kase04
Regular

Your awesome! Ty for your efforts.Thanks for posting this. I noticed it in another topic aswell.
Lots of good discussion regarding how dynamically the faction balance should progress with or without player interaction. There are good arguments all around.
I have made a single simulation 10 year with the current version of the CWA mod(0.1.0a) for comparison with the unmodded simulations.
Keep in mind these simulations are a bit time consuming, so unfortunately the sample size will be low.
The conditions are the same as in the unmodded simulations, which can be seen in the OP.
Furthermore there are 4 variables in the mod which can be changed. The simulation ran using the default values:
RaidImpact = 0.05 -- every successful raid contributes X% for a chance for peace a day
SiegeImpact = 0.15 -- every successful siege contributes X% for a chance for peace a day
CasualtyImpact 100 -- every X people contributes 1% for a chance for peace
DailyCheckChance = 0.25 -- Vanilla value is 0.1 = 10%. This is the chance that they'll consider considering peace or war.
Now for the simulation
Days of faction wipe:
Day 667 - Northern Empire wiped
Area-chart
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Map after 10 years
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Screenshot album
LINK
Results
With the current version of the mod and its default parameter values, the balance seems to be slightly better, and more time seems to pass before factions are wiped or almost wiped.
I am also noticing that from year 7 to year 10 the curves are almost flat, which could indicate a more stable map at that point. But it is hard to say if this is random or to be expected.
The issue with 2 out of 3 Empire factions declining still persists, although in this simulation only Northern Empire wiped. Western Empire was down to 1 for a long period at the end though.
It is certainly a very interesting mod, and mod author mentions that he is working on an update to the mod, so looking forward to that. I may make a new simulation when that happens.
I would be interested to hear if someone manages an actual playthrough with this mod. Keep in mind, that there may be unknown side effects to using the mod, which the simulation does not take into account.
Now for those that prefer a very stable map while waiting for a further patches
I made a second simulation with changed parameters in the mod:
RaidImpact = 0.5
SiegeImpact = 0.9
CasualtyImpact = 50
DailyCheckChance = 0.1
Setting Raid and Siege values closer to 1 should result in peace more often after raids and sieges. This should potentially slow faction wars significantly.
Due to time contraints i did not collect data from this simulation, it just ran until 10 years had passed.
Map after 10 years
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As you will notice the map is way more stable and all factions alive, but expect much shorter wars. Factions will make peace very often, which may be annoying and immersion breaking. There may also be other unintended side effects. For those that prefer the map progression to evolve this way, it could be a workaround until the issues gets fixed in patches.
It is fully savegame compatible.
When the player is ready to take over Calradia with a kindgom, the mod can just be disabled for current native experience.
This is only for those that want a stable map above all else until further patches.
Feel free to experiment with changing the parameters in your own playthroughs/simulations.
Edit: I tried the mod and works very nice.
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