Natural Increase, Refugees, and Wages

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viocult

Regular
A. Natural Increase (skim to the hashtag/pound sign if you want to get past the math)
ten percent of women are infertile
infant mortality (children who die before reaching 16) for peasants is 30%
infant mortality for nobility is 20 % (better fed than peasants)
peasant women die during labor 2 % of the time (It is 1.6 % in Afghanistan, so that seemed like a good number)
noble women die during labor 1 % of the time (once again, better fed)
twins are 2 % of births
pregnancy for a 16 to 40 year old female has a 25 % chance per year
each pregnancy ends in miscarriage one out of three times
the death rate of 16 to 50 year-olds is 3 % (I am cutting pregnancy off at 40. While noble women are better taken care of, duels are a liability for them that peasants do not have to deal with).
It's arguable, but I am going with 50% of babies born are female

birth of female peasants each year = ((No. of women between 16 and 40) * .9 * (2/12)) * 1.02) * .7) * .5 = 5.355%
peasant female (16 to 40) death rate = ((No. of women between 16 and 40) * ((.03) + ((.9 * (2/12))*.02) = 3.4 %
the percentage of females (16 to 40) turning 41 = 1.218 %
population increase of peasant women between 16 and 40 = 0.737 %
Using the equation Population = Original Population times e (which is 2.718281828459) to the power of (rate increase * time), I can put -16 in for time to help see what the population was 16 years before. This gives me an adjusted population increase of females per year of 0.655 % for the current female population (16 to 40).

The noble numbers are Birth Rate = 6.12 %, Death Rate of females 16 to 40 = 3.2 %, women turning 41 as percentage of 16 to 40 year-olds = 1.205 %, which gives a rate of increase of 1.715 %, which means the noble females turning 16 is 1.303 % of the female noble population(16 to 40).

# The number of males turning 16 will the same number as females turning 16.

In Warband, Caravan Masters are the only middle class soldiers you can hire, so I did not bother calculating their increase. Blacksmiths and millers should have the 1.303 % female population turning 16 (Why not more? 1. Forges and Mills are dangerous places and children are not always wise where they stand 2. Merchants have bodyguards, nobles are their own bodyguards, and peasants have nothing worth guarding, so blacksmiths and millers are choice targets for robbery. Sometimes, the victim does not survive this encounter.). The middle class in cities should have the 0.655 % increase.

B. Refugees
1. Those who stay:
    a. In the first episode of Marc Maron's show he has the following encounter: Dennis Leary: "What is that smell?" Marc Maron: "I think it is an opossum that crawled under the house and died." DL: "How long has it been like this?" MM: "About two weeks." DL: "It has stunk like this and you haven't done anything about it?" MM: "I thought I'd just ride it out."
    b. 12 % of the female population and 6 % of the male population have depression. No matter how bad things get they will suffer through it (and maybe supply a morbid joke for the rest of us to enjoy). Including their spouses, this is around 17.1% of the population. These are not included in the percentage that leave.

2. Peasants will not leave until they have harvested their crops or the crops have been destroyed

3. Mills and Forges are tougher to convert to cash and are heavy to transport (Blacksmiths always have guard their valuables against jackals/coyotes who use the anvils to hunt roadrunners). Blacksmiths and Millers won't leave until at a -75 relations score. They have a 20 % chance of leaving after that for every -5 relation score below negative 75.

4. Since leaving your village is illegal, peasants will seek the closest village of a different nation. If a village on the border of a different nation, it simply has to get to the threshold of 5 % of the population wanting to flee. The next closest (twice the distance of the border villages) has to get to 10 % and the closest after that to 20 %, then 40 %, then 80 %.

5. A village at absolute poverty (the lowest economic level) will have 20 % of its population wanting to leave if the closest village it can go to is at the highest economic level, 10 % for the second highest, and 5 % for the third highest. If a village has a higher economic level than the nearest village it can go to, its desire to go will be - 10 % for each level higher in economic level.

6. Lords failing to protect a village will have a decline in relations with their village every time they fail to protect it with their negative relation being the percent of villagers that want to leave (plus economic consideration).

7. Fleeing villagers will join their first encounter whether it is the other nation, bandits, or their original lord. Unless their poor relation with their lord is corrected after he brings them back, they will only stay until their next harvest or if they get raided again.

8. The same rules apply to towns, but a garrison can force them to stay. Any time a town is attacked the lord's relation will be subtracted by the highest enemy's relation to the town. This is the maximum help in percentage the town will give to whatever side is favored. An untrained population will give half of the army's number it supports in number of peasants to assist. A militia level trained population will provide the side it supports with the same number of troops that are in that army. Failing to take a city in an attack will cause a - 10 in relations as well as whatever percentage the number of dead peasants/militia that were on your side represents.

9. A lord has the option to at any time the town is not being attacked to allow the malcontents in the town to leave. They will go to the nearest town of a different nation. Such refugees will cause the cost of food to go up and wages to decrease in the town that they go to. This will cause the new town's relation with its lord to decline.

C. Wages
1. Where the supply curve will start (just multiply by 1.5 if you don't want to use a supply/demand chart) : In a temperate climate, the minimum cost per week of a single male peasant mercenary is 1.1 (50 days of meals bag) grain or 2.2 bag vegetable (whichever is more).The cost of a single female peasant mercenary is 1.3 bags grain or 2.6 bags vegetable (women are able to sell more of the crops they grow since they eat less). A married peasant mercenary cost 1.2 grain or 2.4 vegetable.Northern climates with shorter growing seasons would cost 1.1 bag vegetable. Sub Tropical climate peasants would cost 1.1 bag grain plus 1.1 bag vegetable. Equatorial peasants single male peasants would cost 3.3 bags grain.

2. It cost twice as much to hire peasant (or noble) mercenaries from land you don't own (since they would have to fear attacking their home village).

3. Hiring mercenaries from a culture group that is not your own cost 20 % more (it is easier to negotiate in your native tongue).

4. Training (when you have a hammer everything looks like a nail): While there are a lot less peasants trained as militia, the trained ones are twice as likely to become mercenaries. Militia trained peasants are just 60% more expensive because of this. Being an even bigger hammer, a noble is only 300 % more expensive (what else is he going to do...work? He does need enough to afford his squire, horse, etc.).

5. A mercenary being hired by a different class cost twice as much. The peasants see the nobles and middle class as having the money to spend. A noble has to compensate for the worry of a leader that does not have 18 years of experience preparing for war. The middle class figures "If they are desperate enough to hire me at least I should die rich."

6. Equipment - some trained troops have lost their equipment due to neglect or misuse (or theft). Providing equipment can shift the supply curve to the left (to 2/3 start of the supply curve) and the cost of the equipment can be used as partial pay. History can repeat itself and their equipment is more likely to spoil than the average soldier.

7. A certain percentage of troops are doves that just want peaceful garrison duty, and hawks who want battle with the promise of very lucrative loot. The majority could go either way.

8. Attitude toward a recruiter: Villages on the map represent several villages and should recharge quicker for looting purposes (so you can bounce from villages on the map destroying as you go). There should be a raid option of just quickly torching a hamlet. Looting deals with the resistance of several hamlets (plus knights too old to assemble for the king's army) so it takes longer to grab supplies. Since he is at war, the attacker can't even recruit from these villages, so the 5 % increased cost of mercenaries don't phase him. For failing to protect the villages he liberally taxes, the owning lords cost go up 2 % to hire from the attitude of the people (too bad since the mercenary supply population went up by a bunch of people that just lost all they own). The bandit recruiters will be the big winner in these raids (maybe even enough to dress as the enemy and do their own hamlet burning).

9. Mercenaries outside of Calradia: 30 % are willing to leave the area they live in, but half of these will have obligations that cause them to stay. Still this means the area just outside Calradia can supply 120 % of the mercenaries Calradia can (minus about 2 % that die travelling to Calradia). They were paid by a merchant for guarding his caravan on the journey to Calradia, but still expect 10 % more than a local mercenary for the time spent journeying to Calradia. A little further out than these, there are 150 % of the Calradia mercenary population (with 4 % that die trying to reach Calradia). They expect 20 % more than their service would have been at home. Half of them are subtropical, so they would be 50 % even greater in price (they wouldn't bother leaving till the
mercenary price approached this adequate compensation). A sixth of them would from the North, so they would be half the price.
  a. A small percentage of noble mercenaries will just be civilians in disguised. For the most part, this will be discovered by your other noble mercenaries that will not be happy some pretender is using their relative's heraldry device. The peasant mercenaries will be harder to catch (and be more abundant). Merchants can be used to recruit certified mercenaries from foreign nations outside of Calradia. They have the added price or 20 % to the king who rules the country that the mercenaries are from and a 12 % handling fee to the merchant just for the two weeks the merchant takes getting the mercenaries to the hiring country (The hiring nation has to pay the mercenaries for the two weeks of travel). A ruler has to have a relationship score of 30 with a town to use its merchants to hire foreign mercenaries.
 
viocult said:
A. Natural Increase (skim to the hashtag/pound sign if you want to get past the math)
ten percent of women are infertile
infant mortality (children who die before reaching 16) for peasants is 30%
infant mortality for nobility is 20 % (better fed than peasants)
peasant women die during labor 2 % of the time (It is 1.6 % in Afghanistan, so that seemed like a good number)
noble women die during labor 1 % of the time (once again, better fed)
twins are 2 % of births
pregnancy for a 16 to 40 year old female has a 25 % chance per year
each pregnancy ends in miscarriage one out of three times
the death rate of 16 to 50 year-olds is 3 % (I am cutting pregnancy off at 40. While noble women are better taken care of, duels are a liability for them that peasants do not have to deal with).
It's arguable, but I am going with 50% of babies born are female

birth of female peasants each year = ((No. of women between 16 and 40) * .9 * (2/12)) * 1.02) * .7) * .5 = 5.355%
peasant female (16 to 40) death rate = ((No. of women between 16 and 40) * ((.03) + ((.9 * (2/12))*.02) = 3.4 %
the percentage of females (16 to 40) turning 41 = 1.218 %
population increase of peasant women between 16 and 40 = 0.737 %
Using the equation Population = Original Population times e (which is 2.718281828459) to the power of (rate increase * time), I can put -16 in for time to help see what the population was 16 years before. This gives me an adjusted population increase of females per year of 0.655 % for the current female population (16 to 40).

The noble numbers are Birth Rate = 6.12 %, Death Rate of females 16 to 40 = 3.2 %, women turning 41 as percentage of 16 to 40 year-olds = 1.205 %, which gives a rate of increase of 1.715 %, which means the noble females turning 16 is 1.303 % of the female noble population(16 to 40).

# The number of males turning 16 will the same number as females turning 16.

In Warband, Caravan Masters are the only middle class soldiers you can hire, so I did not bother calculating their increase. Blacksmiths and millers should have the 1.303 % female population turning 16 (Why not more? 1. Forges and Mills are dangerous places and children are not always wise where they stand 2. Merchants have bodyguards, nobles are their own bodyguards, and peasants have nothing worth guarding, so blacksmiths and millers are choice targets for robbery. Sometimes, the victim does not survive this encounter.). The middle class in cities should have the 0.655 % increase.

B. Refugees
1. Those who stay:
    a. In the first episode of Marc Maron's show he has the following encounter: Dennis Leary: "What is that smell?" Marc Maron: "I think it is an opossum that crawled under the house and died." DL: "How long has it been like this?" MM: "About two weeks." DL: "It has stunk like this and you haven't done anything about it?" MM: "I thought I'd just ride it out."
    b. 12 % of the female population and 6 % of the male population have depression. No matter how bad things get they will suffer through it (and maybe supply a morbid joke for the rest of us to enjoy). Including their spouses, this is around 17.1% of the population. These are not included in the percentage that leave.

2. Peasants will not leave until they have harvested their crops or the crops have been destroyed

3. Mills and Forges are tougher to convert to cash and are heavy to transport (Blacksmiths always have guard their valuables against jackals/coyotes who use the anvils to hunt roadrunners). Blacksmiths and Millers won't leave until at a -75 relations score. They have a 20 % chance of leaving after that for every -5 relation score below negative 75.

4. Since leaving your village is illegal, peasants will seek the closest village of a different nation. If a village on the border of a different nation, it simply has to get to the threshold of 5 % of the population wanting to flee. The next closest (twice the distance of the border villages) has to get to 10 % and the closest after that to 20 %, then 40 %, then 80 %.

5. A village at absolute poverty (the lowest economic level) will have 20 % of its population wanting to leave if the closest village it can go to is at the highest economic level, 10 % for the second highest, and 5 % for the third highest. If a village has a higher economic level than the nearest village it can go to, its desire to go will be - 10 % for each level higher in economic level.

6. Lords failing to protect a village will have a decline in relations with their village every time they fail to protect it with their negative relation being the percent of villagers that want to leave (plus economic consideration).

7. Fleeing villagers will join their first encounter whether it is the other nation, bandits, or their original lord. Unless their poor relation with their lord is corrected after he brings them back, they will only stay until their next harvest or if they get raided again.

8. The same rules apply to towns, but a garrison can force them to stay. Any time a town is attacked the lord's relation will be subtracted by the highest enemy's relation to the town. This is the maximum help in percentage the town will give to whatever side is favored. An untrained population will give half of the army's number it supports in number of peasants to assist. A militia level trained population will provide the side it supports with the same number of troops that are in that army. Failing to take a city in an attack will cause a - 10 in relations as well as whatever percentage the number of dead peasants/militia that were on your side represents.

9. A lord has the option to at any time the town is not being attacked to allow the malcontents in the town to leave. They will go to the nearest town of a different nation. Such refugees will cause the cost of food to go up and wages to decrease in the town that they go to. This will cause the new town's relation with its lord to decline.

C. Wages
1. Where the supply curve will start (just multiply by 1.5 if you don't want to use a supply/demand chart) : In a temperate climate, the minimum cost per week of a single male peasant mercenary is 1.1 (50 days of meals bag) grain or 2.2 bag vegetable (whichever is more).The cost of a single female peasant mercenary is 1.3 bags grain or 2.6 bags vegetable (women are able to sell more of the crops they grow since they eat less). A married peasant mercenary cost 1.2 grain or 2.4 vegetable.Northern climates with shorter growing seasons would cost 1.1 bag vegetable. Sub Tropical climate peasants would cost 1.1 bag grain plus 1.1 bag vegetable. Equatorial peasants single male peasants would cost 3.3 bags grain.

2. It cost twice as much to hire peasant (or noble) mercenaries from land you don't own (since they would have to fear attacking their home village).

3. Hiring mercenaries from a culture group that is not your own cost 20 % more (it is easier to negotiate in your native tongue).

4. Training (when you have a hammer everything looks like a nail): While there are a lot less peasants trained as militia, the trained ones are twice as likely to become mercenaries. Militia trained peasants are just 60% more expensive because of this. Being an even bigger hammer, a noble is only 300 % more expensive (what else is he going to do...work? He does need enough to afford his squire, horse, etc.).

5. A mercenary being hired by a different class cost twice as much. The peasants see the nobles and middle class as having the money to spend. A noble has to compensate for the worry of a leader that does not have 18 years of experience preparing for war. The middle class figures "If they are desperate enough to hire me at least I should die rich."

6. Equipment - some trained troops have lost their equipment due to neglect or misuse (or theft). Providing equipment can shift the supply curve to the left (to 2/3 start of the supply curve) and the cost of the equipment can be used as partial pay. History can repeat itself and their equipment is more likely to spoil than the average soldier.

7. A certain percentage of troops are doves that just want peaceful garrison duty, and hawks who want battle with the promise of very lucrative loot. The majority could go either way.

8. Attitude toward a recruiter: Villages on the map represent several villages and should recharge quicker for looting purposes (so you can bounce from villages on the map destroying as you go). There should be a raid option of just quickly torching a hamlet. Looting deals with the resistance of several hamlets (plus knights too old to assemble for the king's army) so it takes longer to grab supplies. Since he is at war, the attacker can't even recruit from these villages, so the 5 % increased cost of mercenaries don't phase him. For failing to protect the villages he liberally taxes, the owning lords cost go up 2 % to hire from the attitude of the people (too bad since the mercenary supply population went up by a bunch of people that just lost all they own). The bandit recruiters will be the big winner in these raids (maybe even enough to dress as the enemy and do their own hamlet burning).

9. Mercenaries outside of Calradia: 30 % are willing to leave the area they live in, but half of these will have obligations that cause them to stay. Still this means the area just outside Calradia can supply 120 % of the mercenaries Calradia can (minus about 2 % that die travelling to Calradia). They were paid by a merchant for guarding his caravan on the journey to Calradia, but still expect 10 % more than a local mercenary for the time spent journeying to Calradia. A little further out than these, there are 150 % of the Calradia mercenary population (with 4 % that die trying to reach Calradia). They expect 20 % more than their service would have been at home. Half of them are subtropical, so they would be 50 % even greater in price (they wouldn't bother leaving till the
mercenary price approached this adequate compensation). A sixth of them would from the North, so they would be half the price.
  a. A small percentage of noble mercenaries will just be civilians in disguised. For the most part, this will be discovered by your other noble mercenaries that will not be happy some pretender is using their relative's heraldry device. The peasant mercenaries will be harder to catch (and be more abundant). Merchants can be used to recruit certified mercenaries from foreign nations outside of Calradia. They have the added price or 20 % to the king who rules the country that the mercenaries are from and a 12 % handling fee to the merchant just for the two weeks the merchant takes getting the mercenaries to the hiring country (The hiring nation has to pay the mercenaries for the two weeks of travel). A ruler has to have a relationship score of 30 with a town to use its merchants to hire foreign mercenaries.
Reading your suggestions reminds me of the story of the opossum who crawled under the house and died.  Awful lot of stink for no gain.
 
To Lord Brutus:

First of all, I am glad your two-year-old did not write your response (like the case for Tellcools)

In Warband, you can build schools. All a school does is increase your relationship to the village. It really is meaningless in the game (I suppose you can imagine the higher the relationship score the more likely they are to laugh at an unfunny Henny Youngman routine). With the concept of "war is a continuation of politics by other means" it would be nice if public opinion has an effect on war.

While Confederation money was completely valueless (most of the stuff that comes out of the south isn't worthless but I can name one other thing that is), the money in the Union had a third of its value at the end of the war compared to the beginning. Some of this might come from the nature of printing money (if Bannerlord has a debase currency option I would likely take advantage of it), but inflation is a likely consequence of war. By making mercenary pay based on the value of wheat/vegetables (everyone has the opportunity to be a peasant), this can cause  a realistic inflation. What mercenaries have ever been satisfied with their pay (only those whose leaders are not satisfied with the mercenary's pay)?

In theory, in a society that can support 1 % of its population being warriors it will have 1,000 soldiers if it has 100,000 people. If all its soldiers die with nothing else happening, its 99,000 people can support 990 soldiers. This should only remain a theory and nothing more.
 
Thank you for your concern about my children and my upbringing.  If only you put as much worthwhile effort into your suggestions.  I am originally from New Jersey, I live in NC by choice.  Your suggestions are worthlessly complex and show a lack of understanding of what I hope this game will be.
 
Lord Brutus said:
Thank you for your concern about my children and my upbringing.  If only you put as much worthwhile effort into your suggestions.  I am originally from New Jersey, I live in NC by choice.  Your suggestions are worthlessly complex and show a lack of understanding of what I hope this game will be.

I think you are confused. The worthless thing from the South is racism. The narcissism involved in thinking I was referring to you is in contrast to the low self esteem involved in thinking you are a thing.

Mount & Blade is genre shattering. I have no problem with the first person stabber aspect of it, but I have no enthusiasm for it either. The role play aspect interest me a little more, but it is my experience that most people are really bad at role play (oh well, I like Nicholas Cage movies even though "Raising Arizona" was the only time in a movie he did not play Nicholas Cage). It is strategy games that hold my interest the most. I understand that the FPS and RPG fans have a right to comment on a strategy idea, but if someone writes a post and all you can think of is one snarky line, you have to figure that post is not for you ( just like mistaking yourself for racism).

It is nice seeing you make a post that, for you, is "War and Peace"

HanzGuvenschmitz said:
Very complicated, I like it. But It's really too complicated. I feel the devs are already going big enough.  :ohdear:

Taleworlds has shown itself perfectly capable of making two great games without any assistance from me (and had their IP used to make another great game and two good games). Any post I make is for the other great unwashed fans. 
 
I am not confused at all, even by your snarky, pseudo-intellectual drivel.  Nothing in any of your posts impresses me except your desire to assign to Bannerlord aspects that will never make an appearance anywhere except in the echoes inside your own mind.  Also, racism is not exclusive to the South or the USA but exists literally everywhere on Earth.  A true intellectual would know this, even an unwashed intellectual.  As Jacob said, your ideas are timecube ****.  Go now and try to impress some other unwashed.  I just took a shower.
 
Younes said:
Ignore Brutus my man, i believe he is bipolar and sometimes it goes wrong  :iamamoron:
It does your reputation no good to support someone as ridiculous as the OP.  Just sayin'.  Unless you can find some significance in his story about the dead possum and how that affects Bannerlord.  :lol:
 
Lord Brutus said:
Younes said:
Ignore Brutus my man, i believe he is bipolar and sometimes it goes wrong  :iamamoron:
It does your reputation no good to support someone as ridiculous as the OP.  Just sayin'.  Unless you can find some significance in his story about the dead possum and how that affects Bannerlord.  :lol:

I didn't say i supported the OP  :iamamoron:
 
Quick question: How many people know that in Viking Conquest there is a runaway serf mission? A company headquartered in Turkey is going to be well aware that refugees are a part of war.

Second quick question: How many people know that in Viking Conquest disease can kill your men when you are laying siege?

Third quick question: How many of you are trolls not paying rent for the bridge you are hiding under?

Younes said:
Lord Brutus said:
Younes said:
Ignore Brutus my man, i believe he is bipolar and sometimes it goes wrong  :iamamoron:
It does your reputation no good to support someone as ridiculous as the OP.  Just sayin'.  Unless you can find some significance in his story about the dead possum and how that affects Bannerlord.  :lol:

I didn't say i supported the OP  :iamamoron:

Thank you, sir, for your support! Unlike edgeLord Brutus I am not recruiting an army of yes-men, so you can have any opinion that you want.

Lord Brutus said:
I am not confused at all, even by your snarky, pseudo-intellectual drivel.  Nothing in any of your posts impresses me except your desire to assign to Bannerlord aspects that will never make an appearance anywhere except in the echoes inside your own mind.  Also, racism is not exclusive to the South or the USA but exists literally everywhere on Earth.  A true intellectual would know this, even an unwashed intellectual.  As Jacob said, your ideas are timecube ****.  Go now and try to impress some other unwashed.  I just took a shower.

A whole paragraph...I am so proud of you! You're wearing your big boy pants now.

I play multiplayer games sometimes when I go to some of my friends' houses. Just in the last two years I have found myself more than a handful of times standing up for some kid getting teased for being a racist just because he has a Southern drawl. It always irritates me when some gatekeeper wants to force everyone to pronounce some shibboleth only in his way. Some powerless kid has no part in the South having a higher population of prisoners as a percent of the overall population and that the disparity of African-American and Hispanic prisoners to Whites compared to the free population is even worse than in the rest of the United States (I take no pride in my own state's share in the prison-plantation-complex, but it is better than the state just south of mine. In the last year in my state there have been over four prison riots, one that caused all the guards to quickly exit the building. The SORT team [SWAT for prisons] was three hours away at another prison). He should not take the blame that clearly rest on the shoulders of adults in the South.

Historically, the Third Reich eugenics program was based off of the United States' forced sterilization (what they did was much more evil, but what we did was still evil). The racism in the United States was based off the South's justification of its economic system.
Can you tell a Cagot from another Frenchman based on sight? Without seeing the tattoos, could you recognize someone from Japan's untouchable classes with a glance? I know a Brahmin with beautiful Dravidian skin and the Dalit skin tones come in all shades as well.

Hey, here's an easy solution from a psuedo-intellectual: whenever you see pictures of train tracks, you can know not to read those post. I have easily avoided reading your post for a while now using a similar technique. It is only because I started this thread that I felt obligated to read your post within it. I'm sure it has brought to me the same lack of joy that it brings everyone else who has wasted time reading your post.
 
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Lord Brutus said:
And yet, everyone who has posted a response to your original pile of dung has voted against it.  Your delusions are not interesting anymore. 

For 80 % of the human population, for whatever reason, math just does provide a spark.
80 % of the human population are lactose intolerant.

I am not going to be against malts, milkshakes, and ice cream simply because it does not agree with a majority of people. But I have no problem with lactose intolerant people because it means more milk for me. None of them seem the need to take away my milk.

My historical trivia skills might be getting a little rusty, but the only person I can think of that was famous pretty much only for stabbing a friend in the back is named Brutus (Judas and Takashi 69 did something far less evil). You could be named after his ancestor Brutus the Kingslayer, which is dangerous to all of us that have save files where we are king of all Calradia. But since Caesar was using plebians to shore up his dictatorial powers, the Lord implies patrician class, which was one of Brutus the Friendslayer's "justifications" to betray a friend. It is hard for me to believe anyone would want to win a "Darwin Award" by deciding to be your friend. I was confirmed in knowing your nature was to backstab a friend with the way you treated Younes after he tried to protect you.

One of my best friends, who I have known since third grade, is not pretend-bipolar. He's the real deal. Stereotypes of the mentally ill as scary have got to stop. Just because something is going wrong inside someone's brain doesn't mean they inflict that pain on the people around them. It is not an excuse to be ill-mannered. The mentally ill are more likely to be victims of crime than perpetrators compared to the rest of the population.

When Dr. Martin Luther King, Jr. told us not "judge people by the color of their skin" it would have been nice if he added "or the color of their hair". Besides being bipolar, my friend was born with red hair (I refuse to use the g-word unless I am talking about ingredients). His mom and sister bleached their hair blonde to avoid the consequences, but my friend had to fight over a hundred times to stand up for his hair before joining the army...then after it was shaved off only half of it bothered to grow back.

He was good at fighting. Afterall, he had a stepdad, so he knew how to take a punch. He doesn't watch MMA, because to him the idea of fighting that has rules is silly.

We didn't go to the kind of safe posh private country-club middle school (junior high) that a Lord like you would have gone to. At our school there was real education. Once, at the end of gym class, another kid started peeing on my friend in the communal showers. My friend turns around and waits for the kid to finish, just thinking to himself that he is going to get from the kid the exact amount of blood for every drop of urine. At the moment it starts going through the proud pee'er's mind that he is going to get away with it, my friend's knee is trying to go through the pee'er's brain as well.
Even in a society that puts up metal detectors to try to prevent mass tragedies, it allows single tragedies by putting concrete in places that altercations are likely. My friend had detected his adversary's legs buckling (My friend knew how to inflict pain - there are great stepdads out there, but the bad ones have plenty to teach as well) at the same time his foe's head was bouncing off his knee, and so he used his hand behind his foe's head - the hand that had made his knee so effective at breaking his opponents nose - to bring it down to meet the concrete floor. After that, he kept reintroducing his opponent's head to the concrete again and again.
When you are in middle school you don't have much of a medical education, and much of that consists of watching a film on puberty. By the time the gym coach had realized what was going on and was able to get in there to stop it, my friend had extracted a lot more blood than he intended. Half a year went by before anyone bothered him because of the color of his hair again.

Younes is very wise. He knows when you pick random fights with people sometimes your "victim" turns out to be a twelve-year-old who will extract a lot more blood than he intended. You should treasure Younes as a friend and not as a scabbard.

My friend's maternal grandfather was a used car salesman and he inherited his demeanor from him. He oozes out charisma to all the people choosing not to ooze out blood. There have been times, during his manic phases, when he was making sure that everyone in the bar is having a good time (all volunteer work on his part) that sometimes he rubs someone the wrong way when they just want to people-watch in lonely isolation. Here's one example: I don't drink, so I just go to be be a designated driver, enjoy the magical atmosphere my friend's cheerleading can create, and bless everyone with my rendition of the "Theme Song from the Jeffersons". He goes up to this good-looking Marine (once a Marine, always a Marine) to encourage her to sing a particular song. She refuses and he makes chicken noises: "Brack, brack." She gives him a more forceful "no". He comes back to me. Friend: "I don't nderstand why she is so mad at me." Me: "Of course she is mad at you, you used fowl language." F: "What are you talking about? I didn't use foul language." Me: "Yes you did, 'Brack Brack' " This caused both of them to laugh. She came over to me to explain that she had just in that week been in wreck, was fired, and broke-up with her boyfriend. Her pick-up line was the work of a master since her elligibility was the last thing mentioned and becoming elligible was on the bottom of the bad things list. No job meant she wasn't too proud for someone to buy her a drink. My dad joke was so inferior. She joined in the big party after that.

The VA's good about sending medical people to my friend's house now that he doesn't go out as much. In America, enthusiasm and charisma is suppose to go hand-in-hand, so during his depressed moments, he'll put on a happy face for the nurse, doctor, etc.. The used car he is trying to sell is himself (though he is no lemon). As soon as they leave, he will stop the pretend (it seems so exhausting) for a second just to go back to it since he realizes I'm still there. Its hard to convince him that you no longer need to impress someone you've known since you were eight.

It's great that you and your friends get the warm-fuzzies by leaving little love notes to each other all over the forum, but ultimately the purpose of the forum is to sell Taleworlds games. The best thing forum members can do is treat each other (and the games) with respect, and not be posters pretending that they are essential. It is the product that originally brings fans here and not the people. If someone reads a post that they enjoy or makes a friend that is great. Nothing should be done to discourage more Taleworlds customers. I've read too many Ayn Rand books to be altruistic. A successful Bannerlord means DLC which means M&B 3, etc. I plan to get them all and don't want trolls to hamper my ambition. If a real bipolar person can act like a used car salesman then a fake bipolar person can at least be polite.
I went to a Star Wars party with my sister's kids. On the drive home my sister's youngest talked about how much he enjoyed the Prophesy of Pendar mod for M&B. He is likely to share his enjoyment with friends from school, church, work, and Tae Kwan Do. If his friends play M&B on his recommendation then, of course, they'll enjoy it and let their other friends (from at least four places they spend the week) know about it. This allows the game's sales to grow exponentially. Every single individual is valuable to get Bannerlord sales as high as possible, and they should be treated as the valuable people they are.
 
In game development such as Bannerlord you have to balance gameplay and realism out. In my opinion this is too "realistic" and does not add much to gameplay. I think if you really want this added in the game you should mod it in yourself.
 
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