[Discuss] An observation
Greg McGlynn
greg at mcglynns.org
Mon Jun 11 02:27:53 CEST 2007
Lyle Esau wrote:
> 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.
>
If civil work is boring, perhaps the idea that every region should be at
stats of 100-100-100-Core needs to go. As suggested above, make it
easier to keep regions from revolting outright, but make optimal stats
virtually impossible to achieve. Make it so that "Core" really only
describes the few core regions of your realm, and "Main" really is the
level of control you should expect over a typical region. Large realms
should expect to have several outlying regions that are only Province.
This should be affected by distance from the capital and tax rate, of
course. I also think it should be strongly affected by militia presence:
armed men work wonders in terms of keeping a region under control. This
would provide a quick and dirty (if expensive) method of making sure a
newly taken region doesn't revolt: just drop several hundred militia and
even the most violent independence movement can be subdued.
For a given realm control level, there should be a "set point" to which
loyalty, morale and production will slowly drift--slowly enough that you
might want to use civil and police and bureaucratic work to speed things
up. Core regions might be expected to hold steady in the 90s, Main
regions in the 70s-80s, and Provinces in the 50s and 60s. Because stats
would only drift slowly, player actions to improve stats above these
levels would have a real but temporary effect--a dedicated bureaucrat
might maintain a Main or even a Province region in the 90s, but you can
only have so many bureaucrats before the red tape starts to hurt.
Bureaucrats are still relevant, for those that want to play them, but
they're not required.
So, here's what might happen under this system: a medium-sized realm
takes over a new region. It's not too far from the capital, so they can
eventually expect to control it at "Main" status. However the region is
not yet well integrated into the realm, and it's only Occupied at the
moment. So 200-300 militia are set up to keep things under control and
most of the army moves on. The stats are devastated after a brutal
takeover (or two, or three), but they'll rise on their own (though it
will take a while). Maybe a few bureaucratic types stick around to speed
the process up and get the region back on its feet faster. Over time,
the presence of militia brings realm control up to Main. With minimal
hassle for the players, the region is brought under control and no one
has to stand around for weeks to keep it from going rogue.
I don't know whether something like this is desirable or easy to
implement, but I think it's an interesting idea.
Greg McGlynn
(Xerxes, Jaarno, Phaedo, Indairo)
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