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Since VN Mode was introduced, I assumed people (like me) who play it in conquest mode enjoy the (light) strategy elements of the game. As a developer, I believe that overcoming hurdles on the way to conquering a fiefdom (and its Wench) make the game more satisfying. I intend to introduce some changes to the strategy game that will enhance the experience without introducing complex mechanisms. For now, I only want to operate within the established resources and frameworks: Gold, Morale and Obedience.

The current problems I see with the metagame now, which will increase as the Khaganate grows larger:
1. Only one way to rule. For every problem there is only one solution.
2. Too much gold in later stages with nothing interesting to spend it on.
3. Land Raids are essential to the game's balance but repetitive.

In order to mitigate these problems (i.e. more ways to play the game, more things to do with Gold and more variety in random events) I'm thinking about the following changes to the game.

  • Subversion raids(only if Khaganate is 3+ fiefdom). These take place randomly instead of a “land” raid, i.e. once a Raid has been rolled it will be randomly one of the below (or a land raid).Spread lies - Reduce Morale by <number of fiefdoms>
    Instigate population - Reduce Obedience by <double number of fiefdoms>
    Steal gold <total gold/number of fiefdoms>
    Assassinate troops <number of fiefdoms>
  • Population control tools(For fiefdoms containing Shadow Institute)Public Hangings -> lose 5 Morale, gain 10 Obedience
    Festivals -> Spend 20 Gold, gain 10 Morale
    Bribe the clergy -> Spend 20 Gold, gain 10 Obedience
    Khan’s Pardon -> lose 10 Obedience, gain 5 Morale
  • Khan’s image
    Feared: More resilient to Subversion, lower productivity. If Obedience in all fiefdoms exceeds 119 and not Popular:Subversive Raids automatically fail
    Morale is capped at 15 regardless of other modifiers
    Show Feared icon

    Popular: Higher productivity, more rebellious population. If Morale in all fiefdoms exceeds 30 (Base 20 + 5 Temple + 5 Nahir in Palace + 5 original ruler Wench is in palace) and not Feared:When attacking a fiefdom, Morale only drops by 10 (currently 20)
    Obedience is capped at 95 regardless of other modifiers
    Show Popular icon
  • Garrison upgradesConstables - Contribute 10 to Obedience, even when empty. Cost: 100?
    Trained Militia - Always fight as 10 troops, even if empty (essentially repelling 99% of raider attacks). Cost: 200
    Indestructible garrisons - can't be destroyed by mobs (low Obedience) or Raiders. Cost: 100?

I would be happy to read your opinions on these ideas.

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