View Full Version : Glory of God 1.6
Pages :
1
2
3
[
4]
5
6
7
8
theoverlord3
05-07-2005, 11:10
here is an idea or 2
-make pillageing times lower
at the moment it takes far to long, it should only take a day or 2, (i know there is no time in the game, but judg by the age or kings) it's obvious the armys takes weeks or months to plunder.
-increase pilaging by 15%
this would make it worth it more, armies would always go plundering
-decrease upkeep cost of second marshel to 300, or 350.
england had 2 armies with edward the 2 i think, one defending N england and 1 in france.
-make church upgrades easier, at the moment its very unlikely you can build it with the random resource. i think the upgrade is called cathedral.
-should`nt there be a farm building, to build even though there is no resoruce for it.
again this is because of the ramdon resource thing, historucal farm rich provinces some times dont have this resrouce so cant have farms, making things diffcult. so if yo could build a farm, it should compensate a little for the lack of the resrouce.
-any chance of a 4th tax option?
Angryminer
05-07-2005, 16:39
Nice feedback! :go:
1. The AI pillages at a rate I find quite fine. What do you hope enhances when the pillaging-times are lowered / pillaging-revenue is raised?
Please note that the AI won't take any of these into consideration.
2. The one in france was lead by the english king, which is also possible in KoH.
3. Great cathedrals came later. In the medieval cathedrals were very seldom because about nobody knew how to build them properly. But it could make sense to improve the bonus of cathedrals. Maybe they could produce the seldom illustrated books?
4. Historically all provinces were able to produce enough food to feed the own population. That is also the case in KoH. Only some provinces were able to produce much more food than the population actually needed, which is reflected in KoH.
I'd rather like to increase the difference between ecological rich and poor provinces by substituting the town-food-bonuses to farm-bonuses, so farms gain in importance.
5. Perhaps we could use "Church taxes" for catholics:
Take the province of Bohemia, everyone lives happily under the rule of Elvain the Benevolent, who didn't think of letting his peasantry pay for their sins.
But then, Elvain II. the greedy, takes over the crown of Bohemia and issues the raising of indulgence-letter-sellers who roam the province and sell redemption for money, lowering the people's happyness but raising money for Elvain II.
Now we'd only need a nice building for the indulgence-letter-sellers...
These could take over the former role of the tax-collector. What about a "Churchtax collector's office" that requires a church to be built?
Angryminer
How about "tithes collector" - after all tithes was the customary church tax...
theoverlord3
05-07-2005, 20:52
i was thinking some sort of froniter bill, which you have to pay to police pronvinces, repair villages, and maintain order, the lower you kingdom power the higher this could cost. you bigger you empire the more you pay. this could be 5%-10%
i was just thinking, should`nt fishing wafhs (sp) give money as well as food, as the food would be sold at the market generating funds.
for the norse fractions, you build vikings you need to have a drinking hall, or some thing like that.
-1 gold
3+ happenes
allows vikings to be made
make cathedals require less stuff to be made, at the moment its almost impossible to make them, because of the random resources.
personaly i think the games needs lots more builings, theres only 30 ish at the moment. MTW had 50.
i think the plalstain (coasts near jeruslame) needs 1 or 2 more citys, to show its importance.
any thanks for reading.
theoverlord3-
Illuminatus!
06-07-2005, 19:33
overlord's mention of the "frontier" got me thinking...How about an upgrade of Town Watch (Constable's Office or somesuch) that would represent more or less a provincial police office whose job it is to roam the countryside and get rid of bandits, etc...resulting in a slightly decreased chance for rebel armies to form (loyalists would be unaffected though, if that's possible) and a small gold bonus, due to the increase of merchants who feel safer.
One could even go a step further than that and add some kind of uber-garrison force building (analogous to a more authoritarian state) that further decreases the chance for rebels and loyalists to pop up in the province. The downside would be a moderate to severe happiness malus for the province (-5 to -10) - useful for players who hate rebels.
I was thinking about a building that would add a garrison to villages, but that's IMO impossible to do by modding...
local "police" is total bull----(censored by Elvain) in medieval world
McGillicuddy
06-07-2005, 23:16
me no need'm police - me great enforcer - protect all for a fee.
ArcadesX
07-07-2005, 06:21
Hello, This is my first post at these fourms and trying GOG. I was wondeing if someone could tell me how to edit trade goods in provinces? I chose Holland and it had none and then I chose Switzerland and neither did it. I do want a challenge but as they are +2 or 3 income will add on hours of sitting and waiting for which I do not have. thanks in advanced.
Aren't trade goods random at a start? Try starting the game again as those factions and see.
Angryminer
07-07-2005, 16:49
Welcome to the forum, ArcadesX! :halloha:
1. Province features are distributed randomly at every start of the game.
2. Small nations are really tough to start with. You need to be good at diplomacy (means: stay out of big trouble and have mighty friends to knock you out of danger), warfare (means: you have bad troops, fight good troops, still win and plunder everything you can find) and economy (right buildings in the right order, right knights hired, trading).
But I can give you some hints:
a) Exile your first marshall, use a royal if needed.
b) Build military buildings late, they cost upkeep!
c) When you import goods with one merchant, the other one can sell them.
d) Merchants that govern a province raise more income. When you produce tradegoods in the town the merchant will raise even more money.
e) Use the plunder-skill and plunder a weak enemy. If he manages to fight back make someone else attack him (remember? the good mighty friend I talked about...). He will then be very defensive and won't disturb you too much. You might even be able to make him surrender a province to you or agree to vasallage. That is, if it all works out... It might turn against you and your enemy obliterates your mighty ally and afterwards turns on you... :dwink:
I hope this helps. :go:
Angryminer
McGillicuddy
07-07-2005, 19:28
Arcades: Trade shmade - You want cash quick - Plunder! Send a royal out (without support) and plunder as many of your enemy’s villages as possible (the larger his kingdom the easier the pickings). As his risk of rebellion goes up, out will come the rebels. He will then be too busy putting out the fire to bother your providence(s). If the enemy ever catches up to your royal, then just retreat. Timing is everything when plundering. When your royal gains experience, go for “enforcer” and up the amount you get for plundering. If you’re playing a 1 or 2 providence kingdom, then concentrate on military, food and worker buildings and slowly grow your kingdom through conquests (the enemy is busy building trade buildings for you). If you grow too quickly then be a warmongering philanthropist and give one or two providences away to your allies (they’ll love you for it).
Illuminatus!
07-07-2005, 19:31
I was thinking about a building that would add a garrison to villages, but that's IMO impossible to do by modding...
local "police" is total bull----(censored by Elvain) in medieval world
Hence palisades...but go back to Rome - urban cohorts did exist and being one was considered hazardous duty (extra pay and whatnot), and also, was there no state-sanctioned that kept the roads clear and the postal routes open (speaking of Rome here)?
Hence palisades...but go back to Rome - urban cohorts did exist and being one was considered hazardous duty (extra pay and whatnot), and also, was there no state-sanctioned that kept the roads clear and the postal routes open (speaking of Rome here)?
Middle ages were everything but Roman era. There was no police even in Byzantine empire whch was the most centralised state.
Security on roads was under competention of local nobles mostly...
ArcadesX
08-07-2005, 05:54
I thought they were random too. I restarted as Holland 3 times and all 3 times nothing so I decided to give Austria a try. The capital city had only game and the other 3 goods so I decided to go with it. So far everything is going pretty good I captured and eleminated the starting vassel kingdom and 2 kings later mackenberg and brandenburg. I lead in wealth and trade with 20k about 145+ income but its usually around +80 because of inflation. I think I am going to start giving lots of gold to a muslim nation in africa to make a big enemy or would they just piss it away? Thanks for all your responses and hints.
theoverlord3
08-07-2005, 08:10
when ever i gvie loads of money to a faction, they always buy a new marshel, which adds --400 to their outcome. the faction will then buy an army for the general, march it about halfway to a rebel or enemy army, and then disband as they cant afford it any more.
i gave the factions about 80k-120k
therefore the faction usally dies as it cant control the rebles and defend the borders from its enemys.
so for the AI sake, the second gen upkeep cost, should be reduced maybe 350,or 275
Amelia Mihailov
11-07-2005, 08:32
Make the rebels not so powerful. It seems to me that currently, in my games, rebels are the ones causing the AI's downfall. I mean really... whenever some rebel happen to travel into my province, it'll be a 10 Star Marshal with "1337" knights and riders. Even I have problems handling just 1 of these with 2 marshals filled with my best troops - let alone the AIs.
And because rebels are so much stronger, you'll see so many new kingdoms... yet none of them are strong enough to defend themselves against the next wave of rebels. In fact, in most games now, my army becomes more of a medieval UN peacekeeping force than for my kingdom's defense or conquest.
I like the mod, the way it's trying to give a more realistic simulation
I'm still in the middle of my game where I started as Sicily and now rule about half of Europe
While some may like the plunder method of income, I tried to stay at peace near the beginning relying on 4 or 5 merchants trading for gold for my income
It seems that the other kingdoms are crippled by their inability to produce steady income. Once I started conquest, I easily stomped enemy marshals... there were only a handful of towns I had trouble taking and that was more from defensive buildings than the army's ability.
If they do have decent income, it's all ferreted away by having their kingdom power set to 5... it might be best not to have any income effects from kingdom power.
Oh those pesky rebels... while rebel spawning seems about right, I'd like to see more ways of dealing with them... A small ill-equipped band of rabble warranting the attention of the King's army? Doesn't sound quite right; sounds like more of a job for local nobles or mercenary bountyhunters... couple ideas here: giving all countries a jihad-like ability (tho' not as good as jihad since that's Islam's baby) or perhaps a way to spawn "rebel" armies of loyal to your own country (I believe I've seen a loyalist attack a normal rebel?)
Is it possible to change nostalgia so it starts decreasing once you're at peace with the country they are nostalgic toward, rather than completely at peace?
Also, I think I've found a glitch in the new building upgrades... The Sculptor's Guild is now an upgrade of the Stonemason's Guild, but in conquered towns I've found free-standing Sculptor's Guilds taking up valuable space... deleting it will also take out the quarry and everything that relies on the quarry.
At your last paragraph Viror, I have had trouble sith Sculptor's Guild, as well. Half the time it's available to upgrade for me it won't upgrade. :sad:
The Bomb, that's how I noticed the Sculptor's was already built in another slot; when the Stonemason's wouldn't upgrade, I started looking at what was built to find the reason.
Is that what's happening in your game? Or is this in a town you've built from the beginning?
It's in a town from the beginning, but it also occurs in conquered towns. Like one of the provinces I start out with will have the upgrade problem. I don't think it's because it's already in another slot though.
vBulletin v3.5.4, Copyright ©2000-2007, Jelsoft Enterprises Ltd.