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Tien Chi Conscription
Has anybody figured out what this does? From the description, I expected to see province defences increasing in provinces with order, but that isn't happening.
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I also wondered about that. Maybe it's only visible in actual battles, and you get more militia?
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It adds "Slave" troops to your army. They have a spear and wear white robes. They are junk troops, but you get what you pay for. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Slaves? Only Mictlan is supposed to get slaves.
Conscription causes random increases in defence of provinces. Order affects the chances of an increase. High defence reduces the chance. |
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Wow, that's an incredibly nice ability, especially for obsessive people like me that blow their cash on defense=) I know I shouldn't, but it's always so tempting... just 1 more! =)
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Sorry. My bad. The effect is exactly what I expected, and as Kristoffer hinted, it isn't very powerful. I just didn't wait long enough for it to appear. Provinces which I have owned for a dozen turns or so but left with no defence now have a defence of two, and the province which I have owned the longest, but bought a dozen defence for, has seen no further increase.
[ November 19, 2003, 18:05: Message edited by: Truper ] |
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>Slaves? Only Mictlan is supposed to get slaves.
My mistake, it is Mict that gets the slaves. |
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How much do these commanders that can conscript cost?
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[ November 19, 2003, 21:59: Message edited by: johan osterman ] |
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Has anyone EVER seen that work, EVER?
I just tried out a T'ien game (standard theme of course) and set for Order 3 and a dominion of 7 (using Oracle). I kept a good eye on my PD, and I never once saw it improve, ever, even with Order 3. Is this a bug? Or is the improvment you have been hinting at somehow... intangible? But nevertheless there? |
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I'm not sure what the algorithm is, but I think it maxes out very quickly.
i.e. if you have more than VERY LITTLE pd the probability of an increase goes to zero I doubt you will EVER see an increase in your home province pd, for example... I think the ablity should be improved a little, if only to cut down on the "it's broken!!" threads.... http://forum.shrapnelgames.com/images/icons/icon12.gif Rabe the Draft Bored |
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PD appears to rise slower and slower as the total PD in the province increases. The first few are pretty quick and it gets ever-slower thereafter. That said, I have seen 10 PD provinces climb to 13 over a period of 1-2 dozen turns. As I said, it's slow when you have a bunch already.
PD increase is 'flavoring', not something I'd rely upon. EDIT: I commented on this very thing in the Ashikaga mod thread, as that mod replaces TC, and thus (inadvertently) gets the TC base nation bonuses (the mod also gets TC heroes). [ February 15, 2004, 14:18: Message edited by: Arryn ] |
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I didnt get a PD improvement in provinces with PDs of 6 or more, ever. |
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It is funny to get the message of Rlyeh attacking my coastal provinces, only to be driven back by PD. In the rare occasions where they do gain a foothold, they usually lose too many troops that they can't advance any more in the immediate future and can easily be mopped out by my army provided I can reach them before reinforcement (which is almost always the case. Or I can use "Call of Wind" if they are that depleted) Anyway, now when I play I don't go for ridiculous PDs (is there even a limit? I know you can go 100+, never bothered to find the limit), rather than quickly mop out the AIs, but it was fun nonetheless. Seeing an Arco army of ~20 Elephants & ~100 other troops driven back my Ulmish or Pythium 100PD gives me a good laugh. ^_^ (and just before anyone say it, yes, the Pythium PD is not so great...) -Gateway103 |
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The Tien Chi conscription ability is pretty much meaningless, since it works so rarely that you can't really build around it as a strategy. If the increase were far more noticeable, like a 30% chance of a +1 increase per order scale, this would actually become rather neat, and probably make them a good deal more attractive: At the moment, they feel like one of the weaker nations.
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i dont undertstand what it is supposed to do either.
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damn annoying forum O_o should read top to bottom and not go backwards.
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Gateway: Limit on province defense is 125. Found that out in a game with Caelum where I was just messing around with late game spells and had ~8k gold income per turn post upkeep.
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Conscription was never intended to be something that 'gave them a boost' but as a thematic flavor enhancer. Conscription should not be changed if the base units of TC are weak (Which they are), but rather the units of TC should be changed.
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Considering the amount of work and research that went into making the TC, I think that would be a poor choice. Not to take anything away from Potatoman's mod, which I think is very good.
Though maybe this kind of decision should be made by those who play TC extensively, rather than Jotun. |
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It certainly seems much more like a minimally beneficient random event than actual conscription. After all, conscription is not people voluntarily joining up ever now in a rare while, it is the organised impressment of the populace in the military. I would really like a change based on the level of PD already in a province: Each turn, if </font>
It would represent a military system of conscription in all provinces for purposes of a low-level defense. That would certainly seem much more in line with the name of the ability, and while it WOULD allow the player to save quite a bit of money on low level PD in provinces at a low risk of invasion, the player would still have to pay real money for high-level PD, which is what is most important anyhow. |
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If you are going to adjust something as far as conscription and the actual definition of the word, it would be to have more soldiers placed in PD per point. You still have to pay for their armor and armaments, you just have a readier supply of warm bodies. |
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TC is so weak that it's usually the first nation to disappear in my SP games, often killed by AIs before I can get to them myself. My liking for Ashikaga aside, TC's weakness is why I've replaced them by Ashikaga. Heck, the indies I fight are tougher. |
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And for the second, you are by far the most guilty of jumping for any sort of thinking or 'smiley faces'. Quote:
I could care less what you feel is holier than thou. Because of your decisions to not play certain aspects of the game (blood), your opinion may be biased to things you know nothing about. The more time you play TC, you would find it's troops are but a small part of the nation that makes it weak and more specifically it is it's mages and the mounted units. Quote:
[ February 15, 2004, 23:18: Message edited by: Zen ] |
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The problem with the current implementation is that if fails all three. You don't notice it is going on, you gain nothing from it really, and the effects do not seem to fit with conscription in the first place. As such, it is a feature better done entirely without - or changed to something that fulfills at least one or two of the points. [Off topic, apart from the reasons you list, there is another reason to use a moderate 20-30 level of PD in SP in strategic provinces. PD can be extremely useful in SP as meatshields when backed up by archers/mages/priests defending armies in hotspots, as you lose nothing whatsoever if all the meatshields die in the defense so long as you hold the province. It cuts down on infantry replacement cost. Obviously of most importance if the AI is intent on overrunning you and has a substantial manpower advantage. This is the opposite of using PD to funnel the AI, really, as it is used where you expect the AI to attack rather than use it to turn it away.] Quote:
[ February 15, 2004, 23:23: Message edited by: Peter Ebbesen ] |
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There are numerous circumstances where PD can be of use, but these are mainly 'surprise' instances where they are not counting on an additional 10-20 fodder there to eat up lances/mindbLasts, etc. The current way of conscription or suggested method of conscription does not allow that, since it's a slow and steady increase. Though this may just be my playstyle. I consider PD a waste on nations that must get 25+ in order for it to have a real impact. As I said, the ability is a minor one, and if it was adjusted to whatever people feel appropriate, it would not affect the other 2 themes of TC, which are just as lacking as the base, because of the inherent weaknesses that TC has. [ February 15, 2004, 23:30: Message edited by: Zen ] |
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But then again, I am not sure we actually disagree on this one. It is possible that I just have an atavistic dislike to giving the AI even a remote chance of rampaging around in my backyard, if I can prevent it fairly easily. MP - of course - must be another world entirely, which even I can see with my negligible MP experience. In MP investing in 10 PD is most likely a good way of wasting 55d for most any nation unless you are in overwhelming danger of being swarmed by lowlevel summoning spells. [ February 15, 2004, 23:40: Message edited by: Peter Ebbesen ] |
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Though as I stated before, fixing or making Conscription viable/an asset, would still not fix the corrisponding themes that go with it. I tend to think of them as a whole, at least with TC, since I prefer the two themes both for their flavor/RP enjoyment and the variety they provide. So that is just a me thing. |
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I think Peter's well-written argument still holds true though. It's not a suggestion to "fix" Tien Chi, but to fix conscription. That is, it should be fairly minor but noticable and worth something, and make sense. Currently, a low chance over a long time of going from zero to 1-3 PD, up to an eventual max of about PD 6, is extremely weak, hard to even notice, and worth very little. If it built up at a noticible rate up to about 10, and then slowly eventually might get up to 15-20, I'd say that would be about right.
Balancing the various themes of Tien Chi is a different matter altogether. PvK |
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Since Conscription is only Order based and is only usable by the base nation, it's priority is low, though it's intention was to provide more thematic flavor. If Conscription is changed not to balance the nation (which it will be regardless, every nuance impacts it, even in the slightest degree) then it has to be looked at and possibly adjusted later if the commonality between the base and themes is changed to put it in better 'balance'. I agree that something should be done to Conscription at some point and time, as it is just something that you don't consider when choosing your nation. And if Peter's suggestion is implemented, fantastic. But I would rather have the entire nation viewed for balance before Conscription and if the Developers feel it's needed, adjust it, then adjust Conscription to fit that vision of balance. |
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Glad we got that cleared up, and I'm glad you didn't mean what I thought you meant. Looking forward to more discussion of conscription, balancing, and TC. |
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A few suggestions at current I believe for Base TC are:
Give all their Commanders 2 Movement or modify the statistics to reflect being the slowest leaders in the game (no other commanders have mv 1) Give the Celestial Master +1 Astral, either adjust the cost or change the paths to fit it in. Adjust the gold and/or resource cost of the standard heavy troops of TC. As of right now they have terrible long weapon units (Glavies and Lightly Armored Pikes). I'd have to wait and see exactly what the effects of the new and improved HorseArcher orders of Fire and Attack, which will hopefully fix that particular aspect. It might have more of an impact on balance than I could say. Change the Celestial Servant and Celstial Soldier's paths to cast to be able to be summoned without having to rely on Random picks. |
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Patch 2.08 is soon to arrive, and there's no sign that patches will be grinding to a halt after its release. Furthermore, it seems to me (from reading a lot of the threads in this forum) that Illwinter is a very "populist" developer - that is to say, they appear to take all suggestions quite seriously. In my opinion, something doesn't need to be completely broken in order to be in need of a little bit of tweaking. TC is probably viable, but could be more so. Again, I'm speaking from gaming experience as a whole, not from specific experience with Dom II. [ February 16, 2004, 02:26: Message edited by: fahdiz ] |
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IW has a good tract record for trying to fix things; whether or not they think all suggestions are warranted is another matter entirely. I couldn’t say that any or all of the suggestions people give would even get the attention the original poster desires, but if you provide a good argument it would be hard to imagine they wouldn’t.
Some things are just outside of the realm of possibility at current and other things they are just stubborn about. |
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Perhaps you'd care to do a Zen mod for TC? |
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I'm waiting for the full Mod tools before I try to do a Mod. I'd rather be able to do everything than halfway because of the limitations of the Mod Tools.
This is, more than likely, the best way to try to show implemented changes and their effect. Akin to Cherry's Scale Mod. |
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What you say makes perfect sense, on that topic. This thread was about the detail of Conscription, though, rather than overall TC balance. If that's lacking, it would be more important. I can't comment all that much on Tien Chi balance since I haven't tried them myself yet. A few random things I have seen:
Tien Chi commanders aren't technically the only ones who suffer speed 1 strategic. (Ulmish Guardian commanders, maybe Arco hoplite commanders (?) ... ) But ya it would be good to know IW's reason for this, or else perhaps to change it. Tien Chi AI came and steamrollered my Arco when I was trying to build up a Natajara SC. They had over a dozen celestial giants of some sort which were quite hard to deal with. Just one example, and it sounds like it may be atypical. I had a Tien Chi mercenary group of about 20 armored horse archers, and they were very effective with simple Fire orders. They'd kill the enemy with arrows until they arrived, and then kill those that made it through the arrows, in melee. I agree though that like most non-lance/knight cavalry, they would be better with better AI/orders options, especially if there were a way to get them and other light skirmishers to actually skirmish - i.e. harrass with missiles, and avoid (back away from) any melee where they are at a disadvantage. PvK Quote:
Since Conscription is only Order based and is only usable by the base nation, it's priority is low, though it's intention was to provide more thematic flavor. If Conscription is changed not to balance the nation (which it will be regardless, every nuance impacts it, even in the slightest degree) then it has to be looked at and possibly adjusted later if the commonality between the base and themes is changed to put it in better 'balance'. I agree that something should be done to Conscription at some point and time, as it is just something that you don't consider when choosing your nation. And if Peter's suggestion is implemented, fantastic. But I would rather have the entire nation viewed for balance before Conscription and if the Developers feel it's needed, adjust it, then adjust Conscription to fit that vision of balance. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> |
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For Tien Ch'i: the Eunuch, the Ceremonial Master, Minister of Rituals, and Celestial Master all have Movement 1. I believe the reason/why for it is because common knowledge of the era had most dignitaries and ceremonial leaders traveled with a retinue of servants, slaves, etc. And so that is represented by them losing movement. In game however, it makes a huge difference having the greater portion of your commanders regulated to 1 movement. Quote:
If they had 15 that would be summons worth 60 Air Gems, quite a healthy chunk. I'd hope they would be decent enough to make you think twice for that cost http://forum.shrapnelgames.com/images/icons/icon12.gif [ February 16, 2004, 04:37: Message edited by: Zen ] |
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