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Thread: A few niggles.

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  1. #1

    Default A few niggles.

    Thoroughly enjoy this mod, however there appears to be some things that dont seem right and i was wondering has the mod has effected these values.

    1. Trade values. I had the impression that the further away the resource the greater its value. Thus merchant in damascus trading silk should get less than that in constanople if capital is Jersusalem (playing KOJ). Wrong its about 50% less yet 10 times the distance. Same with those towards Bagdad. Using the same merchant on his travels and have trade rights with both factions.
    2. I have never suffered the loss of assassins, spies and merchants on 95% chance of success on the original like now. Maybe one or two per game but failure was rare and non existant with the robber barons. With the greatest respect 9* merchants do not fail against 1* nor are they taken over. Also the chance of success for spies varies very little or not at all regardless of target and factions. A new spy has to hunt around for a target to practice and learn the trade. But if its say 48% whether you look at any general, captain, town, city, diplomat etc then it cannot be based on the security of the target. This i thought was the point of other spies detecting and the relevent traits/ancillary of spy catcher, bodyguard etc.
    3. Piety serves what purpose?
    4. How is the request papal assistance activated .
    5. Drink issues are supposed to be triggered by sitting around town with inns etc. They should nt be triggered whilst out on patrol, in castles per se and in cities with no establishments in this line.
    6. Archers do not seem pretty accuate unless controlled by the AI.
    7. Ai troops appear to be superfit. Some Egyptian units can almost keep up with horses without tiring. Also have had several instances of them marching/charging uphill following cavelry, then battling the front line of spears, routing and then running away from a second fresh and unused line which quickly becomes exausted and cannot catch them. Noticed this with ERE as well against the turks and Kypacks. In the same location on earlier turns my troops where often exausted before they even engaged when attacking and couldnt fight.

  2. #2
    Cromagnon2's Avatar Senator
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    Default Re: A few niggles.

    Hi captain,

    From my game experience I will try to answer some questions.

    1. Don't think this is true. I believe resources increase in value in relation to how much contested it is. I also have red somewhere that you get a bonus if you have the monopoly over one resource type, (don't know if this is actually true).

    2. Spies are pretty much the same as vanilla, Assassins however got a boost which made them a bit overpowered IMO especially against merchants. Merchants on the other hand were nerved which is a good thing, their success has decreased against other merchants.

    3. piety has the purpose that, if you have a religious governor in a one of your settlements with a high percentage of population with the same religion, it improves public content and vice versa.
    I don't know if piety actually also increases faith in a settlement.

    4. Yo can read this in the facts section or faction preview pages, but it will be triggered after queuing the request in the settlement build menu.

    5. Did not notice this.

    6. Idem.

    7. I think this has something to do with battle difficulty.
    Last edited by Cromagnon2; July 18, 2008 at 10:45 AM. Reason: forgot 7 :/

  3. #3
    anaztazioch's Avatar Centenarius
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    Default Re: A few niggles.

    1. The further the resource TYPE is away from your capitol, the higher multiply of its base cost ill be.
    Coal base value is 8, so 0money merchant will trade it for 8 gold and since there is coal in your capitol, there is no need to import it from far away lands, so all coals on the map will giev you 8 money from 0 merchant.
    Another thing that alters the money geining, are diplomacy. If you are not in peace or have trading agreement with owner of region with targeted resource, you wont be able to "dig" its full income.
    Last i know is the actual trade bonus of your capitol. The stronger markets, silkroutes, roads, vineyards, slave markets, docks, merchant guild, the stronger your merchants will be.

    2. Umm, the percentage chance you have are the success rate of your agent. But "intercept/backfire" chances are counted seperatly, so even if you have 95% chance to aquisite, have a spy tell you weather the target dont have "Secure assets" trait that not only lowers you success chance, but also increases agents intercept.
    - this how ever is more observation than truth. I cant say other wise how did my 6 money merchant backfired 2 money Ayybid 56 year old merchant...

    3. Dont know, that shouldnt be a question to BC tough.

    4. Dont know, but if one of main KoJ sets get captured by Moslems, a building is build, or can be build by KoJ to request crusadering assistance.

    5. I dont pay attention, my whole bloodline tree is a freking drunkards...

    6. Thats becouse AI is quick to spread formation making your archers less accurate.
    But yes they are a bit too inaccurate, i find it hard to belive that 120 arrows barelly kill 6 Tukish Ghazni.

    7. Difficualty setting set this.
    Also if you are comparing Ayyubids, who are used to Mid-east climate with Franks who are not used to climate, you shouldnt be that much suprised. I heared these values will be fixed in next release.

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