FactionHeir
03-27-2008, 16:33
I'm working on 0.92 in the background currently but it won't be up for another few weeks most likely.
However, this is a good opportunity for you to chip in your thoughts about changes and input further suggestions to make this mod better.
Please keep in mind that to keep to Vanilla, I will not be adding new factions or new religions. I may make the map more detailed at some point by adding regions, but the mapper hasn't gotten back to me in over a month so that is on hold for now. If you wish to lend your services in that regard, please let me know.
As I am only 1 tester, if you have any observations about mongol/timurid behavior, this is the time for you to comment. They run fine most of the time in my games, but I cannot vouch for it in general.
Done
- Changed AI money script. Now uses TurnEnd rather than TurnStart and playable non player factions now get florins based on number of settlements. 1800 before turn 40, 2600 after, for each settlement with the limit of 90000 until mid game and 120000 during late game. Made similar changes to slave faction.
- Made AI a bit better on campaign map, should take regions rather quickly and build its forces more concentrated. Sometimes still acts erratically however at certain points (outside my control).
- Changed rebellion mechanics. In general, armies are now 0.5% more likely to rebel at turn end. However, larger armies are now less likely to rebel rathern than more likely as they used to be. Captain-led stacks have a higher chance of rebelling rather than a lower chance as previously. Excommunication and death of a leader will for their current turns cause higher rebellion rates if authority or loyalty are low. Being close or inside a rebel faction causes nearby stacks to experience slightly higher rates of rebellion if no led by a general.
- Removed some AI bonuses in regards to rebellion. They used to have 25% chance of human players. They now have 50% chance of human players. This is both to reduce AI cheating but at the same time (due to AI stupidity) this remnant is important to its survival.
- Made bribery even more fluent after figuring out some more attributes. A highly skilled diplomat should have no problems bribing a 30k pop settlement now unless it has high loyalty or you lack the florins to do so.
Note that bribery cost is hardcoded to some extent. It is based on building and unit cost values so it cannot be lowered without making those dirt cheap as well
- Made a few minor adjustments to guild points
- Made major changes to faction relations. Relations when allied to several inter-allied factions will no longer stay at Perfect all the time without marriage alliance. Pope takes offence slightly faster and changed thresholds for release/execute.
- Rebalanced a few units (Lesser spears have slightly lower defense and attack values, changed some units boni vs cavalry)
- Reduced ship replenishment rates across the board so less ships are being spammed (and to show that it actually takes time to ready more ships). Mercenary ships can sometimes be a welcome addition now
- Added triggers for sally-type battles so they now also give Good/Bad siege traits
- Fixed an instance of an inaccessible resource at Metz
- Increased slightly the negative income effects of devastated tiles
- Decreased slightly the tax income from castles
- Horde factions (Mongols/Timurids) now always act efficiently in terms of advancing onto their next targets
- Made AI defend their settlements better
- Removed hardy attribute from genoese militia and retinue longbows
- Downgraded very_hardy to hardy on sherwood archers
- Added aztecs to playable custom battle fations
- Added adoption triggers for aztecs, mongols and timurids
- Reduced accuracy of composite and bodkin arrows minutely
- Decreased princess upkeep from 250 to 200
- Increased agent movement speed slightly
- Increased Mongol horde by 6 stacks and Timurids by 4 stacks
However, this is a good opportunity for you to chip in your thoughts about changes and input further suggestions to make this mod better.
Please keep in mind that to keep to Vanilla, I will not be adding new factions or new religions. I may make the map more detailed at some point by adding regions, but the mapper hasn't gotten back to me in over a month so that is on hold for now. If you wish to lend your services in that regard, please let me know.
As I am only 1 tester, if you have any observations about mongol/timurid behavior, this is the time for you to comment. They run fine most of the time in my games, but I cannot vouch for it in general.
Done
- Changed AI money script. Now uses TurnEnd rather than TurnStart and playable non player factions now get florins based on number of settlements. 1800 before turn 40, 2600 after, for each settlement with the limit of 90000 until mid game and 120000 during late game. Made similar changes to slave faction.
- Made AI a bit better on campaign map, should take regions rather quickly and build its forces more concentrated. Sometimes still acts erratically however at certain points (outside my control).
- Changed rebellion mechanics. In general, armies are now 0.5% more likely to rebel at turn end. However, larger armies are now less likely to rebel rathern than more likely as they used to be. Captain-led stacks have a higher chance of rebelling rather than a lower chance as previously. Excommunication and death of a leader will for their current turns cause higher rebellion rates if authority or loyalty are low. Being close or inside a rebel faction causes nearby stacks to experience slightly higher rates of rebellion if no led by a general.
- Removed some AI bonuses in regards to rebellion. They used to have 25% chance of human players. They now have 50% chance of human players. This is both to reduce AI cheating but at the same time (due to AI stupidity) this remnant is important to its survival.
- Made bribery even more fluent after figuring out some more attributes. A highly skilled diplomat should have no problems bribing a 30k pop settlement now unless it has high loyalty or you lack the florins to do so.
Note that bribery cost is hardcoded to some extent. It is based on building and unit cost values so it cannot be lowered without making those dirt cheap as well
- Made a few minor adjustments to guild points
- Made major changes to faction relations. Relations when allied to several inter-allied factions will no longer stay at Perfect all the time without marriage alliance. Pope takes offence slightly faster and changed thresholds for release/execute.
- Rebalanced a few units (Lesser spears have slightly lower defense and attack values, changed some units boni vs cavalry)
- Reduced ship replenishment rates across the board so less ships are being spammed (and to show that it actually takes time to ready more ships). Mercenary ships can sometimes be a welcome addition now
- Added triggers for sally-type battles so they now also give Good/Bad siege traits
- Fixed an instance of an inaccessible resource at Metz
- Increased slightly the negative income effects of devastated tiles
- Decreased slightly the tax income from castles
- Horde factions (Mongols/Timurids) now always act efficiently in terms of advancing onto their next targets
- Made AI defend their settlements better
- Removed hardy attribute from genoese militia and retinue longbows
- Downgraded very_hardy to hardy on sherwood archers
- Added aztecs to playable custom battle fations
- Added adoption triggers for aztecs, mongols and timurids
- Reduced accuracy of composite and bodkin arrows minutely
- Decreased princess upkeep from 250 to 200
- Increased agent movement speed slightly
- Increased Mongol horde by 6 stacks and Timurids by 4 stacks