As has been pointed out by many others on these forums, Influence currently has many sources but too few sinks. You can earn it from battles, from joining armies, from forming armies with your own clan members, from towns (via forums) and from policies (typically tied to land ownership, e.g. Castle Charters or Council of the Commons). You only really spend it for forming armies and for bidding on fiefs you desire. You can of course support other Lords' bids and earn Relation with them (or outright spend Influence on Relation via the Kingdom interface), but I've barely ever seen them reciprocate outside of the early-game edge case of being fiefless (at least in my playthroughs, I haven't seen my Relation with other Lords have any impact on their propensity to support the player's bids).
It is apparent, from another thread on Food Shortage (https://forums.taleworlds.com/index.php?threads/food-shortage.422990/), that Influence inflation is a major cause for concern. Two issues come to mind, both of which negatively impact the long-term health of a Bannerlord playthrough:
Independently of issue #1, Influence Inflation is a genuine aspect of the game currently: as a currency, its value steadily debases the longer your playthrough runs. In lategame, influence becomes somewhat meaningless: as a player, you have enough to keep your kingdom permanently marshalled, and enough to max-bid everything you want. I have rarely seen kingdoms manage to field back-to-back armies in Years 1 & 2 of a playthrough, partly because few Lords have the spare Influence to raise armies after the first defeat or two. The early game feels realistic and Warband-like: army vs army battles should be rare, epic moments (which in early/midgame, pre-inflation, they are!), and winning one should feel like a kingdom-wide triumph.
To that end, I'd propose a simple means of preventing any clan from hoarding too much Influence. Much as Warband had decaying Renown (sit on your hands for too long, and people slowly forget about your deeds), Bannerlord could benefit from decaying Influence. My suggestion: make Influence decay by a percentage every day, so it becomes unfeasible for Influence to inflate beyond a certain level. The decay rate could be zero up to some basic amount, and scale up to penalise more aggressively those hoarding at the top of the pyramid.
Formally, tying this to my biggest concern for Bannerlord - game-ending snowballs - you could make this decay rate scale as a function of:
It is apparent, from another thread on Food Shortage (https://forums.taleworlds.com/index.php?threads/food-shortage.422990/), that Influence inflation is a major cause for concern. Two issues come to mind, both of which negatively impact the long-term health of a Bannerlord playthrough:
- Ruler Greed: A ruler's Influence, a few years in, will sometimes have snowballed so much that the Influence cost of them overriding their vassals, and awarding themselves everything, is a trifle. The result is 'Ruler Greed': Kings owning many towns, earning ever-more Influence from their forums, with which to further overrule their vassals.
- Army Formation: In successful kingdoms, a great multitude of vassals are capable of marshalling the entire kingdom. It doesn't matter that you smashed their first 2k doomstack, another Lord has enough influence to immediately summon the next doomstack. Without Influence inflation, they couldn't do that.
Independently of issue #1, Influence Inflation is a genuine aspect of the game currently: as a currency, its value steadily debases the longer your playthrough runs. In lategame, influence becomes somewhat meaningless: as a player, you have enough to keep your kingdom permanently marshalled, and enough to max-bid everything you want. I have rarely seen kingdoms manage to field back-to-back armies in Years 1 & 2 of a playthrough, partly because few Lords have the spare Influence to raise armies after the first defeat or two. The early game feels realistic and Warband-like: army vs army battles should be rare, epic moments (which in early/midgame, pre-inflation, they are!), and winning one should feel like a kingdom-wide triumph.
To that end, I'd propose a simple means of preventing any clan from hoarding too much Influence. Much as Warband had decaying Renown (sit on your hands for too long, and people slowly forget about your deeds), Bannerlord could benefit from decaying Influence. My suggestion: make Influence decay by a percentage every day, so it becomes unfeasible for Influence to inflate beyond a certain level. The decay rate could be zero up to some basic amount, and scale up to penalise more aggressively those hoarding at the top of the pyramid.
Formally, tying this to my biggest concern for Bannerlord - game-ending snowballs - you could make this decay rate scale as a function of:
- A Lord's current influence pool: 0% decay rate till 100 Influence, scaling up to say 2% per day decay rate at 1000 Influence. Losing 20 Inf per day probably won't happen: the Lord's Inf will probably stabilise (gains from town forums, policies, etc offsetting decay) somewhere between 500 and 1000. High enough to ensure major Lords can still run decent armies and make the occasional big bet on a fief, low enough to preserve the merry-go-round of fief allocation and prevent the formation of those 2k doomstacks - no one could hoard enough Inf to marshall the entire snowballing kingdom at once (incidentally, armies of more modest size don't starve anywhere near as much as the slow, oversized doomstacks - so this would address that glaring AI defect, albeit in a roundabout way).
- The power of the kingdom: The more fiefs the kingdom owns as whole, the more challenging it should become for any one Lord to exert much influence. Model that disunity / logistical overhead as an additive factor on the Influence decay rate, penalising larger kingdoms and giving smaller, more streamlined kingdoms more scope to bounce back.
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