![]() Natively, leaving always means that clan will abandon any fiefs it has, while defecting means that clan may take their lands with them, if the kingdom they are defecting to (aka target kingdom) is at war with their current kingdom. These terms came from the game code and will be used a lot both on this page and in the mod itself, so, please, note them. There are two options they consider - just leaving and become independent for a time or defecting to another kingdom. I highly suggest using the same rules for everyone - that's what I had in mind while designing the mod.Įvery AI clan of every kingdom periodically checks if it should leave its kingdom in search of better opportunities. Each existing or future system could be applied either to player kingdom only, or to all realms of Calradia. I have plans to add more systems and subsystems in the future, while maintaining modular approach. Right now this mod have one big system named "Ensured loyalty" and several subsystems, which may be turned on or off independently. This is WIP and currently under active development. Over time though it grew in scale, and now I aim to improve over native functionality in several aspects, related to allegiance, vassalage and overall kingdom management as a ruler. Initial goal of this mod was to make the logic which NPC clans use for leaving or defecting their kingdoms more sensible and controllable, while not preventing such actions completely.
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