Let's talk balance a bit.
1. FORTRESSES
So, as a follow-up to @Pattable 's feedback and suggestion and to address some of the weaknesses "Fortress" castle specialization can have, here are some improvements I've made :
2. MONEY MONEY MONEY
Another concern about general balance, that can be worsen by adding economy features, is how money can overwhelm the game. A lot of things affect the gold you can earn : realm stewardship, technology, buildings, laws etc. and gold you spend : buildings, wars etc.
I've acted on both income and expenses, obviously, this can't be perfect and will be tweaked further in the future.
So in vanilla, realm stewardship (ruler's stewardship + spouse + councillor's) gives a realm stewardship *2% bonus to taxes, so for example with each getting say, ~15-20 steward (not that uncommon), you get a +100% to holdings taxes, and even further since there's no cap.
The issue is that relegate what your holding is made of -buildings - to very unimportant when it should matters a bit more.
With my example, a castle making 7 gold with buildings, +vanilla technology in 1066 (+30%) + 100% would make 18 gold : 7 due to holding, 2 due to technology, 9 due to "ruling team" which sounds to me a bit exaggerated and making developing your holdings pointless since everything comes from characters.
So now, technology bonus is currently halved and i've changed the way stewardship acts here :
- only ruler's and steward's (or regent) stewardship count now.
- only skill points beyond 10 counts
- if the character is too bad (below stewardship 7) it brings a malus to taxing.
- steward's matters more as is it his only task.
- bonus is capped at 20 stewardship
However, if the ruler is too bad at it, and his steward good enough, the former can delegate most of his stewardship work to his councillor. It lower the ruler's malus, but in counterpart, the steward gets a malus to success in other jobs.
Example of what it gives now (ruler is stewardhip 4 and the councillor is 9)
Another case with the ruler's being at 5, the steward at 22, with a delegation.
1. FORTRESSES
So, as a follow-up to @Pattable 's feedback and suggestion and to address some of the weaknesses "Fortress" castle specialization can have, here are some improvements I've made :
- balanced the various castle spec. to make it more worthy the fortress, which is much fortifications and troops focused. When it has a significant lower income and some buildings add to it, it brings on significant levies and garrison where the other spec. -especially Feudal manor- bring much less. For example, the latter brings a levy and garrison divided by two, making it an easy raid or siege target.
- I've made available the castellan bloodline specific additional fortifications buildings available to fortresses.
- I've added a "prison" building which opens a new place to "store" your prisoners. These can't be transferred to another accommodation once there are there, it is a definitive decision, AI will use it too (in opposite to other transfer decisions). It will make much less likely to evade from there, the prisoner however will survive longer than in oubliette.
I wanted some prison capacity there, but it doesn't works well ATM, so I'll get back at it later on. It won't affect ransoming or liberate decision though.
2. MONEY MONEY MONEY
Another concern about general balance, that can be worsen by adding economy features, is how money can overwhelm the game. A lot of things affect the gold you can earn : realm stewardship, technology, buildings, laws etc. and gold you spend : buildings, wars etc.
I've acted on both income and expenses, obviously, this can't be perfect and will be tweaked further in the future.
- I've currently halved the bonus from technology since there's no need for a real inflation here, especially since it is assorted by a lowering building cost technology. I've kept it however since higher level buildings are more expensive and you get more troops overtime to pay for.
- Troops cost : I've made their maintenance cost more, mercenaries too. Made them reinforce slightly slower, special unit base cost is more expensive. Not money related, but troops now move slightly slower and navies can suffer attrition.
- About laws : feudal and iqta laws no more bring some crazy % taxation rates, levy-side slider bring 0 gold, tax-side slider needs upgrading centralization to squeeze money from your vassals. Not money related, but tribal obligations are changed so that a feudal ruler can only get money from a tribal vassal, no troops.
- Various specialization buildings have been rebalanced and some new added, some being money bringers.
- Realm stewardship taxing bonus balance : see below.
So in vanilla, realm stewardship (ruler's stewardship + spouse + councillor's) gives a realm stewardship *2% bonus to taxes, so for example with each getting say, ~15-20 steward (not that uncommon), you get a +100% to holdings taxes, and even further since there's no cap.
The issue is that relegate what your holding is made of -buildings - to very unimportant when it should matters a bit more.
With my example, a castle making 7 gold with buildings, +vanilla technology in 1066 (+30%) + 100% would make 18 gold : 7 due to holding, 2 due to technology, 9 due to "ruling team" which sounds to me a bit exaggerated and making developing your holdings pointless since everything comes from characters.
So now, technology bonus is currently halved and i've changed the way stewardship acts here :
- only ruler's and steward's (or regent) stewardship count now.
- only skill points beyond 10 counts
- if the character is too bad (below stewardship 7) it brings a malus to taxing.
- steward's matters more as is it his only task.
- bonus is capped at 20 stewardship
However, if the ruler is too bad at it, and his steward good enough, the former can delegate most of his stewardship work to his councillor. It lower the ruler's malus, but in counterpart, the steward gets a malus to success in other jobs.
Bad events (like sabotage) gets +10% chance to happen
Good events gets -10% chance to happen
Good events gets -10% chance to happen
Example of what it gives now (ruler is stewardhip 4 and the councillor is 9)
Another case with the ruler's being at 5, the steward at 22, with a delegation.
The max you can milk out is +20% from your ruler/regent and +40% from your steward if both have 20+ in stewardship.
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