Pillaging sucks, don't do it.

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This. Why is the game setup in a way where you need to provide wages, food, and loot to your troops? Most of the early game I have less money, and less equipment than the troops I command.
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Less flippantly, because "money" is more easily quantified and readily understood ("gamified") than horizontal and vertical relationships. Which leads to weird stuff like the town having about 70,000 denars but only looting 14,000 of it.
 
I hope if I wreck Chaikand I really see monchung actually have diminished troops and such.
But it was not allowed!? Did you guys know this?

You can't pillage or devastate settlements that share you heritage culture! I mean it's in my best interest to keep it anyways, but I was going to try just to see how much it would hurt monchug.
 
@Bannerman Man From what I can tell, it should indeed be the settlement culture. Added it to the ticket.
Sounds good, thanks!

I do agree with AI should not be pillaging same culture towns, but I am ok with AI pillaging rebel towns if have different culture. For example, Khuzaits take Amprela, a rebellion happens and Khuzaits likely pillage it after re-taking it. But yes, NE taking Amprela from Khuzaits and pillaging it looks wrong.

Everything which means difficulties for kingdoms keeping different culture towns is pretty welcome IMO. Same for everything which makes easier for original owners to re-take loss territory.
Yeah, I'm not necessarily opposed to it, I'm just trying to point out how it might hurt the simulation.

Here's some test data I recorded in dnSpy to show what I mean. Over a 15 year period it shows what settlements were pillaged or devasated, what party was the besieger (B), and what clan was the settlement owner (O). I didn't record when a settlement was shown mercy, so it won't show all successful sieges, only the ones resulting in pillaging. I've highlighted Lageta in red, and Onira in purple.

Lageta was captured by Battania from the W.E. fairly early on, and the W.E. never took it back. Battania and Vlandia fought back and forth over the city for years, and it was pillaged or devastated 11 times total over the 15 year span. Lageta was apparently prone to rebellions, because 7 out 11 of those pillagings were when the city was recaptured from rebels (I underlined all of those instances). Lageta is an Empire cultured town, and its rebels are Imperial, so all of these pillages would have happened regardless of the change Duh says will be made, since Vlandia and Battania are not Imperials. In this case, the rebels sort of acted like a third faction, and the rebellions caused the town to get pillaged more often than it should have, hurting its total number of completed projects.

Here's the project rundown for Lageta at the campaign start, then at 5, 10, and 15 years. Even though Lageta was not pillaged/devastated a single time after the 10 year mark, it wasn't able to ever even get back to the project totals it had at the beginning of the campaign (it stopped getting pillaged because the frontlines moved on to Sargot and Charas). I threw Rhotae in as a point of comparison, since it did not get pillaged once during the test.

txWEp.png

Onira is in a similar position. It's an Empire town that was captured by Khuzait early and fought over between Khuzait/Aserai. It was pillaged a total of 20 times. It had plenty of rebellions as well, but for whatever reason, the npcs showed more mercy to it (which isn't shown in the data), so the pillaging was mostly between alternating Khuzait and Aserai conquests. Its projects are actually in worse shape than Lageta, but I want to use it to point out something different. Onira starts with 3400 prosperity, and if it were to lose an average of 10% prosperity per pillage (as Duh stated will be the case earlier), then its prosperity would haven fallen to (0.9 ^ 20) x 3400 = 413, not including the negatives from all the starvation and raiding it also faced.

I guess my overall point is that pillaging is not evenly distributed across the world, and certain towns that sit where 3 or more factions converge will often end up getting pillaged into the ground, while the settlement right next door will be virtually untouched. It might not be the best way to curb settlement stagnation, since towns like Sanala and Zeonica are unlikely to get pillaged much. I just wanted to lay all of this out on the table for the decision makers; the devs/community can determine how much it matters to them.

These are just some general thoughts by the way, and not necessarily addressed to you Dabos.

*** Start of Campaign ***
{Urikskala Castle}, Pillage, B = {Lucon's Party}, O = {Vagiroving}
{Onira}, Pillage, B = {Monchug's Party}, O = {Pethros}
{Urikskala Castle}, Pillage, B = {Olek's Party}, O = {Vatatzes}
{Mecalovea Castle}, Devastate, B = {Caladog's Party}, O = {Osticos}
{Erzenur Castle}, Pillage, B = {Pagarios's Party}, O = {Oburit}
{Danustica}, Pillage, B = {Monchug's Party}, O = {Mestricaros}
{Mecalovea Castle}, Pillage, B = {Raganvad's Party}, O = {fen Morcar}
{Garontor Castle}, Devastate, B = {Adram's Party}, O = {Varros}
{Ab Comer Castle}, Pillage, B = {Aldric's Party}, O = {fen Caernacht}
{Garontor Castle}, Pillage, B = {Nemos's Party}, O = {Banu Hulyan}
{Ab Comer Castle}, Pillage, B = {Seonag's Party}, O = {dey Rothad}
{Erzenur Castle}, Devastate, B = {Ulman's Party}, O = {Avlonos}
{Thractorae Castle}, Pillage, B = {Tegan's Party}, O = {dey Rothad}
{Danustica}, Devastate, B = {Ulbos's Party}, O = {Urkhunait}
{Corenia Castle}, Pillage, B = {Monchug's Party}, O = {Julios}
{Marunath}, Pillage, B = {Derthert's Party}, O = {fen Gruffendoc}
{Marunath}, Devastate, B = {Corein's Party}, O = {dey Meroc}
{Epinosa Castle}, Pillage, B = {Godun's Party}, O = {Phalentes}
{Syratos Castle}, Devastate, B = {Vidar's Party}, O = {Vatatzes}
{Sargot}, Pillage, B = {Corein's Party}, O = {dey Cortain}
{Epinosa Castle}, Pillage, B = {Chalia's Party}, O = {Vagiroving}
{Garontor Castle}, Devastate, B = {Agnala's Party}, O = {Banu Ruwaid}
{Corenia Castle}, Pillage, B = {Temion's Party}, O = {Oburit}
{Odrysa Castle}, Pillage, B = {Chaghan's Party}, O = {Mestricaros}
{Talivel Castle}, Devastate, B = {Caladog's Party}, O = {dey Meroc}
{Caleus Castle}, Devastate, B = {Aeron's Party}, O = {dey Valant}
{Sargot}, Devastate, B = {Furnhard's Party}, O = {fen Gruffendoc}
{Caleus Castle}, Pillage, B = {Ospir's Party}, O = {fen Uvain}
{Talivel Castle}, Pillage, B = {Furnhard's Party}, O = {fen Morcar}
{Syratos Castle}, Pillage, B = {Esur's Party}, O = {Vagiroving}
{Urikskala Castle}, Pillage, B = {Korte's Party}, O = {Vagiroving}
{Dinar Castle}, Pillage, B = {Raganvad's Party}, O = {Baltait}
{Urikskala Castle}, Pillage, B = {Urik's Party}, O = {Baltait}
{Ab Comer Castle}, Pillage, B = {Romund's Party}, O = {fen Morcar}
{Uthelaim Castle}, Devastate, B = {Arcor's Party}, O = {fen Gruffendoc}
{Veron Castle}, Pillage, B = {Lietgardis's Party}, O = {fen Morcar}
{Uthelaim Castle}, Pillage, B = {Siaramus's Party}, O = {Dolentos}
{Lavenia Castle}, Devastate, B = {Unagen's Party}, O = {Mestricaros}
{Lavenia Castle}, Pillage, B = {Abalytos's Party}, O = {Yanserit}
{Corenia Castle}, Devastate, B = {Mesui's Party}, O = {Avlonos}
{Corenia Castle}, Pillage, B = {Ira's Party}, O = {Yanserit}
{Lavenia Castle}, Pillage, B = {Alijin's Party}, O = {Prienicos}
{Mecalovea Castle}, Pillage, B = {Miron's Party}, O = {Vezhoving}
{Kranirog Castle}, Devastate, B = {Caladog's Party}, O = {Kostoroving}
{Lavenia Castle}, Devastate, B = {Ira's Party}, O = {Yanserit}
{Corenia Castle}, Pillage, B = {Kanujan's Party}, O = {Avlonos}
{Tubilis Castle}, Pillage, B = {Sukayna's Party}, O = {Corenios}
{Uthelaim Castle}, Devastate, B = {Lucon's Party}, O = {fen Gruffendoc}
{Caleus Castle}, Pillage, B = {Culharn's Party}, O = {dey Gunric}
{Kranirog Castle}, Pillage, B = {Lucon's Party}, O = {fen Gruffendoc}
{Melion Castle}, Pillage, B = {Suran's Party}, O = {Avlonos}
{Lavenia Castle}, Pillage, B = {Kanujan's Party}, O = {Vetranis}
{Druimmor Castle}, Pillage, B = {Ospir's Party}, O = {fen Eingal}
{Lavenia Castle}, Pillage, B = {Diasca's Party}, O = {Koltit}
{Llanoc Hen Castle}, Devastate, B = {Aldric's Party}, O = {fen Morcar}
{Druimmor Castle}, Pillage, B = {Corein's Party}, O = {dey Folcun}
{Kranirog Castle}, Pillage, B = {Alvar's Party}, O = {Dolentos}
{Garontor Castle}, Devastate, B = {Desporion's Party}, O = {Banu Ruwaid}
{Tubilis Castle}, Devastate, B = {Nemos's Party}, O = {Banu Ruwaid}
{Morenia Castle}, Pillage, B = {Oros's Party}, O = {Koltit}
{Urikskala Castle}, Devastate, B = {Chason's Party}, O = {Baltait}
{Onira}, Devastate, B = {Turiados's Party}, O = {Oburit}
{Gersegos Castle}, Devastate, B = {Pryndor's Party}, O = {Argoros}
{Tubilis Castle}, Pillage, B = {Unqid's Party}, O = {Corenios}
{Gersegos Castle}, Pillage, B = {Chason's Party}, O = {fen Eingal}
{Melion Castle}, Pillage, B = {Turiados's Party}, O = {Oburit}
{Gersegos Castle}, Pillage, B = {Pryndor's Party}, O = {Serapides}
{Amprela}, Pillage, B = {Yorig's Party}, O = {Impestores}
{Onira}, Pillage, B = {Anat's Party}, O = {Mestricaros}
{Gersegos Castle}, Pillage, B = {Chason's Party}, O = {fen Eingal}
{Mazhadan Castle}, Devastate, B = {Theavisos's Party}, O = {fen Gruffendoc}
{Druimmor Castle}, Pillage, B = {Aldric's Party}, O = {fen Morcar}
{Caleus Castle}, Devastate, B = {Belgir's Party}, O = {fen Caernacht}
{Talivel Castle}, Pillage, B = {Muinser's Party}, O = {dey Meroc}
{Lageta}, Devastate, B = {Voleric's Party}, O = {Lageta's rebels}
{Garontor Castle}, Pillage, B = {Amenon's Party}, O = {Banu Ruwaid}
{Tubilis Castle}, Devastate, B = {Garios's Party}, O = {Banu Ruwaid}
{Lageta}, Pillage, B = {Culharn's Party}, O = {dey Meroc}
{Ab Comer Castle}, Pillage, B = {Muinser's Party}, O = {dey Meroc}
{Urikskala Castle}, Devastate, B = {Taslur's Party}, O = {Vagiroving}
{Talivel Castle}, Pillage, B = {Alwith's Party}, O = {fen Morcar}
{Urikskala Castle}, Pillage, B = {Isvan's Party}, O = {Oburit}
{Tyal}, Devastate, B = {Monchug's Party}, O = {Vagiroving}
{Ab Comer Castle}, Devastate, B = {Amalgun's Party}, O = {fen Morcar}
{Lageta}, Pillage, B = {Fiarad's Party}, O = {Lageta's rebels}
{Tubilis Castle}, Devastate, B = {Aqar's Party}, O = {Sorados}
{Tubilis Castle}, Pillage, B = {Tadeos's Party}, O = {Banu Ruwaid}
{Tubilis Castle}, Devastate, B = {Ukhai's Party}, O = {Sorados}
{Flintolg Castle}, Pillage, B = {Encurion's Party}, O = {fen Penraic}
{Danustica}, Pillage, B = {Monchug's Party}, O = {Mestricaros}
{Flintolg Castle}, Devastate, B = {Aeron's Party}, O = {Impestores}
{Lavenia Castle}, Pillage, B = {Hurunag's Party}, O = {Vetranis}
{Tyal}, Pillage, B = {Yorig's Party}, O = {Oburit}
{Lageta}, Pillage, B = {Rodarac's Party}, O = {Lageta's rebels}
{Lavenia Castle}, Pillage, B = {Rhagaea's Party}, O = {Yanserit}
{Lavenia Castle}, Devastate, B = {Sokhatai's Party}, O = {Mestricaros}
{Ab Comer Castle}, Devastate, B = {Svana's Party}, O = {dey Meroc}
{Car Banseth}, Pillage, B = {Hecard's Party}, O = {fen Uvain}
{Lageta}, Devastate, B = {Ingalther's Party}, O = {fen Caernacht}
{Phycaon}, Devastate, B = {Monchug's Party}, O = {Phalentes}
{Talivel Castle}, Pillage, B = {Ladogual's Party}, O = {dey Meroc}
{Shibal Zumr Castle}, Pillage, B = {Monchug's Party}, O = {Banu Qild}
{Pendraic Castle}, Pillage, B = {Hecard's Party}, O = {fen Uvain}
*** 5 YEAR MARK ***
{Phycaon}, Pillage, B = {Arwa's Party}, O = {Oburit}
{Talivel Castle}, Pillage, B = {Vartin's Party}, O = {fen Caernacht}
{Onira}, Devastate, B = {Arwa's Party}, O = {Onira's rebels}
{Pendraic Castle}, Pillage, B = {Rodarac's Party}, O = {dey Folcun}
{Phycaon}, Devastate, B = {Hurunag's Party}, O = {Banu Habbab}
{Pendraic Castle}, Pillage, B = {Romund's Party}, O = {fen Uvain}
{Onira}, Pillage, B = {Monchug's Party}, O = {Banu Habbab}
{Corenia Castle}, Pillage, B = {Hurunag's Party}, O = {Banu Habbab}
{Epinosa Castle}, Pillage, B = {Raganvad's Party}, O = {Vatatzes}
{Flintolg Castle}, Pillage, B = {Liena's Party}, O = {fen Morcar}
{Onira}, Pillage, B = {Hurunag's Party}, O = {Banu Habbab}
{Mazhadan Castle}, Pillage, B = {Yorig's Party}, O = {Impestores}
{Lageta}, Devastate, B = {Belgir's Party}, O = {Lageta's rebels}
{Onira}, Pillage, B = {Zulaika's Party}, O = {Oburit}
{Flintolg Castle}, Pillage, B = {Raganvad's Party}, O = {fen Uvain}
{Lageta}, Devastate, B = {Maireas's Party}, O = {dey Meroc}
{Dinar Castle}, Pillage, B = {Monchug's Party}, O = {Vagiroving}
{Ab Comer Castle}, Pillage, B = {Maireas's Party}, O = {dey Rothad}
{Corenia Castle}, Pillage, B = {Baranor's Party}, O = {Oburit}
{Onira}, Pillage, B = {Iyalas's Party}, O = {Onira's rebels}
{Syratos Castle}, Pillage, B = {Lek's Party}, O = {Baltait}
{Lageta}, Pillage, B = {Maireas's Party}, O = {Lageta's rebels}
{Veron Castle}, Pillage, B = {Aeron's Party}, O = {dey Meroc}
{Garontor Castle}, Pillage, B = {Unqid's Party}, O = {Dionicos}
{Ab Comer Castle}, Pillage, B = {Lucand's Party}, O = {fen Uvain}
{Corenia Castle}, Pillage, B = {Mehir's Party}, O = {Vetranis}
{Veron Castle}, Pillage, B = {Calatild's Party}, O = {fen Morcar}
{Morenia Castle}, Pillage, B = {Tulag's Party}, O = {Vizartos}
{Car Banseth}, Devastate, B = {Caladog's Party}, O = {dey Gunric}
{Morenia Castle}, Pillage, B = {Tharos's Party}, O = {Oburit}
{Uthelaim Castle}, Pillage, B = {Tovir's Party}, O = {Dolentos}
{Kranirog Castle}, Devastate, B = {Raganvad's Party}, O = {Impestores}
{Morenia Castle}, Pillage, B = {Chaghan's Party}, O = {Vizartos}
{Corenia Castle}, Pillage, B = {Esur's Party}, O = {Vetranis}
{Tubilis Castle}, Pillage, B = {Garios's Party}, O = {Banu Hulyan}
{Ab Comer Castle}, Pillage, B = {Culharn's Party}, O = {dey Meroc}
{Jogurys Castle}, Pillage, B = {Chaghan's Party}, O = {Avlonos}
{Druimmor Castle}, Pillage, B = {Aeron's Party}, O = {dey Folcun}
{Tubilis Castle}, Devastate, B = {Usair's Party}, O = {Dionicos}
{Morenia Castle}, Pillage, B = {Sanion's Party}, O = {Oburit}
{Morenia Castle}, Pillage, B = {Akrum's Party}, O = {Vizartos}
{Mecalovea Castle}, Pillage, B = {Aeron's Party}, O = {Vatatzes}
{Onira}, Pillage, B = {Akrum's Party}, O = {Banu Qild}
{Pendraic Castle}, Devastate, B = {Fafen's Party}, O = {dey Meroc}
{Pendraic Castle}, Devastate, B = {Alary's Party}, O = {Gundaroving}
{Onira}, Pillage, B = {Unqid's Party}, O = {Khergit}
{Uthelaim Castle}, Pillage, B = {Wythuin's Party}, O = {Vezhoving}
{Shibal Zumr Castle}, Devastate, B = {Usair's Party}, O = {Yanserit}
{Onira}, Pillage, B = {Alijin's Party}, O = {Banu Habbab}
{Pendraic Castle}, Devastate, B = {Pryndor's Party}, O = {dey Folcun}
{Lageta}, Devastate, B = {Ingalther's Party}, O = {Lageta's rebels}
{Veron Castle}, Pillage, B = {Aeron's Party}, O = {dey Meroc}
{Shibal Zumr Castle}, Devastate, B = {Talas's Party}, O = {Yanserit}
{Car Banseth}, Pillage, B = {Alary's Party}, O = {fen Uvain}
{Mecalovea Castle}, Pillage, B = {Ascyron's Party}, O = {fen Morcar}
{Baltakhand}, Devastate, B = {Monchug's Party}, O = {Kostoroving}
{Druimmor Castle}, Devastate, B = {Alary's Party}, O = {fen Eingal}
{Baltakhand}, Devastate, B = {Simir's Party}, O = {Urkhunait}
{Syratos Castle}, Devastate, B = {Monchug's Party}, O = {Vagiroving}
{Nevyansk Castle}, Pillage, B = {Anstruda's Party}, O = {Gundaroving}
{Corenia Castle}, Pillage, B = {Sichanis's Party}, O = {Oburit}
{Melion Castle}, Devastate, B = {Hurunag's Party}, O = {Prienicos}
{Lavenia Castle}, Pillage, B = {Mina's Party}, O = {Oburit}
{Morenia Castle}, Pillage, B = {Jathea's Party}, O = {Oburit}
{Druimmor Castle}, Pillage, B = {Siaramus's Party}, O = {dey Folcun}
{Garontor Castle}, Pillage, B = {Vincantios's Party}, O = {Banu Hulyan}
{Lavenia Castle}, Pillage, B = {Hurunag's Party}, O = {Prienicos}
{Mecalovea Castle}, Pillage, B = {Alvar's Party}, O = {Dolentos}
{Druimmor Castle}, Devastate, B = {Belgir's Party}, O = {fen Uvain}
{Phycaon}, Devastate, B = {Monchug's Party}, O = {Phycaon's rebels}
{Baltakhand}, Pillage, B = {Monchug's Party}, O = {Kostoroving}
{Veron Castle}, Devastate, B = {Varmund's Party}, O = {fen Morcar}
{Veron Castle}, Pillage, B = {Merag's Party}, O = {dey Meroc}
{Kaysar Castle}, Pillage, B = {Monchug's Party}, O = {Kostoroving}
{Car Banseth}, Devastate, B = {Caladog's Party}, O = {dey Meroc}
{Phycaon}, Devastate, B = {Sichanis's Party}, O = {Oburit}
{Lageta}, Devastate, B = {Urundulf's Party}, O = {Lageta's rebels}
{Onira}, Devastate, B = {Mesui's Party}, O = {Banu Qild}
{Lavenia Castle}, Pillage, B = {Boronchar's Party}, O = {Prienicos}
{Melion Castle}, Pillage, B = {Sichanis's Party}, O = {Khergit}
{Druimmor Castle}, Pillage, B = {Ecarand's Party}, O = {fen Morcar}
{Lavenia Castle}, Pillage, B = {Oros's Party}, O = {Yanserit}
{Llanoc Hen Castle}, Devastate, B = {Caladog's Party}, O = {dey Meroc}
{Kaysar Castle}, Devastate, B = {Urik's Party}, O = {Khergit}
{Ab Comer Castle}, Devastate, B = {Hecard's Party}, O = {fen Uvain}
{Dinar Castle}, Devastate, B = {Raganvad's Party}, O = {Baltait}
{Ab Comer Castle}, Pillage, B = {Caladog's Party}, O = {dey Jelind}
{Onira}, Pillage, B = {Unqid's Party}, O = {Vetranis}
{Melion Castle}, Pillage, B = {Unqid's Party}, O = {Vetranis}
{Onira}, Pillage, B = {Rhagaea's Party}, O = {Banu Ruwaid}
{Jogurys Castle}, Pillage, B = {Temion's Party}, O = {Baltait}
{Mecalovea Castle}, Pillage, B = {Encurion's Party}, O = {Kuloving}
{Phycaon}, Pillage, B = {Monchug's Party}, O = {Vizartos}
{Phycaon}, Pillage, B = {Rhagaea's Party}, O = {Oburit}
{Talivel Castle}, Pillage, B = {Nywin's Party}, O = {dey Jelind}
{Lageta}, Devastate, B = {Caladog's Party}, O = {dey Meroc}
{Tubilis Castle}, Pillage, B = {Unqid's Party}, O = {Sorados}
{Tubilis Castle}, Devastate, B = {Garios's Party}, O = {Banu Ruwaid}
{Garontor Castle}, Pillage, B = {Talas's Party}, O = {Dionicos}
{Phycaon}, Pillage, B = {Justina's Party}, O = {Khergit}
{Syratos Castle}, Devastate, B = {Raganvad's Party}, O = {Baltait}
{Garontor Castle}, Devastate, B = {Desporion's Party}, O = {Banu Ruwaid}
{Onira}, Pillage, B = {Sokhatai's Party}, O = {Avlonos}
{Charas}, Pillage, B = {Caladog's Party}, O = {dey Cortain}
{Charas}, Pillage, B = {Calatild's Party}, O = {fen Gruffendoc}
{Tyal}, Devastate, B = {Monchug's Party}, O = {Vagiroving}
*** 10 YEAR MARK ***
{Nevyansk Castle}, Pillage, B = {Guaran's Party}, O = {dey Gunric}
{Kaysar Castle}, Pillage, B = {Sokhatai's Party}, O = {Kostoroving}
{Dinar Castle}, Pillage, B = {Hurunag's Party}, O = {Kostoroving}
{Urikskala Castle}, Pillage, B = {Kanujan's Party}, O = {Vagiroving}
{Syratos Castle}, Devastate, B = {Monchug's Party}, O = {Kostoroving}
{Onira}, Devastate, B = {Rhagaea's Party}, O = {Khergit}
{Tubilis Castle}, Devastate, B = {Karith's Party}, O = {Dionicos}
{Onira}, Pillage, B = {Akrum's Party}, O = {Prienicos}
{Lavenia Castle}, Devastate, B = {Mesui's Party}, O = {Prienicos}
{Sargot}, Pillage, B = {Unthery's Party}, O = {fen Uvain}
{Tubilis Castle}, Pillage, B = {Achios's Party}, O = {Banu Ruwaid}
{Mecalovea Castle}, Pillage, B = {Fafen's Party}, O = {Phalentes}
{Ab Comer Castle}, Pillage, B = {Urundulf's Party}, O = {fen Uvain}
{Verecsand Castle}, Devastate, B = {Erdurand's Party}, O = {fen Eingal}
{Druimmor Castle}, Pillage, B = {Gudonhelda's Party}, O = {fen Morcar}
{Garontor Castle}, Pillage, B = {Unqid's Party}, O = {Dionicos}
{Garontor Castle}, Pillage, B = {Garios's Party}, O = {Banu Ruwaid}
{Druimmor Castle}, Devastate, B = {Pryndor's Party}, O = {dey Folcun}
{Ab Comer Castle}, Pillage, B = {Aradwyr's Party}, O = {dey Cortain}
{Charas}, Devastate, B = {Caladog's Party}, O = {dey Rothad}
{Vladiv Castle}, Devastate, B = {Monchug's Party}, O = {Ormidoving}
{Sargot}, Pillage, B = {Alary's Party}, O = {fen Uvain}
{Caleus Castle}, Pillage, B = {Caladog's Party}, O = {dey Folcun}
{Caleus Castle}, Pillage, B = {Berican's Party}, O = {fen Morcar}
{Tyal}, Pillage, B = {Asta's Party}, O = {Baltait}
{Caleus Castle}, Pillage, B = {Liasin's Party}, O = {dey Folcun}
{Verecsand Castle}, Pillage, B = {Caladog's Party}, O = {dey Cortain}
{Verecsand Castle}, Pillage, B = {Unthery's Party}, O = {fen Eingal}
{Sargot}, Pillage, B = {Caladog's Party}, O = {dey Rothad}
{Shibal Zumr Castle}, Pillage, B = {Baranor's Party}, O = {Banu Habbab}
{Shibal Zumr Castle}, Pillage, B = {Oragur's Party}, O = {Avlonos}
{Lavenia Castle}, Pillage, B = {Oragur's Party}, O = {Avlonos}
{Odrysa Castle}, Pillage, B = {Baranor's Party}, O = {Tigrit}
{Corenia Castle}, Devastate, B = {Tristania's Party}, O = {Oburit}
{Garontor Castle}, Pillage, B = {Garios's Party}, O = {Banu Ruwaid}
{Charas}, Pillage, B = {Vartin's Party}, O = {fen Uvain}
{Odrysa Castle}, Pillage, B = {Monchug's Party}, O = {Prienicos}
{Lavenia Castle}, Pillage, B = {Baranor's Party}, O = {Khergit}
{Odrysa Castle}, Pillage, B = {Sichanis's Party}, O = {Harfit}
{Morenia Castle}, Devastate, B = {Tristania's Party}, O = {Khergit}
{Charas}, Pillage, B = {Caladog's Party}, O = {dey Meroc}
{Lavenia Castle}, Pillage, B = {Amaliana's Party}, O = {Prienicos}
{Lavenia Castle}, Pillage, B = {Verina's Party}, O = {Khergit}
{Verecsand Castle}, Pillage, B = {Caladog's Party}, O = {dey Cortain}
{Thractorae Castle}, Devastate, B = {Seonag's Party}, O = {dey Meroc}
{Caleus Castle}, Pillage, B = {Aeron's Party}, O = {dey Folcun}
{Charas}, Devastate, B = {Alary's Party}, O = {fen Uvain}
{Galend}, Pillage, B = {Aeron's Party}, O = {dey Meroc}
{Garontor Castle}, Pillage, B = {Garios's Party}, O = {Banu Habbab}
{Caleus Castle}, Pillage, B = {Aldric's Party}, O = {fen Morcar}
{Charas}, Pillage, B = {Aeron's Party}, O = {dey Rothad}
{Garontor Castle}, Pillage, B = {Addas's Party}, O = {Corenios}
{Galend}, Pillage, B = {Alary's Party}, O = {fen Uvain}
{Garontor Castle}, Pillage, B = {Jastion's Party}, O = {Banu Ruwaid}
{Odrysa Castle}, Pillage, B = {Altu's Party}, O = {Vizartos}
{Lavenia Castle}, Pillage, B = {Sichanis's Party}, O = {Khergit}
{Kranirog Castle}, Pillage, B = {Aeron's Party}, O = {Vezhoving}
{Kranirog Castle}, Devastate, B = {Vashorki's Party}, O = {fen Uvain}
{Corenia Castle}, Pillage, B = {Baranor's Party}, O = {Khergit}
{Onira}, Pillage, B = {Chambui's Party}, O = {Vetranis}
{Charas}, Pillage, B = {Alwith's Party}, O = {fen Caernacht}
{Corenia Castle}, Devastate, B = {Boronchar's Party}, O = {Avlonos}
{Phycaon}, Pillage, B = {Chambui's Party}, O = {Vizartos}
{Sargot}, Pillage, B = {Unthery's Party}, O = {fen Gruffendoc}
{Vladiv Castle}, Pillage, B = {Fafen's Party}, O = {Khergit}
{Talivel Castle}, Pillage, B = {Belgir's Party}, O = {fen Eingal}
{Tyal}, Devastate, B = {Olek's Party}, O = {Oburit}
{Vladiv Castle}, Pillage, B = {Boronchar's Party}, O = {Isyaroving}
{Ab Comer Castle}, Devastate, B = {Urundulf's Party}, O = {fen Eingal}
{Verecsand Castle}, Pillage, B = {Aldric's Party}, O = {fen Eingal}
{Baltakhand}, Pillage, B = {Olek's Party}, O = {Baltait}
{Shibal Zumr Castle}, Pillage, B = {Jalfar's Party}, O = {Koltit}
{Onira}, Pillage, B = {Jalfar's Party}, O = {Khergit}
{Druimmor Castle}, Devastate, B = {Calatild's Party}, O = {fen Morcar}
{Thractorae Castle}, Devastate, B = {Belgir's Party}, O = {fen Eingal}
{Corenia Castle}, Pillage, B = {Jalfar's Party}, O = {Yanserit}
{Phycaon}, Pillage, B = {Suruq's Party}, O = {Koltit}
{Tyal}, Pillage, B = {Sokhatai's Party}, O = {Kostoroving}
{Veron Castle}, Pillage, B = {Lucand's Party}, O = {fen Eingal}
{Tepes Castle}, Devastate, B = {Yorig's Party}, O = {Urkhunait}
{Llanoc Hen Castle}, Pillage, B = {Amorcon's Party}, O = {fen Uvain}
{Llanoc Hen Castle}, Pillage, B = {Caladog's Party}, O = {dey Folcun}
{Ab Comer Castle}, Pillage, B = {Caladog's Party}, O = {dey Folcun}
{Car Banseth}, Pillage, B = {Peric's Party}, O = {fen Derngil}
{Varagos Castle}, Pillage, B = {Catella's Party}, O = {Banu Sarmal}
{Tubilis Castle}, Devastate, B = {Desporion's Party}, O = {Banu Ruwaid}
{Flintolg Castle}, Pillage, B = {Vartin's Party}, O = {Gundaroving}
{Phycaon}, Devastate, B = {Icratia's Party}, O = {Banu Habbab}
{Tubilis Castle}, Pillage, B = {Unqid's Party}, O = {Sorados}
{Flintolg Castle}, Pillage, B = {Sulhana's Party}, O = {dey Jelind}
{Ab Comer Castle}, Pillage, B = {Culharn's Party}, O = {dey Folcun}
{Ab Comer Castle}, Pillage, B = {Vartin's Party}, O = {fen Uvain}
{Tubilis Castle}, Devastate, B = {Desporion's Party}, O = {Banu Ruwaid}
{Car Banseth}, Pillage, B = {Sulhana's Party}, O = {dey Meroc}
{Onira}, Devastate, B = {Karith's Party}, O = {Dionicos}
{Druimmor Castle}, Pillage, B = {Sulhana's Party}, O = {dey Meroc}
{Lavenia Castle}, Devastate, B = {Achaku's Party}, O = {Avlonos}
{Ab Comer Castle}, Pillage, B = {Siaramus's Party}, O = {dey Folcun}
{Odrysa Castle}, Devastate, B = {Monchug's Party}, O = {Avlonos}
{Sargot}, Pillage, B = {Svana's Party}, O = {dey Meroc}
{Morenia Castle}, Devastate, B = {Kinteg's Party}, O = {Prienicos}
{Ormanfard Castle}, Devastate, B = {Vashorki's Party}, O = {dey Folcun}
{Sargot}, Devastate, B = {Servic's Party}, O = {fen Uvain}
{Rovalt}, Pillage, B = {Yorig's Party}, O = {dey Valant}
{Danustica}, Pillage, B = {Karith's Party}, O = {Tigrit}
{Odrysa Castle}, Pillage, B = {Iyalas's Party}, O = {Harfit}
{Lavenia Castle}, Pillage, B = {Callinia's Party}, O = {Koltit}
{Danustica}, Devastate, B = {Monchug's Party}, O = {Banu Habbab}
{Morenia Castle}, Pillage, B = {Iyalas's Party}, O = {Koltit}
*** 15 YEAR MARK ***
 
Greetings and sorry for the late reply, I wanted to collect some data and have some internal discussion before commenting on this thread.
First of all, thank you for all your data collection efforts as it helps immensely in finding where to direct our testing resources.

One thing is @Bannerman Man is right about pillaging non-evenly distributed. Also because of the geographical locations and (mostly) fixed start of the game, towns that are conquered the most are generally do not change drastically between different runs (and seeds).

However, I think it's ok to have a kind of "border town" attribute emerge out of this situation where some towns in borders will be wartorn and not developed as others in the game. I believe it introduces a variance between the settlements in the game and it is a good thing.

Apart from the obvious bug relating to prosperity not calculated quite right, there are still some balance issues regarding the building destruction. First of all, I also think walls should not lose levels during the pillage, I will push for this change.

Secondly, the amount of building-level (BL) lost depending on total building levels is also a good idea. This can be tweaked to set a minimum threshold for the BL destruction (as in a soft threshold).
For example: 0-10 BL -> 0.25x multiplier 10-20 BL -> 0.5x multiplier 20-30BL -> 1x multiplier for the BL loss.

We also heard the gold gain feedbacks and will discuss it with our economy designers to ask if increasing gold gain from prosperity loss is something we can afford. I also think 14k gold is somewhat on the low side for a 9K settlement looting (in addition to the settlement itself), but since it is conquering is something AI constantly does we do not want to tip the scales for the AI or inject too much gold into the economy.

Finally, we also understand the concerns regarding the over-looting of the future territories(i.e. why would you hurt a settlement you will own). We will try to address these, currently, we have multiple options we are investigating. Some are more manageable than others (and has fewer side effects) These are (in no particular order)
  • Reducing the selection of devastation and pillaging, and increasing the chance of showing mercy. (manageable)
  • Reducing the negative effects of showing mercy. (manageable)
  • Making AI decide based on kingdoms' economic situation (requires considerable work)
  • Making AI decide based on kingdoms' military situation (requires immense work)
  • Introducing a new decision "Rebuild" which the army pays gold in addition to showing mercy to further reduce the penalties (manageable but complicates the player interaction)
  • Disabling pillaging for taking back rebel cities. (manageable but I do not think it makes much sense)
Some of them can be introduced in parallel, some of them not. Other are provide complications and side effects that we might or might not be able to mitigate. We have quite a lot of ideas on the pillaging system and we would like to improve it further. In addition to our analyses and designs, we'd like is to hear from our players too on how should we shape this feature. As always thank you for your feedback!
 
Greetings and sorry for the late reply, I wanted to collect some data and have some internal discussion before commenting on this thread.
First of all, thank you for all your data collection efforts as it helps immensely in finding where to direct our testing resources.

One thing is @Bannerman Man is right about pillaging non-evenly distributed. Also because of the geographical locations and (mostly) fixed start of the game, towns that are conquered the most are generally do not change drastically between different runs (and seeds).

However, I think it's ok to have a kind of "border town" attribute emerge out of this situation where some towns in borders will be wartorn and not developed as others in the game. I believe it introduces a variance between the settlements in the game and it is a good thing.

Apart from the obvious bug relating to prosperity not calculated quite right, there are still some balance issues regarding the building destruction. First of all, I also think walls should not lose levels during the pillage, I will push for this change.

Secondly, the amount of building-level (BL) lost depending on total building levels is also a good idea. This can be tweaked to set a minimum threshold for the BL destruction (as in a soft threshold).
For example: 0-10 BL -> 0.25x multiplier 10-20 BL -> 0.5x multiplier 20-30BL -> 1x multiplier for the BL loss.

We also heard the gold gain feedbacks and will discuss it with our economy designers to ask if increasing gold gain from prosperity loss is something we can afford. I also think 14k gold is somewhat on the low side for a 9K settlement looting (in addition to the settlement itself), but since it is conquering is something AI constantly does we do not want to tip the scales for the AI or inject too much gold into the economy.

Finally, we also understand the concerns regarding the over-looting of the future territories(i.e. why would you hurt a settlement you will own). We will try to address these, currently, we have multiple options we are investigating. Some are more manageable than others (and has fewer side effects) These are (in no particular order)
  • Reducing the selection of devastation and pillaging, and increasing the chance of showing mercy. (manageable)
  • Reducing the negative effects of showing mercy. (manageable)
  • Making AI decide based on kingdoms' economic situation (requires considerable work)
  • Making AI decide based on kingdoms' military situation (requires immense work)
  • Introducing a new decision "Rebuild" which the army pays gold in addition to showing mercy to further reduce the penalties (manageable but complicates the player interaction)
  • Disabling pillaging for taking back rebel cities. (manageable but I do not think it makes much sense)
Some of them can be introduced in parallel, some of them not. Other are provide complications and side effects that we might or might not be able to mitigate. We have quite a lot of ideas on the pillaging system and we would like to improve it further. In addition to our analyses and designs, we'd like is to hear from our players too on how should we shape this feature. As always thank you for your feedback!

Thanks for taking time for answering this.

What about drastically reducing pillaging chance for same culture towns? I think this is the option which more sense makes to me. Empire kingdoms should be rarely pillaging Empire towns (even if these towns are initially owned by a different empire kingdom), and other kingdoms should rarely pillaging towns with same culture. Is this change hard to add?
 
Thanks for taking time for answering this.

What about drastically reducing pillaging chance for same culture towns? I think this is the option which more sense makes to me. Empire kingdoms should be rarely pillaging Empire towns (even if these towns are initially owned by a different empire kingdom), and other kingdoms should rarely pillaging towns with same culture. Is this change hard to add?
The currently intended behavior is that besiegers will always show mercy to a settlement that shares their faction's culture.
 
However, I think it's ok to have a kind of "border town" attribute emerge out of this situation where some towns in borders will be wartorn and not developed as others in the game. I believe it introduces a variance between the settlements in the game and it is a good thing.
It does really mess up the economy though, to have towns hit under about 1200 prosperity. Not like, "Oh this town is too poor to contribute to my loot-based wealth" but caravans start raiding it for every scrap of food and stuff.
 
Finally, we also understand the concerns regarding the over-looting of the future territories(i.e. why would you hurt a settlement you will own). We will try to address these, currently, we have multiple options we are investigating. Some are more manageable than others (and has fewer side effects) These are (in no particular order)
  • Reducing the selection of devastation and pillaging, and increasing the chance of showing mercy. (manageable)
  • Reducing the negative effects of showing mercy. (manageable)
  • Making AI decide based on kingdoms' economic situation (requires considerable work)
  • Making AI decide based on kingdoms' military situation (requires immense work)
  • Introducing a new decision "Rebuild" which the army pays gold in addition to showing mercy to further reduce the penalties (manageable but complicates the player interaction)
  • Disabling pillaging for taking back rebel cities. (manageable but I do not think it makes much sense)
Some of them can be introduced in parallel, some of them not. Other are provide complications and side effects that we might or might not be able to mitigate. We have quite a lot of ideas on the pillaging system and we would like to improve it further. In addition to our analyses and designs, we'd like is to hear from our players too on how should we shape this feature. As always thank you for your feedback!
Could one of the options be to consider the AI lord's personality traits in the equation when determining mercy/pillage/devastation? Right now lord's traits don't mean much but it would add some flavor to them.

I'm actually ok with the 14k gold on pillaging a town since it limits the player's ability to snowball in the early game. By mid to late game 14k isn't much but its not hard to keep up a high level party/army then with other income.
 
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Could one of the options be to consider the AI lord's personality traits in the equation when determining mercy/pillage/devastation? Right now lord's traits don't mean much but it would add some flavor to them.
Their traits affect the likelihood of picking a particular option (assuming it's available to them based on culture / influence costs).
 
@SadShogun Appreciate the detailed response! Looking forward to seeing the changes.

I'd like to point out something that I think is probably a bug (it might be something you are aware of though). In the method OnSiegeAftermathApplied, the line of code that randomly selects which settlement projects to destroy pulls from a list that includes both daily default and level 0 projects. Here are some screenshots to help show what I mean:

4cQ6L.png

JX8yY.png

The field settlement.Town.Buildings always contains all 16 projects (15 for castles), including daily defaults and those at level 0.

.GetRandomElement<Building>() will then randomly select an item from the entire list, meaning DDs and level 0 projects are able to be chosen, even though they can't be destroyed. This explains why the daily defaults are slowly disappearing from the console command output in the screenshot in my last comment. It also means the tooltip that shows the number of projects to be lost is sometimes inaccurate, as well as the summary of which projects were destroyed. Edit: Projects can also be selected more than once by GetRandomElement per pillage, which is only useful for projects level 2 and 3.

Also, I ran a new test, and at the end of 15 years many Battanian castles that were heavily pillaged are at or near 0 prosperity. It probably isn't solely due to pillaging, but it likely facilitates the drop. The Serfdom policy being -1 certainly doesn't help either.

N3lTh.png
 
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Because historical warlords do not always choose the most rational course of action.

That being said, I did wish there was an option to simply devastate and not take the city.
Oh I can agree with you on that. There are many instanced of "sacked" cities being occupied after the sack but most of this happened due to it being hard to control victorious armies once the battle had been won and during the several hours it took for the officers to get the army into control, soldiers had a significant amount of time to run amuck. Also if the culture that took the city was a raiding culture then it might have been expected for the leaders to allow pillaging as a right for winning the battle. Then their was always the infamous object lesson of let me show you what happens to cities that don't surrender when I come calling. Basically sacrifice a city to make further conquest easier.

However, the Pillaging mechanic as it currently doesn't fit any of these scenarios. To my knowledge your army isn't going to rebel against you if you don't let them loot the city and devastating or pillaging a enemy city doesn't seem to effect your enemies will to fight, I mean the next city or castle doesn't just up and surrender or have half its garrison desert when your army shows up at the gates after you have pillaged or devastated a city, nor does the faction your fighting suddenly stop wanting to fight or talk about peace because of your actions.

And that is the problem. There is no real meaning to Pillaging or Devastating. There is no adverse effect on your enemy if you do, only an adverse effect on your own faction. If this had been a mechanic that was in the game from day one and had a well fleshed out mechanic giving purpose to it behind it, I would be 100% for this. As is, it just feels tacked, purposeless and literally a waste of time considering how much other more important stuff needs to be addressed in this game to get it release. Remember, this is SUPPOSED to be out of early access in March 2021, a few short months away. Adding stuff like this just potentially delays things.
 
  • Introducing a new decision "Rebuild" which the army pays gold in addition to showing mercy to further reduce the penalties (manageable but complicates the player interaction)
Wth? Complicates player interaction? How?
If i remmember correctly the last time i chekced majority of people playing the game are 20+ year old grownups not some 3 year old todler that cant comprehend what rebuild is.
 
@SadShogun I was thinking, maybe in order to make the project loss from pillaging more granular, instead of "destroying" buildings, you can simply "damage" them. What I mean by that is instead of flat out removing a full level from projects when they are destroyed, subtract some building progress from the project to represent damage dealt. If the amount subtracted is more than the current building progress, then level the project down and add back some amount of progress to make up the difference.

For instance, say it takes 2000 construction points to get a project from level 0 to level 1. Now lets say a level 1 project within a settlement has 500 current building progress and is dealt 1000 damage from pillaging. The building would revert to level 0 and 1500 builiding progress would then be added back to represent a total loss of 1000 construction cost. It goes from level 1 with 500 progress to level 0 with 1500 progress.

Something like this:

插入代码块:
damageDealt = 200 + (RandomFloat * 800);
currentProgress = project.BuildingProgress;

if ((project.BuildingProgress - damageDealt) < 0)
    project.LevelDown;
    project.BuildingProgress = project.ConstructionCost - (damageDealt - currentProgress);

else
    project.BuildingProgress = project.BuildingProgress - damageDealt;

The amount of damage dealt can then be tuned depending on how severe the pillaging is.
 
Imo the fundamental decision for the player is whether they intend to gain the settlement in a kingdom decision to defend & develop it thereafter. If yes, razing should not make sense. If not, it may.

I had a quick look around and it seems that the calculation is a bit bugged at the moment. This has a fix in the works. Once it goes out, the prosperity loss should be around 10-15 % with a small to average army (returns diminish as the army grows, 10% is reached with 200 men).

So with 9500 prosperity (roundabout the first example) and a 10% loss of prosperity, the besiegers should get ~14000 denars.
If a player chooses to devastate a target, they should pass up ownership and leave it to the original holder. This gives a player the option to keep playing rather than visit the encyclopedia to drum up the next talk on betraying a culture's lord. Devastate should also gain raw materials like silver, ingots, hardwood; basics of reasonable value from that destroyed infrastructure. 15k~39k denars seems to be an appropriate variable for this.

! Please note that although relation shifts should be hefty, there should also be the opportunity to identify lords who like your actions and not just lords who disagree or dislike what you've done. A disgruntled lord is a conqueror's best friend and it would be nice to discover friends in unlikely places. This in turn offers the player another reason to assault the target & install those odd bed fellows or move on with noteworthy results for later politics.

(Yes, this also means that if you invest in a devious lord, they have the option to betray you later with the A.I. buttering up to your weakest link)


If a player chooses to pillage there should be 2 distinct options: PIllage & capture / Pillage & raze. These two would allow the player to score minimal income for the assault while suffering less penalty when keeping the asset captured. It's also a chance to minimize your impact to relations while fishing for friends who like your actions. (Your only friends can't be lords who have no castles or settlements). We need tangible intrigue that can be taken advantage of.

! Please note that pillaging should be as strategic as the goods it sells and offer unlikely/unexpected items when caravans are caught within the city during a pillage. This should also include armors/weapons/etc regarding the current quality of troops stationed there in its defense. Penalties should also be afforded to the caravan owners as well.

If a player chooses mercy, they may keep the infrastructure, gain a small boon and encourage the growth of the "generous" character trait. Generosity should attract honorable wanderers and create small draws of militia & better recruit options within your owned territories. It should also inspire pleas of assistance from desperate lords and ladies suffering under cruel and merciless zealots running their kingdoms.

! Please note that the morale penalty to your troops is unnecessary (and frankly not fun). Your tier 1~6 troops should agree with whatever decision you make. It is enough your actions can be called into question through your own captains. Less is more here.

In addition, the generous trait should be employed & provide small passive effects for troop/recruit incomes but more so inspire other Calradian lords of similar virtue to be attracted to you, inspired by you or even offer assistance in their territorial domains. (This can also tie into "Daring" where lords of this trait who are agreeably within range have the option to jump into your battles late as a surprise ally in battles that last longer than 10 minutes in real-time).
 
Wth? Complicates player interaction? How?
If i remmember correctly the last time i chekced majority of people playing the game are 20+ year old grownups not some 3 year old todler that cant comprehend what rebuild is.
Sorry, I said player interaction, but I meant the interaction of rebuild with all the parties. Pillaging is used by AI as well and it should not choose options with "gold" costs until it dries itself out of gold. There would be complications because which cannot be foreseen without player testing as well. Campaign simulations I use only constitute NPCs fighting each other.
Currently, AI behaviour checks for morale and influence cost to make decisions, introducing another variable would complicate things.
Another issue regarding balance would be the gold cost of repair and how much repair would be done for the "rebuild" option.

@SadShogun I was thinking, maybe in order to make the project loss from pillaging more granular, instead of "destroying" buildings, you can simply "damage" them. What I mean by that is instead of flat out removing a full level from projects when they are destroyed, subtract some building progress from the project to represent damage dealt. If the amount subtracted is more than the current building progress, then level the project down and add back some amount of progress to make up the difference.

For instance, say it takes 2000 construction points to get a project from level 0 to level 1. Now lets say a level 1 project within a settlement has 500 current building progress and is dealt 1000 damage from pillaging. The building would revert to level 0 and 1500 builiding progress would then be added back to represent a total loss of 1000 construction cost. It goes from level 1 with 500 progress to level 0 with 1500 progress.

Something like this:

插入代码块:
damageDealt = 200 + (RandomFloat * 800);
currentProgress = project.BuildingProgress;

if ((project.BuildingProgress - damageDealt) < 0)
    project.LevelDown;
    project.BuildingProgress = project.ConstructionCost - (damageDealt - currentProgress);

else
    project.BuildingProgress = project.BuildingProgress - damageDealt;

The amount of damage dealt can then be tuned depending on how severe the pillaging is.
This would also work, however it requires introducing a new system and set of rules for "damaged" buildings. I am not sure how possible is this (of course it is possible but what I mean is it possible to implement without introducing a bunch of bugs in a reasonable time)
Granularity would be better, another way we can implement granularity is instead of calculating "reduced levels" calculating the reduced "construction cost" and deduct as random building levels until the construction cost is fulfilled.

As always thank you for your feedback. I will inquire with our programming and design teams see if "repairs" is something reasonable to implement and also discuss whether it has other implications. (for example, if it requires to add AI behaviour to "repair")
 
If a player chooses mercy, they may keep the infrastructure, gain a small boon and encourage the growth of the "generous" character trait. Generosity should attract honorable wanderers and create small draws of militia & better recruit options within your owned territories. It should also inspire pleas of assistance from desperate lords and ladies suffering under cruel and merciless zealots running their kingdoms
Shouldn't it be the merciful trait? Generosity is more about how you treat your troops, not letting them pillage is actually not being very generous to your troops.
Please note that the morale penalty to your troops is unnecessary (and frankly not fun). Your tier 1~6 troops should agree with whatever decision you make. It is enough your actions can be called into question through your own captains. Less is more here
Strongly disagree! Morale is already easy enough to maintain as it is.

Morale is lost because they just risked their lives and saw their friends die to take a city and then they aren't allowed their playtime and chance to plunder wealth. Soldiers wanting to pillage cities is a pretty common thing in medieval history.

I would personally like to see more humanity and dissent in my multicultural ranks, not mindless robots which follow you loyally no matter what.
 
Shouldn't it be the merciful trait? Generosity is more about how you treat your troops, not letting them pillage is actually not being very generous to your troops.

Strongly disagree! Morale is already easy enough to maintain as it is.

Morale is lost because they just risked their lives and saw their friends die to take a city and then they aren't allowed their playtime and chance to plunder wealth. Soldiers wanting to pillage cities is a pretty common thing in medieval history.

I would personally like to see more humanity and dissent in my multicultural ranks, not mindless robots which follow you loyally no matter what.
+1 all he said. Please @SadShogun do not simplify to simplify's sake. Think of the "fun" and "engaging" experience of the game too.
 
This would also work, however it requires introducing a new system and set of rules for "damaged" buildings. I am not sure how possible is this (of course it is possible but what I mean is it possible to implement without introducing a bunch of bugs in a reasonable time)
Granularity would be better, another way we can implement granularity is instead of calculating "reduced levels" calculating the reduced "construction cost" and deduct as random building levels until the construction cost is fulfilled.

As always thank you for your feedback. I will inquire with our programming and design teams see if "repairs" is something reasonable to implement and also discuss whether it has other implications. (for example, if it requires to add AI behaviour to "repair")
No no, I think I may have misled you by using the word "damage," because what I'm talking about would not require a new system.

In the game, buildings already have something called "BuildingProgress" as highlighted in the screenshot below.
BE3_V.png

So I was suggesting calculating an amount of building progress to subtract away from the current progress of a project when a settlement is pillaged/devastated.

For example, the Granary of Zeonica as shown in the screenshot has 1696 current building progress. If it were to suffer a loss of 1000 building progress from pillaging (which is what I was calling "damage"), then the new post-aftermath building progress would be 1696 - 1000 = 696.

If it were to instead lose 2000 progress, then it would need to be leveled down using the method LevelDown(), because that would put the progress below 0. However, since LevelDown() also erases all building progress as well as reducing the level, then some amount of progress would need to be added back so that the granary was only 304 progress away from leveling back up (because 1696 - 2000 = -304).
f7GRf.png

I suggested doing it that way specifically because it requires no new systems or changes to AI (that I can tell) and can be implemented within the existing framework. I wasn't suggesting creating a new damage and repair system.

Hopefully that's a little clearer.
 
Sorry, I said player interaction, but I meant the interaction of rebuild with all the parties. Pillaging is used by AI as well and it should not choose options with "gold" costs until it dries itself out of gold. There would be complications because which cannot be foreseen without player testing as well. Campaign simulations I use only constitute NPCs fighting each other.
Currently, AI behaviour checks for morale and influence cost to make decisions, introducing another variable would complicate things.
Another issue regarding balance would be the gold cost of repair and how much repair would be done for the "rebuild" option.
Oh got it.
Thanks for clarification.

Also would like to highly reccommand this channel who makes top mods of the week videos.I do hope that internaly devs go and in their free time watch his videos wich arent long and maybe see/get inspired from some of the mods or see some things/functions being possible to be implement into the game without many porblems and in short period of time.
The most recent video of his has realy good mods that realy bring the gameplay,immersion,roleplay elemenst alongside quality of life stuff to another lvl and some of them would be realy welcomed addition to the vanila game if possible.

Video/Channel: Mount & Blade 2 Bannerlord Mods #22: Vaegir Armoury, Assassination Mod & MORE! / Artem
 
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