CK3RealmsinExile / RealmsInExile

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Ravage the Land - Orc counsellor action #139

Closed jj248 closed 1 year ago

jj248 commented 3 years ago

A more brutal conversion action available to orcs.

Converts both culture and religion at cost of much higher revolt risk and drop in control and development.

Should have some associated random events to represent pillaging, looting etc. Once artifact system is in, random loot could be given in inventories.

jj248 commented 2 years ago

Pushing this to v3.0. Might as well wait for the artefact system to be in place to implement it!

Kyrenic commented 2 years ago

A prototype for this has now been made, it still needs custom events and county modifiers but the basis is there. As mentioned in issue #469 , this is an expansion of base game mechanics, not a removal.

Kyrenic commented 2 years ago

Councillor tasks have been reworked a bit and are locked depending on the race of the character.

Orcs

Orcs can:

Orcs cannot:

Humans

Humans can:

Humans cannot:

Restricted cultures

Think of characters like Sauron, the Nazgul, Saruman and the like, unique cultures not meant to be present on the map.

Restricted cultures cannot

RoughlyTheSizeOfAMOROOON commented 2 years ago

For Elves, I'm perhaps thinking that they should only be able to do promote cultural acceptance, except perhaps counties that were traditionally Elven lands but have since been lost. In which case, maybe a decision to get Elves back in that land?

Sure you can play as an expansionist Elf, but I'd imagine that even IF we get a cultural conversion stuff for Elves, it should take literal centuries for a single county. Thus making getting your cultural acceptance high far more attractive.

Kyrenic commented 2 years ago

I think Elves should fade, slowly over the course of about 100 years after Sauron's death. Maybe we could make events to slowly feed Elvish lands to the wilderness?

jj248 commented 1 year ago

This is probably done and ready to test.

JukeJukestar commented 1 year ago

image

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Moving this to release critical mechanics since its an unifinished mechanic we dont want to forget implementing!

jj248 commented 1 year ago

OK - I've added more to this. Should now display effects and have its own exclusively negative side effects. I've removed the development reduction while I think on how best to implement.

jj248 commented 1 year ago

County development reduction done - made it by half (rounded down) for now.

Ready to test for feedback.

Jauffr commented 1 year ago

The changes are functioning as of now. The differences between levels of stewardship are minor and the AI rarely decides to do this on mass at the moment

with an 11 stewardship steward Screenshot 2023-02-23 175543

with 17 stewardship ![Uploading Screenshot 2023-02-23 175635.png…]()

with 30 stewardship Screenshot 2023-02-23 175653

jj248 commented 1 year ago

Seems fine to me. Closing.