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  1. #1
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Post cataclysm mechanics

    Quote Originally Posted by econ21
    I think the revisions I've suggested are relatively minor and simple - I don't think they amount to a re-write from the ground-up. I must admit Stuperman's idea about a full rules re-write filled me with dread.
    It was not my intention to say that your CAs were re-writing the rules from the ground up. I was simply making a general observation about the game. Re-writing from the ground up is stuff like I sent you last week. By comparison, even the most radical of the above CAs are simply a minor to moderate change.

    Quote Originally Posted by econ21
    I think limits on army size - plus spawning AI armies - may be a big part of the solution to the challenge. And I think having multiple modest armies and feudal levies may be the way to give all players some battles (as opposed to the Chancellor or Dukes doing everything thing with half a dozen uber armies).

    I think it is worth testing those ideas - even if just for 5 turns - rather than starting a new game, because the cost of testing them in KotR would be low whereas we are not ready to let the game die just yet.
    I agree. My concern about the army size CA is not that it would make the game more complex or slow it down. If anything, it's the perfect example of how to make significant changes to the gameplay without increasing the burden on the players. My concern about army size is simply that it will be too hard. Thus, I fully support a 5 turn trial period to figure it out.

    Also, I was not speaking about any of your legislation at all in my "arbitrary limits" paragraph. That was more a cautionary tale for everyone based on my economic, recruitment, and movement rules, which I should really rename "guidelines."

    Quote Originally Posted by econ21
    Going back to reducing complexity: I had a thought about how to implement the feudal levy so that it does not cause confusion. Every Diet, I could post screenshots of people's levy for information and I could reorder the stacks so the levy units were the first ones in their avatar's stack.

    Then it should be fairly easy for players and the Chancellor to keep track of what are avatar's feudal levies - they would be the first four units in their stack (five for Dukes/Prinz).
    The levies idea intrigues me, but I am worried about the complexity. That is much less of a problem if you truly can do it all yourself, but I know there are limits on your time as well. I don't want the solution to all of our time and complexity problems to become 'let econ21 deal with it.' That's just unfair. You're a player as well as a the TR mod and KOTR overseer. We need to make sure we don't overwhelm you while we are trying to spare ourselves.

    I also question how much value this will bring to the game in comparison to the costs in time and complexity. Perhaps I am wrong, but I have not personally found the unit recruitment and allocation system in the Cataclysm to be particularly fun. It is useful because it makes people struggle for resources, but I think it is the struggle itself that provides the most entertainment, not necessarily the intricacies of army customization. Most of the large armies that have been built have migrated towards a normal balance anyway, proving that what people want is really what we also give them in under the normal KOTR rules. Thus, minor tweaking of units seems to me to be of low benefit in comparison to the time and energy it will eat up.

    That said, I do see a major potential in your levy idea: ownership. I get the sense that people really, really like "owning" things in the cataclysm. They like being able to look at the map and say "That city and that army are mine. No one else can take them away from me against my will unless they pry them from my cold dead hands." That gives people a great deal of incentive to protect their assets and accumulate more. It is the basic building block of a true balance of power and a proper political system. While basic KOTR rules can "give" people Counties, I doubt many of us have really identified with them to a great extent.

    I put a lot of effort into making Lothar care about Florence, but at the end of the day, the person behind Lothar (me) didn't really give two florins what happened to it. No matter how much I wrote about it IC, the place never really felt like 'mine.' In contrast, being able to directly and materially draw on the resources of all of Bavaria has made me rabidly passionate about it. I let some of Bavarian cities fall early without a fight because I could justify it IC and it needed to be done to achieve the post-cataclysm status I am working towards. In contrast, I just recently stuck Lothar in Milan in a situation where he might very much die. I'm not sure I can beat that stack, but I simply couldn't stand the thought of letting it go without a fight when I had an army to fight with. At the same time, I have been agonizing about what to do with Nuremburg. I don't have enough electors or armies to pacify the place and keep it that way. It's tearing me up every time I have to roll a die to see which building gets knocked down, because I know those are my personal resources that are going down the drain. If this were the normal game, I would just shrug and add the building back to the construction queue, because its loss would have no material impact on me as a player.

    If we can somehow find a way to continue this sense of ownership, perhaps we can make people more invested in the game. Many of us are invested in our characters themselves because we spend a lot of time creating their backstories and having them climb the political ladder. However, few of us care about the actual individual armies or cities. We may say so IC, but did any of really care OOC when Rome was lost? I suspect not. I think there is a lot of room to explore ownership via armies and provinces. It may require new rules that are too radical for KOTR, but the levy idea in general is a small step in that direction and for that reason alone I am willing to give it a try. Again, I would urge a trial period, but it would be an interesting thing to test.
    Last edited by TinCow; 11-20-2007 at 19:47.


  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Post cataclysm mechanics

    I didn't care when Rome was lost. I did when its huge cathedral was knocked down though. Hans had it built after all
    You make very good points regarding those factors, in terms of ownership and complexity of levy.

    Regarding the levy, putting those units as first few in the stack doesn't mean it is easy to discern them at the end of battle. Any unit that was lost completely in the battle and is healed up afterwards will appear at the end of the stack after the battle. If you lose several units, then you cannot be sure which is which. You could of course say that you can keep track of it via in-battle screenshots, but these are also not always accurate as regrouping units can shift their positions. Thus, its incredibly difficult to mark them.

    Still, they are a good idea, and I think they should be subject to your own time constraints and will rather than being forced upon you. So if you decide that feudal levies are taking too much of your time, we can just abandon the idea and go with the units left of the levy but no longer replace them.
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  3. #3
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Post cataclysm mechanics

    Quote Originally Posted by TinCow
    That said, I do see a major potential in your levy idea: ownership. I get the sense that people really, really like "owning" things in the cataclysm. They like being able to look at the map and say "That city and that army are mine. No one else can take them away from me against my will unless they pry them from my cold dead hands." That gives people a great deal of incentive to protect their assets and accumulate more. It is the basic building block of a true balance of power and a proper political system. While basic KOTR rules can "give" people Counties, I doubt many of us have really identified with them to a great extent.
    I can't speak for how it would have been precataclysm, since I just joined, but I can say that during it the system TCset up makes a big difference. When I was first put in charge of Antwerp, I thought it was great, but I didn't strongly identify with the city, and wrote a back story having my character coming from elsewhere.

    Then when Tincow posted this past turn, and I saw my character's options and resources (including florins per turn) limited entirely in terms of my County it made a huge difference. I became determined to defend it, and to try to prepare to get deguerra's county(Bruges) back, to protect my and my allies resources.

    In one day I became so attached to my county I hoped very strongly that Hummel would not order me to abandon it and join him in the south, and prepared arguments to try to change his mind if he did. This was all a result of a feeling of ownership that would be lacking if if my resources and armies came entirely from the Chancelor. Even now I'm planning on the best way to face the French army that will be bearing down on Antwerp after it takes Bruges, and worrying about what the many Danish stacks in Franconia are up to.

    I think that feudal levies will contribute a feeling of ownership after the cataclysm.

    I don't suppose those armoured and mounted sergeants my guy spawned with can be part of my levy? I've grown attached to them as well, as an aspect of my background story that showed up ingame. I'll start with points in the hole if neccessary.
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  4. #4
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Post cataclysm mechanics

    P.S. If the levy system is tried and a points system used for it, I'll gladly make some charts and keep track of everyone's points, if it makes things easier for Econ21 or the Chancellor.
    V&V RIP Helmut Becker, Duke of Bavaria.



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  5. #5
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Post cataclysm mechanics

    For those who weren't around last year when we did the KOTR test game, here are links to the relevant threads. The KOTR test was actually originally designed to emphasize individual ownership of every aspect of the game. As you can see, it bogged down in complexity very, very quickly. One rule I learned from it: If you have to post an Excel spreadsheet every turn just to make the game make sense, it's too complex.

    Imperial Orders Thread - Main example of how complexity causes problems.
    Rules Thread and Discussion
    OOC Discussion - Us talking about what was and was not working.
    IC Discussion - Equivalent of the Diet


  6. #6
    Wandering Metsuke Senior Member Zim's Avatar
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    Default Re: Post cataclysm mechanics

    That OOC thread was particularly interesting to me as someone who didn't get in on the ground floor.

    I can still help out if the points system is used, but I'd like to say I prefer the other idea, where Econ determines a good four units for each levy.

    Quote Originally Posted by TinCow
    For those who weren't around last year when we did the KOTR test game, here are links to the relevant threads. The KOTR test was actually originally designed to emphasize individual ownership of every aspect of the game. As you can see, it bogged down in complexity very, very quickly. One rule I learned from it: If you have to post an Excel spreadsheet every turn just to make the game make sense, it's too complex.

    Imperial Orders Thread - Main example of how complexity causes problems.
    Rules Thread and Discussion
    OOC Discussion - Us talking about what was and was not working.
    IC Discussion - Equivalent of the Diet
    V&V RIP Helmut Becker, Duke of Bavaria.



    Come to the Throne Room for hotseats and TW rpgs!

    Kermit's made a TWS2 guide? Oh, the other frog....

  7. #7
    Senior Member Senior Member econ21's Avatar
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    Default Re: Post cataclysm mechanics

    If CA14.7 passes, at the next Diet, I will allocate feudal levies to players who are lords of a settlement. They will be commensurate with the lord's age and experience.

    At subsequent Diets, there will be scope to upgrade levies. For players who want it, I will implement a points based system. For the others, we can agree something less complicated and formal.

    Given that there was some expression of interest in the points based system, I've given it a bit more thought. By my maths, the points I proposed should give 61 year old Counts fully upgraded levies, so they will be able to die happy.

    Spoiler Alert, click show to read: 


    Upgrade paths (costs)


    Note: high lords may have TWO knight class units; the Kaiser THREE.

    Explanatory notes

    In order to be eligible for a feudal levy, you must be lord of a settlement.
    Counts and Dukes are lords of the settlements they govern. The Prinz and Kaiser are always lords.

    If you cease being a lord, your levy is disbanded at the next Diet. (This represents the loss of the social and economic basis of your levy).

    Lords are entitled to four units in a feudal levy. High lords (Dukes, King of Outremer, Prinz) are entitled to five; the Kaiser to six.

    When players first become lords, they start off with a feudal levy of four peasants. Every Diet, a lord is given 10 points they may “spend” those points to upgrade their units (high lords are given 13 points; the Kaiser 15). The cost of the upgrade is the difference in the cost of the two units. Armor or weapon upgrades cost one point per upgrade per unit.

    Steps on upgrade paths may be skipped if points allow (so a Feudal knight could be upgraded straight to Gothic). But units may only be upgraded to a unit on the same path. (e.g. an archer cannot be upgraded to a knight.)

    Units can be retrained at no extra cost: sacrifice will be rewarded.
    But lost units are replaced by peasants - look after your men.
    Last edited by econ21; 11-21-2007 at 10:03.

  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Post cataclysm mechanics

    A few questions on your new levy system:

    Cavalry - One max
    Knights - One max
    Since according to our current system, mounted knights count as both knights AND cavalry, how is that to be read?
    DGK - I thought there was a general murmur not to implement them, so that should be Twohanders?

    Retraining still evens out experience or retrain at max?
    Also, regarding my earlier point on the half-stack armies, will the restriction on mounted knights = cavalry+knight be lifted, so that they count as cavalry only and in turn the knight limit per army can be slightly reduced?
    Last edited by FactionHeir; 11-21-2007 at 00:25.
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