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Strategus => Strategus General Discussion => Topic started by: Phyrex on December 06, 2011, 05:04:40 pm

Title: Strategus Suggestions
Post by: Phyrex on December 06, 2011, 05:04:40 pm
Continuation thread/Needs its own thread by popular demand from: http://forum.c-rpg.net/index.php/topic,21727.0.html

I've been reading threads this weekend+yesterday and today. Clearly, FotM is raging at Strategus. Justified rage, I must add.

The problems are as following.

- Nothing to do for your standard faction grunt.

- Small clans and individuals have nothing to do.

- Massive alliances.

One solution would be to make Strategus more Total War-like.

For this we need a few things.

- Sign up system for factions at start of every Strategus round. This would require rules and admin supervising.

- Random faction spawning. Once you've signed up and Strategus begins, you and all your faction members will spawn at a random location and each faction is given a starting village.

- Settlement regions. Every village has a region with clear borders, owner of the village owns the surrounding lands. The land would need clear borders + more obstructive/impassible terrain which in turn would make it slightly more linear, throw in a choke point here and there too(Don't over-do it!) I believe this would encourage factions to deal with their closest neighbours first, making the start of Strategus a lot more small-scale, more local wars instead of block 1 vs block 2.

- Settlement recruitment. Instead of having one hundred players camp-recruting in one village you'd have the village owner recruiting troops. The number of troops who are recruitable are set to a specific number each day.

This would perhaps not fix all issues but help it greatly.

There's a lot of reasons why we see huge alliances, this is one of them.

Look at the entire western part of the map, the pattern is obvious. Allies like to stay close to each other. Random faction spawn would help. You'd end up with your faction spawning at a random location with random neighbours. A lot more small-scale, more local wars instead of block 1 vs block 2.

A set amount troops which the faction leader could recruit each day at the village would make the playing field equal. Mass recruitment and mass alliances are linked, you win because you have a massive numerical advantage.

Let's keep this thread rage-free.
Title: Re: Strategus Suggestions
Post by: Keshian on December 06, 2011, 05:08:12 pm
Like the idea, except everyone should be allowed to recruit troops - I know within my faction sometimes people like to go do their own thing and having only person control all the troops in that village/zone would hurt individual fun.

More fief development in general sis good - farms, roads, etc. and having everyone neighboring as ally shouldn't be good as you should ahve no way to possibly expand unless you attack one of your neighbors.
Title: Re: Strategus Suggestions
Post by: Harafat on December 06, 2011, 05:09:37 pm
I can only say i support this thread. +1 for the brilliant idea, this would make strat less repetitive over different rounds and far more interesting each seperate round.

Maybe the regions thing may be a bit over the top, however, the random faction location on the map would be absolutely awesome.

Plz refrain from raging and diplo-trash talk in here, debate this good idea pl0x
Title: Re: Strategus Suggestions
Post by: Keshian on December 06, 2011, 05:21:37 pm
Yeah, maybe have less of a grid and more just a very low upkeep for troops close to or in a fief you own (like 1/5 what it is now) and goes up to 1/2 what it is now for a neighboring fief (so can attack), but then goes up rapidly to 10x normal upkeep when you get 4-5 fiefs away (2x for fiefs 2 over).  This would severly crimp huge alliances and lond distance aid, but would heavily favor aggression toward neighbors.
Title: Re: Strategus Suggestions
Post by: Phyrex on December 06, 2011, 05:23:36 pm
Like the idea, except everyone should be allowed to recruit troops - I know within my faction sometimes people like to go do their own thing and having only person control all the troops in that village/zone would hurt individual fun.

More fief development in general sis good - farms, roads, etc. and having everyone neighboring as ally shouldn't be good as you should ahve no way to possibly expand unless you attack one of your neighbors.

That's both the main problem and an issue.

Massive alliances are formed to increase your "power" (Power = Troops + Gold). And with power you "win". Random faction spawns with regions(+More obstructions like mountains and bodies of water.) means you spawn at a random location with your faction, surrounded by other random factions. Thus, allies won't be able to support you, they'd have to march through hostile regions, navigate impassible terrain, there is no need to ally with someone who is located on the other side of the map. The only way to get out of from/expand where you are is to attack nearby factions.

A fixed amount of recruitable troops per day would keep everything equal, smaller factions could compete with anyone and more importantly, massive alliances lose their value because everyone would need every single troop they have. Their neighbour is just as strong as they are.

And the issue is - What would your standard faction grunt do?

Well, add more stuff to do, basically. Could be anything from border patrol and road patrol if bandits were to block trade. Put a cap on how many troops each general can have(Like Plazek or whoever said.), would make some kind of feudal system. Raid/Tax nearby enemy villages and enemy trade routs. Conjure up and instagate a peasant rebellion in an enemy territory. You could add secondary skills, such as trading,  spying, assassinations, religion, etc.
Title: Re: Strategus Suggestions
Post by: Xant on December 06, 2011, 05:44:47 pm
Great suggestions Phyrex.

Biggest problem of Strategus currently, in my opinion, is that having five people who can barely breathe on their own producing goods/troops is a HUGE advantage already. Make it twenty such people and a smaller faction can't really do much at all.

About the dev-approved starting locations etc:

For smaller clans, individuals and people who want it... give a "start as a bandit" option, or as a merchant or what have you. Maybe have some kind of bonuses for those individuals to make it interesting for both the bandits/merchants and the clans having to deal with them (but there'd have to be limits to stop abuse: bandits can't give villages or other players troops, can't enter certain cities and so on).
Title: Re: Strategus Suggestions
Post by: Vibe on December 06, 2011, 06:07:59 pm
Like the idea, except everyone should be allowed to recruit troops

Well, one of the main points is to not have people recruiting/farming gold. The point is in removing the player number advantage (of bigger clans) and giving that power to fiefs, making owning fiefs more valuable and also giving a better incentive to fight over fiefs with your neighbours.
Title: Re: Strategus Suggestions
Post by: Tomas_of_Miles on December 06, 2011, 06:13:34 pm
I agree with pretty much everything except giving factions a fief at the beginning. I think there has to be some kind of adversity to overcome before taking a fief. But +1 for everything else.
Title: Re: Strategus Suggestions
Post by: Tomas on December 06, 2011, 06:13:55 pm
Random starting fiefs would also solve the no village defenders problem. And if clans try to split up to gain more starting fiefs, they run the large risk of being split up and therefore unable to combine resources.
Title: Re: Strategus Suggestions
Post by: Phyrex on December 06, 2011, 06:17:43 pm
As for the Regions.

They're not really needed, allthough some kind of natural barrier would be preferable so you'd have to chose which way to expand.

I was originally thinking, just as in Total War, every region has a settlement and a resource type building.

Examples of a resource building could be:

- Giant Crab Farm which will produce fine Giant Crab products for trade and sale.

- Stables which will make the faction able to produce and breed Warhorses.

- Goldmine whihc will give the faction 1000 Strategus Gold each day.

Stuff like that could add more depth to strategy and jelousy from neighbours, valuable resources like that is always an instagator for war.

Title: Re: Strategus Suggestions
Post by: Keshian on December 06, 2011, 06:17:49 pm
Actually the main benefit is localizing conflicts, making carebear alliances with all your neighbors disadvantageous.  Rapidly increasing upkeep the farther you get froma  self-owned fief, fixes a lot of this, with decreased upkeep for troops anywhere in your fief's general radius before hitting reaching the next fief.  Random start locations too. 

The reason I don't like only 1 fief owner controlling all troop production is that it disenfranchises the everyday player even more.  Easy fix for what youa re saying - you only get troops 2 times a day when recruiting (say 5 at a time or something), but only if you logged into strategus in the alst 24 hours of the troop recruitment time.  This would remove the zombies ability to recruit (thoughwe still have to keep an eye out on these clans that like to multi-account).
Title: Re: Strategus Suggestions
Post by: Xant on December 06, 2011, 06:35:12 pm
Well, one of the main points is to not have people recruiting/farming gold. The point is in removing the player number advantage (of bigger clans) and giving that power to fiefs, making owning fiefs more valuable and also giving a better incentive to fight over fiefs with your neighbours.

I don't think removing player number advantage completely is the right thing to do. It just shouldn't be an auto-win to have 50 mindless drones farming stuff for you.
Title: Re: Strategus Suggestions
Post by: Phyrex on December 06, 2011, 07:00:58 pm
I don't think removing player number advantage completely is the right thing to do. It just shouldn't be an auto-win to have 50 mindless drones farming stuff for you.

Yep, that's one of the issues, really.

It should be advantegous to have a clan with members in it, but at the same time, as you said, not equal auto-win if you have 50 accounts camp-recruiting in villages. Same goes for massive alliances, which is pretty much the same thing.

Aside from the obvious free soldiers during battles, they're your clanmates after all, regular faction grunts need stuff to do and at the same time contribute to the faction as a whole. As I said earlier, we need activities for them.

Alternative skills? Examples...

Subterfuge - High skill in this will make your character invisible on the map. Now we have a perfect spy, obviously he can infiltrate armies and settlements and view what's inside them. He could sabotage main gates, gate would be open at the incoming siege. He could attempt to assassinate specific targets, which would in the end turn up as an 1 on 1 fight. This would all be based on some kind of formula to decide wether he is successful or not.

Trading - Trading in person with high skill would increase the profit.

Etc. I'm sure we can come up with more stuff.
Title: Re: Strategus Suggestions
Post by: Vibe on December 06, 2011, 07:07:06 pm
I don't think removing player number advantage completely is the right thing to do. It just shouldn't be an auto-win to have 50 mindless drones farming stuff for you.

The player number advantage will still show in more active stuff, like sending scouts in all directions, or more people moving troops... but player number advantage when it comes to grind is just wrong.
Title: Re: Strategus Suggestions
Post by: Keshian on December 06, 2011, 07:07:43 pm
Like I said all you have to do is have any activity someone is doing on strategus, that is currently easily done by autopilot, stop at any time its been over 24 hours since that person has logged into strategus.  This would slow things down and focus more on active players and less on large numbers of players (activities like crafting goods and recruiting troops).

We absolutely should not remove individual players' ability to craft or recruit troops as this removes individual power to participate on strategus as they choose (and no you cant fill it up with enough new fairly useless tasks), having troops and gold allows them to take actions independently.

Also, the whole new terrain liek grid/valleys for each village isn't needed and would just clutter the map and make it less appealing.  All you have to do is have upkeep increase dramatically based on distance from a clan owned village with significant deductions close to home and huge increases at middle and large distances.  Voila - big reasons for having wars with nearby neighbors onlya nd not fostering an alliance with all your neighbors.
Title: Re: Strategus Suggestions
Post by: Tristan on December 06, 2011, 07:31:31 pm
I like the idea. Add to that cooties idea of taxation of regions and my idea of titles for larger kingdoms + duchies and we're going somewhere.

The idea:

I really like your suggestion Cooties.

Something along the lines of Crusader Kings (Paradox game). If you have x% of fiefs under your control or your vassals you could claim a title.
A title gave you the right to tax people.

In strat it could work something along these lines:

If the map is to be four times larger than now, then lets have 4 kingdoms.
Each Kingdom contains 5 duchies. You can claim a Duchy title when you have 66% of the fiefs in a duchy. HAving the duchy title gives you the right to tax every fief owner in the duchy.
When you control 3 of the 5 duchy titles or your vassals (Must be official vassals through an ingame system), you can claim the king title.
When you have the king title you can set a tax for the kingdom and what not.

Add to that:
- Attrition
- Vassal diplomatic system

It requires a larger map.

And we have something going.

Edit: Oh and if you gain 3 kingdoms you gain the title emperor and win the game!
Title: Re: Strategus Suggestions
Post by: rubicon_crossed on December 06, 2011, 07:55:36 pm
I think that xp should carry over from cRPG to strategus much like gold already does.

You should be able to level up and choose attributes for your retinue. The troops you initially recruit would start at some arbitrarily low level such as 10. A percentage of the xp you earn in cRPG would transfer to the strategus troops in your retinue, where the more troops you have, the slower they would level up do to xp splitting between multiple troops (There should in fact be a xp penalty the more troops you have). During a strategus battle, instead of initially choosing your weapons, you would choose the troop type you want to spawn as:
eg. In the two hander weapons section, you would see something to the effect as [RubiconCrossed_BRD's Troops, lv 21, 15/15, 100 troops], [RandomMerc's troops, lv31 24/15, 10 troops], etc.

This would make:
1.  Larger factions would still have 1000 troop armies (but would in general be not as high level) but individual/clanless players could easily level up a small "elite" number of troops that would be enticing to hire by larger factions.

2. Players would have a greater sense of ownership of their own troops.

3. Players would no longer be forced to create "strat friendly" main characters.

4. It could open up interesting dynamics where Mercs could retreat their portion of the troops on their side to not lose them. Some mercs could garner a reputation of fighting to the last man, while others would retreat at the first sign of a losing battle.
Title: Re: Strategus Suggestions
Post by: Harafat on December 06, 2011, 07:58:19 pm
 We should not get too carried away on this, devs are only devs, not a team of profesionnals paid a daily wage for coding this game.
So some of these changes can be implemented, but try to keep a tad simple, they cant go coding a totally different game by the time this strat will be wiped and the next one kicks in.

Viable options imo :

Random starting locations, as said this would greatly increase the fun and dynamics for every1 (in a clan or not)

Higher upkeep the further you move away from your own fiefs This would make mega alliances nearly impossible cuz u cant go attack some1 on the other side of the map, just cuz your friend asked for it. Hence dramaticly increasing local conflicts. Yes this could be abused by chain transfering, but if you are sharp enuff with "allow transfer" button, then rly, you deserve to win

Longer cooldown to get attacked after raiding/sieging The 24h lockdown compared to the 1h cooldown is retarded, i can travel half the map in 24 hrs, so raiders can actually raid, but get raped by the army thats standing next to them after the 24h lockdown.
Title: Re: Strategus Suggestions
Post by: Xant on December 06, 2011, 08:04:23 pm
Well it's up to them to implement what they want, if anything. All any one of us can do is brainstorm. Maybe they'll get another idea from something that was said, who knows.
Title: Re: Strategus Suggestions
Post by: Vibe on December 06, 2011, 08:15:50 pm
moded for stupid
Title: Re: Strategus Suggestions
Post by: Elmokki on December 06, 2011, 08:35:31 pm
One other option to more players recruiting = more troops thing would be harsh attrition / upkeep costs.

50ish troops is a small enough band to forage most of their food and have some supplies etc. There are probably no real diseases spreading in their fairly small camp etc. The number could be even less.

1000 troops is a huge army needing a huge supply train and knowing medieval military camps diseases would probably spread a lot. Also the more people there are the more chances there are for some getting fed up and deserting.

So basically:
1) Soldier upkeep models soldier salaries.
2) Add supplies as a resource to model necessary camp supplies / food / water needed to survive. Supplies should be a no-effort thing to buy from villages - or well, there could be some sort of limit to it but small armies should never have problems being fully supplied.

Salaries increase linearry. Meaning that 20 50 man armies cost the same as 1 1000 man army.
Supply consumption scales expotentially calculated from amount of units nearby on the field.
Generally more supply consumption causes more attrition. There's no real reason, but bigger army that eats more supplies is more prone to diseases etc. No modern toilets and lack of hygiene are the worse the more men are near each other. Also a shitton of attrition if supplies run out. Obviously if there's nothing to eat most men desert and the most loyal men starve to death.

So basically a band of 50 soldiers can fairly effortlessly run around without any problems. 200 soldiers would need only minor considerations. Moving armies of thousands of soldiers would require taking considerable amounts of supplies slowing you down slightly and it'd also cause some level of desertions making it a good idea to split armies while they are travelling as much as you dare and making it cost a lot to attack someone with a big army (your troops will be close to each other when regrouping to attack at latest anyway)

How big should the supply consumption increase or attrition be? I have no clue. If it is implemented it should be fairly light at start so that it won't make big armies too much of a pain.
Title: Re: Strategus Suggestions
Post by: Kophka on December 06, 2011, 08:54:31 pm
I LOVE (love) the idea of "each faction starts with a fief". It'd take some doing to keep factions from making "joke factions" and, but we can side step that by making Strategus application-only once again.

Here's how I see it working. You apply to the devs to join X-faction on Strategus. When it's time to go live, the faction leader submits the name of the fief (quality control here), and the devs put the fief on the new, larger, custom map. All starting fiefs are villages. There can be preset conditions for growing the fief into a castle, or even a town.

Troops come from fief ownership, and are put into a pool that ranking members of the faction can draw from. Factions can get a "bonus troop" for every faction member once per *insert suitable time frame here* (this makes large factions attractive, but doesn't give them a game changing advantage). Troops can be bought and sold between factions. Trade works as it currently does, but with a more standardized bonus for distance traveled.

When a faction is wiped off the map, there is a PM sent to every faction leader stating "x faction has been wiped off the map!". Members from the dead faction (or people that were never in a faction) can trade normally, build up gold, and buy troops to try to become a landed faction again.
Title: Re: Strategus Suggestions
Post by: Keshian on December 06, 2011, 08:56:33 pm
(click to show/hide)

Really don't like that.  One of the ebst things about strategus was large epic battles, taking villages, fortified castle, cities.  Its already disappearing and that would remove it and juts make it like normal battle server, which is incredibly boring.  We still want large battles, just not across the entire map.  So scaled upkeep by distance is better.  if anything upkeep should be lower in localized areas, to allow more troops and larger armies to face off in local skirmishes.  How many PvP 1000+ ticket battles have there been in Strategus 3.0 which has been up for over 2 months??  Less than a dozen.  Its really sad and no one has even attacked a city or castle.
Title: Re: Strategus Suggestions
Post by: rubicon_crossed on December 06, 2011, 09:01:10 pm
What's to stop people from just swapping fiefs to be near their respective allies?
Title: Re: Strategus Suggestions
Post by: Keshian on December 06, 2011, 09:38:58 pm
Sorry to go slightly off-topic, but this is too funny.  DRZ_Nebun just went through all my posts and gave me -1 on all my suggestions because they support removing large carebear alliances and long distance aggression (either that or he is a petty little kid that didnt even read them and was acting petulant).  Either way its really funny and the suggestions are actually good ones and easily codable.

Back on topic, these are some great ideas, has anyone let any of the developers on IRC know to check out this thread?? because I ahven't seen any feedback from them yet, which would be appreciated for giving an idea of what is implementable at a practical level for them.
Title: Re: Strategus Suggestions
Post by: Knute on December 06, 2011, 09:56:38 pm
(click to show/hide)

Interesting ideas.  I've had similar thoughts about preexisting factions.  Maybe it could go something like this:

Just like when you create a new character for the native SP game, you're given the option to start in a faction or as a neutral.  Each of the 6 starting factions (Swadian, Nord, Sarranid, etc) would start with one town and the villages connected to them in native singleplayer plus maybe a castle or two.  People that choose to start as a neutral would still be able to make their own clans, so same system as now but anyone choosing to join a preset faction would get an immediate advantage over them.  In each region, towns would only sell equipment that reflected the local culture.  Unless there's two maps, the same EU/NA split as now with maybe 2 NA zone kingdoms and 4 EU kingdoms.

People could quit factions at any time but there would be some cooldown time before they could join another.

Something like this would stir things up a bit and allow people who don't have a faction in cRPG to join one right away just for the Strategus style campaign.  Maybe they should forget about trying to make accommodate small clans in Strategus and have the game start with 6 big clans with a little neutral space around them, leading to more big wars right away.  If your kingdom gets taken out, you could join your enemies enemy.  Eventually leading to one big civil war.  :)
Title: Re: Strategus Suggestions
Post by: SoA_Sir_ODHarry on December 06, 2011, 10:46:34 pm
1 ability could be Pickocking or criminal actions which can be choosed as action in fiefsa so this although would be an option for clanless peeps to be active and influence clan powers.
Maybe they could prevent that by station more soldiers build any building or get something like magiststrats for fiefs which decrease criminal actions output
Title: Re: Strategus Suggestions
Post by: Overdriven on December 07, 2011, 12:32:45 am
Some great ideas in this thread. Devs please read! Keep it up guys, this has my support  :D
Title: Re: Strategus Suggestions
Post by: Tomas on December 07, 2011, 01:04:44 am
We should not get too carried away on this, devs are only devs, not a team of profesionnals paid a daily wage for coding this game.
So some of these changes can be implemented, but try to keep a tad simple, they cant go coding a totally different game by the time this strat will be wiped and the next one kicks in.

Viable options imo :

Random starting locations, as said this would greatly increase the fun and dynamics for every1 (in a clan or not)

Higher upkeep the further you move away from your own fiefs This would make mega alliances nearly impossible cuz u cant go attack some1 on the other side of the map, just cuz your friend asked for it. Hence dramaticly increasing local conflicts. Yes this could be abused by chain transfering, but if you are sharp enuff with "allow transfer" button, then rly, you deserve to win

Longer cooldown to get attacked after raiding/sieging The 24h lockdown compared to the 1h cooldown is retarded, i can travel half the map in 24 hrs, so raiders can actually raid, but get raped by the army thats standing next to them after the 24h lockdown.

+1
Title: Re: Strategus Suggestions
Post by: Visconti on December 07, 2011, 06:14:47 am
This is a great idea.. +1
Title: Re: Strategus Suggestions
Post by: Phyrex on December 07, 2011, 11:21:52 am
What about...

In the middle of the map you could have a very large region which would be accessible from a large amount of faction regions. In the middle lies the neutral citadel called "chadzity". 

chadzity could work as the staging point for individuals, defeated factions and bandits. Being a neutral city, there is no tax. chadzity is also a major slave/troop recruiting hub for anyone with coin.

You could also add the final objective: Capturing chadzity would result in winning the Strategus round. chadzity would obviously have a large amount of troops with very good gear making it an end-game challenge.
Title: Re: Strategus Suggestions
Post by: Vibe on December 07, 2011, 11:25:00 am
What about...

In the middle of the map you could have a very large region which would be accessible from a large amount of faction regions. In the middle lies the neutral citadel called "chadzity".

chadzity could work as the staging point for individuals, defeated factions and bandits. Being a neutral city, there is no tax. chadzity is also a major slave/troop recruiting hub for anyone with coin.

You could also add the final objective: Capturing chadzity would result in winning the Strategus round. chadzity would obviously have a large amount of troops with very good gear making it an end-game challenge.

Sounds good. However, how would we prevent players leaving faction to recruit troops there? If I got the whole thread right, one of the points was taking away players ability to recruit and giving it to fief manager.
Title: Re: Strategus Suggestions
Post by: Phyrex on December 07, 2011, 11:42:23 am
Sounds good. However, how would we prevent players leaving faction to recruit troops there? If I got the whole thread right, one of the points was taking away players ability to recruit and giving it to fief manager.

Would I hope for too much that players would play fair? lol probably.

Restrictions and rules? 

Recruiting from the neutral city would be a lot slower.

A 5 day timer before you can start recruiting when you have left your faction.

30 days or permanent restriction on merging your new recruits with your old faction for the duration of the specific Strategus round.

I'm sure we could come up with creative restrictions to solve any issues.

Or just ban the concept of giving away troops, gold or items for free at all.
Title: Re: Strategus Suggestions
Post by: Camaris on December 07, 2011, 01:28:36 pm
It is a lot of coding but if chadz wants ideas how to improve the game he could also steal mechanics of Europa Universalis 3.
First necessary thing would be a totalwar like map with many provinces. You dont conquer citys anymore you conquer provinces.

Problem of new and probably bigger maps is that there are not enough maps. If chadzs plans on expanding maps etc. he
needs to get in mappers to do the work. there dont have to be villages citys or castles in every province. You also could introduce
forest, mines, rural areas. would be much faster to add those then adding villages etc. But if you dont want to do this i suggest to
add more villages. those are quite easy and fast to be made.

Back to the eu3 suggestions:
- distant overseas not as good as fiefs at your continent. make multiple continents and
make penalties if you make "colonies".
- smaller countries tech faster then bigger => could be translated into: you get 100% - number of villagesx2 for example.
If you have 20 villages you only get a x0.6 multiplier on everyting you do.
- vasall system: you can vasallize smaller clans getting 0.25 of their production/income. You cant attack them as long they are vasalls.
- declaration of war to attack someone. Warscore to determine how much you can get at peace negotiations. big countries cant be killed
by one attack. after peace is made there is a truce for some time where you cant attack again and cant merc against them.
- war exhaustion. if you stay to long at war you will get negative multipliers. 1 week x0.9 2 weeks 0.8 etc. wars now have goals you can
achieve but you have to look that you dont want to much at once or your empire will be in serious problems.
- you only can transfer troops inside your own faction. if you want troops from other factions they are mercs. upkeep for mercs would be a lot
more expansive then your own troops. you can get them if you are rich or really in danger but you wouldnt hire them for longer time.
- troop limits. say you can get 5000 troops upkeep free. every further unit will cost upkeep if you get above 20000 troops it will get more
expansive again. it would limit clans in size of their armys while for short time you could get big armies if you need them.
- you could store troops for free in villages castles and citys for example 500 in villages 1000 in citys and 2000 in castles.
if they are used to attack someone they have to be removed from castle and then count to the troop limit.

Just play Europa universalis 3 chadz. rogue will give you a tutorial for sure if you want :o there are so many great things
someone could implement in strategus.
Most important thing would be to change map in  a province-style map like eu3 or total war.
I offer myself to do a big amount of mapping if you decide to do this. there are probably enough other people who would love to help you.
Title: Re: Strategus Suggestions
Post by: Camaris on December 07, 2011, 01:39:30 pm
What about...

In the middle of the map you could have a very large region which would be accessible from a large amount of faction regions. In the middle lies the neutral citadel called "chadzity".

chadzity could work as the staging point for individuals, defeated factions and bandits. Being a neutral city, there is no tax. chadzity is also a major slave/troop recruiting hub for anyone with coin.

You could also add the final objective: Capturing chadzity would result in winning the Strategus round. chadzity would obviously have a large amount of troops with very good gear making it an end-game challenge.

i like this idea. you shouldnt be allowed to be there if you own something on the map.
Title: Re: Strategus Suggestions
Post by: Vibe on December 07, 2011, 01:52:40 pm
I have another suggestion how we could further "break" forming massive alliances.

This is in continuation to random spawning system with a starting fief.

Not only would a new faction in strat get a starting fief on random location, that fief would become the capital city. Ofcourse that fief could not be a normal village, but rather a castle or a city. You also could not switch capital city to some other fief (after you captured it).
After a faction loses a capital they would suffer massive penalties (losing army or gold, something else, haven't thought on this part much yet).
This means a faction would be tied to that area (pretty much for the rest of the strat).

Combine this with increasing upkeep the further you go away from capital and you got something :)
Title: Re: Strategus Suggestions
Post by: bagge on December 07, 2011, 08:30:01 pm
Examples of a resource building could be:

- Giant Crab Farm which will produce fine Giant Crab products for trade and sale.

- Stables which will make the faction able to produce and breed Warhorses.

- Goldmine whihc will give the faction 1000 Strategus Gold each day.

Stuff like that could add more depth to strategy and jelousy from neighbours, valuable resources like that is always an instagator for war.

This!
Title: Re: Strategus Suggestions
Post by: Zaharist on December 08, 2011, 03:16:21 pm
Still no reply from devs to this suggestion?
Title: Re: Strategus Suggestions
Post by: Braeden on December 08, 2011, 04:46:24 pm
Only read the OP, so apologies if the suggestion has notably changed by then.

Quote
- Small clans and individuals have nothing to do.
I completely disagree.  There is plenty for small clans and individuals to do, if they are not trying to just be godkings of the universe.  Trading, smuggling, intelligence gathering, banditry and privateering are all things I know individuals are doing, some INCREDIBLY successfully.

As to the rest, perhaps you would like to play Travian or Tribal Wars?

We have random spawning now, without the free villages.  What happens?  People move.  What will change with free villages?  Nothing.  You can't stop alliances like that.  I don't think this system would accomplish any of its goals, honestly.

More, it takes away from aspects of the game that I quite enjoy.  Not only the opening phase, but the ability for new clans to enter after strategus has begun.  An ideal form of strategus has no "rounds" because it requires none.  I also truly doubt people will be able to buy troops in sufficient numbers to retake a village in a system where only villages provide troops.  This system would change strategus so much as to be unrecognizable, and while this may offend the majority opinion, I like strategus.  I have no desire to turn it into yet another stupid browser village conflict game.
Title: Re: Strategus Suggestions
Post by: Phyrex on December 08, 2011, 06:23:39 pm
Only read the OP, so apologies if the suggestion has notably changed by then.

It's a continuation thread from another thread(http://forum.c-rpg.net/index.php/topic,21727.180.html).

The OP is incomplete and does not explain why it would benefit Strategus, it's explained in various posts in this thread.
Title: Re: Strategus Suggestions
Post by: Garem on December 08, 2011, 07:42:26 pm
What's to stop people from just swapping fiefs to be near their respective allies?

Adding some kind of significant cost or loss should fix this. Maybe the fief is inoperable and requires "post-battle repairs" that take a week, or cut production to 10% and add +10% per day? So even fake fights diminish the fief's utility for a long enough time to prevent land-swaps.

There's already the cost/risk of having to cross territory and carry your goods, troops, and supplies with you. That should be more dangerous in an ideal world.
Title: Re: Strategus Suggestions
Post by: Harafat on December 08, 2011, 09:32:22 pm
  Trading, smuggling, intelligence gathering, banditry and privateering

1 and 2 are the same, 4 and 5 are the same. Intelligence gathering... RLY???? Nice way to polish a turd.

Furthermore you are implying that everybody not in the mega alliance should just go banditting, so you no longer have a wargame then, u have a banditting game, with 1 side being the police and the other side the robbers.

And to conclude, how the hell is some1 gonna be a trader when all neutral villages are gone and no one except the owners can craft at a decent ratio?
Title: Re: Strategus Suggestions
Post by: CrazyCracka420 on December 08, 2011, 10:10:18 pm
1 and 2 are the same, 4 and 5 are the same. Intelligence gathering... RLY???? Nice way to polish a turd.

Furthermore you are implying that everybody not in the mega alliance should just go banditting, so you no longer have a wargame then, u have a banditting game, with 1 side being the police and the other side the robbers.

And to conclude, how the hell is some1 gonna be a trader when all neutral villages are gone and no one except the owners can craft at a decent ratio?

And if you're a large faction it's not "banditry" or stealing or looting, it's commandeering.  :D
Title: Re: Strategus Suggestions
Post by: Vibe on December 09, 2011, 02:10:01 pm
What's to stop people from just swapping fiefs to be near their respective allies?

Adding some kind of significant cost or loss should fix this. Maybe the fief is inoperable and requires "post-battle repairs" that take a week, or cut production to 10% and add +10% per day? So even fake fights diminish the fief's utility for a long enough time to prevent land-swaps.

There's already the cost/risk of having to cross territory and carry your goods, troops, and supplies with you. That should be more dangerous in an ideal world.

Well, I suggested a permanent capital city fief where you spawn, so you can't actually change location and move closer to allies.

I have another suggestion how we could further "break" forming massive alliances.

This is in continuation to random spawning system with a starting fief.

Not only would a new faction in strat get a starting fief on random location, that fief would become the capital city. Ofcourse that fief could not be a normal village, but rather a castle or a city. You also could not switch capital city to some other fief (after you captured it).
After a faction loses a capital they would suffer massive penalties (losing army or gold, something else, haven't thought on this part much yet).
This means a faction would be tied to that area (pretty much for the rest of the strat).

Combine this with increasing upkeep the further you go away from capital and you got something :)
Title: Re: Strategus Suggestions
Post by: Keshian on December 09, 2011, 04:35:47 pm
Only read the OP, so apologies if the suggestion has notably changed by then.
I completely disagree.  There is plenty for small clans and individuals to do, if they are not trying to just be godkings of the universe.  Trading, smuggling, intelligence gathering, banditry and privateering are all things I know individuals are doing, some INCREDIBLY successfully.

As to the rest, perhaps you would like to play Travian or Tribal Wars?

We have random spawning now, without the free villages.  What happens?  People move.  What will change with free villages?  Nothing.  You can't stop alliances like that.  I don't think this system would accomplish any of its goals, honestly.

More, it takes away from aspects of the game that I quite enjoy.  Not only the opening phase, but the ability for new clans to enter after strategus has begun.  An ideal form of strategus has no "rounds" because it requires none.  I also truly doubt people will be able to buy troops in sufficient numbers to retake a village in a system where only villages provide troops.  This system would change strategus so much as to be unrecognizable, and while this may offend the majority opinion, I like strategus.  I have no desire to turn it into yet another stupid browser village conflict game.

I tend to agree.  You dont need to give people fiefs so much as assign them a neutral fief to start that acts similar to a  capital city where they pay higher upkeep  the farther they are from it.  Once their faction takes a village, the captured village becomes their new capital city for upkeep purposes.  This would still keep things local by assigning them to a location based on the clan they register with.  Since the cities remain neutral forever, it doesnt matter how many people register new clans even in an ongoing strategsu round - they can still be assigned a neutral fief as their capital city. 

Non-factioned members can get assigned to the central cities on the map as those tend to be the last ones taken and offer greater latitude for travel in all directions and could easily become a trading hub where non-factioned people can sell crafted items, goods, troops, mercenary services, banditing services etc. We even could make the centermost city a non-attackable fief called chadzcity where black market weapons dealers thrive and bandits have a place to sell loot.

Upkeep and speed of travel should both be better than it is now when close to your capital fief and worse than it is now once you get +1000-2000 meters from that location.  (Think - you know terrain better so travel faster adn you forage better and get more support from locals and more volunteers so less upkeep) (pretty simple to code, just do something similar that is done with calculating faraway trade bonus using ranges of distance for rates (so 0-500 meters, .1x normal upkeep/ 10x speed, 1000-1500 1x normal upkeep/speed, 3000+ 10x normal upkeep 1/10th speed)
Title: Re: Strategus Suggestions
Post by: Vibe on December 13, 2011, 09:42:55 am
bump
Title: Re: Strategus Suggestions
Post by: Hunter_the_Honourable on December 13, 2011, 03:13:30 pm
Only read the OP, so apologies if the suggestion has notably changed by then.
I completely disagree.  There is plenty for small clans and individuals to do, if they are not trying to just be godkings of the universe.  Trading, smuggling, intelligence gathering, banditry and privateering are all things I know individuals are doing, some INCREDIBLY successfully.

As to the rest, perhaps you would like to play Travian or Tribal Wars?

We have random spawning now, without the free villages.  What happens?  People move.  What will change with free villages?  Nothing.  You can't stop alliances like that.  I don't think this system would accomplish any of its goals, honestly.

More, it takes away from aspects of the game that I quite enjoy.  Not only the opening phase, but the ability for new clans to enter after strategus has begun.  An ideal form of strategus has no "rounds" because it requires none.  I also truly doubt people will be able to buy troops in sufficient numbers to retake a village in a system where only villages provide troops.  This system would change strategus so much as to be unrecognizable, and while this may offend the majority opinion, I like strategus.  I have no desire to turn it into yet another stupid browser village conflict game.


I really disagree with you here SoA has just reformed and on strat we have no where to go and  nothing to do all we've done is so far is move from village to village to town to castle and having to ask first so we dont get owned by the massive armies of the Block allinces for example GK and fallen have already been pushed out of the desert due to the massive block allince down there! and the few villages that no one owns we cant claim because if we do then again we're gonna end up going to war with another fucking block allince its stupid that we cant do anything or claim anything without a 80% chance of being wiped out... and this is the reason I have stoped leading SoA in strat because its a waste of time little clans cant do anything without atleast pissing off 8 different clans, I agree that a turn based strat would be kinda sucky and shite but it would probably be better then how strat is now as I said big clans and block allinces currently own the whole of strat and small factiosn cant do anything to get started this is why i have given up leading since if your not in a block allince or a Big clan then you might as well not play at all

in summary I like phases Idea (maybe not the turn one bu its still good) and I hope it does get added that way Big clans wont always have the chance to huddle up and just destory who ever is in their way on the map they will be limited and they wont be able to pick their neighbours and hopefully just hopefully small clans will be able to stand a chance without having to fear being wiped out just for trying to get started
Title: Re: Strategus Suggestions
Post by: Vibe on December 13, 2011, 03:14:52 pm

I really disagree with you here SoA has just reformed and on strat we have no where to go and  nothing to do all we've done is so far is move from village to village to town to castle and having to ask first so we dont get owned by the massive armies of the Block allinces for example GK and fallen have already been pushed out of the desert due to the massive block allince down there! and the few villages that no one owns we cant claim because if we do then again we're gonna end up going to war with another fucking block allince its stupid that we cant do anything or claim anything without a 80% chance of being wiped out... and this is the reason I have stoped leading SoA in strat because its a waste of time little clans cant do anything without atleast pissing off 8 different clans, I agree that a turn based strat would be kinda sucky and shite but it would probably be better then how strat is now as I said big clans and block allinces currently own the whole of strat and small factiosn cant do anything to get started this is why i have given up leading since if your not in a block allince or a Big clan then you might as well not play at all


Welcome to Strat
Title: Re: Strategus Suggestions
Post by: Jarlek on December 15, 2011, 12:01:50 am

I really disagree with you here SoA has just reformed and on strat we have no where to go and  nothing to do all we've done is so far is move from village to village to town to castle and having to ask first so we dont get owned by the massive armies of the Block allinces for example GK and fallen have already been pushed out of the desert due to the massive block allince down there! and the few villages that no one owns we cant claim because if we do then again we're gonna end up going to war with another fucking block allince its stupid that we cant do anything or claim anything without a 80% chance of being wiped out... and this is the reason I have stoped leading SoA in strat because its a waste of time little clans cant do anything without atleast pissing off 8 different clans, I agree that a turn based strat would be kinda sucky and shite but it would probably be better then how strat is now as I said big clans and block allinces currently own the whole of strat and small factiosn cant do anything to get started this is why i have given up leading since if your not in a block allince or a Big clan then you might as well not play at all

in summary I like phases Idea (maybe not the turn one bu its still good) and I hope it does get added that way Big clans wont always have the chance to huddle up and just destory who ever is in their way on the map they will be limited and they wont be able to pick their neighbours and hopefully just hopefully small clans will be able to stand a chance without having to fear being wiped out just for trying to get started
Ok, you want some advice? You're saying there's no place for small clans. There is no fiefs that you can take without being wiped by the big boys? Well, here's the thing. Small factions really aren't supposed to own land. The few that small clans that DO hold fiefs, still do it at the mercy of the big boys. This is how it's always gonna be. The notion of a small faction owning land, completely independant of EVERYONE is ridiculous and something you should just forget.

What a small faction COULD do is play the "lesser" roles. Think of the big clans as countries and small clans as factions and warbands. Be mercenaries, merchants, bandits, bounty hunters, traders, mauraders and that sort of things. If you play small, you can do it big. Do NOT try to take over land and put yourself in the way of someone.
   Try instead to gain power through stuff that you can do with the few people you have. Not everyone can be Kings and Queens, Lords and Knights. Someone have to be the merchants, outlaws and the like. Think of the Single Player. Look at how you gain your kingdom there. Instantly attacking a fief with your 50ish warband NEVER works (ok, sometimes it does xD), and even IF you win, the big factions will come and get you sooner or later. No. What you need to look at are all the small factions. The Mercenary bands, Manhunters etc. THAT is the SMALL factions. THAT is what you should be doing.
   Think small, gain respect and power, build yourself up. In the end, maybe you'll be powerful enough to claim something for yourself. And you know what? You might even be able to KEEP it if you have enough power, contacts and reputation to hold the others at bay. And if you fail? Well, you probably would go down in an AWESOME way, worthy of respect by everyone.

Yeah, I know there currently isn't that much stuff for those factions. But that's what chadz and Co is working on. The trading, caravan, marketplace and crafting that was introduced this round of Strat? They just opened up the possibility for merchants, traders and craftsmen. Those people again opened up for banditry. What I hope is that more stuff for the SMALL clans will be available, not just the Kingdom clans.
Title: Re: Strategus Suggestions
Post by: Hunter_the_Honourable on December 15, 2011, 03:54:14 am
Ok, you want some advice? You're saying there's no place for small clans. There is no fiefs that you can take without being wiped by the big boys? Well, here's the thing. Small factions really aren't supposed to own land. The few that small clans that DO hold fiefs, still do it at the mercy of the big boys. This is how it's always gonna be. The notion of a small faction owning land, completely independant of EVERYONE is ridiculous and something you should just forget.

What a small faction COULD do is play the "lesser" roles. Think of the big clans as countries and small clans as factions and warbands. Be mercenaries, merchants, bandits, bounty hunters, traders, mauraders and that sort of things. If you play small, you can do it big. Do NOT try to take over land and put yourself in the way of someone.
   Try instead to gain power through stuff that you can do with the few people you have. Not everyone can be Kings and Queens, Lords and Knights. Someone have to be the merchants, outlaws and the like. Think of the Single Player. Look at how you gain your kingdom there. Instantly attacking a fief with your 50ish warband NEVER works (ok, sometimes it does xD), and even IF you win, the big factions will come and get you sooner or later. No. What you need to look at are all the small factions. The Mercenary bands, Manhunters etc. THAT is the SMALL factions. THAT is what you should be doing.
   Think small, gain respect and power, build yourself up. In the end, maybe you'll be powerful enough to claim something for yourself. And you know what? You might even be able to KEEP it if you have enough power, contacts and reputation to hold the others at bay. And if you fail? Well, you probably would go down in an AWESOME way, worthy of respect by everyone.

Yeah, I know there currently isn't that much stuff for those factions. But that's what chadz and Co is working on. The trading, caravan, marketplace and crafting that was introduced this round of Strat? They just opened up the possibility for merchants, traders and craftsmen. Those people again opened up for banditry. What I hope is that more stuff for the SMALL clans will be available, not just the Kingdom clans.

First of all I dont care about respect on strat since strat has nothing to do with respect and LLJK is proof of that and besides that SoA DID have respect before Tetris and a few other people fuck the clan over, Second I doubt Josh would spend most of his time sending our members to scout, merc, trade and stuff for other clans if we didnt get much back and the Key thing to remember here is that Human beings can be total my old friends and douchbags and some will use any excuse to attack, destroy and bully anyone they can and I can understand what your saying about starting out small but to be honest your In Merciless (Risen) and your clan has always been a big clan that everybody knows and you guys dont have to do none of theses things so you cant really say SoA needs to do this and that and small stuff when your clan has never had to do any of this. but as I said I understand what your saying and It does make sense but tbh Im not leading SoA in strat no more and this is just my personal opinion...Not SoAs not Josh's not Shanks Just me...Hunter
Title: Re: Strategus Suggestions
Post by: Harafat on December 15, 2011, 09:43:50 pm

Be mercenaries, merchants, bandits, bounty hunters, traders, mauraders and that sort of things.   

Again, you seem to be giving 6 options, while there are actually 2. All these words mean the same : RAIDER/TRADER.
Now, u cant be a trader anymore when all neutral fiefs are captured. So, leaves us Raider, say everything goes good, you equip an army to raid one factions caravans, but then all the other factions come to reinforce the attacked caravan (this is what happens, debating this fact is a mere sign of dishonesty), so you lose your battle. So your hard earned tickets and gear are gone (i can accept this, this is war), however, you cant build up a new gold reserve for equip cuz all the neutral fiefs are gone, so your life as a raider ends when u lose 1 battle.

Honestly i dont get why you carebears arent just saying "Nananana, hahahaha, yes we got you cornered and yes we will win!" instead of goin on like "nonono, we're not allied, we just all help each other, and we never attack each other" "this all a coincidence, you have no proof" "75% of playerbase, gief proof plz". Everytime you guys try to pull this it adds to your negative honesty-meter.

So, SOA, as a veteran player i can only advise you to get some skill points in the Handjob skill, this way, you might get a fief, if you dont annoy the greys or DRZ too much.
Title: Re: Strategus Suggestions
Post by: Thovex on December 15, 2011, 10:55:02 pm
First of all I dont care about respect on strat since strat has nothing to do with respect and LLJK is proof of that and besides that SoA DID have respect before Tetris and a few other people fuck the clan over, Second I doubt Josh would spend most of his time sending our members to scout, merc, trade and stuff for other clans if we didnt get much back and the Key thing to remember here is that Human beings can be total my old friends and douchbags and some will use any excuse to attack, destroy and bully anyone they can and I can understand what your saying about starting out small but to be honest your In Merciless (Risen) and your clan has always been a big clan that everybody knows and you guys dont have to do none of theses things so you cant really say SoA needs to do this and that and small stuff when your clan has never had to do any of this. but as I said I understand what your saying and It does make sense but tbh Im not leading SoA in strat no more and this is just my personal opinion...Not SoAs not Josh's not Shanks Just me...Hunter

Suit yourself, you asked to have Istiniar, Glunmar and Yalen, hah!

You mad? You can try capturing them but it will just make it easier for us to capture it after, there's troops ready of doing that any time.  :mrgreen:
Title: Re: Strategus Suggestions
Post by: Harafat on December 15, 2011, 11:23:38 pm
Suit yourself, you asked to have Istiniar, Glunmar and Yalen, hah!

You mad? You can try capturing them but it will just make it easier for us to capture it after, there's troops ready of doing that any time.  :mrgreen:

No, not you, u with troops and gear provided for you.

edit: maybe, i shouldnt hack into the risen/merciless as much, you're not that carebear as the rest. But i still would like to refer to my above post about small clans getting a "chance" in strat

And phyrex, im sorry to derail your awesome thread, i had much believe in this, but since DEVS can only say: "ZOMG BLASPHEMY I LIKE STRAT AS IT IS", so suggestions are not considered to be likely to be applied
Title: Re: Strategus Suggestions
Post by: Jarlek on December 16, 2011, 12:33:34 am
Again, you seem to be giving 6 options, while there are actually 2. All these words mean the same : RAIDER/TRADER.
Now, u cant be a trader anymore when all neutral fiefs are captured. So, leaves us Raider, say everything goes good, you equip an army to raid one factions caravans, but then all the other factions come to reinforce the attacked caravan (this is what happens, debating this fact is a mere sign of dishonesty), so you lose your battle. So your hard earned tickets and gear are gone (i can accept this, this is war), however, you cant build up a new gold reserve for equip cuz all the neutral fiefs are gone, so your life as a raider ends when u lose 1 battle.

Honestly i dont get why you carebears arent just saying "Nananana, hahahaha, yes we got you cornered and yes we will win!" instead of goin on like "nonono, we're not allied, we just all help each other, and we never attack each other" "this all a coincidence, you have no proof" "75% of playerbase, gief proof plz". Everytime you guys try to pull this it adds to your negative honesty-meter.

So, SOA, as a veteran player i can only advise you to get some skill points in the Handjob skill, this way, you might get a fief, if you dont annoy the greys or DRZ too much.
OH HI THERE MISTER BUTTHURT!

I find it so hillarious that you are still whining so much you jump into this thread, minusing my post where I try to give some suggestions to the SoA guy, whining like a bitch and then coming with completely fail "corrections" to what I wrote and how "wrong" I am.

Let's just start with how fucked your "that's only 2 options herpaderpa schmszmsafmas I'm a germy old friend" argument is. I'm gonna explain what the different suggestions were, since your simple mind couldn't figure it out yourself. Here they are:

Mercenary: You get a small to medium sized band with medium to good equipment. You travel to the different warzones and offer your men and equipment to the different factions. You don't offer a LOT but you offer what could be the DECISIVE element. Good equipment for your troops is the best here. Big factions will rather have many lowly equipped troops, but you want to have a high Kill per Troop ratio because you travel a lot. Also, upkeep. Having clanmembers able to craft medium armour/weapons for you is a big pluss. You make sure you and your clanmembers keep your reputation as neutral as you can. Always make sure to not anger people long time. Make them know and understand that you are giving your troops for THAT and THAT battle only. Don't just inform this to the guys you fight FOR  but also those you fight AGAINST. Try to make it so that people will WANT you to be there for them. The more valuable and scale-tipping you can be, the better for you all.
Merchant: Basically what MOST solo people are now. You craft goods at a place, move somewhere else, then sell it. You equip your troops or sell the gold for cRPG gold to a faction or whatever.
Bandit: You get a small and mobile band with enough troops. You fight lightly or unarmed people and attack them for your stuff. Pretty obvious, really.
Bounty hunter: You hunt bandits. NEVER attack people you aren't sure are bandits. Make sure you only go for known fugitives. Remember to inform the different big factions about you, maybe they'll give you a small reward for cleaning out the bandits for them. Of course, most wont reward you with anything if you don't tell them. Just make them aware that you are keeping the roads safe from bandits. Maybe ask them if there are certain individuals they want gone from their lands.
Trader: Close to the merchant, but instead of dragging trade goods from place to place and selling them, you drag ITEMS from place to place. You sell different equipment that you and your clanmembers have made. You REALLY want to be able to craft CHEAP but EFFECTIVE stuff, especially heirloomed stuff. Almost everyone and their mother can craft +3 Greatswords, Poleaxes and 1h Super Swords, but not many can, or even have, CHEAP looms that are GOOD. Like the Military Scythe, Bastard Sword, Nordic Swords and ESPECIALLY cheap, but good, shields. Your profit lies in selling en mass crafted good stuff for reasonable prices and then transporting it to people willing to buy them. With a clan of people who knows how to get a high crafting skill in the right gear, you can easily make a good amount of gold. Gold, is as always, power and influence and you can then use this method to get enough capital to become something else.
Marauder: Very similar to Bandit, but instead of going after lone merchants or faction caravans, you are working FOR a clan against another. You are basically a proxy, attacking a factions enemies without anyone knowing it's them. The patron can even help you out with troops, money and gear. All depends on what kind of deal you work out.


No, not you, u with troops and gear provided for you.
Hi there mister bullshit. The Risen have NEVER gotten any troops, gold or equipment from ANY other faction. The only thing we have received are Trade Goods that we have given an equal amount back, aka a TRADE. You might be to retarded to know what that is, but for those of us with a working brain can understand that that's not getting stuff for free.

We never have received anything, and never WILL take anything, without giving something back. Unlike HRE, we can actually equip, recruit and support ourselves. Now I suggest you get the FUCK out of this thread, you have already shittied it up enough. I was coming with suggestions for what people could do in strat (mainly aimed at SoA and other small clans), but you had to come in with your butthurt attitude, typing irrelevant (and completely FALSE) "corrections".

NB: And can people PLEASE stop dragging US into this imagined Carebear alliance? Just because we don't attack our neighboors doesn't mean we are allied, it means we are smart enough to recognize that attacking them is a bad move. This is called STRATEGUS, not go-around-and-attack-everyone-randomly-while-whining-"carebearOMFG!"-because-they-can-actually-be-friends-and-decent-to-each-other-ius. You wanna know WHY none of us are fighting for you guys as mercs in your battles? Because not a SINGLE one of you have ever popped into our TS, said "Hi, we got a village fight. You wanna help us out?" or anything. What you HAVE done is call us my old friends, insult us, GTX the game blaming us, and being so butthurt that everyone dislikes you while you go around insulting them. Why wont anyone be friends with you? Gee, go figure.
Title: Re: Strategus Suggestions
Post by: Lepintoi on December 16, 2011, 01:24:56 am
Its the roster alliance that bothers me not the map alliance...
Title: Re: Strategus Suggestions
Post by: Lepintoi on December 16, 2011, 09:38:53 am


NB: And can people PLEASE stop dragging US into this imagined Carebear alliance? Just because we don't attack our neighboors doesn't mean we are allied, it means we are smart enough to recognize that attacking them is a bad move. This is called STRATEGUS, not go-around-and-attack-everyone-randomly-while-whining-"carebearOMFG!"-because-they-can-actually-be-friends-and-decent-to-each-other-ius. You wanna know WHY none of us are fighting for you guys as mercs in your battles? Because not a SINGLE one of you have ever popped into our TS, said "Hi, we got a village fight. You wanna help us out?" or anything. What you HAVE done is call us my old friends, insult us, GTX the game blaming us, and being so butthurt that everyone dislikes you while you go around insulting them. Why wont anyone be friends with you? Gee, go figure.

I completely agree. We made some questionable decisions in the beginning. Altho i had the most fun in the beginning when things seemed balanced ^^. And i also agree with Nebun on the game mechanics not forcing anyone of the big clans to take more land than they need. im just dissapointed that every fight, wherever on the map it is, is fought by the same people over and over... I hope we can finally leave it at that, or make a seperate thread for Forum wars and such.

PS: can someone with alot of time and a boner for reading up all the strat suggestions, compile a summary of the good suggestions :) theeeenx I'd like strat 4 to be different :)
Title: Re: Strategus Suggestions
Post by: Vibe on December 16, 2011, 09:58:02 am
This thread isn't about silly strat carebear drama, it's about improving it. So stop fucking infesting it with your idiotism.
Title: Re: Strategus Suggestions
Post by: Turkhammer on December 16, 2011, 04:58:47 pm
@Zapper:  Individual role as merchant is disappearing due to fewer and fewer independent fiefs.  Clans are imposing exorbitant hourly fees (500 gold/hour) in their fiefs.
Title: Re: Strategus Suggestions
Post by: Lt_Anders on December 16, 2011, 04:59:26 pm
@Zapper:  Individual role as merchant is disappearing due to fewer and fewer independent fiefs.  Clans are imposing exorbitant hourly fees (500 gold/hour) in their fiefs.

100g/hr is max dude.
Title: Re: Strategus Suggestions
Post by: Turkhammer on December 16, 2011, 05:09:11 pm
Right you are. :oops:  I remember losing 500 in an afternoon.
Title: Re: Strategus Suggestions
Post by: Jarlek on December 16, 2011, 07:56:19 pm
@Zapper:  Individual role as merchant is disappearing due to fewer and fewer independent fiefs.  Clans are imposing exorbitant hourly fees (500 gold/hour) in their fiefs.
You got a point there. But believe it or not, many clans have more spots in their fiefs then they can have people crafting. Try contacting the various clans and see if they have any spots open for the public. Ofc, it will be the 25 gold per Trade Goods fiefs, and there probably will be some tax (maybe, 5/10/15), but you will probably find SOME places that are ok to craft in. Most smart clans will understand that it sometimes is better to have neutrals (who pays a small visiting fee) crafting in your fiefs than having only your own. It all depends on their organization, numbers and fief situation. All I suggest is that you ask around if there are any open spots.
Title: Re: Strategus Suggestions
Post by: josh on December 17, 2011, 02:54:54 am
I find this funny xD
Due to there is all this bullshit about small clans doing this, this and this- Well maybe some Small clans want to grow and don't have the chance?
Big Factions claim too much land in my opinion most of the time (Greedy Idiots)
However,
I do agree with this idea of small clan fighting (tribe)
And starting with a fief would be interesting because it gives everyone a chance.

Personally I would like to see how this would play out if set in motion. :D

Best Re-guards SoA_Josh
Title: Re: Strategus Suggestions
Post by: Tomas_of_Miles on December 17, 2011, 08:26:35 am
But big factions are... bigger than small factions. It is definitely possible for small clans to take fiefs, but bigger clans should have an advantage, and also you guys were a little late to this strat. :D
Title: Re: Strategus Suggestions
Post by: Hunter_the_Honourable on December 17, 2011, 03:19:18 pm
But big factions are... bigger than small factions. It is definitely possible for small clans to take fiefs, but bigger clans should have an advantage, and also you guys were a little late to this strat. :D


I know  :(
Title: Re: Strategus Suggestions
Post by: Braeden on December 17, 2011, 04:01:08 pm
@Zapper:  Individual role as merchant is disappearing due to fewer and fewer independent fiefs.  Clans are imposing exorbitant hourly fees (500 gold/hour) in their fiefs.

Come to Shulus, live in peace and prosperity for a minimal fee meant only to maintain the town guard.
Title: Re: Strategus Suggestions
Post by: Vibe on March 12, 2012, 11:02:05 am
bump, this thread must not be forgotten