The general purpose of this is to add options for engaging in war beyond having a bigger army than the enemy. For a game about politics and personal relationships there is very little to no backdoor dealing and scheming during war, everyone just picks sides and sticks to them to victory or defeat with no betrayal or major drama happening.
(All numbers are speculative and meant for example, not necessarily actual balance)
Buyouts:
Spend money to persuade an enemy ally to leave the war.
Buyout cost would scale with the power of the combatant (for example an empire bringing 15-20K would cost 600-700 gold while a duke bringing 4K would cost 250-300 gold)
Circumstances can change to affect these prices:
Alliance broken, whether by a ruler dying and a new ruler not having the marriage to keep it or by assassinating the betrothed/married connection, the enemy is now less obligated to the war and is more willing to leave it.
Back to the empire example, that 600-700 buyout is now 200-250 without the alliance binding them.
Traits can result in prices changing as well, with the traits Honest, Just, and Temperate making buyouts harder, and the traits deceitful, arbitrary, and greedy making buyouts easier (10% increase/decrease for each trait)
These traits would also increase/decrease likelihood of AI accepting, thus looking at your potential allies personality traits is important in determining whether they'll screw you or not, making you avoid (or at least be cautious when allying) characters with bad traits.
Sabotage Relationship:
Hostile Scheme where the player can select a target's alliance partners to sabotage ending the alliance and causing the rulers of the 2 former allies to become rivals.
If scheme is successful during a war then the allied party will leave.
Small (15% with maybe an intrigue perk increasing it) chance of a critical success where the former ally will switch sides.
(All numbers are speculative and meant for example, not necessarily actual balance)
Buyouts:
Spend money to persuade an enemy ally to leave the war.
Buyout cost would scale with the power of the combatant (for example an empire bringing 15-20K would cost 600-700 gold while a duke bringing 4K would cost 250-300 gold)
Circumstances can change to affect these prices:
Alliance broken, whether by a ruler dying and a new ruler not having the marriage to keep it or by assassinating the betrothed/married connection, the enemy is now less obligated to the war and is more willing to leave it.
Back to the empire example, that 600-700 buyout is now 200-250 without the alliance binding them.
Traits can result in prices changing as well, with the traits Honest, Just, and Temperate making buyouts harder, and the traits deceitful, arbitrary, and greedy making buyouts easier (10% increase/decrease for each trait)
These traits would also increase/decrease likelihood of AI accepting, thus looking at your potential allies personality traits is important in determining whether they'll screw you or not, making you avoid (or at least be cautious when allying) characters with bad traits.
Sabotage Relationship:
Hostile Scheme where the player can select a target's alliance partners to sabotage ending the alliance and causing the rulers of the 2 former allies to become rivals.
If scheme is successful during a war then the allied party will leave.
Small (15% with maybe an intrigue perk increasing it) chance of a critical success where the former ally will switch sides.
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