TheDevilMaySmile
Recruit
So i had the luck to instrantly gain Epicrotea as my first settlement. I played as a Vassal of Sturgia.
Over the span of about an hour i managed to get up to about 40 loyalty by doing quest nonestop.
After i thought i finally secured the City i went east for a 30 day trip to participate in the war against the Khuzait.
Just to get back to my city with now 10 Loyaltiy and 0 security. So in the management screen it was obvious why -5 Security which again pulls down loyalty dramaticly.
So i thought yeah just do those quest and easy peasy. WORNG !!!!
I did those "****ty" Quests(some of them really getting annoying after you did them to the 5th time ) for 1 1/2 hour straight and even with a companion helping me. Quests seem to pop up way to fast.
I think with this feature it is practically impossible to hold a city when it is a different culture and probably with any other city even if it´s your culture.
So what i am proposing is the following either drastically reduce thze aperance of quests so u as a player have somewhat of a chance to eliminate those quests.
Or what i would somewhat like way more, would be a an addition to the gouverner system. Here whenever villagers enter the town they have the oportunity to talk to a gouverner about their problems. Here assigned gouverners would take some of the garrison of the town to go on and resolve those issues in their zone that they control. Those "policing-force" would be like 50 units max and they don´t attack any other hostile units other than the quest related ones. Although this policing force should be able to be attacked.
While the gouverner is gone policing maybe the positive effects of the gouvernance should be halfed or reduced to one third of the start value.
But still in addition to this " bring your lousy problems forward, peasant" System the apperance of quests should be lowered so your gouverner spends like 25% of his time resolving issues and when ever there is a quest where a decision has to be made the gouverner, reacts in realtion to their traits( weighted random role) and maybe increase or decrease those, if they make a decision for or against this trait. So characters have a chance of changing themselfs.
In addition this resolved problems could add, apart from reputation with those "contractors", in realtion to the solved problem, a small plus modifier of loyalty or security or if failed a temporary negative one. Maybe some of thos decision provoke a mini rebelion where single villages need to be put back into the line by the player.
What do you guys think of this proposed System ?
Because as stated i think right now it is impossible to conquer foreign lands and more important some what hold them.
@edit added Version to Title
Over the span of about an hour i managed to get up to about 40 loyalty by doing quest nonestop.
After i thought i finally secured the City i went east for a 30 day trip to participate in the war against the Khuzait.
Just to get back to my city with now 10 Loyaltiy and 0 security. So in the management screen it was obvious why -5 Security which again pulls down loyalty dramaticly.
So i thought yeah just do those quest and easy peasy. WORNG !!!!
I did those "****ty" Quests(some of them really getting annoying after you did them to the 5th time ) for 1 1/2 hour straight and even with a companion helping me. Quests seem to pop up way to fast.
I think with this feature it is practically impossible to hold a city when it is a different culture and probably with any other city even if it´s your culture.
So what i am proposing is the following either drastically reduce thze aperance of quests so u as a player have somewhat of a chance to eliminate those quests.
Or what i would somewhat like way more, would be a an addition to the gouverner system. Here whenever villagers enter the town they have the oportunity to talk to a gouverner about their problems. Here assigned gouverners would take some of the garrison of the town to go on and resolve those issues in their zone that they control. Those "policing-force" would be like 50 units max and they don´t attack any other hostile units other than the quest related ones. Although this policing force should be able to be attacked.
While the gouverner is gone policing maybe the positive effects of the gouvernance should be halfed or reduced to one third of the start value.
But still in addition to this " bring your lousy problems forward, peasant" System the apperance of quests should be lowered so your gouverner spends like 25% of his time resolving issues and when ever there is a quest where a decision has to be made the gouverner, reacts in realtion to their traits( weighted random role) and maybe increase or decrease those, if they make a decision for or against this trait. So characters have a chance of changing themselfs.
In addition this resolved problems could add, apart from reputation with those "contractors", in realtion to the solved problem, a small plus modifier of loyalty or security or if failed a temporary negative one. Maybe some of thos decision provoke a mini rebelion where single villages need to be put back into the line by the player.
What do you guys think of this proposed System ?
Because as stated i think right now it is impossible to conquer foreign lands and more important some what hold them.
@edit added Version to Title
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