Jon Shafer's At the Gates

Jon Shafer's At the Gates

Sverd 2019 年 1 月 25 日 上午 8:24
Clan feuds?
What are you supposed to do about this? Either I take a permanent resentful modifier to two clans or make one clan permanently unhappy? Something this common shouldn’t have such an awful permanent modifier attached to it. Is there at least some way late-game to bring happiness back up other than the tiny temporary benefit of wine?
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正在显示第 1 - 15 条,共 23 条留言
lebeststratege 2019 年 1 月 25 日 上午 8:33 
best way to "deal" with it is preventing it from appaering : the discovery tree gives you access to a guy who can remove traits for 50 parch... with enough you can get rid of all of those (no way to come back on people already punished... but if it bother you that much, bandit love to capture civilians...
Sverd 2019 年 1 月 25 日 上午 9:41 
引用自 lebeststratege
best way to "deal" with it is preventing it from appaering : the discovery tree gives you access to a guy who can remove traits for 50 parch... with enough you can get rid of all of those (no way to come back on people already punished... but if it bother you that much, bandit love to capture civilians...

I just finally caved in and punished one of my clans... and it only satisfied one of them. Jesus christ, you have to take a -1 PERMANENT happiness penalty to both if they ever start feuding?? This is an awful design choice... permanent massive negative modifiers shouldn't be a thing that can just "happen" randomly with no option to stop it (the feud occured between someone with an 'extremely rare' chance for a feud during the 3 turns it took me to train him as an archer).
Jon Shafer  [开发者] 2019 年 1 月 25 日 上午 9:49 
I've considered adding a turn countdown on the Mood penalty. Let me think about it some more.

- Jon
Sverd 2019 年 1 月 25 日 上午 9:56 
引用自 Jon Shafer
I've considered adding a turn countdown on the Mood penalty. Let me think about it some more.

- Jon

A year or three of a -1 mood penalty would be suitably punishing without being devestating at worst and endless extra alcohol micromanagement at best. I definitely think that a turn countdown would be a huge improvement, since an unavoidable feud hitting my blacksmiths made me consider sending out everyone with a potential feud chance into the wilderness to die; clans that can feud are a gigantic liability to your entire clan just by existing.
Jon Shafer  [开发者] 2019 年 1 月 25 日 上午 10:00 
Yeah, I want it to sting but not make the game less fun. The feuds in general need to be tweaked a bit.

- Jon
Drugal 2019 年 1 月 25 日 下午 12:49 
I found once you know about it it is no issue at all.

1) It is not that hard to prevent feuds from happening
2) the reduced exp gain can be countered by training disiplince directly or just ennobleing them later on
3) angry clans can still do exelent work in all occupations that give boni multipliers to others
4) for every clan punished there is another that gets permanent bonus
clayffo 2019 年 1 月 25 日 下午 1:22 
there are a few things you can do to mitigate this.
1. make sure the clan is doing a job that will not put them at risk for getting upset or commiting a crime. this is not always convenient because you may need a blacksmith, but you roll a clan that wants an active profession.
2. always punish one of the parties and rebuild them. this is somewhat painful in the short run, but both clans will descend into being resetful and both will be highlly unproductive when being upset.
3. rebuild includes giving them wine, enobling them, and pairing them up with clans that have a bonus to mood. (best to put the ones that improve mood in the camp)
4. remove the negative quirks that cause them to fight with others (via training an instructor then using 50 parchment)
5. if all this fails, ship them off to the legion for retraining
geepope 2019 年 1 月 25 日 下午 1:22 
You learn pretty quickly to send troublemakers to go work outside the camp so they don't start anything. Most of the time when I get a feud it's a newcomer clan that comes in when I have a training backlog, in which case it's kind of a no-brainer to flog them. I'll happily kneecap a bunch of unemployed nobodies for a permanent mood boost to an established productive clan.
Sverd 2019 年 1 月 25 日 下午 1:24 
引用自 Drugal
I found once you know about it it is no issue at all.

1) It is not that hard to prevent feuds from happening
2) the reduced exp gain can be countered by training disiplince directly or just ennobleing them later on
3) angry clans can still do exelent work in all occupations that give boni multipliers to others
4) for every clan punished there is another that gets permanent bonus


引用自 geepope
You learn pretty quickly to send troublemakers to go work outside the camp so they don't start anything. Most of the time when I get a feud it's a newcomer clan that comes in when I have a training backlog, in which case it's kind of a no-brainer to flog them. I'll happily kneecap a bunch of unemployed nobodies for a permanent mood boost to an established productive clan.

In the scenario I was talking about, I got hit with a feud from a newcomer in the 4 turns it took me to train them into an archer between him and my blacksmith clan. Cost me about 8 extra wasted turns of retraining and one warrior with morale permanently at 50.
ZenSynic 2019 年 1 月 25 日 下午 1:36 
My knee jerk reaction to a permanent mood change resulting from a feud was 'well that sucks' - but honestly, it's not far-fetched as a concept and is the kind of punishing mechanic that challenges the player to either come up with proactive strategies to prevent it in the first place or potentially change course to deal with the consequences.

I've only been able to play a few sessions, maybe about 30 minutes each, starting over each time just to get a feel for how this is all supposed to work. It doesn't strike me as the kind of game where the player is going to ever be able to line up everything perfectly - that is to say, traits and professions and dealing with individual clan eccentricities seems very much at the core of the game. Not every clan is going to fit into the spot you want to put them, or where you need them, and some of them can be a drag on you if you aren't paying attention to the details. The question of which clan to make what and when to do it would appear at first glance here to be very important in how things shake out for your tribe.

I'm not opposed to the idea of making the mood revert back to positive over time, but it should probably last a while. The notion that one could lead disparate clans over time and keep everyone constantly happy is more absurd than the idea of an endless grudge.
最后由 ZenSynic 编辑于; 2019 年 1 月 25 日 下午 1:37
becephalus 2019 年 1 月 25 日 下午 3:30 
引用自 Jon Shafer
Yeah, I want it to sting but not make the game less fun. The feuds in general need to be tweaked a bit.

- Jon

Perhaps a bigger modifier, but that sunsets over a couple years? I do like that it currently forces me to spend more time thinking about whom matches up with whom and it is not some big resources maximization table.

After my first couple games I basically started managing things so there would never be feuds.
最后由 becephalus 编辑于; 2019 年 1 月 25 日 下午 3:31
geepope 2019 年 1 月 25 日 下午 3:47 
引用自 Turnop
In the scenario I was talking about, I got hit with a feud from a newcomer in the 4 turns it took me to train them into an archer between him and my blacksmith clan. Cost me about 8 extra wasted turns of retraining and one warrior with morale permanently at 50.

Personally at that point I just figure they're not cut out to be soldiers. Sure it sucks, but there are any number of other reasons a new clan might not be suitable for the job you wanted.
Thorik 2019 年 1 月 26 日 上午 1:33 
I just put clans with permament negative modifier to jobs with blue icons, the ones that apply bonus to other workers. This way their malus to production doesn't affect anything.
最后由 Thorik 编辑于; 2019 年 1 月 26 日 上午 1:33
The Stinky Pinky 2019 年 1 月 26 日 上午 2:23 
I've been using a crappy, start a fight with everyone type clan to go stand with my resource gathers to force a feud so i can buff my collectors by punishing them.

The main thing to remember is don't give them a settled in your city job and they should be much easier to manage.
NalyKalZul 2019 年 1 月 26 日 上午 5:32 
this is why i keep a decent barb camp arround when it not directly in the way and has good defensive tile bonus, for suicide puposes.
that way any newcommer who wants make trouble, only ends up increasing my already productive members. and gets send into the litter barbarian meatgrinder as a hunter.

it's a shame i can't quite punish them like i can in rimworld.
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