How can I get recruited lords to keep their lands when they rebel?

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Thrannduil

Squire
I am getting kind of frustrated at the fact that the lords almost never bring over any centers when they come to my side. I have had at least 4-5 lords with 60+ relations that owned castles or towns, but not one of them brought over their fiefs with them. What is the probability of failure? It seems ridiculously high. Those lords were OK because I could then capture their fiefs back for them because I was at war, but what if I recruit from someone who isn't at war with me? Is there any way to increase the chances of success?
 
I've read that they have a low chance of bringing it over if your relations with them is high enough, and now that I think about it, I think there was 1 guy from sarleon who brought his castle with him (while a bunch of defeated lords were staying there XD) and all the lords just sat there on his castle till I scared them away. But all the other guys "Failed to bring any centers over to your side."
 
I kind of like this and I will explain why:

It makes any given faction capable of rebounding and staging a comeback.  Those fiefs that get abandoned are given to the remaining lords (aka the faithful ones) thereby making them stronger.  It also makes the player's fief management all that more critical.  You will see that you feel a greater sense of accomplishment when each castle and city are won with blood and steel and through your own superior planning and management.

Just my 2 coppers.
 
I like it this way, it was too easy before because I could get high relations just from having high honor and grab at least two castles from each faction.
 
You'll get a boost to your chances if you set your campaign difficulty to easy. Having it at normal also yields a bonus to the chances. Other factors are persuasion skill of the player and relation to the lord. Also Duke level lords have it harder to bring their fiefs to your kingdom.

I was thinking of redoing the system to take into account player faction strength (centers) vs defection faction's strength (high weight) and also compare average prosperity of the player faction with the average prosperity of the defection faction (low weight).

Finally I was thinking of also adding an automatic failure if the affected fiefs are not bordering the player faction (or at least make that a strong negative modifier). Because if a fief is far from the player faction (and not bordering the player faction) then it would make sense that that fief is not likely to defect.


These factors are not implemented yet though and will probably be in PoP4 instead.

However, in PoP3.41 I've added an option (suggested by Hoellenbewohner) that allows you to never allow a lord to bring his fiefs over. The option is off per default but should be turned on by players who feel that Lords should never bring their fiefs over to the player's faction. If you have it off, the lord fief bringings function as they currently do in PoP3.4 (- which makes them not bring their fiefs very often unless you play on low difficulty).
 
Very important fix, it had to be done. Why do some people think this game is hard at some point?....it's made for pro Native players and you still can reduce dificulty....:-"
 
Treebeard 说:
You'll get a boost to your chances if you set your campaign difficulty to easy.
What are the advantages of playing on easy? I know in native, on easy, the lords spawned with less top tier troops and the game was boring.
 
I like this change, my last game was sort of anticlimatic and ruined because I conquered nearly all off Pendor by just convincing lords to defect. Felt way too easy.
 
AxeMaster3 说:
Treebeard 说:
You'll get a boost to your chances if you set your campaign difficulty to easy.
What are the advantages of playing on easy? I know in native, on easy, the lords spawned with less top tier troops and the game was boring.

The main player advantages (and AI disadvantages) for players who like to play a not too hard campaign (and therefore choose to play on easy campaign setting):
- AI lords get less income and less troop reinforcements.
- AI lords have higher chances to bring their fiefs with them to the player.
- Tax inefficiencies for the player take longer to start kicking in.

 
Is there any way for me to edit the chances myself? I like it that its a random chance, but the chance just seems way too low to be realistic. After all, in a feudal kingdom, the lord is the de facto ruler of his fief, and unless the king can prevent him from leaving, he very well can.
 
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