This one.
2 seems fair, personally I think 3. What is the difference between a rebel clan and an independent clan (player) taking over a city? Don't see why a faction wouldn't declare war (I also prefer my games challenging)
This one.
The difference is the faction ****ed up and didn't take care of their property, people and didn't strike back fast enough, so now somebody else who stepped up gets a chance to turn the town around! We're not their subjects, vassals or militia, we're not the same as the rebels, we're a noble Clan (or are we?) with the right own land and raise military forces. It's okay for option 2 or other ideas, if they're mad about it, or maybe there is some other consequences, but it shouldn't be the same as declaring war on a faction.
2 seems fair, personally I think 3. What is the difference between a rebel clan and an independent clan (player) taking over a city? Don't see why a faction wouldn't declare war (I also prefer my games challenging)
The situation in general makes sense for someone who is a vassal or a king (once clan tier 4) and like I said 2 seems like the fair choice (just not my preference). I'm still confused about if TW wants us to own fiefs before clan tier 4 as an independent clan (without leaving a faction and getting war decced on), because this just seems like a cheesy way to achieve that. I've never messed with it so I have no idea how factions even handle independent clans (besides leaving factions). But the fact we can't form armies as an independent clan always made me figure at most they want you to be a mercenary or trader.I've been watching other people, newish players, streaming and they frequently struggle to get their own kingdom kickstarted. Clan parties are much harder to afford, they are trying to get mission-side sieges to be more difficult and nothing in the game teaches you how to survive as a small kingdom.
Just make it easy to get that first town.
?
@AnandaShanti actually last week @SadShogun and @lottendill told me capturing rebel towns is started to be common player tactic and it can be good to add a new rule there. We made some discussion and cannot decide what is best for game. So I adviced to ask players and collect information. We have 3 choice :
1- Leave like current state, not asking player anything and no penalty with old owner
2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
3- Asking player to keep or give fief back, if player keeps start war with previous owner of settlement
It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?
2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement.
It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?
They will let you. This is from Callum :But the fact we can't form armies as an independent clan always made me figure at most they want you to be a mercenary or trader.
I would say that depends, doesn't it?
If you take the rebellious settlement as a vassal ( a Vlandian Vassal captures a rebellious Vlandian city), in my eyes there is only room for option 2 (+up relation with owner if give back).
On the other hand, if the rebellious settlement is taken as a vassal (Vlandian Vassal captures Battanian city), option 2 if there is a war ongoing between factions and option 3 for an ongoing neutral relationship that with that causes war.
Finally if the rebel settlement is taken as you as an independent kingdom ruler, option 3.
Yay I hope it comes out withThey will let you. This is from Callum:
^in regards to pre-battle placement and formations. Been months now and it never cameWe have something in the works for battles that is similar to the siege deployment phase that is currently in-game. I'm not sure when it will be ready though.
Yay I hope it comes out with
^in regards to pre-battle placement and formations. Been months now and it never came
(source)"Dejan" said:[...] please note that the perk and the perk description were there without functionality. It was removed from the perk tree as we don't believe a feature like that should be locked up behind a perk.
We will explore the idea as part of the "Order of Battle" feature instead.
Yes, it's been too much exploring lolYou mean this one in particular? This is the most recent official statement regarding this issue.
(source)
---
scarface52 Could you share the Callum's quote link instead of a screenshot, please? I couldn't find it using the search engine.
It's on Steam forums. Here: https://steamcommunity.com/app/261550/discussions/0/2968397584548321813/#c2968397584550495602@scarface52 Could you share the Callum's quote link instead of a screenshot, please? I couldn't find it using the search engine.
Yes, it's been too much exploring lol
Time to add a basic function that already exists in the game (for siege map)!
It's on Steam forums. Here: https://steamcommunity.com/app/261550/discussions/0/2968397584548321813/#c2968397584550495602
We noticed that some players are using rebelled settlements as an exploit. Capturing the rebelled settlement, allows player to have the settlement without war consequences to previous owner, do you think this exploit is something we should try and fix or it is good as it is?
@AnandaShanti actually last week @SadShogun and @lottendill told me capturing rebel towns is started to be common player tactic and it can be good to add a new rule there. We made some discussion and cannot decide what is best for game. So I adviced to ask players and collect information. We have 3 choice :
1- Leave like current state, not asking player anything and no penalty with old owner
2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
3- Asking player to keep or give fief back, if player keeps start war with previous owner of settlement
It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?
...... and to give the player / NPC time to put some counter measures in place.I like the feature, but the only problem is I think rebellions happen too often within the same town. For instance, some players have talked about their towns rebelling numerous times to different factions. Personally this happened at Iyakis in my Empire playthrough. It rebelled, I reconquered it, and then it rebelled again within a matter of days. This makes no sense to me. The people of any given town would lose their resolve rather quickly after getting slaughtered time and again. I only think their should be a hidden cooldown timer for each town in between rebellions.
Garrison units. In peace time bust up hideouts and any rescued prisoners can be garrison in a fief to stop rebellions....... and to give the player / NPC time to put some counter measures in place.
@AnandaShanti actually last week @SadShogun and @lottendill told me capturing rebel towns is started to be common player tactic and it can be good to add a new rule there. We made some discussion and cannot decide what is best for game. So I adviced to ask players and collect information. We have 3 choice :
1- Leave like current state, not asking player anything and no penalty with old owner
2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
3- Asking player to keep or give fief back, if player keeps start war with previous owner of settlement
It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?
@AnandaShanti actually last week @SadShogun and @lottendill told me capturing rebel towns is started to be common player tactic and it can be good to add a new rule there. We made some discussion and cannot decide what is best for game. So I adviced to ask players and collect information. We have 3 choice :
1- Leave like current state, not asking player anything and no penalty with old owner
2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
3- Asking player to keep or give fief back, if player keeps start war with previous owner of settlement
It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?