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chavenduka
17-06-2005, 01:11
Sorry if I missed this in the change log...

Is the king's Economic skill now turned off? If so, what file contains this parameter?

Thanks.

Angryminer
17-06-2005, 14:39
I don't think I modded anything about the king's economic skill and I also can't remember if I found anything relating to it. I guess you are on your own here. But tell me if you found something. :go:

Angryminer

chavenduka
17-06-2005, 15:32
Hmmm... I assumed I would see a boost on the income page correlating to his skill. I never checked in vanilla, so maybe that is a bad assumption on my part.

dminoz
22-06-2005, 01:43
Angryminer, I have a couple of questions about your mod.

Firstly, so far (after a couple of hours play) it seems very good, and definitely makes the game more demanding of attention. In my very first game of vanilla KoH, as a total noob, it was no effort at all for me to build Sweden up into the second strongest power in Europe, with all my provinces and fortifications fully developed. Then the strongest power (Kazan) declared war on me, and fought like an old grandma. They were collapsing as fast as I could throw my armies at them. It was at that point that I abandoned the game and downloaded your mod.

In my first Gog game, I played the same style as my previous game. Then I found that I'd over-reached myself financially, and that money doesn't flow like water, as in unmodded KoH! Then a spy assassinated my King, and another spy engineered the secession of my richest province. I sent my army in to retake the province and they captured my Marshal and put him in prison! My neighbours all seemed to be much more cagey in their diplomacy, as well. Then Novrogod dowed me and it was all over.

Much more like it! As a new player, I fully expect my head to be handed to me by the AI, and it certainly was.

So, I've started my second, much more careful, game of GoG KoH, again as Sweden.

I have a few questions:

1) What difference does the Easy/Normal/Hard setting make with GoG? What variables change? Is there a recommended setting to use when playing under GoG?

2) Does a governing cleric have any effect on the happiness of a province in GoG??

3) Can you explain a little more about the changes you've made to the Kingdom Power system? What are the intended implications for gameplay?

4) What has changed about the spy system in GoG? They definitely seem much more active, or was that just some bad luck on my part?

Thanks for a very encouraging mod. I especially like what youve done with the economic system.

/D

Elvain
22-06-2005, 10:21
Hi, I must agree with you. Finally I had some time to try changes made in GoG1.6 and they are great. Well I didn't try the whole mod so far, but I tried to put those new changes into my game and they are just fantastic :go:

I'll try to answer @dminoz:
1) as far as I know Angryminer is testing only on hard (as probably all moders. As the game is too easy even on hard, we need to improve at least hard level...)

2) since 4 stars cleric adds happiness (+20)

3)this what I like probably the most!!! :wink: KP is(as I understand it) meant now to be understood as "kingdom reputation" more than real power. If a player is honorable and humanstic, it is reflected at home(happiness of people) as well as in abroad(better posibilities to negotiate etc.) but for such rule he needs lot of administration (to keep people happy) and high expenses on royal court("diplomatic missions" in abroad etc.)
In the other hand, if the player is ruthless and greedy, he doesn't need to keep any diplomats as he doesn't care of their advices in foreign policy, he doesn't care of home population(as he demands war tax-which decreases KP) so he has bad reputation in abroad and at home too(highh rebelion risk). So you can decide if to be humanist or ruthless and greedy:
high kingdom power gives you good reputation and makes your people happy, but costs you money
low kingdom power gives you money bonus, but keeps your people unhappy and rebelling

4) no it was no way bad luck. Spying activity of all AI personalities is wastly improved: "evil" personality has it even set it on 100% :go:

Angryminer
22-06-2005, 16:42
Thanks Elvain for answering the questions in my absence! :go:
And also a lot of thanks to dminoz for the kind words. :go:
Elvain answered most of the question nicely...
But about the first one:
I didn't modify the other difficulty-settings beside "hard" at all. They will propably play poorly and the AI may do terribly confused things. No warranty on "easy" and "medium". I only tested and modifified "hard".

About the economic system: I still have to work out how I shall stop the possibility to abuse merchants and make the economy more challanging while keeping the AI a challange.

Angryminer

Da Bomb
22-06-2005, 18:48
put like a 1000 gold fee on the 4th merchant.

Angryminer
22-06-2005, 19:38
I can't. Knights of Honor just doesn't support an upkeep for merchants.

Angryminer

Da Bomb
23-06-2005, 00:48
can you do anything with them?

Angryminer
23-06-2005, 17:15
Yesterday did something for GoG-1.7:
I "converted" the exotics to valuables.
Sounds scary, I know, let me explain it:
I thought about the fact that the AI won't reach the kingdom advantages because it never imports exotic goods at the admirality. That is a mayor design flaw in my opinion so I wanted to change this.
I looked at the exotics and found that it might be possible to convert some of them to producable valuables. So I created new buildings:
The gem mine, an upgraded silver-mine (I'll rename the "Silver deposits" to something better fitting) that requires illustrated books to be built (turning mud into nice gems isn't very easy!).
The brocade tailor produces the silk-substitute "brocade" from nice cloths and silver. For those who don't know: Brocade is a very expensive fabric that contains fine silver- and gold-threads that give the fabric a sparcling surface.
The sugar maker is an upgrade of the bakery and produces all kinds of sweet things in any province that has bee-hives. In the game it produces the valuable good sugar.
The spices-trader can be built in every province with a harbour and a market and makes spices available to the kingdom.
I also modified the kingdom advantages to no more depend on the remaining exotics. So now the AI is able to reach all kingdom advantages.
When I have ideas how to convert the other exotics to valuables I will also move them over. The merchant guild could possibly "produce" ebony... If you have any other suggestions, be sure to let me know. :go:
And yes, it's right, the admirality is now only there to produce more income in the province...
Also give me feedback on what you think about my "exotics-go-valuables"-idea.

Angryminer

Baghera
23-06-2005, 17:29
Great idea, but will the AI actually build these structures?

Does the AI trade for goods? If so you could make ivory pretty much Africa specific by making a muslim alternate to the hunter's lodge that would produce Ivory. Forcing muslims to trade for hides and catholics to trade for ivory. Maybe the same hunter's lodge could produce another trade good in pagan cultures to force even more interfaith trade but I can't think of what would make sense... maybe amber? This may not be such a good idea since could make some advantages pretty hard to get until you have interfaith trading and force some rethinking of the goods required for kingdom advantages.

Angryminer
23-06-2005, 17:36
Restricting goods to religions would be strange. When the Fatimids conquer a province in England, for example Cornwall, would that make Cornwall a province where Ivory can be found?
The only senseful solution would be to create another province-trait. But more province-traits aren't senseful because that makes specific combinations (like needed for cathedral) less likely than they already are.

But yes, the AI trades for valuables and also builds custom constructions.

Angryminer

Baghera
23-06-2005, 17:51
Yes restricting goods to religions would be very strange and introduce a whole new game dynamic. good/bad? :scratch: definitely weird :silly:

You are also right, it would be very weird to have ivory from Cornwall. Although you MIGHT be able to rationalize it by saying that it is a trading center for muslim (North African) goods as opposed to a hunting lodge.

As you said additional province traits wouldn't work because it would make it EVEN HARDER to build a cathedral and also because they are random (unless you have figured out a way to pin them down) so you could just as easily have province trait: elephants in Cornwall as in West Sahara.

I DO like your idea though. Do your admiralties need a little income boost to make up for their lost role as exotic goods importers? What a shame the AI can't figure out admiralties and kingdom advantages.

Angryminer
23-06-2005, 18:08
When designing the gold-bonus for admiralities I didn't have the exotics in mind at all, so the income-bonus doesn't need any changing I think.
But I want to associate the admirality and coast guard with some former-exotic-valuable, because big harbours (and especially very big harbours) were a source of trade-goods.
What about renaming the "spices-trader" to "far-trading outpost" (produces ivory). This can be upgraded to "far-trading office" (additionally produces ebony) when an admirality is available and when the coast guard is available a "far-trading centre" (makes ivory, ebony and spices available) can be constructed?
The AI would be able to build these...

Angryminer

Baghera
23-06-2005, 18:22
Very nice workaround

:bowdown: I bow before your infinite wisdom

Angryminer
23-06-2005, 18:31
I bow before your infinite wisdomYou don't need to bow down. Acknowledging it is enough...
:angel:

Angryminer

Elvain
23-06-2005, 18:49
hey, you just did kind of thing I did too :smile: I just removed all exotics from kingdom advantages requirements to enable AI to get them. But this system seems to be better.

Amber: needs gameland (hunter's huts) and fertile soil (apiary). If apiary is built, hunter's huts could be upgraded to... "amber mine"
Ivory: make it a product of coast guard
Gems: I thought about renaming them to jewles and make jewlery an upgrade of silver mine, requiring also tax collector(jewlery adding happines(+2) to compensate -4 penalty of silver mine and tax collector)
Spices: make it a product of Admirality which would now require a market

so with Ebony as product of Merchant guild,
Sugar as product of bulanchery/sugar maker and
Brocade as product of brocade tailor

we have all former exotics converted to valuables :go:

hey could somebody paint us all those new buildings? :wink: (with temple-1, hospital-2 and mardase-3 planed as new muslim over-university from HolyRome1.5 there would be more: jewlery-4, bulanchery-5, brocade tailor-6 and amber mine it would be total of 7 new buildings :eek:)

Da Bomb
24-06-2005, 14:56
I can't paint but I was thinking that to make it somewhat harder to achieve all the kingdom advantages you should make something come out of the cathedral/grand mosque. Since not many of those can be made, that's a challenge.

Gustavus Adolphus
24-06-2005, 17:08
Wow, this new idea about AI getting exotics is good. What I did was raise the cost of importing exotic goods, since the AI couldn't get them. 100000 gold for 1 exotic good alteast makes it much more challenging for myself. But now there is hope for even the dumb AI to accidentally build the right building! :lol:

Da Bomb
24-06-2005, 20:57
100000 gold in which version? Definitely not in GoG I assume because to get that you'd need like -5 KP, 9 merchants, no military buildings, and demand the maximum gold from every nation on the map!
Just for 1!