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    Seasonal challenge game. Blow Santa accomplished and that way past wave 100 which is very unusual since he normally comes a lot earlier in game but better late then never.
    This vid starts past wave 100 so that you all will get the full UBR force to see till the very gruesome end.





    A few updates from the closed alpha to keep track of development and to show folks that things are moving on.

    –patch 0.5
    — basic intro and game over screens
    — your progress is now saved until you die
    — fixed cost to ranger blocking path event
    — increased chances of courtiers coming to your throne room by 30%
    — church will now be giving advantages when having good relations with the player (debug feature was preventing this)
    — trade value /10 in taxes every seasons
    — changed the start values so its less cake but added starter immunity so the game doesn’t attack the player’s face right away
    — rangers that fail hunts will not make you lose soldiers anymore
    — fixed enable/unable typos
    — fixed the foreign nobles messing up the tavern event no referencing to a proper kingdom (event #162)
    — fixed the health crash
    — fixed n occurrence that the name of a courtier wasn’t displayed properly when killed in the crusades
    — Knights, due to the dangerous nature of their vocation, can die on the job now. A meta balance to the free squire input.
    — gold will be deducted properly for assassination now.
    — fixed an event where a poacher being killed by a ranger would not reduce crime (event #114)
    — fixed event where gypsies are pushed in by an other province. stats are not affected appropriately (event #335)
    — if the queen is busy she will not be appearing
    — added proper introduction to the knight patrol request (#17)
    — changed the tax system where now the trade score is rolled 10 times and every wins give a gold per season.
    — added a normalization of the values so the numbers don’t get too crazy (aka -13 loyalty)





    tank man
    not sure, didn’t see the mission discription
    this kit carson is punching this truck for 5 minutes now

    yep… keep up

    omfg, he just… just… destroyed a truck…with his fist…

    kit carson is sarge in mnbr



    Aside uninteresting labor works to tell about I was here enjoying a high cultural festival.

    • This reply was modified 1 month ago by  Lance. Reason: new link that is not private now


    Yaa that’s MNB cannon for sure Nick.

    Hello and welcome back O grandest story teller of em all.
    Sorry about your loss.
    Up is a new game in the making called StateCraft.
    Already playable but still in closed alpha.
    In case you or anyone else likes to make suggestions then head over to the respective topic forum/ thread.



    from urb

    • This reply was modified 1 month, 1 week ago by  Lance.


    One thing that is not clear to me; what is a season?
    Is it every time the book opens on you on it’s own (from what I saw every 4 visits.)?
    The game could use some simple counter telling you which season is it now.
    Also, in case of courtiers coming in to report success or failure of a task, does it matter what answer you give?
    I will work on an icon that display the season.
    yes it does
    forgiving an incompetent courtier is weak and will instigate disloyalty.
    forgiving a competent courtier is also important because they know their value.
    disapproving an incompetent courtier that failed you will make him/her seek to improve him/herself since he/she got called on his/her bs.
    disapproving a competent courtier will antagonize him/her
    it is hard in early game to know what kind of individual you deal with so you have to act prudent.
    But once yo have ran the kingdom for few seasons with the same courtier you know who are your rock stars are.



    for an old reg you sure ask the most NOT to ask question around here LOL
    But just to be polite, NO. 🙂
    There is an old (secret) alpha that a few of us tested but this version has absolutely nothing in common anymore and sadly nobody has played it so far.
    So we are all “hanging on tight” as is right now…..



    some random facts:
    – Knights that fail their actions have a chance to die (due to the martial nature of their vocation) that is what knights actions are paying well compared to other courtiers (beside rogues which is high risk high rewards)
    – Ennobling a Templar that has been assigned to your court will piss off the Pope greatly.
    But Templar are high skill (50+/100 guaranteed) individuals.

    asked this;
    So the Templar are under the direct control of the Pope in SC?

    Or do they act on their own like how IRL Templars did until they were all excommunicated & burned at the stake?

    In SC are the Templars & Pope the same or are they separate groups you can interact with?

    urb ;
    Thanks for asking.
    the lore is not wiki level yet but in a nut shell it deviates slightly from the IRL and borrows from star wars a lil.
    Templars are pretty much the praetorian guard of the pope in SC. Although a very big organisation very few makes it to actual Templar but can be part of the organisation.
    If that makes sense.
    In any case the individuals that you are dealing with in SC are full Templars which are men of very high qualities and reliability.
    eing given a title is something you cant refuse in SC.
    It is by the hand of the king an act of Gygax. Which equals the Pope in term of holy calling.
    A Templar if given a title will cease his service to the Pope and resign is vow of monk life in order to become a loyal and dedicated Vassal.




    The way mistresses are coded right now is that they show up to your court and want to spend time with you.
    If you have a queen a morale hit is done if you say yes.
    Depending on the ‘quality’ of the mistress (everyone in StateCraft has one skill called Competency) then she may give birth to a child.
    Either a girl or a boy.
    Currently if it is a girl you will not hear about it. however if it is a boy she will visit after 3 seasons and tell you that in 14 years this boy will show up tot your court as a legitimate heir.
    It is upon you to accept him or not.
    Currently the oldest son’s takes over the crown. So you have time to figure out if this bastard is worth keeping, especially if he is your oldest.
    All the other child in your court will take a loyalty hit if you welcome the bastard in.
    If you refuse him, he has a chance (competency check) to become a villain later on in the game and raise an army or even leave with a chunk of your kingdom..

    Rebellious royalty hasn’t been coded but they will be treated as a political entity which can take a chunk of your realm.
    This is what I meant.

    Now as far as princesses go, I did not put thought into it yet.
    I do like the mini queen effect or even a completely new array of action that is just for princesses which mostly is based on diplomacy and a tad of intrigue.
    You should be able to arrange marriage and receive a decent amount of gold as well and substantial amount of loyalty if you don’t ask for gold.

    You could marry your daughter to external kingdoms or even within yours to ranked individuals that you have promoted.

    You can also marry your daughter to a very skilled courtier in order to make him become royalty.
    As I explained earlier Royalty is a vocation (job) in Statecraft that is attributed to anyone that is within your immediate family.
    The cool part is that you don’t technically pay them for them to stick around and they hold not titles/significant land.
    When you start the game there is no royalty in your court.
    But has you play Royalty will accumulate.
    Their actions are unique in a sense that beside in time of war you cannot task them.
    Rather they come to you and say ‘i did this’.
    However for royalty to accomplish something good or bad they need 3 rolls to be either successful or failed.
    This translate into you only will hear about Royalty if they are extremely good or extremely bad.
    All this to say that if you have a very competent knight, you might want to make him royalty by marring him with one of your daughter in order to stop paying him.
    Although he will stop acting as a knight you can still capitalize from his high competency as a royal.



    Bit more up to date game lore by urb over at the Discord.

    The current system that is sort of new in this iteration works in a comparable manner. Servants come to you and offer their services on a random basis. They can be from one of the 5 castes:
    Merchants (which deals with markets and gold)
    Knights (which are -very- useful during open war and moderatly during time of peace)
    Scholars (which deal with diplomacylaw making and engineering)
    Rogues (which are masters at intrigue. A high risk High reward avenue) and finally,
    Rangers (who deal with defenses, investigation and exploring)
    All their actions are skill driven. The amount of time they seek work and how successful they are, is determined by a 100% roll every seasons. The core game loop of statecraft is that as a king you have to be able to guess who is competent and who is not. And this very quickly. Because comeptant individuals will demand more money over time and will become irritated very quick if you do not approve them.
    The mechanics in order to make this a fun game are the following: A courtier seeks you permission to accomplish a task. You then say yes or no. the reasons to say yes or no can be various, either you deem this individual not good enough for the task and the damage of a potential failure is too risky for you. OR you simply can afford such an actions. Either in time, troops, gold or diplomacy.
    If you say yes a skill check is done and the courtier comes back to report. Now 2 things can happen. Either he/she succeeds or fail. And here note that a courtier that has a 75% skill (which is fairly high and be considered as a competent individual) can fail from time to time. As a king it is important that you forgive the competant people and disapproving the idiots. At first it can be hard since the courtier has not been on many tasks before and task failure or success is truly your only way to find out.

    In case he is successful nothing much is done on your part. You can approve his success or disapprove it. NOW if he is unsuccessful this is where you need to think. You can forgive him or not. When you forgive a failure the courtier makes a skill check. if he passes it, it means that the individual views himself as worthy of that forgiveness and thanks he can do better. If the courtier fails his skill check then he views himself as not up to the task but yet granted leniency by his lord. Which at this point if any of you have read Machiavelli’s works is a mark of weakness from a king. The incompetent Courtier that has been forgiven will start to view tyou as a weak king and increase his disloyalty slightly

    So let’s go the other way now
    If you elect to reprimand the individual then things are different.
    A competent courtier will not be pleased by the reprimand and would have expected a more graceful treatment. His respect for you will decrease slightly. If an incompetent courtier is reprimanded then he will get his act together and since he is fully aware of his lack of seriousness being noticed by the king. He will then increase his skill by 1 to 3%
    So by being a good judge of character you can groom incompetent courtiers to become respectable. And by being a a jerk antagonize your elite until they take you off the throne. Such as real life.
    Or also by being too soft you open the door for the less than desirable individual to move against you by lack of fear that you will be unable to eitherr be aware fot heir machinations or respond in any stern fashion.

    All the courtiers in your court are of higher standings
    it is that just some of them are less than competent. As we all know by know that bloodlines have little to do with competency.
    Statecraft lore is minimal right now.
    Now that the game loop is established let’s take a look on how this turns the game into a time bomb of urbness.
    If it were for only courtier this is fine. But here comes the royalty. These guys that somehow are part fo your court but you can’t fire them and also think they are to some extent previous to your respect.
    The Queen, is a special npc and like chest she moves in all direction. It is the most powerful npc of the game, that is if shhe is cometant. If you tool the gold of a rich merchant and married his daughter.. you risk to have a lower quality queen since that poor girl had no idea what ruling a country was 2 weeks ago
    As far as competency the queen works just as nay other NPCs described above on the leniency algorythm. a less than cometant queen will seek to imporve upon being reprimendanded or will maneuver agaisnt you out of undeserved foirgiveness.
    This is not too bad because a queen is manageable. Same goes for your Sons and first genrations nobles.

    Chances of Hiers and beauty and also skill at diplopmacy is all related to the ‘one’ skill
    Although as a king you may indulge intyo extra marital activities in case you seek additional heirs or fun. This however might not fly if your queen is skilled. She will realise what is going on and will not tolerate it.
    Sleeping out with other women while having a powerful queen seems to be detrimental as history teached us.

    • This reply was modified 2 months ago by  Lance. Reason: more content


    . . . conservation post taken from the Discord . . .
    I’ll indulge in an exercise here to try and visualize the entire flow for the management of individuals.
    1) Your deeds and play style is like to attract certain individuals to come and offer their service to the crown (with some randomness thrown in). They come to court, make their offer and you choose to accept or not. If you reject them at this point, they never come back and your relations with the sector of society they belong to (e.g. peasantry, merchantile) suffer a bit. Conversely, accepting them improves relations slighly. When hired, information on them and their contract will be available in the management panel.
    2) If the individual was simply offering their service for a number of seasons, they will not have any task assigned yet. If they came offering to do a specific deed, skip to the next step. A servant with no task will, upon hiring and – repeatedly – at every court session, propose a plan of action that is aligned with their own thinking (individual motivation/goal, occupation, caste, sectoral ties or other influences that weight on them). If you accept their plan of action, they and their sector receive a morale/relationship increase and are now on assigment (they are doing what they want and, hopefully, that aligns with your own interests). Should you reject it, they and their sector take a morale hit, then your own advisor offers a second plan of action for your servant that is aligned with the realm’s interests (it is a suggestion based on the realm’s statistics, diplomatic relations, etc.). Should you accept this, there is no morale or relationship gain and the servant will be off on assignment (you get them to do something more aligned with your own interests, at the cost that they aren’t particularly happy about it). Should you reject your advisor’s proposal, the servant is dismissed with no further morale effects and they remain with no task, to return at the next court.
    3) Once on assignment, full information will be available in the management screen. After the necessary time passes, the servant returns to present the results; or perhaps not, in which case you are informed by a messenger that they’ve died or fled. Assignment success is given by a roll with the servant’s base skill level + applicable bonuses (e.g. the assassins guild has good relations with the crown and has vowed to aid you) versus the difficulty level of the task (drawn from several factors, depending on the task involved; e.g. a mission to a foreign country will have diplomatic stats enter the calculation). Any task performed grants a small skill increase, as they become experienced, independently of success. When the servant presents the results to you, whatever they are, you can approve (give morale) or disapprove of it (deduce morale). If you disapprove, your advisor asks if you wish to dismiss them at this point. After these evaluations, if you haven’t dismissed them, they will be once more free of any task and you are back at step 2) to assign them another one.
    Note that choosing to disapprove of a servant, yet still keep them in service ought to be a mechanic that serves some useful game purpose. Reprieving a servant will keep them from making extraordinary demands, curb suggestions along the same lines of their previous ones and will afford a temporary bonus to the success of their next assignment, as they will be wary of being met with disapproval again (you are essentially pushing them for results, but this comes, of course, at the cost of their morale). The reverse situation, where you approve of their actions, bolsters their morale and ego and tends to drive them toward taking more actions along the same vein that worked for them before. So, in this way, you have a way to influence the course of future dealings with this individual.
    4) As shown in the step above, at every task conclusion you have the opportunity to plainly dismiss a servant, for whatever reason (even when the task was successful). Another way in which a servant can leave your service is through morale loss. If they lose too much, they resign peacefully or they might, depending on temperament, defect and become an opponent to your reign. Individual relations are somewhat tied to the sector of society they are a part of (e.g. nobility, church). On the individual level, honoring the service of a servant serves to slowly bolster overall relations with that sector, while degrading them helps to create hostility. On the aggregate level, a sector that enjoys good relations with the crown affords you a good buffer where you might then easily negate or reprove individuals on specific occasions without it having any great consequences, thus giving you room for governability, whereas dealing with a sector where relations are frayed and tense leaves you with the noose around your neck, where any new negative episode can potentially be the tipping point for a catastrophe, thus forcing your hand into appeasing and agreeing with situations you don’t like in order to keep the realm together.



    New record by Purppocet over at the Discord.

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