Diplomacy Developments

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I also found this interesting so I started checking encyclopedia.

Sturgias highest tactic skill is 140, and they have 4 of them.
Vlandias highest is skill 160, and they have 2 of them, and also 7 with 140
Khuzait has one with 180, no one with 160, and 3 with 140.

This is what I found so far, before going to bed (I'll check more tomorrow).

FactionTotal faction tactic capabilityAverage tactic skillAmount of Nobles with tactic stat
Vlandia
3200​
103​
31​
Khuzait
2600​
108​
24​
Sturgia
2360​
102​
21​

NobleTypeCultureTacticsLeadershipSteward
DerthertFaction leaderVlandia
120​
120​
181​
AdalindisNobleVlandia
60​
60​
AdaltrudNobleVlandia
50​
AlaryNobleVlandia
100​
100​
122​
AldrigNobleVlandia
60​
60​
AlwithNobleVlandia
101​
AmalgunNobleVlandia
100​
100​
100​
AmorconNobleVlandia
60​
60​
102​
AnstrudaNobleVlandia
62​
ArthamundNobleVlandia
60​
60​
AselaNobleVlandia
121​
BelgirNobleVlandia
100​
100​
BertlianaNobleVlandia
81​
CalatildNobleVlandia
120​
120​
141​
EcarandNobleVlandia
140​
140​
81​
ElbetNobleVlandia
141​
EledurisNobleVlandia
61​
ElthildNobleVlandia
80​
ElysNobleVlandia
121​
ErdurandNobleVlandia
140​
140​
100​
FurnhardNobleVlandia
80​
80​
82​
GudonheldaNobleVlandia
62​
HecardNobleVlandia
140​
140​
101​
IngaltherNobleVlandia
160​
160​
142​
IngeltrudNobleVlandia
81​
IngundeNobleVlandia
LasandNobleVlandia
80​
80​
LienaNobleVlandia
160​
160​
140​
LietgardisNobleVlandia
60​
LucandNobleVlandia
140​
140​
80​
MaurianaNobleVlandia
61​
MegenheldaNobleVlandia
60​
60​
101​
MitelaNobleVlandia
60​
60​
MorconNobleVlandia
140​
140​
102​
NogandNobleVlandia
140​
140​
162​
OdofledNobleVlandia
80​
80​
61​
OspirNobleVlandia
100​
100​
81​
PericNobleVlandia
80​
80​
82​
PhilenoraNobleVlandia
121​
RicheldaNobleVlandia
62​
RomundNobleVlandia
120​
120​
102​
ServicNobleVlandia
120​
120​
100​
SilvindNobleVlandia
100​
100​
102​
ThomundNobleVlandia
80​
80​
81​
UntheryNobleVlandia
80​
80​
60​
VarmundNobleVlandia
140​
140​
81​
VartinNobleVlandia
80​
80​
80​
MonchugFaction leaderKhuzait
140​
140​
121​
AbagaiNobleKhuzait
100​
100​
AchakuNobleKhuzait
100​
100​
60​
AkrumNobleKhuzait
100​
100​
60​
AlijinNobleKhuzait
102​
AnatNobleKhuzait
141​
BagaiNobleKhuzait
120​
120​
120​
BolatNobleKhuzait
60​
BortuNobleKhuzait
120​
120​
100​
ChaghanNobleKhuzait
120​
120​
102​
ChagunNobleKhuzait
ChambuiNobleKhuzait
62​
ErgeneNobleKhuzait
61​
EsacheiNobleKhuzait
82​
EselenNobleKhuzait
80​
EsurNobleKhuzait
140​
140​
100​
HurunagNobleKhuzait
100​
100​
62​
IlatarNobleKhuzait
100​
100​
62​
JigurNobleKhuzait
KanujanNobleKhuzait
180​
180​
120​
KhadaNobleKhuzait
80​
80​
KhorijinNobleKhuzait
82​
KintegNobleKhuzait
100​
100​
60​
KorteNobleKhuzait
122​
MehirNobleKhuzait
100​
100​
61​
MesuiNobleKhuzait
120​
120​
141​
NayantaiNobleKhuzait
80​
80​
OragurNobleKhuzait
120​
120​
81​
SechenNobleKhuzait
80​
SokhataiNobleKhuzait
122​
SuranNobleKhuzait
80​
80​
100​
TaslurNobleKhuzait
100​
100​
60​
TemunNobleKhuzait
80​
80​
TilunNobleKhuzait
101​
TulagNobleKhuzait
80​
80​
100​
UlmanNobleKhuzait
100​
100​
60​
UnagenNobleKhuzait
100​
100​
YanaNobleKhuzait
140​
140​
142​
RaganvadFaction leaderSturgia
140​
140​
120​
AlvarNobleSturgia
100​
100​
60​
AndrutaNobleSturgia
62​
ApolaneaNobleSturgia
60​
60​
AstaNobleSturgia
140​
BovanNobleSturgia
81​
DrachaNobleSturgia
82​
ErtaNobleSturgia
142​
FafenNobleSturgia
100​
100​
62​
GaldenNobleSturgia
100​
100​
60​
GodunNobleSturgia
140​
140​
162​
IdrunNobleSturgia
101​
isvanNobleSturgia
80​
80​
61​
IzdenkaNobleSturgia
100​
KishaNobleSturgia
62​
LashonekNobleSturgia
100​
100​
62​
LekNobleSturgia
140​
140​
162​
LilzhaNobleSturgia
MilankaNobleSturgia
80​
MimirNobleSturgia
OlekNobleSturgia
OsvenNobleSturgia
60​
60​
RatagostNobleSturgia
100​
100​
141​
RozhivolNobleSturgia
SigaNobleSturgia
120​
120​
62​
SimirNobleSturgia
100​
100​
161​
SvanaNobleSturgia
100​
100​
100​
SvedornNobleSturgia
120​
120​
101​
TovirNobleSturgia
100​
100​
60​
TyaskaNobleSturgia
UrikNobleSturgia
140​
140​
100​
ValkavaNobleSturgia
101​
VashorkiNobleSturgia
80​
80​
101​
VidarNobleSturgia
80​
80​
100​
VitomiraNobleSturgia
62​
VyldurNobleSturgia
100​
100​
80​
YachanaNobleSturgia
81​
YorigNobleSturgia
100​
100​
ZavarenaNobleSturgia
ZhenevaNobleSturgia
100​
100​
82​
ZlatkaNobleSturgia
100​
100​
ZorikaNobleSturgia
60​
ZorinaNobleSturgia
82​

*Information taken from encyclopedia on a fresh save on beta 1.5.0 branch
Thanks for looking this up, seems like maybe tactics isn't the major player of the Khuzait issue like we thought.
 
On the subject of Sturgia always getting eaten alive, I think Nevyansk Castle may be a part of the problem.

It's a Sturgian "core" territory but is completely isolated from the rest of Sturgia by the sea on one side and Battania on the other, and also borders Vlandia. In almost every game I've started Vlandia has gone to war with Sturgia for it almost immediately, and that war tends to go on for a very long time even as Sturgia usually gets to fighting Khuzait and either Northern Empire or Battania at the same time and it really hurts them because they keep sending armies through Battania to retake Nevyansk and leave a lot of territory undefended.

It's so isolated it doesn't really do anything positive for Sturgia and ends up being a major distraction, and also gets them into a war with Vlandis that seems to serve no other purpose than to fight over that one castle until the end of time, or flood Sturgia with Vlandian troops while they're also fighting 2-3 other enemies.

I like the lore of the Sturgians settling across the sea viking-style, but it really doesn't seem to play well with the game mechanics. I think making Nevyansk Battanian culture and giving Sturgia Uthelaim in exchange, or giving them a new castle in the big, empty expanse by Sibir would help Sturgia out a lot.
 
I'm still confused. Does mexxico do this all by himself or does he lead a team? Is there a decision making process or does he have the discretion/authority to enact the changes he wants? I thought there was 80 developers, is that just a myth?
Thats a myth, https://forums.taleworlds.com/index.php?threads/group-photo.428984/ here is post about the teams within TW. I think Mexxico works with others on the AI, but they probably pass control around of which blocks of code they are working on. I have absolutely no idea, just a guess.
 
On the subject of Sturgia always getting eaten alive, I think Nevyansk Castle may be a part of the problem.

It's a Sturgian "core" territory but is completely isolated from the rest of Sturgia by the sea on one side and Battania on the other, and also borders Vlandia. In almost every game I've started Vlandia has gone to war with Sturgia for it almost immediately, and that war tends to go on for a very long time even as Sturgia usually gets to fighting Khuzait and either Northern Empire or Battania at the same time and it really hurts them because they keep sending armies through Battania to retake Nevyansk and leave a lot of territory undefended.

It's so isolated it doesn't really do anything positive for Sturgia and ends up being a major distraction, and also gets them into a war with Vlandis that seems to serve no other purpose than to fight over that one castle until the end of time, or flood Sturgia with Vlandian troops while they're also fighting 2-3 other enemies.

I like the lore of the Sturgians settling across the sea viking-style, but it really doesn't seem to play well with the game mechanics. I think making Nevyansk Battanian culture and giving Sturgia Uthelaim in exchange, or a new giving them a new castle in the big, empty expanse by Sibir would help Sturgia out a lot.
Im fine with that castle, what i hate is the Sturgian armies gather near Revyl because its fishing village is closest to nvyansk castle. Meaning sturgian armies run into their dead end corner to gather and then have to travel back around to nevyansk which takes even longer.
 
Post from Mexxico in another thread.

By the way only 30 of 80 people are programmers and only 8 of them are campaign related.
These numbers were 12 (total) / 5 (programmers) / 3 (campaign) in Warband
 
With 1.5.1 now live, it would be great for people to come back and report on how Diplomacy is going with their Player created kingdoms. So far we have only looked at the world without player interaction!
 
Finally this never ending war can actually end. I love you mexxico thank you so much
20200827010139-1.jpg
 
Finally this never ending war can actually end. I love you mexxico thank you so much
20200827010139-1.jpg

Thanks for feedback:smile: It become great if different players leave here feedbacks with screenshots like this. Also it become great if you leave screenshots from map too. And it become good if you write what you feel about tribute payments, low / high or ideal for your situation.

My concern is now wars can usually end in short time periods. This can be also not good for gameplay. But I am aware of it and will try to make them longer by future adjustments.
 
最后编辑:
While in the shower I thought of a mistake I did in my research. I forgot to remove my brother from the equation, and I forgot that not all nobles are actually party leaders.

I have revised my table.
Potential is the total
Effective is based on amount of party leaders (they had war gear in encyclopedia profile)

Another fun fact. Sturgia has 2 party leaders without any tactic or leadership skill whatsoever. See below.

FactionPotential Total faction tactic capabilityEffective Total faction tactic capabilityEffective Average tactic skillEffective Amount of Nobles with tactic statTotal Amount of Nobles with tactic stat
Vlandia
3060​
2680​
107​
25​
31​
Khuzait
2600​
2500​
109​
23​
24​
Sturgia
2480​
2380​
103​
23​
24​

This table is based on party leaders at the start of the campaign.


FactionTactic skillAmount of party leaders
Khuzait
180​
1​
Khuzait
160​
0​
Khuzait
140​
3​
Khuzait
120​
5​
Khuzait
100​
9​
Khuzait
80​
5​
Khuzait
60​
0​
Vlandia
180​
0​
Vlandia
160​
2​
Vlandia
140​
6​
Vlandia
120​
3​
Vlandia
100​
5​
Vlandia
80​
6​
Vlandia
60​
3​
Sturgia
180​
0​
Sturgia
160​
0​
Sturgia
140​
4​
Sturgia
120​
3​
Sturgia
100​
11​
Sturgia
80​
3​
Sturgia
60​
2​
Sturgia
0​
2​

So my conclusion here is that Sturgia is underpowered compared to two of its neighbours that are maining cavalry and this already has an auto-calc advantage.
Considering that two of sturgias nobles have no tactic or leadership skill at all is sad and hilarious
 
Achievement for you :

First player gets 8000 tribute payment from any kingdom and place here a screenshot wins!

Three achievements. B is harder. C is medium.
A) Your faction will get 8000 tribute while you are a vassal in any kingdom
B) Get 8000 tribute payment to your kingdom as a king
C) Get 5000 tribute payment from any kingdom while you are sturgian vassal
 
Im fine with that castle, what i hate is the Sturgian armies gather near Revyl because its fishing village is closest to nvyansk castle. Meaning sturgian armies run into their dead end corner to gather and then have to travel back around to nevyansk which takes even longer.

My real issue with Nevyansk is that it's the only logical reason for Sturgia and Vlandia to be at war, and they're constantly at war in all my games despite having all of Battania between them. Even if Vlandia takes Nevyansk and they have a peace deal, they're quickly at war again, when they're not really, truly neighbors with all of Battania between them.

I suspect they may be seeing Reyvl and Nevyansk as being much closer to each other than they actually are if they're using straight-line distance for their calculations as well, which would also explain them always fighting and also the behavior you described with them mustering by Revyl. Similarly, I often see Vlandia marching past Varcheg to siege Revyl and I think that's the reason, them thinking Revyl is closer because they're calculating "as the crow flies."
 
My real issue with Nevyansk is that it's the only logical reason for Sturgia and Vlandia to be at war, and they're constantly at war in all my games despite having all of Battania between them. Even if Vlandia takes Nevyansk and they have a peace deal, they're quickly at war again, when they're not really, truly neighbors with all of Battania between them.

I suspect they may be seeing Reyvl and Nevyansk as being much closer to each other than they actually are if they're using straight-line distance for their calculations as well, which would also explain them always fighting and also the behavior you described with them mustering by Revyl. Similarly, I often see Vlandia marching past Varcheg to siege Revyl and I think that's the reason, them thinking Revyl is closer because they're calculating "as the crow flies."
I think you are right about the straight-line calculation which is unfortunate (but i can't confirm), i think another factor of St vs Vl is the fact they are initial enemies and gain negative relationship really fast given they are at war first. I'm pretty sure they take into account relationship when declaring wars so that might be a big reason. Also Battania not being decimated is a good thing to keep WE contained.
 
Achievement for you :

First player gets 8000 tribute payment from any kingdom and place here a screenshot wins!

Three achievements. B is harder. C is medium.
A) Your faction will get 8000 tribute while you are a vassal in any kingdom
B) Get 8000 tribute payment to your kingdom as a king
C) Get 5000 tribute payment from any kingdom while you are sturgian vassal
Just some info for you guys going for the 8k. The only AI war that came close to that from mexxico's 1.5.1 dataset was this one. If this is an example its going to be a long war to drive up the price.

WarIDwarWar AtkWar DefStart YearStart MonthStart dayPce PropPce AcptPce byDaily TributeEnd YearEnd MonthStart dayTotal DaysWar typeWinnerLoser
81​
we x btwebt
1089​
spr
16​
btweDefender
-7910​
1089​
win
6​
53​
Defender Victorybtwe
 
Also it become great if you leave screenshots from map too. And it become good if you write what you feel about tribute payments, low / high or ideal for your situation.

My concern is now wars can usually end in short time periods. This can be also not good for gameplay. But I am aware of it and will try to make them longer by future adjustments.
GSYPM9M.jpg
I am getting 361 denars daily as tribute and I think it seems ideal. But I don't know how would I feel when I will be the one to pay tribute. Does everyone pay equal? It would be hard to pay for it as a new vassal. Things like number of fief or clan tier might be used to distribute the tribute payment or receivement fairly.
Achievement for you :

First player gets 8000 tribute payment from any kingdom and place here a screenshot wins!

Three achievements. B is harder. C is medium.
A) Your faction will get 8000 tribute while you are a vassal in any kingdom
B) Get 8000 tribute payment to your kingdom as a king
C) Get 5000 tribute payment from any kingdom while you are sturgian vassal
Let me take the achievement A, sir!
OqQ8g9S.jpg03bbde6c1
 
最后编辑:
20200827021526-1.jpg

I am getting 361 denars daily as tribute and I think it seems ideal. But I don't know how would I feel when I will be the one to pay tribute. Does everyone pay equal? It would be hard to pay for it as a new vassal. Things like number of fief or clan tier might be used to distribute the tribute payment or receivement fairly.


Let me take the achievement A, sir!
20200827021855-1.jpg

You got achievement A!

About your question :
Tribute is payed and received by mostly fief owning ratio among kingdom clans. Towns are counted 2 and castles are counted 1. Default every clan get 1 even they have no settlement. King clan get extra 2. Then tribute is payed and received proportional to total value you have.
 
You got achievement A!

About your question :
Tribute is payed and received by mostly fief owning ratio among kingdom clans. Towns are counted 2 and castles are counted 1. Default every clan get 1 even they have no settlement. King clan get extra 2. Then tribute is payed and received proportional to total value you have.
Will there be extended diplomacy, politics and the continuation of the game after capturing the map and completing all the missions? Perhaps you can do endless quests that are randomly generated
 
You got achievement A!
Yay! Thanks!
Tribute is payed and received by mostly fief owning ratio among kingdom clans. Towns are counted 2 and castles are counted 1. Default every clan get 1 even they have no settlement. King clan get extra 2. Then tribute is payed and received proportional to total value you have.
Nicely designed system. I wouldn't think of a better way. Players can somehow manage their economy while paying for tribute but I think some lords might go broke as I see some of them wander around with several thousands of denars in their pockets. Their economy management might need some work too.
 
Really nice job!! Also, the small 1-5 days wars make a lot of sense and I don't think they should be removed, but rather renamed into something else like "Negotiations". You could add this interim between peace and war, sort of a transition period where some hostilities are to be expected and during which the 2 factions can come up with a deal to pay/receive tribute that is to their liking.
 
Yay! Thanks!

Nicely designed system. I wouldn't think of a better way. Players can somehow manage their economy while paying for tribute but I think some lords might go broke as I see some of them wander around with several thousands of denars in their pockets. Their economy management might need some work too.

Only clan leaders carry money. Others have at most 5-10K and if their money is higher than 5K they pay this difference to clan leader at the end of day. About going bankrupt yes you are right, this can happen. If a kingdom has less fiefs and if they need to pay high tributes this can happen sometimes. But it is like real life. Its good for game you can weaken your enemies by damaging their economy (by raiding their villages / villagers or by taking high tributes). When clan leader gets poor you will see he will take men from garrisons to reduce payments. Then his settlements will be defenceless. This will end up losing fiefs if he cannot manage things in time.

I thing biggest problem is currently game starts inbalanced. Because of 1.2x cavalry bonus Khuzaits are overpowered and they get also tributes. They expand and they also be economically powerfull. I will think something to balance this. Having lots of settlements for any clan can increase tax corruption maybe something like this can make game more balanced. Income should not increase proportional by fief count. Also Khuzaits need to be nerfed will think something for this.
 
最后编辑:
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