LDominating
Regular
I recently tried to do rival gang moving in.
And boy...it's impossible to betray the quest giver.
I'm begging you,TW to fix these older quests rewards and completion necessary by the next patch!
It's embarassing to have this game design from 2020 in 2024.
You had 4 years to test these things.
You keep on doing things without thinking things through,why?!
Here's my rant about Rebellions,Kingdom destruction and spawning of NPCs!
Rebellions: A mess from the beginning,you didn't implement A.I to combat this,by late game we have 10K prosperity towns against 1K ones because of these rebellions spam.
Solution to this is to work on A.I and create policies(and fix them already,lol)that increases loyalty that A.I might vote to combat these;A.I should vote based on relation with the proposer aswell as their personality.
And make rebellions much more significant,like they get every fief that's below a certain threshold of loyalty,and every town rebelled at once and every 2 castle they spawn another allied rebellious clan.
Aswell as applying a debuff to nearby settlements,including neutral ones to lose loyalty.
Stationary parties/nearby parties or armies quell the loyalty debuffs,again...ALLOW A.I to think this through so that A.I won't declare war if they have loyalty issues at home or whatever.
This way we can also combat snowballing quite nicely!
Everytime a fief is retaken(btw allow rebellious clans to create defensive armies)the associated clan with that fief will have a timer of 1 year of retaking the fief or dissapear.
Rebellions only end after every fief is retaken or every member of the rebellious clan is dead.
If a rebellion is more succesful,either defeating lords and armies or getting wealth,they get a bunch of renown and form a new kingdom/each clan joins a separate kingdom or a kingdom depending on distance and relation and the need for a comeback for that Kingdom.
In order to not overload a Kingdom with clans,the remaining members of remaining clans will instead join other clans and stop maintaining independency or simply dissapear and return the fief to that kingdom.
Maximum clans for Kingdoms should be 11...
This way we can combat your oh so precious "BaNNeRLoRd WaS DeSIGnEd fOr LoNg PlaYthRougH" that you said about the kids or whatever a long time ago.
Because WHAT WERE YOU THINKING WITH THE WHOLE Kingdom destruction at no fiefs lefts?!
Do you know how many Kingdoms will be left by late game?!
Like 3 or 4 if we're lucky!
R.I.P Sturgia,Battania,N and S Empire in like 20 years!
We'll simply lose a bunch of interesting NPCs for RNG ones with nothing noteworthy!
Speaking of NPCs that feel unique...allow newly born/created Lords and Ladies to develop relations with other clans and notables.
Better yet...make A.I be able to complete quests for the same rewards players do,based on personality and necessity a Lord might lose relationship to keep a damn herd or abandon an escort of a caravan to defend it's fiefs!
Honestly just make NPCs interaction much more dynamic and belivable!
NPCs simply recruits,battle,conquer and get captured or die in an endless loop!
And boy...it's impossible to betray the quest giver.
I'm begging you,TW to fix these older quests rewards and completion necessary by the next patch!
It's embarassing to have this game design from 2020 in 2024.
You had 4 years to test these things.
You keep on doing things without thinking things through,why?!
Here's my rant about Rebellions,Kingdom destruction and spawning of NPCs!
Rebellions: A mess from the beginning,you didn't implement A.I to combat this,by late game we have 10K prosperity towns against 1K ones because of these rebellions spam.
Solution to this is to work on A.I and create policies(and fix them already,lol)that increases loyalty that A.I might vote to combat these;A.I should vote based on relation with the proposer aswell as their personality.
And make rebellions much more significant,like they get every fief that's below a certain threshold of loyalty,and every town rebelled at once and every 2 castle they spawn another allied rebellious clan.
Aswell as applying a debuff to nearby settlements,including neutral ones to lose loyalty.
Stationary parties/nearby parties or armies quell the loyalty debuffs,again...ALLOW A.I to think this through so that A.I won't declare war if they have loyalty issues at home or whatever.
This way we can also combat snowballing quite nicely!
Everytime a fief is retaken(btw allow rebellious clans to create defensive armies)the associated clan with that fief will have a timer of 1 year of retaking the fief or dissapear.
Rebellions only end after every fief is retaken or every member of the rebellious clan is dead.
If a rebellion is more succesful,either defeating lords and armies or getting wealth,they get a bunch of renown and form a new kingdom/each clan joins a separate kingdom or a kingdom depending on distance and relation and the need for a comeback for that Kingdom.
In order to not overload a Kingdom with clans,the remaining members of remaining clans will instead join other clans and stop maintaining independency or simply dissapear and return the fief to that kingdom.
Maximum clans for Kingdoms should be 11...
This way we can combat your oh so precious "BaNNeRLoRd WaS DeSIGnEd fOr LoNg PlaYthRougH" that you said about the kids or whatever a long time ago.
Because WHAT WERE YOU THINKING WITH THE WHOLE Kingdom destruction at no fiefs lefts?!
Do you know how many Kingdoms will be left by late game?!
Like 3 or 4 if we're lucky!
R.I.P Sturgia,Battania,N and S Empire in like 20 years!
We'll simply lose a bunch of interesting NPCs for RNG ones with nothing noteworthy!
Speaking of NPCs that feel unique...allow newly born/created Lords and Ladies to develop relations with other clans and notables.
Better yet...make A.I be able to complete quests for the same rewards players do,based on personality and necessity a Lord might lose relationship to keep a damn herd or abandon an escort of a caravan to defend it's fiefs!
Honestly just make NPCs interaction much more dynamic and belivable!
NPCs simply recruits,battle,conquer and get captured or die in an endless loop!