SinglePlayer Campaign Info

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Karmine

Veteran
I've been through the Scripts searching for many things and found out many interesting things... I've also studied the game a little and wanted to make a small topic about information I remember and have gathered.


Player's Kingdom :
Recruit a Lord:
To Recruit Lord you need at least 400 Renown and 20 Right to Rule however with enough Persuasion you may be able to skip this.

When recruiting Lords few factors go into play...
FACTOR 1 - MILITARY SECURITY module_scripts.py line 39186
How many Castles, Towns are around his fiefs....
FACTOR 2 - INTERNAL FACTION POLITICS module_scripts.py line 39269
This is a calculation of how much influence the lord believes he will have in each faction.
FACTOR 3 - PROMISES AND OTHER ANTICIPATED GAINS  module_scripts.py line 39341
FACTOR 4 - IDEOLOGY  module_scripts.py line 39347
Two factors actually.... Arguement Strength and Arguement Appeal.... How likely you are too do it.. and how much the Lord likes it and persuasion skill helps here.
FACTOR 5 - PENALTY FOR CHANGING SIDES  module_scripts.py line 39404
Number from 0-101... the higher it is the worse it is for player.

Player is King : (60 - Right_To_Rule) and then / 2 if Lord is debauched, * 2 if Lord is upstanding else nothing.
NPC is King and of same Culture : 10 and then / 2 if Lord is debauched, * 2 if Lord is upstanding else nothing.
NPC is King : 50 and then / 2 if Lord is debauched, * 2 if Lord is upstanding else nothing.

Right to Rule is counted here only, so having it over 60 does nothing it seems...

So Security weighted, Political, Political weighted, Material ,Material weighted, Argument Strength, Argument Appeal, Penalty for Changing Sides, Penalty for Changing Sides weighted... 9 factors
Arguments are not used for AI so they get the other 7....
Weighted is based then on Lords Personality....... Appeal is also.

When all points gathered for both Kings/Queens
It does small math
Your Result MINUS his result then + 50 and then divided by 2
Lets say you get 25 and his king got 36
25 - 36 = -11
-11 + 50 = 39
39 / 2 = 19.5
19% chance he will join. Yes 19% not 20%.
Next Random Number is always picked forehand, so saving the game, exiting it and then load it back up will still make next Random Number be the same, so you can't try to recruit over and over with that move.

Show the chance that the Lord will defect to you and become your vassal.
Code:
lord_recruit_6 4095 426  0 {s34}  427  5 4 0 31 2 144115188075856163 0

Normal
Code:
lord_recruit_6 4095 426  0 {s34}  427  5 4 0 31 2 144115188075856163 1

Player & Party Info :
1 Unit of Food Consumed by 3 Soldiers every 14 hours.

Newly recruited prisoners have 66% chance to flee if player has no Leadership... each leadership reduces it by 5%. This also only happens during night.

Renown is decreased by 0.5% every week.
Lords Info :
Lords can only recruit when in Town/Castle that is not under siege.. or has been under siege last 6 hours.
Lords pay gold for units, here is the list straight from script, Hard Campaign makes things so much cheaper.
    reinforcement_cost_easy = 600
    reinforcement_cost_moderate = 450
    reinforcement_cost_hard = 300

Lords Number of recruitment.
Easy = 0-1 per day
Normal = 1 per day
Hard = 1-2 per day
Marshal = +1 Per day
Reinforcement types.....

Reinforcement Swadia A : 5-10 Swadian Recruits ; 2-4 Swadian Militia.
Reinforcement Swadia B : 3-6 Swadian Footman ; 2-4 Swadian Skrimisher.
Reinforcement Swadia C : 2-4 Swadian Men At Arms ; 1-2 Swadian Crossbowman.

Reinforcement Vaegir A : 5-10 Vaegir Recruits ; 2-4 Vaegir Footman.
Reinforcement Vaegir B : 2-4 Vaegir Veteran ; 2-4 Vaegir Skirmisher ; 1-2 Vaegir Footman.
Reinforcement Vaegir C :2-3 Vaegir Horseman ; 1-2 Vaegir Infantry.

Reinforcement Khergit A : 3-5 Khergit Tribesman ; 4-9 Khergit Skirmisher.
Reinforcement Khergit B : 2-4 Khergit Horseman ; 2-4 Khergit Horse Archer ; 1-2 Khergit Skirmisher.
Reinforcement Khergit C : 2-4 Khergit Horseman ; 2-3 Khergit Veteran Horse Archer.

Reinforcement Nord A : 5-10 Nord Footman ; 2-4 Nord Recruit.
Reinforcement Nord B : 2-5 Nord Huntsman ; 2-3 Nord Archer ; 1-2 Nord Footman.
Reinforcement Nord C : 3-5 Nord Warrior.

Reinforcement Rhodok A : 5-10 Rhodok Tribesman ; 2-4 Rhodok Spearman.
Reinforcement Rhodok B : 3-6 Rhodok Crossbowman ; 2-4 Rhodok Trained Crossbowman.
Reinforcement Rhodok C : 2-3 Rhodok Vetern Spearman ; 1-2 Rhodok Veteran Corssbowman.

Reinforcement Sarranid A : 5-10 Sarranid Recruit ; 2-4 Sarranid Footman.
Reinforcement Sarranid B : 2-4 Sarranid Skirmisher; 2-3 Sarranid Veteran Footman ; 1-3 Sarranid Footman.
Reinforcement Sarranid C : 3-5 Sarranid Horseman.


Lord have limited amount of money... straight from script again... as mentioned above it costs and here is where it subtracts the money and checks if they got enough money to pay for it.
    (gt, ":hiring_budget", ":reinforcement_cost"),     
    (val_sub, ":cur_wealth", ":reinforcement_cost"),
Lords always gain 750 money each week.
Marshall/King always gain 1750 money each week.
And then it is "Fief" income added.

Lords have three different kind of reinforcement and they never get highest tier... so No Swadia Knights and Nord Huscarls.. which means they upgrade units.
1. Low Tier High Numbers
2. Low-Mid Tier Normal Numbers
3. Mid-High Tier Low Numbers

Every two days Lords tries to escape if he has been captured
50% From Party, 30% From Castle/Town and 5% if Castle/Town has Prison Tower.
Faction Information :
Every faction starts with 20 Lords.

Each faction has different starting strength through number of fiefs.
1.    Kingdom of Swadia : 4 Towns, 10 Castles, 24 Villages = 38 Fiefs
2.    Sarranid Sultanate : 4 Towns, 8 Castles, 20 Villages = 32 Fiefs.
3.    Kingdom of Vaegirs : 4 Towns, 8 Castles, 18 Villages = 30 Fiefs
4.    Kingdom of Rhodoks : 3 Towns, 8 Castles, 18 Villages = 29 Fiefs
5.    Khergit Khanate : 4 Towns, 7 Castles, 14 Villages = 25 Fiefs
6.    Kingdom of Nords : 3 Towns, 7 Castles, 15 Villages = 25 Fiefs

There are 3 different Bandits factions...
1. Mountain Bandits
2. Forest Bandits
3. Outlaws (Everyone else)

Factions want to attack factions Reverse-Clock Wise...
Vaegirs act as Alburq is old Territory they must reclaim (owned by Nords)
Nords act as Kelredan is old Territory they must reclaim (owned by Swadia)
Swadias act as Ergelon is old Territory they must reclaim (owned by Rhodok)
Rhodoks act as Weyyah is old Territory they must reclaim (owned by Sarranid)
Sarranids act as Uhhun is old Territory they must reclaim (owned by Khergit)
Khergits act as Curaw is old Territory they must reclaim (owned by Vaegir)
Swadias act as Tilbault is old Territory they must reclaim (owned by Vaegir)
Swadias act as Unuzdaq is old Territory they must reclaim (owned by Khergit)
Towns & Castles & Villages
Towns got same recruitment as Lords
300, 450 and 600 gold cost and also Easy means 0-1 Recruitment done every day, Normal 1 Recruitment done every day and Hard 1-2 Recruitment done everyday.

Towns got "ideal prosperity" if the Towns prosperity is above it than prosperity will be reduced by 1 point every day... it is under it will be increase by 1 point every day. I have however not found what "ideal_prosperity" number is.

Every 1-2 Years there will come an epidemic killing 10 cattle in villages.... be aware.

Every 24 Hours Villages have 60% chance to create 1 village party.

Pay day, Weekly Budget.
Castle & Villages : 1200 gold every week
Towns ; 2400 gold every week.
However on EASY Campaign... the money is multiplied by 4 and then divided by 3.. however on HARD multiplied by 3 and then divided by 4... Normal just default
Also don't forget prosperity is the percent you get of the income and is calculated first....
The Battle AI
How many stages does Warband have ? Let's check the script... oh it is 4.
#battle tactics
btactic_hold = 1
btactic_follow_leader = 2
btactic_charge = 3
btactic_stand_ground = 4
Companions
Sometimes your companion wants to leave.
When you try to persuade him to stay the game will roll a random number from -2 to 13.... and then do math.
Random Number - Persuasion.... always 20% you will stay with 0 Persuasion and 20% he will leave with max.


Type of Units Companions use when Lords (No Faction means they recruit from their Property) module_scripts.py 33387
Alayen = Veagirs Army (Home Town = Rivacheg)
Artimenner = No Faction (Home Town = Culmarr Castle)
Bahestur = Khergit Army (Home Town = Halmar)
Borcha = No Faction (Home Town = Village of Dashbiga)
Bunduk = Rhodok Army (Home Town = Grundwalder Castle)
Deshavi = No Faction (Home Town = Village of Kulum)
Firentis = Swadia Army (Home Town =  Suno)
Jeremus = No Faction (Home Town = Almerra Castle)
Katrin = No Faction (Home Town = Praven)
Klethi = No Faction (Home Town = Village of Uslum)
Lezalit = No Faction (Home Town = Ismirala Castle)
Marnid = No Faction (Home Town = Sargoth)
Matheld = Nord Army (Home Town = Sea Raider Spawn Point, Coast , -42, 76.7)
Nizard = No Faction (Home Town = Ergellon Castle)
Rolf = No Faction (Home Town = Village of Ehlerdah)
Ymira = No Faction (Home Town = Veluca)
Marshall
AI Marshall needs more than 35% of his Faction's Vassals to start a Campaign.
If Lords wealth is less than 1800 he will decide to collect rent rather than attend the Campaign.

There is this thing called acceptance level....

relation to marshal + Difficulty + troop_reputation + 20% = percent of lords that will not try to join cause of being able to do "greater good".

for 50 relation with marshal  0%
for 20 relation with marshal  21%
for 10 relation with marshal  28%
for 0 relation with marshal  35%
for -10 relation with marshal 42%

Difficulty :
AI Kingdom Hard -12%
AI Kingdom Moderate 0%
AI Kingdom Easy 12%

Player Kingdom Hard -10%
Player Kingdom Moderate -15%
Player Kingdom Easy -20%

Troop_reputation :
Self Righteous 15%
Martial, Roguish, Quarrelsome 10%
Cunning 5%
Upstanding 0%
Good Natured -5%
Custodian -10%

Example :
for 20 relation with marshal  21%, AI Kingdom Moderate 0%, Custodian -10%
21% + 0 +  -10% + 20% = 31%    31% will not join.

Non Script Good Info
CTRL + Space will speed up... be sure to press CTRL first and then space so your hero doesn't stop walking when pressing "Space".

CTRL + J to instant stop your horse.

Pressing Backspace in battle brings up Battle Map with strategy placement flags, deaths, alive, wounded.

You always get poorest town when joining a faction as Lord(Count,Emir,Boyar,Noyan,Jarl)

Max level is 62, max stats are 60 and max skill non modded is 10 and 15 modded.
I'll keep adding to the list and also any if your own findings you can post below and I'll add them if they are true.
Also if you find any errors... or changes in a newer patch that makes an error, please do tell me.
Also comments if this is helpful at all or not would be nice.

Thursday, Agust 05, 2010 3:55 PM +00:00GMT First Version of Campaign Info
Thursday, Agust 05, 2010 4:56 PM +00:00GMT Second Version of Campaign Info
Friday, Agust 06, 2010 1:58 AM +00:00GMT Third Version of Campaign Info
Sunday, Agust 12, 2010 1:14 PM +00:00GMT Fourth Version of Campaign Info
Thursday, Agust 29, 2010 8:44 PM +00:00GMT FifthVersion of Campaign Info
Monday, March 28, 2011 1:30 AM +00:00GMT FifthVersion(minor edits) of Campaign Info
Thursday, May 10, 2012 18:30 AM +00:00GMT FifthVersion(minor edits) of Campaign Info
Tuesday, February 12, 2013 16:00 AM +00:00GMT FifthVersion(Larger Edits) of Campaign Info
 
Nice compilation, Karmine. Well done.

Would be best if you could delete or at least lock the other thread you made, though.
 
tyrannicide said:
Nice compilation, Karmine. Well done.

Would be best if you could delete or at least lock the other thread you made, though.

Thanks for telling me... when I starting writing it... all of suddenly it stopped and wouldn't add more so I hit refresh... it seems to have posted the message when I hit refresh.

I locked it....


And also Yea..... I was getting rather annoyed nobody has commented on it.... was thinking of not adding more at that point.

Anywho..... I think I'll try to add what we all love.... Getting Lords to Defect if I can find it.
 
tyrannicide said:
Are you on 1.127, by the way?
Yes, all info taken from 1.127.

I noticed a lot of untold changes from 1.126... it had comments from Developers that it was different in 1.126
They made it so that AI Lords are more likely to siege castles and more likely to go into Siege Battles.
"
  C:\Users\Davíð\Desktop\Mount&BladeFiles\Module_system 1.127\module_simple_triggers.py (3 hits)
Line 1228:          (store_sub, ":random_up_limit", ":strength_ratio", 250), #was 300 (1.126)
Line 1232:            (store_div, ":siege_begin_hours_effect", ":siege_begin_hours", 2), #was 3 (1.126)
Line 1238:          (store_sub, ":random_down_limit", 175, ":strength_ratio"), #was 200 (1.126)
"
here is small demo of it....
 
To add to that, either lords waiting in nor the garrison itself will gain troops while besieged. The AI's sieges end 6 hours after they depart (iirc) and the player's siege ends immediately (iirc).
 
Great info, especially about the reason that factions attack eachother. I was always confused as to why Rhodoks wanted Weyyah Castle so much..when it's in the ****ing desert!
 
New information added... I added about Defecting Faction.... and Companion section added information about when Companion tries to leave.

And yes I'll add more information.... thanks for mentioning the part I forgot to say that Lords can not recruit when the Town/Castle is besieged.
 
Ah, now we know why Swadia sucks. There's 3 factions they want to reclaim territory from right at the start, and they all border them. It's their own fault!

Still, none of this tells me why king Hairloss deems it necessary to hold permanent 2 year long feastathons.
 
Maybe I could check out Feasts next. I'll see... don't know what else I should check into xD At least not right now. Not thinking well.

Kettle Black said:
Well done! It took me a while to open the thread since I thought it was someone asking for info. Carry on.
Good to know that your helpful to newbies xD
But yea I made this thread for the newbies to look here for some info. If ya got request of me to dig some info I'll take one.
Dayve said:
Ah, now we know why Swadia sucks. There's 3 factions they want to reclaim territory from right at the start, and they all border them. It's their own fault!

Still, none of this tells me why king Hairloss deems it necessary to hold permanent 2 year long feastathons.

That only gives Swadia reason to declear war on them, does not explain why all factions Gank on them..

What explains that is Nords. If Swadia are at war with someone... and Nords got Peace Treaty with Vaegir the only one they can attack is Swadia and plus they got Old Territory at them. So Nords do 2v1 against Swadia... Now if Vaegir wants war Swadia looks tasty cause it will be 3v1 same about Khergits and Rhodoks... depending on who two factions are at war with them. Nords can at most get 2v1, Rhodoks 2v1, Kerghits 3v1 , Sarranid 2v1 , Vaegirs 3v1 Swadia 4v1...
 
Good info so far.

I think it might be interesting to know exactly how battle looting works. I've never looked through the scripts, but I've seen anecdotal evidence that some troops seem to drop particular items far more/less frequently than others. For instance, a few days ago I was testing loot and battle stutter by repeatedly fighting the same party of 25-30ish Vaegir Infantry deserters; there were probably something like a dozen victories where one or more Lamellar Vests (of varying quality) were available, but in only two cases did I see any Mail Haubergeon. I didn't really notice the same kind of discrepancy in helm or weapon types though; the number of Spiked vs Lamellar Helms were pretty evenly split.

I used the Troop Editor tool to look at the item lists for various soldier types, but didn't see anything about the % chance of individual men to have or drop particular equipment. I suspect that there are different % chances for each individual item from each troop to appear in loot, just as there are different % chances of say...a Swadian Knight to ride a Hunter or a Warhorse, but I don't know that for sure. Visually, it looked like the Vaegir Infantry actually wore more Haubergeons than they did Lamellar Vests, so if they have a higher % chance to drop Vests, I don't think it necessarily matches up with the % chance of them actually wearing Lamellar Vests over Mail Haubergeons.

At the very least, I suspect that it's more probable to get the cheaper loot over more expensive stuff; that would explain why one might see 0-3 pieces of armor after a battle, but 5 times that many cheap weapons carried by the same troop type. Of course, my comments here are all based on anecdotal experience, which could be skewed by randomness factors as well as (unconsciously) selective memory :wink:.
 
Wheem said:
Good info so far.
I think it might be interesting to know exactly how battle looting works. I've never looked through the scripts, but I've seen anecdotal evidence that some troops seem to drop particular items far more/less frequently than others. For instance, a few days ago I was testing loot and battle stutter by repeatedly fighting the same party of 25-30ish Vaegir Infantry deserters; there were probably something like a dozen victories where one or more Lamellar Vests (of varying quality) were available, but in only two cases did I see any Mail Haubergeon. I didn't really notice the same kind of discrepancy in helm or weapon types though; the number of Spiked vs Lamellar Helms were pretty evenly split.

I used the Troop Editor tool to look at the item lists for various soldier types, but didn't see anything about the % chance of individual men to have or drop particular equipment. I suspect that there are different % chances for each individual item from each troop to appear in loot, just as there are different % chances of say...a Swadian Knight to ride a Hunter or a Warhorse, but I don't know that for sure. Visually, it looked like the Vaegir Infantry actually wore more Haubergeons than they did Lamellar Vests, so if they have a higher % chance to drop Vests, I don't think it necessarily matches up with the % chance of them actually wearing Lamellar Vests over Mail Haubergeons.

At the very least, I suspect that it's more probable to get the cheaper loot over more expensive stuff; that would explain why one might see 0-3 pieces of armor after a battle, but 5 times that many cheap weapons carried by the same troop type. Of course, my comments here are all based on anecdotal experience, which could be skewed by randomness factors as well as (unconsciously) selective memory :wink:.
I'll act like that one is a request and I will check it out next time I open the scripts and see if I can find it and post the finding in this thread.
 
Sorry for double post, but I wanted the guy I replied before to see I posted.

I looked into Looting and I could not find any traces of where it picks what items there should be looted other than some random items.

So my guess is that the game picks some of the default items that the troops hold and plus it with some random items fitting the strength of the enemy. That would also explain why some people drop items that they did not use in well battle or can be find on them in Troop Editor.

However I am not 100% sure of it, so I will not add it to my list.
Sorry, mate.
 
Karmine said:
Sorry for double post, but I wanted the guy I replied before to see I posted.

I looked into Looting and I could not find any traces of where it picks what items there should be looted other than some random items.

So my guess is that the game picks some of the default items that the troops hold and plus it with some random items fitting the strength of the enemy. That would also explain why some people drop items that they did not use in well battle or can be find on them in Troop Editor.

However I am not 100% sure of it, so I will not add it to my list.
Sorry, mate.
Thanks for checking, but I guess some facets of looting will remain a mystery for now :wink:
 
If you got any other mystery you  want me to look into, I'll gladly do it and see if I can solve it.

I'll be much faster this time cause I am no longer ill and ready to script search.
 
In that case, could you have a look if it's possible to enable looting after a siege defence?

Anyway, it's possible that the loot generation chance for every item is based on the rarity numbers for the generation of Merchant inventories. You get what I mean? Every item has a rarity number, the higher this number is, the more chance that it will pop up in the weapon/armour/horse/good merchants. It probably influences the percent chance in loot generation as well.
 
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