[Discuss] An observation
Lyle Esau
lyle.esau at gmail.com
Sun Jun 10 22:13:04 CEST 2007
Jonathon Taylor wrote:
> On 10/06/07, *Tom Vogt* <tom at lemuria.org <mailto:tom at lemuria.org>> wrote:
>
> Samuel Knowlton schrieb:
> > It's not the ruler or the Duke who's making us do it. It's the
> game. "Well,
> > civil work is boring, so let's just lose all the regions that
> need civil
> > work" is hardly a solution.
> >
>
> Maybe I should add a lower threshold of "don't bother", essentially
> making things that give +1% into things that give nothing.
>
> Really, I can understand why that's not fun. But still, there
> _are_ more
> effective ways than putting everyone to slave labour.
>
>
> How about simply make it impossible to have above 90% in
> production/morale/loyalty?
> The top 10% fluctuates at it's own will and can only be influenced
> negatively, or possibly positively, but only thrown the use of
> investments, heroes tails, festivals, holidays and tournaments?
>
> Now, a loss in 10% of production, morale and loyalty in all regions of
> a realm is going to do alot of harm, so to make it simpler, why not
> simply up the values (we are only shown percentages) of the actual
> figures which the percentages come off that are displayed by 10% which
> can only be attained at random and through means stated above, so
> Civil Work and Beurocratic duties cannot improve them?
I like the idea of having a maximum cap for the stats. But I'd think it
should depend on what the region is at the time. Be it Occupied,
Provincial, Main and Core.
Now make it harder to change these stats for the positive, while in turn
making it easier to control a region. Of course Occupied and Provincial
regions are likely to need a steady garrison at all times.
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