iRkshz
Regular
I already wrote about the late game problem - this is the unlimited joining of clans. As a result, the player does not need to do anything, he just watches how his clans take over the whole world - and this is boring.
Victory in a large (global) war should depend on the decisions and participation of the King, and not on the number of clans. Historically, if a clan gained many victories without the participation of the King, this clan gained authority and influence - and, as a result, betrayed the King. A passive king is a weak king (the history of Ancient Rome is a perfect example).
And so about the problem:
I suggested limiting the number of clans that can join a player, depending on the difficulty level of the game. But as a result of the discussion, we came to the conclusion that this is a bad idea.
I think this idea is bad because as a result the player will have only one choice - to execute the rest of the clans. AI has too low a chance to execute the player (or you may not be captured). This is a dead end.
The problem is not solved.
So I started testing new ideas on how to make the late game interesting - and I found a solution that would make the game more realistic and balanced.
The more fiefs a player has, the more power he gets. Accordingly, after the player has invited 5 (?) clans, all subsequent clans must claim a fief for themselves to join.
For example, I conducted an experiment - how many clans can I join to my kingdom as long as they do not have fiefs (if I do not give the clans a fiefs and if I do not allow them to take over the fiefs) - the result surprised me, the clans do not leave me, even if there are 20+ of them and they have not had a fiefs for 5+ years.
Then where do they get the money? Why do they have T5-T6 troops? What should they protect? Why are they true to me? Because I have a relationship with them 90+, really?!?!?!?!?!
Clans must want a fiefs to join the player - I think this is a good decision, it is real - because I put myself from clans side and said to myself - I will not join you if you don’t give me a home - I believe in that.
Home is the main reason a clan has to be loyal, and it is a way to gain gold and influence - home is the link between the clan and the king.
Moreover, I think that if a clan is left without a fief for a long time, it should leave. The king must take care of his clans, the king must ensure that the clans have a home.
btw, Loyalty is an important aspect. Marriage between clans should be important, like home.
What do you think about this?
Victory in a large (global) war should depend on the decisions and participation of the King, and not on the number of clans. Historically, if a clan gained many victories without the participation of the King, this clan gained authority and influence - and, as a result, betrayed the King. A passive king is a weak king (the history of Ancient Rome is a perfect example).
And so about the problem:
I suggested limiting the number of clans that can join a player, depending on the difficulty level of the game. But as a result of the discussion, we came to the conclusion that this is a bad idea.
I think this idea is bad because as a result the player will have only one choice - to execute the rest of the clans. AI has too low a chance to execute the player (or you may not be captured). This is a dead end.
The problem is not solved.
So I started testing new ideas on how to make the late game interesting - and I found a solution that would make the game more realistic and balanced.
The more fiefs a player has, the more power he gets. Accordingly, after the player has invited 5 (?) clans, all subsequent clans must claim a fief for themselves to join.
For example, I conducted an experiment - how many clans can I join to my kingdom as long as they do not have fiefs (if I do not give the clans a fiefs and if I do not allow them to take over the fiefs) - the result surprised me, the clans do not leave me, even if there are 20+ of them and they have not had a fiefs for 5+ years.
Then where do they get the money? Why do they have T5-T6 troops? What should they protect? Why are they true to me? Because I have a relationship with them 90+, really?!?!?!?!?!
Clans must want a fiefs to join the player - I think this is a good decision, it is real - because I put myself from clans side and said to myself - I will not join you if you don’t give me a home - I believe in that.
Home is the main reason a clan has to be loyal, and it is a way to gain gold and influence - home is the link between the clan and the king.
Moreover, I think that if a clan is left without a fief for a long time, it should leave. The king must take care of his clans, the king must ensure that the clans have a home.
btw, Loyalty is an important aspect. Marriage between clans should be important, like home.
What do you think about this?
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