Current Empire building mechanics are fatally flawed imo.

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Jomanda

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The current system for "persuading" clans to join your kingdom is flawed. First of all I have to find the clan leader and then persuade him to join my clan, which I can do only ONCE. Why only once? Isn't a clan leader looking out for the best interest of his clan especially when the situation changes? furthermore it takes ages to find the dude since he is likely waging war. And isn't it weird for the ruler of a kingdom to chase down a single person for weeks like a lapdog?

This running around the map for years on end looking to find the one weakling is thoroughly ruining mid- to endgame gameplay for me.

No, a king would send a companion with or without gifts to open NEGOTIATIONS for betrayal of their liegelord. When interested the lord in question should request an audience to seal the deal. This process should take a relatively long time imo. Nobody sane would take such drastic decisions on a whim...

Aditionally, dissatisfied vassals of other kingdoms, may come find you to discuss their betrayal, which should be cheaper/easer to negotiate since they are already dissatisfied, so it would take relatively little effort for them to be convinced.

In either case their betrayal cost them their fiefs. No ruler would just shrug when they lose territory to betrayal! Besides the characters of interest would object and the population would revolt. The defecting clan get to keep their belongings and troops when they vacate the premises, but whether or not they have holdings in their new kingdom, fully depends on the outcome of the negotiations and their efforts working fo their new liegelord.

Dissatisfaction should be based on the number and quality of fiefs, chosen policies, personal relations with the rules and other clans etc. But when someone is dissatisfied, THEY should look for option to improve their situation. It should not be up to the player.

Finally when clans join a kingdom, they should not be able to easily leave again within a reasonable amount of time (years), even if they are not happy in their new situation, and if they do, they should receive a global, longlasting debuff indicatieve of their disloyalty to previous rulers. Possibly even the clan leader should lose his position as clan leader for bringing shame to the clan's reputation.
They can, of course not show up for calls to arms and do other acts of minor sabotage when they are unhappy...

I really think this, or similar mechanics should be in an empire building game as this, instead of the current clunky mechanics...
 
Gotta agree, the system so far seems very much bare bones and to some extent even adverse towards the overal feeling. The whole how castles/cities get given is wierd.
Getting 3 castles all down the full length of the map is something that feels very bad. Not having a say in that is very strange. Not being able to give parties actual commands or sub-vassalage your fiefdom is also something needed imo....
 
They legit told us that making your own faction isn't fully implemented/supported yet
They sure did.

I hope this time TW will make this part of their game more thought out and executed than they did in WB. Especially since this feel somewhat similar to the way it was in WB...
 
My main problem with this system is that once you put in all that work, they will leave your kingdom without so much as a by your leave. Im constantly re-aquiring my old vassals that leave on whims. Which is ruining the game for me tbh.
 
My main problem with this system is that once you put in all that work, they will leave your kingdom without so much as a by your leave. Im constantly re-aquiring my old vassals that leave on whims. Which is ruining the game for me tbh.
This!!!

If this is a "work in progress" adjust things is such a way that they still remain playable and remotely fun. So make sure vassals cannot leave until this has been properly designed and released....
 
I like these suggestions, but vassals can already choose to defect of their own volition to other empires - the only thing that is odd is that if you defeat endless hordes of enemy armies and you take multiple castles and towns with little to no vassals, there should be more pull than there currently is to join player factions - as it is the lords seem to be eternally loyal to the big AI empires no matter what happens.
 
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