Security and Loyalty improvements.

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This one gives me some hesitation (although I don't know how big the effect is). Mainly because in late game bandit parties can get out of hand in an area where that faction has had several standing armies with the majority of lords, so they don't get enough solo time to clear out bandits. We may really need settlement patrols now, but I am assuming this actually makes a noticeable impact against security/loyalty

Improved garrison mod helps as you can make garrison parties to attack bandits and hideouts.
 
Greetings warriors of Calradia, we have been working on balancing Security and Loyalty parameters of settlements for past 3-4 weeks.
Loyalty value is one of the most important values for the well-being and health of the settlement. There are lots of other parameters, such as Security, that effects Loyalty in a good or bad way. While balancing the values our aim was making them a bit realistic and can be effected by other actions. New terms "Security drift" and "Loyalty drift" have been implemented, so loyalty and security became more dynamic, they fit into significant variables between 0-100 according to environmental effects.
I will also share some data for you to compare the values before and after the update. You will be able to experience the balance of these values and their results when they are not in average with the next update.
Stay safe!

Loyalty values of settlements. (Before)
Before the update, most of the settlements were reaching maximum loyalty in one or two weeks. After some time, there could be sudden ups and downs for some settlements.
U9MRV.png

Loyalty values of settlements. (After)
After the updates, this value has become more wavy as can be seen in the graph. As a result of good or bad management, settlement's loyalty can go to the maximum or minumum value in long term.
G7WXh.png

Security values of settlements. (Before)
Similar as Loyalty graph, most of the settlements were reaching maximum security in one or two weeks.
WRMUf.png

Security values of settlements. (After)
Although Security is more dynamic than Loyalty, it is a value that can put the city in a difficult situation by effecting Loyalty in some cases.
vT2r8.png
Thank you very much for the interesting information. Communication with you makes people happy, including me :xf-smile:
 
Greetings warriors of Calradia, we have been working on balancing Security and Loyalty parameters of settlements for past 3-4 weeks.
Loyalty value is one of the most important values for the well-being and health of the settlement. There are lots of other parameters, such as Security, that effects Loyalty in a good or bad way. While balancing the values our aim was making them a bit realistic and can be effected by other actions. New terms "Security drift" and "Loyalty drift" have been implemented, so loyalty and security became more dynamic, they fit into significant variables between 0-100 according to environmental effects.
I will also share some data for you to compare the values before and after the update. You will be able to experience the balance of these values and their results when they are not in average with the next update.
Stay safe!

Loyalty values of settlements. (Before)
Before the update, most of the settlements were reaching maximum loyalty in one or two weeks. After some time, there could be sudden ups and downs for some settlements.
U9MRV.png

Loyalty values of settlements. (After)
After the updates, this value has become more wavy as can be seen in the graph. As a result of good or bad management, settlement's loyalty can go to the maximum or minumum value in long term.
G7WXh.png

Security values of settlements. (Before)
Similar as Loyalty graph, most of the settlements were reaching maximum security in one or two weeks.
WRMUf.png

Security values of settlements. (After)
Although Security is more dynamic than Loyalty, it is a value that can put the city in a difficult situation by effecting Loyalty in some cases.
vT2r8.png

Nice and interesting post. And also, it is really nice to see another dev post something and even straighaway answer good questions with replies. Hope to see something more from you in future.
 
This one gives me some hesitation (although I don't know how big the effect is). Mainly because in late game bandit parties can get out of hand in an area where that faction has had several standing armies with the majority of lords, so they don't get enough solo time to clear out bandits. We may really need settlement patrols now, but I am assuming this actually makes a noticeable impact against security/loyalty
Exactly, we need patrols ASAP. With this implemented in the late game all the security levels might crash really hard because basically there are too many bandits
 
All this information needs to be explain to the player (not so much verbiage, more summarized) in the game. I don't think it is a good idea right at the beginning of the game, but for sure once you acquire your first fief.
they will maybe/probably do that onc ethey know exactly what will be packaged into the update.They may then make youtube video about the update that contains it and putt all in one place insetad of explaining each and every thimng on forum then most poepel dont even bother to check/search so then we get posts b*tching about stuff without those not taking 5 mins of their time to search.

I'd say this should be a vanilla feature.
Agreed.
 
I think it would be easier to let bandit-partys fuse togehther when there are many small ones. So you can fight some larger battles and when you win you get rid of most of the bandits in an area.
And other lords could catch them easier.
Patrols would b nice but the queston is how you recruit them. When you create them from your own units people will complain that their units get destroyed all the time.(if they are not coded smart enough to survive against larger Bandit groups or raiding lords). And compared to warband this game wants to get a realistic recruitment system so it would be against their idea to give out free troops.
 
I think it would be easier to let bandit-partys fuse togehther when there are many small ones. So you can fight some larger battles and when you win you get rid of most of the bandits in an area.
And other lords could catch them easier.
Patrols would b nice but the queston is how you recruit them. When you create them from your own units people will complain that their units get destroyed all the time.(if they are not coded smart enough to survive against larger Bandit groups or raiding lords). And compared to warband this game wants to get a realistic recruitment system so it would be against their idea to give out free troops.
Improved garrisons also has a mechanic to send out troop to recruit for you. This will make it less of a headache for your patrols to be destroyed
 
I'd say this should be a vanilla feature.
+1 to this.
I think it would be easier to let bandit-partys fuse togehther when there are many small ones. So you can fight some larger battles and when you win you get rid of most of the bandits in an area.
And other lords could catch them easier.
+1 to this
Patrols would b nice but the queston is how you recruit them. When you create them from your own units people will complain that their units get destroyed all the time.(if they are not coded smart enough to survive against larger Bandit groups or raiding lords). And compared to warband this game wants to get a realistic recruitment system so it would be against their idea to give out free troops.
It can be like
To your governor
+I want to form a patrol
-Okay, what about the size?
  • Small (Troop count and required gold)
  • Medium (Troop count and required gold)
  • Large (Troop count and required gold)
  • Very Large (Troop count and required gold)
(you choose one)
-Where do you want them to patrol?
  • Close cities / villages / castles
(you choose one)
 
It can be like
To your governor
+I want to form a patrol
-Okay, what about the size?
  • Small (Troop count and required gold)
  • Medium (Troop count and required gold)
  • Large (Troop count and required gold)
  • Very Large (Troop count and required gold)
(you choose one)
-Where do you want them to patrol?
  • Close cities / villages / castles
(you choose one)
This is what I was thinking as well, you would also have a daily cost like the garrison for that settlement but for patrol.
 
totaly cool! they should be fast to avoid ennemy armies but quick enough to catch big
bandit parties.
i am very curious how it will play out!
 
Exactly.


Yes, these balance changes also helped snowballing in a good way. Snowballing was not easy to balance, we always kept that in mind while doing these changes.



Yes it is still effecting Security and effecting Loyalty indirectly. I also noticed and fixed the mini bug there :smile:


Low Loyalty already effects tax income, relations and powers of notables and town production speed.
Thank you for the reply! I'm keen for these changes!
 
Awesome post, thanks a bunch for the info. Also great graphs it is very clear that security and loyalty will be much more dynamic and not just drop for those cities that were starving+ruled by another culture.

What would also be a great visual is if you could limit a graph down to one city and put both its security and loyalty lines in so we can see how they correlate with each other.

I am also curious about if there are now ways for the player to influence these values more than the current ways of town project, building upgrades, governors, and keeping villages unraided?

Regardless if you answer these thank you for taking the time to post this!

This is Phycaon Security and Loyalty graph after ~20 year run test. From this graph you may see how they correlate with each other.
NSUKM.png
 
totaly cool! they should be fast to avoid ennemy armies but quick enough to catch big
bandit parties.
i am very curious how it will play out!

i know for improved garrison i tend to make patrols as much cav as I can, depending on what is in mygarrison to choose from. And you can select the patrol to buy horses for mounted infantry
 
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