Didn't know that! I still think though that there should be some function of castles that benefit the faction as a whole, not just the owner.There is a 10-80% garrison cost reduction for castles, depending on improvements and governor perks.
Didn't know that! I still think though that there should be some function of castles that benefit the faction as a whole, not just the owner.There is a 10-80% garrison cost reduction for castles, depending on improvements and governor perks.
The AI is actually pretty efficient at managing their garrisons. Castles' clan members will stop by to deposit troops (or withdraw them if they are in need) fairly regularly based on a calculated "ideal" garrison size. Any member of the kingdom can also stop by and donate troops if the garrison is too low (doesn't apply for the players fiefs).Actually wait wouldn't this encourage lords to stop by castles more often and perhaps replenish garrisons more often (not quite sure how that functions right now)?
One thing to point out about having a bunch of troop giving notables inside castles is that it makes raiding villages less valuable, and makes it harder to hurt the enemy's troop production, since it'll increase the pool of "safe" recruits factions have available. I think it's nice how important villages are for a faction's recruiting capacity right now, but maybe that's just me.
The AI is actually pretty efficient at managing their garrisons. Castles' clan members will stop by to deposit troops (or withdraw them if they are in need) fairly regularly based on a calculated "ideal" garrison size. Any member of the kingdom can also stop by and donate troops if the garrison is too low (doesn't apply for the players fiefs).
On top of that, clan leaders will visit all of their settlements (towns, castles, and villages) based on how long it's been since they last visited them. In certain circumstances though, it can take them a year or two (sometimes more) for them to visit some of their castles and villages if they are too remote. They will still always eventually visit them though, because the "score" for them to visit the settlement will continuously increase as time passes until it becomes higher than the scores for any other action they can make.
The campaign AI functions as a uility-based system btw, in case anyone is interested. Every action the AI can take at any one time is assigned a "utility score" based on various factors, and the AI will carry out the action with the highest utility. They evaluate dozens or hundreds of potential actions at regular intervals (such as Raid X village, Visit Y town, or Patrol Z castle, etc).
That makes a lot of sense actually. I think may a "spread" should be done where there are at least 2 guaranteed at the castle, and another 2 per village (starting at just the headman, but can expand at a certain Hearth-level or relationship with others in the village. That way there is still a balance but I don't want *all* recruitment brought to a grinding halt because the villages get raided.One thing to point out about having a bunch of troop giving notables inside castles is that it makes raiding villages less valuable, and makes it harder to hurt the enemy's troop production, since it'll increase the pool of "safe" recruits factions have available. I think it's nice how important villages are for a faction's recruiting capacity right now, but maybe that's just me.
The AI is actually pretty efficient at managing their garrisons. Castles' clan members will stop by to deposit troops (or withdraw them if they are in need) fairly regularly based on a calculated "ideal" garrison size. Any member of the kingdom can also stop by and donate troops if the garrison is too low (doesn't apply for the players fiefs).
On top of that, clan leaders will visit all of their settlements (towns, castles, and villages) based on how long it's been since they last visited them. In certain circumstances though, it can take them a year or two (sometimes more) for them to visit some of their castles and villages if they are too remote. They will still always eventually visit them though, because the "score" for them to visit the settlement will continuously increase as time passes until it becomes higher than the scores for any other action they can make.
The campaign AI functions as a uility-based system btw, in case anyone is interested. Every action the AI can take at any one time is assigned a "utility score" based on various factors, and the AI will carry out the action with the highest utility. They evaluate dozens or hundreds of potential actions at regular intervals (such as Raid X village, Visit Y town, or Patrol Z castle, etc).
At some point @mexxico you (or whoever is actually in charge of this) may need to spend some time creating some entries for the encyclopedia to describe many of these things that are under the hood and not so easily noticeable to the average player. Of course this is one of the last things that yall should do before release but it is sorely needed, like many of the current concepts not in the encyclopedia.
I am not responsible from diplomacy elements of game. I just wanted to help war / peace calculations since 1.4s because it had problems and get involved in these stuff then also tried to make world more balanced (snowballing problem).Shouldn't the focus be diplomacy now that snowballing is fixed instead of notables? I'd be nice to get trade agreements, alliances, non-agression pacts and maybe some other treaties. Or is diplomacy not mexxico's responsibility?
I think that deeper diplomacy is not in TW plans as far I know, but I do agree with this will be great. More evolved diplomacy is what most would improve the game IMO, much more than other features.Shouldn't the focus be diplomacy now that snowballing is fixed instead of notables? I'd be nice to get trade agreements, alliances, non-agression pacts and maybe some other treaties. Or is diplomacy not mexxico's responsibility?
I think that deeper diplomacy is not in TW plans as far I know, but I do agree with this will be great. More evolved diplomacy is what most would improve the game IMO, much more than other features.
Hopefully in a future DLC or expansion, I would gladly pay for it, especially if Mexxico develops it .
You've done better than any of us could have hoped for regardless of the next few months. Truly thank you for your hard work and passion, it is a light in these dark times. I'm really looking forward to hearing about your next steps after TW, once you've decided them.Unfortunately these are my last 3-4 months here. I will not be here during DLC or expansion steps (i have no info about if there are plans for these) I do not know how many months game will stay at EA by the way. I decided this about 1 year ago. I was hoping EA to finish until this time (1 year ago). But it is obvious EA will continue more. I will try to do as much as possible in remaining time at my responsible areas.
What we did here we did all together and we will do more at remaining time. Especially your, dabos37’s, bannerman man’s, nawki’s, terco_viejo’s efforts were huge and I used your valueable feedbacks. Every game company needs players like you. I will give some break after TW but if I decide to do something in future I will find youYou've done better than any of us could have hoped for regardless of the next few months. Truly thank you for your hard work and passion, it is a light in these dark times. I'm really looking forward to hearing about your next steps after TW, once you've decided them.
Good to see the "the REAL problem is my pet issue" attitude extends far beyond politics lolLike, if you just want feasts, whatever. You do you. You don't need to legitimize the idea by presenting it as an anti-snowballing measure, especially when that issue is already resolved and you haven't even tested the solution once.
Utility based AIs are the best. Economics strikes again!One thing to point out about having a bunch of troop giving notables inside castles is that it makes raiding villages less valuable, and makes it harder to hurt the enemy's troop production, since it'll increase the pool of "safe" recruits factions have available. I think it's nice how important villages are for a faction's recruiting capacity right now, but maybe that's just me.
The AI is actually pretty efficient at managing their garrisons. Castles' clan members will stop by to deposit troops (or withdraw them if they are in need) fairly regularly based on a calculated "ideal" garrison size. Any member of the kingdom can also stop by and donate troops if the garrison is too low (doesn't apply for the players fiefs).
On top of that, clan leaders will visit all of their settlements (towns, castles, and villages) based on how long it's been since they last visited them. In certain circumstances though, it can take them a year or two (sometimes more) for them to visit some of their castles and villages if they are too remote. They will still always eventually visit them though, because the "score" for them to visit the settlement will continuously increase as time passes until it becomes higher than the scores for any other action they can make.
The campaign AI functions as a uility-based system btw, in case anyone is interested. Every action the AI can take at any one time is assigned a "utility score" based on various factors, and the AI will carry out the action with the highest utility. They evaluate dozens or hundreds of potential actions at regular intervals (such as Raid X village, Visit Y town, or Patrol Z castle, etc).
Very sad to hear that you will be departing TW Mex, I am sure that decision was not taken lightly. If you ever wanted to get into cybersecurity, I will likely be hiring more folks if I still am the lead of my function after my company's merger, shoot me your LinkedIn if you have one in a DM. You are a consummate professional and your passion for this game and the community really shine through. Anyone would be lucky to have you as a part of their staff.What we did here we did all together and we will do more at remaining time. Especially your, dabos37’s, bannerman man’s, nawki’s, terco_viejo’s efforts were huge and I used your valueable feedbacks. Every game company needs players like you. I will give some break after TW but if I decide to do something in future I will find you
I agree, honestly I just want more noble troops in the game to experience fighting with and against them, they are some of the coolest troops and I'd like to get to see/use them more.Anyway, looking forward to 1.5.9 and 1.5.10 changes - hopefully we can squeeze in more Party/Clan/Kingdom-based directives and solve for this recruitment problem. Even if increased nobles (and increased recruitment in general) does not do much to combat snowballing, I think it will be a lot more fun in late game hunting down parties that can put up a fight instead of chasing parties of 50 out of their last fiefs.
The underlined part is actually a mix of my comment to him about the subject, all Duh said was that they are still discussing it but doesn't see it as an urgent issue because having death be a high percent around the player serves to expose bugs easier.Any idea when AI Lord death will be included in auto-calc? I think Duh_ mentioned it was something that was being looked at but may not be included due to the high attrition relative to how many kids are birthed. Though it cannot really be much worse than all of the female lords in my playthroughs who die in childbirth.
I would love to see you making your own sandbox game in the future, even if the graphics will be simpler (maybe low poly?). If you ever decide that, I'll buy it instantly.What we did here we did all together and we will do more at remaining time. Especially your, dabos37’s, bannerman man’s, nawki’s, terco_viejo’s efforts were huge and I used your valueable feedbacks. Every game company needs players like you. I will give some break after TW but if I decide to do something in future I will find you