New Buildings

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Re: New Buildings

PostPosted by Riso » Tue Jun 05, 2012 10:04

To simulate a ruin you can also reduce the number of allowed settlements in a region.
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Re: New Buildings

PostPosted by Wolfgang Pauli » Tue Jun 05, 2012 11:47

Riso wrote:To simulate a ruin you can also reduce the number of allowed settlements in a region.

We're already at minimum for these provinces. 1 settlement is reserved for provinces beyond the wall, since that's a whole other manner of desolation than a destroyed castle.
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Re: New Buildings

PostPosted by jaggedblue » Sun Jun 10, 2012 08:12

I'm still of the mind that the most simple, crisp, and elegant way to go about this( and I do love crisp and elegant) is to have just one 'building' that is simply named Economic Prosperity. It builds extremely slow and carries a good chunk of the base stats and or modifiers for levy size and tax income. It has 10 or more levels, with an exponential climb in cost and build time above level X (choose where you want it). It is this one building that is at risk of downgrade during normal sieges. In the most perfect world of elegant simplicity there would only be 2 buildings, the core castle or town, and Economic Prosperity/level, or whatever the heck you'd like to name it.

Another point: I think it somewhat unfair and unbalanced that in a war the side who is under constant occupation can win by attrition with very little cost. I've observed this in-game. The crownlands were under siege and threat constantly. over time the attackers were defeated by attrition. I think attackers should eventually be able to field bigger levies since the economic level of the defender is being degraded. That's why I suggest levy size being tied to the economic indicator building.

On a sidenote, I've done some tweaking of my own, and one point of note I'd like to bring up is garrison size. I noticed that garrison and levy size are equal, and I thought that a bit odd (realistically, not gameplay-wise). A garrison would never be so large. The battle would be basically won in the field, or the defender would have to keep his levies on defense. So I cut all base troops to 10% of their normal numbers, and raised levy% to compensate (leaving levy sizes about the same while having garrisons be much smaller). I jacked up fort level modifiers to keep siege times long. Large forces now have the possibility of direct assault, something I thought sorely missing in both CK1 and CK2. Many a fortress and city was assaulted in the long history of war..but not in CK2. Is there anything we can do about that? Big issue I see is the AI won't make use of it I don't think, even when losses by assault would be lower than the attrition of a full siege. On that topic, does anyone know where to find (is it even possible to mod) the modifier for assaults and attackers losses and such?
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Re: New Buildings

PostPosted by jaggedblue » Sun Jun 10, 2012 13:28

I was looking through some CK1 mods cuz I know they had specific building destruction going on. Here's one:
effect = { type = remove_improvement value = civilian_harbour }
Is it possible in CK2? Can an event be coded like that to just downgrade a building by 1 level?
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Re: New Buildings

PostPosted by Zireael » Sat Jul 14, 2012 16:56

There are events in CK2+ which destroy buildings, so some form of this is possible.
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Re: New Buildings

PostPosted by MrWiznich » Mon Jul 16, 2012 09:32

I noticed that storms end and the twins have their own castles - ca_storms_end and ca_twins - i was wondering if it wouldnt be better to have all LP capitals (Casterly Rock, Winterfell, Riverrun, Highgarden, Sunspear, The Eyrie and Kings Landing especially) and maybe even Dragonstone have their own personal building.

thoughts?
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Re: New Buildings

PostPosted by Zireael » Mon Jul 16, 2012 10:37

Good idea.
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Re: New Buildings

PostPosted by AnthonyNo13 » Wed Dec 26, 2012 21:08

That's exactly what I've been thinking. ESPECIALLY regarding the Eyrie. That castle struck me to be one of the mosy impregnable fortresses in all of Westeros when I read the book. But in this mod the Eyrie barely have any troops or fort level. Why is that? It is located on very high ground on top of a mountain and should be very hard to besiege. And easy to defend. There should definetly be a building for the Eyrie that will atleast increase it's fort level drastically.
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Re: New Buildings

PostPosted by Syn » Thu Dec 27, 2012 00:36

AnthonyNo13 wrote:That's exactly what I've been thinking. ESPECIALLY regarding the Eyrie. That castle struck me to be one of the mosy impregnable fortresses in all of Westeros when I read the book. But in this mod the Eyrie barely have any troops or fort level. Why is that? It is located on very high ground on top of a mountain and should be very hard to besiege. And easy to defend. There should definetly be a building for the Eyrie that will atleast increase it's fort level drastically.


The castle itself is not very big at all.

It's getting to it that's the hard part.
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Re: New Buildings

PostPosted by The Great Other » Thu Dec 27, 2012 00:44

That is the case with most castles, they're intentionally built in such places. And as such fortification level accouns for the geographical features as well. The Eyrie should have a huge fort level, and so should it's gates.
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Re: New Buildings

PostPosted by Syn » Thu Dec 27, 2012 01:38

The Great Other wrote:That is the case with most castles, they're intentionally built in such places. And as such fortification level accouns for the geographical features as well. The Eyrie should have a huge fort level, and so should it's gates.


I agree that there should be an immense defensive bonus, yes.

A special one, perhaps? "Huge Fort" implies the fort is huge, not that it's on top of a mountain. The Eyrie deserves a unique one.
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Re: New Buildings

PostPosted by jorian » Thu Dec 27, 2012 11:22

"Defensive Location" modifier or similar

Regarding castles: the one in Dragonstone shouldn't be "crownlander", but "valyrian" for flavor, and might also get special bonus against dragon attacks or something.
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Re: New Buildings

PostPosted by Devas951 » Sat Dec 29, 2012 01:02

Temporary buffs could be used to avoid westeros stop being stagnant while still allowing to improve in some way castles or towns. Buy equipment for the farmers or soliders (for upgrading levie size or power), raise a new palisade (for upgrading castle defense) , stockpile food (for upgrading garrison). These improvements should be temporary , staying for one year or some time and then being destroyed or asking for money to be allocated to maintenance (rebuilding damaged palisades, rebuying lost equipment), or maybe they potentially could be keeped until the castle falls against a siege. It could have some levels depending on how much we want to spend on these upgrades.
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Re: New Buildings

PostPosted by Zireael » Sat Dec 29, 2012 09:32

jorian wrote:"Defensive Location" modifier or similar

Regarding castles: the one in Dragonstone shouldn't be "crownlander", but "valyrian" for flavor, and might also get special bonus against dragon attacks or something.


This is a neat idea!
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Re: New Buildings

PostPosted by The Great Other » Sat Dec 29, 2012 14:38

While Westeros is stagnant, a powerfull enough ruler can overtime turn his holding into a major powerhouse. Kings landing and Red keep having all been built in the mods timeline, with the wealth of the all seven kingdoms, while something like that is not replicatable in the mod with the normal mechanics. So my suggestion is for players to be able to upgrade even the worst county into a major citadel, but only if with a lot of cash which can be achieved with having a lot of power. If the King of the North conquered all seven Kingdoms, he would use the wealth of his empire to make Winterfell into greatest citadel in all of Westeros, over several generations of Kings. So, those balance upgrades should be buildable by characters but should retain their cost, or have it majorly increased, so that petty lords can never reach it.
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Re: New Buildings

PostPosted by jorian » Sun Dec 30, 2012 17:49

The Great Other wrote:While Westeros is stagnant, a powerfull enough ruler can overtime turn his holding into a major powerhouse. Kings landing and Red keep having all been built in the mods timeline, with the wealth of the all seven kingdoms, while something like that is not replicatable in the mod with the normal mechanics. So my suggestion is for players to be able to upgrade even the worst county into a major citadel, but only if with a lot of cash which can be achieved with having a lot of power. If the King of the North conquered all seven Kingdoms, he would use the wealth of his empire to make Winterfell into greatest citadel in all of Westeros, over several generations of Kings. So, those balance upgrades should be buildable by characters but should retain their cost, or have it majorly increased, so that petty lords can never reach it.

I second this, but that province should be the capitol for generations to be upgraded like that, I could imagine the lands of Castlewood or RIverspring to b improved enough to have 5-6 cities and rich enough to rival other rich regions. There is already an event to build a great "King's Sept", and could be used to improve the taxes of of settlements during renovations/improvements/expansions/growth/etc
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