You got to be kidding me, we are 2 years into early access and half the policies aernt working/working right still
Someone at TW needs to look at this and get to work
Thanks! Yeah it felt like a lot of them were left as placeholders. I'm sure they have plans for fixing them before full release so to me it's not that big of a deal. I'm glad they spent time fixing perks and skills before touching these@Strat great video man, been waiting for someone to take a close look.
Guess its safe to say tons of these policies need to be revamped/fixed, along with actually giving kingdoms some logic to their choices of policies.
Hell, I wouldn't even care if policy proposals were entirely random so long as the lords would vote on them in ways that made sense and could be influenced by the player. 90% of the time even spending 150 influence does nothing.@Strat great video man, been waiting for someone to take a close look.
Guess its safe to say tons of these policies need to be revamped/fixed, along with actually giving kingdoms some logic to their choices of policies.
I'm not as confident as you - sometimes I think game mechanics have been totally forgotten, and TW seems to ignore complaints about them on the forums - but I think your videos have a lot of reach in the community, so now you've brought it to attention TW may feel motivated to do something about it.Thanks! Yeah it felt like a lot of them were left as placeholders. I'm sure they have plans for fixing them before full release so to me it's not that big of a deal. I'm glad they spent time fixing perks and skills before touching these
I´m not even sure if TW knows that most are broken.Thanks! Yeah it felt like a lot of them were left as placeholders. I'm sure they have plans for fixing them before full release so to me it's not that big of a deal. I'm glad they spent time fixing perks and skills before touching these
I´m not even sure if TW knows that most are broken.
I have a save file with screenshots of the exact same battle - 2.72 influence for killing 9 forest bandits. Reload, pass the policy and fighting again yields the exact same 2.72 influence, so I'm not sure how you are getting yours to work? I tested this in 1.8.0 with no mods on, not sure if that is relevant or not.Hmm, just tested military coronea myself since it has worked fine in the past.
As described, it gives precisely 20% more influence. Its just not shown in the after action report but the actual influence is updated correctly.
And for the record.
Anything that gives passive influence for anyone other than you, and you alone, is posion and belongs in the F tier. Stuff that cost influence belong in the S tier.
Yes, that is correct.*I think I understand what you're saying - so it says you get 2.72 influence but the actual influence to your "influence bank" would increase 2.72 + 20% then? I had not thought to check that, although i've seen TW do that with other things like troop wages (sometimes they calc before and sometimes it's after lol). I'll rerun the test and see if I can reproduce it on my end!
Would be nice for TW to clarify what policies work how. But i guess that´s not gonna happen for obvious reasons. So I´m grateful to everyone who tries to do.Yes, that is correct.
There are also some other things that are not working quite the way you (or TW) describe it. I have not checked this for 1.8 but as far as I remember citizens rights gives the bonus to any lords that have the same culture as the king. So, it is a dreadfully bad policy if you try to match the culture of conquered fiefs with culturally appropriate lords.
Absolutely.Would be nice for TW to clarify what policies work how. But i guess that´s not gonna happen for obvious reasons. So I´m grateful to everyone who tries to do.