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JFD's Rise to Power

Rise to Power

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  1. Natan35

    Natan35 Mayor of St. Natansburg

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    1. I'm not Nathaniel. Just... Natan.
    2. Wow. I usually don't pay much attention to those specialists. From my experience, if you have a lot if faith, that means you went piety, which means you probably also have a lot of gold(theocracy). So those things usually go together. I usually end up having more gold then faith.
    3. So: in an absolute monarchy, the parliament is composed of clergy and nobility, which are opposing factions, right? Will each faction always support\ oppose the same reforms?
    4. About the bugs.... I will post logs, but they only started in my recent games, so I think it might be related to the CP.
     
  2. janboruta

    janboruta Artistriarch

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    Gold vs. Faith output calculation is a bit of a flimsy one, because the yields are not comparable (like, say, gold and hammers). Faith output is steady, and is steadily rising (shrines, temples, wonders, Monks). Gold output fluctuates wildly, and early in the game it can indeed be outweighed by Faith, only to overtake it once Medieval and Renaissance eras kick in, and major naval trade income becomes a thing. It could create a repeatable pattern of Clergy domineering in antiquity, and Nobility until the end of the game afterwards, a pattern that wouldn't easily be broken and force the player to adopt same reforms in the same time every game.

    It would make more sense mechanically to compare Culture to Faith, as their output-per-turn can only rise throughout the game, and very rarely fall. Both yields tend to go head-to-head early on in the game, and if the player actively pursues a religion, or just happens to adopt one that has some purchasable religious buildings, Faith should be able to keep a candle to increasing Culture output. In my games it's usually around 25%Faith-75%Culture, but if I pursue a religion or go Piety, it's more like 40%Faith-60%Culture, and I think I achieved a perfect 50-50 balance once. This would make it more important to balance your cultural vs. religious specialists to achieve a desired CPT and FPT output, making Monks indirectly more important in relation to Artistic specialists.

    I don't think relying solely on Specialists would be a good way to measure faction dominance. I very rarely use Monk specialists in a regular game, as I prefer to put them all into Artists and Engineers, with a occasional Merchant and Scientist here and there - they're just too useful in general, unless the player wants to proselityse or get some Holy Sites. The above paragraph could make Monks more important, but I don't think they should count as a deciding factor in the calculation.


    For reference, how is faction dominance calculated in non-Absolute Monarchies or other government types?
     
  3. JFD

    JFD Kathigitarkh

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    2. Salient point.
    3. Pretty much. There are some reforms which one opposes that the other supports, for instance. The reforms that they oppose/support are always the same - not much sense in making it random, and too much work to make it dynamic.

    The problem with Culture is that is doesn't reflect the Nobility as well as Gold. Certainly, the reliance on Specialists was a flawed idea. Perhaps calculating from the base Gold Per Turn - before subtraction by maintenance and other things - would work.

    For Parliamentary Monarchies, each city elects two candidates - one is based upon the number of a combination of two Specialists, and the other is a combination of the two lowest yields. I can't remember most off hand, but Socialists were voted in when Food+Production was the lowest, and when there were a greater number of Unemployed Citizens+Engineers. I expect Liberals were Gold+Culture (Merchants+Cultural Great People, I'm guessing), and by that reasoning, Conservatives are Science+Faith (so maybe Scientists+Monks). These get turned into Communists/Libertarians/Fascists when a particular Ideology is influential (if Order is influential, Socialists become Communists, for instance). Finally, if the influential Ideology is your own, the 'extremist' party would become Reactionaries (so, if Order was influential, and it was your Ideology, Socialists would become Reactionaries). It sounds complicated, but is not something that someone needs to be concerned about - there are plenty of options to get around min-maxing your Parliament to the composition you want - dissolving Parliament (as a Monarchy), becoming a Despotic Monarchy, or just making sure you have enough Sov. to handle the reforms that your Parliament opposes. The only group that you'll want to watch out for are Revolutionaries - as they hate everything Reform you try to put through! They only appear if Parliament is composed when Sov. is low, however.

    For the Senate, I don't recall specifically, but it's not so important, as Senators have a singular focus on one particular branch of Reforms (Military, Religious, etc.), and, rather than rely upon a vote, are composed according to a real value.
     
  4. Kesler

    Kesler Master Kekkler

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    That actually makes a lot of sense, clever idea.

    Personally, I just want to be a British King who keeps disolvong parliament whenever they propose something I don't like. Where are the roundheads when you need em.

    I tend to amass quite a lot of GPT in a game (maybe not during the classical era :3 ) So how would the faith output balance out the gold? It can't be a 1:1 ratio. I guess that's just one of those.balance and beta test things. :p

    Keep up the excellent work! Methinks we might have Soverignty before the new year :D
     
  5. MasterEcabob

    MasterEcabob Warlord

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    Those mechanics sound extremely interesting, although I always tend to go production over everything else, so it sounds like my parliament will be a socialist paradise, which isn't a bad thing.

    My question is, about how many of the main reforms can we expect to use over the course of the game? You said there is a ten turn cooldown, and you have a LOT of awesome reforms for us to choose from. My games only last about 400 turns, so that gives me 40 chances max to choose a reform. How many "trees" of reforms do you see us making use of? And how many of those reforms are going to be spent undoing something our parliament forced us to implement?
     
  6. JFD

    JFD Kathigitarkh

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    Oh no, Parliament doesn't force you to implement anything per se. You can implement Reforms that a Parliament favours for some extra Sovereignty, but you can get Sovereignty from many places, so you would never need to rely upon their favour (it's still useful if you dont' want to/can't divert other resources to getting Sov. elsewhere, of course).

    It's hard to predict, but the cooldown period can always be changed. Monarchies get an inherent 50% discount, and I've considered having it so that the Supreme Court reduces it by an additional 25%/50% or so. Something to test, nonetheless, I suspect.
     
  7. Galaphile0125

    Galaphile0125 Duke

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    I have a question concerning sovereignty and playing as a communist or fascist state. I am wondering if there will be either new buildings or tile improvements that you will be able to build to increase or maintains sovereignty levels to combat revolutionaries?

    I am thinking prison or concentration camps for dissenters or even maybe even more extreme measures such as being able to carry out Stalin style purges or genocides of rebelling areas.

    I know those last parts are quite disturbing and I can understand not wanting to address something like that in a game but they would seem to be rather true to playing as a bloodthirsty tyrant. I mean I don't think Herr Fuehrer Attila would bat an eyelash at purging a city of its dissidents.

    Thanks for any replies!!! :D
     
  8. Natan35

    Natan35 Mayor of St. Natansburg

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    So... Monarchies have a certain advantage, will republics have an a advantage too?

    (@Galaphile0125: as smart man once said: oh god pls no)
     
  9. JFD

    JFD Kathigitarkh

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    Well, you've got the Magistrates Court > High Court to combat the cost that each city increases Reforms by, but I think it might be an idea to add to the purpose of Constabularies and Police Stations (rather than to any new buildings, given those suit and are particularly useless in the first place) to reduce the chance of Revolutionaries causing anarchy when you try to implement reforms, or even reduce the chance of Revolutionaries entering Parliament in the first place. It's something for me to consider, so thanks for the idea!

    Could always give Communists and Fascists a unique decision to purge Revolutionaries, too.

    Never!

    Yeah af corse...
     
  10. Natan35

    Natan35 Mayor of St. Natansburg

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    How about less sovereignty needed for reforms?
    (Also, what SPs did you change? And is there any way to prevent piety loss after adopting an ideology?)
     
  11. Skaz881

    Skaz881 History Major

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    I'm getting a strange conflict between P&S and the CBP where the Religion overview completely disappears and despite enabling some of your buildings (in this case, Altars), they didn't show up for purchase once I had chosen the belief.
     
  12. MasterEcabob

    MasterEcabob Warlord

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    Did you subscribe the mod from Steam? I had a similar problem with that version, but after I got the direct download version it worked fine.
     
  13. Skaz881

    Skaz881 History Major

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    No I'm using the direct download.........I just updated the CBP so maybe I have to redownload P&S?
     
  14. JFD

    JFD Kathigitarkh

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    I haven't changed any SPs. And perhaps a reform could help with that.

    It'll be because the CBP now hardcodes the Religion Overview screen. It's becoming very difficult to support the CBP whilst it's still receiving ongoing updates, so, for, now, I think I'd advise the two not be used together.
     
  15. i like turtles

    i like turtles Chieftain

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    just a small nitpick but can u lower the price of gold for whenever u have the knight order event?i always have to turn them away because the game assumes im just sitting on piles of gold without spending it.
     
  16. JFD

    JFD Kathigitarkh

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  17. Natan35

    Natan35 Mayor of St. Natansburg

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    Bug report: I secularised the nation. Instead of not having the ability to choose more decisions, the secularise the state decisions disappeared from the enacted decisions list and I am still able to enact religious decisions(like appoint church leaders).
     
  18. i like turtles

    i like turtles Chieftain

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    if u do change the cost,can u make it require around 500 gold[epic speed]?i think thats a fair price.also can u increase the xp to gain to 30?when i conqured a city with a chapter house,i found out it only granted 10xp, which was kinda disappointing.I mean,the templars,teutonics,etc were basically a whole army of navy seals.I'd expect at least 15 exp from them imo.one last thing[this kinda more personal preference]can u make your mods already in folder form?some of us dont have access to special file openers like winzip and have to rely on temporary demos.I'd understand if this would be diffiuclt butt would be nice if the mods already came unpacked.Thanks
     
  19. Natan35

    Natan35 Mayor of St. Natansburg

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    1. No. No, no, and no again.
    2. Navy seals? Whole army? Yeah... Not really.
    3. AFAIK that would make the download take more time. Besides, I'm pretty sure that those programs are present in every computer. I might be wrong though.
     
  20. Zantonius Hamm

    Zantonius Hamm Gay anime communist

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    Just popping in to say this is still my most wanted mod. :D
     
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