Events "Free Folk join" / "Adventurers ..." need adjusting - but how?
Posted: Sun Jul 31, 2022 10:54 am
THE PROBLEM
Every other game I start I get those events within the first 10-15 turns which are annoying and useless at best - each time the distances are much to great to do anything about it: Even with a 2-zone start a distance of 18 hexes is way to much to cover in a hurry on turn 4 - so all I get
from this even is a unit that starves to death and a failed event.
THE SOLUTION
Now, that's where I am a bit stumped.
Obisouly, the nearst undiscovered free settlements in non-aligned territory or hex perk is more likely to be >15 than <5 hexes away. And the distance increases the later in the game the event occures.
Therefore, adding a condition like "not before turn 25/15/5 (depeding on start settings)" will not help that much.
Simply generating a town/perk in the nearest hex which is unexplored is too easily exploited by players.
One I thing that I was able to come up with is to make those generated troops upkeep-free - but this opens a totally new cans of worms.
Alternatively, why not make settlements produce supplies (in small numbers; may make it possible to de-cheat the raider/animal minor AI a bit), and make the adventurers use buggies with a unit feat "fuel trucks" or something, so that they at least can believably reach their destination and maybe can come back with a little help?
What are your thoughts?
Every other game I start I get those events within the first 10-15 turns which are annoying and useless at best - each time the distances are much to great to do anything about it: Even with a 2-zone start a distance of 18 hexes is way to much to cover in a hurry on turn 4 - so all I get
from this even is a unit that starves to death and a failed event.
THE SOLUTION
Now, that's where I am a bit stumped.
Obisouly, the nearst undiscovered free settlements in non-aligned territory or hex perk is more likely to be >15 than <5 hexes away. And the distance increases the later in the game the event occures.
Therefore, adding a condition like "not before turn 25/15/5 (depeding on start settings)" will not help that much.
Simply generating a town/perk in the nearest hex which is unexplored is too easily exploited by players.
One I thing that I was able to come up with is to make those generated troops upkeep-free - but this opens a totally new cans of worms.
Alternatively, why not make settlements produce supplies (in small numbers; may make it possible to de-cheat the raider/animal minor AI a bit), and make the adventurers use buggies with a unit feat "fuel trucks" or something, so that they at least can believably reach their destination and maybe can come back with a little help?
What are your thoughts?