craZcelt
22-10-2004, 08:54
Hey guys,
All comments welcome...
First, an observation:
It seems to me that enemy armies, regardless of their kingdom's religion, have a concerning tendancy (or so it seems to me) to sack and pillage monasteries/religious 'villages'. I'm not 100% certain that this isn't random, but as I've played it seems I've seen many more monsteries attacked than other village types... and it's not about proximity - sometimes enemies or rebels will cross most of a province to sack a monastery instead of the harbour, etc.
Maybe the AI makes no distinction between village types in terms of raiding targets,
but perhaps that in itself is something that could be changed? (Chance that enemies of same faith attack religious villages down x%, and vice versa with enemies of different faiths..)
Second, a suggestion or three:
Maybe in a future patch, how about weighting the liklihood (+/- [n]% chance modifier?) that an AI army (rebel or rival kingdom) will attack religious villages based on:
a) their own kingdom's religious affiliation (ex: Catholic knights sacking churches in other Catholic kingdoms should be somewhat rare, and actively discouraged by it's leaders)
b) their King's 'religion' statistic? (i.e. adding +[n]% for each 'star' in "Religion" a King/Ruler possesses to the chance against his knights sacking monasteries of same religion, etc)
c) whether or not a rebelling loyalist leader 'comes from', or is loyal to, a kingdom of same/different religion (Ex. A: Muslim Fatimids conquers Rome. Fatimids successfully converts province to Muslim religion. Italy/Papacy loyalist rebels happen to appear, and thus they would have increased chance to attack Muslim religious villages vs. other village types because of their differing faith. On the other side, for example, a Catholic kingdom answers a crusade against an Orthodox/Pagan/Musim province and eventually succeeds in converting it to their faith. Any Muslim loyalist rebels in that province should have an increased chance to attack monasteries, in an effort to weaken the hold of the enemies' religion on their homeland.)
Also on this point, rebels (specifically loyalists) loyal to same-faith religions should have a significantly reduced chance of sacking religious villages.
* Maybe if the player decides to raid an opponent's religious village of the same religion (ex: England vs. Italy), maybe a negative modifier to be applied to his kingdom's
relationship with other nations sharing that religion? Or, at least the modifer could be scaled according to how 'religious' a certain leader is (0-3 stars in 'religion'). It should also increase the chance that a Catholic kingdom committing such acts would be excommunicated and or have Crusades called against them.
I think it should bother the Pope or other pious leaders when a certain ruler allows his marshals to pillage & raze Catholic monsteries across western Europe, for ex. :]
Not sure if this concept would be unbalancing if applied equally to computer players (unless a strong resistance to attacking same-faith monsteries, etc is built into the AI, they would build up many hostile relations quickly... but maybe that's just reward for such actions)
Adding some level of reward/penalty (in relations or happiness or kingdom power, etc) for significant acts of honour/chivalry and/or piety (like saving x-number of monsteries/villages from destruction in time), vs. otherwise evil or ruthless acts would add a whole other level to how one chooses to play KoH, as well as the realism of national faith having some impact on wartime behaviour.
To what degree any of this this could be easily implemented in a patch, versus an expansion or sequel, I don't know... but I'd love the extra depth! :]
What do you guys think?
CraZcelt
All comments welcome...
First, an observation:
It seems to me that enemy armies, regardless of their kingdom's religion, have a concerning tendancy (or so it seems to me) to sack and pillage monasteries/religious 'villages'. I'm not 100% certain that this isn't random, but as I've played it seems I've seen many more monsteries attacked than other village types... and it's not about proximity - sometimes enemies or rebels will cross most of a province to sack a monastery instead of the harbour, etc.
Maybe the AI makes no distinction between village types in terms of raiding targets,
but perhaps that in itself is something that could be changed? (Chance that enemies of same faith attack religious villages down x%, and vice versa with enemies of different faiths..)
Second, a suggestion or three:
Maybe in a future patch, how about weighting the liklihood (+/- [n]% chance modifier?) that an AI army (rebel or rival kingdom) will attack religious villages based on:
a) their own kingdom's religious affiliation (ex: Catholic knights sacking churches in other Catholic kingdoms should be somewhat rare, and actively discouraged by it's leaders)
b) their King's 'religion' statistic? (i.e. adding +[n]% for each 'star' in "Religion" a King/Ruler possesses to the chance against his knights sacking monasteries of same religion, etc)
c) whether or not a rebelling loyalist leader 'comes from', or is loyal to, a kingdom of same/different religion (Ex. A: Muslim Fatimids conquers Rome. Fatimids successfully converts province to Muslim religion. Italy/Papacy loyalist rebels happen to appear, and thus they would have increased chance to attack Muslim religious villages vs. other village types because of their differing faith. On the other side, for example, a Catholic kingdom answers a crusade against an Orthodox/Pagan/Musim province and eventually succeeds in converting it to their faith. Any Muslim loyalist rebels in that province should have an increased chance to attack monasteries, in an effort to weaken the hold of the enemies' religion on their homeland.)
Also on this point, rebels (specifically loyalists) loyal to same-faith religions should have a significantly reduced chance of sacking religious villages.
* Maybe if the player decides to raid an opponent's religious village of the same religion (ex: England vs. Italy), maybe a negative modifier to be applied to his kingdom's
relationship with other nations sharing that religion? Or, at least the modifer could be scaled according to how 'religious' a certain leader is (0-3 stars in 'religion'). It should also increase the chance that a Catholic kingdom committing such acts would be excommunicated and or have Crusades called against them.
I think it should bother the Pope or other pious leaders when a certain ruler allows his marshals to pillage & raze Catholic monsteries across western Europe, for ex. :]
Not sure if this concept would be unbalancing if applied equally to computer players (unless a strong resistance to attacking same-faith monsteries, etc is built into the AI, they would build up many hostile relations quickly... but maybe that's just reward for such actions)
Adding some level of reward/penalty (in relations or happiness or kingdom power, etc) for significant acts of honour/chivalry and/or piety (like saving x-number of monsteries/villages from destruction in time), vs. otherwise evil or ruthless acts would add a whole other level to how one chooses to play KoH, as well as the realism of national faith having some impact on wartime behaviour.
To what degree any of this this could be easily implemented in a patch, versus an expansion or sequel, I don't know... but I'd love the extra depth! :]
What do you guys think?
CraZcelt