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Angryminer
07-06-2005, 11:53
He doesn't want to change the costs for increasing kingdom power but the financial bonus from kingdom power.
The bonus is called "ProdMod" (short for "Production Modifier") if I remember correctly. It is set to 0 at the moment. The value determins the bonus in percentages. If you set "ProdMod" to 3 everyone will get 3% money from each level of kingdom power. I suggest to keep the bonus low, because it increases the difference between the poor and the rich, and you don't wanna be a liberal, do you? :dwink: (just joking)

Angryminer

Freyland
08-06-2005, 03:51
Found it last night, by comparing to the old econst.in2 file. Changed it back to 10, and yet I have not found that my KP of 4 is really increasing my income very much (maybe 24 gold, and I am England with 9 provinces). Other thing of note is that my trading partners are not worth much-- in my first game of vanilla KOH, my prime trading partners were worth over 100 gold. Now, the best I can get is 30 ish, and the HRE, which is extremely rich (and I am harmonious with) dropped from 30 to 10 to 0. Now why would that be?

Jonathan

Gustavus Adolphus
08-06-2005, 04:22
If your on the GoG mod, it is 10 gold per trade good.

Angryminer
08-06-2005, 12:16
In GoG you'll need trade goods to trade with. Each trade good will allow you to trade for additional 10 gold, no matter the size of your nation or the nation you are trading with. Also, it will make no sense to trade with a nation that has abaut all trade-goods, because you will only get the 10 gold for goods you have but they don't have.

Angryminer

WilliamMarshal
09-06-2005, 18:59
AngryMiner,
Being in the US, I only recently got a hold of KOH and had played through a few times unmodded. Looking for more of a challenge, I installed your mod and found gameplay to be excellent. I had little trouble adapting to your changes because the changes you made are logical and do the things I had expected to see in the first place with the original. Changes I'm particularly happy with: it makes the AI player "smarter", countries are more stable, overall kingdom power rankings have a tighter spread of values, the trading system is more realistic, and the tech trees and upgrade chains are logical and smart. Best of all, it's challenging to play! Overall, great job and keep up the excellent work.

Angryminer
09-06-2005, 19:27
Welcome to the forums and a great many thanks for the kind words, WilliamMarshal! :go:
KoH-1.6 is already on the way.
Let's make a quick list of changes since my last post:
- The AI will now tend to forge bigger alliances and stick with them. In my longest testing game (6 hours at gamespeed 4.0) I saw a continuous alliance of Byzantia, Kazan, Hungary and Kiev spreading over 43 provinces, each in alliance with every member. The alliance lasted well over 5 hours (I didn't look during the first hour).
- I found out that the AI only pillages in order to kill citizens (and evil kings like killing people). I removed this behaviour and now the AI pillages quite seldomly but heads straight for the town.
- I encouraged honorful behaviour. When braking agreements (especially alliances) you will loose a noticeable amount of relations with all others you have agreements with.
- I removed the peasants from the game. The armies are more of a challange now.
- I increased the number of knight's guards. Now they should be able to defend themselves against a single squad of feudal knights.
- I spend some thoughts on KingdomPower:
Low kingdompower means the king doesn't care for foreign relations and neglects the needs of the peasantry. He will squelch as many money from his nobles as possible without caring about their problems.
On the other hand a king with high kingdompower spends a lot of time and money on foreign relations and will settle domestic problems with a little money here and there, or will not raise this-or-that tax in order to keep his influence.
As a conclusion you will get money from low kingdompower, but high rebellion risk. A high kingdompower will lower the rebellion risk but also cost upkeep.
Now it is up to you if you want to be greedy and cruel or nice and friendly. :wink:

I'm quite happy with my progress, but I have to test some more.

Angryminer

Ghost
09-06-2005, 19:36
Great work Angryminer, im looking forward too 1.6 but i hope the AI pillage behaviour change is only applied to enemy nation armies and not the Rebels. Cause it makes sense that rebels plunder. And the enemy nation army should firsty plunder a grainstore before attacking a town, this to increase there AI so they make more chance of succes of winning during the siege/assault of the town.

Angryminer
09-06-2005, 19:45
The rebel's behaviour is unchanged. They will, as always, have a specific chance to attack the town after they have reached 4 stars of experience.
But I can not control what the armies plunder. The Ai looks at a table of variables I can set and chooses "Okay, I want to be evil now, I'll plunder some village!" or it says "Oh well, the people have suffered enough, time to take the town!". At the moment I have it set to mostly head straight for the town.

Angryminer

Elvain
09-06-2005, 20:26
hey, those changes sound great :go:

Illuminatus!
09-06-2005, 23:31
The kingdom power idea especially. Also, my game arrived today. :bday:

Da Bomb
09-06-2005, 23:55
So Angryminer, a couple questions/comments.

1. About the whole expensive 2nd marshal. It's kind of hard to conquer an enemy province with only 1 marshal when sometimes they have 1 and some guards hired for the province and the town guards. Also, if I remember correctly royal marshals don't cost, but sooo often I get no heirs or just 1, so when your king dies you have to go back to 1 marshal besides king or pay the price?

2. Your saying that if you have an alliance with 2 nations, they will form an alliance? or just not get worse in their alliance?

3. I remembering reading or hearing somewhere that the knight is the strongest unit, but why are Keudal Knights over triple the price?

4. About the Kingdom power. Are you saying that at negative you gain money but lose happiness, but with positive kingdom power you lose money but gain happiness?

Gustavus Adolphus
10-06-2005, 04:25
Angryminer, I think I found a bug. Tell me if im wrong, but is sicily supposed to get normans as a kingom special unit? :scratch:

Elvain
10-06-2005, 10:12
Angryminer, I think I found a bug. Tell me if im wrong, but is sicily supposed to get normans as a kingom special unit? :scratch:it's not a bug.

I'm not sure if in GoG there is only Sicily(consisting of Sicily, Sardiny, Apulia and Naples - as it is in HolyRome) or Sicily and Naples(as in original version of game), but it's not so important. The fact is that High medieval kingdom of Sicily was formed by Normans(Robert Guiscard and co.) so it is in fact descendant of Norman dominions in south Italy.

Angryminer
10-06-2005, 10:26
@Da Bomb:
1. Yes, you'll have to make up a nice strategy in order to take a town with just one marshall. That's intended.
Try, for example, to starve the enemy out of the castle. Or you might also try to plunder some farms and make the enemy face you on the open field. Or, even better, attack a different province. The enemy will have to intercept you or loose a province.
In one sentence: Yes, and isn't that just great?
2. Your relations with the two others will be very good. That means that their relation towards each other will also improve. Propably, you invoke the alliance of both upon another enemy and the relation of your two allies will be soon "unified" (because they are at war with the same enemy). Then they are very propable to sign an alliance-pact among each other.
But no, it's not a set rule that they *have* to make an alliance. It just happens rather often when you act wisely.
3. Feudal Knights have the great advantage that the battle isn't lost when they die. Also, you can have multiple squads of feudal knights in an army. They are also able to perform different formations.
Also, their charge is just astonishing. Two squads of feudal knights can, when used wisely, defeat complete armies of heavy infantry.
4. Yes, you've got the idea. This way you can't have low rebel risk and loads of money. You'll have to choose. That's a nice effect, in my opinion.

@Gustavus Adolphus:
The unit-layout on the map was done by Elvain. He's the one in charge for that, but I think I can say something about that too. The Normans did settle in Sicily and later also reached the byzantine Empire, where they got to be called Warangians if I remember correctly. The Normans in Sicily are propably an account of this, though I personally would tend to give Sicily the Warangians as a kingdom special unit. But my historic knowledge is rather limited here.

To both: Great to hear some feedback. :go:

Angryminer

Elvain
10-06-2005, 10:47
offtopic:
@Gustavus Adolphus:
The unit-layout on the map was done by Elvain. He's the one in charge for that, but I think I can say something about that too. The Normans did settle in Sicily and later also reached the byzantine Empire, where they got to be called Warangians if I remember correctly. The Normans in Sicily are propably an account of this, though I personally would tend to give Sicily the Warangians as a kingdom special unit. But my historic knowledge is rather limited here.Well, just to explain it historicaly:
Both Normans and Varangians are kind of "modified" Vikings. Normans are "western"-Danish Vikings who settled in Normandy and spoke French, Varangians are "eastern"-Swedish Vikings who in fact built up Russian principalities.

Normans: in 9th century, king of France gave Danes area around Rouen as a fief, later they formed there duchy of Normandy. In 1066 William of Normandy conquered England, but before that(since approx.1000) youngest sons of Norman nobles(such as Robert Guiscard) were being hired in south Italy into services of Byzantine strategs(generals) and Langobard dukes in south Italy against muslims. After a short period, some of Norman mercenaties established own dominions and step by step they conquered all Byzantine and Langobard domains in South Italy what was finished by conquest of Sicily in 1160. Later they expanded to eastern Adriatic area and participated on Cruasdes. Those Normans spoke French.

Varangians:it is kind of Russian name for Vikings. In 10th century Byzantines needed help against 3 dangerous enemies: Pechenegs, Bulgarians and Arabs + there was strong rebellion against emperor Basileus II. So he asked prince of Kiev for help and he sent him his Varangians who started to cause him problems in Russia. byzantines started to use Varangians as emperor's personal guard since that.
PS: Byzantines used many "nations as mercenaries, including English, French, Normans("French Vikings") and Varangians("Russian Vikings").

Angryminer
10-06-2005, 10:56
Great! :go:

Angryminer

Baghera
10-06-2005, 16:02
I love Elvain's history lessons :go:

Da Bomb
10-06-2005, 16:16
Thanks again Angryminer.

I think what you said about the marshal is cool, but the enemy pays loads for the second marshal, too right?

And what do you mean "Feudal Knights have the great advantage that the battle isn't lost when they die"?

Thanks again!

Gustavus Adolphus
10-06-2005, 17:14
@Elvain Wow your really know your history. I never really studied about that. :bowdown:
Anyway wouldn't it be better instead of giving them normans, to give them varagins?

Elvain
10-06-2005, 17:58
@Elvain Wow your really know your history. I never really studied about that. :bowdown:
Anyway wouldn't it be better instead of giving them normans, to give them varagins?
no, because Normans who established kingdom of Sicily came from France(Normandy). In fact Southern Italy was conquered by same generation of French speaking Normans like England, maybe even relatives. Not by Russian Varangians :wink:

but this is becoming too offtopic :scratch: this thread is not about Normans but Glory of God