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Somewhat wild idea, while rethinking useless Wizard traits:
Charismatic should give a diplomatic bonus. However, as Whitemage pointed out, such a bonus is only a disadvantage to the AI, because it has no real ground. Human player is laughing at Charismatic AI wizard and wipes him out.
What would stop you from attacking a popular enemy? Its popularity among people, including your own subjects. So what about giving Charismatic this trait:
Any city of a wizard in war with a charismatic leader, has extra 10% unrest.
What do you think?
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readme.txt Wrote:- The number of rebellions arising from Armageddon and Great Wasting have
been substantially reduced (not entirely eliminated).
The MoM programmers reduced Rebellion event because they were not aware of the Great Wasting bug. Should I try to reinstate it, now that the bug is fixed?
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I like your thinking, but I think I'd go for an easier version: Charismatic reduces unrest by 10%. I don't think any players would care if an AI wizard on Impossible gets extra unrest, and it'd be really annoying to face a 10% unrest penalty because Charismatic Rjak just declared on your Life mage 2 turns after meeting you.
Please elaborate on what you mean by the second part, I'm not sure I got you right. What exactly are you proposing, and what is the current state?
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Catwalk Wrote:Charismatic reduces unrest by 10%.
No, please. This is like Divine power light. What about directing Charismatic towards money: since people follow him naturally, he can afford to pay them less for fighting. He pays only 1 upkeep for every troop (or 50% upkeep), and heroes serve for free, including Torin. (Maybe the heroes could even join for free.) This will give Charismatic nice shift for big normal units, Paladins, Griffins etc., which can be used in swarms.
Quote:Please elaborate on what you mean by the second part, I'm not sure I got you right.
Cities with big unrest have a chance to rebel (the city becomes neutral). It is a game event, happens more or less randomly. It was toned down because of Great wasting bug, which created massive unrest in cities => many rebellions. As a result of toning down, I have never seen a rebellion in any of my MoM games.
If you wish, we can make Rebellion more dangerous again. I am not sure, myself. You?
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Bottom line: You should try to think what to do with game random events as a whole. Right now, they are totally forgettable. We can change them, reduce their randomness and make them periodic, for instance (Conjunctions, Bad/Good moon). One could plan an attack on Life mage for a period of Bad moon (when his power is halved). Isn't that cool?
I am not particularly attached to events, though. So, we can see them as a reservoir of free coding space for other, more important work. Such space is at premium in MoM. For the "display to hit", for instance, I have used a precious corner of special code space and there's not much left. (I still lack the skill to create this kind of code by myself, although I tried to study more about the code structure.) Resigning on events (or part of them) gives us a big space, big boost for, let's say, some fancy messing with a few MoM spells.
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Re: Charismatic
Could a Charismatic leader overcome racial unrest on top of his other bonuses? Like, uniting all the enemies... Or, better, reduce the racial tension by 50%? It would allow new ways to play some MoM races. This trait would be probably less useful for Halflings or Nomads, but otherwise it comes pretty close to 10% bonus you suggested above (with a conqueror style of play), or it is even much better (Klackons, both Elves, Dwarves, Trolls, Draconian, Lizardmen etc.).
I always thought Klackons could use a variant in playing style, no? Not a necessary pick, but good for a change. You may, at a cost, play Klackons without being hated. And: to receive this retort late in the game can be pretty handy.
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I like that one, it lends itself to a specific playing style and it's notably different from Divine Power. Cutting racial unrest in half would be fine. Note that racial unrest will be rebalanced lots for Catnip, once I get around to it.
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About events, keep in mind that we'll probably be seeing more unrest in general with the new unrest system. Let's see how it plays out, then decide if the Rebellioin event needs tweaking. Let me see if I understand it correctly, though:
Each turn there's a chance that any city with one or more rebels will rebel and switch to neutral allegiance. It's dependent on how many rebels there are, and it can happen more than once. Is this correct? I kind of like the added incentive to pacify rebels, I'd like a balance where it doesn't pay off to pacify all rebels all the time but you do run a risk by keeping some around. I don't like too much randomness in general, but I think it could be interesting here.
November 23rd, 2011, 19:28
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This unrest system isnt working for me as I would have expected from reading the thread.
Are religious buildings cumulative, or does one lose the shrine when building the temple, and the temple when building the parthenon?
Using the 0.5 build, I have a a city with 17 people, of whome 3 are rebles.
Affecting the unrest is a tax rate of 2 gold (aparently 20% unrest), and a parthenon (aparently 10% calming, possibly 30% calming if the shrine and temple count too).
Of additional note - selling off the parthenon doesnt appear to make any difference to the number of rebels, even the following turn.
This applies to the same savegame in my other post:
http://realmsbeyond.net/forums/attachmen...1322093282
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