok, so the reason why all of the notables' power levels are dropping so quickly is because of a "new" function that raises and lowers notables' power each day. This function has been in the code since at least 1.4.2 (and likely longer), but was either unused or bugged. With 1.4.3 this block of code is now active. The mechanic obviously needs balancing/extra effects to work properly.

Essentially there are a variety of effects that increase/decrease power based on: current power level, property owned (common areas), unsolved issues, and whether they are a supporter of the settlement owner clan.
  • If a notable has < 100 power, they gain +1 power per day (gang leaders are excluded from this gain).
  • If a notable has > 100 and < 200 power, they lose -1 power per day.
  • If a notable has > 200 and < 300 power, they lose -2 power per day. This trend continues for each step of 100.
  • Each settlement has notable owned properties called "common areas." In towns, these properties are the gangster controlled areas (Backstreet, Clearing, Waterfront). The gang leader that owns these areas gains +1 power per day for each one. Currently these are the only three common areas that are used. Villages also have Bogs, Pastures, and Thickets as common areas, but they aren't assigned owners as of yet, so they don't impact power.
  • A number of the notables' quests/issues have a passive power loss for each day they remain unsolved. I can provide a list of each of these with the amount lost if anyone wants.
  • Finally, if you read the tooltip of a notable it will tell you who they are a "supporter of." If the clan that they are a supporter of is the same clan that owns the settlement, the notable will gain +1 power per day.
  • There's also a reference to a "militia effect" that is currently unused.
As you can see, there are more negatives than positives, so most notables end up losing power until they reach 100. Gangsters own property that helps them balance out the losses and maintain a higher power level.

There are also some other mechanics that add/subtract power from notables each day that have been working since at least 1.4.2. If you complete an issue/quest, the notable will gain a flat boost to power depending on the quest. When a merchant notable spawns a caravan they lose -50 power. If a notable has > 30000 gold at the end of the day they will lose 5k gold and gain +1 power, and if a notable has < 5000 gold they will gain 2.5k gold and lose -1 power.
Nice one! So basically atm we can only increase power through quests, being the preferred clan for that settlement, and maybe donating money?
 
Ok, so the reason why all of the notables' power levels are dropping so quickly is because of a "new" function that raises and lowers notables' power each day. This function has been in the code since at least 1.4.2 (and likely longer), but was either unused or bugged. With 1.4.3 this block of code is now active. The mechanic obviously needs balancing/extra effects to work properly.

Essentially there are a variety of effects that increase/decrease power based on: current power level, property owned (common areas), unsolved issues, and whether they are a supporter of the settlement owner clan.
  • If a notable has < 100 power, they gain +1 power per day (gang leaders are excluded from this gain).
  • If a notable has > 100 and < 200 power, they lose -1 power per day.
  • If a notable has > 200 and < 300 power, they lose -2 power per day. This trend continues for each step of 100.
  • Each settlement has notable owned properties called "common areas." In towns, these properties are the gangster controlled areas (Backstreet, Clearing, Waterfront). The gang leader that owns these areas gains +1 power per day for each one. Currently these are the only three common areas that are used. Villages also have Bogs, Pastures, and Thickets as common areas, but they aren't assigned owners as of yet, so they don't impact power.
  • A number of the notables' quests/issues have a passive power loss for each day they remain unsolved. I can provide a list of each of these with the amount lost if anyone wants.
  • Finally, if you read the tooltip of a notable it will tell you who they are a "supporter of." If the clan that they are a supporter of is the same clan that owns the settlement, the notable will gain +1 power per day.
  • There's also a reference to a "militia effect" that is currently unused.
As you can see, there are more negatives than positives, so most notables end up losing power until they reach 100. Gangsters own property that helps them balance out the losses and maintain a higher power level.

There are also some other mechanics that add/subtract power from notables each day that have been working since at least 1.4.2. If you complete an issue/quest, the notable will gain a flat boost to power depending on the quest. When a merchant notable spawns a caravan they lose -50 power. If a notable has > 30000 gold at the end of the day they will lose 5k gold and gain +1 power, and if a notable has < 5000 gold they will gain 2.5k gold and lose -1 power.
Good info. Seems like they should shift the daily fluctuations to from 1 to .1 and add a few more variables that can cause some to go up without the player doing quests.
 
Nice one! So basically atm we can only increase power through quests, being the preferred clan for that settlement, and maybe donating money?
Yep, doing quests would be the most direct way of increasing power. Those increases come in chunks of 5, 10, and 15 though, so you'll be fighting an uphill battle to keep a notable's power up with the current rates. I don't think there's a way to donate money to notables right now unfortunately.
Good info. Seems like they should shift the daily fluctuations to from 1 to .1 and add a few more variables that can cause some to go up without the player doing quests.
I would agree that making the daily gains and loses slower is a good idea, but the power value is saved as a whole number only (an integer), so using fractional values wouldn't work without making some changes in that respect first.
 
Tried selling settlement lots of extra pricey equipment at a massive loss. So far no change in power. It’s been a week. So that just leaves quests
 
I would agree that making the daily gains and loses slower is a good idea, but the power value is saved as a whole number only (an integer), so using fractional values wouldn't work without making some changes in that respect first.
They could make it a double or just do a 1/10 rng to decide whether to change it.

I just checked some of the decay resistant ones - it looks like they are all supporters of the clan that owns the settlement as you mentioned. Not enough to keep them over 200 but it is enough to keep them pretty steady 101-199.
 
Tried selling settlement lots of extra pricey equipment at a massive loss.
Oh, yeah settlement gold is separate from notables' gold.
They could make it a double or just do a 1/10 rng to decide whether to change it.
If they could easily switch to a float or double I think that would be more straightforward, but I like the rng idea too. I'm also curious about what kinds of other daily variables they could add without getting too redundant.

Here's the list:

Quest/IssueDaily Power Loss
Rival Gang Moving In-0.3
Spy Party-1
Artisan Can't Sell Products-1
Captured by Bounty Hunters-1
Escort Caravan-1
Landlord Needs Manual Laborers-1
Lord Needs Garrison Troops-1
Army of Poachers-5 (Ouch)
Fencing Stolen Goods-1
Landlord Needs Access to Commons-1

There's also apparently a difference between the top 8 and bottom 2 quests, but I'm not quite sure what it is. I think the top ones affect all notables in the settlement, and the bottom 2 only affect the specific notable, but I could be wrong. It's interesting that the Rival Gang quest is -0.3 even though power is an integer.
Very good infos, thanks a lot for that.
@Bannerman Man does it again and gives us a nice peek under the hood. We appreciate what you do bud, thank you.
(y)
 
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There's at least three quests in that list that I refuse to take due to the relation hit it gives with other parties.

The Escort Caravan quest also get extremely tedious at tier 3 and above, so I rarely take that one past mid-game.

A notification of available quests and a change to relation malus quests might be in order if the influence loss stays around.
 
There are also some other mechanics that add/subtract power from notables each day that have been working since at least 1.4.2. If you complete an issue/quest, the notable will gain a flat boost to power depending on the quest. When a merchant notable spawns a caravan they lose -50 power. If a notable has > 30000 gold at the end of the day they will lose 5k gold and gain +1 power, and if a notable has < 5000 gold they will gain 2.5k gold and lose -1 power.
Oh, yeah settlement gold is separate from notables' gold.

Oh heck, so when I bought out my town merchant's workshop, that probably caused her to lose power.
 
Oh, yeah settlement gold is separate from notables' gold.

If they could easily switch to a float or double I think that would be more straightforward, but I like the rng idea too. I'm also curious about what kinds of other daily variables they could add without getting too redundant.

Here's the list:

Quest/IssueDaily Power Loss
Rival Gang Moving In-0.3
Spy Party-1
Artisan Can't Sell Products-1
Captured by Bounty Hunters-1
Escort Caravan-1
Landlord Needs Manual Laborers-1
Lord Needs Garrison Troops-1
Army of Poachers-5 (Ouch)
Fencing Stolen Goods-1
Landlord Needs Access to Commons-1

There's also apparently a difference between the top 8 and bottom 2 quests, but I'm not quite sure what it is. I think the top ones affect all notables in the settlement, and the bottom 2 only affect the specific notable, but I could be wrong. It's interesting that the Rival Gang quest is -0.3 even though power is an integer.


(y)
Great, ty.

That poacher decay is brutal. Most of the others aren't too bad unless you can't focus on it. Rival gang is kind of odd because you need to wait. Also it seems like these might make it a bad idea to send companions on any of them.
 
Oh, yeah settlement gold is separate from notables' gold.

If they could easily switch to a float or double I think that would be more straightforward, but I like the rng idea too. I'm also curious about what kinds of other daily variables they could add without getting too redundant.

Here's the list:

Quest/IssueDaily Power Loss
Rival Gang Moving In-0.3
Spy Party-1
Artisan Can't Sell Products-1
Captured by Bounty Hunters-1
Escort Caravan-1
Landlord Needs Manual Laborers-1
Lord Needs Garrison Troops-1
Army of Poachers-5 (Ouch)
Fencing Stolen Goods-1
Landlord Needs Access to Commons-1

There's also apparently a difference between the top 8 and bottom 2 quests, but I'm not quite sure what it is. I think the top ones affect all notables in the settlement, and the bottom 2 only affect the specific notable, but I could be wrong. It's interesting that the Rival Gang quest is -0.3 even though power is an integer.


(y)
Hey thanks a lot that’s really awesome. Do you know what the notables supporting the owning clans is related to? Is there a way to change it to support your clan or is it an RNG thing?
Sorry for more questions, it’s really cool to hear about the coding that went into this game. Makes me wish I knew anything about it.
 
Ok, so the reason why all of the notables' power levels are dropping so quickly is because of a "new" function that raises and lowers notables' power each day. This function has been in the code since at least 1.4.2 (and likely longer), but was either unused or bugged. With 1.4.3 this block of code is now active. The mechanic obviously needs balancing/extra effects to work properly.

Essentially there are a variety of effects that increase/decrease power based on: current power level, property owned (common areas), unsolved issues, and whether they are a supporter of the settlement owner clan.
  • If a notable has < 100 power, they gain +1 power per day (gang leaders are excluded from this gain).
  • If a notable has > 100 and < 200 power, they lose -1 power per day.
  • If a notable has > 200 and < 300 power, they lose -2 power per day. This trend continues for each step of 100.
  • Each settlement has notable owned properties called "common areas." In towns, these properties are the gangster controlled areas (Backstreet, Clearing, Waterfront). The gang leader that owns these areas gains +1 power per day for each one. Currently these are the only three common areas that are used. Villages also have Bogs, Pastures, and Thickets as common areas, but they aren't assigned owners as of yet, so they don't impact power.
  • A number of the notables' quests/issues have a passive power loss for each day they remain unsolved. I can provide a list of each of these with the amount lost if anyone wants.
  • Finally, if you read the tooltip of a notable it will tell you who they are a "supporter of." If the clan that they are a supporter of is the same clan that owns the settlement, the notable will gain +1 power per day.
  • There's also a reference to a "militia effect" that is currently unused.
As you can see, there are more negatives than positives, so most notables end up losing power until they reach 100. Gangsters own property that helps them balance out the losses and maintain a higher power level.

There are also some other mechanics that add/subtract power from notables each day that have been working since at least 1.4.2. If you complete an issue/quest, the notable will gain a flat boost to power depending on the quest. When a merchant notable spawns a caravan they lose -50 power. If a notable has > 30000 gold at the end of the day they will lose 5k gold and gain +1 power, and if a notable has < 5000 gold they will gain 2.5k gold and lose -1 power.


any way to revert or turn off this feature for 1.4.3? Where’s the file location for these values?
 
I've been seeing most of the ones that get over 200 decay back to 199. Let me know if you see otherwise.
So far in my latest play through I've seen 2 guys over 200 1 at 249 and the other at 220. I haven't looked at every village and I'm only about 1 year in so Idk if it takes longer than that for the influence to decay.
 
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