Prisoners and Ransoms

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In this thread I'm detailing current issues with the Prisoner and Ransom systems as well as
giving suggestions on how to improve these mechanics


Prisoners

Donating/Ransoming troops:
Ransoming off troops has diminishing returns as game progresses, they are more hassle than they are worth in Denars. Donating non-hero prisoners to garrisons has little reward or incentive to do so.

Suggestion: Non-hero troops could be utilized as slave or convict labor while in a settlement dungeon, providing a bonus to construction while incurring
a security penalty based on how many there are. Prisoners will be released or escape over time, meaning that this is a temporary bonus/penalty.

Increased influence gained from donating non-hero prisoners to friendly garrisons.

(Bug) Bartering for hero prisoners within a kingdom: The AI does not properly calculate or value their prisoners, and will PAY the player their ransom value to transfer ownership. This allows for easy exploitation of donating prisoners for relations/influence or receiving double ransom value for a prisoner.

This only occurs when bartering with allied lords, as asking a neutral party to release a lord has proper values set.

Suggestion: Correct this issue with the bartering system, the AI should demand their ransom value to transfer them over.

Donating Lords: Rewards far, far too much relation gains with a Clan considering the current value of ransom. For a example, donating a ruler (valued at around 6,000 denars) will award +34 influence and +30 relations. It is extremely easy to max relations to 100 with Clans by simply donating a handful of prisoners.

Donating prisoners is currently the best in-game method of increasing relations, far outpacing quests or any other method.

Suggestion: Lower the relation gained from donating prisoners to around 1/3 of its current value.


Ransom

Ransom Values:
The game drastically undercuts the value of nobles and ransom values do not reflect their actual worth. No incentive to accept ransoms for prisoners.
(see also bartering for a spouse which is around 1,500 denars)

Why would the player allow a King to be ransomed for 5,000 to 6,000 denars if it meant a decrease to their war score and the return of a 200+ hostile party?
Combined with the fact there is no penalty for denying ransom, the appropriate response is to never accept ransoms and lock up as many prisoners as possible.

Prisoners currently have the least effect it seems on calculating war scores, as raids have more value.

Suggestions:
1) Increase the price of ransom tenfold at least. Example: a Clan Tier 3 non-leader member is currently around 1,500 to 1,800 denars. It should be 15,000 to 20,000 denars.
2) Increase the value of prisoners for War Scores calculations.
3) Incur penalties for not accepting or paying ransom.

Example: Not paying for the ransom of a clan member will incur -20 relations with that member.
Example: Refusing to accept the ransom of a prisoner will incur -10 relations with that clan and a -50 decrease in honor trait.
 
Suggestion: Non-hero troops could be utilized as slave or convict labor while in a settlement dungeon, providing a bonus to construction while incurring
a security penalty based on how many there are. Prisoners will be released or escape over time, meaning that this is a temporary bonus/penalty.

I actually really like this idea
 
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