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  • DevDiary 17 - Settlements and Province Features

    Hello friends, and welcome to 17th DevDiary for “Knights of Honor II: Sovereign”! Though we initially planned to talk about Espionage and Spies in this one, we decided to change the topic, and cover some fundamental features that are high time we shed more light on. Settlements and provinces are at the base of the game’s economy, connected to the production of any resources or currency.

    As we established in the very first DevDiaries we wrote, the world in our game is divided into provinces, more than 300 of them. Today we will take a look into the key elements of a province, and how those elements define a province’s potential and benefits to whoever controls it.

    Every province has exactly one town, symbolizing its governmental center. Through that town the players can view a summary of everything important in the province, as well as make decisions about it. Besides the town, there are always several settlements around the province, usually around 5-6. In some locations there can be more or less, depending on the province’s size, but many fall into the 5-6 range. These settlements determine, to a large extent, the strengths of a province. There are 4 basic types:

    • Villages represent larger population and commercial potential
    • Crop farms are related to the production of food and other agricultural resources and goods
    • Settlements with religious importance primarily serve educational and religious purposes, represented in our game by “books” and “faith”; they can be monasteries, mosques and shrines, depending on the province’s religion
    • Castles primarily improve defenses and recruitment capabilities
    • In addition to their type, some settlements can be coastal as well, which plays an important role if some naval related buildings are made

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    All of these provide initial bonuses, but more importantly, certain buildings and upgrades affect their production and efficiency. This means constructing a building in a province which has several related settlements to it can be substantially impactful.

     Many possibilities arise for players to explore – they can try to adapt their strategy to the provinces they have; or try to execute their initially planned strategy, picking the most suitable provinces among their own for each purpose planned; finally, they can also try to quickly conquer certain provinces that they find suitable for a given purpose. As an example, finding a province with 3-4 monasteries will definitely be a good goal for someone planning to build a cathedral and university – such territories are often worth fighting for.

    In addition to settlements, each province is characterized by several “province features.” Some of them are represented by a corresponding special settlement, e.g. Flax Fields, Herb gardens, Cattle farms, Mines etc. Others are not represented by settlements and are considered to be either an additional resource in an existing settlement (e.g. gold veins, silver ore and lodestone are related to mines, but there are mines without any of those), or just as something that can be acquired in the province – rare game, amber deposits, salt, etc.

    There are “geographical” province features as well, with the main difference compared to other province features being they are predetermined by the position of the province’s town and its surroundings. We love to randomize as many elements as we can, so the game feels different every time you play it, creating more of a “sandbox” experience. Settlements and province features are randomly generated each time within some rules and boundaries, but we can’t really say Venice is not a coastal town or that Vienna is not on a large river, right? Geographical restrictions do apply for some of the other resources as well, e.g. you will not see camel herds in Sweden, vineyards in Sahara, and you are quite likely to have horses in the steppes.

    It is hard to say where the line should be drawn, as gameplay on one side and historical accuracy on the other can clash, but we are trying to find the best balance between them and create enjoyable gameplay without making the Old world look too crazy.

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    But let’s get back to the function of province features. Most of them do contribute a little to the province’s economy, but don’t necessarily get significant bonuses from the regular builds. Instead, province features provide the possibility of constructing unique building(s) and upgrade(s. Often this leads to new resources becoming available for the kingdom, and in turn makes new buildings, upgrades and units available as well.

    For example, “Herb gardening” can only be made where the Herbs province feature is available, and through it kingdoms can make upgrades like “Herbalist shacks”, “Dye workshops”, “Apiaries”, “Candle makers” etc. and thus produce resources like Herbs, Dyes, Wax and Candles, that have usage in textile, medicine, naval buildings and upgrades, etc…

    As you see, we use the terms “buildings” and “upgrades” rather loosely, as these can represent industries, techniques, practices, organizations and what not. Buildings and upgrades are quite a large topic – they are over a hundred with interesting specifics, so we’ll need to leave them for another DevDiary.

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    To summarize, province features are quite important and often a driving force for expansion. Supplied with well-tanned and hardened leather, iron and trained warhorses, a kingdom can recruit fierce elite soldiers; great naval advantages and discoveries are impossible without plenty of resources, from timber, tar and wax to maps and compasses. As we talked earlier in the DevDiary about merchants, some goods can be imported, but it is hard to maintain a kingdom’s economy if it relies too heavily on resources produced elsewhere – it can be rather expensive and sometimes trade relations can be ruined.

    We’d love to hear what your preferred playstyle is in strategic games with such sandbox elements – do you like to adapt your strategy to the circumstances, or bend the circumstances, until they fit your strategy? To what level do you enjoy the random generation – would you prefer full-fledged unmanipulated randomization and thus – a new world every time; somewhat determined world, only with nuances; or straight-out predetermined one (if you pick the later, you’ve probably played “Lost temple” a lot, right?).

    We will talk a bit more about Settlements and Province features in our DevStream on Thursday, April 22th, @ 3:00 PM GMT / 11:00 AM EST but more importantly, this time we will spare part of our streaming time to show a sneak peek at new in-game footage of KoH2:S – if you want to be among the first to see new gameplay, tune in! The Twitch stream will be hosted on the THQ Nordic channel: http://twitch.tv/thqnordic and we’ll be grabbing responses from this post as well as answering questions live during the stream.

    Next time we will talk about the emblematic class of KoH series – Spy and Espionage; what we’ve kept from the first game, what we’ve changed, added and why. We are having a bit of Déjà vu with this last sentence…


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    THQN Brad



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    16 hours ago, Lighthope said:

    By the time you've got your marshals up and running to sack provinces, I'm already making enough gold through other means.

    Seriously, they need to change up how sacking works.

    Nope you are incorrect here. You can come watch our gameplay of no Merchants and no building of economic buildings and see how things played out. It is rough, but you do get very quick bonuses from sacking early on and its easy to pull off with peasants early in the game. and the additional marshal skilling you get from the plundering helps give your marshals early stats. 

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    So there are some questions that came up after the dev stream in my head:

    What happens with the castles(keeps on the map) if a town is sieged and conquered. Are they still enemy territory or they surrender after the fall of the town?

    There was a discussion about the randomness of recourses and province assets that will trigger the creation of zones (villages, farms, etc..) And the example of the stream was - if you have cows as asset you will have a cattle farm on the map - pretty cool mechanic. 

    But raises the question

    If assets are randomly generated does this mean that the number of zones/settlements per province may vary between games, or they are already placed on the map?

     

    From the screenshots and the video I see that the settlements are placed very well on the map and that makes me think that they are done manually, unless there is a very powerful map generator that would create and place the zones so well, including the road connections, ha!

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    1 hour ago, BC Knight said:

    If assets are randomly generated does this mean that the number of zones/settlements per province may vary between games, or they are already placed on the map?

    Most likely it is an option at a start of a new game "historic province resources/random province resource", if they have some set scenarios for specific nations as a different play mode I would guess starting resources would be adjusted to the scenario.

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    Finally the topic I was most interested in 😉

    Everything seems very promising, but I still don’t see a major point here - the Capital.
     

    The capital is the center of your empire, the cradle of culture and civilization. As such, it has be allowed to have an additional slot for building or special slot of building. Something special, something unique (like i.e. the Coliseum in Rome, Hague Sophia in Constantinople, etc)... A building that will give you advantage when the empire is getting larger and larger.

    Speaking about getting a larger empire - how is this going to be reflected in the center of your empire? We all know that Rome was influenced from the resources coming from all points of the empire. Is the capital (if such) will benefit from the expansion of the empire? Consequently “damaged” from losing territory?
     

    The topic of the Capital can be expanded further - i.e. when the king dies, a new capital can be chosen as seat of the empire. By that way the game will provide something which no other game has provided so far. Imagine that you conquer a capital from another empire bigger than yours or central on the map, then you can set it as a new Capital of your empire. 
     

    How about the smaller settlements? Any possibility for the player to make upgrades? Not something major, but small adjustments - i.e. crop farms to have upgrade for watering system, religious places for building a protective tower or expand the settlement to cloister, monastery?

     

    Last point, already mentioned in the other comments: some cities must have fixed buildings. This was one of the aspects which were bothering me in KoH1 - you conquer Rome, the seat of the Pope and there is not even a church. Certain buildings for certain cities need to be fixed in order to present incentive to conquer them (just brainstorming here, but perhaps ask if this building should be destroyed once the city is taken?)

     

    Please treat the settlements and cities topic carefully - it’s the core that can create variation for late-game. It should not remain static once you are on quest of conquering the world with your army.

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    17 minutes ago, Timerlane said:

    Everything seems very promising, but I still don’t see a major point here - the Capital

    It appears that Capital mechanics is done through a buildings probably unique, one pre kingdom.

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    Currently we are not aware what these buildings do.

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    On 4/19/2021 at 2:39 PM, THQN Brad said:

     

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    Is it possible instead of saying castle near Leon these castles to have real names and to represent real castles? 

     

    There are a few castles east of Lyon that may be good for these two on the map. 

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    On 4/22/2021 at 7:36 PM, Ivory Knight said:

    Nope you are incorrect here. You can come watch our gameplay of no Merchants and no building of economic buildings and see how things played out. It is rough, but you do get very quick bonuses from sacking early on and its easy to pull off with peasants early in the game. and the additional marshal skilling you get from the plundering helps give your marshals early stats. 

    Still, I think that pillaging and sacking would be an interesting mechanic to consider in every stage of the game, not only on early moments just to get a quick advantage over a neighboring rival. I feel that it would add a profound layer of tactical decision-making: should I send my strong army directly to the province's capital for a siege, or should I start a slower but less men-costly attrition war? Or deprive my rival of a precious resource, such as horses or iron?

    I always felt this like a huge drawback in the first game, especially when taking into account how well-rounded the economy system is (deep but accessible at the same time).

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    As much as I talk about war and destroying things, my favorite aspects of these sorts of games are building and developing for self sufficiency. I can't wait to see how close to self sufficiency I can get.

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    What I belive should be a feature is that there should be more builds already built on later start dates. Especially stone walls. It is weird to play like the latest starting date and all of Europe looks like it is in 8th century AD at the beggining of the game. 

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    How can I turn off all the symbols that are above the villages and castles etc. After heaps of upgrades they tend to block up the screen with trash....can I toggle that info to be off?

    54.png

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