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

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 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.
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.
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.
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