Does starving the settlement work?

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I was alot like you in the past save scumming if my cataphracts died in a siege...but with improved garrisons (mod) and prisoner recruitment, I no longer have this concern.

Let them die. Makes for a more fun game imo. You should try it.
 
@mexxico
Hello "Little chelsea" :grin:
Did you have time to make some tweaks?
If yes do you have any feedback to share?

Yes. Made some examinations and tweaks.

Currently first lose starts at -20 food in 1.5.9 (if there is starvation = 0 food at town stocks). However it is really hard to achieve with current rule set. Without player interaction there happens nearly no starvation in all world. Counted starving towns and it's average was about 1% at any time in first 20 years.

1.5.9 garrison lose rules :
-20 : daily 1 lose at garrison
-30 : daily 2 lose at garrison
-40 : daily 3 lose at garrison
-50 : daily 4 lose at garrison

With 1.5.10 first lose will be at -8 food and each -8 will lead new lose.
-8 : daily 1 lose at garrison
-16 : daily 2 lose at garrison
-24 : daily 3 lose at garrison
-32 : daily 4 lose at garrison

Do not forget with 1.5.10 there will also be 1 daily auto recruitment at all towns / castles. This will stop during sieges.

Also at 1.5.9 each 50 prosperity was consuming 1 food item with 1.5.10 each 40 prosperity will consume 1 food. So a town with 6000 prosperity will spend 150 food instead of 120 food, this creates extra 30 food need. In addition villages will provide more food. They were providing 5 / 10 / 15 food per day according to their hearth levels now they will provide 6 / 12 / 18 food per day (Of course this increase is not enough to cover all 30 food, but aim of this change is not covering all this difference) So when a siege starts this will damage sieged settlement more. Do not forget also 20 garrisons consume 1 food each day. This will stay same.

With new rule set at game start (first 2-3 years) there happens about 15% starvation at all towns / castles then this reduces to a number about 5% for rest of game (it was about 1% in 1.5.9). At game start there happen high starvation because initial prosperity values of towns are not determined balanced. By time pass they come to a balance. If there are no good food resources around a town which has high prosperity its prosperity drops a bit at initial years.

After all applied rule changes probably more players will have food problems. They will open forum posts about their starvation problems. However if we make handling food / prosperity issues so easy (with all towns producing 30-40-50 extra food per day) this results ineffective sieges and high prosperity inflation at game. For example at 1.5.9 total prosperity at world towns starts at 186K and it reaches 300K (1.65x of initial value) in only 20 years. Now with 1.5.10 total world prosperity reaches only 250K (1.35x of initial value) in 20 years. We have 53 towns at world. So average town prosperity starts with 3.5K and reaches 5.6K at 1.5.9 - 4.7K at 1.5.10 after 20 game years. So it will be so hard having towns 10K+ prosperity compared to 1.5.9 and prosperity values of settlements will be more stable.
 
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Wow, as usual, thank you for the excellent feedback.

1.5.91.5.10 (hypothetical number)
-20 : daily 1 lose at garrison
-30 : daily 2 lose at garrison
-40 : daily 3 lose at garrison
-50 : daily 4 lose at garrison
-8 : daily 1 lose at garrison
-16 : daily 2 lose at garrison
-24 : daily 3 lose at garrison
-32 : daily 4 lose at garrison
50 prosperity consuming 1 food40 prosperity will consume 1 food
villages will produce 5 / 10 / 15 food per dayvillages will produce 6 / 12 / 18 food per day
----1 daily auto recruitment at all towns / castles (except during sieges)
20 garrisons consume 1 food each day20 garrisons consume 1 food each day

It seems the above changes will allow a better game experience.
Starvation will actually happen. Increasing the impact of village raids in preparation of town sieges for example.
I guess it is also a solution to the problem mentioned in a different thread about prosperity being abnormal high.
Can't wait to test all these!
 
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