OmegaNovaios
Recruit

I really love the way the political systems work in game. The policies and votes are awesome. It's one of my favorite group of features so far. I haven't tried ruling my own kingdom yet but as a vassal (currently a Tier 3 Clan) I have some issues in comparison to how much I feel I have contributed to the kingdom in regards to influence gain and "loyalty" of other Clans within the Kingdom.
For instance if my Kingdom is in a war and I single handled take over a castle or town it seems to make 0 difference in how that castle/town is managed and the overall influence gain to make a vote in such a matter is very minimal. I think the most influence I gained from taking over a castle/town single-handedly was around 50 and some votes require well over 300 influence to swing a vote decision. Also, I noticed after helping my Kingdom whether it was joining another army or making my own army, I was part of nearly every battle in entirely wiping out another Kingdom and rescuing tons of Heroes and Clans from roaming enemies (not gaining any relationship or bonus influence). I might get around 5-20 influence sometimes just for the battle itself depending on the size of the enemy army.
Also, vote for fiefs only take 3 candidates (the player's Clan and what seems to be mostly 2 random Clans) and option to abstain. I have two issues with this: most of the time I want to vote but I find that influence is fairly hard to come by (and you need influence to vote in any form) and I end up taking negative relations if I abstain; also the pool of three people to choose from including myself feels awkward for immersion sake.
I think every Clan that has a "reason" to desire a fief should be on a candidate list. Essentially to give each clan an in-game motive such as "culture", "nearby resources", "owning neighboring fiefs", etc. It would be nice if the "reason" was listed on the candidate ballot. I like that you can increase influence to make a more impactful vote but it would be nice if there was a minimum vote with 0 influence cost (not only so I can make a simple vote but so I don't lose relationships if I have little or no influence myself).
After playing the game so far after wiping out 8 cities and surrounding castles I was "gifted" 1 castle (I didn't even have enough influence to vote for myself, but a lot of Clans voted for me) and made enough influence to make 1 very impactful vote to gain a city (but not by a landslide). It seems like candidates for the current setup are fairly random but from my very small testing pool I get the vibe that Clans that have 0 or significantly fewer fiefs and/or neighboring fiefs are generally favored to win the vote if they make it on the ballot. Even once a tier 5 Clan that literally just joined the Kingdom was "gifted" by every other Clan a city fief and had 0 contribution to the Kingdom thus far. The Clan was so new that I didn't even know they were a part of my Kingdom. Maybe have another voting feature to determine if a Clan can join the Kingdom (if anything just so I don't look at the Kingdom menu or get a vote and ask: "Wait, where did that Clan come from?") and another vote immediately after determining how much "power" they can start with.
I think there should be some type of loyalty in the Kingdoms and more than 2 Ranks (Ruler and Vassal). Right now any Clan who isn't ruler is equal in any situation regardless of merit or seniority (because the meritocracy of influence from ALL Clans being used in seemingly random ways, makes it this way). Ranks would affect the percentage of influence gain. Perhaps even allow a way to usurp a Kingdom this way over a long period of time. Also, it would be cool if certain proposals were restricted to certain Ranks such as voting to remove a Clan from the Kingdom. Maybe have a yes/no proposal vote for increases someone's Rank and/or a threshold of total influence points among all votes required to Rank up. Rank would be to give a loyalty incentive and a way for contributing low Tier Clans to stand out among noncontributing high Tier Clans.
Actually I think it is really cool to have concepts to balance out power among fiefs and other things. I like that there is a very in depth political system and lot of options and policies for different forms of government. Once again it's one of my favorite aspects in the game. I'm not sure what the coding is when the AI makes decisions in regarding votes but I feel from the amount of time that I have played there is some aspect to it that is not completely random and is essentially a hidden effect. I think those scripts that I am imagining such as "give out fiefs evenly to all Clans" should not just be hidden scripts, but turned into policies themselves. Such as a policy that only allows the lowest 5 prosperity Clans to be candidates for fiefs or a policy that abstains "Ranks" while active.
For instance if my Kingdom is in a war and I single handled take over a castle or town it seems to make 0 difference in how that castle/town is managed and the overall influence gain to make a vote in such a matter is very minimal. I think the most influence I gained from taking over a castle/town single-handedly was around 50 and some votes require well over 300 influence to swing a vote decision. Also, I noticed after helping my Kingdom whether it was joining another army or making my own army, I was part of nearly every battle in entirely wiping out another Kingdom and rescuing tons of Heroes and Clans from roaming enemies (not gaining any relationship or bonus influence). I might get around 5-20 influence sometimes just for the battle itself depending on the size of the enemy army.
Also, vote for fiefs only take 3 candidates (the player's Clan and what seems to be mostly 2 random Clans) and option to abstain. I have two issues with this: most of the time I want to vote but I find that influence is fairly hard to come by (and you need influence to vote in any form) and I end up taking negative relations if I abstain; also the pool of three people to choose from including myself feels awkward for immersion sake.
I think every Clan that has a "reason" to desire a fief should be on a candidate list. Essentially to give each clan an in-game motive such as "culture", "nearby resources", "owning neighboring fiefs", etc. It would be nice if the "reason" was listed on the candidate ballot. I like that you can increase influence to make a more impactful vote but it would be nice if there was a minimum vote with 0 influence cost (not only so I can make a simple vote but so I don't lose relationships if I have little or no influence myself).
After playing the game so far after wiping out 8 cities and surrounding castles I was "gifted" 1 castle (I didn't even have enough influence to vote for myself, but a lot of Clans voted for me) and made enough influence to make 1 very impactful vote to gain a city (but not by a landslide). It seems like candidates for the current setup are fairly random but from my very small testing pool I get the vibe that Clans that have 0 or significantly fewer fiefs and/or neighboring fiefs are generally favored to win the vote if they make it on the ballot. Even once a tier 5 Clan that literally just joined the Kingdom was "gifted" by every other Clan a city fief and had 0 contribution to the Kingdom thus far. The Clan was so new that I didn't even know they were a part of my Kingdom. Maybe have another voting feature to determine if a Clan can join the Kingdom (if anything just so I don't look at the Kingdom menu or get a vote and ask: "Wait, where did that Clan come from?") and another vote immediately after determining how much "power" they can start with.
I think there should be some type of loyalty in the Kingdoms and more than 2 Ranks (Ruler and Vassal). Right now any Clan who isn't ruler is equal in any situation regardless of merit or seniority (because the meritocracy of influence from ALL Clans being used in seemingly random ways, makes it this way). Ranks would affect the percentage of influence gain. Perhaps even allow a way to usurp a Kingdom this way over a long period of time. Also, it would be cool if certain proposals were restricted to certain Ranks such as voting to remove a Clan from the Kingdom. Maybe have a yes/no proposal vote for increases someone's Rank and/or a threshold of total influence points among all votes required to Rank up. Rank would be to give a loyalty incentive and a way for contributing low Tier Clans to stand out among noncontributing high Tier Clans.
Actually I think it is really cool to have concepts to balance out power among fiefs and other things. I like that there is a very in depth political system and lot of options and policies for different forms of government. Once again it's one of my favorite aspects in the game. I'm not sure what the coding is when the AI makes decisions in regarding votes but I feel from the amount of time that I have played there is some aspect to it that is not completely random and is essentially a hidden effect. I think those scripts that I am imagining such as "give out fiefs evenly to all Clans" should not just be hidden scripts, but turned into policies themselves. Such as a policy that only allows the lowest 5 prosperity Clans to be candidates for fiefs or a policy that abstains "Ranks" while active.
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