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But there is already a good system in the game that makes inspecting far easier, the chancellery building, one lord can work there to direct 3 employees to run inspections for him all day, you can also use those employees to run other chancelleries so each one of them can send out 3 inspectors managing 60 buildings every day, so a single lord can easily run your entire kingdom.
The issue is the paper cost, each inspection costs 1 paper, paper is prohibitivelly expensive, there's no way I could be burning up to 60 paper every day to run my kingdom, I have the building done, but I've never used it as no economy could possibly support it, they either need a fixed small daily paper cost, or paper production needs to be multiple times higher for the same inputs.
For now I'm just beating other noble houses, taking their lords hostages and telling them to inspect my buildings for me all day.
2: Disagree on peasant needs, it's high, but it should be high, I have 100 peasants and about 40 soldiers right now, 2 fully upgraded mills can get everyone fed, it seems fine for an agricultural society
3: I found other countries economies to be too weak tbh, few kingdoms can survive long enough to raise big, proper armies, there are 2 in my map with 30+ soldiers over 13 combat average and 8k worth of equipment, most of the other houses are much weaker than me, or these other kingdoms, having a couple of weak soldiers with very light equipment.
4: Disagree, nobles only care about rings, that's their currency, it's what they like to gamble, you can disable automatic gambling for each lord in a tab if you don't like it
5: The economy tab could be better yeah
6: That's fine, racial and cultural issues are part of the game, some cultures hate each other, I had a wave of xenophobia too, so I just decided to double down and started a terror campaing against them, everyone got happy, at least the ones that survived the executions.
At the very least the duration of telling peasants what to do should last longer, from a week to a month or something. Maybe have the management stat improve the duration. Also moving buildings shouldn't require telling the people what to do again and moving buildings on the first day should be free of cost to set up your city how you want.
2: Production needs an overhaul badly to be able to just set it up easier to produce enough to feed your current population and be able to adjust for how much surplus you want if any. On top of that, trade agreements seem really limited as each Neighboring country only wants to buy 1 thing, meanwhile the traveling Trader very quickly doesn't want your surplus.
3: I've avoided War entirely due to the neighboring countries cheating to get way more Guards/Knights, the tax on hiring them as a player is too high right now, especially since outside of Combat and stopping Thieves/keeping an eye on Prisoners, they don't contribute to your Kingdom and are just a drain of resources.
4: Yea I don't even bother with gambling. With Nobles time already being at a premium wasting time gambling seems like a giant waste of time. At best it allows you to take Rings away from Nobles, but that's not really necessary most of the time.
5: Yea, current amount you have and amount produced each day needs to be the highlight of the Stats.
I'll add onto your list as well, Favors for neighboring Kingdoms, they seem buggy right now. I fulfilled a request to help defend my neighbors from Bandits, which required my Squad to spend 3 days there.. only for the request to not be completed and the Favor is still being counted as in-progress even though they've already returned to my Kingdom for multiple days now.
Maybe it's just that request, but it needs a more decisive way for it to end, like just sending your Squad to help attack wherever the iinvisible Bandit Camp is lol.
It should be retained in some way but the current implementation isn't very good IMO. Something like making all resource and industry buildings work at a certainly base efficiency with lords being able to add significant modifiers to it using the current instruction system would be better.
Perhaps implementing some kind of 'bailiff' system where you can promote peasants to instruct buildings for you, perhaps linked to a specific building like the chancellery.
I found that once your settlement gets large enough it becomes extremely difficult for your lords to keep everything working, even with a chancellery. In the game I had prior to the recent patch, my noble with a high management skill, and who ran most of my economy, died and everything fell apart.
Have to agree. The current way it is done just limits gameplay instead of making it fun. We already struggle with technology being tied to a specific lord, but the entire economy needing a Lord to always give instruction to just function is an issue. It also increases micromanagement since if your main management lord is busy (AI struggles taking care of basic needs) or has a mental break (due to said AI) then you need to quickly change everything that was set-up to compensate. Very micro-management heavy.
Having production buildings work at a diminished efficiency without a Lord would be a better system. It would still be a "top down feudal system" if a Lord's direct instructions are required to make econ buildings work at normal levels (at lower skill levels) or even more efficiently (at higher skill levels). It would help in avoiding death spirals, which the game currently possesses in various forms already...
That's a bit ridiculous, isn't it?
Any attempt to mitigate this (hiring temporary lords, using chancellery) has extended costs that prevent usage early or long term.
You have to have a high trader and a high manager independently, which takes up 2 lords, or attempt to rush paper production (as level 15 in a skill is practically unattainable before old age skill loss). And even then you'd need to supplement it with other lords for non-critical buildings (ie warehouses).
Builders should not have to be managed. It's just too crippling early game to barely get a few hours of building then they spend half the day not working, every day. Have to rush a few warehouses, which then need to be managed.. ontop of everything else. It's awful. Especially when the priority system doesn't seem to work as intended (and with no granularity).
And the warrior tax is just.. extremely bad and I don't understand why almost nobody is talking about it. You don't pay it daily, it BUILDS UP daily and you have to pay all of it when you use the trader. My demo game had -1900 owed in tax by day 25; I couldn't trade anymore halfway in because I couldn't recover from economy death spiral. There's also a bug or something with calculation, as my tax rate is 2x the amount it should be (54 in army screen, 108 on tooltip). The tooltip is the ACCUMULATED tax; it does not specify this.
There's gold cost to setup trade, peace treaties, weddings, gifts, dark deeds.. then for rings it's hiring, bribes, rewards, gambling, bishop services, teaching... too much costs a heavy tax. I always try to play as a peaceful unifier, but here it's like you're forced to do unscrupulous things just to stay afloat.
With my Rimworld (and demo) experience I can get through the early game fairly easily. But once it hits midgame.. things just completely fall apart. Vagabond/rings/gold death spiral. My current game I've lost 20+ population (80+ mood ones too) due to the xenophobia event, including hamstringing my 11 skill commander (eye loss/scarring from punching, alright). Everyone's fatally fatigued because I can't afford their wages to buy alcohol, which I also need as a trade good. 70% of my daily wealth is 'invested into the economy', whatever that means.
And with bandits (vagabonds?), they secretly commit crimes with zero warning unless you, the player, happen to see them moving around and click on them to see "robbing a house" or something. Had to reload my save because they stole 30 rings from my king.. and anything a pawn takes is COMPLETELY LOST the moment they take it (afaik). Pawns need to drop things they carry when dealt with, and we need a way to recover stolen goods. So, burned corpses do return items in their inventory (even foreign), but there's no obvious notification of this. Unknown if it returns what cutthroats steal, as that's not in their inventory.
And the scaffold system still doesn't let you do anything to a known criminal (to the player) and you're punished (vagabond spiral) for indicting them. I have no idea what even triggers the 'suspect' flag, and even then they need to be interrogated first, which can fail to happen for days.
I also think the EA version is quite a bit bugger than the Demo version, and I don't know why. I don't see any changes that have been made in the last 8 weeks (including any of my google form feedback) besides a few nerfs. But there's so many crashing issues now and AI and UI breaking requiring a re-load... I don't understand how it got so bad.
In my opinion, Noble Fates did a much better job at creating a dynasty/kingdom system than this game. It has a bit less depth, sure, but you could actually have a large kingdom and adjust age rates in game options; something you can't do here. But, obviously, nothing compares to Crusader Kings.
I really do like this game, but it just isn't cooked enough, and still a number of things are not really explained to the player anywhere near well enough.
I don't mind the warrior tax, you just need to build your military carefully. It's a system designed to punish relying on mercenaries long term and it works quite well in this regard IMO.
Hiring lots of mercs will cost a fortune but if you recruit peasants and train them up their cost is tiny and doesn't increase as they gain in skill (they have 1-3 skill when you recruit them so 1-3 gold per day). It takes longer and will require some tech investment but I don't mind that. I had a 20 strong army with 2 merc knights to lead them and my warrior tax was about 100 gold per day, probably a bit less, and I was using them to farm bandit camps for prisoners to sell so were making me a fair bit of cash.
And, it's 6 gold for levels 1-3. then 8 for 4.. etc. Would be WAY more forgiving if it started at 2/4/6.
If you're creating an alliance you probably can't have a very large/strong army, a single trade route for manufactures goods should set you up nicely, selling armors, medicine or something else can grant you over 500 a day, specially if you have a good trader set up the deal.
You can often import all the needed goods for the stuff you're selling from other trade deals as well, so you'd just need the manufacturing buildings and a few peasants.
If you're a feudal empire then it's a non issue, and you can have a massive high quality army, last time the caravan came along I had to pay 1.9k in warrior taxes, and I got 2.5k from vassals.
Of course, you're forced to defend all of your vassals all the time, but I think it's worth it.
What annoys me is how they can break off their vassalage freely if they hate you, I see other empires on the map and they can't seem to do this, they need to win wars for independence and you can even help them.
Getting into 2k debt is a bit of a learning point then.
What makes games like this interesting are clear, strong incentives and mechanics. You NEED your lords around and they can't just F off. You NEED to keep your lords alive and sane or your whole kingdom falls apart. You NEED to juggle tech and work to preserve it by passing it down. This is what creates so many interesting strategies and dynamics in the game.
These are metaphors, sure, but they're also core to the design and make it an interesting game. Without them everything becomes this ho-hum mush of "improving efficiency" rather than its current strong design of "you must do this or you will lose."
People need to stop trying to make it possible to squeak by without lords. That is core to the entire game and it's the only thing that makes this game an interesting challenge and balancing act. We can tweak numbers and adjust things, but they absolutely should not change the core design.
Are we playing the same game?
You can only have 5 lords max and need to do like 500 things with them. Combat, Leadership, Trading, Training, Education, Learning, Writing, Diplomacy (With themselves and multiple other kingdoms) while also fulfilling their social and biological needs including Romance and for some dumb reason individually tell people how to do their jobs nearly every day. As if Foreman and other middle men never existed in medieval times.
It's a metaphor. The peasants don't know how to plan or farm properly, so they screw up the harvest without the lord. Maybe they think they don't need to work yet because the lord hasn't come told them to; they don't see the bigger picture.
More importantly, it's a game and this is a unique mechanic to this game. It's not a reality simulator in any sense of the word. There are plenty of games out there where peasants always know how to farm constantly; go play those games instead.
The issue is the cost, paper is way, way too expensive to allow people to use it regularly.
Regular lord prisoners can also manage about 10+ buildings in their day, as their mood doesn't really matter, so it's a neat alternative, in my kingdom I just hit 150 people, I have 2 prisoners and 4 lords in total, my king doesn't even manage anything as he just goes around talking to everyone, he has almost all knowledge in my kingdom and he never touched a book after childhood, everything is running
Those balancing pressures are exactly what make the game interesting in the first place! You are also exaggerating, because e.g. diplomacy can be done via surrogates using paper, and that's also true of many other things.
Anyway, I have not found the balancing act impossible to enjoy on Normal difficulty. In fact, it's the most enjoyable thing in the entire game.
However, as I said, we can always adjust specific values (e.g. mood modifiers, talent scores, specifics of the paper economy) without destroying the very design that makes this an interesting, unique game. Go play any other city builder if you don't want the lord balancing act.