Basically, an additional set of policies for realms to enact, with the usual cost. Since the number of combat stats and skills is fairly limited, I think it'd be best if the buffs applied to combat moves so there's some difference between realm. The idea is, you get effective points in a move even over 30 total, but never over 5 per move, as long as you have at least one copy of the move in your deck.
Unlike civilian buffs, these combat buffs should only apply to full realm members. The point is to give the realm a home field advantage in PvP in small skirmishes. To even the field in a proper battle, I think it should be possible for the attacker to bring their realm's combat buffs with them at a cost. I'm thinking new realm "magic" called Campaign or War Party or something, which only the king can use, costs authority to activate and has an authority upkeep while active. The effect is that the king gets an aura (like 50 tile radius) that grants his realm members their realm combat buffs even outside their realm.
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Sevenless
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Re: Realm combat buffs
When I was talking about new resource usages for realms, I did touch on temporary buffs being a potential use. So you've got my interest for sure. Only issue I see here is that this simply serves to expand the powergap between #1 and #2 realm doesn't it? If the homefield advantage is notable, no one will raid other realms without the war buff. Which just means biggest realm gets a slight edge in their pocket.
Unless of course the home field buffs are stronger per investment somehow.
Unless of course the home field buffs are stronger per investment somehow.
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dafels
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Re: Realm combat buffs
I would rather have some kind of stat buff added to village claim to the villagers, so if a big kingdom knocks on your village's doors you could put up some resistance atleast.
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viznew
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Re: Realm combat buffs
i too wish villages had more options, too me villages feel left out loldafels wrote:I would rather have some kind of stat buff added to village claim to the villagers, so if a big kingdom knocks on your village's doors you could put up some resistance atleast.


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Sevenless
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Re: Realm combat buffs
In general, combat aside, it would be neat if villages could partake in the buff system somewhat. How to differentiate it from realm buffs currently I don't know, because villages are something every player can make/access basically. So I wouldn't want to see combat buffs only when it's a mechanic hermits can play with too.
Although I like the idea of village specialization, I fear factions would get annoyed by needing seperate villages for each activity due to minmaxing.
Although I like the idea of village specialization, I fear factions would get annoyed by needing seperate villages for each activity due to minmaxing.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
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Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
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NOOBY93
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Re: Realm combat buffs
ehhh no reason to make big factions even more powerfulPotjeh wrote:Basically, an additional set of policies for realms to enact, with the usual cost. Since the number of combat stats and skills is fairly limited, I think it'd be best if the buffs applied to combat moves so there's some difference between realm. The idea is, you get effective points in a move even over 30 total, but never over 5 per move, as long as you have at least one copy of the move in your deck.
Unlike civilian buffs, these combat buffs should only apply to full realm members. The point is to give the realm a home field advantage in PvP in small skirmishes. To even the field in a proper battle, I think it should be possible for the attacker to bring their realm's combat buffs with them at a cost. I'm thinking new realm "magic" called Campaign or War Party or something, which only the king can use, costs authority to activate and has an authority upkeep while active. The effect is that the king gets an aura (like 50 tile radius) that grants his realm members their realm combat buffs even outside their realm.
and the king aura idea is just stupid, your party would rely on your king to be online in order to get the most stats in a fight
Agree with Davis on getting much bigger stats on village area so nabs can defend
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Sevenless
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Re: Realm combat buffs
That's kind of the issue I have, any extra buffs will mostly float to the top. But I like the concept of them.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
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Lucky: can be so ugly, can be so heartwarming
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ven
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Re: Realm combat buffs
Heyviznew wrote: i too wish villages had more options, too me villages feel left out lol
viewtopic.php?f=48&t=52762&p=699618
Kingdoms should have the option of centralizing major buffs or letting all its villages have minor ones. Basically a choice between more authority to the capital or more autonomy to the villages.
I think it was kaios who once suggested that realms built within realms should receive rebellion-related buffs through unique hearth magics.dafels wrote: I would rather have some kind of stat buff added to village claim to the villagers, so if a big kingdom knocks on your village's doors you could put up some resistance atleast.
Venator
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dafels
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Re: Realm combat buffs
eh, what does my suggestion has to do with kaios suggestion???
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Sevenless
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Re: Realm combat buffs
Part of the point of realms is to give incentive for players to group naturally. Realm buffs being spread out by default means players are benefitted from living under them, as opposed to just fucking off into the wild.ven wrote:Kingdoms should have the option of centralizing major buffs or letting all its villages have minor ones. Basically a choice between more authority to the capital or more autonomy to the villages.
I'm not sure I'd support anything that goes against that concept. The costs of moving base in haven are massive, so it's not like easy migration is possible ingame if a kingdom decides to go stingy on the buffs.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
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Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system