giskard
09-20-2002, 03:26
Hello all.
I just uploaded a new campaign that came about because some users wanted regions to be less predictable.
The new campaign is called Rebel Dawn (uploaded to TW.org already but not online yet) and is based heavily on Pagan Dawn. I didnt want to release any new campaigns until I saw what support was in the next patch but this one proved to be more interesting than I expected.
Heres the link. http://www.respawn.co.uk/modules.php?name=Downloads&d_op=getit&lid=121
Here is why.
I made all the kings starting points stable regions and made all the rest rebelious. I had to increase the taxes in several regions and add more troops to prevent the campaign from becoming an entirely Player v the Rebels game after 2 turns but the side effects are what I want to talk to you guys about.
Making the regions Rebelious had 2 side effects.
1) 200 peasants could just about control all regions with a max of a 29% chance of revolt in some of the worst regions.
2) Failing to build improvements in the first 2 turns lead to some serious problems with rebels a rising. EG between 1800 and 3000 strong rebel armies from a region with a rebelous value of just 1.
3) Players that did improve their land and managed to raise the zeal a bit saw the rebels coming out on their side after their regions where invaded by another faction.
The likely hood of this happening in my new campaign is so high and depends so much on the players own actions than the campaign map it self will never be the same game. If a player stabilizes a region though, it remains stable until a major change occures then the rebelious setting clicks into action.
Good landlords stand to gain from it, bad ones will have a much harder time. Taking over new regions will be much more difficult as the benefits you get as a good landlord also apply to the enemy factions too.
And that doesnt even include Religous differences hehe.
I love it, give it a try your selves.
Giskard
I just uploaded a new campaign that came about because some users wanted regions to be less predictable.
The new campaign is called Rebel Dawn (uploaded to TW.org already but not online yet) and is based heavily on Pagan Dawn. I didnt want to release any new campaigns until I saw what support was in the next patch but this one proved to be more interesting than I expected.
Heres the link. http://www.respawn.co.uk/modules.php?name=Downloads&d_op=getit&lid=121
Here is why.
I made all the kings starting points stable regions and made all the rest rebelious. I had to increase the taxes in several regions and add more troops to prevent the campaign from becoming an entirely Player v the Rebels game after 2 turns but the side effects are what I want to talk to you guys about.
Making the regions Rebelious had 2 side effects.
1) 200 peasants could just about control all regions with a max of a 29% chance of revolt in some of the worst regions.
2) Failing to build improvements in the first 2 turns lead to some serious problems with rebels a rising. EG between 1800 and 3000 strong rebel armies from a region with a rebelous value of just 1.
3) Players that did improve their land and managed to raise the zeal a bit saw the rebels coming out on their side after their regions where invaded by another faction.
The likely hood of this happening in my new campaign is so high and depends so much on the players own actions than the campaign map it self will never be the same game. If a player stabilizes a region though, it remains stable until a major change occures then the rebelious setting clicks into action.
Good landlords stand to gain from it, bad ones will have a much harder time. Taking over new regions will be much more difficult as the benefits you get as a good landlord also apply to the enemy factions too.
And that doesnt even include Religous differences hehe.
I love it, give it a try your selves.
Giskard